Information processing program, information processing system, information processing device, and information processing method
Patent Information
- Application Number
- JP2023119025
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-21
- Publication Date
- 2026-02-24
AI Technical Summary
Existing information processing systems, such as those described in Patent Document 1, restrict player interaction to a single virtual space during movement between cities on a world map, limiting the ability to perform actions or engage in events when transitioning between different virtual spaces like local maps and battle maps.
An information processing system that allows events to be executed in a first virtual space while moving in a second virtual space by using automatic object movement and placement based on time and positional relationships, enabling seamless transitions and interactions across different virtual environments.
Enables the execution of events and interactions in multiple virtual spaces without manual player intervention, enhancing gameplay complexity and flexibility by automatically managing object movements and positional relationships.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing system, an information processing device, and an information processing method, and more particularly to an information processing program, an information processing system, an information processing device, and an information processing method for executing an event in a virtual space different from a world map while moving through a word map. [Background technology]
[0002] An example of this type of information processing device is disclosed in Patent Document 1. In the game device disclosed in Patent Document 1, a player character is moved between towns on a world map by operating a controller. As the player character moves between towns on the world map, a virtual conceptual date in the game is updated. A local map is formed in each town, and the player character moves on the local map by operating the controller. When a predetermined condition is met while the player character moves on the world map and the local map, a battle event occurs. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2004-136026 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the game device disclosed in Patent Document 1, when the player character is moving between towns on the world map, the player cannot do anything other than moving on the world map. Also, when the player character moves from town to town on the world map, the player character moves on the local map of the town by operating the controller, and when a battle is started, a battle with an enemy character is carried out on the battle map in response to the player's instructions from the controller. Therefore, when the player character is moving on the local map or during a battle on the battle map, the player cannot move the player character on the world map.
[0005] Therefore, a primary object of the present invention is to provide a novel information processing program, an information processing system, an information processing device, and an information processing method.
[0006] Another object of the present invention is to provide an information processing program, an information processing system, an information processing device, and an information processing method that enable an event to be executed in a certain virtual space while moving in a different virtual space. [Means for solving the problem]
[0007] (Configuration 1) Configuration 1 is an information processing program executed by a computer of an information processing device, which causes the computer to function as a character object control means for controlling a character object associated with a user in a first virtual space based on an operation input by the user, an object arrangement means for arranging a first object and a second object in a second virtual space different from the first virtual space, an automatic movement means for automatically moving the first object in the second virtual space as time passes, a third object arrangement means for arranging a third object corresponding to the second object in the first virtual space when a first position condition regarding the positions of the first object and the second object in the second virtual space is satisfied, and, when the third object is arranged in the first virtual space, an event execution means for executing an event related to the third object in response to an event occurrence condition related to the third object being satisfied.
[0008] According to the first configuration, an event can be carried out in a first virtual space different from the second virtual space while moving in the second virtual space.
[0009] (Configuration 2) In configuration 2, in configuration 1, the automatic moving means automatically moves the second object in accordance with the passage of time.
[0010] According to configuration 2, the second object is also moved automatically, so that the complexity of positional relationships in the second virtual space increases, and the range of choices for which third object-related event to execute can be expanded.
[0011] (Configuration 3) Configuration 3 is based on configuration 1 or 2, and the automatic movement means moves the first object along a predetermined movement path in the second virtual space.
[0012] (Configuration 4) In configuration 4, based on configuration 3, the automatic moving means moves the first object along one predetermined movement path among the plurality of movement paths.
[0013] (Configuration 5) Configuration 5 is dependent on configuration 4, and further causes the computer to function as movement path changing means for moving the first object from a predetermined movement path along which the first object is currently moving to another movement path among a plurality of movement paths.
[0014] (Configuration 6) Configuration 6 is any one of configurations 3 to 5, wherein each of the multiple movement paths is circular, and the automatic movement means moves the second object on one of the multiple movement paths.
[0015] According to configuration 6, the movement path is circular and the first object and the second object each move to the same location repeatedly. Therefore, even if an event related to the third object cannot be executed, the next opportunity can be waited for.
[0016] (Configuration 7) Configuration 7 is any one of configurations 1 to 6, wherein the automatic moving means changes the moving speed of the first object when a speed change condition is satisfied.
[0017] According to configuration 7, the time until an event related to a third object is executed can be shortened by increasing the movement speed of the first object, and the time until an event related to a third object is executed can be lengthened by decreasing the movement speed of the first object.
[0018] (Configuration 8) Configuration 8 is any one of configurations 1 to 7, wherein the automatic movement means automatically moves the first object regardless of a user operation.
[0019] According to configuration 8, since the first object is automatically moved, it is only necessary to control the character object in the first virtual space, and convenience can be improved.
[0020] (Configuration 9) Configuration 9 is any one of configurations 1 to 8, wherein the automatic movement means restricts movement of the first object while a priority event is being executed in the first virtual space.
[0021] According to configuration 9, the movement of the first object is restricted while the priority event is being executed, thereby preventing the first object from moving while the priority event is being executed, thereby preventing the first object from missing an opportunity to execute an event related to the third object.
[0022] (Configuration 10) Configuration 10 is any one of configurations 1 to 9, further causing the computer to function as third object moving means for automatically moving the third object in the first virtual space.
[0023] (Configuration 11) Configuration 11 is based on configuration 10, and the third object moving means, when a third object and a fourth object corresponding to a first object pass each other in the first virtual space, moves the third object to the right or left of the fourth object depending on the positional relationship between the first object and the second object in the second virtual space.
[0024] According to the eleventh aspect, the third object in the first virtual space can be moved in accordance with the positional relationship between the first object and the second object in the second virtual space.
[0025] (Configuration 12) Configuration 12 is based on configuration 10 or 11, wherein the third object moving means moves the third object within the first virtual space regardless of the position of the second object in the second virtual space.
[0026] (Configuration 13) In configuration 13, based on configuration 12, the third object moving means determines a moving speed of the third object according to a positional relationship between the first object and the second object in the second virtual space.
[0027] According to configuration 13, the movement speed of the third object is determined according to the positional relationship between the first object and the second object, so that the third object can be moved in the first virtual space so as to be synchronized with the positional relationship between the first object and the second object.
[0028] (Configuration 14) Configuration 14 is any one of configurations 1 to 13, further causing the computer to function as a notification means for providing a notification regarding the placement of the third object when the third object is placed in the first virtual space.
[0029] According to configuration 14, the location of the third object can be known in advance.
[0030] (Configuration 15) Configuration 15 is any of configurations 1 to 14, further causing the computer to function as an erasing means for erasing the third object from the first virtual space when an erasing condition for the third object is satisfied.
[0031] According to the fifteenth aspect, the third object can be erased when a removal condition based on a moving speed determined according to the positional relationship between the first object and the second object in the second virtual space is satisfied.
[0032] (Configuration 16) Configuration 16 is dependent on configuration 15, and the erasing means erases the third object from the first virtual space when the positional relationship between the first object and the second object in the second virtual space satisfies a second positional condition, even if the erasing condition is not satisfied.
[0033] According to the sixteenth aspect, even if the erasure condition is not satisfied, the third object can be erased if the second position condition is satisfied such that the first object and the second object are separated from each other by a certain distance or more in the second virtual space.
[0034] (Configuration 17) Configuration 17 is any of configurations 1 to 16, wherein the third object placing means places the third object at a predetermined position in the first virtual space regardless of the positional relationship between the first object and the second object in the second virtual space.
[0035] (Configuration 18) Configuration 18 is any one of configurations 1 to 17, wherein the event is an event that transitions the scene to an associated scene associated with a third object.
[0036] (Configuration 19) Configuration 19 is the configuration 18 in which, when a corresponding condition in a related scene is satisfied, the scene can be transitioned to the related scene based on a user operation, regardless of the positional relationship between the first object and the second object in the second virtual space.
[0037] According to configuration 19, when a corresponding condition in a related scene is satisfied, a transition to the related scene can be freely made.
[0038] (Configuration 20) Configuration 20 is any of configurations 1 to 19, wherein the event executing means executes an event when the user operation is an instruction operation for a third object in the first virtual space.
[0039] (Configuration 21) Configuration 21 is any of configurations 1 to 20, in which a plurality of second objects are placed in the second virtual space, and different events are associated with each of the second objects.
[0040] (Configuration 22) Configuration 22, in any one of configurations 1 to 21, further causes the computer to function as an output means for outputting to a display unit an image including at least one of a first image corresponding to a first virtual space and a second image corresponding to a second virtual space.
[0041] (Configuration 23) Configuration 23 is an information processing system having one or more processors, which causes the one or more processors to control a character object associated with a user in a first virtual space based on an operational input from the user, arrange a first object and a second object in a second virtual space different from the first virtual space, automatically move the first object in the second virtual space over time, arrange a third object corresponding to the second object in the first virtual space when a first position condition regarding the positions of the first object and the second object in the second virtual space is satisfied, and, when the third object is placed in the first virtual space, execute an event related to the third object in response to an event occurrence condition related to the third object being satisfied.
[0042] (Configuration 24) Configuration 24 is an information processing device having one or more processors, which causes the one or more processors to control a character object associated with a user in a first virtual space based on an operational input from the user, arrange a first object and a second object in a second virtual space different from the first virtual space, automatically move the first object in the second virtual space over time, arrange a third object corresponding to the second object in the first virtual space when a first position condition regarding the positions of the first object and the second object in the second virtual space is satisfied, and, when the third object is placed in the first virtual space, execute an event related to the third object in response to an event occurrence condition related to the third object being satisfied.
[0043] (Configuration 25) Configuration 25 is an information processing method of an information processing device having one or more processors, which causes the one or more processors to control a character object associated with a user in a first virtual space based on an operational input from the user, place a first object and a second object in a second virtual space different from the first virtual space, automatically move the first object in the second virtual space over time, place a third object corresponding to the second object in the first virtual space when a first position condition regarding the positions of the first object and the second object in the second virtual space is satisfied, and when the third object is placed in the first virtual space, execute an event related to the third object in response to an event occurrence condition related to the third object being satisfied.
[0044] In configurations 23 to 25, similarly to configuration 1, it is possible to carry out an event in a first virtual space different from the second virtual space while moving in the second virtual space. Effect of the Invention
[0045] According to this invention, it is possible to carry out an event in a first virtual space different from the second virtual space while moving in the second virtual space.
[0046] The above objects, other objects, features and advantages of the present invention will become more apparent from the following detailed description of the embodiments with reference to the drawings. [Brief description of the drawings]
[0047] [Figure 1] FIG. 1 is a block diagram showing a non-limiting example of the electrical configuration of a game device. [Diagram 2] FIG. 2 is a diagram showing a non-limiting example of a game screen of a base island scene displayed on the display device of the game device shown in FIG. [Diagram 3] FIG. 3 is a diagram showing a non-limiting example of a nautical chart screen displayed on the display device of the game device shown in FIG. [Figure 4] FIG. 4 is a diagram showing a non-limiting example of a game screen of a gun turret scene displayed on the display device of the game device shown in FIG. [Diagram 5] FIG. 5 is a diagram showing a non-limiting example of a game screen of a drifting island scene displayed on the display device of the game device shown in FIG. [Figure 6] FIG. 6 is a non-limiting example diagram for explaining the discovery range, approach range, and passing range of an appearance object. [Figure 7] FIG. 7 is a diagram showing another non-limiting example of the game screen of the base island scene displayed on the display device of the game device shown in FIG. [Figure 8] FIG. 8 is a diagram showing another non-limiting example of the game screen of the base island scene displayed on the display device of the game device shown in FIG. [Figure 9] FIG. 9 is a non-limiting example diagram for explaining a method for determining a movement route of an appearance object passing by in a base island scene with respect to the base island stage. [Figure 10] Figure 10(A) is a diagram showing a first example in which there are no restrictions on how a base island object and a drifting island object approach and are separated from each other, Figure 10(B) is a diagram showing a second example in which there are no restrictions on how a base island object and a drifting island object approach and are separated from each other, and Figure 10(C) is a diagram showing a third example in which there are no restrictions on how a base island object and a drifting island object approach and are separated from each other. [Figure 11] Figure 11(A) is a diagram showing a fourth example in which there are no restrictions on the way in which a base island object and a drifting island object approach and are separated, and Figure 11(B) is a diagram showing a fifth example in which there are no restrictions on the way in which a base island object and a drifting island object approach and are separated. [Figure 12] FIG. 12 is a diagram showing a non-limiting example of a memory map of the RAM built into the game device shown in FIG. [Figure 13] FIG. 13 is a diagram showing a non-limiting example of the specific contents of the data storage area of the RAM shown in FIG. [Figure 14]FIG. 14 is a flow chart showing a non-limiting example of the overall processing of a virtual game by a processor built into the game device shown in FIG. [Figure 15] FIG. 15 is a flowchart showing a first part of the game control process of the processor built into the game device shown in FIG. [Figure 16] FIG. 16 is a flowchart showing a second part of the game control process of the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 17] FIG. 17 is a flowchart showing a third part of the game control processing of the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 18] FIG. 18 is a flowchart showing a fourth part of the game control processing of the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 19] FIG. 19 is a flowchart showing a fifth part of the game control processing of the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 20] FIG. 20 is a flowchart showing a first part of a non-limiting example of island movement processing by a processor built into the game device shown in FIG. [Figure 21] FIG. 21 is a flowchart showing a second part of a non-limiting example of the island movement processing by the processor built in the game device shown in FIG. 1, and follows FIG. [Figure 22] FIG. 22 is a third part of a non-limiting example of the island movement process by the processor built in the game device shown in FIG. 1, and is a flowchart following FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0048] 1, a game device 10, which is a non-limiting example of an information processing device, includes a processor 20, to which are connected a RAM 22, a flash memory 24, a communication module 26, an input device 30, a display control circuit 32, and a D / A converter 34. A display device 36 is connected to the display control circuit 32, and a speaker 38 is connected to the D / A converter 34.
