Game program, information processing device, and method
The game program improves natural game effects by arranging characters in a virtual space and executing collaborative actions based on the positional relationship between player and non-player characters, addressing the unnatural effects in conventional games.
Patent Information
- Application Number
- JP2023092737
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-05
- Publication Date
- 2024-12-17
AI Technical Summary
Conventional game programs often produce unnatural game effects due to limited conditions for collaborative actions between characters, neglecting the positional relationship between player-controlled and non-player-controlled characters.
A game program that arranges multiple characters in a virtual space, executing a predetermined game effect when a specified number of non-player-controlled characters with a predetermined positional relationship to the player-controlled character are present, enhancing collaboration and natural game effects.
The solution provides a more natural game experience by considering the positional relationship between characters, allowing for enhanced collaborative game effects.
Smart Images

Figure 2024174742000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, an information processing device and a method. [Background technology]
[0002] Conventionally, there is known a technology for providing a game program that performs a game by making a controlled character take an action in response to an input button operation by a player. For example, Patent Document 1 discloses a game program that makes a controlled character perform a normal attack and a special attack (a killer move, magic, etc.) different from the normal attack. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2000-024322 A Summary of the Invention [Problem to be solved by the invention]
[0004] There is a demand for improvements in the technology for providing game programs that execute game presentations that are natural to the player.
[0005] An object of the present disclosure, made in consideration of the above circumstances, is to improve the technology for providing a game program that executes a game presentation that is natural to the player. [Means for solving the problem]
[0006] A game program according to an embodiment of the present disclosure includes: In the information processing device, An arrangement step of arranging a plurality of characters including a first character operated by a first player and one or more second characters in a virtual space; and If the number of second characters having a predetermined positional relationship with the first character in the virtual space among the one or more second characters is equal to or greater than a specified number, a first execution step is executed in which a predetermined game presentation is executed by an action action in which the specified number of second characters among the second characters having the predetermined positional relationship and the first character cooperate with each other in accordance with the operation by the first player.
[0007] An information processing device according to an embodiment of the present disclosure includes a control unit, A plurality of characters including a first character operated by a first player and one or more second characters are arranged in a virtual space; If the number of second characters having a predetermined positional relationship with the first character in the virtual space among the one or more second characters is equal to or greater than a specified number, a predetermined game presentation is executed in response to the operation by the first player, in which the specified number of second characters among the second characters having the predetermined positional relationship act in cooperation with the first character.
[0008] A method according to an embodiment of the present disclosure is a method executed by an information processing device, An arrangement step of arranging a plurality of characters including a first character operated by a first player and one or more second characters in a virtual space; and a first execution step of executing, in response to the operation by the first player, a predetermined game presentation in which the first character and the predetermined number of second characters among the one or more second characters having a predetermined positional relationship with the first character cooperate with each other in the virtual space when the number of second characters having the predetermined positional relationship with the first character in the virtual space is equal to or greater than a predetermined number; Includes. Effect of the Invention
[0009] According to an embodiment of the present disclosure, the technology for providing a game program that executes a game presentation that is natural to the player is improved. [Brief description of the drawings]
[0010] [Figure 1] 1 is a block diagram showing a schematic configuration of an information processing device; [Diagram 2] 5 is a flowchart showing the operation of a terminal device of the information processing device in the first embodiment. [Diagram 3] FIG. 2 is an example of a plan view of a virtual space in the first embodiment. [Figure 4] 4 is an example of an image captured by a virtual camera in the first embodiment. [Diagram 5] 4 is an example of a table of attribute information in the first embodiment. [Figure 6] 10 is a flowchart showing the operation of an information processing device in the second embodiment. [Figure 7] FIG. 11 is a schematic explanatory diagram of a virtual space according to a second embodiment. [Figure 8] 13 is an example of a judgment table in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described.
[0012] (Overview of the embodiment) An overview of an information processing device 10 according to an embodiment of the present disclosure will be described with reference to Fig. 1. The information processing device 10 is, for example, a personal computer, a stationary game machine, a portable game machine, a smartphone, or a tablet terminal, but is not limited thereto and may be any computer that a user can possess.
[0013] The game according to this embodiment corresponds to a so-called action game. In the game according to this embodiment, a character operated by a player (hereinafter also referred to as an "operable character"), and a large number of ally characters and enemy characters of the operated character are arranged in a virtual space. Each button of the controller connected to the information processing device 10 is set with a corresponding action. When the player operates the input button or the like of the controller, the information processing device 10 accepts a command, and the information processing device 10 causes the operated character to perform an action corresponding to the command. The information processing device 10 can also accept the operation of the input button when a predetermined condition is satisfied, and can change the game performance corresponding to the operation of the input button when the predetermined condition is satisfied. Note that the input button of the exemplified controller is a kind of physical button, and a predetermined key of a keyboard connected to the information processing device 10 also corresponds to a physical button, and the player may operate the character by a stick input, or the player may operate the character by reading the player's action with a physical camera or the like. Note that when a touch panel is connected to the information processing device 10, each input position of the touch panel corresponds to a virtual button, and the player can operate the character by touching the virtual button. Furthermore, the information processing device 10 can also perform specific processing by accepting multiple button inputs operated by the player.
[0014] In the game according to this embodiment, the playable character can inflict damage on the enemy character by not accepting an attack action from an ally character and by performing an attack action on the enemy character. The ally character can inflict damage on the enemy character by not accepting an attack action from the playable character or another ally character and by performing an attack action on the enemy character. The enemy character can inflict damage on the playable character or an ally character of the playable character and by not accepting an attack action from another enemy character and by performing an attack action on the playable character or the playable character's ally character. Note that the enemy / ally attribute of the character may change as the game progresses. Furthermore, the enemy characters may be divided into enemy groups, and enemy / ally attributes may be set within each enemy group.
[0015] Moreover, the information processing device 10 can change the character operated by the player to an ally character that satisfies a predetermined condition by accepting an operation such as a button input for changing the character by the player. Furthermore, the information processing device can accept an operation such as a button input by another player other than the player, and cause another character operated by the other player to perform a game presentation. The player can enjoy the game according to this embodiment through operations such as various button inputs and the game presentation and / or game progress executed by the information processing device 10 in response to the operation.
