Game program, information processing system, information processing device, and information processing method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2024-04-23
- Publication Date
- 2026-04-24
AI Technical Summary
The reduction of object update frequency in games can lead to rough movement of displayed objects, causing player discomfort.
A game program that controls objects in a virtual space based on operation input, employing a dual-state control process where objects in a reduced state perform animation and interaction detection without movement, transitioning to a normal state upon interaction or proximity to the player.
Reduces processing load while maintaining natural appearance and interaction, allowing smooth gameplay without discomfort.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, an information processing system, an information processing device, and an information processing method. [Background technology]
[0002] Conventionally, one of the techniques for reducing the load when the processing load is high is a technique for reducing the update frequency of some objects (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2011-186834 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, when the update frequency of an object in a game is reduced, the movement of the object being displayed becomes rough, which may give a strange feeling to the player.
[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and an information processing method that are capable of reducing the load associated with object processing while preventing visual discomfort. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration.
[0007] (First Configuration) A game program according to a first configuration causes a computer of an information processing device to control a player character in a virtual space based on an operation input, and controls a first object in the virtual space based on a first object control process by a plurality of processes including at least a process of automatically moving the first object in a first state, an animation process, a process of detecting an interaction with another object, and a process of making the first object behave in accordance with the detection of the interaction. The game program also causes the computer to control the first object based on a second object control process by at least performing the animation process related to animation not involving movement and at least a part of the detection process of the interaction, among the plurality of processes included in the first object control process, in a second state satisfying a plurality of conditions including at least a condition that the first object is not moving and a condition that the first object is not interacting with another object, and the second object control process by not performing at least a part of the other processes including the process of automatically moving the first object.
[0008] According to the above, in the second object control process, a process for automatically moving the first object is not performed, but an animation process that does not involve movement and a process for detecting interactions with other objects are performed, which makes it less likely that an unnatural appearance will occur, enables interaction with the player, and reduces the processing load on the computer.
[0009] (Second Configuration) In a second configuration, in the first configuration, at least a part of the interaction detection processing included in the second object control processing may include at least detection of an interaction based on an action of the player character. The game program may further cause the computer to transition the first object to the first state and control the first object based on the first object control processing when an interaction based on an action of the player character with respect to the first object in the second state is detected.
[0010] Based on the above, when an interaction is performed by the player with the first object, the first object can be caused to transition to the normal state, enabling the player to play the game without feeling uncomfortable.
[0011] (Third Configuration) In a third configuration, in the first or second configuration, at least a part of the interaction detection processes included in the second object control process may include at least detection of an interaction based on an action of the player character. The game program may further cause the computer to, when an interaction based on an action of the player character with respect to the first object in the second state is detected, cause the first object to behave in accordance with the detection of the interaction.
[0012] Based on the above, when an interaction is performed by the player on the first object, it is possible to cause the first object to behave in accordance with the interaction.
[0013] (Fourth Configuration) In a fourth configuration, in the first to third configurations, the first object control process may include an action decision process for deciding an action of the first object, including the start of the behavior and the start of the movement, based on a game situation including the occurrence of the interaction. The second object control process does not include the action decision process.
[0014] Based on the above, in the second object control process, it is possible to avoid performing a high-load process of determining an action according to a game situation.
[0015] (Fifth Configuration) In a fifth configuration, in the above-mentioned fourth configuration, the first object control process may include a process of progressing the behavior and the movement of the first object that has been started.
[0016] Based on the above, in the second object control process, a process for starting a behavior and movement is not performed, and therefore a process for progressing an action that has been started does not occur, making it possible to reduce the processing load.
[0017] (6th Configuration) In a sixth configuration, in the above first to fifth configurations, the multiple conditions may further include a condition that a distance between the player character or virtual camera and the first object exceeds a predetermined standard.
[0018] Based on the above, when the distance between the player character or the virtual camera and the first object exceeds a predetermined standard, the first object can be controlled based on the second object control process.
[0019] (Seventh Configuration) In a seventh configuration, in the sixth configuration, the second object control process may further include at least detecting a distance between the player character or the virtual camera and the first object. The game program may further cause the computer to transition the first object to the first state and control the first object based on the first object control process when a distance between the first object in the second state and the player character or the virtual camera becomes equal to or smaller than a predetermined standard.
[0020] Based on the above, when the distance between the first object and the player character or the virtual camera becomes short, the first object can be transitioned to the first state and controlled based on the first object control process.
[0021] (8th Configuration) In an eighth configuration, in the above first to seventh configurations, the game program may further cause the computer to control the first object based on one of the first object control process and the second object control process when other specified conditions are satisfied, regardless of whether the first object satisfies the multiple conditions.
[0022] Based on the above, when a predetermined condition is further satisfied, the first object can be forcibly controlled based on the first object control process or the second object control process.
[0023] (Ninth Configuration) In a ninth configuration, in the fourth or fifth configuration, the first object may include a non-player character. The game program may further cause the computer to have a plurality of the non-player characters fight, and during the fight, control at least one of the plurality of the non-player characters based on the first object control process, fight based on the action determination process, and control the other non-player characters based on the second object control process.
[0024] Based on the above, in scenes where a plurality of non-player characters fight, it is possible to reduce the processing load while maintaining the appearance and game playability.
[0025] (10th Item) In a tenth configuration, in the above ninth configuration, the game program may cause the computer to, during non-combat, cause the non-player character controlled based on the second object control processing to perform a first animation as the animation that does not involve movement, and during combat, cause the non-player character controlled based on the second object control processing to perform a second animation different from the first animation as the animation that does not involve movement.
[0026] According to the above, it is possible to cause the non-player characters to perform different animations that do not involve movement during non-combat and combat, making it possible to achieve a more natural appearance depending on the scene.
[0027] (11th Feature) In an eleventh configuration, in the above ninth or tenth configuration, the non-player character may be an enemy character, and the battle may be a battle between the player character and a plurality of the enemy characters. The game program may cause the computer to control a predetermined number of the enemy characters, selected from those closest to the player character or the virtual camera, based on the first object control process, and control the other enemy characters based on the second object control process.
[0028] Based on the above, when fighting a large number of enemy characters, by reducing the processing for enemy characters that are located farther away than a predetermined number, it is possible to prevent the processing load from becoming too high while maintaining the appearance and game playability.
[0029] (12th Feature) In a twelfth configuration, in the above ninth to eleventh configurations, the non-player characters may include an ally character and an enemy character, and the battle may be a battle between the ally characters and the enemy characters. The game program may cause the computer to set a plurality of battle groups, each of which includes the ally characters and the enemy characters and in which the battle takes place, and in each group, control at least one ally character and at least one enemy character based on the first object control process, and control the other ally characters and enemy characters based on the second object control process.
[0030] According to the above, since at least one enemy character and one ally character fight within a battle group, it is possible to reduce the processing load while allowing battles to take place within each group.
[0031] (13th Feature) In a 13th configuration, in the above 12th configuration, the game program may further cause the computer to set the battle group based on the positional relationship between the ally character and the enemy character in the virtual space during the battle, and to set the battle group including the ally character and the enemy character by moving at least one of the ally characters controlled based on the first object control process placed in a first area to a second area in which the enemy character is placed.
[0032] According to the above, a battle group can be naturally formed.
[0033] Furthermore, the other configuration may be an information processing system, an information processing device, or an information processing method. Effect of the Invention
[0034] According to the present invention, it is possible to reduce the load associated with object processing while preventing the appearance of discomfort. [Brief description of the drawings]
[0035] [Figure 1] FIG. 1 illustrates an example of a game system. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] FIG. 13 is a diagram showing an example of a game image displayed when the game of the present embodiment is executed. [Figure 4] FIG. 13 is a diagram showing an example of a process related to an enemy character in a normal state; [Diagram 5] FIG. 13 is a diagram showing an example of a process related to an enemy character in a reduced state; [Figure 6] FIG. 1 is a diagram showing an example of the positional relationship of each non-player object and the state of each non-player object in a certain game situation; [Figure 7] FIG. 13 is a diagram showing an example of a game image in a first battle scene. [Figure 8] FIG. 13 is a diagram showing an example of a process related to an enemy character when the enemy character is set to a reduced state in a first battle scene. [Figure 9] FIG. 13 is a diagram showing an example of a game situation in a second battle scene. [Figure 10] FIG. 13 is a diagram showing an example of a game image at the start of a second battle scene, the game image being before an ally character is moved; [Figure 11] FIG. 13 shows an example of a game image after an ally character has been moved in a second battle scene. [Figure 12] FIG. 13 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game process. [Figure 13] 1 is a flowchart showing an example of a game process executed by the processor 21. [Figure 14] A flowchart showing an example of the non-player object update process in step S107. [Figure 15]Flowchart showing details of the state setting process in step S201 DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0036] (Game System Configuration) A game system according to an example of the present embodiment will be described below. FIG. 1 is a diagram showing an example of the game system. An example of the game system 1 in the present embodiment includes a main unit (information processing device; in the present embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The main unit 2 is a device that executes various processes (for example, game processes) in the game system 1. The left controller 3 includes a plurality of buttons 5L (up, down, left, right directional keys) and an analog stick 6L as an example of an operation unit for a user to input. The right controller 4 includes a plurality of buttons 5R (A button, B button, X button, Y button) and an analog stick 6R as an example of an operation unit for a user to input. In addition, an L button 7L is provided on the top surface of the left controller 3, and an R button 7R is provided on the top surface of the right controller 4.
[0037] The main unit 2 is configured so that the left controller 3 and the right controller 4 can be detachably attached to it. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2, or the main unit 2 can be used as separate entities from the left controller 3 and the right controller 4. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."
[0038] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in FIG. 2, the main unit 2 includes a processor 21. The processor 21 is an information processing section that executes various information processes (e.g., game processes) executed in the main unit 2, and includes, for example, a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). The processor 21 may be composed of only a CPU, or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU function. The processor 21 executes various information processes by executing an information processing program (e.g., a game program) stored in a storage section (specifically, an internal storage medium such as a flash memory 26, or an external storage medium attached to a slot 29, etc.).
[0039] The main device 2 also includes a display 12. The display 12 displays images generated by the main device 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device. The display 12 is connected to a processor 21. The processor 21 displays images generated (for example, by executing the above-mentioned information processing) and / or images acquired from the outside on the display 12.
[0040] The main unit 2 also has a left side terminal 23, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 22 through which the main unit 2 performs wired communication with the right controller 4.
[0041] Furthermore, the main device 2 includes a flash memory 26 and a dynamic random access memory (DRAM) 27 as examples of internal storage media built into the main device 2. The flash memory 26 and the DRAM 27 are connected to the processor 21. The flash memory 26 is a memory used mainly for storing various data (which may be programs) saved in the main device 2. The DRAM 27 is a memory used for temporarily storing various data used in information processing.
[0042] The main unit 2 includes a slot 29. The slot 29 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., save data of a game application, etc.) and / or a program executed by the main unit 2 (e.g., a game program, etc.).