[0049] The processor 20 is responsible for the overall control of the game device 10. Specifically, the processor 20 is a SoC (System-on-a-chip) incorporating the functions of a CPU and a GPU. The RAM 22 is a volatile storage medium, and is used as a work memory or buffer memory for the processor 20. The flash memory 24 is a non-volatile storage medium, and is used to store various application programs and to store (save) various data. For example, the application programs and necessary data are read from the flash memory 24 and stored in the RAM 22.
[0050] However, the applications include various information processing applications such as game applications, document creation applications, email applications, drawing applications, writing practice applications, language training applications, and learning applications.
[0051] The communication module 26 has a function of connecting to a wireless LAN, for example, in accordance with the IEEE802.11.b / g standard. Therefore, for example, the processor 20 uses the communication module 26 to transmit and receive data to and from other devices via an access point and a network such as the Internet. For example, the other devices are computers such as a server or other game devices 10. However, the communication module 26 can also be used to transmit and receive data directly to and from other devices.
[0052] However, the communication module 26 may have a function of performing short-distance wireless communication, different from the function of connecting to a wireless LAN. Specifically, the communication module 26 has a function of transmitting and receiving infrared signals with other devices by a predetermined communication method (for example, infrared method), and a function of performing wireless communication with the same type of game device according to a predetermined communication protocol (for example, multilink protocol). In this case, for example, the processor 20 can directly transmit and receive data with the same type of other game device using the communication module 26. However, instead of the infrared short-distance wireless communication, short-distance wireless communication according to another wireless communication standard such as Bluetooth (registered trademark) may be performed.
[0053] The input device 30 is, for example, a game controller equipped with various push buttons, keys, or switches provided on the game device 10, and is used by a user or player (hereinafter simply referred to as "player") for various operations such as menu selection and application instructions. For example, the game controller is provided with an A button, a B button, an X button, a Y button, an L button, an R button, a cross button (or / and a slide stick), and the like. However, in the case of a portable game device 10, a touch panel may be provided as the input device 30 in addition to the push buttons, keys, or switches.
[0054] The display control circuit 32 includes a GPU, a VRAM, etc., and under the direction of the processor 20, the GPU generates image data in the VRAM for displaying various screens on the display device 36 using image generation data 504b (see Figure 13) stored in the RAM 22, and outputs the generated image data to the display device 36.
[0055] The D / A converter 34 converts the audio data provided by the processor 20 into an analog audio signal and outputs it to a speaker 38. The audio data is data about sounds generated by characters or objects, sound effects, background music, and the like.
[0056] 1 is merely an example, and the electrical configuration of the game device 10 is not limited to this. For example, the communication module 26 may be omitted.
[0057] The input device 30 may be a game controller provided separately from the main unit 10a of the game device 10, and may be communicatively connected to the processor 20 by wire or wirelessly. In this case, the game device 10 constitutes a game system in which the main unit 10a and the input device 30 are communicatively connected.
[0058] Furthermore, in addition to the input device 30, the display device 36 may also be provided separately from the main unit 10b of the game device 10 and communicatively connected to the processor 20 by wire or wirelessly. In this case, the game device 10 constitutes a game system in which the main unit 10b, the input device 30, and the display device 36 are communicatively connected. The display device 36 may be a stationary monitor such as an LCD or EL display.
[0059] Furthermore, game device 10 may be not only a portable or stationary game console, but also other information processing devices such as a PC, tablet terminal, wearable terminal, mobile phone, and smartphone that also function as a game console.
[0060] The game device 10 also functions as an image processing device, and generates and outputs (displays) image data corresponding to various screens such as game screens. Briefly, the GPU built into the display control circuit 32 models various character objects in a three-dimensional virtual space under the instruction of the processor 20. That is, various character objects are created or placed in the virtual space, and a certain scene is generated. An image of this scene taken by a virtual camera (seen from a viewpoint) is displayed on the display device 36. To explain the specific image processing, first, a certain scene is generated in a three-dimensional (or world coordinate system) virtual space, and the scene generated in the virtual space is converted into a coordinate system captured by the virtual camera (i.e., camera coordinate system). For example, the image seen from the viewpoint is perspectively projected onto a virtual screen. Next, clipping and hidden surface removal processing are performed. Next, shading is performed to express the brightness (shadow) of the surface of the character object. Furthermore, shadowing (i.e., casting a shadow) is performed to express the shadow caused by the character object. Then, texture mapping is performed. In this manner, a two-dimensional image of a certain scene generated in a three-dimensional virtual space is generated (rendered), and two-dimensional image data corresponding to the generated two-dimensional image is output to the display device 36. In this embodiment, various screens are displayed on the display device 36, so that a three-dimensional image seen from a viewpoint in the virtual space is converted into a two-dimensional image, but as will be described later, to distinguish this from the case where a two-dimensional game image is generated (or rendered) in a virtual space, an image in which an image of a character object appears three-dimensional, such as game screen 100 (see FIG. 2), will be referred to as a "three-dimensional game image."
[0061] In generating a three-dimensional image, instead of applying shadowing, a shadow texture having a simple shape (for example, a circle, an ellipse, a triangle, or a rectangle) may be pasted.
[0062] When a player instructs execution of a game application of the virtual game of this embodiment using the game device 10, the virtual game is started. The virtual game can be started from the beginning or from a previously saved point.
[0063] In the virtual game of this embodiment, a player can control a player character object (hereinafter referred to as a "player object") placed on a virtual island object (hereinafter referred to as a "base island stage") in the first virtual space to perform any action, such as movement, based on operational inputs made to the player object.
[0064] Also, in the virtual game, in the second virtual space, a base island object corresponding to a base island stage is automatically moved on a virtual movement path (hereinafter referred to as "ocean current"). The second virtual space can be said to be a virtual space used to generate a world map image presented to a player. In other words, the base island object is moved on the ocean current as time passes, regardless of the player's operation input. Also, in the virtual game, a plurality of ocean currents are provided in one sea area in the world map, and the player moves the base island object between the movable ocean currents. The first virtual space and the second virtual space may be different virtual spaces, or may be different parts or areas within the same virtual space.
[0065] In the virtual game, in the second virtual space, objects (hereinafter referred to as "drifting island objects") corresponding to objects of one or more virtual islands different from the base island stage (hereinafter referred to as "drifting island stages") are also automatically moved over time, riding on each of a number of ocean currents on the world map, in the same way as the base island objects. Each of the multiple drifting islands has an event set thereon that is different from the events set on the other drifting islands. However, multiple events may be set on one drifting island.
[0066] The flow of time in the first virtual space and the second virtual space is synchronized. In other words, while the player is controlling the player object in the first virtual space, in the second virtual space, the base island object corresponding to the base island stage and the drifting island object are automatically moving along a virtual movement path.
[0067] When the base island object and the drifting island object are located close to each other in the second virtual space, the player can move the player character from the base island stage to the drifting island stage. As described above, there can be multiple drifting island objects, and when there are multiple drifting island objects located close to the base island object in the second virtual space, the player object is moved to the drifting island stage corresponding to the drifting island object specified by the player's operation input.
[0068] When the player moves the player object to the drifting island stage, a scene of the drifting island stage (hereinafter referred to as the "drifting island scene") is generated in the first virtual space. However, the drifting island scene may be generated in a virtual space other than the first virtual space. The player conquers the drifting island stage by controlling the movement of the player object in the drifting island stage and clearing events. The conquered drifting island stage is linked or connected to the base island stage, and the player object can freely move between the drifting island objects (hereinafter referred to as the "connected island objects") linked to the base island stage according to the player's operational input.
[0069] Therefore, in the virtual game, in the second virtual space, the base island object moves automatically on the ocean current, and also moves on the world map by moving to another adjacent ocean current in accordance with the player's operational input.
[0070] In this way, the base island object moves on the ocean current, and the base island object also moves to another adjacent ocean current in accordance with the player's operation input. As described above, when the base island object and the drifting island object approach each other, the player can play an event in the stage corresponding to the drifting island object (hereinafter referred to as the "drifting island stage") based on the player's operation input. And, as described above, the flow of time in the first virtual space and the second virtual space is synchronized, so that the positional relationship between the base island object and the drifting island object changes in the second virtual space even while the player is controlling the player object in the first virtual space. This allows the player to experience a highly interesting game progression that is different from conventional ones.
[0071] Conversely, even while the base island object is moving through the second virtual space on the ocean current, the player can control the player object in the first virtual space to execute a predetermined event set in the base island stage or the connected island stage. Therefore, while the base island object is moving through the second virtual space, it is possible to control the player object in the first virtual space, which is different from the second virtual space, to execute an event.
[0072] In the second virtual space, when a base island object and multiple drifting island objects drift on ocean currents and encounter one another, an object (hereinafter referred to as an "appearance object") corresponding to the encountered drifting island object is placed in the base island stage scene in the first virtual space (hereinafter referred to as the "base island scene"). When the player object moves to the drifting island in accordance with the player's operational input, the player conquers the drifting island stage or the drifting island. The game is cleared by achieving the final objective. However, if the player object is not moved to the encountered drifting island, the appearance object is moved so that the base island stage and the appearance object pass each other in the base island scene.
[0073] As described above, in the virtual game of this embodiment, not only the base island object but also multiple drifting island objects are automatically moved in the second virtual space, which increases the complexity of the positional relationships on the world map and widens the range of choices available for which drifting island object to move to.
[0074] 2 shows a non-limiting example of a game screen 100 of a base island scene displayed on the display device 36 of the game device 10 shown in FIG. 1. As shown in FIG. 2, the game screen 100 of the base island scene is a game image including a part of the base island stage captured by a virtual camera at a certain location on the base island, and includes an image 102 of a player object and an image 104 of an enemy object, and further includes an image 110 of a plurality of background objects. In addition, in the game screen 100 shown in FIG. 2, the image 110 of the background objects includes an image 110a of the base island stage and an image 110b of a sea object. In the base island scene, the player object is placed in the base island stage, and the base island stage floats on the sea object.
[0075] 2, the base island stage image 110a is an image of a certain field (herein referred to as a "movement field") that is a part of the base island stage and in which a player object moves and interacts with a non-player object, and the sea object image 110b is an image of a part of the sea object that can be seen from a certain movement field of the base island stage.
[0076] Also, a nautical chart image 120 is displayed on the game screen 100 of the base island scene. The nautical chart image 120 is a reduced image of the nautical chart screen 200 (see FIG. 3) described later. In FIG. 2, for easy understanding, the nautical chart image 120 is an image in which a part of the nautical chart screen 200 is omitted. The base island scene is generated in the first virtual space, and the base island stage is placed so that the center point of the base island stage overlaps with the origin of the three-dimensional coordinate set in the first virtual space. As described above, since the flow of time in the first virtual space and the second virtual space is synchronized, the positional relationship between the base island object and the drifting island object is updated in the second virtual space while the player is progressing through the virtual game in the base island scene, and the nautical chart image 120 is also updated according to the updated positions.