[0016] In conventional action games, the character operated by the player and the character not operated by the player may cooperate to perform the game. However, the conditions for performing such a cooperative game performance are limited to a combination of unique specific characters. In particular, the positional relationship between the character operated by the player and the character not operated by the player is not taken into consideration, and the character not operated by the player is duplicated in the virtual space within the game to perform the game performance, and in some cases, the same character may be temporarily visible within the game. This type of game performance may be unnatural to the player, and there is room for improvement.
[0017] Here, an overview of the present embodiment will be described, and details will be described later. The information processing device 10 places a plurality of characters, including a first character operated by a first player and one or more second characters, in a virtual space. Furthermore, when the number of second characters having a predetermined positional relationship with the first character in the virtual space among the one or more second characters is equal to or greater than a prescribed number, the information processing device 10 executes a second game presentation by an action behavior in which the prescribed number of second characters among the second characters having the predetermined positional relationship cooperate with the first character in response to an operation by the first player.
[0018] Thus, according to this embodiment, when the number of second characters having a predetermined positional relationship with the first character in the virtual space among one or more second characters is equal to or greater than a specified number, a predetermined game presentation is executed in which the specified number of second characters cooperate with the first character. Therefore, the player can enjoy a game presentation that takes into account the positional relationship between the first character and the second character, improving the technology for providing a game program that executes a game presentation that is natural to the player.
[0019] Next, each component of the information processing device 10 will be described in detail.
[0020] As shown in FIG. 1, the information processing device 10 includes a communication unit 11, an input unit 12, a display unit 13, a storage unit 14, a reading unit 15, and a control unit 16.
[0021] The communication unit 11 includes one or more communication interfaces for connecting to a network. The communication interface corresponds to, for example, a mobile communication standard, a wired LAN (Local Area Network) standard, or a wireless LAN standard, but is not limited thereto, and may correspond to any communication standard. In this embodiment, the information processing device 10 can download a game program via the communication unit 11 and store it in the storage unit 14.
[0022] The input unit 12 includes one or more input devices that detect user input. The input devices include, but are not limited to, physical keys, capacitive keys, a touch screen that is integrated with a display, a microphone that accepts voice input, a camera, etc. In addition, the input unit 12 may include an interface for connecting an external input device such as a controller or a keyboard.
[0023] The display unit 13 includes one or more displays. Each display may include an input interface, such as a touch screen.
[0024] The storage unit 14 includes one or more memories. Each memory included in the storage unit 14 may function as, for example, a main storage device, an auxiliary storage device, or a cache memory. The storage unit 14 stores any information used in the operation of the information processing device 10. For example, the storage unit 14 may store a game program, and may also store a system program, an application program, a database, map information, and the like. In this embodiment, the storage unit 14 stores any information used in the game. The information used in the game includes, for example, information on a user account, and information specific to a user that is associated with the user account and managed (for example, a virtual object owned by the user in the game, and a game play history), but is not limited to these. The information stored in the storage unit 14 may be updateable with information acquired from a network via the communication unit 11, for example. The storage unit 14 may also store a game program read from the reading unit 15 via the control unit 16.
[0025] The reading unit 15 includes one or more interfaces capable of reading an information medium. For example, the reading unit 15 may include an interface capable of reading a storage medium in which a game program is recorded, which is an information medium. The configuration of each interface may be determined arbitrarily according to the corresponding information medium. The readable recording medium is, for example, a flash memory, a magnetic recording device, an optical disk, a magneto-optical recording medium, or a ROM.
[0026] The control unit 16 includes one or more processors, one or more programmable circuits, one or more dedicated circuits, or a combination thereof. The processor is, for example, but not limited to, a general-purpose processor such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), or a dedicated processor specialized for a specific process. The programmable circuit is, for example, but not limited to, an FPGA (Field-Programmable Gate Array). The dedicated circuit is, for example, but not limited to, an ASIC (Application Specific Integrated Circuit). The control unit 16 controls the operation of the entire information processing device 10. For example, the control unit 16 can execute a game program stored in the storage unit 14 and can execute a game program read by the reading unit 15. The control unit 16 controls the operation of the entire information processing device 10. Details of the operation of the information processing device 10 controlled by the control unit 16 will be described later.
[0027] (Operation flow of information processing device: First embodiment) A first embodiment of the operation flow of the information processing device 10 will be described with reference to FIG.
[0028] Step S100: The control unit 16 of the information processing device 10 places a plurality of characters, including a first character operated by a first player and one or more second characters, in a virtual space.
[0029] The virtual space 40 set by the control unit 16 will be specifically described with reference to FIG. 3. FIG. 3 is a plan view of the virtual space 40. At least a plurality of characters including a first character and one or more second characters are placed in the virtual space 40. The first character is a character operated by the first player, and is hereinafter referred to as a first player-operated character 21 (particularly, may be abbreviated as "1P-operated character 21"). The second character is an ally character of the first character placed in the virtual space 40, and in this embodiment, the second character is classified into a second player-operated character 22 (particularly, may be abbreviated as "2P-operated character 22") operated by the second player, a first player-operable character 23 (particularly, may be abbreviated as "1P-operable character 23") that is operable by the first player, and an ally NPC (non-playable character) 31. In the virtual space 40 shown in FIG. 3, the 2P operated character 22, the 1P operable character 23 (characters A to H), a plurality of friendly NPCs 31, and a plurality of enemy characters 32 are arranged by the control unit 16. In the virtual space 40, characters operated by players other than the first player and the second player may be arranged by the control unit 16, and the operated characters may be friendly characters or enemy characters. Here, the control unit 16 can move the 1P operated character 21 in the virtual space 40 in response to the operation of an input button or the like by the first player, and can also cause the 1P operated character 21 to execute a game performance corresponding to the operation. Similarly, the control unit 16 can move the 2P operated character 22 or execute a game performance in response to the operation of an input button or the like by the second player. Furthermore, the control unit 16 can move other characters and execute a game performance. An obstacle 44 can be installed in the virtual space 40, and can hinder the free movement of each character.
[0030] Step S101: Control unit 16 of information processing device 10 installs virtual camera in virtual space 40, and obtains a photographed image of the first character by virtual camera .
[0031] Continuing to refer to Fig. 3. Virtual camera 42 installed in virtual space 40 by control unit 16 obtains a captured image of 1P operated character 21, who is the first character. An example of an image captured in three dimensions by virtual camera 42 within capturing range 43 is shown in Fig. 4. Control unit 16 can use the captured image in Fig. 4 as a play screen for the player, and can display it on display unit 13.
