Game program, game processing method, and game device

The game program and device address unclear collision effects by executing them at visible positions, enhancing user experience by confirming intended actions.

JP2024176138APending Publication Date: 2024-12-19KOEI TECMO GAMES CO LTD

Patent Information

Application Number
JP2023094422
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-07
Publication Date
2024-12-19

AI Technical Summary

Technical Problem

In existing games, collision effects are not sufficiently confirmed at the point of collision, leading to user discomfort due to unclear execution positions.

Method used

A game program and device that executes collision effects at a visible position to the user when a collision object enters an area inaccessible to the user, adjusting the effect's position based on the user's character or virtual camera's perspective.

Benefits of technology

Enhances user understanding of collision effects by ensuring they are visibly executed at appropriate positions, reducing discomfort and ensuring intended game actions are confirmed.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2024176138000001_ABST
    Figure 2024176138000001_ABST
Patent Text Reader

Abstract

To more easily grasp execution of a performance in comparison with uniform execution of the performance caused by collision in a collision position.SOLUTION: A game program disposes a collision object as an element permitting determination of a collision with a game object disposed in a virtual space in the virtual space according to a user's input operation, and executes processing for executing a predetermined performance caused by a collision determination of the collision object in a position in which a user can perform visual recognition when the collision object enters an area that the game object cannot enter in the virtual space.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to a game program, a game processing method, and a game 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] In a game such as that described in Patent Document 1, when a collision object arranged in a virtual space collides with a game object in response to a user's input operation, a performance caused by a collision determination of the collision object may be executed. In this case, depending on the position where the collision object collides, the performance may not be fully confirmed, which may give the user a sense of incongruity.

[0005] Therefore, the present disclosure aims to provide a game program, a game processing method, and a game device that make it easier to understand that a collision-related effect has been executed, compared to when the effect is uniformly executed at the location of the collision. [Means for solving the problem]

[0006] A first aspect of the game program causes a computer to execute processing to place a collision object, which is an element capable of determining a collision with a game object placed in a virtual space, in the virtual space in response to a user's input operation, and, when the collision object enters an area in the virtual space that game objects cannot enter, execute a predetermined effect resulting from the collision determination of the collision object in a position visible to the user.

[0007] A second aspect of the game program is a game program of the first aspect, which causes the computer to execute a process in which, when the collision object, which is an element capable of determining a collision with a first object, which is a game object, enters an area into which the first object cannot enter, the specified presentation is executed at a position visible to the user.

[0008] A third aspect of the game program is a game program of the first or second aspect, which causes the computer to execute a process to change the height at which the specified performance is executed from the height of the field where the collision object collides to closer to the height of the field where the second object is placed, when the collision object, which is an element capable of determining a collision with a field that is a game object, enters the area and the height of the field where the second object is placed is different from the height of the field where the collision object collides.

[0009] A fourth aspect of the game program is any one of the first to third aspects of the game program, and executes a process to execute the specified performance at a position visible to the user when the collision object enters an area that cannot be entered by a second object, which is a game object that performs an action in response to a user's input operation, or a virtual camera, which is a game object that moves in response to the position or orientation of the second object.

[0010] A fifth aspect of the game program is the game program of the fourth aspect, wherein when the second object or the virtual camera enters the area, the shooting direction of the virtual camera is restricted.

[0011] A sixth aspect of the game program is any one of the first to fifth aspects of the game program, and causes the computer to execute a process of moving the position at which the specified performance is executed closer to the position of the second object from the position of the area when the distance between the position of a second object, which is a game object that executes an action in response to a user's input operation, and the position of the area into which the collision object enters exceeds a predetermined value.

[0012] A seventh aspect of the game program is any one of the first to sixth aspects of the game program, and causes the computer to execute a process of displaying the specified effect on a display unit when the area or the point at which the collision object will collide is not displayed on the display unit displaying the virtual space.

[0013] The game program of the eighth aspect is the game program of the third aspect, and causes the computer to execute processing to execute the specified effect after the collision object enters the area and before the collision object collides with the field.

[0014] A ninth aspect of the game program is a game program of the eighth aspect, which causes the computer to execute processing to execute the specified effect when the collision object reaches the height of the field at which the second object is placed.

[0015] A game processing method of a tenth aspect includes a process performed by a computer in which a collision object, which is an element capable of determining a collision with a game object placed in a virtual space, is placed in the virtual space in response to a user's input operation, and when the collision object enters an area in the virtual space that game objects cannot enter, a predetermined effect resulting from the collision determination of the collision object is executed in a position visible to the user.