[0077] It is to be noted that the nautical chart image 120 does not have to be displayed on the game screen 100. Also, it is possible to allow the player to set whether or not to display the nautical chart image 120.
[0078] The player controls the player object to move within the base island stage and execute one or more predetermined in-game events (hereinafter simply referred to as "events"). Events are various events that occur while playing a virtual game, and include not only everyday events such as conversation, shopping, eating, and sleeping (or lodging), but also obtaining items, fighting, the presentation of a quest and the resolution of that quest, and the presentation of a mission and the accomplishment of that mission. Events occur due to the actions of the player object, or occur according to the progress of the scenario or story regardless of the actions of the player object. There are also time-limited events that occur only after a certain drifting island stage has been conquered and before moving on to the next drifting island stage. For example, the player object may interact with non-player object characters (hereinafter referred to as "non-player objects") such as islanders located in the base island stage, acquire items such as weapons, medicines, and food using virtual in-game currency at stores located in the base island stage, recover stamina by sleeping in houses or accommodations located in the base island stage, hand over specified items to non-player objects in the base island stage, and find specified items such as in-game currency and weapons located in the base island stage. Also, in the drifting island stage and connected island stage other than the base island stage, the player object may fight enemy objects.
[0079] In addition, by defeating enemy objects, the player object can acquire in-game currency or obtain specified items, and the base island object can be set to be able to move in an ocean current adjacent to the ocean current along which the base island object is currently moving in the second virtual space.
[0080] However, the actions of the player object may also be controlled by the computer (in this embodiment, the processor 20) regardless of the player's operational input. The contents of the events are the same for predetermined events set for drifting island objects and linked island objects, which will be described later. However, as mentioned above, different events are set for each drifting island object. The same is true for each linked island object.
[0081] 3 shows a non-limiting example of a nautical chart screen 200 displayed on the display device 36 of the game device 10 shown in FIG. 1. When the player instructs to display the nautical chart or the world map, the scene transitions (or switches) from the base island scene to a nautical chart scene (hereinafter referred to as the "nautical chart scene"), and the nautical chart screen 200, which is a screen of the nautical chart scene, is displayed instead of the game screen 100. As an example, the nautical chart screen 200 includes all or a part of the world map, and is a two-dimensional game image of one virtual sea area viewed from directly above. The world map is configured by arranging multiple ocean currents in one virtual sea area. In other words, the nautical chart scene is generated in the second virtual space.
[0082] The nautical chart screen 200 includes a plurality of (ten in FIG. 3) images 202 of ocean currents, an image 210 of a base island object, and a plurality of (fourteen in FIG. 3) images 212 of drifting island objects.
[0083] The ocean current is a virtual path along which the base island object and one or more drifting island objects move. The base island object and one or more drifting island objects automatically move on one of the multiple ocean currents according to the passage of time, not only while the game screen 100 of the base island scene is being output, but also while the nautical chart screen 200 is being output. However, the base island object and the drifting island object may move along the ocean current. As can be seen from FIG. 3, the shapes and sizes of each ocean current are various. Each ocean current is set to be a ring shape of a rectangle, a square, or an L-shape, and is arranged side by side in the sea area. However, there are cases where another ocean current is arranged inside a certain ocean current. In addition, the shape of the ocean current may be a triangle, a rhombus, a polygon with 5 or more sides, a circle, or an ellipse, as long as it is a ring shape.
[0084] In addition, on the nautical chart screen 200, for two ocean currents between which movement is possible, an image (in this embodiment, a solid arrow image with arrowheads at both ends of a solid line) 204 indicating that movement is possible is displayed between the images 202 of the two ocean currents, and for two ocean currents between which movement is not yet possible, an image (in this embodiment, a dotted arrow image with arrowheads at both ends of a dotted line) 206 indicating that movement is not yet possible is displayed between the images 202 of the two ocean currents. The dotted arrow image 206 is changed to the solid arrow image 204 when a predetermined movement possible condition is satisfied. The predetermined movement possible condition is that the story has progressed to a predetermined point or position, the player object has gone to one or more predetermined drifting island objects, a predetermined story has been released, or a predetermined event has been executed. On the nautical chart screen 200, for two ocean currents between which movement is not possible, the dotted arrow image 206 is not displayed between the images 202 of the two ocean currents.
[0085] However, by the player object using a predetermined item or capturing one or more predetermined drifting island objects, a dotted arrow image 206 may be placed between two ocean current images 202 where neither the solid arrow image 204 nor the dotted arrow image 206 is displayed, or a bidirectional solid arrow image 204 may be placed. In other words, it is possible to change a state between two ocean currents that is not movable to a state before movable or a state where movable.
[0086] In addition, as the virtual game progresses, for example, after all or a predetermined number of base island objects have moved across ocean currents, the base island object may be freely moved to another ocean current in accordance with the player's operational input, regardless of the position where the two-way solid arrow image 204 is displayed.
[0087] The base island object image 210 is an image that simplifies or symbolizes the base island object, and in the example shown in Fig. 3, it is a pentagonal image. The drifting island object image 212 is an image that simplifies or symbolizes the drifting island object, and in the example shown in Fig. 3, it is a circular image. However, the base island object on the nautical chart screen 200 corresponds to the base island stage on the game screen 100 of the base island scene. Also, the drifting island object on the nautical chart screen 200 corresponds to the appearance object (see Fig. 8) on the game screen 100 of the base island scene.
[0088] In the second virtual space, the base island object and each of the multiple drifting island objects move on one of the ocean currents. Therefore, in the world map, a coordinate system is set for managing not only the positions of the image 202 of each ocean current, each solid line arrow image 204, and each dotted line arrow image 206, but also the positions of the base island object, each drifting island object, and the instruction image 220, i.e., two-dimensional coordinates. In this coordinate system, the image 202 of each ocean current, each solid line arrow image 204, and each dotted line arrow image 206 are fixedly arranged, the positions of the base island object and each drifting island object are automatically changed, and the position of the instruction image 220 is changed according to the operation input of the player. However, when a movable condition is satisfied, the dotted line arrow image 206 is changed to the solid line arrow image 204.
[0089] Furthermore, the image 202 of each ocean current is displayed with an arrow, and the direction of the arrowhead indicates the direction of the ocean current. Also, the speed of the ocean current is set for each ocean current. Therefore, the base island object and the multiple drifting island objects move in the direction and at the speed of the ocean current they are currently riding.
[0090] However, when the speed increase condition is satisfied, the base island object is moved at a speed increased by a predetermined speed from the speed of the ocean current. The speed increase condition is a predetermined condition under which the speed of the base island object is temporarily increased (a first predetermined time, for example, 30 seconds), and the player object uses a predetermined item, or the player object passes a predetermined item to a specific non-player object. The reason why the speed of the base island object is temporarily increased when the speed increase condition is satisfied is that if the speed of the base island object can be increased freely, the player may move the base island object quickly in the second virtual space without playing in the base island stage or the connected island stage in the first virtual space while the base island object is moving on the ocean current in the second virtual space, which may reduce the fun of playing the virtual game.
[0091] In this embodiment, the speed of the base island object is temporarily increased, but it can also be temporarily decreased. In this case, if the speed decrease condition is satisfied, the base island object moves at a speed that is decreased by a predetermined speed from the speed of the ocean current. The speed decrease condition is a predetermined condition under which the speed of the base island object is temporarily decreased, such as when the vitality value of the player object is less than a predetermined value, or when the player object is attacked by an enemy object.
[0092] In other words, the speed of the base island object can be changed by satisfying a speed change condition such as a speed increase condition and a speed decrease condition.
[0093] Furthermore, an instruction image 220 is provided on the nautical chart screen 200. The instruction image 220 is moved by the player, and information on the drifting island object corresponding to the image 212 indicated by the instruction image 220 is displayed. In this embodiment, the information on the drifting island object includes the name of the drifting island, the name of a specific non-player object present on the drifting island, the contents of a predetermined event set on the drifting island, and a reward that can be obtained when the predetermined event is cleared. However, it is also possible to prevent information on a drifting island object that has not yet been discovered from being displayed. A drifting island object that is beyond the discovery range of the base island object (see FIG. 6) and has never approached the discovery range of the base island object is a drifting island object that has not yet been discovered.
[0094] The player can view all or part of the world map, i.e., the ocean, by displaying the nautical chart screen 200. In addition, the player can obtain information on the drifting island object corresponding to the image 212, and can measure the timing of approach between the base island object corresponding to the image 210 and the drifting island object corresponding to the image 212 based on the positional relationship and movement direction between the image 210 and an image 212. In addition, the player can know other ocean currents through which the base island object can move.
[0095] Also, when the player knows on the nautical chart screen 200 that the base island object and the drifting island object that the player wants to visit or capture are approaching each other, the player switches to the base island scene (or returns) and moves the player object to a position where a virtual gun turret object (hereinafter referred to as the "gun turret object") is installed in the base island stage. When the player object arrives at the position where the gun turret object is installed, the scene switches from the base island scene to the gun turret scene.
[0096] Fig. 4 is a diagram showing a non-limiting example of a game screen 100 of a turret scene displayed on the display device 36 of the game device 10 shown in Fig. 1. As shown in Fig. 4, the game screen 100 of the turret scene is a three-dimensional game image looking outside the base island stage from the turret object, and in addition to an exterior object image 130, background object images 110 such as a sea object image 110b and a sky object image 110c are displayed.
[0097] The game screen 100 of the turret scene is displayed using the positional relationship between the turret object and the exterior object in the first virtual space. As an example, a virtual camera is placed at the position of the turret object in the base island scene, and an image taken by this virtual camera is displayed as the game screen 100 of the turret scene.
[0098] As shown in Fig. 4, in the game screen 100 of the artillery scene, a sight image 140 is displayed in the center of the screen, and frame images 150 are displayed on both sides of the screen. In other words, the sight image 140 is drawn at a position overlapping with the line of sight of the virtual camera. The frame image 150 is displayed to represent that the player object is looking through binoculars, but it does not have to be displayed. The sight image 140 and the frame image 150 are displayed in front of the images (110, 130) of each object.
[0099] When the player changes the orientation of the virtual camera to move the aim image 140 and the frame image 150 and align the aim image 140 with the image 130 of the appearance object, the player object moves to the drifting island stage corresponding to the image 130 of the appearance object with which the aim image 140 is aligned. For example, the player object is blown to the drifting island stage corresponding to the image 130 of the appearance object with which the aim image 140 is aligned by a virtual cannon object provided on a turret object. In other words, when the player moves the aim image 140 and the frame image 150, the orientation of the cannon object is also changed.
[0100] However, if the player wants to stop moving to the Drifting Island stage, they can press the B button to end the turret scene and return to the base island scene. In other words, the scene switches from the turret scene to the base island scene. At this time, the player object is placed near the location of the turret object in the base island stage.
[0101] In this embodiment, when the player aims the aiming image 140 at the image 130 of the appearance object, the player object is automatically moved to the drifting island stage corresponding to the image 130 of the appearance object with which the aiming image 140 is aimed. In other words, when the event occurrence condition of aiming the aiming image 140 at the image 130 of the appearance object is satisfied, a predetermined event is executed in which the player object moves to the drifting island stage.
[0102] However, the event occurrence condition and the predetermined event do not need to be limited. Therefore, the player may aim the aiming image 140 at the image 130 of the appearance object, and then instruct the player object to move, and then the player object may move to the drifting island stage corresponding to the image 130 of the appearance object on which the aiming image 140 is aimed. In such a case, when the player aims the aiming image 140 at the image 130 of the appearance object, a predetermined event may be executed in which information on the drifting island stage corresponding to the image 130 of the appearance object is displayed. The information on the drifting island stage is the name of the drifting island, the name of a specific non-player object present on the drifting island, the contents of a predetermined event set on the drifting island, and the like, as in the case where the nautical chart screen 200 is displayed.
