Information processing program, information processing method, and information processing device
The program addresses the disconnect in game object states during events by pausing and resuming object updates, using duplicates if needed, to ensure smooth gameplay continuity.
Patent Information
- Application Number
- JP2023094421
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-07
- Publication Date
- 2024-12-19
AI Technical Summary
In games where events occur in a virtual space, there is a disconnect between the states of game objects before and after the event, causing user discomfort due to actions continuing in unseen areas.
The information processing program stops updating the state of predetermined objects during an event and resumes updating when the event ends, using duplicate objects if necessary, to maintain continuity.
This maintains the connection between the states of game objects before and after an event, enhancing user experience by preventing discontinuities and ensuring seamless gameplay.
Smart Images

Figure 2024176137000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] Patent Document 1 describes a technique for preventing an event during a game that should essentially be performed by multiple players together from being performed by only a few players. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6827481 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, in a game such as that described in Patent Document 1, an event may start during the progress of the game in the game space, which is a virtual space. In this case, for example, while the display unit displaying the game space displays the event, a character, which is a game object, may continue to act in a place not shown on the display unit. In this case, the character whose action has ended is displayed on the display unit after the event ends, so there is no connection between the state of the game object before and after the start of the event, which may give the user a sense of incongruity.
[0005] Therefore, an object of the present disclosure is to provide an information processing program, an information processing method, and an information processing device that are capable of maintaining the connection between the states of game objects before and after the start of an event. [Means for solving the problem]
[0006] The information processing program of the first aspect causes a computer to execute a process of stopping updating the state of a specified object, which is a game object existing in a virtual space, when a specified event starts during the progress of a game in the virtual space, and resuming updating the state of the specified object in the virtual space when the specified event ends.
[0007] The information processing program of the second aspect is the information processing program of the first aspect, and causes the computer to execute processing to, when a specified event in which the specified object does not appear starts during progress of a game in the virtual space, hide the specified object from a display unit that displays the virtual space and stop updating the state of the specified object in the virtual space, and when the specified event ends, make the specified object displayable on the display unit and resume updating the state of the specified object in the virtual space.
[0008] The information processing program of the third aspect is the information processing program of the second aspect, and causes the computer to execute a process of, when a specified event in which the specified object does not appear starts during progress of a game in the virtual space, hiding a specified target including the specified object and a specified element associated with the specified object from the display unit and stopping updating of the state of the specified target in the virtual space, and, when the specified event ends, making the specified target displayable on the display unit and resuming updating of the state of the specified target in the virtual space.
[0009] An information processing program of a fourth aspect is an information processing program of any one of the first to third aspects, which causes the computer to execute a process in which, when the specified event in which the specified object appears begins while the specified object is performing an action in the virtual space, a duplicate object that is a duplicate of the specified object appears in the specified event in place of the specified object.
[0010] An information processing program of a fifth aspect is an information processing program of any one of the first to fourth aspects, which causes the computer to execute a process of stopping the consumption of a specified parameter when a specified event starts while a specified object is performing an action in the virtual space while consuming a specified parameter associated with the specified object, and resuming the consumption of the specified parameter when the specified event ends.
[0011] An information processing program of a sixth aspect is an information processing program of any one of the first to fifth aspects, and causes the computer to execute at least one of the following processes when the specified event ends: a process of displaying in the virtual space the game objects that newly appeared in the virtual space at the specified event, and a process of hiding from the virtual space the game objects that were displayed in the virtual space before the start of the specified event and that have withdrawn from the virtual space at the specified event.
[0012] In a seventh aspect of the information processing method, a computer executes a process in which, when a specified event starts during the progress of a game in a virtual space, updating of a state of a specified object that is a game object existing in the virtual space is stopped, and, when the specified event ends, updating of the state of the specified object in the virtual space is resumed.