[0032] Step S102: The control unit 16 determines whether the first character is in the first state. If it is determined that the first character is in the first state (step S102-Yes), the process ends. On the other hand, if it is determined that the first character is not in the first state (step S102-No), the process proceeds to step S103.
[0033] The first state is, for example, a state that makes the status of the 1P operated character 21, which is the first character, advantageous or disadvantageous, and includes, but is not limited to, a status-up state, an awakening state, an invincible state, an abnormal status state, and the like. In order to avoid a game presentation that is not intended by the player or an unnatural game presentation, the control unit 16 ends the process when the 1P operated character 21 is in the first state. In this case, the process cannot proceed to step S109, so a predetermined game presentation by cooperation of multiple characters is not executed. Note that the control unit 16 is not prevented from separately executing a game presentation specific to the first state. Hereinafter, for convenience of explanation of both the first game presentation and the second game presentation that appear in this flowchart, this predetermined game presentation may be particularly referred to as the "second game presentation."
[0034] Step S103: The control unit 16 detects a first input command in response to an operation by the first player via the input unit 12. The control unit 16 accepts the first input command, for example, by the first player operating one or more specific buttons on the controller. The first input command may be, but is not limited to, a special move command, a secret technique command, a unrivaled technique command, a special technique command, or the like.
[0035] Step S104: The control unit 16 determines whether the first character satisfies a predetermined motion condition. If it is determined that the first character satisfies the predetermined motion condition (step S104-Yes), the process proceeds to step S105. On the other hand, if it is determined that the first character does not satisfy the predetermined motion condition (step S104-No), the process ends.
[0036] Specifically, the operating conditions are whether parameters such as the killer gauge, the secret technique gauge, the unrivaled technique gauge, the special technique gauge, the energy gauge, etc. are equal to or greater than a threshold value or are at the upper limit value, but are not limited thereto. The second game presentation, which will be described in detail later, is a further special presentation that replaces the first game presentation, so if the prerequisites of the first game presentation are not met, the control unit 16 immediately ends the process. Note that, when it is determined that the 1P operated character 21, which is the first character, does not meet the predetermined operating conditions, the control unit 16 may perform a separate notification process, such as notifying the player that the above operating conditions are not met by a game presentation such as making the 1P operated character 21 panic or knock down. In addition, the control unit 16 may perform a separate notification process such as displaying text information, a warning image, a character voice, or a beep sound on the display unit 13.
[0037] Step S105: The control unit 16 performs a first acquisition to acquire attribute information of a second character that has a predetermined positional relationship with the first character in the virtual space 40, out of one or more second characters.
[0038] Specifically, in the example of FIG. 3, a circle of a predetermined radius centered on the 1P operated character 21, which is the first character, is set as the extraction range 41, and attribute information of the second character (the 2P operated character 22 and the 1P controllable character 23, and the friendly NPC 31 in the example of FIG. 3) located in the extraction range 41 is acquired. Although the extraction range 41 is illustrated as a circle in FIG. 3, as long as the extraction range is selected based on the positional relationship with the 1P operated character 21, the shape of the extraction range is arbitrary, and may be, but is not limited to, an ellipse, a concentric circle, or a geometric shape. Note that the control unit 16 is not prevented from acquiring attribute information of the enemy character 32 located in the extraction range 41, and may acquire attribute information of any character for other purposes.
[0039] It is preferable that the control unit 16 first acquires not only the position information of each character but also attribute information according to the characteristics of each character. For example, the control unit 16 first acquires the attribute information of each character and can count, among one or more second characters, the number of second characters having a type parameter associated with the first character, the number of second characters having a relationship parameter with the first character equal to or greater than a threshold value, the number of second characters that can be operated by the first player, the number of second characters that are not being operated by the second player, the number of second characters that are not used in a predetermined game presentation (second game presentation) described later, or the number of second characters that can reach the position of the first character. More specific attribute information in this embodiment includes one or more of the following: (i) a type parameter of the second character; (ii) a relationship parameter of the second character with the first character; (iii) information on whether the second character can be operated by the first player; (iv) information on whether the second character is being operated by the second player; (v) information on whether the second character is being used for a predetermined game presentation; (vi) information on whether the second character can reach the position of the first character; and (vii) information on whether the second character exists in the captured image. The attribute information may further include other information. The above-mentioned attribute information will be described below with reference to the attribute parameter table in FIG. 5 and a specific example. In the example of the attribute parameter table in FIG. 5, the 1P-operable character 23, which is a character that can be operated by the first player, and the 2P-operable character 22, which is a character that can be operated by the second player, are extracted, which are located in the extraction range 41 in FIG. 3. Therefore, the ally NPC 31 is not included in the table. A specific example will be described below.
[0040] (i) The type parameters of the 2P controlled character 22 and the 1P controlled character 23 are, for example, but not limited to, weapon, military type, occupation, race, personality, etc. The type parameters may be upwardly or downwardly compatible parameters and may be adopted as judgment conditions in the subsequent attribute condition judgment process. The type parameters may be attributes unique to the characters, but may also be parameters that can be changed by the player as the game progresses. In the attribute parameter table of FIG. 5, military types P1, P2, M1, S2, and S3 are set for each ally character. P2 is an upwardly compatible parameter of P1, and S3 is an upwardly compatible parameter of S2.
[0041] (ii) The relationship parameters of the 2P operated character 22 and the 1P operated character 23 with the 1P operated character 21 are, for example, friendship level, bond, affection level, etc., but are not limited thereto. The relationship parameters are parameters that are promoted or demoted as the game progresses, and can vary depending on the execution of conversation events between characters or the selection of options, the number of times joint battle events are executed, the number of simultaneous deployments, the acquired experience points, gifts, etc. In the attribute parameter table of FIG. 5, S, A, B, C, and D are set as an example in order of good friendship level. Note that, although the relationship parameters are discrete in this example, further subdivided numerical parameters may be set in the game, and the numerical parameters may be increased or decreased as needed, and the relationship parameters may be changed when the numerical parameters reach a predetermined threshold value.