[0043] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 28. The slot I / F 28 is connected to the processor 21. The slot I / F 28 is connected to a slot 29, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 29 in response to instructions from the processor 21.
[0044] The processor 21 appropriately reads and writes data from and to the flash memory 26, the DRAM 27, and the above-mentioned storage media, to execute the above-mentioned information processing.
[0045] The main unit 2 also includes a network communication unit 24. The network communication unit 24 is connected to the processor 21. The network communication unit 24 communicates with an external device via a network, wirelessly or wired. In this embodiment, the network communication unit 24 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 24 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.
[0046] The main unit 2 includes a controller communication unit 25. The controller communication unit 25 is connected to the processor 21. The controller communication unit 25 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 25 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0047] The processor 21 is connected to the above-mentioned left side terminal 23 and right side terminal 22. When the processor 21 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left side terminal 23 and receives operation data from the left controller 3 via the left side terminal 23. When the processor 21 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right side terminal 22 and receives operation data from the right controller 4 via the right side terminal 22. In this way, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively.
[0048] In addition to the elements shown in FIG. 2, the main unit 2 also includes a battery for supplying power, and an output terminal for outputting images and sounds to a display device other than the display 12 (for example, a television).
[0049] (Game Overview) Next, the game of this embodiment will be described. Fig. 3 is a diagram showing an example of a game image displayed when the game of this embodiment is executed. Fig. 3 shows an example of a game image in a normal game scene in which the player character 100 and the ally characters 110 and 120 encounter an enemy character while moving in a virtual space.
[0050] As shown in FIG. 3, a player character 100, a plurality of friendly characters (110, 120), and a plurality of enemy characters (200, 201) are positioned on a ground 30 in a three-dimensional virtual space (game space).
[0051] The player character 100 is a character operated by the player, and can execute a number of actions (movement action, attack action, grab action, object operation action, etc.) in the virtual space based on operational input to the controller (3 or 4).
[0052] The player character 100 moves within the virtual space in response to, for example, an operational input to the analog stick 6L. Also, the player character 100 performs an attack action using a weapon object based on the operational input by the player.
[0053] A virtual camera is placed at a position a predetermined distance away from the player character 100. The virtual camera moves in accordance with the movement of the player character 100. The virtual camera is controlled so that the player character 100 is included in the imaging range of the virtual camera.
[0054] The enemy characters 200, 201 are non-player characters that are automatically controlled by the processor 21 of the main unit 2. The enemy characters 200, 201 move automatically within the virtual space. Furthermore, the enemy characters 200, 201 attack the player character 100 or the friendly characters. The number of enemy characters may be one, or three or more. Furthermore, the number of enemy characters increases or decreases during the game.
[0055] The ally characters 110 and 120 are non-player characters automatically controlled by the processor 21 of the main unit 2, and are characters that support the player character 100. The ally characters 110 and 120 move in the virtual space following the player character 100. When an enemy character appears, the ally characters 110 and 120 fight with the enemy character to help the player character 100. For example, the ally character 110 attacks the enemy character 200 by itself, or makes the player character 100 use the ability that the ally character 110 has, thereby helping the player character 100. The number of ally characters may be one, or may be three or more. The number of ally characters may increase or decrease during the game.
[0056] The player character 100 can approach an enemy character and perform a close-combat action using a close-combat weapon object (e.g., a sword object). The player character 100 can also perform a long-distance attack action using a long-distance weapon object (e.g., an arrow object or a bullet object) to attack the enemy character from a distance.
[0057] When the player causes the player character 100 to perform a remote attack action, the player first aims at an object (e.g., the enemy character 200) that the player is aiming at. For example, a sight image is displayed in the center of the screen in response to a predetermined operation input by the player. The player uses the controller to match the sight image with the object and issue a firing command. As a result, the remote weapon object is fired toward the position in the virtual space indicated by the sight image, and if, for example, the enemy character 200 is present at that position, the remote weapon object hits the enemy character 200. When the remote weapon object hits the enemy character 200, a reaction according to the hit is made. For example, an effect image is displayed around the enemy character 200, the enemy character 200 reacts to indicate that it has received damage, or makes a sound.
[0058] The enemy character also performs an attack action on the player character 100. For example, the enemy character 200 searches for the player character 100, and when it finds the player character 100, it approaches the player character 100 and performs an attack action. When the enemy character 200's attack action hits the player character 100, a reaction according to the hit is performed. For example, an effect image is displayed around the player character 100. Also, the player character 100 performs a reaction indicating that it has received damage, or a reaction by uttering a sound.
[0059] The ally characters 110, 120 also perform attack actions according to the type of character. For example, the ally character 110 approaches the enemy character 200 and performs an attack action. If the ally character 110's attack action hits the enemy character 200, a corresponding reaction occurs. Also, the enemy character 200 may perform an attack action against the ally character 110, and if the enemy character 200's attack action hits the ally character 110, a corresponding reaction occurs.
[0060] In this way, the player character 100 progresses through the game by moving within the virtual space and encountering and fighting enemy characters that are automatically controlled by the processor 21. The player character 100 also progresses through the game while cooperating with ally characters that are automatically controlled by the processor 21.
[0061] In addition, various virtual objects 300 are arranged in the virtual space. The virtual objects 300 include, for example, a treasure chest object, a board object, a wheel object, and the like. The treasure chest object is an object that can be opened by the player character 100, and contains items used in the game. The wheel object is an object that has a propulsive force and can be moved according to the player's instruction and the game situation. The board object and the wheel object are objects that can be operated based on an object operation action by the player character 100. Based on the object operation action, the player character 100 can, for example, connect (combine) the board object and four wheel objects to generate a four-wheel vehicle object. The four-wheel vehicle object can be moved within the virtual space according to the player's instruction and the game situation.
[0062] The virtual object 300 may be placed in the virtual space in advance, or may be an item that the player character 100 acquires during the game and places in the virtual space.
[0063] When an attack action of the player character 100 hits the virtual object 300, a corresponding reaction is also performed. For example, as the reaction, a sound is emitted from the virtual object 300, an effect image is displayed around the virtual object 300, and so on.
[0064] Furthermore, the player character 100 performs an object manipulation action on the virtual object 300 as one of the multiple actions. The object manipulation action is, for example, an action of remotely manipulating a virtual object 300 (e.g., a board object or a wheel object) in front of the player character 100. Note that among the multiple virtual objects 300, there may be some objects that are targets of the object manipulation action and some objects that are not targets.
[0065] Specifically, the player performs a predetermined operation input to aim at one of the multiple virtual objects 300 in front of the player character 100. Then, one of the multiple virtual objects 300 is selected, and when the player performs a determination instruction, the selected virtual object 300 is determined as a control target for the object manipulation action. The virtual object 300 as the control target is displayed in a special display mode and is in a floating state in the virtual space. When the control target is being manipulated by the object manipulation action, the control target is moved in the virtual space, the attitude of the control target is changed, or the control target is connected to another virtual object based on the operation input by the player.
[0066] In this manner, at least any one of the multiple virtual objects 300 can be manipulated by the object manipulation action of the player character 100.
[0067] Furthermore, among the multiple virtual objects 300, for example, a treasure chest object is an object that is not a target of an object manipulation action, but can be opened when the player character 100 approaches it.
[0068] The enemy characters, ally characters, and virtual object 300 described above are objects that interact with other objects. Here, interaction includes an action of an object having some effect on another object. Interaction also includes an object taking some action on another object, and an object receiving some action from another object. Interaction also includes an object reacting in response to receiving some action from another object.
[0069] For example, the enemy character moves in response to the movement of the player character 100, reacts in response to an attack action of the player character 100, and counterattacks. In addition, the enemy character reacts, for example, by turning toward the player character 100 in response to the player character 100 taking aim (aiming) with a remote weapon object. Since the enemy character reacts in some way to some action of the player character 100, the enemy character is an "interacting" object.
[0070] In addition, the ally characters move in accordance with the movement of the player character 100, and help the player character 100 in accordance with the situation of the player character 100. Since the ally characters are affected by the movement etc. of the player character 100, the ally characters are "interacting" objects.
[0071] Furthermore, enemy characters and friendly characters perform attack actions on each other and react accordingly, so that the enemy characters and friendly characters "interact."
[0072] Also, any of the plurality of virtual objects 300 (for example, a board object, a wheel object, etc.) is moved or connected to another virtual object in response to an object operation action of the player character 100. Also, a treasure chest object among the plurality of virtual objects 300 can be opened, for example, when the player character 100 approaches it. For this reason, the virtual objects 300 are "interacting" objects.
[0073] Furthermore, any of the plurality of virtual objects 300 may be picked up or used by a character (a friendly character or an enemy character) other than the player character 100. For this reason, any of the plurality of virtual objects 300 may "interact" with a character other than the player character 100.
[0074] In this way, there are objects in the virtual space that interact with other objects. Such objects that are controlled by the processor 21 and interact with other objects are referred to as "non-player objects" herein. Non-player objects perform some kind of action according to the object.
[0075] On the other hand, there are also objects in the virtual space that do not interact with such other objects and do not perform any action. For example, terrain objects such as rocks, mountains, buildings, the ground, rivers, and seas that are fixed in the virtual space are non-interactive objects. For example, even if the player character 100 attacks a terrain object, the terrain object does not change in any way, such as being deformed, destroyed, annihilated, or moved, and therefore the terrain object is a non-interactive object.
[0076] Each non-player object has its own AI (artificial intelligence). The AI of the non-player object performs an action decision process to decide the action of the non-player object according to the game situation. Then, the non-player object performs the action decided by the AI. Specifically, processor 21 performs an action decision process for each non-player object according to the game situation, and when it is decided in the action decision process to perform a predetermined action, it performs an action process according to the decided action. The action process is a process for making the non-player object actually start the action and progress the started action, and includes a process for determining the game situation and starting and updating an animation. As a result, the non-player object performing the predetermined action is displayed on the screen.
[0077] When multiple non-player objects exist in the virtual space, the processor 21 performs the above-mentioned behavior decision processing, action processing, etc., for each non-player object. For example, when there are a large number of non-player objects, the processing load of the processor 21 may increase. Therefore, in the game of this embodiment, each non-player object arranged in the virtual space is set to a normal state or a reduced state. The reduced state is a state of the non-player object for reducing the processing load of the processor 21. The processor 21 performs all of the multiple processes related to the non-player objects in the normal state, and does not perform some of the processes in the reduced state. This reduces the processing load of the processor 21.
[0078] In this embodiment, in addition to the processing for reducing the processing load described below, reduction processing in drawing (LOD: Level Of Detail) is also performed, such as limiting the number of polygons in a 3D model depending on the distance from the virtual camera.
[0079] Below, the process performed by processor 21 regarding an enemy character in the normal state and the process performed by processor 21 regarding an enemy character in the reduced state will be described using an enemy character as an example.
[0080] (Processing of enemy characters in normal state) 4 is a diagram showing an example of a process for an enemy character in a normal state. As shown in FIG 4, when an enemy character is set to a normal state, an "action decision process" is carried out.