[0016] A game device of an eleventh aspect has a control unit that places a collision object, which is an element capable of determining a collision with a game object placed in a virtual space, in the virtual space in response to a user's input operation, and when the collision object enters an area in the virtual space that game objects cannot enter, executes a predetermined effect resulting from the collision determination of the collision object in a position visible to the user. Effect of the Invention

[0017] With the game program, game processing method, and game device disclosed herein, it is easier to know that a collision-related effect has been executed, compared to a case in which the effect is uniformly executed at the position of the collision. [Brief description of the drawings]

[0018] [Figure 1] FIG. 2 is a block diagram showing the hardware configuration of the game device. [Diagram 2] FIG. 2 is a block diagram showing an example of a functional configuration of the game device. [Diagram 3] 13 is a flowchart showing the flow of a control process. [Figure 4] 13 is a first display example shown on the display of the game device. [Diagram 5] 13 is a second display example shown on the display of the game device. [Figure 6] 13 is a third display example shown on the display of the game device. [Figure 7]4 is a fourth display example shown on the display of the game device. [Figure 8] 5 is a fifth display example shown on the display of the game device. [Figure 9] 6 is a sixth display example shown on the display of the game device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] The game device 10 according to this embodiment will be described below. (First embodiment) First, a first embodiment of the game device 10 according to the present embodiment will be described.

[0020] 1 is a block diagram showing a hardware configuration of a game device 10. The game device 10 is, for example, a home game machine, a portable game machine, an arcade game machine, a smartphone, a tablet terminal, a personal computer, etc. In the present embodiment, as an example, the game device 10 is a "home game machine." The game device 10 is an example of a "computer."

[0021] 1, the game 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.

[0022] The CPU 11 is a central processing unit that executes various programs and controls each section.

[0023] The ROM 12 stores various programs and various data. The RAM 13 serves as a working area for temporarily storing programs or data.

[0024] 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.

[0025] 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 game device 10. However, this is not limited to this, and the display 15 may be separate from the game 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 speaker 16 outputs various types of sounds. The display 15 is an example of a "display unit."

[0026] The external I / F 17 is an interface for connecting an external device to the game device 10. The external device is, for example, a recording medium 30.

[0027] 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 game 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 game device 10, or may be downloadable to the game device 10 via a network. The game program 30A is an example of a "game program."

[0028] The communication I / F 18 is an interface for connecting the game 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).

[0029] 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 game device 10. However, this is not limited to this, and the input device 40 may be integrated with the game device 10. In addition, the input device 40 may be detachable from the game device 10. In addition, the number of input devices 40 may be one or more.

[0030] Next, a description will be given of the functional configuration of the game device 10. FIG 2 is a block diagram showing an example of the functional configuration of the game device 10.

[0031] 2, the CPU 11 of the game device 10 has, as functional components, a reception unit 11A, a control unit 11B, and a correction unit 11C. 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.

[0032] 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 accepted by the accepting unit 11A and information defined in the game program 30A. The game space is a space displayed on the display 15 of the game device 10 and is an example of a "virtual space."

[0033] In this embodiment, the control unit 11B places a collision object, which is an element capable of determining a collision with a game object placed in the game space and is movable in the game space, in the game space in response to an input operation by the user. The control unit 11B places the collision object in the game space in response to, for example, an action of a predetermined game object operated by the user. The game object is an object that appears in the game, such as a character, a tool, a field, a virtual camera, and a gimmick. As an example, in this embodiment, the above-mentioned predetermined game object is described as a character that performs an action in response to an input operation from the user (hereinafter, "own character 50 (see FIG. 4 and FIG. 5, etc.)"). The own character 50 is a human, an animal, a robot, a machine, or a fictional creature that appears in the game, and the type is not particularly limited. The own character 50 is an example of a "second object".

[0034] For example, the player's character 50 can execute, as the above-mentioned action, an attack action for inflicting damage on a character that is an enemy of the player's character 50, that is, an enemy character 52 (see, for example, FIGS. 4 and 5). The enemy character 52 is an example of a "first object."

[0035] Hereinafter, a collision object arranged in the game space in response to an attack action of the player's character 50 is referred to as an "attack collision C (see FIG. 4, FIG. 6, etc.)". The attack collision C is an element capable of determining a collision with the field, which is a game object, and is movable in the game space. As an example, the attack collision C moves in the game space together with an effect (not shown) that is drawn in the game space in response to the attack action. The attack collision C is an element that is arranged in the game space but not drawn, and therefore cannot be visually recognized by the user. Although details will be described later, when the attack collision C collides with the field and a collision determination is obtained, the control unit 11B executes an attack performance resulting from the collision determination. The attack collision C is an example of a "collision object".

[0036] The attack based on the attack action of the player's character 50 is a special attack that inflicts damage on the enemy character 52 included in the attack range indicated by the attack effect executed due to the collision determination of the attack collision C. The special attack is different from physical attacks such as striking, slashing, and bow shots, which do not execute the attack effect, and is an attack that generates a predetermined effect due to the collision determination of the attack collision C being obtained. For example, the special attack includes a magic attack that uses magic and a physical attack that executes an attack effect. The attack effect is an example of a "predetermined effect." Furthermore, the attack effect may or may not affect the parameters of the game object.

[0037] The above-mentioned field includes land and sea. The field has surface portions such as the ground surface and sea surface defined for the field. The ground surface also includes water surfaces such as lakes and rivers that exist on the land surface, and the land surface other than the water surfaces. Hereinafter, among the surface portions of the field, the surface with which the attack collision C collides and a collision judgment is obtained is referred to as the "collision surface."