[0103] However, the distance that the player object can move, i.e., the movable range, is set in advance, and the player object cannot move to a drifting island stage that is beyond the movable range. Also, as long as the movable range is not exceeded, the player object can move to a drifting island stage that corresponds to a drifting island object that is moving in a different ocean current from the ocean current in which the base island object is moving in the second virtual space. As an example, the movable range is the "approach range" described below (see FIG. 6). However, the movable range may be expanded by using a specified item.
[0104] When the player object moves to the drifting island stage, a scene in the drifting island stage to which the player object has moved, i.e., a game screen 100 of the drifting island scene, is displayed on the display device 36. That is, the scene is switched from the artillery scene to the drifting island scene. The game screen 100 of the drifting island scene displays the player object moving within the drifting island stage and the execution of a predetermined event set in the drifting island stage.
[0105] Although it has been explained that the flow of time is synchronized between the first virtual space and the second virtual space, the flow of time stops while the player object is moving to the drifting island stage. In other words, while the player is controlling the player object in the drifting island stage, in the second virtual space, the base island object corresponding to the base island stage and the drifting island object both stay in the same position without moving. This is because if the flow of time is not stopped while moving to the drifting island stage, the positional relationship between the drifting island object and the base island object will become displaced, and the player object will not be able to naturally return to the base island object.
[0106] 5 is a diagram showing a non-limiting example of a game screen 100 of a drifting island scene displayed on the display device 36 of the game device 10 shown in FIG. 1. As shown in FIG. 5, the game screen 100 of the drifting island scene is a game image of a drifting island stage captured by a virtual camera at a certain location on the drifting island to which the player object has moved, and includes an image 102 of a player object and an image 104 of an enemy object, as well as an image 110 of a plurality of background objects. In addition, in the game screen 100 shown in FIG. 5, the image 110 of the background objects includes an image 110d of a drifting island stage and an image 110b of a sea object. In the drifting island scene, the player object is placed in the drifting island stage, and the drifting island stage floats on the sea object.
[0107] 5, a battle with an enemy object is set as a predetermined event in the drifting island stage, and the drifting island stage image 110d is an image of a certain field (herein called a "battle field") that is a part of the drifting island stage and where the player object and the enemy object fight. Also, the sea object image 110b is an image of a part of the sea object that can be seen from a certain battle field in the drifting island stage.
[0108] When a predetermined event set for a drifting island stage is executed and the drifting island stage is conquered, the player object is returned to a predetermined position in the base island stage, and a predetermined effect is executed as a result of the conquering of the drifting island stage. The predetermined effect corresponds to connecting the conquered drifting island stage to the base island stage, obtaining a predetermined item, the appearance of a new drifting island object, etc., and is set for each drifting island stage. However, when a predetermined event set for a drifting island stage is executed, the base island stage is conquered by the player object defeating an enemy object, solving a quest, or completing a mission.
[0109] When a conquered drifting island stage is connected to a base island stage, the object corresponding to this connected drifting island stage (hereinafter referred to as a "connected island stage") (i.e., the base island object corresponding to the conquered base island stage) is erased from the world map, i.e., the second virtual space, and the player object becomes able to travel between the base island stage and the connected island stage at any time. In other words, the player object becomes able to travel between the base island stage and the connected island stage at any time, regardless of the positional relationship in the second virtual space.
[0110] As an example, a base island stage has access points to each connected island stage, the player object is moved in accordance with the player's operation input, and when the player object arrives at the access point, it moves to the connected island stage corresponding to the access point that it arrived at. Also, a connection point to the base island stage is provided in the connected island stage, and the player object is moved in accordance with the player's operation input, and when the player object arrives at the connection point, it moves to the base island stage.
[0111] When the player object moves to the connected island stage, a game screen of a scene in the connected island stage (hereinafter referred to as a "connected island scene") is displayed on the display device 36. That is, the scene is switched from the base island scene to the connected island scene. The connected island stage may have the same predetermined event set therein as that before the attack, or may have a predetermined event set therein that is different from that before the attack. Although not shown in the figures, the game screen of the connected island scene is a screen in which the image of the nautical chart shown in FIG. 2 is displayed on the game screen of the drifting island scene including the drifting island stage before the attack.
[0112] However, for convenience, it has been explained that the conquered drifting island stage is connected to the base island stage, but since the drifting island object corresponding to the conquered drifting island stage is erased from the second virtual space, when determining the positional relationship between the connected island stage and the drifting island stage in the connected island scene, it is assumed that the connected island object overlaps with the base island object in the second virtual space, i.e., is in the same position.
[0113] On the other hand, if a predetermined event set in the Drifting Island stage is executed and the player object is defeated by an enemy object, fails to solve the quest, or fails to complete the mission, in other words, if the player object fails to conquer the Drifting Island stage, the player object will be returned to a predetermined position in the base island stage and the game will be restarted from the predetermined position, or the game will be restarted from the point where the challenge failed.
[0114] As described above, the player object moves to the drifting island stage corresponding to the appearance object existing within the movable range (for example, the "approach range" described later) and conquers this drifting island stage. Therefore, if the appearance object does not exist within the movable range, the base island stage and the connected island stage move on the ocean current in the second virtual space, and the base island scene or the connected island scene waits for the appearance object to approach within the movable range, i.e., to encounter the appearance object.
[0115] During standby in the base island scene or the connected island scene, the player controls the player object to execute a predetermined event set in the base island stage or the connected island stage. By controlling the player object to execute a predetermined event, the player can recover the physical strength of the player object in the base island stage or the connected island stage, or obtain a predetermined item in the base island stage or the connected island stage. In other words, the player controls the player object to play in the base island stage or the connected island stage, or to prepare for conquering the drifting island stage corresponding to the appearance object to be encountered next.
[0116] Also, in the base island scene or the connected island scene, when the base island stage or the connected island stage and the appearance object approach within a predetermined distance or range (hereinafter referred to as the "discovery range") during standby, the discovery of the appearance object is notified. As shown in FIG. 6, the discovery range corresponds to a circular range of radius R1 (for example, 150 m in the second virtual space) centered on the center of the base island object in the second virtual space. Therefore, whether the appearance object has approached within the discovery range of the base island stage or the connected island stage is determined in the second virtual space. This is the same when determining whether the appearance object has approached the approach range of the base island stage or the connected island stage, which will be described later, and when determining whether the appearance object has approached the passing range of the base island stage. However, as described above, since the drifting island object corresponding to the connected island stage is erased from the second virtual space, the position of the base island object is used when determining the positional relationship between the appearance object and the drifting island object corresponding to the connected island stage.
[0117] As an example, the horizontal size of the base island object and the drifting island object is set to a size that fits within a circle with a radius of about 30 m in the second virtual space. This is also the case in the first virtual space.
[0118] As shown in FIG. 7, an image corresponding to the discovered exterior object is displayed in a visually identifiable manner in the image 120 of the nautical chart. In the example shown in FIG. 7, the image corresponding to the discovered exterior object is filled in black, but in reality, the image may be displayed blinking, the brightness of the image may be increased, or a decorative image such as a star-shaped image may be superimposed on the image. Also, text indicating that an exterior object has been discovered is displayed on the game screen 100 of the base island scene. As shown in FIG. 7, as an example, the text "Discovered a drifting island!" is written in the display frame of the image 160 of the display frame.
[0119] However, either an image corresponding to the discovered exterior object may be displayed in a visually identifiable manner in the image 120 of the nautical chart, or text indicating the discovery may be displayed. Also, instead of or in addition to notifying the discovery by displaying the screen, a notification sound or voice may be output. The same applies to the case of notifying the approach of an exterior object. The notification process is also the same for the connected island scene.
[0120] In this embodiment, when an appearance object approaches within the discovery range, a notification is given that an appearance object has been discovered; however, it is also possible to provide a notification that only a new appearance object, i.e., an appearance object that has not yet been discovered, has been discovered.
[0121] Also, in the base island scene or connected island scene, when the base island stage or connected island stage and the exterior object approach within a range narrower than the discovery range (hereinafter referred to as the "approach range") during standby, a notification is issued that the exterior object is approaching. As shown in Fig. 6, the approach range corresponds to a circular range of radius R2 (for example, 100 m in the second virtual space) centered on the center of the base island object in the second virtual space. As can be seen from Fig. 6, radius R2 is smaller than radius R1.
[0122] In this way, the player controls the player object to play within the base island stage or the connected island stage, or to prepare to conquer the next drifting island stage corresponding to the exterior object that is to be passed or encountered; during this time, the player is notified that an exterior object corresponding to a drifting island object approaching the moving base island object has been discovered and that the exterior object is approaching, allowing the player object to move to the drifting island stage corresponding to the exterior object that has come within the movement range.
[0123] However, even if the player does not move the player object to the drifting island stage corresponding to the exterior object that has come within the movement range, the base island object corresponding to the base island stage and the drifting island object corresponding to the exterior object will move around on the ocean currents, so the next time the player encounters them or later, the player will be able to move the player object to the drifting island stage corresponding to the exterior object that has come within the movement range.
[0124] Therefore, it is possible to notify only either that an appearance object has been found or that an appearance object is approaching.
[0125] Furthermore, in this embodiment, when the base island stage and the appearance object approach within a range narrower than the approach range (hereinafter, "passing range"), a game screen 100 showing the base island stage and the appearance object passing each other is displayed on the display device 36. As shown in Fig. 6, the passing range corresponds to a circular range of radius R3 (for example, 100 m in the second virtual space) centered on the center of the base island object in the second virtual space. As can be seen from Fig. 6, radius R3 is smaller than radius R1 and radius R2.
[0126] Below, a case where the base island stage and the exterior object pass each other in a base island scene will be described.
[0127] As can be seen from the nautical chart screen 200 shown in FIG. 3, in this embodiment, the directions of the ocean currents are different, and the speeds of the ocean currents are also different, so the base island object and the drifting island object may pass each other, move side by side, or move perpendicularly. In this way, there are various ways in which the base island object and the drifting island object approach and separate from each other. However, in order to more clearly show the state of approach and separation, in this embodiment, in the base island scene, the game screen 100 is displayed in which the base island stage and the exterior object pass each other. In other words, regardless of the way in which the base island object and the drifting island object approach and separate from each other in the second virtual space, in the game screen 100 of the base island scene, the exterior object appears in front of the base island stage, and the base island stage and the exterior object are expressed as passing each other.
[0128] Also, in this embodiment, in the base island scene, the base island stage is fixedly placed at the origin of the three-dimensional coordinates set in the first virtual space and does not move. Therefore, in the game screen 100, the appearance object appears in front of the base island stage, at a position away from the base island stage by a first predetermined distance (in this embodiment, the distance corresponding to the radius R3 of the approach range), gradually approaches the base island stage, and passes by the side of the base island stage as if passing by the base island stage. In other words, the above-mentioned notification that the appearance object has been found and that the appearance object is approaching is a notification of the appearance (or placement) of the appearance object. Therefore, the player can know in advance that the appearance object will appear.
[0129] In addition, in the base island scene, when the base island stage and the exterior object pass each other, the exterior object moves on a course to the right or left of the base island stage. The course to the right or left is the lane of the ocean current in the base island scene.
[0130] FIG. 8 shows a non-limiting example of the game screen 100 of the base island scene when the base island stage and the exterior object pass each other. In the second virtual space, even if the base island object and the drifting island object pass each other, move side by side, or move perpendicularly, as described above, the exterior object appears in front of the base island stage, and the base island stage and the exterior object are expressed as passing each other. In the game screen 100 of FIG. 8, the upper side of the screen is the front of the base island stage. Also, the left side of the screen is the left side of the base island stage, the right side of the screen is the right side of the base island stage, and the lower side of the screen is the rear of the base island stage. More specifically, FIG. 8 shows the game screen 100 at the time when the course to move is determined to be the right course and the image 130 of the exterior object is displayed at the position corresponding to the starting point. As shown in FIG. 8, when the base island stage and the exterior object pass each other, the image 120 of the nautical chart is not displayed. Also, unlike a normal base island scene, the game screen 100 shown in FIG. 8 displays an image 130 of an appearance object, so the position and orientation of the virtual camera are different from when the game screen 100 shown in FIG. 2 is displayed.
[0131] 8, when the appearance object moves along the right course, the image 130 of this appearance object is positioned in front of the base island stage, slightly to the right of the center of the base island stage image 110a, and as shown by the outlined arrow, moves diagonally to the right rear of the base island stage, approaching the base island stage image 110a, and is moved to the outside of the game screen 100. Therefore, the game screen 100 is displayed showing the base island stage and the appearance object passing each other.