[0081] The behavior decision process is a process performed by the AI of an enemy character, and includes a process of determining whether or not to have the enemy character perform a predetermined action (movement, attack, defense, or other action) depending on the game situation. The behavior decision process also includes a process of determining the specific content of the determined action. The behavior decision process also includes a process of determining a reaction in response to the detection of an interaction in the interaction detection process. Specifically, the processor 21 performs the behavior decision process including these multiple processes.
[0082] Specifically, the processor 21 determines whether to move the enemy character and the specific contents (movement destination, movement route, movement mode, etc.) of the enemy character in the case of the enemy character being moved, depending on the game situation. For example, the processor 21 determines whether to move the enemy character in accordance with various game situations, such as the situation of the virtual space around the enemy character, the distance between the enemy character and the player character 100, the situation of the player character 100, the situation of the other enemy characters 201, the distance between the enemy character and the ally characters 110, 120, and the situation of the ally characters 110, 120. For example, the processor 21 determines to move the enemy character toward the player character 100 or the ally character that is closest to the enemy character. Then, when the processor 21 determines to move the enemy character, it determines how to move the enemy character. For example, the processor 21 determines to "move the enemy character by running toward the player character 100" or to "move the enemy character so as to search around the surroundings." Processor 21 also determines whether or not to cause an enemy character to perform an attack action against player character 100 or an ally character, and if an attack action is performed, the type of attack action (e.g., whether to use bare hands or a weapon), etc. Processor 21 also determines whether or not to cause an enemy character to perform a defense action, and the type of defense action, etc.
[0083] The processor 21 causes the enemy character to perform the determined action. Specifically, the processor 21 performs action processing according to the determination of the action determination processing. For example, when it is determined to move the enemy character, the processor 21 causes the enemy character to perform a movement action. Specifically, in the action processing related to the movement, the processor 21 performs various determinations (e.g., determination of the condition of the ground under the feet) when the enemy character starts to move and while the enemy character is moving, and starts and updates the movement animation according to the determination results. Also, when it is determined to cause the enemy character to perform an attack action, the processor 21 causes the enemy character to perform the attack action. Specifically, in the action processing related to the attack, the processor 21 performs a determination (determination of whether the attack hits or not, etc.) during the enemy character's attack, and starts and updates the attack animation according to the determination results.
[0084] Furthermore, the processor 21 performs an interaction detection process for an enemy character. The interaction detection process is a process for detecting an interaction with another object. For example, the processor 21 detects whether or not the enemy character is being targeted by the player character 100. For example, when the player character 100 is aiming at the enemy character 200, the processor 21 detects that the enemy character 200 is being targeted by the player character 100. Furthermore, the processor 21 detects whether or not an attack action of the player character 100 or a friendly character has hit the enemy character.
[0085] Furthermore, processor 21 detects whether or not a third interaction has occurred with respect to the enemy character. The third interaction may be, for example, the enemy character being hit by another object. The third interaction may be the enemy character being wet with water. The third interaction may be the enemy character being set on fire. The third interaction may be the explosion of a bomb placed in the virtual space by player character 100 or an ally character. The third interaction may be the occurrence of an effect (e.g., a lightning strike) in the virtual space based on an action of player character 100 or an ally character. Furthermore, processor 21 detects whether or not a fourth interaction has occurred with respect to the enemy character.
[0086] When the processor 21 detects an interaction in the interaction detection process, the processor 21 executes an action determination process and determines a reaction according to the detection of the interaction. Specifically, the processor 21 determines the content of the reaction according to the detected interaction, and performs a reaction process according to the determined reaction. For example, when the processor 21 detects that an enemy character is being targeted, the processor 21 makes the enemy character react according to being targeted. Specifically, the processor 21 starts and updates an animation in which the enemy character faces the player character 100. When the processor 21 detects that an attack action has hit the enemy character, the processor 21 performs a reaction process according to the attack hitting. As a result, for example, a reaction is performed, such as the enemy character making a sound or an effect being generated around the enemy character. When the processor 21 detects that a third interaction has occurred on the enemy character, the processor 21 performs a reaction process according to the detection of the third interaction. When the processor 21 detects that a fourth interaction has occurred on the enemy character, the processor 21 performs a reaction process according to the detection of the fourth interaction.
[0087] When the enemy character is set to the normal state, processor 21 may execute all of the processes shown in Fig. 4. On the other hand, when the enemy character is set to the reduced state, only some of the processes shown in Fig. 4 are executed, and the other processes are not executed.
[0088] (Processing of enemy characters in mitigated state) FIG. 5 is a diagram showing an example of a process related to an enemy character in a reduced state.
[0089] As shown in Fig. 5, in the mitigation state, among the multiple processes performed in the normal state, the "action decision process" is not performed. Because the action decision process is not performed, the action process according to the decision is not performed, and the animation process related to the start and update of the corresponding animation is not performed. Therefore, in the mitigation state, the enemy character does not move in the virtual space and does not perform actions such as attack or defense.
[0090] When the enemy character is set to the mitigated state, processor 21 performs a stopped animation process. The stopped animation process is a process for causing the enemy character to act in a standing position without moving.
[0091] Specifically, a stopped animation having a length of, for example, about one to several seconds is stored in the memory (DRAM 27, flash memory 26, or a storage medium inserted in slot 29) of main unit 2. The stopped animation is, for example, a series of animations in which an enemy character moves its body part to the left while maintaining a standing state, and then moves it to the right and returns. When the enemy character is in a reduced state, processor 21 executes a stopped animation process that repeatedly plays the stopped animation. As a result, the enemy character repeats a swaying action while standing. If the enemy character becomes completely still when not moving or performing other actions, this may cause a player to feel uncomfortable. However, in this embodiment, since the stopped animation process is performed when the enemy character is set to a reduced state, it is possible to make such a sense of discomfort less likely.
[0092] Furthermore, even in the alleviated state, at least some of the interaction detection processes are executed. For example, among the multiple interaction detection processes, the detection process of whether an enemy character is being targeted, the detection process of whether an attack has hit, and the detection process of the third interaction are executed even in the alleviated state. On the other hand, in the alleviated state, the detection process of the fourth interaction is not executed. Note that, even in the alleviated state, all of the interaction detection processes may be executed, as in the normal state.
[0093] Even in the alleviated state, at least a part of the interaction detection process is executed, so that some interactions with the enemy character can be detected. When processor 21 detects an interaction with an enemy character, it transitions the enemy character to the normal state, executes an action determination process, determines a reaction according to the detection, and performs a reaction process. In this way, even when the enemy character is set to the alleviated state, it is possible to cause the enemy character to react when an interaction occurs with the enemy character.
[0094] In this way, when the enemy character is in a mitigated state, processor 21 does not execute the "action decision process" among multiple processes related to the enemy character, but executes a stopped animation process that does not involve movement (position update) and at least some of the interaction detection process.
[0095] This reduces the processing load on the processor 21, and even if the enemy character is in the reduced state, the stopped animation process is executed, so that the enemy character can be made to move while standing on the spot, and a natural display can be achieved. Also, even if the enemy character is in the reduced state, at least a part of the interaction detection process is executed, so that when another character interacts with the enemy character, the enemy character can be transitioned to the normal state and made to react.
[0096] 4 and 5 show an example of the process for enemy characters, but the process for non-player objects differs depending on the type of non-player object. For example, ally characters also have AI (action decision process) that decides what action they will take, and execute the action decided by the AI. Also, ally characters detect interactions with other objects and react according to the detected interaction.
[0097] For example, the ally character 110 has its own AI that determines its own actions. The AI of the ally character 110 determines whether or not to move, the destination and route of the ally character 110 if it moves, whether or not to perform an attack action, and whether or not to activate a special ability unique to the ally character 110. The ally character 110 then executes the action determined by the AI. The ally character 110 also detects various interactions with other objects and reacts in response to the detected interactions. Also, animations for the ally character 110 while stopped are prepared in advance.
[0098] When the ally character 110 is in a normal state, the processor 21 performs an action decision process, an action process according to the decision, an interaction detection process, and a reaction process according to the detection of the interaction, and when the ally character 110 is in a mitigated state, the processor 21 does not perform an action decision process, but performs a stopped animation process for the ally character 110 and at least a part of the interaction detection process.
[0099] In addition, the virtual objects 300 other than the characters also have their own AI and perform actions determined by the AI. For example, a treasure chest object, a board object, and a wheel object each have their own AI and can perform unique actions. In addition, the virtual objects 300 detect interactions and react in response to the detection. For example, a treasure chest object detects that the player character 100 is approaching and reacts in response to the approach. In addition, when a board object and a wheel object are targeted as a target of an object manipulation action, they detect that they are being targeted and react in response to the detection.
[0100] Non-player objects other than these enemy characters (ally characters, virtual object 300) also have a normal state and a reduced state, and transition to the reduced state or normal state depending on the game situation. When a non-player object is in the normal state, processor 21 performs behavior decision processing, action processing according to the decision, interaction detection processing, reaction processing according to the detection, and animation processing according to the action and reaction. When a non-player object is in the reduced state, processor 21 does not perform behavior decision processing, and performs at least a part of interaction detection processing and stopped animation processing not involving movement.
[0101] (Transition from normal to reduced state) Next, the transition from the normal state to the alleviation state will be described. When a predetermined condition is satisfied, a non-player object transitions from the normal state to the alleviation state.
[0102] For example, a first condition for an enemy character to transition from a normal state to a reduced state is that the enemy character is not moving. A second condition for an enemy character to transition from a normal state to a reduced state is that no interaction occurs between the enemy character and other objects. A third condition for an enemy character to transition from a normal state to a reduced state is that the distance between the virtual camera or the player character 100 and the enemy character exceeds a predetermined reference value.
[0103] When a plurality of conditions including at least a first condition and a second condition are satisfied, the enemy character transitions from a normal state to a reduced state. Also, when the first condition, the second condition, and the third condition are all satisfied, the enemy character may transition from a normal state to a reduced state.
[0104] In the normal state, the enemy character decides for itself whether to move or not, and if it decides to move, it moves and stops during movement at its own discretion. If the enemy character were to transition to the lightening state while moving, the enemy character would suddenly stop and (due to animation processing during the stop) would sway in place, which may cause an uncomfortable feeling. To prevent this from happening, in this embodiment, the first condition for the enemy character to transition to the lightening state is that the enemy character is not moving.
[0105] Also, if an enemy character is interacting with the player character 100, for example, fighting the player character 100, and transitions to the reduced state, the enemy character will suddenly stop. To prevent this from happening, in this embodiment, the second condition for the enemy character to transition to the reduced state is that the enemy character is not interacting with another object.