[0038] Here, when the attack collision C arranged at the starting point in response to the attack action of the player's character 50 moves in the game space together with the effect and collides with the collision surface which is the end point, the control unit 11B obtains a collision determination of the attack collision C. Then, the control unit 11B executes an attack performance at the position of the collision surface where the collision determination was obtained.

[0039] When the attack collision C enters an area in the game space where the character cannot enter, the correction unit 11C corrects the height at which the attack performance is executed when the height of the field where the player's character 50 is placed and the height of the field where the attack collision C collides, i.e., the height of the collision surface, are different. In this embodiment, the correction unit 11C, as the correction, moves the height at which the attack performance is executed closer to the height of the field where the player's character 50 is placed from the height of the collision surface, and sets the height at which the attack performance is executed to the height of the field where the player's character 50 is placed. The above "when the attack collision C enters the area" includes the concept of "when entering the area" before entering the area and the concept of "when entering the area" after entering the area. The area may be an area where the game object cannot enter. In other words, the area may be an area where the enemy character 52, the player's character 50, the virtual camera, and the like cannot enter.

[0040] Here, in the game space, a world coordinate system is set as a coordinate system for defining positions in the game space. The world coordinate system is made up of an X-axis and a Z-axis parallel to the field in the game space, and a Y-axis perpendicular to the X-axis and the Z-axis. For example, the positions of the player's character 50 and the attack collision C can be specified on the world coordinate system.

[0041] The above-mentioned "height of the collision surface with which the attack collision C collides" is the height of the field with which the attack collision C collides and a collision determination is obtained. Also, the above-mentioned "height of the field on which the player's character 50 is placed" is specified by the coordinate value in the Y-axis direction constituting the three-dimensional coordinate value of the field in the world coordinate system. The coordinate value in the Y-axis direction is set to the coordinate value in the Y-axis direction of the surface portion of the field that is located at a position perpendicular to the coordinate value of the XZ plane constituting the three-dimensional coordinate value of the player's character 50 in the world coordinate system.

[0042] In this embodiment, the above-mentioned "area where characters cannot enter" is an area where the player's character 50 and the enemy character 52 cannot enter, but the attack collision C can enter. Hereinafter, this area will be referred to as a "character cannot enter area."

[0043] When correcting the height at which the attack performance is performed, the correction unit 11C first obtains the three-dimensional coordinate values ​​of the player's character 50 in the world coordinate system when the attack action is performed. Next, the correction unit 11C obtains the coordinate values ​​in the Y-axis direction of the surface part of the field located at a position perpendicular to the coordinate values ​​in the XZ plane that constitutes the three-dimensional coordinate values. Then, the correction unit 11C corrects the height at which the attack performance is performed to the height indicated by the coordinate values ​​in the Y-axis direction. Note that the coordinate values ​​in the XZ plane in the world coordinate system at which the attack performance is performed after the correction are set based on the coordinate values ​​in the XZ plane of the attack collision C.

[0044] Furthermore, the control unit 11B executes the attack performance at a position that is visible to the user, based on the correction of the height at which the attack performance is executed by the correction unit 11C. In this case, the control unit 11B executes the attack performance at the height of the field where the player's character 50 is placed, and displays the attack performance on the display 15.

[0045] Furthermore, when the height at which the attack performance is executed is corrected by the correction unit 11C, the control unit 11B executes the attack performance after the attack collision C enters the character inaccessible area and before it collides with the collision surface. Specifically, the control unit 11B executes the attack performance at the timing when the attack collision C reaches the height of the field where the player's character 50 is placed.

[0046] 3 is a flowchart showing the flow of the decision process in which the game device 10 decides whether or not to correct the height at which an attack performance is executed. The decision process is performed by the CPU 11 reading the game program 30A from the recording medium 30, expanding it in the RAM 13, and executing it. As an example, the decision process shown in FIG. 3 is executed when the player's character 50 executes an attack action.

[0047] 3, the CPU 11 determines whether or not the attack based on the attack action executed by the player's character 50 is a special attack. If the CPU 11 determines that the attack is a special attack (step S10: YES), the process proceeds to step S11. On the other hand, if the CPU 11 does not determine that the attack is a special attack (step S10: NO), the process ends. As an example, the CPU 11 determines whether or not the attack is a special attack based on operation information indicating the content of an input operation performed by the user using the input device 40.

[0048] In step S11, the CPU 11 determines whether or not the attack collision C will enter a character no-entry area. If the CPU 11 determines that the attack collision C will enter a character no-entry area (step S11: YES), the process proceeds to step S12. On the other hand, if the CPU 11 does not determine that the attack collision C will enter a character no-entry area (step S11: NO), the process proceeds to step S13. As an example, the CPU 11 determines whether or not the attack collision C will enter a character no-entry area based on the three-dimensional coordinate value of the attack collision C in the world coordinate system.