[0132] Although not shown in the figure, when the appearance object moves on the left course, the image 130 of the appearance object is positioned in front of the base island stage, slightly to the left of the center of the base island stage image 110a, and is moved diagonally toward the rear left of the base island stage, approaching the base island stage image 110a and being moved outside the game screen 100.
[0133] Whether the exterior object moves along a course on the right side or on the left side of the base island stage is determined based on the positional relationship between the base island object and the drifting island object in the second virtual space.
[0134] Fig. 9 is a diagram for explaining an example of the positional relationship between a base island object and a drifting island object in the second virtual space. However, Fig. 9 shows an image 210 of the base island object, and omits an image 212 of the drifting island object.
[0135] As shown in Fig. 9, a straight line L that passes through the center of the base island object and extends parallel to the traveling direction of the base island object is set as a reference for determining the course of movement. When the drifting island object corresponding to the appearance object to be passed is located on the right side of the straight line L with respect to the traveling direction of the base island object, the course of movement of the appearance object corresponding to the drifting island object in the base island scene is determined to be the right course, and when the drifting island object corresponding to the appearance object to be passed is located on the left side of the straight line L, the course of movement of the appearance object in the base island scene is determined to be the left course. Therefore, when the base island stage and the appearance object pass each other in the base island scene, the appearance object can be moved according to the positional relationship between the base island object and the drifting island object in the second virtual space.
[0136] However, in this embodiment, when the drifting island object is located on the straight line L, the course along which the appearance object to be passed moves in the first virtual space is determined to be the right course (or the left course).
[0137] In both the right-side course and the left-side course, the start point and the end point of the course are set in advance based on the origin of the three-dimensional coordinates set in the first virtual space in which the base island stage is located. As an example, the start point of the course is set using a distance in the base island scene, i.e., the first virtual space, that corresponds to the distance of the radius R3 of the passing range in the second virtual space. The end point of the course is set so that when the exterior object moves to pass the base island stage in the base island scene, the base island stage and the exterior object do not collide with each other, and the exterior object moves to the outside of the game screen 100.
[0138] In addition, when the base island stage and the exterior object pass each other in the first virtual space, the time from when the image 130 of the exterior object is displayed (or appears) on the game screen 100 to when it is hidden (or erased) (hereinafter referred to as the "stay time") is determined according to how the base island object and the drifting island object approach and are separated from each other in the second virtual space.
[0139] Fig. 10(A) is a diagram for explaining a first example of a method for determining a staying time that is not limited, Fig. 10(B) is a diagram for explaining a second example of a method for determining a staying time that is not limited, and Fig. 10(C) is a diagram for explaining a third example of a method for determining a staying time that is not limited. Figs. 10(A)-10(C) show only the ocean currents necessary for explaining the staying time. The same is true for Figs. 11(A) and 11(B).
[0140] In Fig. 10(A)-Fig. 10(C), time points t0, t1, and t2 are written next to the image 210 and the image 212 to show that the base island object and the drifting island object move over time. Taking a certain time t0 as the reference, time t1 is a time later than time t0, and time t2 is a time later than time t1. However, the time interval between time t0 and time t1 is the same as the time interval between time t1 and time t2. The same is true for Fig. 11(A) and Fig. 11(B).
[0141] In this embodiment, as shown in Fig. 10(A), when a base island object and a drifting island object pass each other in the second virtual space, the staying time is set to a predetermined time (hereinafter, referred to as "second predetermined time") regardless of the moving speed of each. For example, the second predetermined time is about 5 seconds.
[0142] Using this second specified time as a reference, the stay time is determined by correcting the second specified time for cases in which the base island object and the drifting island object run parallel to each other in the second virtual space and cases in which the base island object and the drifting island object move perpendicular to each other.
[0143] 10(B), when a base island object and a drifting island object run parallel to each other in the second virtual space, the relative speed is slower than when they pass each other, so the stay time is increased. Therefore, when a base island object and a drifting island object run parallel to each other in the second virtual space, the stay time is determined to be the second predetermined time multiplied by a second predetermined magnification (for example, 1.6 times).
[0144] 10(B), since the drifting island object moves faster than the base island object, the time during which the base island object is visible from the base island object is longer than when the drifting island object moves slower than the base island object. Therefore, when the base island object and the drifting island object run parallel to each other in the second virtual space, the predetermined magnification may be set to different values when the drifting island object moves faster than the base island object and when the drifting island object moves slower than the base island object.
[0145] 10(C), in the second virtual space, when the base island object and the drifting island object move perpendicularly while being separated from each other, the drifting island object moves perpendicularly to the traveling direction of the base island object while being separated from each other, so the relative speed is smaller than when they pass each other. However, in the traveling direction of the base island object, the moving speed of the drifting island object is 0, so the relative speed is greater than when the base island object and the drifting island object run side by side. Therefore, in the second virtual space, when the base island object and the drifting island object move perpendicularly while being separated from each other, the staying time is determined to be the second predetermined time multiplied by a third predetermined magnification (for example, 1.4 times).
[0146] 10(C), in other words, when the base island object and the drifting island object move close to each other and perpendicularly cross in the second virtual space, the drifting island object moves close to each other in a direction perpendicular to the traveling direction of the base island object, so the relative speed is the same as when they pass each other. Therefore, in this case, the stay time is determined to be the second predetermined time.
[0147] Fig. 11(A) is a diagram for explaining a fourth example of a method for determining the staying time, and Fig. 11(B) is a diagram for explaining a fifth example of a method for determining the staying time. In the examples shown in Fig. 11(A) and Fig. 11(B), the moving route of the drifting island object relative to the base island object in the second virtual space changes midway. In such a case, the staying time is determined by correcting the second predetermined time.
[0148] As shown in Fig. 11(A), in the second virtual space, when the drifting island object moves so as to pass by the base island object and then moves so as to intersect perpendicularly while moving away from the base island object, the relative speed is smaller in the portion where the base island object and the drifting island object move so as to intersect perpendicularly while moving away from each other than when the base island object and the drifting island object only move so as to pass by each other in the second virtual space as shown in Fig. 10(A). In other words, as shown in Fig. 10(C), in the second virtual space, the relative speed is larger in the portion where the base island object and the drifting island object move so as to intersect each other than when the base island object and the drifting island object only move so as to intersect perpendicularly while moving away from each other. Therefore, in the second virtual space, when the drifting island object moves so as to pass by the base island object and then moves so as to intersect perpendicularly while moving away from the base island object, the staying time is determined to be the time obtained by multiplying the second predetermined time by a third predetermined magnification (for example, 1.2 times).
[0149] 11(A), if the direction of movement of the base island object is reversed and the drifting island object moves in the second virtual space parallel to the base island object and then moves away from the base island object at right angles, the relative speed is smaller in the parallel portion compared to when they pass each other, so the stay time is longer. Therefore, if the drifting island object moves in the second virtual space parallel to the base island object and then moves away from the base island object at right angles, the stay time is determined to be the second predetermined time multiplied by a fourth predetermined magnification (for example, 1.3 times).
[0150] As shown in Fig. 11(B), in the second virtual space, when the drifting island object moves perpendicularly to the base island object while approaching it, and then runs parallel to the base island object, the relative speed is smaller in the portion where the drifting island object moves perpendicularly to the base island object while approaching it than when the base island object and the drifting island object only run parallel to each other in the second virtual space as shown in Fig. 10(B). In other words, as described above, in the second virtual space, the relative speed is smaller in the portion where the base island object and the drifting island object run parallel to each other than when the drifting island object only moves perpendicularly to the base island object while approaching it. Therefore, in the second virtual space, when the drifting island object moves perpendicularly to the base island object, and then runs parallel to the base island object, the staying time is determined to be the second predetermined time multiplied by a fifth predetermined magnification (for example, 1.5 times).
[0151] Although not shown, in Figure 11 (B), in the case where the direction in which the base island object moves is reversed and the drifting island object moves in the world map so as to approach the base island object and then cross perpendicular to it, and then passes by the base island object, the stay time is determined to be the second specified time multiplied by the third specified multiplier, just as in the case where, in the second virtual space, the drifting island object moves in a manner to pass by the base island object and then crosses perpendicular to the base island object, as shown in Figure 11 (A).
[0152] In addition, although not shown in the figures, when the moving route of the base island object changes, the staying time is determined by correcting the second predetermined time. For example, in FIG. 11(A), the base island object may turn right or left between time t0 and time t2. In such a case, the drifting island object moves to pass the base island object, and then runs parallel to the base island object or moves away from it.
[0153] In the former case, when the drifting island object moves so as to pass the base island object and then runs parallel to the base island object, the relative speed is smaller in the portion where the base island object and the drifting island object run parallel to each other than when they simply pass each other, or when they move perpendicularly while separating after passing each other as shown in Fig. 11(A). Therefore, in this case, the staying time is determined to be the time obtained by multiplying the second predetermined time by the fourth predetermined magnification. However, taking into consideration the change in the moving route of the base island object, the staying time may be determined to be a little longer than the time obtained by multiplying the second predetermined time by the fourth predetermined magnification.
[0154] In the latter case, when the drifting island object moves past the base island object and then moves away from the base island object, the part where the base island object and the drifting island object move away from each other, i.e., the part where they move away, is the same as when the drifting island object moves past the base island object, as shown in Figure 10(A). Therefore, the second predetermined time is corrected and the stay time is determined accordingly. However, the stay time may be determined to be slightly longer than the second predetermined time, taking into account the change in the movement route of the base island object.
[0155] Although detailed description will be omitted, in FIG. 11(B), even if the base island object turns right or left between time t0 and time t2, the staying time is determined by correcting the second predetermined time.
[0156] As described above, the start and end points of the left and right courses are determined based on the origin of the three-dimensional coordinates set in the first virtual space, that is, the moving distance is predetermined, so the appearance object moves the predetermined moving distance in the left or right course with the determined staying time. In other words, the moving speed of the appearance object in the base island scene is calculated by dividing the staying time by the moving distance, and the object moves a distance according to the moving speed for each frame. However, a frame is a unit time for updating the screen, and may be set to 1 / 30 seconds or 1 / 60 seconds, for example.
[0157] The appearance object moves from the start point to the end point of the determined movement route at the determined stay time, i.e., movement speed. When the appearance object moves to the end point, it is determined that the deletion condition for the appearance object is satisfied, and the image 130 of the appearance object is deleted (or hidden).
[0158] In addition, in the second virtual space, when the distance between the base island object and the drifting island object corresponding to the appearance object to be passed exceeds the approach range, even before the appearance object to be passed moves to the end point of the moving route, that is, even if the deletion condition for the appearance object is not satisfied, in order to match the positional relationship between the base island object and the drifting island object corresponding to the appearance object to be passed in the second virtual space, the image 130 of this appearance object is deleted in the game screen 100 of the base island scene. However, instead of deleting the image 130 of the appearance object, the image 130 of the appearance object may be accelerated and moved to the end point of the moving route. In other words, the time until the image 130 of the appearance object is deleted may be shorter than the determined staying time.
[0159] As described above, when the base island stage and the appearance object pass each other in the base island scene, the appearance object moves on a predetermined movement route, so it is not synchronized with the positional relationship in the nautical chart scene, i.e., the second virtual space, but it can be made to look synchronized by determining the residence time, i.e., the movement speed, of the appearance object in the base island scene based on the approach and separation manner of the base island object and the drifting island object corresponding to the appearance object to be passed in the second virtual space. Therefore, the player does not feel uncomfortable even when switching between the base island scene and the nautical chart scene.
[0160] As described above, the base island object and the multiple drifting island objects basically ride ocean currents in the second virtual space and move over time. However, in certain cases, the movements of the base island object and the drifting island object are restricted.
[0161] In this embodiment, the movement of the base island object and the drifting island object is stopped by stopping time in the second virtual space, although the movement speed of the base island object and the drifting island object may be significantly reduced.
[0162] In this embodiment, the predetermined cases are when an appearance object discovered for the first time enters the passing range, and when a predetermined event that takes priority over the player object moving to the drifting island stage is being executed in the base island stage. In this way, for a predetermined event that takes priority over the player object moving to the drifting island stage, the program for executing the predetermined event includes a process for turning on an event priority flag 504j (described later) at the start of the program, and a process for turning off the event priority flag 504j at the end of the program.