[0106] Furthermore, when the distance between the player character 100 or the virtual camera and the enemy character is relatively short, the possibility of an interaction occurring between the enemy character and the player character 100 increases. For example, the player tries to attack the enemy character that is close to the player character 100. Furthermore, in a normal game scene, ally characters are placed within a predetermined range including the player character 100. When the distance between the player character 100 and the enemy character is relatively short, the distance between the enemy character and the ally character is also relatively short, and the possibility of an interaction occurring between the enemy character and the ally character increases. For this reason, in this embodiment, the third condition for the enemy character to transition to the reduction state is that the distance between the player character 100 or the virtual camera and the enemy character exceeds a predetermined reference value.
[0107] The third condition may not be a necessary condition for the enemy character to transition to the mitigation state. The above-mentioned "predetermined reference value" for satisfying the third condition may differ depending on the type of enemy character or the scene of the game. For example, the third condition may be satisfied for the first enemy character when the distance between the virtual camera or the player character 100 exceeds the first distance, and the third condition may be satisfied for the second enemy character when the distance between the virtual camera or the player character 100 exceeds the second distance. In the first scene, the third condition may be satisfied when the distance between the virtual camera or the player character 100 exceeds the first distance, and in the second scene, the third condition may be satisfied when the distance between the virtual camera or the player character 100 exceeds the second distance.
[0108] The ally character also transitions from the normal state to the mitigation state when at least the first and second conditions are satisfied. The ally character may transition from the normal state to the mitigation state when all of the first, second, and third conditions are satisfied. The third condition for the ally character to transition from the normal state to the mitigation state may be that the distance between the virtual camera or the player character 100 and the ally character exceeds a second reference value. The second reference value may be smaller than the above-mentioned "predetermined reference value" for the enemy character, or may be larger than the second reference value. In a normal game scene, the ally character is controlled so as not to be too far away from the player character 100, but by setting a relatively small value as the second reference value, it is possible to easily transition the ally character to the mitigation state.
[0109] (Transition from reduced state to normal state) Next, the transition from the reduced state to the normal state will be described. When a non-player object is set to the reduced state, the non-player object transitions from the reduced state to the normal state if a predetermined condition is satisfied. For example, when a non-player object detects an interaction with another object, the non-player object transitions from the reduced state to the normal state.
[0110] For example, when an enemy character is set to the mitigated state and detects that the enemy character is being targeted by the player character 100, the enemy character transitions to the normal state. The enemy character makes the above-mentioned reaction when transitioning to the normal state. Also, for example, when an attack action hits an enemy character in the mitigated state, the enemy character transitions to the normal state and makes a reaction according to the hit.
[0111] Also, when an enemy character is set to the alleviated state, if the distance between the enemy character and the player character 100 or the virtual camera becomes equal to or less than a predetermined reference value, the enemy character transitions to the normal state. Note that the "predetermined reference value" regarding the third condition for transitioning from the normal state to the alleviated state and the "predetermined reference value" regarding the condition for transitioning from the alleviated state to the normal state may be different or the same.
[0112] An ally character also transitions from the reduction state to the normal state when an interaction with another object is detected. For example, when an ally character is set to the reduction state, if the player character 100 moves and the distance between the ally character and the player character 100 exceeds a predetermined value, the ally character transitions to the normal state and starts moving so as to follow the player character 100. Also, when an ally character is set to the reduction state, if an interaction with an enemy character occurs (for example, when an enemy character approaches the ally character or when an attack action of the enemy character hits the ally character), the ally character transitions to the normal state.
[0113] 6 is a diagram showing an example of the positional relationship of each non-player object and the state of each non-player object in a certain game situation, in which each non-player object is viewed from above in the virtual space.
[0114] 6, the player character 100 is located in front of the virtual camera, and the enemy character 200 is located relatively close to the player character 100. Since the distance between the player character 100 and the enemy character 200 is within a predetermined reference value, the enemy character 200 is in a normal state.
[0115] Also, enemy characters 201 and 202 are located at positions relatively far away from the player character 100 and the virtual camera. The enemy character 202 is set to a mitigation state because it is farther away from the player character 100 and the virtual camera than a predetermined reference value. Therefore, the enemy character 202 stands on the spot and wavers. On the other hand, although the enemy character 201 is farther away from the player character 100 and the virtual camera than a predetermined reference value, it is not set to a mitigation state but is set to a normal state because it is being targeted by the player character 100 (because the aim of a remote attack is on it).
[0116] Also, an ally character 120 is positioned to the right front of the player character 100 (upper right in FIG. 6), and the ally character 120 is fighting an enemy character 203. Therefore, the ally character 120 and the enemy character 203 remain in the normal state. Also, the enemy character 204 is not fighting the ally character 120, is not moving, and the distance from the player character 100 and the virtual camera exceeds a predetermined reference value, so it is set to the mitigated state.
[0117] Also, an ally character 110 is positioned to the left front of the player character 100 (upper left in FIG. 6). Here, the ally character 110 is performing an attack action against a plurality of enemy characters 205, 206 as determined by its own AI. Therefore, the ally character 110 and the enemy characters 205, 206 are not set to a reduced state, but are set to a normal state.
[0118] Also, a virtual object 300 and a virtual object 301 are placed in the virtual space. The virtual object 301 is, for example, a four-wheeled vehicle object, and moves within the virtual space. For this reason, the virtual object 301 is set to a normal state. On the other hand, the virtual object 300 is set to a mitigated state because it is stopped within the virtual space, is away from the player character 100 and the virtual camera, and does not interact with other objects.
[0119] In this way, each non-player object in the virtual space is set to a normal state or a reduced state according to the respective game situations. This reduces the processing load on the processor 21, makes the appearance natural, and allows for interaction, ensuring game playability.
[0120] (First battle scene) Next, a battle scene different from the normal game scene described above will be described. During execution of the game of this embodiment, a transition to a first battle scene may occur. Fig. 7 is a diagram showing an example of a game image in the first battle scene.
[0121] The first battle scene is a scene in which a large number of enemy characters and the player's characters (player character 100 and one or more ally characters) fight. The player's characters may be only the player character 100. Here, the description will be given assuming that the player's characters include the player character 100 and the ally characters 110 and 120.
[0122] As shown in Fig. 7, in the first battle scene, a large number of enemy characters (e.g., 200-206) form a group and simultaneously launch a battle against the player's character. The distance between the enemy characters 200-206 and the player character 100 or the virtual camera is, for example, within a predetermined reference value. In such a first battle scene, each non-player object is set to a mitigated state when a predetermined condition is satisfied.
[0123] Specifically, in the first battle scene, among the enemy characters 200-206, a predetermined number of enemy characters (for example, three enemy characters 200-202) are set to the normal state in order of proximity to the player character 100 or the virtual camera, and the other enemy characters (203-206) are set to the reduced state. The enemy characters 200-202 in the normal state move toward the player character 100 or the ally characters 110, 120 and actively fight against the player character 100 or the ally characters 110, 120. On the other hand, the enemy characters 203-206 in the reduced state stop on the spot and do not fight. For example, when any of the enemy characters 200-202 is defeated, the enemy character among the enemy characters 203-206 that is closest to the player character 100 or the virtual camera transitions to the normal state, moves toward the player character 100, and fights against the player character 100 or the ally characters 110, 120.
[0124] Note that the enemy characters may go into the normal state when the predetermined number is exceeded. For example, as described above, enemy characters that have interacted with the player character 100 (enemy characters targeted by the player character 100 with a remote attack, enemy characters hit by a remote attack, etc.) may go from the reduced state to the normal state. For example, when a predetermined number of enemy characters are set to the normal state, if the player character 100 or an ally character throws a bomb (an example of a non-player object) far away and the bomb explodes, an interaction occurs with the enemy characters in the reduced state, and they go into the normal state. In this case, the enemy characters go into the normal state when the predetermined number is exceeded.
[0125] Fig. 8 is a diagram showing an example of a process for an enemy character when the enemy character is set to a reduced state in the first battle scene. The difference between Fig. 8 and Fig. 5 is that in a normal game scene, a normal stopped animation is displayed in a stopped animation process, whereas in the first battle scene, a battle stopped animation is displayed in a stopped animation process. The battle stopped animation is an animation in which the enemy character performs an action that intimidates the opponent on the spot. This makes it possible to make the enemy character appear to be participating in the battle even in a reduced state.
[0126] In this way, in the first battle scene, a predetermined number of enemy characters close to the player character 100 or the virtual camera are set to the normal state, and other enemy characters are set to the reduced state. Since a predetermined number of enemy characters that are relatively close to the player character 100 are set to the normal state, it is possible to make the player's character and the predetermined number of enemy characters actively fight. Since enemy characters other than the predetermined number are set to the reduced state, it is possible to reduce the processing load of the processor 21 even in the first battle scene in which many enemy characters appear. In addition, since the enemy characters set to the reduced state perform an action to intimidate the opponent on the spot based on the battle stop animation, the enemy characters in the reduced state can also be made to look as if they are participating in the battle.
[0127] (Second battle scene) Next, the second battle scene (small group battle scene) will be described. During execution of the game of this embodiment, the game may transition to the second battle scene. Fig. 9 is a diagram showing an example of the game situation in the second battle scene.
[0128] In the second battle scene, multiple small groups are formed, and combat takes place within each small group. For example, as shown in Fig. 9, the player character 100 and one or more enemy characters (200, 201) form a small group GP0, and combat takes place within the small group GP0. Also, the ally character 110 and one or more enemy characters (210, 211, 212) form a small group GP1, and combat takes place within the small group GP1. Also, the ally character 120 and one or more enemy characters (220, 221, 222) form a small group GP2, and combat takes place within the small group GP2.
[0129] In such a second battle scene, each character is set to a normal state or a reduced state according to the game situation in order to reduce the processing load of the processor 21. Specifically, each character is set to a normal state or a reduced state so that in each small group, at least one enemy character and at least one friendly character fight each other.
[0130] For example, within the small group GP0, the enemy character 201 is currently set to a normal state, and is fighting the player character 100. That is, the enemy character 201 is performing an attack action, a defense action, or a movement action, or is being attacked by the player character 100. On the other hand, the enemy character 200 is currently set to a mitigation state, and is not fighting the player character 100, nor is it moving.
[0131] Additionally, within the small group GP1, the enemy character 211 is currently set to a normal state, and is fighting the ally character 110. On the other hand, the enemy characters 210 and 212 are currently set to a mitigated state, and are not fighting the ally character 110, nor are they moving.
[0132] Additionally, within the small group GP2, the enemy character 222 is currently set to a normal state, and is fighting the ally character 120. On the other hand, the enemy characters 220 and 221 are currently set to a mitigated state, and are not fighting the ally character 120, and are not moving.
[0133] In the second battle scene, when the enemy character is set to the mitigated state, the enemy character performs an action to intimidate the opponent on the spot based on the battle-stop animation.
[0134] In addition, in Fig. 9, the ally characters 110 and 120 are set to the normal state, but the ally characters may also transition to the mitigation state. In addition, in Fig. 9, one small group includes one ally character, but one small group may include multiple ally characters.