[0013] An information processing device of an eighth aspect includes a control unit that, when a specified event starts during the progress of a game in a virtual space, stops updating a state of a specified object, which is a game object existing in the virtual space, and, when the specified event ends, resumes updating the state of the specified object in the virtual space. Effect of the Invention
[0014] The information processing program, information processing method, and information processing device according to the present disclosure can maintain the connection between the states of game objects before and after the start of an event. [Brief description of the drawings]
[0015] [Figure 1] FIG. 2 is a block diagram showing a hardware configuration of the information processing device. [Diagram 2] 1 is a block diagram showing an example of a functional configuration of an information processing device. [Diagram 3] 13 is a flowchart showing the flow of a control process. [Figure 4] 11 is a first display example displayed on a display of the information processing device. [Diagram 5] 13 is a second display example displayed on the display of the information processing device. [Figure 6] 13 is a third display example displayed on the display of the information processing device. [Figure 7] 4 is a fourth display example displayed on the display of the information processing device. [Figure 8] 5 is a fifth display example displayed on the display of the information processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] The information processing device 10 according to this embodiment will be described below. 1 is a block diagram showing a hardware configuration of an information processing device 10. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, or the like. In the present embodiment, as an example, the information processing device 10 is a "home game console." The information processing device 10 is an example of a "computer."
[0017] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, an external I / F (Interface) 17, a communication I / F 18, and an input I / F 19. Each component is connected to each other via a bus 20 so as to be able to communicate with each other.
[0018] The CPU 11 is a central processing unit that executes various programs and controls each section.
[0019] The ROM 12 stores various programs and various data. The RAM 13 serves as a working area for temporarily storing programs or data.
[0020] The storage 14 is configured with a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.
[0021] The display 15 is, for example, a liquid crystal display, and displays various types of information. In this embodiment, the display 15 is integrated with the information processing device 10. However, this is not limited to this, and the display 15 may be separate from the information processing device 10. Also, in this embodiment, the display 15 does not have a touch panel. However, this is not limited to this, and the display 15 may have an integrated touch panel. The display 15 is an example of a "display unit."
[0022] The speaker 16 outputs various sounds. The external I / F 17 is an interface for connecting an external device to the information processing device 10. The external device is, for example, a recording medium 30.
[0023] The recording medium 30 may be a compact disk read only memory (CD-ROM), a digital versatile disk read only memory (DVD-ROM), a universal serial bus (USB) memory, or an SD memory card. The recording medium 30 stores a game program 30A for executing a predetermined game on the information processing device 10. The CPU 11 reads the game program 30A from the recording medium 30 via the external I / F 17, and executes the game program 30A using the RAM 13 as a working area. The game program 30A is not limited to being stored in the recording medium 30, and may be stored in advance in the storage 14 of the information processing device 10, or may be downloadable to the information processing device 10 via a network. The game program 30A is an example of an "information processing program."
[0024] The communication I / F 18 is an interface for connecting the information processing device 10 to a network. For example, the communication I / F 18 uses a wired communication standard such as Ethernet (registered trademark) or FDDI, or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).
[0025] The input I / F 19 is an interface for connecting to the input device 40. The input device 40 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 40. Operation information indicating the contents of the input operation performed by the user using the input device 40 is stored in the RAM 13. In this embodiment, the input device 40 is separate from the information processing device 10. However, this is not limited to this, and the input device 40 may be integrated with the information processing device 10. In addition, the input device 40 may be detachable from the information processing device 10. In addition, the number of input devices 40 may be one or more.
[0026] Next, a description will be given of the functional configuration of the information processing device 10. FIG 2 is a block diagram showing an example of the functional configuration of the information processing device 10.
[0027] 2, the CPU 11 of the information processing device 10 has, as its functional components, a reception unit 11A and a control unit 11B. Each functional component is realized by the CPU 11 reading and executing a game program 30A stored in the recording medium 30. The reception unit 11A receives an input operation performed by the user using the input device 40.
[0028] The control unit 11B controls the progress of the game and the display mode of the game space based on the user's input operation received by the reception unit 11A and information defined in the game program 30A. Hereinafter, among the game spaces displayed on the display 15 of the information processing device 10, a space in which multiple game objects exist and actions corresponding to each game object can be executed is referred to as an "action space." The action space is an example of a "virtual space" in which multiple game objects exist.
[0029] Game objects are objects that appear in a game, such as characters, tools, gimmicks, etc. Characters are humans, animals, robots, machines, imaginary creatures, etc. that appear in a game, and the type of character is not particularly limited.
[0030] For example, characters as game objects can execute actions such as walking, running, and fighting defined for each character in the action space, and gimmicks as game objects can execute actions such as opening, closing, and shooting defined for each gimmick in the action space.