[0049] In step S12, the CPU 11 determines whether or not the height of the collision surface is different from the height of the field in which the player's character 50 is placed. Here, when the CPU 11 determines that the height of the collision surface is different from the height of the field (step S12: YES), the process proceeds to step S14. On the other hand, when the CPU 11 does not determine that the height of the collision surface is different from the height of the field (step S12: NO), the process proceeds to step S13. As an example, when the attack collision C reaches the height of the field, the CPU 11 determines that the height of the collision surface is different from the height of the field, assuming that the collision surface is located at a lower position than the field. Also, when a predetermined time has passed since the attack collision C entered the character no-entry area without colliding with the collision surface, the CPU 11 determines that the height of the collision surface is different from the height of the field, assuming that the collision surface is located at a higher position than the field.

[0050] In step S13, the CPU 11 executes an attack effect based on the attack action executed by the player character 50 at the position of the collision surface. In detail, the CPU 11 executes the attack effect at the three-dimensional coordinate value in the world coordinate system of the surface portion of the field where the attack collision C collides and a collision determination is obtained. Then, the CPU 11 ends the determination process.

[0051] In step S14, the CPU 11 acquires the three-dimensional coordinate value of the player's character 50 in the world coordinate system when the attack action is executed. Next, the CPU 11 acquires the coordinate value in the Y-axis direction of the surface part of the field located at a position perpendicular to the coordinate value of the XZ plane constituting the three-dimensional coordinate value, and corrects the height at which the attack performance is executed to the height indicated by the coordinate value in the Y-axis direction. The CPU 11 also acquires the coordinate value in the XZ plane of the attack collision C in the world coordinate system when the result of the determination in step S12 is YES. Then, the CPU 11 sets the three-dimensional coordinate value composed of the coordinate value in the Y-axis direction and the coordinate value of the XZ plane as the execution position, and executes the attack performance at the execution position. Then, the CPU 11 ends the determination process.

[0052] Next, a display example based on the determination process shown in FIG. 3 will be described. First, a case where an attack performance is executed at the position of the collision surface where the attack collision C collides and a collision determination is obtained will be described with reference to Figs.

[0053] Fig. 4 is a first display example of a game space. As an example, Fig. 4 shows a battle space V1 as the game space, in which a player's character 50 and an enemy character 52 battle each other.

[0054] 4, there exist a player character 50 and an enemy character 52. The player character 50 and the enemy character 52 are engaged in a battle on a ground surface G1, which is a surface portion defined in the field of the battle space V1.

[0055] The player's character 50 is a character that can execute actions in response to input operations from the user. The enemy character 52 is a character that is an enemy of the player's character 50. As an example, the player's character 50 and the enemy character 52 are human characters.

[0056] 4, the player's character 50 is performing an attack action, and an attack collision C corresponding to the attack action is placed in the battle space V1. As an example, the attack based on the attack action is a magic attack that inflicts damage on an enemy character 52 included in an attack range indicated by an attack effect performed due to a collision determination of the attack collision C.

[0057] In order to determine the execution position of the attack performance in the world coordinate system 300, the attack collision C moves in the battle space V1 together with the effect (not shown) by following the effect drawn in the battle space V1 in response to the magic attack. Specifically, the attack collision C starts from the hand of the player's character 50 and moves along a curved trajectory T1 to the ground G1. As described above, the attack collision C is an element that is placed in the battle space V1 but not drawn, and therefore cannot be visually recognized by the user. As an example, the shape of the attack collision C is a sphere. However, the shape of the attack collision C is not limited to a sphere, and may be another shape such as a box.

[0058] 4 also shows a world coordinate system 300 as a coordinate system set in the battle space V1. As described above, the world coordinate system 300 is a coordinate system for defining positions in the battle space V1. The world coordinate system 300 is made up of an X-axis and a Z-axis parallel to the ground G1 in the battle space V1, and a Y-axis perpendicular to the X-axis and the Z-axis. The positions of the player's character 50, the enemy character 52, and the attack collision C can be specified on the world coordinate system 300.

[0059] Fig. 5 is a second display example of the game space. Specifically, Fig. 5 shows the battle space V1 after an attack performance based on an attack action has been executed.

[0060] In the battle space V1 shown in FIG. 5, a performance E1, which is an attack performance based on an attack action, occurs at the position of the ground G1 where the attack collision C collides and a collision judgment is obtained. In this case, the ground G1 where the collision judgment is obtained becomes the "collision surface." As an example, a magic attack by the player's character 50 can cause an explosion as a predetermined effect due to the collision judgment of the attack collision C, and damage can be inflicted on an enemy character 52 present within the range of the explosion. Therefore, in FIG. 5, an explosion occurs around the position of the ground G1 that becomes the collision surface as performance E1, and damage is inflicted on an enemy character 52 present within the hemispherical attack range of the magic attack.

[0061] Next, a case where the height at which an attack performance based on an attack action is corrected will be described with reference to Figures 6, 7, 8, and 9. Also, for the display examples shown in Figures 6, 7, 8, and 9, a world coordinate system 300 is set in the same manner as for the display examples shown in Figures 4 and 5. The contents of the world coordinate system 300 are the same as those in Figures 4 and 5, so a description thereof will be omitted below.