[0163] Fig. 12 is a diagram showing an example of a memory map 500 of the RAM 22 of the game device 10 shown in Fig. 1. As shown in Fig. 12, the RAM 22 includes a program storage area 502 and a data storage area 504. The program storage area 502 stores an application program (i.e., a game program) of a virtual game of this embodiment, which is an example of an information processing program, and the game program includes a main processing program 502a, an image generating program 502b, an image display program 502c, an operation input detection program 502d, a game control program 502e, a first position update program 502f, a second position update program 502g, a positional relationship detection program 502h, an approach / isolation method detection program 502i, a passing route determination program 502j, and a stay time determination program 502k.
[0164] The information processing program may be stored in advance in the flash memory 24, or may be acquired from an external server or another game device 10 via a network such as the Internet. The information processing program may also be acquired from an external memory such as an optical disk, USB memory, or memory card that is detachable from the game device 10. However, a part of the information processing program may be stored in the flash memory 24, and the other part may be acquired from an external server, another game device 10, or an external memory. The same applies to image generation data 504b described later.
[0165] The main processing program 502a is a program for processing the main routine of the game program of this embodiment. The image generation program 502b is a program for generating game image data corresponding to various screens using the image generation data 504b. The image display program 502c is a program for outputting the game image data generated according to the image generation program 502b to the display device 36. Therefore, various screens such as the game screen 100 and the nautical chart screen 200 are displayed on the display device 36.
[0166] The operation input detection program 502d is a program for detecting operation input data 504a input by the player to the operation input unit. In this embodiment, the operation input unit is various push buttons, keys, or switches provided on the input device 30.
[0167] The game control program 502e is a program for executing game control processing of the virtual game of this embodiment.
[0168] The first position update program 502f is a program for updating the positions (in this embodiment, three-dimensional positions) of various objects such as player objects, non-player objects such as enemy objects, and appearance objects in the first virtual space in accordance with the player's operational input or in accordance with instructions from the computer, i.e., the processor 20.
[0169] The second position update program 502g is a program for updating the positions (in this embodiment, two-dimensional positions) of the base island object and each drifting island object in the second virtual space according to the operation input of the player or according to the instructions of the processor 20. The second position update program 502g is also a program for updating the position (in this embodiment, two-dimensional position) of the instruction image 220 in the second virtual space according to the operation input of the player.
[0170] The positional relationship detection program 502h is a program for detecting the two-dimensional positional relationship between a base island object and a plurality of drifting island objects or drifting island objects corresponding to appearance objects to be passed in the coordinate system of the second virtual space.
[0171] The approach / isolation manner detection program 502i is a program for detecting the manner in which a base island object and a drifting island object corresponding to an appearance object to be passed approach and isolate from each other in the second virtual space.
[0172] The passing route determination program 502j is a program for determining the movement route along which the exterior object will move when the base island stage and the exterior object pass each other in the base island scene, to be the left route or the right route, based on the positional relationship determined by the positional relationship detection program 502h.
[0173] The staying time determination program 502k is a program for determining the staying time based on the manner of approach and isolation of the base island object and the drifting island object corresponding to the appearance object to be passed by detected by the approach / isolation manner detection program 502i.
[0174] Although not shown in the figure, the program memory area 502 also stores other programs such as a communication program for communicating with a server or other game devices 10, a sound output program for generating and outputting sounds required in the virtual game, and a program for changing the orientation of the virtual camera in accordance with the player's operational input.
[0175] Fig. 13 shows a non-limiting example of the specific contents of the data storage area 504 of the RAM 22 shown in Fig. 12. As shown in Fig. 13, the data storage area 504 stores operation input data 504a, image generation data 504b, player object data 504c, drifting island object data 504d, first spatial position data 504e, passing route data 504f, nautical chart data 504g, second spatial position data 504h, a speed increase flag 504i, and an event priority flag 504j.
[0176] The operation input data 504a is data input from the input device 30, and is stored in chronological order. After being used for processing by the processor 20, the operation input data 504a is erased.
[0177] The image generation data 504b includes data such as polygon data and texture data for generating image data for various screens or various objects.
[0178] The player object data 504c is data about a player object in a virtual game, and is updated by the game control process. As an example, the player object data 504c is data about parameters such as the three-dimensional position of the player object, a vitality value, the type of items possessed, and the number of items possessed.
[0179] The drifting island object data 504d is data on the drifting island objects in the virtual game and the drifting island stages corresponding to the drifting objects. For example, the drifting island object data 504d is data on information on each drifting island object and each drifting stage corresponding to each drifting island object, an initial flag, and a connection flag.
[0180] The first-time flag is flag data for determining whether or not it is the first time that each appearance object has passed by the base island stage. The first-time flag is composed of a register having a bit corresponding to each of multiple appearance objects. Before an appearance object passes by the base island stage, the first-time flag of that appearance object is on, and the bit corresponding to that appearance object is set to "1". On the other hand, once an appearance object has passed by the base island stage even once, the first-time flag of that appearance object is off, and the bit corresponding to that appearance object is set to "0".
[0181] The connection flag is flag data for determining whether each appearance object is connected to the base island stage. The connection island flag is composed of a register having a bit corresponding to each of a plurality of appearance objects. If an appearance object is connected to the base island stage, the connection flag of the appearance object is on, and the bit corresponding to the appearance object is set to "1". On the other hand, if an appearance object is not connected to the base island stage, the connection flag of the appearance object is off, and the bit corresponding to the appearance object is set to "0".
[0182] The first spatial position data 504e is data indicating the three-dimensional positions of each non-player object (including enemy objects), background objects and drifting island objects other than the player object in the first virtual space, that is, in the base island scene, the drifting island scene or the connected island scene.
[0183] The passing route data 504f is data indicating the three-dimensional positions of the start point and end point of the left route or the right route determined in accordance with the passing route determination program 502j.
[0184] The nautical chart data 504g is data that indicates the size, shape, direction and speed of each ocean current, the position (in this embodiment, a two-dimensional position) in which each ocean current is located, the two-dimensional position of each solid arrow image 204, and the two-dimensional position of each dotted arrow image 206 in the second virtual space, i.e., the world map.
[0185] The second spatial position data 504h is data that indicates the two-dimensional positions of the base island object, each drifting island object, and the instruction image 220 in the second virtual space, that is, the world map.
[0186] The speed increase flag 504i is flag data for determining whether or not to temporarily (i.e., for a first predetermined time) increase the movement speed of the base island object, and is configured as a 1-bit register. When the speed increase condition is met, the speed increase flag 504i is turned on, and the bit is set to "1." When the speed increase condition is not met or when the movement speed of the base island object is increased for a first predetermined time, the speed increase flag 504i is turned off, and the bit is set to "0."
[0187] The event priority flag 504j is flag data for determining whether or not to stop the movement of the base island object and each drifting island object when an appearance object is located within the passing range, and is composed of a 1-bit register. When events executed in the base island stage and connected island stage are prioritized and the movement of the base island object and each drifting island object is stopped, the event priority flag 504j is on and the bit is set to "1". When events executed in the base island stage and connected island stage are not prioritized and the movement of the base island object and each drifting island object is not stopped or when the prioritized event has ended, the event priority flag is off and the bit is set to "0".
[0188] Although not shown in the figure, the data storage area stores other data necessary for information processing of the virtual game, and is provided with a counter or timer, etc. For example, data on the positions and orientations of the virtual cameras in the first virtual space and the second virtual space are also stored.
[0189] Fig. 14 is a flow diagram showing a non-limiting example of the processing (overall processing) of the game program of the processor 20 (or computer) shown in Fig. 1. Figs. 15 to 19 are flow diagrams showing a non-limiting example of the game control processing of the processor 20 shown in Fig. 1. Figs. 20 to 22 are flow diagrams showing a non-limiting example of the island moving processing of the processor 20 shown in Fig. 1. The overall processing, game control processing, and island moving processing will be described below with reference to Figs. 14 to 22.
[0190] However, the processing of each step in the flow diagrams shown in Figures 14 to 22 is merely an example, and the processing order of each step may be changed if similar results are obtained. Also, in this embodiment, the processing of each step in the flow diagrams shown in Figures 14 to 22 is basically described as being executed by the processor 20, but some steps may be executed by a processor other than the processor 20 or a dedicated circuit.
[0191] When the power supply of the game device 10 is turned on, prior to the execution of the overall processing, the processor 20 executes a startup program stored in a boot ROM (not shown), which initializes each unit such as the RAM 22. When the execution of the game program of this embodiment is instructed by the player, the game device 10 starts the overall processing.
[0192] 14, when the overall processing starts, the processor 20 executes initial setting in step S1. Here, the processor 20 determines the positions and orientations of the player object, each non-player object (including an enemy object), each background object, and the virtual camera in the base island scene to be initial positions and initial orientations.
[0193] The processor 20 also determines the shape, size and position of the ocean current in the nautical chart scene to a predetermined shape, size and position. The processor 20 also determines the position of the virtual camera in the nautical chart scene to a predetermined position. The processor 20 also determines the positions of the base island object and each drifting island object in the nautical chart scene to initial positions. The processor 20 also determines the position of the instruction image 220 in the nautical chart scene to the initial position.
[0194] However, when starting a virtual game from a previous game, the processor 20 determines the positions and orientations of the player object, each non-player object, each background object, and the virtual camera in the base island scene, the artillery scene, the drifting island scene, or the connected island scene to be the positions and orientations at the time of saving. When starting a virtual game from a previous game, the processor 20 determines the shape, size, and position of the ocean current in the nautical chart scene to be the shape, size, and position at the time of saving. The processor 20 also determines the position of the virtual camera in the nautical chart scene to be the position at the time of saving. The processor 20 also determines the positions of the base island object and each drifting island object in the nautical chart scene to be the positions at the time of saving. The processor 20 also determines the position of the instruction image 220 in the nautical chart scene to be the position at the time of saving.
[0195] Therefore, player object data 504c in which the initial position data and initial orientation data of the player object or the position data and orientation data at the time of saving are set as current position data and orientation data is stored in data memory area 504. Also, virtual camera data in which the initial position data and initial orientation data or the position data and orientation data at the time of saving of the virtual camera in the base island scene, the artillery scene, the drifting island scene or the connected island scene, and the virtual camera in the nautical chart scene are set as current position data and orientation data is stored in data memory area 504.
[0196] In the following step S3, operation input data transmitted or input from the input device 30 is obtained, and in step S5, a game control process (see Figs. 15 to 19) described later is executed. In the next step S7, a game image is generated.
[0197] In step S7, processor 20 generates game image data for a game screen of a base island scene, a gun battery scene, a drifting island scene or a connected island scene and / or a nautical chart screen of a nautical chart scene, based on the result of the game control process in step S5.
[0198] When generating game image data for a game screen (such as 100), processor 20 arranges various objects in the first virtual space based on the result of the game control processing in step S5, generates a base island scene, a gun turret scene, a drifting island scene, or a connected island scene, and photographs the generated base island scene, gun turret scene, drifting island scene, or connected island scene with a virtual camera. However, when displaying image 120 of a nautical chart on the game screen of the base island scene or connected island scene, processor 20 arranges various objects in the second virtual space based on the result of the game control processing in step S5, generates a nautical chart scene, generates game image data by photographing the generated nautical chart scene with another virtual camera, reduces the generated game image data, and outputs it so as to be superimposed on top of the game image data of the base island scene or connected island scene.
[0199] Furthermore, when generating game image data for the nautical chart screen 200, as described above, the processor 20 places various objects in the second virtual space based on the results of the game control processing in step S5, generates a nautical chart scene, and photographs the generated nautical chart scene with another virtual camera.
[0200] In the next step S9, a game image is displayed. Here, the processor 20 outputs the game image data generated in step S7 to the display device 36 via the display control circuit 32. However, when the game screen (100, etc.) of the base island scene and the connected island scene is displayed, the image 120 of the nautical chart is also displayed except when the base island stage and the exterior object pass each other.
[0201] Then, in step S11, it is determined whether or not to end the virtual game. The determination in step S11 is made based on whether or not the player has instructed to end the virtual game. If "NO" in step S11, that is, if the virtual game is not to be ended, the process returns to step S3. On the other hand, if "YES" in step S11, that is, if the virtual game is to be ended, the entire process is ended.