[0042] (iii) Information on whether the 2P-operable character 22 and the 1P-operable character 23 can be controlled by the first player is a parameter indicating whether the character operated by the first player can be switched to the 2P-operable character 22 and the 1P-operable character 23, and all the characters listed in the attribute parameter table in FIG. 5 are characters that can be controlled by the first player. However, since character X is being controlled by the second player, if the second player switches control to another character, the first player can control character X. Information on the inoperability of the first player is registered as a parameter in the ally NPC 31. However, this parameter is not shown in FIG. 5 to simplify the drawing.
[0043] (iv) Information on whether the 2P-operable character 22 and the 1P-operable character 23 are being operated by the second player is included in parameters indicating which player or CPU is operating each character. In the attribute parameter table of Fig. 5, a parameter indicating that the character X is being operated by the second player is registered.
[0044] (v) The information on whether the 2P playable character 22 and the 1P playable character 23 are being used in the second game presentation is a parameter registered while a game presentation in which the 2P playable character 22 and the other two 1P playable characters 23 cooperate with each other is being performed, but it may also be a parameter registered when a specific game presentation, such as a special move being performed, is being performed. In the attribute parameter table of Fig. 5, the column for "second game presentation in progress" corresponds to this parameter, but in this example, a parameter indicating that none of the characters are being performed is registered.
[0045] (vi) The information on whether the 2P operated character 22 and the 1P operated character 23 can reach the position of the 1P operated character 21 is, for example, information on whether the 2P operated character 22 and the 1P operated character 23 can reach the 1P operated character 21 due to the presence of an obstacle 44 in the extraction range 41 in the virtual space 40. Examples of the obstacle 44 include, but are not limited to, a gate, a hole, a mountain, a moat, etc. In the attribute parameter table of Fig. 5, a parameter indicating the presence of an obstacle is registered as a setting that the character H cannot reach the 1P operated character 21 due to the obstacle 44.
[0046] (vii) Information as to whether the 2P playable character 22 and the 1P controllable character 23 are present in the captured image is identification information as to whether they are located inside or outside the capture area of the virtual camera 42. In the attribute parameter table of Fig. 5, information is registered for characters A, B, C, and X that they are located within the capture area of the virtual camera 42, and information is registered for the other characters that they are located outside the capture area. The extraction range of the 2P playable character 22 and the 1P controllable character 23 may be limited to within the capture area of the virtual camera 42, but in this example, all of the 2P playable character 22 and 1P controllable characters 23 located within the range of the extraction range 41 are extracted.
[0047] In addition to the above (i) to (vii), the attribute information may also include parameters such as gender, age, appearance, height, weight, level, and status abnormality.
[0048] Step S106: The control unit 16 judges whether or not the attribute information of each second character satisfies a predetermined judgment condition. That is, the control unit 16 judges whether or not to advance the character to the next process according to the selection condition and the exclusion condition set for each attribute information. Below, specific examples of the selection condition and the exclusion condition for each attribute information will be described with reference to the above-mentioned attributes (i) to (vii) and the attribute parameter table in FIG. 5. In FIG. 5, the notation in bold and not underlined is a parameter that satisfies the selection condition, and the notation in bold and underlined is a parameter that satisfies the exclusion condition.
[0049] (i) The condition for determining the type parameters of the 2P operated character 22 and the 1P operated character 23 is that the type parameters of the 1P operated character 21 and the type parameters of the 2P operated character 22 and the 1P operated character 23 are type parameters that are associated with each other in a predetermined manner. Specifically, the predetermined associated type parameters can be used as a selection condition when the type parameters match or are compatible with each other. In the attribute parameter table of FIG. 5, the soldiers of the characters A, B, C, F, and X are the same as or compatible with the 1P operated character 21, and therefore it is determined that the selection condition is satisfied. When this selection condition is satisfied and the determination condition is satisfied, the second game presentation described below is executed, and the player can enjoy the uniqueness of the cooperative presentation between the player's own operated character and the ally character for the operated character. Note that the predetermined associated type parameters may be conditioned on satisfying a heterogeneous combination.
[0050] (ii) The judgment condition for the relationship parameter with the first character of the 2P controllable character 22 and the 1P controllable character 23 is that the relationship parameter is equal to or greater than a threshold, which is the selection condition. In the example of Fig. 5, the friendship degree threshold is A, and the condition is judged to be met when the friendship degree is A or greater, i.e., friendship degree A or S. When this selection condition is met and the judgment condition is met, a second game presentation, which will be described later, is executed, allowing the player to feel an interest in the sense of unity or solidarity that arises from the cooperative presentation between the player's controlled character and an ally character of the controlled character.
[0051] (iii) The selection condition for determining whether or not a character can be operated by the first player is that the character can be operated by the first player. As described above, all of the characters listed in the attribute parameter table in FIG. 5 are characters that can be operated by the first player. When this selection condition is met and the determination condition is met, the second game presentation described below is executed, whereby the second game presentation can be executed only by characters that can be operated by the player, and therefore the control unit 16 can execute a game presentation that is natural to the player.
[0052] (iv) The determination condition based on the information as to whether the second player is controlling the 2P controllable character 22 and the 1P controllable character 23 is an exclusion condition that the second player is controlling the 2P controllable character 22 and the 1P controllable character 23. In the example of FIG. 5, character X is a character to be excluded because it is being controlled by the second player. By avoiding this exclusion condition and executing the second game presentation described below when the determination condition is satisfied, it is possible to avoid a second game presentation that is unintended by the second player, and therefore the control unit 16 can execute a game presentation that is natural to each player.
[0053] (v) The judgment condition based on the information as to whether the 2P playable character 22 and the 1P playable character 23 are being used in the second game presentation (predetermined game presentation) is that the 2P playable character 22 and the 1P playable character 23 are currently executing the second game presentation (predetermined game presentation). In the example of FIG. 5, characters are excluded when the second game presentation is being executed, and all characters are excluded from this elimination condition. By avoiding this elimination condition and executing the second game presentation described below when the judgment condition is satisfied, it is possible to avoid a second game presentation that is unintended by the player, and the control unit 16 can execute a game presentation that is natural to each player.
[0054] (vi) The determination condition based on the information on whether the 2P playable character 22 and the 1P playable character 23 can reach the position of the 1P playable character 21 is set to be an exclusion condition that the 2P playable character 22 and the 1P playable character 23 cannot reach the position of the 1P playable character 21. In the example of FIG. 5, character H is set as an obstacle and is therefore a character to be excluded. By avoiding this exclusion condition and executing the second game presentation described below when the determination condition is satisfied, physically unnatural conditions in the virtual space 40 can be avoided, and the control unit 16 can execute a game presentation that is natural to the player.