[0062] Fig. 6 is a third display example of the game space. Specifically, Fig. 6 shows a battle space V2, which is different from the battle space V1, as the game space.

[0063] In the battle space V2 shown in FIG. 6, a player's character 50 and an enemy character 52 exist. The player's character 50 and the enemy character 52 are engaged in a battle on the ground G2, which is a surface portion defined in the field of the battle space V2. The battle space V2 also includes a valley bottom G3 located below the ground G2, which is the field. The valley bottom G3 is located in a character no-entry area and cannot be seen by the user. In other words, the valley bottom G3 is not displayed on the display 15 of the game device 10. As an example, in the battle space V2, the area to the right of the right end of the ground G2, where the enemy character 52 exists, is set as a character no-entry area.

[0064] Here, in Fig. 6, the player's character 50 is performing an attack action, and an attack collision C corresponding to the attack action is placed in the battle space V2. As an example, the attack based on the attack action is a magic attack similar to that in Fig. 4 and Fig. 5. The attack collision C starts from the player's character 50's hand, draws a curved trajectory T2, enters the character inaccessible area, and then moves to the valley bottom G3.

[0065] Fig. 7 is a fourth display example of the game space. Specifically, Fig. 7 shows the battle space V2 after an attack performance based on an attack action has occurred.

[0066] In the battle space V2 shown in FIG. 7, the performance E2, which is an attack performance based on an attack action, is executed on the extension line of the ground G2, which is the height of the field on which the player's character 50 is placed. At this time, the height at which the performance E2 is executed, that is, the coordinate value in the Y-axis direction in the world coordinate system 300, is the coordinate value in the Y-axis direction of the ground G2 in the world coordinate system 300. Also, the coordinate value in the XZ plane of the performance E2 in the world coordinate system 300 is the coordinate value in the XZ plane of the attack collision C when the attack collision C reaches the coordinate value in the Y-axis direction of the ground G2. At this time, the CPU 11 assumes that a collision determination of the attack collision C is obtained when the attack collision C reaches the coordinate value in the Y-axis direction of the ground G2, and generates a predetermined effect of the magic attack. As an example, in FIG. 7, an explosion occurs as the performance E2, centered on the coordinate value in the XZ plane of the attack collision C when the attack collision C reaches the coordinate value in the Y-axis direction of the ground G2, and damage is given to the enemy character 52 included in the attack range of the hemispherical magic attack.

[0067] Here, if an attack performance is executed at the bottom of the valley G3 where the attack collision C collides in the battle space V2 and a collision judgment is obtained, i.e., the position of the collision surface, the bottom of the valley G3 is not displayed on the display 15, and therefore the user cannot see the attack performance.

[0068] Fig. 8 is a fifth display example of the game space. Specifically, Fig. 8 shows a battle space V3 as the game space, which is different from the battle space V1 and the battle space V2.

[0069] In the battle space V3 shown in FIG. 8, a player's character 50 and an enemy character 52 exist. The player's character 50 and the enemy character 52 are engaged in a battle on the ground G4, which is a surface portion defined in the field of the battle space V3. The battle space V3 also includes a hill G5 located above the ground G4, which is part of the field. The hill G5 is located in an area where the character cannot enter, and is not visible to the user. In other words, the hill G5 is not displayed on the display 15. As an example, in the battle space V3, the area to the right of the right end of the ground G4, where the enemy character 52 exists, is set as an area where the character cannot enter.

[0070] Here, in Fig. 8, the player's character 50 is performing an attack action, and an attack collision C corresponding to the attack action is placed in the battle space V3. As an example, the attack based on the attack action is a magic attack similar to that in Fig. 4 and Fig. 5. The attack collision C starts from the player's character 50's hand, draws a curved trajectory T3, enters a character inaccessible area, and then moves to the top of the plateau G5.

[0071] Fig. 9 is a sixth display example of the game space. Specifically, Fig. 9 shows the battle space V3 after an attack effect based on an attack action has occurred.

[0072] In the battle space V3 shown in FIG. 9, the performance E3, which is an attack performance based on an attack action, is executed on the extension line of the ground G4, which is the height of the field where the player's character 50 is placed. At this time, the height at which the performance E3 is executed, that is, the coordinate value in the Y-axis direction in the world coordinate system 300, is the coordinate value in the Y-axis direction of the ground G4 in the world coordinate system 300. In addition, the coordinate value of the XZ plane of the performance E3 in the world coordinate system 300 is the coordinate value of the XZ plane of the attack collision C when a predetermined time has passed since the attack collision C entered the character no-entry area without collision. At this time, the CPU 11 assumes that a collision determination of the attack collision C has been obtained when a predetermined time has passed since the attack collision C entered the character no-entry area without collision, and generates a predetermined effect of the magic attack. As an example, in Figure 9, as effect E3, when attack collision C enters an area where characters cannot enter and a predetermined time has passed without any collision, an explosion occurs around the coordinate value of attack collision C on the XZ plane, and damage is inflicted on enemy character 52 that is within the hemispherical attack range of the magic attack.