[0031] Here, when a predetermined event in which a later-described predetermined object does not appear starts during the progress of the game in the action space, control unit 11B hides a predetermined target including a predetermined object that is a game object existing in the action space and a predetermined element associated with the predetermined object from display 15 that displays the action space. In this embodiment, control unit 11B hides the predetermined target from display 15 by making the predetermined target transparent, not drawing it, not registering the drawing, or switching the game screen. Also, the above-mentioned "when a predetermined event starts" includes the concept of "when the predetermined event starts" before the start of the predetermined event, and the concept of "when the predetermined event starts" after the start of the predetermined event.
[0032] The predetermined event is a seamless event that is performed in the game space by real-time rendering and does not involve loading. Therefore, the predetermined event does not include an event in which the game space is switched and a game object is placed in a position different from that in the previous game space, an event in which a pre-rendered movie is played, etc. In the present embodiment, the predetermined event is an event in which the event result is reflected in the action space.
[0033] As an example, the predetermined event includes a special move event that indicates a special move activated by a character, and other events other than the special move event. In a special move event, the performers are the character that activated the special move (hereinafter referred to as the "activating character") and the character that is the target of the attack of the special move (hereinafter referred to as the "target character"). The target character is determined taking into consideration the positional relationship between the activating character and the character that is the enemy of the activating character, the so-called enemy character, the attack range of the special move, and the like. In addition, in other events, the performers are game objects set in the event data that indicates the event content corresponding to the other event.
[0034] The predetermined object is, for example, a game object that can be operated by a user. In the present embodiment, the update of the state of the predetermined object is stopped based on the start of a predetermined event, and the update of the state is resumed based on the end of the predetermined event.
[0035] The predetermined elements are, for example, a shadow of a predetermined object, an attack means, an effect emitted from a predetermined object, a sound effect, a collision, a parameter, an effect given to a predetermined object, and a UI (User Interface) showing the predetermined object, etc. Note that the effect given to a predetermined object includes both a beneficial effect such as an increase in a parameter of the predetermined object, and a detrimental effect such as a decrease in a hit point of the predetermined object.
[0036] Furthermore, when a predetermined event in which a predetermined object does not appear starts during the progress of the game in the action space, the control unit 11B stops updating the state of the predetermined object in the action space. The state of the predetermined object includes both an external state indicating the posture and position of the predetermined object, and an internal state indicating an effect given to the predetermined object and an attack judgment against the predetermined object. By stopping the update of the state of the predetermined object, the predetermined object that was performing an action immediately before the start of the predetermined event stops the action in the posture immediately before the start of the predetermined event. Furthermore, a predetermined element associated with the predetermined object, for example, a bullet 54A (see FIG. 5) fired as an attack means of the cannon 54 (see FIG. 5) that becomes the predetermined object, stops moving at a position immediately before the start of the predetermined event. Here, when a predetermined event in which a predetermined object does not appear starts during the progress of the game in the action space, the control unit 11B does not stop updating the state of the game objects other than the predetermined object in the action space. That is, in the above case, the control unit 11B continues updating the state of the game object in the action space. Therefore, the game object that was performing an action immediately before the start of the predetermined event continues the action even after the start of the predetermined event. Due to the above-mentioned configuration, the predetermined event can be said to be an event that stops updating of the states of the predetermined target in the action space, but does not stop updating of the states of game objects other than the predetermined object.
[0037] Then, when the predetermined event ends, the control unit 11B enables the predetermined target to be displayed on the display 15 and resumes updating the state of the predetermined target in the action space. As an example, when the control unit 11B turns off an update flag of the predetermined target, which will be described later, the predetermined target becomes displayable on the display 15. In this embodiment, the control unit 11B displays the predetermined target on the display 15 by canceling transparency of the predetermined target that has become displayable. As a result, when the predetermined event ends, the predetermined object that has stopped its action in a posture immediately before the start of the predetermined event resumes its action from that posture. Also, the bullet 54A as the predetermined element that has stopped moving in a position immediately before the start of the predetermined event resumes its movement from that position. Note that the above "when the predetermined event ends" includes the concept of "when the predetermined event ends" before the end of the predetermined event and the concept of "when the predetermined event ends" after the end of the predetermined event.