[0202] As shown in FIG. 15, when the processor 20 starts the game control process, in step S31, it determines whether or not it is a base island scene. If it is "NO" in step S31, that is, if it is not a base island scene, the process proceeds to step S51 shown in FIG. 16. On the other hand, if it is "YES" in step S31, that is, if it is a base island scene, in step S33, the action of the player object is executed according to the operation input of the player. At this time, if the player object is moved, the three-dimensional position data included in the player object data 504c is updated. However, if there is no operation input of the player, the processor 20 skips the process of step S33.
[0203] In the next step S35, it is determined whether or not the player object has arrived at the location where the turret object is placed. Here, the processor 20 refers to the player object data 504c and determines whether or not the three-dimensional position of the player object is within a second predetermined distance (for example, 1 m in the first virtual space) of the three-dimensional position of the turret object.
[0204] If "YES" in step S35, that is, if the player object has reached the location where the turret object is placed, then in step S37 the scene is switched to the turret, and the process proceeds to step S49. When the process of step S37 is executed and the process returns to the overall process, game image data for the game screen 100 of the turret scene as shown in Fig. 4 is generated and output. The method of generating the game image data for the game screen 100 of the turret scene is as described above.
[0205] On the other hand, if the result in step S35 is "NO", that is, if the player object has not arrived at the location where the turret object is placed, in step S39, it is determined whether or not to move to the connected island stage. Here, processor 20 determines whether or not the player object has arrived at a connection port in the base island stage for moving to the connected island stage.
[0206] If "YES" in step S39, that is, if moving to the connected island stage, in step S41, switching to the connected island scene, proceeds to step S49. When the process of step S41 is executed, when returning to the overall process, game image data of the game screen of the connected island scene is generated and output.
[0207] On the other hand, if step S39 is "NO", that is, if the stage is not to move to the connected island stage, in step S43, it is determined whether the movement enabling condition is met. If step S43 is "YES", that is, if the movement enabling condition is met, in step S45, the ocean currents that satisfy the movement enabling condition are changed to be movable, and the process proceeds to step S49. Here, the processor 20 changes the data of the dotted arrow image 206 arranged between the corresponding ocean currents in the nautical chart data 504g to the data of the solid arrow image 204, thereby changing the state of the corresponding ocean currents to be movable.
[0208] On the other hand, if "NO" in step S43, that is, if the movement enabling condition is not satisfied, in step S47, other processing in the base island scene is executed, and the process proceeds to step S49. In step S47, the processor 20 generates a predetermined event or executes a predetermined event. In the case where the predetermined event is a battle with an enemy object, if the player object is defeated by the enemy object, the player restarts the battle with the enemy object from the beginning or ends the game, depending on the player's selection. In addition, when a predetermined event is executed, the event priority flag 504j may be turned on. The event priority flag 504j is turned off when the predetermined event is ended. In addition, in step S47, when the speed increase condition is satisfied, the processor 20 turns on the speed increase flag 504i and starts counting the first predetermined time.
[0209] In step S49, an island moving process (see FIGS. 20-22), which will be described later, is executed, and the process returns to the overall process shown in FIG.
[0210] As shown in Fig. 16, in step S51, it is determined whether or not the scene is a turret. If "NO" in step S51, that is, if the scene is not a turret, the process proceeds to step S67 shown in Fig. 17. On the other hand, if "YES" in step S51, that is, if the scene is a turret, in step S53, it is determined whether or not the aiming image 140 points to the image 130 of the appearance object.
[0211] If "YES" in step S53, that is, if the aiming image 140 points to the image 130 of the appearance object, in step S55, the player object is moved to the drifting island stage corresponding to the image 130 of the appearance object pointed to by the aiming image 140, and in step S57, the scene is switched to the drifting island scene, and the process returns to the overall process. When the process of step S57 is executed, game image data of the game screen of the drifting island scene for the drifting island stage corresponding to the image 130 of the appearance object pointed to by the aiming image 140 is generated and output when the process returns to the overall process.
[0212] However, in the drifting island scene, the player object is placed at a predetermined position in a predetermined field of the drifting island stage. If the drifting island stage corresponding to the image 130 of the appearance object pointed to by the aiming image 140 is outside the movable range, the player object cannot move, and the processes of steps S55 and S57 are skipped.
[0213] On the other hand, if "NO" in step S53, that is, if the aim image 140 does not point to the appearance object image 130, in step S59, it is determined whether or not the aim image 140 is moving. Here, the processor 20 determines whether or not the operation input by the player indicates an operation of the cross button.
[0214] If "YES" in step S59, that is, if the aim image 140 is to be moved, in step S61, the aim image 140 is moved according to the operation input by the player, and the process returns to the overall process. In this embodiment, in step S61, the orientation of the virtual camera provided in the turret scene (in this embodiment, the first virtual space) is changed.
[0215] On the other hand, if "NO" in step S59, that is, if the target image 140 is not moving, in step S63, it is determined whether the turret scene is ending. Here, processor 20 determines whether there is an instruction to end the turret scene. For example, it determines whether the B button has been operated.
[0216] If "NO" in step S63, that is, if the turret scene has not ended, the process returns to the overall process. On the other hand, if "YES" in step S63, that is, if the turret scene has ended, the process switches to the base island scene in step S65 and returns to the overall process. When the process of step S65 is executed, game image data is generated and output for the game screen 100 of the base island scene when the player object is located near the location where the turret object is placed in the base island stage when returning to the overall process.
[0217] As shown in Fig. 17, in step S67, it is determined whether or not the scene is a nautical chart. If "NO" in step S67, that is, if it is not a nautical chart scene, the process proceeds to step S85 shown in Fig. 18. On the other hand, if "YES" in step S67, that is, if it is a nautical chart scene, in step S69, it is determined whether or not the instruction image 220 is to be moved. Here, processor 20 determines whether the operation input by the player indicates an operation of the cross button.
[0218] If "YES" in step S69, that is, if the instruction image 220 is to be moved, in step S71, the instruction image 220 is moved according to the player's operation input, and the process returns to the overall process. In step S71, the processor 20 updates the two-dimensional position data of the instruction image 220 included in the second spatial position data 504h. On the other hand, if "NO" in step S69, that is, if the instruction image 220 is not to be moved, in step S73, it is determined whether the instruction image 220 is pointing to the image 212 of the drifting island object.
[0219] If "YES" in step S73, that is, if the instruction image 220 is pointing to the image 212 of the drifting island object, then in step S75, a request is made to display information about the drifting island object corresponding to the image 212 of the drifting island object pointed to by the instruction image 220, and the process returns to the overall process. When the process of step S75 is executed and the process returns to the overall process, the drifting island object data 504d is referenced, and game image data for the nautical chart screen 200 describing information about the drifting island object corresponding to the image 212 of the drifting island object pointed to by the instruction image 220 is generated and output.
[0220] On the other hand, if the result in step S73 is "NO", that is, if the pointing image 220 does not point to the image 212 of the drifting island object, then in step S77, it is determined whether or not the operation input by the player is an instruction to move to another ocean current. Here, the processor 20 determines whether or not the operation input by the player is an instruction to move to another ocean current.
[0221] If the answer is "YES" in step S77, that is, if the object is to move to another ocean current, the base island object is moved to the other ocean current for which the move command was issued in step S79, and the process returns to the overall process. However, even if the object is to move to another ocean current, if the base island object is not located at a position where the solid arrow image 204 is displayed, the process in step S79 is skipped.
[0222] On the other hand, if step S77 is "NO", that is, if there is no movement to another ocean current, in step S81, it is determined whether the nautical chart scene is ended. Here, processor 20 determines whether the player's operation input indicates the end of the nautical chart scene or a return to the base island scene.
[0223] If "NO" in step S81, that is, if the nautical chart scene has not ended, the process returns to the overall process. On the other hand, if "YES" in step S81, that is, if the nautical chart scene has ended, the process switches to the base island scene in step S83 and returns to the overall process. When the process of step S83 is executed and the process returns to the overall process, game image data for the game screen of the base island scene is generated and output.
[0224] As shown in FIG. 18, in step S85, it is determined whether or not it is a drifting island scene. If it is "NO" in step S85, that is, if it is not a drifting island scene, the process proceeds to step S97 shown in FIG. 19. On the other hand, if it is "YES" in step S85, that is, if it is a drifting island scene, in step S87, the process of the drifting island scene is executed. Here, the processor 20 moves the player object according to the operation input of the player, and generates or executes a predetermined event set in the drifting island object. When a predetermined event is executed, the event priority flag 504j may be turned on. The event priority flag 504j is turned off when the predetermined event is ended. Also, in step S87, when a speed increase condition is satisfied, the processor 20 turns on the speed increase flag 504i and starts counting the first predetermined time.
[0225] In the next step S89, it is determined whether the drifting island stage has been conquered. If the answer is "YES" in step S89, that is, if the drifting island stage has been conquered, in step S91, the conquering effect is executed, and the process proceeds to step S95. In step S91, a predetermined effect set corresponding to the conquered drifting island stage is executed, such as linking the conquered drifting island stage to the base island stage, acquiring a predetermined item, or appearing a new drifting island stage. When the conquered drifting island stage is linked to the base island stage, "1" is set to the bit corresponding to the drifting island stage in the link flag included in the drifting island object data 504d. Also, when a predetermined item is acquired, the data of the type of possessed item and the number of possessed items included in the player object data 504c are updated.
[0226] On the other hand, if step S89 is "NO", that is, if the Drifting Island stage has not been conquered, then in step S93, it is determined whether or not the Drifting Island stage has been conquered. If step S93 is "NO", that is, if the Drifting Island stage has not been conquered, then the process returns to the overall process. On the other hand, if step S93 is "YES", that is, if the Drifting Island stage has been conquered, then the process proceeds to step S95.
[0227] In step S95, the scene is switched to the base island and the process returns to the overall process. At this time, the player object is returned to a predetermined position on the base island stage. When the process of step S95 is executed and the process returns to the overall process, game image data of the game screen of the base island scene is generated and output.
[0228] As shown in Fig. 19, in step S97, it is determined whether or not it is a connected island scene. If it is "NO" in step S97, that is, if it is not a connected island scene, in step S101, island movement processing is executed and the process returns to the overall processing. Although not shown, if it is "NO" in step S97, a movie explaining the story or a specific non-player object may be played in the virtual game.
[0229] On the other hand, if "YES" in step S97, that is, if it is a connected island scene, in step S99, the process executes processing of the connected island scene, and proceeds to step S101. In step S99, processor 20 moves the player object according to the operation input of the player, or generates or executes a predetermined event set in the connected island stage. Therefore, when returning to the base island stage, in step S99, the scene is switched to the base island scene. Also, when a predetermined event is executed, event priority flag 504j may be turned on. Event priority flag 504j is turned off when the predetermined event is ended. Also, in step S99, processor 20 turns on speed increase flag 504i when a speed increase condition is satisfied, and starts counting the first predetermined time.
[0230] Figures 20 to 22 are flow diagrams showing non-limiting examples of the island moving process in step S49 shown in Figure 15 and step S101 shown in Figure 19. As shown in Figure 20, when starting the island moving process, the processor 20 determines in step S201 whether the speed increase flag 504i is on.
[0231] If "NO" in step S201, that is, if the speed increase flag 504i is off, proceed to step S207. On the other hand, if "YES" in step S201, that is, if the speed increase flag 504i is on, it is determined in step S203 whether or not a first predetermined time, that is, a time for temporarily increasing the moving speed of the base island object, has elapsed.
[0232] If "YES" in step S203, that is, if the first predetermined time has elapsed, the speed increase flag 504i is turned off in step S205, and the process proceeds to step S207. On the other hand, if "NO" in step S203, that is, if the first predetermined time has not elapsed, the process proceeds to step S207.
[0233] In step S207, it is determined whether an appearance object is within the discovery range. Here, the processor 20 refers to the second spatial position data 504h and determines whether an appearance object is within a distance of radius R1 from the base island stage. If "NO" is returned in step S207, that is, if the appearance object is not within the discovery range, the process proceeds to step S231 shown in FIG.