[0055] (vii) When information on whether the 2P playable character 22 and the 1P playable character 23 are located within the captured image is used as the judgment condition, the selection condition is that the 2P playable character 22 and the 1P playable character 23 are located within the image. In the example of Fig. 5, characters A, B, C, and X are selected because they are located within the shooting range 43 captured by the virtual camera 42, while characters D, E, F, G, and H are excluded. By executing a second game presentation described below when this selection condition is met and the judgment condition is met, the control unit 16 can execute the second game presentation using only characters visible to the player, and the control unit 16 can execute a game presentation that is natural to the player.
[0056] In the example of the parameter table in Fig. 5, the characters that passed the above selection conditions (i) to (vii) and avoided the exclusion conditions are characters A, B, and C, so that characters A, B, and C remain in the next process. For other attribute information, appropriate judgment conditions can be determined according to each parameter so that the game presentation is natural as the game experience of the player. Also, this specific example is merely an example, and the control unit 16 may adopt a combination of some or all of the judgment conditions.
[0057] Step S107: The control unit 16 judges whether the number of second characters whose attribute information satisfies the judgment condition of the above step S106 is equal to or greater than a prescribed number. If it is judged that the number of second characters is equal to or greater than the prescribed number (step S107-Yes), the process proceeds to step S108. On the other hand, if it is judged that the number of second characters is less than the prescribed number (step S107-No), the process proceeds to step S110. The prescribed number is, for example, an integer equal to or greater than 1, specifically 1, 2, 3, 4, 5, 6, 7, etc. In the example of FIG. 5, the number of characters remaining after passing all the selection conditions and avoiding all the exclusion conditions is 3, so the process proceeds to step S108.
[0058] Step S108: The control unit 16 selects a prescribed number of second characters.
[0059] Specifically, when the number of the 2P operated characters 22 and the 1P operated characters 23 exceeds a prescribed number, a prescribed number of the 2P operated characters 22 and the 1P operated characters 23 can be selected in order of the distance of the prescribed positional relationship with the 1P operated character 21 being closest. When the number of the 2P operated characters 22 and the 1P operated characters 23 remaining after satisfying the judgment condition matches the prescribed number, the prescribed number of the 2P operated characters 22 and the 1P operated characters 23 may be selected in order of the distance of the prescribed positional relationship with the 1P operated character 21 being closest, but in this case, the selected 2P operated characters 22 and the 1P operated characters 23 are inevitably determined. In the example of FIG. 5, when the prescribed number is 2, the characters C and B are selected in order of the distance from the character Z, which is the 1P operated character 21.
[0060] The control unit 16 may select the 2P control characters 22 and 1P control characters 23 in order of the closest positional relationship, or may select them randomly. Also, characters may be selected by giving priority to friendship level, level, etc., from each parameter of the attribute information.
[0061] Step S109: The control unit 16 executes a second game presentation by an action action in which a prescribed number of second characters and the first character cooperate with each other in response to the operation of an input button or the like by the first player. Then, the process ends. In the specific example of FIG. 5, the control unit 16 executes a second game presentation by character Z, which is the 1P-operated character, and characters B and C, which were previously selected as the final characters. Specifically, the control unit 16 may execute an attack presentation by these three characters, and may also execute a game presentation that is perceptible to the player, such as generating a game event, strengthening the status of these three characters, and generating special sound effects when these three characters execute a game presentation. By executing this second game presentation by the control unit 16, the player becomes interested in the game presentation that is perceptible by the characters that satisfy a specific judgment condition, and the control unit 16 can execute a game presentation that is natural to the player.
[0062] In addition, when the control unit 16 ends the second game presentation executed by the control unit 16, the control unit 16 preferably rearranges a prescribed number of second characters in the virtual space 40 near the first character. For example, as a termination process when performing a game presentation that is perceptible, particularly visible, to the player, the control unit 16 preferably moves the characters that participated in the second game presentation closer to the 1P operated character 21. In addition, the control unit 16 preferably rearranges the prescribed number of second characters in the virtual space 40 to any position in the same game screen that is visually recognized by the player, any position within a range that is predetermined in terms of the positional relationship with the first character, and a position closer to the first character than the position where the second character was located before the second game presentation was executed. This termination process allows the player to visually recognize the characters that participated in the second game presentation within the play screen, so that unnatural movement of the characters can be avoided, and the control unit 16 can execute a game presentation that is natural to the player.
[0063] Step S110: The control unit 16 executes a first game presentation based on the action of the first character in response to the operation of the input buttons by the first player. Thereafter, the process ends. Specifically, the first game presentation is a game presentation corresponding to the special move command, the secret technique command, the unrivaled technique command, the special technique, etc., described above in step S103, and is a game presentation by the first character alone. By making the first game presentation a game presentation by the first character alone and the second game presentation a collaborative presentation with the first character and the second character, the control unit 16 can give the player a special feeling due to the second game presentation.
[0064] As described above, the information processing device 10 according to the present embodiment places a plurality of characters, including a first character operated by a first player and one or more second characters, in a virtual space. Furthermore, when the number of second characters having a predetermined positional relationship with the first character in the virtual space among the one or more second characters is equal to or greater than a prescribed number, the information processing device 10 executes a second game presentation in which the prescribed number of second characters among the second characters having the predetermined positional relationship cooperate with the first character in response to an operation by the first player.
[0065] According to this configuration, when the number of second characters having a predetermined positional relationship with the first character in the virtual space among one or more second characters is equal to or greater than a prescribed number, a predetermined game presentation is executed in which the prescribed number of second characters cooperate with the first character. Therefore, the player can enjoy a game presentation that takes into account the positional relationship between the first character and the second character, improving the technology for providing a game program that executes a game presentation that is natural to the player.
[0066] (Operation flow of information processing device: second embodiment) Next, a second embodiment of the operation flow of the information processing device 10 will be described with reference to Fig. 6. For configurations that overlap with the first embodiment, the step numbers of the first embodiment will be referenced and overlapping descriptions will be omitted.