[0038] Here, when a predetermined event in which a predetermined object appears starts while the predetermined object is performing an action in the action space, the control unit 11B performs the following control. In the following, an example will be described in which the predetermined object is a "predetermined character (hereinafter, referred to as "predetermined character").
[0039] In the above case, control unit 11B hides the predetermined character from display 15 and stops updating the state of the predetermined character in the action space. Control unit 11B also generates a duplicate object that duplicates the predetermined character and has the duplicate object appear in the predetermined event instead of the predetermined character. The duplicate object is a game object that becomes a performer in the predetermined event and is a game object that duplicates the appearance, dimensions, etc. of the predetermined object.
[0040] Then, when the predetermined event ends, the control unit 11B enables the predetermined character to be displayed on the display 15, and resumes updating the state of the predetermined character in the action space.
[0041] 3 is a flowchart showing the flow of a control process in which the information processing device 10 performs control related to game objects. The control process is performed by the CPU 11 reading out the game program 30A from the recording medium 30, expanding it in the RAM 13, and executing it. As an example, the control process shown in FIG. 3 is performed when the above-mentioned predetermined event starts.
[0042] 3, the CPU 11 determines whether or not a predetermined object will appear in the predetermined event. If the CPU 11 determines that the predetermined object will appear in the predetermined event (step S10: YES), the process proceeds to step S11. On the other hand, if the CPU 11 does not determine that the predetermined object will appear in the predetermined event (step S10: NO), the process proceeds to step S12. As an example, the CPU 11 determines whether or not a predetermined object will appear in the predetermined event based on the type of the predetermined event and the arrangement of game objects in the action space immediately before the start of the predetermined event, etc.
[0043] In step S11, the CPU 11 generates a duplicate object by duplicating a predetermined object. Here, the duplicate object, as a performer of a predetermined event, performs an action according to the event performed in the game space by real-time rendering. In parallel with the real-time rendering, the processing from step S12 onwards is executed. The CPU 11 proceeds to step S12.
[0044] In step S12, the CPU 11 turns on the update flag of the predetermined target. Here, if the predetermined event is a special move event, the predetermined targets are game objects other than the activation character and the attack target character, and predetermined elements associated with the game objects. If the predetermined event is another event, the predetermined targets are game objects not set in the event data, and predetermined elements associated with the game objects. The update flag is a flag for indicating whether or not to update the state. As an example, the update flag indicates that the state is not updated when it is set to on, and indicates that the state is updated when it is set to off. Then, the CPU 11 proceeds to step S13.
[0045] In step S13, the CPU 11 makes the predetermined object whose update flag has been set to ON in step S12 invisible from the display 15, and stops updating the state of the predetermined object in the action space. Then, the CPU 11 proceeds to step S14.
[0046] In step S14, the CPU 11 determines whether the predetermined event has ended. If the CPU 11 determines that the predetermined event has ended (step S14: YES), the process proceeds to step S15. On the other hand, if the CPU 11 does not determine that the predetermined event has ended (step S14: NO), the process waits until the predetermined event has ended.
[0047] In step S15, the CPU 11 turns off the update flag of the predetermined target. By turning off the update flag, the predetermined target can be displayed on the display 15. Then, the CPU 11 proceeds to step S16.
[0048] In step S16, the CPU 11 causes the display 15 to display the predetermined object whose update flag has been turned off in step S15, and resumes updating the state of the predetermined object in the action space. Then, the CPU 11 ends the control process.
[0049] Next, a display example based on the control process shown in FIG. 3 will be described. Fig. 4 shows a first display example displayed on the display 15 of the information processing device 10. Specifically, Fig. 4 shows a display example of an action space.
[0050] The display example shown in Fig. 4 shows a player's character 50, an enemy character 52, a gun 54, a gate 56, and a gauge 58. Although details will be described later, the player's character 50, the weapon 50A (see Fig. 4), the marker 50B (see Fig. 4), the gun 54, the bullets 54A (see Fig. 4), and the gauge 58 are "predetermined targets" in the control process shown in Fig. 3. In addition, the display examples shown in Figs. 4 to 8 show display examples in the case where step S10 shown in Fig. 3 proceeds to "NO", and therefore a "duplicate object" does not appear in the control process.