[0234] On the other hand, if the answer is "YES" in step S207, that is, if the appearance object is within the discovery range, in step S209, it is determined whether the appearance object is within the approach range. Here, the processor 20 refers to the second spatial position data 504h to determine whether the distance between the base island stage and the appearance object within the discovery range is within a distance of radius R2. If there are multiple appearance objects within the discovery range, it is determined whether each appearance object is within the approach range.
[0235] If "NO" in step S209, that is, if the appearance object is not within the approach range, a notification of the discovery of the appearance object is requested in step S211, and the process proceeds to step S231. When the process of step S211 is executed, game image data is generated and output to notify that an appearance object has been discovered in the base island scene or the connected island scene when returning to the overall process.
[0236] On the other hand, if the answer is "YES" in step S209, that is, if the appearance object is within the approach range, in step S213, it is determined whether the appearance object is within the passing range. Here, the processor 20 refers to the second spatial position data 504h and determines whether the distance between the base island stage and the appearance object within the approach range is within a distance of radius R3. If there are multiple appearance objects within the approach range, it is determined whether each appearance object is within the passing range.
[0237] If "YES" in step S213, that is, if the appearance object is within the passing range, proceed to step S217 shown in Fig. 21. On the other hand, if "NO" in step S213, that is, if the appearance object is not within the passing range, a notification that the appearance object is approaching is requested in step S215, and proceed to step S217. When the process of step S215 is executed, game image data that notifies that the appearance object is approaching is generated and output in the base island scene or the connected island scene when returning to the overall process.
[0238] As shown in FIG. 21, in step S217, it is determined whether the appearance object has already appeared in the base island scene. If "YES" in step S217, that is, if the appearance object has already appeared in the base island scene, proceed to step S221. On the other hand, if "NO" in step S217, that is, if the appearance object has not already appeared in the base island scene, in step S219, the placement of the appearance object is requested in the base island scene, and proceed to step S231. When the process of step S219 is executed, when returning to the overall process, the appearance object is placed at a position away from the base island stage in the base island scene by a first predetermined distance, and game image data including an image 130 of the appearance object is generated and output.
[0239] In step S221, it is determined whether or not the base island stage and the appearance object are passing each other. If "NO" in step S221, that is, if the base island stage and the appearance object are not passing each other, the process proceeds to step S233 shown in FIG.
[0240] On the other hand, if "YES" in step S221, that is, if the base island stage and the appearance object are passing each other, in a step S223, it is determined whether or not the staying time has elapsed.
[0241] If "YES" in step S223, that is, if the stay time has elapsed, in step S227, erasure of the passed appearance object is requested in the base island scene, and the process proceeds to step S231. When the process of step S227 is executed, when returning to the overall process, the passed appearance object is erased in the base island scene, and game image data in which the image 130 of the passed appearance object is erased is generated and output.
[0242] On the other hand, if "NO" in step S223, that is, if the stay time has not elapsed, it is determined in step S225 whether the appearance object is outside the passing range. If "YES" in step S225, that is, if the appearance object is outside the passing range, proceed to step S227.
[0243] On the other hand, if the answer is "NO" in step S225, that is, if the appearance object is within the passing range, in step S229, the appearance object to be passed is moved in the base island scene along the determined left route or right route at a speed according to the stay time, and then step S231 is proceeded to.
[0244] In step S231, the positions of the base island object and all the drifting island objects in the second virtual space are updated, and the process returns to the overall process. The positions of the base island object and all the drifting island objects are updated according to the direction and speed of the current ocean current. In other words, the two-dimensional position data of the base island object and all the drifting island objects contained in the second space position data 504h is updated. However, if the speed increase flag 504i is on, the position of the base island object is updated according to a speed that is increased by a predetermined speed from the speed of the ocean current. The same applies to step S243 described later.
[0245] As shown in Fig. 22, in step S233, it is determined whether the initial flag for the appearance object to be passed is on. If "YES" is determined in step S233, that is, if the initial flag is on, the process returns to the overall process. In other words, if the initial flag is on, the processor 20 does not execute the process of step S243, so that the base island object and all the drifting island objects in the second virtual space are stopped.
[0246] On the other hand, if "NO" in step S233, that is, if the initial flag is off, it is determined in step S235 whether the event priority flag 504j is on. If "YES" in step S235, that is, if the event priority flag 504j is on, the process returns to the overall process. That is, even if the initial flag is off, if the event priority flag 504j is on, the processor 20 does not execute step S243, so that the base island object and all the drifting island objects in the second virtual space are in a stopped state.
[0247] On the other hand, if the result in step S235 is "NO", that is, if the event priority flag 504j is off, in step S237, it is determined whether or not it is the start of the base island stage and the appearance object passing each other. Here, the processor 20 determines that it is the start of the base island stage and the appearance object passing each other in the base island scene when the current frame is the next frame after the frame in which the appearance object is placed.
[0248] If "NO" in step S237, that is, if the base island stage and the appearance object are not starting to pass each other, proceed to step S243. On the other hand, if "YES" in step S237, that is, if the base island stage and the appearance object are starting to pass each other, in step S239, a moving route is determined according to the positional relationship between the base island object corresponding to the base island stage and the drifting island object corresponding to the appearance object to be passed in the second virtual space, in step S241, a staying time is determined according to the approach and separation manner of the base island object and the drifting island object corresponding to the appearance object to be passed in the second virtual space, and proceed to step S243. The method of determining the staying time is as described using Figures 10(A)-10(C), 11(A) and 11(B), etc.
[0249] In step S243, the positions of the base island object and all the drifting island objects in the second virtual space are updated, and the process returns to the overall processing.
[0250] According to this embodiment, while the base island object is being moved in the world map generated in the second virtual space, any event such as a battle is carried out within the base island object generated in the first virtual space, so that an event can be carried out in a virtual space different from the world map while moving on the world map.
[0251] In this embodiment, all images of ocean currents and all images of drifting island objects are displayed visibly on the nautical chart image and nautical chart screen, but they can also be made visible as the virtual game progresses or by entering the discovery range. The images of ocean currents and the images of drifting island objects can be made invisible by displaying an image that covers the images of ocean currents and the images of drifting island objects or by hiding the images of ocean currents and the images of drifting island objects.
[0252] In this embodiment, the overall processing, game control processing, and island movement processing of the virtual game shown in Figures 14-22 are all executed by the processor 20 of the game device, but some or all of these may be executed by an external computer capable of communicating with this game device, and the game device may obtain some or all of the processing results from the external computer. In such a case, a network game system or an information processing system is formed by the game device and the external computer communicably connected to this game device.
[0253] Furthermore, the configuration of the game device, various screens, and specific numerical values shown in this embodiment are merely examples and should not be considered limiting, but may be modified as appropriate depending on the actual product.
[0254] Furthermore, the order of the steps shown in the flow chart may be changed as appropriate, provided that the same effect or result is obtained. [Explanation of symbols]
[0255] 10. Gaming devices 20...Processor 22...RAM 24...Flash memory 26 ... communication module 30... Input device 36...display device 38 ... Speaker
Claims
1. An information processing program executed by a computer of an information processing device, a character object control means for controlling a character object associated with a user in a first virtual space based on an operation input by the user; an object arranging means for arranging a first object and a second object in a second virtual space different from the first virtual space; an automatic movement means for automatically moving the first object in accordance with the passage of time in the second virtual space; a third object arranging means for arranging, in the first virtual space, a third object corresponding to the second object when a first position condition regarding positions of the first object and the second object in the second virtual space is satisfied; and An information processing program that causes a computer to function as an event execution means that executes an event related to the third object when the third object is placed in the first virtual space and an event occurrence condition related to the third object is satisfied.
2. The information processing program according to claim 1 , wherein the automatic movement means automatically moves the second object in accordance with the passage of time.
3. The information processing program according to claim 1 , wherein the automatic movement means moves the first object along a predetermined movement path in the second virtual space.
4. The information processing program according to claim 3 , wherein the automatic movement means moves the first object on one of a plurality of movement paths, the predetermined movement path being one of the plurality of movement paths.
5. 5. The information processing program according to claim 4, further causing the computer to function as a movement path changing means for moving the first object from the predetermined movement path along which the first object is currently moving to another movement path among the plurality of movement paths.
6. each of the plurality of movement paths is circular; The information processing program according to claim 3 , wherein the automatic movement means moves the second object on one of the plurality of movement paths.
7. The information processing program according to claim 1 , wherein the automatic moving means changes the moving speed of the first object when a speed change condition is satisfied.
8. The information processing program according to claim 1 , wherein the automatic movement means automatically moves the first object regardless of an operation by the user.
9. The information processing program according to claim 1 , wherein the automatic movement means restricts movement of the first object while a priority event is being executed in the first virtual space.
10. 2 . The information processing program according to claim 1 , further causing the computer to function as third object moving means for automatically moving the third object in the first virtual space.
11. The information processing program according to claim 10, wherein the third object moving means, when the third object and a fourth object corresponding to the first object pass each other in the first virtual space, moves the third object to the right or left of the fourth object depending on the positional relationship between the first object and the second object in the second virtual space.
12. The information processing program according to claim 10 , wherein the third object moving means moves the third object within the first virtual space regardless of a position of the second object in the second virtual space.
13. 13. The information processing program according to claim 12, wherein the third object moving means determines a moving speed of the third object depending on a positional relationship between the first object and the second object in the second virtual space.
14. The information processing program according to claim 1 , further causing the computer to function as a notification means for, when the third object is placed in the first virtual space, providing a notification regarding the placement of the third object.
15. The information processing program according to claim 1 , further causing the computer to function as an erasing unit that erases the third object from the first virtual space when an erasing condition for the third object is satisfied.
16. The information processing program according to claim 15, wherein the erasing means erases the third object from the first virtual space when a positional relationship between the first object and the second object in the second virtual space satisfies a second positional condition, even if the erasing condition is not satisfied.
17. 2 . The information processing program according to claim 1 , wherein the third object placing means places the third object at a predetermined position in the first virtual space regardless of a positional relationship between the first object and the second object in the second virtual space.
18. The information processing program according to claim 1 , wherein the event is an event that causes a scene to transition to a related scene that is related to the third object.
19. The information processing program according to claim 18, wherein when a corresponding condition in the related scene is satisfied, the scene can be transitioned to the related scene based on a user operation, regardless of the positional relationship between the first object and the second object in the second virtual space.
20. The information processing program according to claim 1 , wherein the event executing means executes the event when a user operation is an instruction operation for the third object in the first virtual space.
21. The information processing program according to claim 1 , wherein a plurality of the second objects are arranged in the second virtual space, and different events are associated with the second objects.
22. The information processing program according to claim 1 , further causing the computer to function as an output unit that outputs an image to a display unit, the image including at least one of a first image corresponding to the first virtual space and a second image corresponding to the second virtual space.
23. An information processing system including one or more processors, the one or more processors; controlling a character object associated with the user in a first virtual space based on an operation input by the user; A first object and a second object are arranged in a second virtual space different from the first virtual space; automatically moving the first object in accordance with the passage of time in the second virtual space; placing a third object corresponding to the second object in the first virtual space when a first position condition regarding positions of the first object and the second object in the second virtual space is satisfied; An information processing system that, when the third object is placed in the first virtual space, executes an event related to the third object in response to a condition for an event occurrence related to the third object being satisfied.
24. An information processing device having one or more processors, the one or more processors; controlling a character object associated with the user in a first virtual space based on an operation input by the user; A first object and a second object are arranged in a second virtual space different from the first virtual space; automatically moving the first object in accordance with the passage of time in the second virtual space; placing a third object corresponding to the second object in the first virtual space when a first position condition regarding positions of the first object and the second object in the second virtual space is satisfied; An information processing device that, when the third object is placed in the first virtual space, executes an event related to the third object in response to a condition for an event occurrence related to the third object being satisfied.
25. An information processing method for an information processing device having one or more processors, the one or more processors; controlling a character object associated with the user in a first virtual space based on an operation input by the user; A first object and a second object are arranged in a second virtual space different from the first virtual space; automatically moving the first object in accordance with the passage of time in the second virtual space; placing a third object corresponding to the second object in the first virtual space when a first position condition regarding positions of the first object and the second object in the second virtual space is satisfied; An information processing method, in which, when the third object is placed in the first virtual space, an event related to the third object is executed in response to a condition for an event occurrence related to the third object being satisfied.