[0073] Here, if an attack performance is executed at the platform G5 in the battle space V3 where the attack collision C reaches and a collision judgment is obtained, i.e., the position of the collision surface, the platform G5 is not displayed on the display 15, and therefore the user cannot see the attack performance.

[0074] As explained above, when a collision surface exists in the character inaccessible area, the executed attack performance cannot be fully confirmed from the viewpoint of some characters (e.g., the player's character 50), which may cause the user to feel uncomfortable. If the above "some characters" is defined as the "player's character 50," the above "viewpoint of the player's character 50" can also be said to be the viewpoint of a virtual camera that photographs the player's character 50.

[0075] In contrast, in the game device 10, the CPU 11 places the attack collision C in the game space in response to the action of a predetermined game object operated by the user. Then, when the attack collision C enters a character no-entry area, the CPU 11 executes an attack effect resulting from the collision determination of the attack collision C at a position visible to the user. As a result, according to the game device 10, since the attack effect is executed at a position visible to the user in the above case, it is easier to grasp that the attack effect has been executed than when the attack effect is executed uniformly at the position where the attack collision C collided, for example, at a collision surface provided in the character no-entry area.

[0076] Here, in this embodiment, the above-mentioned predetermined game object is the player's character 50 that executes an action in response to an input operation from the user. Also, in this embodiment, the action is an attack action for inflicting damage on an enemy character 52 that is an enemy of the player's character 50. As a result, the game device 10 can prevent an inconvenience in which, when an attack performance resulting from a collision determination of an attack collision C is executed in response to an input operation from the user, the player is unable to confirm the attack performance executed in response to his / her own input operation.

[0077] Furthermore, in the game device 10, an attack based on an attack action is a special attack that inflicts damage on an enemy character 52 included in an attack range indicated by the executed attack effect. As a result, according to the game device 10, even if the player's character 50 executes an attack action in a character no-entry area in response to an input operation from the user, it is possible to inflict damage on the enemy character 52.

[0078] Furthermore, in the game device 10, when the height of the field on which the player's character 50 is placed differs from the height of the collision surface of the attack collision C when the attack collision C enters the character no-entry area, the CPU 11 moves the height at which the attack performance is executed from the height of the collision surface to the height of the player's character 50. This makes it possible to prevent the game device 10 from executing an attack performance at the height of the collision surface provided in the character no-entry area, thereby preventing the executed attack performance from being displayed on the display 15.

[0079] Furthermore, in the game device 10, when correcting the height at which an attack effect is executed, the CPU 11 executes the attack effect after the attack collision C enters the character no-entry area and before the attack collision C collides with the collision surface. This makes it possible to reduce the sense of incongruity felt by the user regarding the timing of the attack effect, compared to a case in which the attack effect is executed after the attack collision C collides with the collision surface provided in the character no-entry area and a collision determination is obtained.

[0080] Furthermore, in the game device 10, when correcting the height at which an attack performance is executed, the CPU 11 executes the attack performance at the timing when the attack collision C reaches the height of the field on which the player's character 50 is placed. In this way, according to the game device 10, when correcting the height at which an attack performance is executed, it is possible to synchronize the height and timing at which the attack performance is executed.

[0081] Second Embodiment Next, a second embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above embodiment.

[0082] In the second embodiment, when an attack collision C enters a character inaccessible area, the CPU 11 corrects the position at which the attack performance is executed when the distance between the position of the player's character 50 and the position of the character inaccessible area into which the attack collision C enters exceeds a predetermined value.

[0083] As an example, the above "position of the player's character 50" is a three-dimensional coordinate value in the world coordinate system of the field (e.g., ground G2) on which the player's character 50 is placed. Also, as an example, the above "position of the character no entry area" is a three-dimensional coordinate value in the world coordinate system of the entry point where the attack collision C enters the character no entry area (in other words, the boundary between the character no entry area and another area). Furthermore, as an example, the above "distance" is the length of a line segment connecting the above two three-dimensional coordinate values.

[0084] As the above correction, the CPU 11 moves the position where the attack performance is executed from the position of the character no entry area to the position of the player's character 50. For example, the CPU 11 may execute the attack performance at the height of the field where the player's character 50 is placed, and move the position where the attack performance is executed from the position of the character no entry area to the position of the player's character 50. The CPU 11 may also change the coordinate value of at least one of the X-axis direction and the Z-axis direction in the world coordinate system 300 indicating the execution position of the attack performance by a predetermined amount so as to be closer to the player's character 50 side, thereby moving the position where the attack performance is executed from the position of the character no entry area to the position of the player's character 50.

[0085] With the above-described configuration, the game device 10 can correct the position at which the attack performance is executed only when there is a certain distance between the position of the player's character 50 and the position of the character inaccessible area into which the attack collision C enters.