[0051] The player's character 50 is a character that can execute actions according to input operations from the user. The player's character 50 also possesses a weapon 50A as a game object. Furthermore, a marker 50B is displayed above the player's character 50 as a UI representing the player's character 50.
[0052] The enemy character 52 is an enemy character of the player character 50. As an example, the player character 50 and the enemy character 52 are human characters.
[0053] The cannon 54 is a gimmick that can execute an action on a character. As one example, the cannon 54 fires a bullet 54A that can damage the player's character 50.
[0054] The gate 56 is a gimmick that can introduce a new character into the action space and can cause a specific character to retreat from the action space. As an example, the gate 56 opens when another event starts as a predetermined event.
[0055] The gauge 58 is an area showing the accumulation amount of a predetermined parameter for invoking a special move, which is one of the actions defined for the player's character 50. In the game of this embodiment, when the player's character 50 activates a special move, the player can inflict more damage on an enemy character and defeat a large number of enemy characters, compared to attacks other than the special move. Therefore, it can be said that the player's character 50 activating a special move is advantageous for the user in terms of game progress.
[0056] Here, the black area of the gauge 58 indicates the accumulated amount of the predetermined parameter. As an example, the predetermined parameter of the gauge 58 increases when the player's character 50 inflicts damage, receives damage, uses a predetermined item, etc. Then, when the predetermined parameter is accumulated to the full level of the gauge 58, a special move is executed while consuming the accumulated parameter based on a predetermined input operation from the user.
[0057] 5 is a second display example displayed on the display 15 of the information processing device 10. Specifically, Fig. 5 shows the action space after a predetermined time has elapsed since the display example shown in Fig. 4.
[0058] In the display example shown in Fig. 5, the player's character 50 is performing an attack action of attacking an enemy character 52 with a weapon 50A based on an input operation from the user. One example of the attack action is an attack in which the player swings up the weapon 50A and then swings it down. In Fig. 5, the player's character 50 is in a position where the player has raised the weapon 50A, and the attack action has not yet ended.
[0059] In addition, in the display example shown in Fig. 5, the bullet 54A fired from the cannon 54 is closer to the player's character 50 than in Fig. 4, based on the fact that a predetermined time has elapsed since the display example shown in Fig. 4. Specifically, in Fig. 5, the position of the bullet 54A has moved leftward from the position shown in Fig. 4.
[0060] Fig. 6 is a third display example displayed on the display 15 of the information processing device 10. Specifically, Fig. 6 shows an event screen showing a predetermined event that has started in the state of the display example shown in Fig. 5. As an example, the predetermined event is another event that causes a new game object to appear in the action space and causes a predetermined game object to retreat from the action space.
[0061] 6, the gate 56 is opened based on the start of another event. The other event is an event in which new enemy characters 60, 62, and 64 enter the action space through the opened gate 56. Although not shown in the figure, the other event is an event in which the enemy character 52 retreats from the action space through the opened gate 56.
[0062] Here, the CPU 11 of the information processing device 10 turns on the update flag of the predetermined target based on the start of the other event. As an example, the game objects set in the event data of the other event are the enemy characters 52, 60, 62, and 64 and the gate 56. Therefore, the player's character 50, the weapon 50A, the marker 50B, the turret 54, the bullet 54A, and the gauge 58, which are the predetermined targets, are not displayed on the display 15 shown in FIG. 6, which shows the event screen of the other event. In addition, the update of the state of the player's character 50, the weapon 50A, the marker 50B, the turret 54, the bullet 54A, and the gauge 58, which are the predetermined targets, in the action space is stopped in the state of the display example shown in FIG. 5.
[0063] Fig. 7 is a fourth display example displayed on the display 15 of the information processing device 10. Specifically, Fig. 7 shows a display example of the action space after a predetermined event has ended.
[0064] 7 reflects the results of the other events. Specifically, in this display example, the gate 56 is open. Also, in this display example, enemy characters 60, 62, and 64 that entered the action space in the other event are displayed, and enemy character 52 that retreated from the action space in the other event has disappeared.