[0067] Step S200: The control unit 16 of the information processing device 10 sets a third character that is not placed in the virtual space in association with the first character and / or in association with one or more second characters. The third character may be set in association with only the first character, may be set in association with only the second character, or may be set in association with each of the first character and the second character.
[0068] Specifically, the third character is a character called an adjutant, deputy commander, aide, support character, etc. that can be set in association with each of the first character and the second character. The number of third characters set for each character may be one or more, or may be one. For example, the third character may be set under circumstances prior to setting each character in the virtual space, or the third character may be set after placing the first character and the second character in the virtual space.
[0069] Step S201: The control unit 16 of the information processing device 10 places a plurality of characters, including a first character operated by a first player and one or more second characters, in a virtual space. The process of the control unit 16 in step S201 is similar to step S100 in the first embodiment, but differs in the way the setting of the third character is handled. That is, the control unit 16 does not place the third character in the virtual space, so the player cannot see the third character. However, the control unit 16 may allow the setting status of the third character to be separately confirmed in response to the operation of an input button or the like by the player. Hereinafter, the state in which each character is placed in the virtual space may be referred to as a "forward" state, and the state in which each character is not placed in the virtual space may be referred to as a "rear" state. In addition, the control unit 16 may temporarily or permanently replace the first character and / or the second character corresponding to the setting target of the third character in the virtual space in response to the operation of an input button or the like by the player. In other words, the first character may switch between a front-guard and rear-guard state with the third character set in association with the first character, and the second character may also switch between a front-guard and rear-guard state with the third character set in association with the first character. An example of the virtual space in the second embodiment is shown in FIG. 7. However, in order to explain the setting state of the third character, character E corresponding to the rear-guard character 24 set in association with the 1P operated character 21 is shown in a balloon frame. Characters G and H in a rear-guard state set for the rear-guard characters 24 set in association with characters D and F, which are the second characters, are also shown in a balloon frame.
[0070] Step S202: The control unit 16 detects a first input command in response to an operation of an input button or the like by the first player via the input unit 12. The process of the control unit 16 in step S202 is similar to that of step S103 in the first embodiment.
[0071] Step S203: The control unit 16 determines whether the first character satisfies a predetermined motion condition. If it is determined that the first character satisfies the predetermined motion condition (step S203-Yes), the process proceeds to step S204. On the other hand, if it is determined that the first character does not satisfy the predetermined motion condition (step S203-No), the process ends. The process of the control unit 16 in step S203 is similar to step S104 in the first embodiment.
[0072] Step S204: The control unit 16 performs a first acquisition to acquire attribute information of each second character having a predetermined positional relationship with the first character in the virtual space 40. The control unit 16 further acquires, as attribute information, whether or not a third character is set for the first character and / or the second character, and identification information of the third character. Other processing by the control unit 16 in step S204 and attribute information are similar to step S105 in the first embodiment.
[0073] Step S205: The control unit 16 performs a second acquisition to acquire attribute information of a third character set in association with the first character and / or the second character.
[0074] Specifically, referring to FIG. 7, the control unit 16 regards the distance between the character Z, who is the 1P operated character 21, and the character E (corresponding to the rear guard character 24) as 0 (zero), and acquires attribute information of the character E. In addition, attribute information of the characters G and H (corresponding to the rear guard character 24) set to the characters D and F (corresponding to the 1P controllable character 23), respectively, is also acquired. At this time, the distances of the characters G and H from the 1P operated character 21 may be set to be the same as the distances of the characters D and F set in association with each other, or may be set to be greater than that. In the following, a case will be described in which the distances of the characters G and H from the 1P operated character 21 are set to be the same as the distances of the corresponding characters D and F. In the example of FIG. 7, the attribute information of the characters E, G, and H, who are the rear guard characters 24, is the same as (i) to (vii) described above, and any parameter may be acquired.
[0075] Step S206: The control unit 16 determines whether the attribute information of each of the second characters and the third characters satisfies a predetermined determination condition.
[0076] The selection conditions and exclusion conditions adopted as the judgment conditions may be the same as those in step S106. Furthermore, it is also preferable to apply the judgment conditions based on a predetermined correspondence relationship between one or more second characters and a third character set in association with the one or more second characters. That is, if the second character satisfies the judgment condition, it may be judged whether the third character set in association with the second character satisfies the judgment condition. In other words, if the second character to which the third character is set does not satisfy the judgment condition, the corresponding third character may be excluded from the judgment target without judging whether the third character set to the second character satisfies the judgment condition. Note that, after judging whether the attribute information of the third character satisfies the judgment condition, it may be judged whether the attribute information of the corresponding second character satisfies the judgment condition, and then, if the corresponding second character does not satisfy the judgment condition, the corresponding third character may be excluded.
[0077] FIG. 8 shows a judgment table of characters appearing in the schematic diagram of FIG. 7. The judgment conditions of attribute information in the second embodiment will be specifically described with reference to FIG. 8. In this judgment table, unlike FIG. 5, each attribute parameter related to the selection condition and the exclusion condition is lumped together and written as a candidate adoption condition. The candidate adoption condition is, in other words, that the selection condition can be selected and the exclusion condition can be avoided. Referring to FIG. 8, characters A, E, F, and H satisfy the candidate adoption condition. Note that character B is not located in the extraction range 41 of FIG. 7, so it is not subject to extraction of attribute information and is not subject to judgment of the candidate adoption condition. Characters E and G are set as rear guards. Both of them satisfy the candidate adoption condition, but the judgment results of the candidate adoption condition for each front-guard character are different. Therefore, character E and character G differ in whether they will ultimately remain as candidates. Character E satisfies the candidate adoption condition for character A, which is set as the front-guard of the character. On the other hand, character G does not satisfy the candidate adoption condition for character D, which is set as the front-guard of the character. In this way, by setting the judgment conditions considering the vanguard setting and the rearguard setting, the player can enjoy a special game presentation that considers the relationship between the vanguard set character and the rearguard set character, improving the technology for providing a game program that executes a game presentation that is natural to the player. Note that, although the 2P controllable character does not appear in the example of Fig. 8, in addition to the second game presentation by the 2P controllable character, the 1P controllable character and / or the rearguard character, in cases where a specific game presentation is being performed, these characters can be excluded from the judgment conditions.