[0086] In addition, the "position of the player's character 50" in the second embodiment is not limited to the three-dimensional coordinate value in the world coordinate system of the field in which the player's character 50 is placed. For example, the "position of the player's character 50" may be the three-dimensional coordinate value of the player's character 50 in the world coordinate system. In addition, the "position of the character no entry area" in the second embodiment is not limited to the three-dimensional coordinate value in the world coordinate system of the entry point where the attack collision C enters the character no entry area. For example, the "position of the character no entry area" may be the three-dimensional coordinate value of an arbitrary point in the world coordinate system within the character no entry area. In addition, the "distance" in the second embodiment is not limited to the length of a line segment that connects the three-dimensional coordinate value in the world coordinate system of the field in which the player's character 50 is placed and the three-dimensional coordinate value in the world coordinate system of the entry point where the attack collision C enters the character no entry area. For example, the "position of the character no-entry area" may be the shortest distance from the three-dimensional coordinate value in the world coordinate system of the field in which the player's character 50 is placed to the character no-entry area.

[0087] (Third embodiment) Next, a third embodiment of the game device 10 according to the present invention will be described while omitting or simplifying parts that overlap with the above-described embodiment.

[0088] In the third embodiment, when an attack collision C enters a character no-entry area, if the character no-entry area or the collision surface is not displayed on the display 15, the CPU 11 displays an attack effect on the display 15. For example, the character no-entry area or the collision surface may not be displayed on the display 15 due to camerawork of a virtual camera that captures the game space, etc.

[0089] In the above case, the CPU 11 corrects at least one of the coordinate values ​​in the X-axis direction, the Y-axis direction, and the Z-axis direction in the world coordinate system 300 indicating the execution position of the attack performance so that the attack performance is displayed on the display 15. As a result, when the attack performance is executed at the execution position after the correction, the attack performance is displayed on the display 15.

[0090] With the above configuration, the game device 10 can correct the position where the attack performance is executed only when the character no-entry area into which the attack collision C enters is not displayed within the display 15. Also, the game device 10 can correct the position where the attack performance is executed only when the point where the attack collision C collides, i.e., the collision surface, is not displayed within the display 15.

[0091] (others) In the above embodiment, the game object for correcting the height at which the attack performance is performed is a character, specifically, the player's character 50. However, the game object is not limited to the player's character 50. For example, the game object may be a character other than the player's character 50, such as an enemy character 52, or may be a different game object such as a gimmick rather than a character.

[0092] In the above embodiment, the character no-entry area is an area that cannot be entered by the player's character 50 and the enemy character 52. However, the character no-entry area is not limited to an area that cannot be entered by all the player's character 50 and the enemy character 52. For example, the character no-entry area may be an area that some types of the player's character 50 or enemy character 52 can enter, but other characters cannot enter.

[0093] In the above embodiment, the attack ranges of the attack effects E1, E2, and E3 are hemispherical. However, the shape of the attack range shown in each effect is not limited to a hemispherical shape. For example, the attack range shown in each effect may be another shape such as a cylindrical or prismatic shape.

[0094] In the above embodiment, the CPU 11 corrects the height at which the attack performance is performed to the height of the field on which the player's character 50 is placed. That is, the CPU 11 corrects the coordinate value in the Y-axis direction in the world coordinate system 300 indicating the execution position of the attack performance. However, the coordinate value in the world coordinate system 300 to be corrected is not limited to this. For example, in addition to the coordinate value in the Y-axis direction, at least one of the coordinate values ​​in the X-axis direction and the Z-axis direction may be corrected.

[0095] In the above embodiment, the CPU 11 determines whether the attack collision C enters the character no-entry area based on a change in the three-dimensional coordinate value of the attack collision C in the world coordinate system. However, the present invention is not limited to this. The CPU 11 may predict the trajectory of the attack collision C and determine whether the attack collision C enters the character no-entry area when the player's character 50 performs an attack action by predicting the trajectory of the attack collision C. As an example, the CPU 11 acquires the three-dimensional coordinate value of the player's character 50 when performing the attack action, information on the direction and range of the attack based on the attack action, and the three-dimensional coordinate value of the entry point of the character no-entry area, and predicts the trajectory of the attack collision C based on the acquired information. In this case, the CPU 11 may execute an attack performance at a timing when the distance between the position of the attack collision C and the position of the character no-entry area into which the attack collision C enters becomes equal to or less than a predetermined value. As a result, according to the game device 10, the discomfort felt by the user regarding the timing of the attack performance can be reduced compared to when the attack performance occurs after the attack collision C collides with a collision surface located in an area where the character cannot enter and a collision determination is made.

[0096] In the above embodiment, when the attack collision C enters a character-prohibited area, the CPU 11 may execute the attack performance at a position visible to the user, without taking other conditions into consideration.

[0097] In the above embodiment, the CPU 11 may cause the computer to execute a process of executing a predetermined effect at a position visible to the user when a collision object enters an area in the virtual space where the first object cannot enter and the predetermined range that affects the parameters of at least one of the first object and the second object based on the execution of the predetermined effect does not overlap with the area. The above-mentioned "parameter" is a concept including hit points, magic points, status, etc. Therefore, "affecting parameters" includes an attack that reduces hit points, a recovery that recovers hit points, an attack that reduces magic points, a recovery that recovers magic points, a status improvement that has a positive effect on the status, and a status abnormality that has a negative effect on the status. With the above configuration, when a collision object enters the area, the predetermined effect can be executed at a position visible to the user only when the predetermined range does not overlap with the area.