[0065] Here, the CPU 11 of the information processing device 10 turns off the update flag of the predetermined target based on the determination that the other event is to end, and enables the predetermined target to be displayed on the display 15. As a result, the display 15 shown in FIG. 7 showing the action space after the other event ends displays the player's character 50, the weapon 50A, the marker 50B, the turret 54, the bullet 54A, and the gauge 58, which were the predetermined targets, in the same state as the display example shown in FIG. 5. Then, the CPU 11 resumes updating the states of the player's character 50, the weapon 50A, the marker 50B, the turret 54, the bullet 54A, and the gauge 58 from the same state as the display example shown in FIG. 5.
[0066] 8 is a fifth display example displayed on the display 15 of the information processing device 10. Specifically, Fig. 8 shows the action space after a predetermined time has elapsed since the display example shown in Fig. 7.
[0067] In the display example shown in Fig. 8, the attack action being performed by the player's character 50 has changed from that in the display example shown in Fig. 7. Specifically, in Fig. 8, the player's character 50 is in a position in which he or she is swinging down the weapon 50A.
[0068] In addition, in the display example shown in Fig. 8, the bullet 54A fired from the cannon 54 is closer to the player's character 50 than in Fig. 7, based on the fact that a predetermined time has elapsed since the display example shown in Fig. 7. Specifically, in Fig. 8, the position of the bullet 54A has moved leftward from the position shown in Fig. 7.
[0069] As described above, in the information processing device 10, when a predetermined event starts during the progress of the game in the action space, the CPU 11 stops updating the state of the predetermined object. Then, when the predetermined event ends, the CPU 11 resumes updating the state of the predetermined object in the action space. As a result, the player's character 50, the turret 54 (see FIG. 7), and other predetermined objects resume updating from the state they were in immediately before the start of the predetermined event after the end of the predetermined event. In this way, the information processing device 10 can maintain the connection between the states of the game objects before and after the start of the predetermined event.
[0070] Furthermore, in the information processing device 10, when a predetermined event in which a predetermined object does not appear starts during the progress of the game in the action space, the CPU 11 hides the predetermined object from the display 15 and stops updating the state of the predetermined object in the action space. Then, when the predetermined event ends, the CPU 11 enables the predetermined object to be displayed on the display 15 and resumes updating the state of the predetermined object in the action space. As a result, the player's character 50, the turret 54 (see FIG. 7), etc., which were predetermined objects, are displayed on the display 15 in the state they were in immediately before the start of the predetermined event after the end of the predetermined event, and updating is resumed from that state. In this way, according to the information processing device 10, it is possible to maintain the connection of the state of game objects that do not appear in the predetermined event before and after the start of the predetermined event.
[0071] Furthermore, in the information processing device 10, when a predetermined event in which a predetermined object does not appear starts during the progress of the game in the action space, the CPU 11 hides the predetermined target including the predetermined object and the predetermined element associated with the predetermined object from the display 15, and stops updating the state of the predetermined target in the action space. When the predetermined event ends, the CPU 11 enables the predetermined target to be displayed on the display 15, and resumes updating the state of the predetermined target in the action space. With this configuration, the marker 50B and the bullet 54A (see FIG. 7), which were the predetermined elements associated with the above-mentioned predetermined object, are displayed on the display 15 in the state immediately before the start of the predetermined event after the end of the predetermined event, and updating is resumed from that state. In this way, according to the information processing device 10, the connection between the state of the game object not appearing in the predetermined event and the state of the predetermined element associated with the game object can be maintained before and after the start of the predetermined event.
[0072] Furthermore, in the information processing device 10, when a predetermined event in which a predetermined object appears starts while the predetermined object is performing an action in the action space, the CPU 11 causes a duplicate object obtained by duplicating the predetermined object to appear in the predetermined event in place of the predetermined object. Here, when the predetermined object appears in the predetermined event, it is considered difficult to resume the action of the predetermined object from the state immediately before the start of the predetermined event after the predetermined event ends. In response to this, according to the information processing device 10, by causing a duplicate object to appear in the predetermined event, it is possible to maintain the connection of the state of the predetermined object displayed in the action space before and after the start of the predetermined event.