[0135] In this way, in the second battle scene, enemy characters and friendly characters are made to fight in each of the multiple small groups. Since other characters not fighting in each small group are set to a reduced state, it is possible to make characters fight each other in each of the multiple small groups while reducing the processing load.
[0136] In each small group, at least one enemy character and at least one ally character do not necessarily have to be set to the normal state at the same time. For example, in one small group, there may be a period in which only one enemy character is set to the normal state, and the other enemy characters and ally characters are set to the reduced state. When one enemy character approaches an ally character and launches an attack on the ally character (or when the attack hits), the ally character may detect the interaction and transition to the normal state at that moment. Conversely, in one small group, there may be a period in which only one ally character is set to the normal state, and all enemy characters are set to the reduced state. In this way, in one small group, there may be a moment when one of the enemy character and the ally character is in the normal state and the other is in the reduced state. In other words, as long as at least one enemy character and at least one ally character appear to be fighting, it is not necessary that at least one enemy character and at least one ally character are always in the normal state at the same time.
[0137] (State transition in the second battle scene) Next, the transition of each non-player object from the normal state to the reduced state and from the reduced state to the normal state in the second battle scene will be described. If the player character 100 or a character away from the virtual camera is set to the reduced state, each character in the small groups GP1 and GP2 away from the player character 100 will be set to the reduced state. On the other hand, if all non-player objects are set to the normal state, active fighting will take place in each small group, in which case the processing load of the processor 21 may increase. For this reason, in the second battle scene, processing is performed to reduce the processing load while fighting is carried out in each of the multiple small groups.
[0138] Specifically, in the second battle scene, when a predetermined forced reduction condition is satisfied, processor 21 sends a forced reduction command to each non-player object to forcibly transition to the reduced state, regardless of the distance from player character 100 or the virtual camera. If a non-player object that receives the forced reduction command does not refuse the transition to the reduced state, it transitions to the reduced state.
[0139] For example, if the enemy character does not refuse to transition to the alleviated state in response to the forced alleviation command, the enemy character transitions to the alleviated state. If the enemy character is in the middle of executing some action, the enemy character refuses to transition to the alleviated state. For example, if the enemy character is just executing an attack action against the player character 100 (if the animation corresponding to the attack action is not completed), the enemy character refuses to transition to the alleviated state at that time. In this case, the enemy character may transition to the alleviated state when the currently executing attack action ends. Also, for example, if the enemy character is just executing a defense action, the enemy character refuses to transition to the alleviated state at that time. In this case, the enemy character may transition to the alleviated state when the currently executing defense action ends. Also, if the enemy character is in the middle of executing a movement action (for example, if the enemy character has raised its foot and is in a state before its foot lands, or is in a state in the middle of moving to the determined destination), the enemy character refuses to transition to the alleviated state at that time. In this case, the enemy character may transition to the alleviated state when the currently executing movement action ends (for example, if its foot lands and it returns to its normal posture, or it moves to the determined destination). Also, if the enemy character is interacting with another object, the enemy character refuses to transition to the mitigation state at that time. For example, if the enemy character is being attacked by the player character 100, collides with an object moving in the virtual space, or a bomb explodes nearby, the enemy character is interacting with another object, and in this case, the enemy character refuses to transition to the mitigation state at that time. Note that the enemy character may transition to the mitigation state when the interaction with the other object ends.
[0140] Processor 21 also transmits the above-mentioned forced reduction command to ally characters. If an ally character does not refuse the transition to the reduction state, the ally character will transition to the reduction state. Like an enemy character, an ally character will refuse the transition to the reduction state if, for example, the ally character is currently moving, performing an attack action, performing another action, or interacting with another object.
[0141] Processor 21 determines an upper limit number of characters (enemy characters and friendly characters) that will become normal in each small group. When the number of characters in the normal state in each small group reaches the upper limit number, processor 21 sends the above-mentioned forced reduction command to the characters in the normal state. This makes it possible to prevent the characters in each small group from becoming normal in the normal state when the upper limit number is exceeded. It is acceptable for the characters in each small group to become normal in the normal state when the upper limit number is exceeded.
[0142] Thus, in the second battle scene, processor 21 sends a compulsory reduction command to each non-player object regardless of the distance from player character 100 or the virtual camera. As a result, non-player objects that can be shifted to a reduced state are shifted to the reduced state.
[0143] Also, when a non-player object is set to the reduced state, if a predetermined forced release condition is satisfied, the non-player object transitions to the normal state. For example, processor 21 transmits a forced release command to a non-player object set to the reduced state in accordance with the game situation, forcibly transitioning the non-player object to the normal state. If the non-player object does not refuse the transition to the normal state in response to the forced release command, the non-player object transitions to the normal state.
[0144] For example, processor 21 may send a forced release command to each character in each small group so that each small group includes at least one ally character in the normal state and at least one enemy character in the normal state. Processor 21 may also send a forced release command to each character so that each small group includes at least one ally character or enemy character in the normal state. If an enemy character or ally character that receives a forced release command does not refuse to transition to the normal state, it transitions to the normal state. If an enemy character or ally character that receives a forced release command cannot transition to the normal state for some reason, for example, when a battle pause animation is in the middle of being played, it may refuse to transition to the normal state at that time. In this case, when the playback of the animation ends, the enemy character may transition to the normal state.
[0145] In this way, in the second battle scene, a forced release command or forced reduction command is sent to the characters in each small group. This makes it possible to control at least one friendly character and at least one enemy character in each small group to actively fight, and also makes it possible to suppress an increase in the processing load on the processor 21.
[0146] The forcible reduction command or the forcible release command may be sent not only in the second battle scene but also in any game scene.
[0147] (Formation of small groups) In the second battle scene, a process is performed to move the ally characters to positions where small groups are likely to be formed in order to form a plurality of small groups as shown in Fig. 9. Fig. 10 is a diagram showing an example of a game image at the start of the second battle scene, and is a diagram showing an example of the game image before the ally characters are moved. Fig. 11 is a diagram showing an example of a game image after the ally characters are moved in the second battle scene.
[0148] As shown in FIG. 10, at the start of the second battle scene, ally characters 110 and 120 are placed near the player character 100, and many enemy characters are placed away from the player character 100. At this point, the characters do not form small groups, but form two large groups: the player character 100 side (player character 100 and ally characters) and the enemy character side. Note that at the start of the second battle scene, a number of small groups may be formed in the enemy character side group. For example, at the start of the second battle scene, enemy characters 200-201 may be placed in positions that are somewhat close to each other, enemy characters 210-212 may be placed in positions that are somewhat close to each other, and enemy characters 220-222 may be placed in positions that are somewhat close to each other.
[0149] When the second battle scene starts, the enemy characters (200 and 201) close to the player character 100 approach the player character 100. At this time, the enemy characters (220 and 210) far from the player character 100 basically wait in place.
[0150] When a predetermined time has elapsed from the start of the second battle scene, as shown in Fig. 11, ally character 110 is moved close to multiple enemy characters (210, 211, 212) located on the far right side as seen from the virtual camera. In Fig. 11, ally character 110' before the movement is shown by a dashed line. Also, ally character 120 is moved close to multiple enemy characters (220, 221, 222) located on the far left side as seen from the virtual camera. In Fig. 11, ally character 120' before the movement is shown by a dashed line.
[0151] When the ally character 110 moves to the right rear side, the multiple enemy characters 210, 211, 212 at the right rear side move closer to the ally character 110 according to the judgment of their own AI. As a result, a small group GP1 shown in FIG. 9 is formed. Similarly, when the ally character 120 moves to the left rear side, the multiple enemy characters 220, 221, 222 at the left rear side move closer to the ally character 120 according to the judgment of their own AI. As a result, a small group GP2 shown in FIG. 9 is formed. Also, the player character 100 and the multiple enemy characters 200 and 201 near the center of the screen form a small group GP0.
[0152] In this way, the ally characters are moved to form a plurality of small groups. Specifically, the ally character 110 is moved from the first area to the second area where the enemy characters 210-212 are present. Also, the ally character 120 is moved from the first area to the third area where the enemy characters 220-222 are present. This makes it easier to form a plurality of small groups, and in each small group, the enemy character can fight with the player character 100 or the ally character. The first area here is not a fixed area in the virtual space, but is an area where the ally characters 110, 120 are currently located, which changes according to the game situation. Also, the second area is not a fixed area in the virtual space, but is an area where the enemy characters 210-212 are currently located, which changes according to the game situation. Also, the third area is not a fixed area in the virtual space, but is an area where the enemy characters 220-222 are currently located, which changes according to the game situation. At least one of the first region, the second region, and the third region may be a fixed region.
[0153] As described above, in the game of this embodiment, the non-player object controlled by the processor 21 is set to the normal state or the reduced state. When the non-player object is set to the normal state, the processor 21 performs an action decision process to decide the action of the non-player object, and performs an action process according to the decided action. When the non-player object is set to the reduced state, the processor 21 does not perform the action decision process, but performs a stopped animation process. As a result, the non-player object performs a swaying action while standing in a normal game scene, and performs an intimidating action while standing in a battle scene. Therefore, it is possible to reduce the processing load of the processor 21, and to bring the non-player object into a stopped state without creating an awkward feeling.
[0154] Even when a non-player object is set to the reduced state, processor 21 performs at least a part of the interaction detection process, and when an interaction is detected, causes the non-player object to transition to the normal state and performs a reaction process according to the detection. This allows the non-player object to interact with other objects even when set to the reduced state.
[0155] (Data used for game processing) Next, details of the game processing related to the above-mentioned game will be described. First, data used in the game processing will be described. Fig. 12 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game processing.
[0156] 12, a game program D100, operation data D110, player character data D120, ally character data D130, enemy character data D140, and virtual object data D150 are stored in the memory (DRAM 27, flash memory 26, or external storage medium) of the main unit 2. In addition to these data, various data used in game processing are also stored in the memory.
[0157] The game program D100 is a program for executing game processing, which will be described later. The game program is stored in advance in an external storage medium inserted in the slot 29 or in the flash memory 26, and is read into the DRAM 27 when the game is executed. The game program may be obtained from another device via a network (for example, the Internet).
[0158] The operation data D110 is data transmitted from the controllers 3 and 4 to the main device 2. The controllers 3 and 4 repeatedly transmit the operation data D110 to the main device 2 at predetermined time intervals (for example, 1 / 200 second intervals).
[0159] The player character data D120 is data related to the player character 100. The player character data D120 includes, for example, data related to the position and posture of the player character 100, and data indicating the state of the player character 100 (whether the player character 100 is performing a movement action, an attack action, a defense action, interacting with another object, etc.).
[0160] The ally character data D130 is data related to an ally character. The ally character data D130 is stored for each ally character. The ally character data D130 includes data related to the position and posture of the ally character. The ally character data D130 also includes data indicating the shape, type, and nature of the ally character. The ally character data D130 also includes data indicating the state of the ally character (normal state or reduced state). The ally character data D130 also includes data indicating whether the ally character is interacting with another object. The ally character data D130 also includes data indicating whether the ally character is refusing to transition from the normal state to the reduced state, or from the reduced state to the normal state.