[0078] Step S207: The control unit 16 judges whether the number of second characters and / or third characters whose attribute information satisfies the judgment condition of the above step S206 is equal to or greater than a prescribed number. If it is judged that the number of second characters and / or third characters is equal to or greater than the prescribed number (step S207-Yes), the process proceeds to step S208. On the other hand, if it is judged that the number of second characters and / or third characters is less than the prescribed number (step S207-No), the process proceeds to step S210. The prescribed number is the same as that described in step S107. Step S207 in the second embodiment differs from the first embodiment in that a third character is additionally taken into consideration.
[0079] Step S208: The control unit 16 selects a prescribed number of second characters and / or third characters.
[0080] Step S208 in the second embodiment differs from the first embodiment in that a third character is additionally considered, and other points are the same as those described in step S207. However, in this embodiment, the third character is considered, and the distance between the second character and the third character associated with this second character is treated as the same. Therefore, when selecting in order of proximity to the first character, a process such as selecting the second character as a character participating in the second game presentation may be performed. Note that the "in order of proximity" here is an example, and the characters may be selected in order of furthest as in the first embodiment. In addition, the control unit 16 may select the second character in priority over the third character. For example, the control unit 16 selects the third character when the number of selected second characters is less than a specified number. In addition, the control unit 16 may select the second character and the third character based on a relationship parameter between the second character and the third character. For example, the control unit 16 selects the third character when a relationship parameter between the second character and the third character set in association with the second character exceeds a predetermined value each time the control unit 16 selects the second character. Similarly, the control unit 16 may select the second character and the third character set in association with each other based on a relationship parameter between the first character and the second character or the third character. For example, when the relationship parameter between the first character and the second character exceeds a predetermined value, the control unit 16 selects the third character set in association with the second character, regardless of the relationship parameter between the first character and the third character. Similarly, for example, when the relationship parameter between the first character and the third character exceeds a predetermined value, the control unit 16 selects the second character set in association with the third character, regardless of the relationship parameter between the first character and the second character.
[0081] Step S209: The control unit 16 executes a second game presentation in which a prescribed number of second and / or third characters cooperate with the first character in response to the operation of an input button or the like by the first player. The process then ends. It is also preferable to temporarily place the third character in the virtual space while the third character is being used in the second game presentation, and to remove the third character from the virtual space after the second game presentation ends. Specifically, the rear guard character is temporarily displayed on the play screen, and the rear guard character is removed from the play screen (and further the virtual space) after the second game presentation ends. In this way, the player can enjoy a natural game presentation. In other respects, step S208 in the second embodiment differs from the first embodiment in that the third character can participate in the second game presentation, and is otherwise similar to that described in step S207.
[0082] Step S210: The control unit 16 executes a first game presentation based on the action of the first character in response to the operation of the input button or the like by the first player. Then, the process ends. The process of the control unit 16 in step S210 is the same as that in step S110 in the first embodiment.
[0083] The second embodiment improves the technology for providing a game program that executes a game presentation that is natural to the player, in that the player can enjoy special game presentation that takes into account not only attribute conditions but also the positional relationship between the first character and the second character and / or third character.
[0084] Although the present invention has been described based on the drawings and examples, it should be noted that those skilled in the art may make various modifications and alterations based on the present disclosure. Therefore, it should be noted that these modifications and alterations are included in the scope of the present invention. For example, the functions included in each component or step can be rearranged so as not to be logically inconsistent, and multiple components or steps can be combined or divided into one.
[0085] For example, acquisition of attribute information is optional, and in the present invention, it may be determined whether to perform the second game presentation or the first game presentation on the condition that the number of second characters having a predetermined positional relationship with the first character in the virtual space is equal to or greater than a prescribed number, among one or more second characters, without acquiring attribute information. Even in this case, if the number of second characters having a predetermined positional relationship with the first character in the virtual space is equal to or greater than a prescribed number, among one or more second characters, a prescribed game presentation (second game presentation) in which the prescribed number of second characters and the first character cooperate is executed, so that the player can enjoy a game presentation that takes into account the positional relationship between the first character and the second character.
[0086] In addition, in the above-described embodiment, it has been described that either a first game presentation or a second game presentation is executed, but if the number of second characters that have a specified positional relationship with the first character in the virtual space, among one or more second characters, is less than a prescribed number, it is not necessary to execute a special game presentation.
[0087] In addition, in the above-described embodiment, for example, a flowchart has been described in which attribute information is first acquired and / or second acquired after a first input command is detected, but attribute information may be continuously acquired at all times.
[0088] Also, for example, some or all of the operations executed by the information processing device 10 in the above-described embodiment may be distributed and executed by a plurality of computers capable of communicating with each other.
[0089] Also, for example, an embodiment is possible in which a general-purpose computer functions as the information processing device 10 according to the above-described embodiment. Specifically, a game program describing the processing contents for realizing each function of the information processing device 10 according to the above-described embodiment is stored in the memory of the general-purpose computer, and the game program is read and executed by a processor. Therefore, the present disclosure can also be realized as a game program executable by a processor, or a non-transitory computer-readable medium that stores the game program.