[0073] Furthermore, in the information processing device 10, when a predetermined event starts while a predetermined object is performing an action (a special move) while consuming a predetermined parameter in the action space, the CPU 11 stops the consumption of the predetermined parameter. Then, when the predetermined event ends, the CPU 11 resumes the consumption of the predetermined parameter. With this configuration, the player's character 50, which has become a predetermined object, stops the special move in the state immediately before the start of the predetermined event while stopping the consumption of the predetermined parameter. Then, the player's character 50 is displayed on the display 15 after the end of the predetermined event, and resumes the consumption of the predetermined parameter from the state immediately before the start of the predetermined event to resume the special move. Thus, according to the information processing device 10, even if a predetermined event starts while the player's character 50 is performing a special move that is activated while consuming a predetermined parameter accumulated until the gauge 58 is full, the special move can be prevented from being terminated after the end of the predetermined event.
[0074] Here, a configuration (hereinafter, referred to as a "comparative configuration") in which updating of the state of a predetermined object is not stopped when a predetermined event starts during the progress of a game in the action space may cause the following problems.
[0075] When a predetermined event starts while the player's character 50, which is the predetermined object, is executing a special move, the comparative configuration may result in the special move ending after the predetermined event ends, or the effect of the special move, for example, damage, being nullified. Also, when a predetermined event starts while an enemy character, which is the predetermined object, is executing a special move on the player's character 50, the comparative configuration may result in the player's character 50's hit points becoming 0 after the predetermined event ends, resulting in game over.
[0076] In addition, in the information processing device 10, the CPU 11, as a function of the control unit 11B, when the other event, which is a predetermined event, ends, displays in the action space a game object that has newly appeared in the action space in the other event, for example, enemy characters 60, 62, 64. In addition, when the other event ends, the CPU 11, as a function of the control unit 11B, hides from the action space a game object that has retreated from the action space in the other event, for example, enemy character 52, among game objects that were displayed in the action space before the start of the other event. In this way, according to the information processing device 10, the event result of the predetermined event is reflected in the action space, so that the user's interest in the game progress in the action space can be increased based on the start of the predetermined event. Note that the CPU 11 does not necessarily need to perform both the process of displaying the enemy characters 60, 62, 64 in the action space and the process of hiding the enemy character 52 from the action space. For example, CPU 11 may not execute the former process if there is no game object that has newly appeared in the action space in another event, and may not execute the latter process if there is no game object that has retreated from the action space in another event.
[0077] (others) In the above embodiment, the bullet 54A fired by the cannon 54 is capable of inflicting damage on the player's character 50. However, the target on which the bullet 54A inflicts damage is not limited to the player's character 50. For example, the bullet 54A may be capable of inflicting damage on an enemy character of the player's character 50, or may be capable of inflicting damage on both the player's character 50 and the enemy character.
[0078] In the above embodiment, the special move of the player's character 50 is activated by consuming the predetermined parameters accumulated until the gauge 58 is full. However, the consumption amount of the parameters required to activate the special move is not limited to this. For example, the special move of the player's character 50 may be activated by consuming all the parameters accumulated until the gauge 58 is full.
[0079] In the above embodiment, when the player's character 50 activates a special move, the player can inflict more damage on the enemy character and defeat a larger number of enemy characters than when the player's character 50 performs an attack other than the special move. However, the effect of the special move is not limited to this. For example, when the player's character 50 activates a special move, a character that is an ally of the player's character 50, a so-called ally character, may appear, or the parameters of the player's character 50 and the ally character may increase.
[0080] In the above embodiment, when a predetermined event ends, the CPU 11 of the information processing device 10 cancels the transparency of the predetermined target, thereby displaying the predetermined target that has become displayable on the display 15. However, this is not limited to the above, and when the CPU 11 has made the predetermined target invisible from the display 15 by not drawing or not registering the predetermined target, the CPU 11 may display the predetermined target that has become displayable on the display 15 by resuming drawing the predetermined target or by registering the predetermined target.
[0081] In the above embodiment, the action space is assumed to have a plurality of game objects. However, the number of game objects present in the action space is not limited to this. For example, the action space may have only one game object, and the one game object may be a predetermined object, and the update of the state of the predetermined object may be stopped when a predetermined event starts. Furthermore, when a predetermined event starts during the progress of a game in the action space, the CPU 11 of the information processing device 10 may stop updating the state of the predetermined object without hiding the predetermined target from the display 15. That is, the CPU 11 may continue to display on the display 15 the predetermined object whose state update has been stopped. In this case, the CPU 11 resumes updating the state of the predetermined object whose state update has been stopped on the display 15 based on the determination that the predetermined event is to end.