[0161] The enemy character data D140 is data related to an enemy character. The enemy character data D140 is stored for each enemy character. The enemy character data D140 includes data related to the position and posture of the enemy character. The enemy character data D140 also includes data indicating the shape, type, and nature of the enemy character. The enemy character data D140 also includes data indicating the state of the enemy character (normal state or mitigated state). The enemy character data D140 includes data indicating whether the enemy character is interacting with another object. The enemy character data D140 also includes data indicating whether the enemy character is refusing to transition from the normal state to the mitigated state, or from the mitigated state to the normal state.
[0162] The virtual object data D150 is data related to the virtual object 300. The virtual object data D150 is stored for each virtual object. The virtual object data D150 includes data related to the position and posture of the virtual object. The virtual object data D150 also includes data indicating the shape, type, and properties of the virtual object. The virtual object data D150 also includes data indicating the state (normal state or reduced state) of the virtual object. The virtual object data D150 also includes data indicating whether the virtual object is interacting with another object. The virtual object data D150 also includes data indicating whether the virtual object 300 is refusing to transition from the normal state to the reduced state, or from the reduced state to the normal state.
[0163] (Game Processing Details) Next, a detailed description will be given of the game processing performed in the main unit 2. FIG 13 is a flowchart showing an example of the game processing executed by the processor 21.
[0164] 13, when the game processing is started, processor 21 executes initial processing (step S100). Specifically, processor 21 sets a virtual space, arranges a terrain object in the virtual space, and arranges player character 100, ally characters 110 and 120, a virtual camera, etc. Processor 21 also arranges an enemy character and virtual object 300 in the virtual space.
[0165] Next, the processor 21 acquires operation data transmitted from the controller and stored in the memory (step S101). The operation data includes data corresponding to operations on the buttons, analog sticks, etc. of the left and right controllers. After that, the processor 21 repeatedly executes the processes of steps S101 to S109 at a predetermined frame time interval (for example, 1 / 60 second interval).
[0166] Next, processor 21 determines whether the current game scene is the first battle scene or the second battle scene (step S102). During execution of the game process, the scene is shifted to the first battle scene or the second battle scene described above. For example, when player character 100 reaches a predetermined area in the virtual space in step S104 described later, the scene is shifted to the first battle scene. Also, for example, when player character 100 reaches another area in the virtual space, the scene is shifted to the second battle scene.
[0167] When it is determined that the current game scene is the first battle scene or the second battle scene (step S102: YES), the processor 21 performs a battle management process (step S103). Here, the processor 21 performs different processes depending on whether it is the first battle scene or the second battle scene. Specifically, when the first battle scene is started, the processor 21 places the player character 100, the ally characters 110 and 120, the virtual camera, and a number of enemy characters in the virtual space. Also, the processor 21 determines the enemy characters to be set to the normal state in the first battle scene. Specifically, the processor 21 determines a predetermined number of enemy characters in order of proximity to the player character 100 or the virtual camera among a plurality of enemy characters whose distance from the player character 100 or the virtual camera is within a predetermined reference value. The enemy characters determined here are hereinafter referred to as "battle target enemy characters". The predetermined number may be a fixed value or may be a value that changes according to the game situation. The enemy characters determined here are set to the normal state in the non-player object update process described later. Furthermore, when the second battle scene is started, processor 21 places player character 100, ally characters 110 and 120, and a virtual camera in the player's area, and places a large number of enemy characters in the enemy's area. When a predetermined time has elapsed since the second battle scene was started, processor 21 moves ally character 110 to an area where a plurality of enemy characters have gathered, and moves ally character 120 to another area where a plurality of enemy characters have gathered. Furthermore, processor 21 determines, for example, at the start of the second battle scene, an upper limit number of characters (enemy characters and ally characters) that will be in a normal state in each small group. In the second battle scene, processor 21 controls the state of the characters in the small group so that the number of characters that will be in a normal state in each small group does not exceed this upper limit number. Note that, depending on the game situation, a number of characters in the small group that exceeds the upper limit number determined here may be in a normal state.
[0168] When the process of step S103 has been performed, or when the determination is NO in step S102, processor 21 performs a player character control process based on the operation data (step S104). Here, processor 21 controls player character 100 in the virtual space in response to an operation input by the player. Specifically, processor 21 moves player character 100, causes player character 100 to perform an attack action, or causes player character 100 to perform an object operation action, based on the operation data.
[0169] For example, when a movement operation input (e.g., a directional operation input to the analog stick 6L) is performed, the processor 21 moves the player character 100 in the virtual space and updates the position and posture of the player character 100 in step S104. When the player character 100 reaches a predetermined area in the virtual space, a transition is made to a first battle scene. When the player character 100 reaches another area in the virtual space, a transition is made to a second battle scene.
[0170] Also, when an operation input for an attack action is performed, the processor 21 causes the player character 100 to perform the attack action in step S104. For example, when a remote attack action using a remote weapon object is performed, the processor 21 sets a target and fires the remote weapon object toward a position in the virtual space indicated by the target in response to a firing instruction from the player. Also, when a close-combat action using a close-combat weapon object is performed, the processor 21 causes the player character 100 to perform the close-combat action in response to an attack instruction from the player. Also, the processor 21 performs processing related to the object operation action in step S104. Specifically, the processor 21 aims at a virtual object arranged in the virtual space based on the operation input from the player, specifies the virtual object, and sets the specified virtual object as a control target for the object operation action. In addition, the processor 21 may cause the player character 100 to perform various actions in response to the operation input.
[0171] When step S104 is executed, processor 21 determines whether or not the processing of steps S106 to S107 has been performed for all non-player objects (ally characters, enemy characters, and virtual object 300) arranged in the virtual space in the current processing of FIG. 13 (step S105).
[0172] If the determination in step S105 is NO, processor 21 selects a non-player object that has not yet been processed as a processing target (step S106).
[0173] Next, processor 21 executes a non-player object update process for the non-player object to be processed (step S107). Here, processor 21 executes a process for setting the non-player object to the normal state or the reduced state, an action determination process, and the like for the non-player object to be processed. The details of the non-player object update process will be described later.
[0174] When the process of step S107 has been performed, the processor 21 executes the process of step S105 again.
[0175] If the determination in step S105 is YES, processor 21 performs a drawing process (step S108). Here, an image of the virtual space viewed from a virtual camera arranged in the virtual space is generated. As a result, a game image is generated according to the results of the processes in steps S101 to S107. The generated game image is output to display 12 or another display device. The drawing process in step S108 is repeatedly executed at predetermined frame time intervals, thereby displaying the player character 100 moving in the virtual space, the ally characters and enemy characters moving, and the ally characters and enemy characters performing various actions.
[0176] Next, processor 21 determines whether or not to end the game (step S109). For example, when the player instructs to end the game, processor 21 determines to end the game, and ends the game processing shown in Fig. 13. On the other hand, when the determination is NO in step S109, processor 21 executes the processing of step S101 again.
[0177] (Non-player object update process) Next, the non-player object updating process in step S107 will be described below. Fig. 14 is a flow chart showing an example of the non-player object updating process in step S107.
[0178] As shown in FIG. 14, the processor 21 first performs an interaction detection process (step S200). The interaction detection process is a process for detecting whether or not a non-player object to be processed is interacting with another object. For example, a detection process is performed to detect whether or not an enemy character to be processed is targeted by the player character 100, whether or not an attack action has hit, and the like. Specifically, when a non-player object to be processed is in a normal state, the processor 21 executes all of a plurality of interaction detection processes related to the non-player object. On the other hand, when a non-player object is in a mitigation state, the processor 21 executes at least a part of a plurality of interaction detection processes related to the non-player object.
[0179] Next, processor 21 performs a state setting process (step S201). Here, processor 21 sets a non-player object to be processed to a normal state or a reduced state. Details of the state setting process of step S201 will be described below.
[0180] (Status setting process) FIG. 15 is a flowchart showing details of the state setting process in step S201.
[0181] As shown in FIG. 15, processor 21 determines whether to transmit a forced reduction command to a non-player object (step S300). For example, in the second battle scene, when an enemy character to be processed is in a normal state and the number of characters (enemy character and ally character) in the normal state in the same small group exceeds the upper limit number determined in step S103, processor 21 transmits a forced reduction command to the enemy character. Also, in the second battle scene, when an ally character to be processed is in a normal state and the number of characters in the normal state in the same small group exceeds the upper limit number determined in step S103, processor 21 transmits a forced reduction command to the ally character. In the normal game scene or the first battle scene, processor 21 determines NO in step S300.
[0182] When it is determined that the forced reduction command is to be transmitted (step S300: YES), processor 21 determines whether or not the non-player object is currently in a normal state and has refused to transition to the reduced state (step S301). When the non-player object is moving, taking action, or interacting with another object, it refuses to transition from the normal state to the reduced state. For example, when the non-player object to be processed is an enemy character, processor 21 refers to enemy character data D140 to determine whether or not the enemy character is currently in a normal state and has refused to transition to the reduced state. Also, for example, when the non-player object to be processed is an ally character, processor 21 refers to ally character data D130 to determine whether or not the ally character is currently in a normal state and has refused to transition to the reduced state.
[0183] If the result of the determination in step S301 is YES, the processor 21 sets the non-player object to the normal state (step S302).
[0184] On the other hand, if the result of the determination in step S301 is NO, the processor 21 sets the non-player objects to the alleviated state (step S303).
[0185] When it is determined that the forced reduction command should not be transmitted (step S300: NO), processor 21 determines whether or not to transmit a forced release command to a non-player object (step S304). Specifically, in the second battle scene, when an enemy character to be processed is in a reduced state and there is not at least one enemy character in a normal state in the same small group, processor 21 transmits a forced release command to the enemy character. Also, in the second battle scene, when an ally character to be processed is in a reduced state and there is not at least one ally character in a normal state in the same small group, processor 21 transmits a forced release command to the ally character. In the normal game scene or the first battle scene, processor 21 determines NO in step S304.
[0186] When it is determined that the forced release command is not to be transmitted (step S304: NO), processor 21 determines whether or not a non-player object is moving (step S305). Here, it is determined whether or not a non-player object is moving in the virtual space in a normal state. For example, it is determined whether or not an enemy character or ally character to be processed is moving. Processor 21 also determines whether or not virtual object 300 to be processed is moving.
[0187] If the non-player object is not moving (step S305: NO), the processor 21 determines whether or not the non-player object is interacting with another object (step S306). Here, the processor 21 detects whether or not the non-player object to be processed is interacting with another object, similarly to step S200. Specifically, if the non-player object to be processed is in the normal state, the processor 21 executes all of the multiple interaction detection processes related to the non-player object. On the other hand, if the non-player object is in the mitigation state, the processor 21 executes at least a part of the multiple interaction detection processes related to the non-player object. For example, if the enemy character to be processed is being attacked by the player character 100 or an ally character, or is being targeted by a remote attack action, the processor 21 determines that the enemy character is interacting with another object.