[0098] The control unit 11B may move the virtual camera according to the position or orientation of the second object. Furthermore, the control unit 11B may limit the direction in which the virtual camera takes an image when the second object or the virtual camera enters the area. That is, the virtual camera moves according to the position or orientation of the second object. The virtual camera may be a virtual camera in a TPS (Third-person Shooter). Furthermore, the direction in which the virtual camera takes an image is limited when the second object or the virtual camera enters the area. That is, when the second object or the virtual camera is located in the area, the direction in which the virtual camera takes an image is more limited than when the second object or the virtual camera is not located in the area. When a collision object enters an area in which the second object or the virtual camera cannot enter, the control unit 11B may execute a predetermined performance at a position visible to the user. The case in which the direction in which the virtual camera takes an image is limited includes, for example, a case in which the angle at which the virtual camera can rotate is limited, a case in which the orientation of the virtual camera is fixed, or a case in which the user cannot change the orientation of the virtual camera. For example, when the virtual camera enters an area where the player's character 50 cannot enter, the control unit 11B limits the shooting direction of the virtual camera to the direction of the player's character 50. Also, for example, when the player's character 50 enters an area where the virtual camera cannot enter, specifically, when the player's character 50 falls from a cliff that is the area, the control unit 11B fixes the shooting direction of the virtual camera to the position of the player's character 50 before the character 50 fell.

[0099] In the above embodiment, the determination 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 determination 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, and a combination of a CPU and an FPGA). The hardware structure of these various processors is, more specifically, an electric circuit that combines circuit elements such as semiconductor elements. [Explanation of symbols]

[0100] 10 Game device (an example of a computer) 15 Display (example of display unit) 30A Game program (An example of a game program) 50 Your character (an example of a second object) 52 Enemy character (an example of the first object) C Attack Collision (an example of a collision object)

Claims

1. On the computer, placing a collision object, which is an element capable of determining a collision with a game object placed in a virtual space, in the virtual space in response to an input operation by a user; When the collision object enters an area in the virtual space where a game object cannot enter, a predetermined effect resulting from a collision determination of the collision object is executed at a position visible to a user. A game program for executing processing.

2. The computer includes: When the collision object, which is an element capable of determining a collision with a first object that is a game object, enters the area in which the first object cannot enter, the predetermined performance is executed at a position visible to a user.

2. The game program according to claim 1, for executing a process.

3. The computer includes: when the collision object, which is an element capable of determining a collision with a field that is a game object, enters the area, and when a height of the field in which a second object that is a game object that executes an action in response to a user's input operation is placed is different from a height of the field in which the collision object collides, the height at which the predetermined performance is executed is made closer to the height of the field in which the second object is placed from the height of the field in which the collision object collides; 2. The game program according to claim 1, for executing a process.

4. The computer includes: When the collision object enters the area in which a second object, which is a game object that executes an action in response to an input operation by a user, or a virtual camera, which is a game object that moves in response to a position or a direction of the second object, cannot enter, the predetermined performance is executed at a position visible to the user.

2. The game program according to claim 1, for executing a process.

5. When the second object or the virtual camera enters the area, the direction in which the virtual camera captures an image is limited. The game program according to claim 4.

6. The computer includes: when a distance between a position of a second object, which is a game object that executes an action in response to a user's input operation, and a position of the area into which the collision object enters exceeds a predetermined value, moving a position at which the predetermined performance is executed from the position of the area closer to the position of the second object; 2. The game program according to claim 1, for executing a process.

7. The computer includes: When the area or the point where the collision object collides is not displayed within a display unit that displays the virtual space, the predetermined effect is displayed within the display unit.

2. The game program according to claim 1, for executing a process.

8. The computer includes: executing the predetermined effect after the collision object enters the area and before the collision object collides with the field; 4. The game program according to claim 3, for executing a process.

9. The computer includes: executing the predetermined effect at a timing when the collision object reaches a height of the field on which the second object is placed; 9. The game program according to claim 8, for executing a process.

10. placing a collision object, which is an element capable of determining a collision with a game object placed in a virtual space, in the virtual space in response to an input operation by a user; When the collision object enters an area in the virtual space where a game object cannot enter, a predetermined effect resulting from a collision determination of the collision object is executed at a position visible to a user. A game processing method in which processing is executed by a computer.

11. A game device comprising: a collision object, which is an element capable of determining a collision with a game object placed in a virtual space, is placed in the virtual space in response to a user's input operation; and, when the collision object enters an area in the virtual space which game objects cannot enter, a predetermined effect resulting from the collision determination of the collision object is executed in a position visible to the user.

Citation Information

Patent Citations

  • Network game system, game device, and program

    JP6827481B2

Cited By

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    JP2026152172A