[0082] In the above embodiment, the predetermined object that has become displayable as a result of the update flag being turned off is always displayed on the display 15, but this is not limiting. In other words, the predetermined object that has become displayable as a result of the update flag being turned off may not be displayed on the display 15. For example, the CPU 11 may control the display 15 not to display the predetermined object that has become displayable, thereby preventing the predetermined object from being displayed on the display 15. Furthermore, although the CPU 11 controls the display 15 to display the predetermined object, a predetermined object that has become displayable due to camera work or the like may not be displayed on the display 15.
[0083] In the above embodiment, the control process executed by the CPU 11 by reading the software (program) may be executed by various processors other than the CPU. In this case, examples of the processor include a PLD (Programmable Logic Device) such as an FPGA (Field-Programmable Gate Array) whose circuit configuration can be changed after manufacture, and a dedicated electric circuit such as an ASIC (Application Specific Integrated Circuit) which is a processor having a circuit configuration designed exclusively for executing a specific process. The control process may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same or different types (for example, a plurality of FPGAs, a combination of a CPU and an FPGA, etc.). The hardware structure of these various processors is, more specifically, an electric circuit that combines circuit elements such as semiconductor elements. [Explanation of symbols]
[0084] 10 Information processing device (an example of a computer) 15 Display (example of display unit) 30A Game program (an example of an information processing program)
Claims
1. On the computer, When a predetermined event starts during the progress of a game in a virtual space, stopping updating of a state of a predetermined object that is a game object existing in the virtual space; When the predetermined event ends, resume updating the state of the predetermined object in the virtual space. An information processing program for executing processing.
2. The computer includes: when the predetermined event in which the predetermined object does not appear starts during the progress of the game in the virtual space, hiding the predetermined object from a display unit that displays the virtual space, and stopping updating of a state of the predetermined object in the virtual space; when the predetermined event ends, making the predetermined object displayable on the display unit and resuming updating of a state of the predetermined object in the virtual space; 2. The information processing program according to claim 1, for executing a process.
3. The computer includes: when the predetermined event in which the predetermined object does not appear starts during the progress of the game in the virtual space, a predetermined target including the predetermined object and a predetermined element associated with the predetermined object is hidden from the display unit, and updating of a state of the predetermined target in the virtual space is stopped; When the predetermined event ends, making the predetermined object displayable on the display unit and resuming updating of a state of the predetermined object in the virtual space.
3. The information processing program according to claim 2, for executing processing.
4. The computer includes: when the predetermined event in which the predetermined object appears starts while the predetermined object is performing an action in the virtual space, a duplicate object obtained by duplicating the predetermined object is made to appear in the predetermined event in place of the predetermined object; 2. The information processing program according to claim 1, for executing a process.
5. The computer includes: When the predetermined event starts while the predetermined object is performing an action in the virtual space while consuming a predetermined parameter associated with the predetermined object, consumption of the predetermined parameter is stopped; resume consumption of the predetermined parameter when the predetermined event ends; 2. The information processing program according to claim 1, for executing a process.
6. The computer includes: An information processing program as described in claim 1, for executing, when the specified event ends, at least one of a process of displaying in the virtual space the game object that newly appeared in the virtual space at the specified event, and a process of hiding from the virtual space the game object, among the game objects that were displayed in the virtual space before the start of the specified event, that has withdrawn from the virtual space at the specified event.
7. When a predetermined event starts during the progress of a game in a virtual space, stopping updating of a state of a predetermined object that is a game object existing in the virtual space; When the predetermined event ends, resume updating the state of the predetermined object in the virtual space. An information processing method in which processing is performed by a computer.
8. An information processing device comprising: a control unit that, when a specified event starts during the progress of a game in a virtual space, stops updating the state of a specified object, which is a game object existing in the virtual space, and, when the specified event ends, resumes updating the state of the specified object in the virtual space.
Citation Information
Patent Citations
Network game system, game device, and program
JP6827481B2
Cited By
Game Program
JP7866669B1