[0188] If the non-player object is not interacting with another object (step S306: NO), the processor 21 determines whether or not the distance between the non-player object and the virtual camera is within a predetermined reference value (step S307). Here, the processor 21 may determine whether or not the distance between the non-player object and the player character 100 is within a predetermined reference value. Specifically, the processor 21 determines whether or not the distance between the non-player object and the virtual camera is within a first reference value in a normal game scene. Also, the processor 21 determines whether or not the distance between the enemy character to be processed and the virtual camera is within a second reference value in a first battle scene, and whether or not the enemy character to be processed is the battle target enemy character determined in step S103. In the second battle scene, the processor 21 determines NO in step S307.
[0189] If the determination in step S307 is NO, the processor 21 next executes the process of step S301.
[0190] When the result of the determination in any one of steps S304, S305, S306, and S307 is YES, processor 21 determines whether or not the non-player object is currently in a reduced state and has refused to transition to the normal state (step S308). The non-player object may refuse to transition from the reduced state to the normal state, for example, when a normal stopped animation or a battle stopped animation is in the middle of being played. For example, when the non-player object to be processed is an enemy character, processor 21 determines whether or not the enemy character is currently in a reduced state and has refused to transition to the normal state, with reference to enemy character data D140. Also, for example, when the non-player object to be processed is an ally character, processor 21 determines whether or not the ally character is currently in a reduced state and has refused to transition to the normal state, with reference to ally character data D130.
[0191] If the result of the determination in step S308 is YES, the processor 21 sets the non-player objects to the alleviated state (step S303).
[0192] On the other hand, if the result of the determination in step S308 is NO, the processor 21 sets the non-player objects to the normal state (step S302).
[0193] When the process of step S302 or the process of step S303 has been executed, the processor 21 ends the process shown in FIG. 15, and returns the process to FIG.
[0194] Returning to FIG. 14, after the process of step S201, processor 21 determines whether or not the non-player object is in a normal state (step S202).
[0195] When the non-player object is in the normal state (step S202: YES), the processor 21 performs an action determination process, an action process, a reaction process, and an animation process (step S203). The action determination process is a process for determining the action of the non-player object to be processed. For example, when the non-player object to be processed is an enemy character, the processor 21 determines the action of the enemy character (movement, attack, defense, and other actions that the enemy character can execute) according to the game situation. For example, the processor 21 determines to move the enemy character based on the position of the enemy character, the position of the player character 100, the position of the ally character, and other game situations. In this case, the processor 21 also determines the movement destination, the movement route, the movement mode, and the like. The processor 21 also determines whether or not to cause the enemy character to perform an attack action based on the game situation, and when it is determined to cause the enemy character to perform an attack action, it determines the mode of the attack action, and the like. Furthermore, when the non-player object to be processed is an ally character, processor 21 determines the behavior of the ally character (actions that the ally character can execute, such as movement, attack, defense, etc.) according to the game situation including the position and situation of player character 100, the position and situation of enemy characters, etc. For example, processor 21 moves the ally character so as to follow player character 100 in a normal game scene. Furthermore, when the non-player object to be processed is a virtual object, processor 21 determines the behavior of the virtual object.
[0196] Furthermore, in step S203, processor 21 executes an action process and a corresponding animation process for making the non-player object perform the determined action. For example, when processor 21 determines to move an enemy character, processor 21 updates the position of the enemy character. Processor 21 updates the position of the enemy character every time processor 21 executes the process of step S203. Furthermore, processor 21 starts an animation for moving the enemy character, and thereafter updates the animation every time processor 21 executes the process of step S203. For example, processor 21 determines the condition of the ground (e.g., the presence or absence of unevenness) under the feet of the enemy character during movement, and updates the animation according to the determination result. When processor 21 moves the enemy character to the movement destination determined in step S203, processor 21 stops the enemy character. Furthermore, when processor 21 determines to make the enemy character perform an attack action, processor 21 starts an animation for making the enemy character perform the attack action, and thereafter updates the animation every time processor 21 executes the process of step S203 for several to several tens of frames. Furthermore, when processor 21 determines to move an ally character, it updates the position of the ally character, and starts and updates an animation for moving the ally character, in the same manner as described above.
[0197] Furthermore, in step S203, when the processor 21 detects an interaction between a non-player object and another object in the interaction detection process in step S200, the processor 21 makes the non-player object perform a reaction. Specifically, the processor 21 determines a reaction according to the detection result, and performs a reaction process and an animation process related to the determined reaction. For example, when the processor 21 detects that an enemy character to be processed is targeted by the player character 100, the processor 21 makes the enemy character perform a reaction according to the detection. Specifically, the processor 21 starts an animation corresponding to the reaction. Furthermore, after starting the animation, the processor 21 updates the animation every time the processor 21 executes the process in step S203 for several to several tens of frames. Furthermore, when the processor 21 detects an interaction between a friendly character and another object, the processor 21 determines a reaction according to the detection, and executes a reaction process and a corresponding animation process.
[0198] On the other hand, if the non-player object is not in the normal state (step S202: NO), that is, if it is in the mitigation state, processor 21 performs stopped animation processing (step S204). For example, processor 21 performs stopped animation processing on the enemy character to be processed. Specifically, in a normal game scene, processor 21 causes the enemy character to perform a swaying motion while standing, based on the normal stopped animation. Also, in a first battle scene or a second battle scene, processor 21 causes the enemy character to perform a threatening motion while standing, based on the battle stopped animation.
[0199] When the process of step S203 has been performed or when the process of step S204 has been performed, the processor 21 ends the process shown in FIG.
[0200] As described above, in the game of this embodiment, the non-player object controlled by the processor 21 is set to a normal state or a reduced state. In the normal state, the non-player object is controlled based on a first object control process including at least a process for automatically moving the non-player object (S203), an animation process (S203), a process for detecting an interaction with another object (S200), and a process for performing a behavior according to the detection of the interaction (S203). In the reduced state, the non-player object is controlled based on a second object control process that performs at least an animation process for animation not involving movement (S204) and a process for detecting at least a part of an interaction (S200) among a plurality of processes included in the first object control process, and does not perform other processes including a process for automatically moving the non-player object. The reduced state is a state that satisfies a plurality of conditions including a condition that the non-player object is not moving and a condition that the non-player object is not interacting with another object.
[0201] By controlling the non-player objects based on the second object control process, the processing load of the processor 21 can be reduced. Even in the reduced state, animations that do not involve movement are displayed, and interactions with other objects can be detected. This makes it possible to reduce the processing load of the processor while ensuring game playability by enabling interaction with the player without causing any visual discomfort.
[0202] Furthermore, in this embodiment, some of the interaction detection processes in the second object control process include detection of an interaction based on an action of the player character (e.g., an attack action), and when an interaction based on an action of the player character against a non-player object in a mitigated state is detected (S306: YES), the non-player object is transitioned to a normal state (S302) and is controlled based on the first object control process.
[0203] When an interaction is performed by a player with a non-player object, the non-player object can be caused to transition to a normal state, allowing the player to play the game without feeling uncomfortable.
[0204] In addition, in this embodiment, when an interaction based on an action of the player character with respect to a non-player object in a mitigated state is detected (S306: YES), the non-player object is made to behave in accordance with the detection of the interaction (S203).
[0205] As a result, when a player interacts with a non-player object in a reduced state, the non-player object can be made to behave in accordance with the interaction, allowing the player to play the game without feeling uncomfortable.
[0206] In this embodiment, the first object control process includes an action decision process (S203) for deciding the action of the non-player object, including the start of the action and the start of the movement, based on the game situation, including the occurrence of the interaction. The second object control process does not include an action decision process. The first object control process includes a process for progressing the started action and movement of the non-player object. This makes it possible to avoid the high-load process of action decision according to the game situation in the second object control process. Since the non-player object does not start moving in the second object control process, the processing load can be reduced.
[0207] In this embodiment, the multiple conditions related to the mitigated state include a condition that the distance between the player character or the virtual camera and the non-player object exceeds a predetermined standard, whereby, when the non-player object is far away from the player character or the virtual camera, the non-player object can be set to the mitigated state.
[0208] In this embodiment, the second object control process includes at least detecting the distance between the player character or the virtual camera and the non-player object, and when the distance between the non-player object in the reduced state and the player character or the virtual camera becomes equal to or smaller than a predetermined standard (S307: YES), the non-player object is transitioned to the normal state and the non-player object is controlled based on the first object control process. As a result, when the non-player object in the reduced state approaches the player character or the virtual camera, the non-player object can be set to the normal state.
[0209] Furthermore, in this embodiment, regardless of whether the non-player object satisfies the above-mentioned multiple conditions, when other specified conditions are satisfied (YES in S300 or YES in S304), the non-player object is controlled based on either the first object control process or the second object control process.
[0210] In this embodiment, the non-player objects are non-player characters (enemy characters or ally characters), and multiple non-player characters are made to fight, and during the fight, at least one of the multiple non-player characters is controlled based on a first object control process to fight, and the other non-player characters are controlled based on a second object control process. This makes it possible to maintain the appearance and game nature of a scene in which multiple non-player characters fight while reducing the processing load.
[0211] In addition, in this embodiment, when a non-player character is controlled based on the second object control process during non-combat, the non-player character is made to perform a first animation (normal animation during stop) as an animation that does not involve movement, and when a non-player character is controlled based on the second object control process during combat, the non-player character is made to perform a second animation (combat animation during stop) different from the first animation as an animation that does not involve movement. This allows the non-player character to perform different animations as animations that do not involve movement during non-combat and combat, making it possible to make the character look more natural depending on the scene.
[0212] In this embodiment, the non-player characters are enemy characters, and a battle is conducted between the player character and a plurality of enemy characters, with a predetermined number of enemy characters closest to the player character or the virtual camera being controlled based on a first object control process (S103), and the other enemy characters being controlled based on a second object control process. This makes it possible to reduce the processing load and maintain the appearance and game playability by putting enemy characters that are farther away than the predetermined number into a reduced state, even when a battle is conducted with a large number of enemy characters.
[0213] In this embodiment, the non-player characters include ally characters and enemy characters, and a plurality of battle groups each including the ally characters and the enemy characters are set, and the ally characters and the enemy characters are made to fight within the group. In each group, at least one ally character and at least one enemy character are controlled based on a first object control process, and the other ally characters and enemy characters are controlled based on a second object control process (S103). This allows the battle to take place within each group while reducing the processing load.
[0214] In addition, in this embodiment, during a battle, a battle group is set based on the positional relationship between an ally character and an enemy character in a virtual space, and a battle group including an ally character and an enemy character is set by moving at least one of the ally characters controlled based on the first object control process placed in a first area to a second area in which an enemy character is placed. This allows a battle group to be formed naturally.
[0215] (Modification) Although the present embodiment has been described above, the above embodiment is merely an example, and the following modifications may be made, for example.