[0090] Some of the embodiments of the present disclosure will be described below as examples. However, it should be noted that the embodiments of the present disclosure are not limited to these examples. [Appendix 1] In the information processing device, An arrangement step of arranging a plurality of characters including a first character operated by a first player and one or more second characters in a virtual space; and a first execution step of executing, in response to the operation by the first player, a predetermined game presentation in which the first character and the predetermined number of second characters among the one or more second characters having a predetermined positional relationship with the first character cooperate with each other in the virtual space when the number of second characters having the predetermined positional relationship with the first character in the virtual space is equal to or greater than a predetermined number; A game program that executes the following: [Appendix 2] The game program according to claim 1, wherein in the first execution step, the information processing device repositions the specified number of second characters in the vicinity of the first character after executing the specified game presentation. [Appendix 3] The game program according to claim 1 or 2, wherein in the first execution step, the information processing device selects the specified number of second characters in order of closest or furthest distance from a specified positional relationship to the first character. [Appendix 4] The game program described in Appendices 1 to 3, wherein the information processing device executes the specified game presentation when the number of second characters among the one or more second characters having a type parameter associated with the first character, the number of second characters whose relationship parameter with the first character is equal to or greater than a threshold value, the number of second characters controllable by the first player, the number of second characters not being controlled by the second player, the number of second characters not used in the specified game presentation, or the number of second characters that can reach the position of the first character is equal to or greater than the specified number. [Appendix 5] The information processing device includes: a photographing step of installing a virtual camera in the virtual space and obtaining a photographed image of the first character by the virtual camera; The game program according to any one of claims 1 to 4, wherein in the first execution step, the information processing device executes a predetermined game presentation between the one or more second characters present in the captured image and the first character. [Appendix 6] The information processing device includes: a setting step of setting a third character not placed in the virtual space in association with the first character and / or the one or more second characters; a second execution step of executing the predetermined game presentation in which the first character cooperates with the predetermined number of second characters and / or third characters among the one or more second characters when a total number of second characters and / or third characters having a predetermined positional relationship with the first character in the virtual space is equal to or greater than the predetermined number; 6. The game program according to claim 1, further comprising: [Appendix 7] The game program described in Appendix 6, wherein, in the second execution step, the information processing device executes the specified game presentation if the one or more second characters and a third character set in association with the one or more second characters satisfy a specified correspondence relationship. [Appendix 8] The game program described in Appendix 6 or 7, wherein in the second execution step, the information processing device executes the specified game presentation if the number of characters not used in the specified game presentation among the one or more second characters and third characters set in association with the one or more second characters is equal to or greater than the specified number. [Appendix 9] The game program described in Appendices 6 to 8, wherein in the second execution step, the information processing device temporarily places the third character in the virtual space while the third character is being used in the specified game presentation, and removes the third character from the virtual space after the specified game presentation ends. [Appendix 10] An information processing device including a control unit, The control unit is A plurality of characters including a first character operated by a first player and one or more second characters are arranged in a virtual space; When the number of second characters having a predetermined positional relationship with the first character in the virtual space among the one or more second characters is equal to or greater than a specified number, an information processing device executes a predetermined game presentation in which the specified number of second characters among the second characters having the predetermined positional relationship and the first character act in cooperation with each other in response to the operation by the first player. [Appendix 11] A method executed by an information processing device, comprising: An arrangement step of arranging a plurality of characters including a first character operated by a first player and one or more second characters in a virtual space; and a first execution step of executing, in response to the operation by the first player, a predetermined game presentation in which the first character and the predetermined number of second characters among the one or more second characters having a predetermined positional relationship with the first character cooperate with each other in the virtual space when the number of second characters having the predetermined positional relationship with the first character in the virtual space is equal to or greater than a predetermined number; A method comprising: [Explanation of symbols]
[0091] 10. Information processing device 11 Communications Department 12 Input section 13 Display section 14 Storage section 15 Reading unit 16 Control section 21 First player-operated character 22 Second player-operated character 23 First player-controllable character 24 Rearguard Characters 31 Friendly NPC 32 Enemy characters 40 Virtual Space 41 Extraction range 42 Virtual Camera 43 Shooting range 44 Obstacles
Claims
1. In the information processing device, an arrangement step of arranging a plurality of characters including a first character operated by a first player and one or more second characters in a virtual space; and a first execution step of executing, in response to the operation by the first player, a predetermined game presentation based on an action behavior in which the first character and the predetermined number of second characters among the second characters having the predetermined positional relationship in the virtual space cooperate with each other, when the number of second characters having the predetermined positional relationship in the virtual space among the one or more second characters is equal to or greater than a predetermined number; A game program that executes the following:
2. The computer-readable storage medium according to claim 1 , wherein the information processing device, in the first execution step, after executing the predetermined game presentation, rearranges the specified number of second characters near the first character.
3. The computer-readable storage medium according to claim 1 , wherein the information processing device, in the first execution step, selects the specified number of second characters in order of closest or furthest distance from the first character in a predetermined positional relationship.
4. The game program according to claim 1, wherein in the first execution step, the information processing device executes the specified game presentation when the number of second characters among the one or more second characters having a type parameter associated with the first character, the number of second characters whose relationship parameter with the first character is equal to or greater than a threshold value, the number of second characters that can be controlled by the first player, the number of second characters that are not being controlled by the second player, the number of second characters that are not used in the specified game presentation, or the number of second characters that can reach the position of the first character is equal to or greater than the specified number.
5. The information processing device includes: a photographing step of installing a virtual camera in the virtual space and obtaining a photographed image of the first character by the virtual camera; The computer-readable storage medium according to claim 1 , wherein in the first execution step, the information processing device executes a predetermined game presentation between the one or more second characters present in the captured image and the first character.
6. The information processing device includes: a setting step of setting a third character not placed in the virtual space in association with the first character and / or the one or more second characters; a second execution step of executing the predetermined game presentation in which the first character cooperates with the predetermined number of second characters and / or third characters among the one or more second characters when a total number of second characters and / or third characters having a predetermined positional relationship with the first character in the virtual space is equal to or greater than the predetermined number; The game program according to claim 1 , further comprising:
7. The game program according to claim 6, wherein in the second execution step, the information processing device executes the specified game presentation if the one or more second characters and a third character set in association with the one or more second characters satisfy a specified correspondence relationship.
8. The game program according to claim 6, wherein in the second execution step, the information processing device executes the specified game presentation if the number of characters not used in the specified game presentation among the one or more second characters and third characters set in association with the one or more second characters is equal to or greater than the specified number.
9. 7. The game program according to claim 6, wherein in the second execution step, the information processing device temporarily places the third character in the virtual space while the third character is being used in the specified game presentation, and removes the third character from the virtual space after the specified game presentation ends.
10. An information processing device including a control unit, The control unit is A plurality of characters including a first character operated by a first player and one or more second characters are arranged in a virtual space; An information processing device that, when the number of second characters among the one or more second characters that have a predetermined positional relationship with the first character in the virtual space is a specified number or more, executes a specified game presentation in accordance with the operation by the first player through an action action in which the specified number of second characters among the second characters having the specified positional relationship cooperate with the first character.
11. A method executed by an information processing device, comprising: an arrangement step of arranging a plurality of characters including a first character operated by a first player and one or more second characters in a virtual space; and a first execution step of executing, in response to the operation by the first player, a predetermined game presentation based on an action behavior in which the first character and the predetermined number of second characters among the second characters having the predetermined positional relationship in the virtual space cooperate with each other, when the number of second characters having the predetermined positional relationship in the virtual space among the one or more second characters is equal to or greater than a predetermined number; A method comprising:
Citation Information
Patent Citations
Game apparatus and information recorded medium
JP2000024322A