[0216] For example, the processes shown in the above flowcharts are merely examples, and the order and content of the processes, thresholds used for judgment, etc. may be changed as appropriate.
[0217] In the above embodiment, in the normal state, the action determination process determines whether or not to cause the non-player object to perform an action, and when it is determined that the non-player object should perform an action, action processing and animation processing according to the determination are performed, thereby causing the non-player object to perform the determined action. In the alleviated state, the action determination process for determining the action of the non-player object is not performed, thereby causing the non-player object to not perform actions that can be performed in the normal state. In another embodiment, in the alleviated state, a determination may be made as to whether or not to cause the non-player object to perform an action, but the non-player object may not actually perform the action. That is, an action may be determined in the action determination process, but action processing and animation processing for causing the non-player object to perform the determined action may not be performed.
[0218] In the above embodiment, when the non-player object is in the reduced state, at least a part of the interaction detection process is performed, and when an interaction with another object is detected in the interaction detection process, the non-player object is set to the normal state, and the non-player object is made to react in response to the detection of the interaction. In another embodiment, when the non-player object is in the reduced state, when an interaction with another object is detected, the non-player object may be set to the normal state, but the non-player object may not be made to react in response to the detection of the interaction. In another embodiment, when the non-player object is in the reduced state, when an interaction with another object is detected, the non-player object may be made to react in response to the detection of the interaction, but the non-player object may not be set to the normal state.
[0219] Furthermore, the processing performed in each of the normal game scene, the first battle scene, and the second battle scene may be performed in another scene. For example, in the first battle scene, a predetermined number of enemy characters close to the player character 100 or the virtual camera are set to the normal state, and other enemy characters are set to the mitigated state, but this may be applied to the second battle scene. For example, in the second battle scene, in each small group, a predetermined number of enemy characters close to the player character 100 or the ally character may be set to the normal state, and other enemy characters may be set to the mitigated state. Moreover, such processing may be performed in the normal game scene.
[0220] In addition, in the above embodiment, a forced reduction command and a forced release command are sent to a non-player object in the second battle scene, but a forced reduction command and a forced release command may also be sent to a non-player object in a normal game scene and / or a first battle scene.
[0221] Furthermore, the hardware configuration for performing the above-mentioned game processing is merely an example, and the above-mentioned game processing may be performed in any other hardware. For example, the above-mentioned game processing may be executed in any information processing system, such as a personal computer, a tablet terminal, a smartphone, or a server on the Internet. Furthermore, the above-mentioned game processing may be executed in a distributed manner by a plurality of devices.
[0222] In addition, the configurations according to the above-described embodiments and their modifications can be combined in any manner as long as they are not inconsistent with each other. Furthermore, the above is merely an example of the present invention, and various improvements and modifications other than those described above may be made. [Explanation of symbols]
[0223] 1. Game System 2. Main Unit 3 Left Controller 4 Right Controller 21 Processors 100 Player Characters 110, 120 Ally Characters 200, 201, 202 Enemy characters 210, 211, 212 Enemy characters 220, 221, 222 Enemy characters
Claims
1. In the computer of the information processing device, Based on the input, the player character is controlled within the virtual space. Within the aforementioned virtual space, multiple non-player characters are made to engage in combat. During the aforementioned battle, Of the aforementioned multiple non-player characters, at least one non-player character is controlled based on a first object control process that includes at least a process for automatically moving it, an animation process, a process for detecting interaction with other objects, and a process for causing it to behave in response to the detection of such interaction. A game program that controls other non-player characters based on a second object control process, which causes at least the animation process relating to animation without movement and at least some of the interaction detection processes from among a plurality of processes included in the first object control process, but does not cause at least some other processes, including the process of automatically moving the character.
2. At least a portion of the interaction detection process included in the second object control process includes at least the detection of interaction based on the player character's actions, The aforementioned computer further: The game program according to claim 1, which, when an interaction based on an action by a player character is detected with respect to a non-player character controlled based on the second object control process, causes the non-player character to be controlled based on the first object control process.
3. At least a portion of the interaction detection process included in the second object control process includes at least the detection of interaction based on the player character's actions, The aforementioned computer further: The game program according to claim 1, which, when an interaction based on an action by a player character is detected with respect to a non-player character controlled based on the second object control process, causes the non-player character to behave in accordance with the detection of the interaction.
4. The first object control process includes an action decision process that determines the actions of the non-player character, including the start of the behavior and the start of the movement, based on the game situation including the occurrence of the interaction. The game program according to claim 2, wherein the second object control process does not include the action decision process.
5. The first object control process described above is: The game program according to claim 4, comprising processing to advance the behavior and movement of the initiated non-player character.
6. The second object control process further includes at least detecting the distance between the player character or virtual camera and the non-player character, The aforementioned computer further: The game program according to claim 1, wherein when the distance between a non-player character controlled based on the second object control process and the player character or virtual camera falls below a predetermined standard, the non-player character is controlled based on the first object control process.
7. To the aforementioned computer, During non-combat periods, the non-player character, controlled based on the second object control process, is made to perform the first animation as an animation that does not involve movement. The game program according to claim 1, wherein, during the aforementioned battle, the non-player character controlled based on the second object control process is made to perform a second animation different from the first animation, as an animation that does not involve movement.
8. The aforementioned non-player character is an enemy character, The aforementioned battle is a battle between the player character and a plurality of the aforementioned enemy characters, To the aforementioned computer, The game program according to claim 1, wherein a predetermined number of enemy characters are controlled based on the first object control process from the player character or the virtual camera, and other enemy characters are controlled based on the second object control process.
9. The multiple non-player characters include friendly characters and enemy characters, The aforementioned battle is a battle between multiple allied characters and multiple enemy characters, To the aforementioned computer, A group that includes the aforementioned allied characters and the aforementioned enemy characters, and within that group, multiple battle groups are set up to conduct the aforementioned battles. The game program according to claim 1, wherein within each group, at least one ally character and at least one enemy character are controlled based on the first object control process, and the other ally characters and enemy characters are controlled based on the second object control process.
10. The aforementioned computer further: During the aforementioned battle, Based on the positional relationship between the allied characters and the enemy characters within the virtual space, the combat group is set up. The game program according to claim 9, which sets up the battle group including the allied character and the enemy character by moving at least one of the allied characters, which is controlled based on the first object control process, located in the first region, to the second region where the enemy character is located.
11. An information processing system comprising a processor, wherein the processor is Based on the input, the player character is controlled within the virtual space. Within the aforementioned virtual space, multiple non-player characters are made to engage in combat. During the aforementioned battle, Of the aforementioned multiple non-player characters, at least one non-player character is controlled based on a first object control process that includes at least a process for automatically moving it, an animation process, a process for detecting interaction with other objects, and a process for causing it to behave in response to the detection of such interaction. Other non-player characters are controlled based on a second object control process that, among the multiple processes included in the first object control process, performs at least the animation process relating to animation that does not involve movement, and at least some of the interaction detection processes, while not performing at least some other processes, including the process that causes automatic movement. Information processing system.
12. At least a portion of the interaction detection process included in the second object control process includes at least the detection of interaction based on the player character's actions, The aforementioned processor further, The information processing system according to claim 11, wherein when an interaction based on an action of a player character is detected with respect to a non-player character controlled based on the second object control process, the non-player character is controlled based on the first object control process.
13. At least a portion of the interaction detection process included in the second object control process includes at least the detection of interaction based on the player character's actions, The aforementioned processor further, The information processing system according to claim 11, wherein when an interaction based on an action of a player character is detected with respect to a non-player character controlled based on the second object control process, the system causes the non-player character to behave in accordance with the detection of the interaction.
14. The first object control process includes an action decision process that determines the actions of the non-player character, including the start of the behavior and the start of the movement, based on the game situation including the occurrence of the interaction. The information processing system according to claim 12, wherein the second object control process does not include the action decision process.
15. The first object control process described above is: The information processing system according to claim 14, comprising processing to advance the behavior and movement of the initiated non-player character.
16. The second object control process further includes at least detecting the distance between the player character or virtual camera and a non-player character, The aforementioned processor further, The information processing system according to claim 11, wherein when the distance between the non-player character controlled based on the second object control process and the player character or virtual camera falls below a predetermined standard, the non-player character is controlled based on the first object control process.
17. The aforementioned processor, During non-combat periods, the non-player character, controlled based on the second object control process, is made to perform the first animation as an animation that does not involve movement. The information processing system according to claim 11, wherein, during the aforementioned battle, the non-player character controlled based on the second object control process is made to perform a second animation different from the first animation, as an animation that does not involve movement.
18. The aforementioned non-player character is an enemy character, The aforementioned battle is a battle between the player character and a plurality of the aforementioned enemy characters, The aforementioned processor, The information processing system according to claim 11, wherein a predetermined number of enemy characters are controlled based on the first object control process from the player character or the virtual camera, and other enemy characters are controlled based on the second object control process.
19. The multiple non-player characters include friendly characters and enemy characters, The aforementioned battle is a battle between multiple allied characters and multiple enemy characters, The aforementioned processor, A group comprising the aforementioned allied characters and the aforementioned enemy characters, wherein multiple battle groups are set up to conduct the aforementioned battles within the group. The information processing system according to claim 11, wherein within each group, at least one ally character and at least one enemy character are controlled based on the first object control process, and the other ally characters and enemy characters are controlled based on the second object control process.
20. The aforementioned processor further, During the aforementioned battle, Based on the positional relationship between the allied characters and the enemy characters within the virtual space, the combat group is set. The information processing system according to claim 19, which sets up the battle group including the allied character and the enemy character by moving at least one of the allied characters, which is controlled based on the first object control process, located in the first region, to the second region where the enemy character is located.
21. An information processing apparatus comprising a processor, wherein the processor is Based on the input, the player character is controlled within the virtual space. Within the aforementioned virtual space, multiple non-player characters are made to engage in combat. During the aforementioned battle, Of the aforementioned multiple non-player characters, at least one non-player character is controlled based on a first object control process that includes at least a process for automatically moving it, an animation process, a process for detecting interaction with other objects, and a process for causing it to behave in response to the detection of such interaction. Other non-player characters are controlled based on a second object control process that, among the multiple processes included in the first object control process, performs at least the animation process relating to animation that does not involve movement, and at least some of the interaction detection processes, while not performing at least some other processes, including the process that causes automatic movement. Information processing device.
22. An information processing method performed in an information processing system, To control the player character in a virtual space based on user input. In the aforementioned virtual space, multiple non-player characters engage in combat. During the aforementioned battle, Controlling at least one of the aforementioned multiple non-player characters based on a first object control process comprising at least a plurality of processes including a process for automatically moving the non-player character, an animation process, a process for detecting interaction with other objects, and a process for causing the non-player character to behave in response to the detection of such interaction. Controlling other non-player characters based on a second object control process that, among the multiple processes included in the first object control process, performs at least the animation process relating to animation without movement and at least some of the interaction detection processes, but does not perform at least some of the other processes, including the process of automatically moving the character. An information processing method comprising: