Program and information processing system

JP2025021631APending Publication Date: 2025-02-14COLOPL
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Patent Information

Application Number
JP2023125464
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-01
Publication Date
2025-02-14

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、仮想空間に関する体験の興趣性を高くすることができる。

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Abstract

To enhance amusement of a virtual space experience.SOLUTION: A program causes a computer to function as: image generation means for generating an image of a virtual space viewed from a virtual camera for overviewing the virtual space where a first object operated by a user's operation is arranged; and virtual camera control means for controlling the virtual camera. The virtual camera control means can execute zoom processing for shortening a virtual distance between a predetermined region in the virtual space and the virtual camera, and increases a depression angle of the virtual camera according to the progress of the zoom processing.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a program and an information processing system. [Background technology]

[0002] Conventionally, games and the like in which a character can be moved within a virtual space have been known. In these types of games and the like, an image of the virtual space seen from a virtual camera is displayed on a predetermined display unit (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-184546 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there has been a problem in that the interest of the experience in the virtual space may be reduced depending on the control of the virtual camera.

[0005] The present invention aims to increase the interest of experiences related to virtual spaces. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, an image generating means for generating an image of the virtual space seen from a virtual camera overlooking the virtual space in which a first object operated by a user is placed; a virtual camera control means for controlling the virtual camera; The virtual camera control means A zoom process is executed to reduce a virtual distance between a predetermined area in a virtual space and the virtual camera, and the depression angle of the virtual camera is increased as the zoom process progresses. The program is provided. Effect of the Invention

[0007] According to the present invention, it is possible to enhance the interest of experiences relating to virtual spaces. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] FIG. 11 is a diagram for explaining a zoom process. [Diagram 5] FIG. 13 is a diagram showing an example of a list related to zoom processing. [Figure 6] 11 is a diagram for explaining the relationship between the depression angle of the virtual camera and the virtual distance. FIG. [Figure 7] 10 is a flowchart illustrating an example of a process related to zoom. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <Hardware configuration of information processing system> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, a pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, or the like), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.

[0029] <Functional configuration of information processing system> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user's account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] The game program stored in the storage unit 220 may include, in addition to a program executed on the server 20 side, a program transmitted to the terminal device 10 and executed on the terminal device 10 side. Alternatively, the storage unit 220 may store a program executed on the server 20 side and a program executed on the terminal device 10 side.

[0034] The game information is information common between accounts. The game information includes, for example, information for defining various virtual spaces (in other words, game spaces). The virtual space is a space in which objects of a character (hereinafter also referred to as a "player character") that can be operated by a user are arranged. The game information may also include, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones arranged in the virtual space, and the arrangement position, size, color, and shape of a non-player character (NPC). The game information also includes, for example, setting values ​​of various parameters of objects arranged in the virtual space, such as non-player characters. Hereinafter, the object of a character arranged in the virtual space may be simply referred to as a "character".

[0035] User information is information managed for each game account. User information includes, for example, information about the user's character, information about owned assets, and information indicating the progress of the game. Examples of owned assets include currency in the virtual space (in other words, in-game currency) and items.

[0036] The control unit 210 controls various processes relating to the game by executing a game program stored in the storage unit 220. The control unit 210 has a transmission / reception unit 211 and a game progression unit 212, for example.

[0037] The transmission / reception unit 211 transmits and receives various types of data. For example, the transmission / reception unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subject to synchronization processing, and the like from each terminal device 10, and passes them to the game progression unit 212. Furthermore, the transmission / reception unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the game progression unit 212.

[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0039] The game progression unit 212 provides a game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10, etc.

[0040] The game progression unit 212 defines a virtual space based on information for defining a virtual space, which is included in the game information. The game progression unit 212 places objects in the virtual space based on setting information for the objects, which is included in the game information. The game progression unit 212 controls the objects placed in the virtual space. Specifically, the game progression unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0041] Furthermore, the game progression unit 212 places the player characters of the multiple players in the virtual space based on the play information transmitted from each terminal device 10. In other words, the game progression unit 212 performs processing to enable a game space, which is an example of a virtual space, to be shared by multiple users. Furthermore, the game progression unit 212 performs various determination processing related to the progress of the game based on the play information transmitted from each terminal device 10. In other words, the game progression unit 212 controls objects and performs various determination processing based on the user's input operation. The play information is output in response to the user's input operation. As an example, the play information may include, as the operation content of the player character, coordinate information of the player character, information regarding the action of the player character, information indicating a button operated by the user, or the like. Furthermore, the play information may include information regarding the setting of the player character. As an example, the character coordinate information is information indicating the position of the character in the game space. As an example, the action information is information regarding the action of the character. As an example, the character action may include the character's posture, use of an item, use of a skill, attack, defense, or jump, or the like. As an example, information regarding character settings may include information regarding the character's equipment, appearance, etc. Furthermore, the character settings may be changed by the user.

[0042] Furthermore, when the game progression unit 212 receives, for example, a request for synchronization processing to support the multiplay function or data to be the subject of synchronization processing from the terminal device 10 via the transmission / reception unit 211, it executes synchronization processing to support the multiplay function. Furthermore, the game progression unit 212 issues a command to the transmission / reception unit 211 to instruct the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to multiple terminal devices 10, the game progression unit 212 synchronizes the game progressing between the terminal devices 10 by simultaneously transmitting information to each terminal device 10. By executing synchronization processing, it becomes possible to simultaneously reflect an event in the game resulting from an operation input on one terminal device 10 on the other terminal devices 10.

[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0045] The control unit 110 executes a game program stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0046] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending an input operation that has been performed, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.

[0047] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .

[0048] The transmitting / receiving unit 112 transmits or receives various data. For example, the transmitting / receiving unit 112 transmits various data and various requests to the server 20. As an example, the data transmitted by the transmitting / receiving unit 112 to the server may include play information, game information, and user information. In other words, the transmitting / receiving unit 112 transmits information related to the input operation accepted by the operation accepting unit 111 to the server 20.

[0049] Furthermore, the transmitting / receiving unit 112 receives various data, programs, and various requests from the server. As an example, the data that the transmitting / receiving unit 112 receives from the server 20 may include the type of one or more characters to be placed in the game space, character coordinate information, character action information, information regarding character settings, and other information. As an example, the data that the transmitting / receiving unit 112 receives from the server may include data for synchronization to support a multiplay function. The data for synchronization may include, for example, data to be synchronized, the type of the data, data for specifying the time of synchronization, and the like.

[0050] The game progression unit 113 executes various processes related to the progress of the game. The game progression unit 113 identifies the user's instruction content based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the identified instruction content, etc. The game progression unit 113 controls objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0051] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.

[0052] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game progression unit 113 may use the position and orientation of a specific object as a reference and place the virtual camera so that the specific object is located in the center of the field of view in a specific orientation. In this case, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object such as a player character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include player characters that act based on the operation of each user and non-player characters that act based on a game program.

[0053] The display control unit 114 causes the display unit 18 to display images of the game. Specifically, the display control unit 114 causes the display unit 18 to display images according to the progress of the game by the game progression unit 212. The display control unit 114 generates an image that depicts, for example, an area of ​​the field of view of a virtual camera defined by the game progression unit 113 in the virtual space and objects present in that area, and causes the display unit 18 to display the image. In addition, the display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, menus showing various parameters, on the image to be displayed on the display unit 18.

[0054] The control unit 110 of the terminal device 10 may arrange objects in the virtual space based on data of the objects sent from the server 20 and information indicating the positions of various objects in the virtual space, and may display a predetermined area of ​​the virtual space on the display unit 18. The control unit 210 of the server 20 may arrange objects in the virtual space and control the virtual camera, generate an image to be displayed on the display unit 18, and transmit the image to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to control of objects based on a user's input operation, control of the virtual camera, generation of an image to be displayed on the display unit 18, etc. may be performed by the server 20 or the terminal device 10.

[0055] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. In other words, the server 20 may have some or all of the functional blocks of the terminal device 10 in this embodiment, and the terminal device 10 may have some or all of the functional blocks of the server 20. In addition, each of the devices such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by, for example, multiple devices connected via a network or the like. In addition, the information processing system 1 may be configured by, for example, only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by multiple devices connected via a network.

[0056] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1 to perform each processing described later. However, at least a part of the processing described later and performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a part of the processing described later and performed by the processor 21 may be executed by a processor other than the processor 21. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0057] In the following, the configuration according to the present embodiment will be described as an example in which it is applied to a game in which a plurality of users form a team. Specifically, the configuration will be described as an example in which it is applied to a game in which a plurality of users are divided into a plurality of teams and compete against each other (for example, a GvG (Guild Versus Guild) game or an FPS (First Person Shooter) game). In the game of the present embodiment, a team of six users competes against another team. The configuration according to the present embodiment may be applied to any game other than a GvG game or an FPS game. The configuration according to the present embodiment may also be applied to a game played by one person, not limited to a game compatible with multiplay.

[0058] In the game of this embodiment, each user can operate his / her own character to play against an opponent. Here, the opponent is another user (in other words, a team to which the other user belongs), but the opponent may be a non-player character, etc. Also, in this embodiment, the players are divided into two teams to play against each other, but the players may be divided into three or more teams to play against each other.

[0059] In the game of this embodiment, a button or the like that accepts an operation related to starting a match with an opponent is displayed on a home screen (not shown) displayed on the display unit 18. The game progression unit 212 starts the match based on an input operation to the button. Note that, when a match is started, the opponent, teammates, etc. may be selectable by the user, or the game progression unit 212 may automatically select them from among multiple users.

[0060] The rules of the game of this embodiment will be described. In the game of this embodiment, each team aims to achieve a predetermined goal. Specifically, each team aims to win against the opponent team. The game of this embodiment may be a game in which the player aims to win against a predetermined enemy character, a game in which the player aims to reach a predetermined destination, or a game in which the player aims to obtain a predetermined object. The "enemy character" here may be an NPC or a character operated by another user. The game of this embodiment may be a game in which a single user aims to achieve a predetermined goal, rather than a game in which the player aims to play in teams.

[0061] In the game of this embodiment, a match is played under the rule that a team that acquires a rule-related object (e.g., one or more rule-related objects) placed in a virtual space wins. More specifically, for example, a match is played under the rule that a team that acquires (in other words, seizes) a base (e.g., one or more bases) placed in the virtual space wins (including, for example, the case where a team that acquires a greater number of bases wins), or a rule that a team that acquires (in other words, collects) the most items (e.g., treasures, etc.) placed in the virtual space within a predetermined time wins. Note that the rule-related object may or may not move in the virtual space. Also, for example, a match may be played under the rule that a team that defeats (e.g., knocks down, as described below) all of the characters of the opponent's team wins.

[0062] In addition, in this embodiment, multiple types of maps 30 (in other words, fields, stages) are prepared as virtual spaces in which a battle takes place. The map 30 to be used in a battle may be automatically determined by the game progression unit 212 from among multiple types of maps 30, or may be determined by user selection. On the map 30, objects having three-dimensional shapes, such as buildings and trees, are placed. Also, on the map 30, the player character operated by the player himself, characters operated by other users, and the like are placed.

[0063] During a match, the game progression unit 212 moves the player character based on input operations by the user. Specifically, the game progression unit 212 moves the player character within the map 30 and causes the player character to perform actions related to an attack against the opponent's character, based on input operations by the user.

[0064] Note that the method of starting a match and the basic operation method of the player character (for example, processing related to movement and attacking a predetermined object) can be the same as in conventional games. In addition, in the game of this embodiment, the user may be able to set up his / her own player character, specifically, equip the player character with items (for example, weapons, armor, etc.) and select the type of player character to be used in the match, and the method of setting up such a player character can also be the same as in conventional games.

[0065] In this embodiment, each user is able to participate in a battle (in other words, a game) in a plurality of modes including at least a first mode and a second mode.

[0066] The game progression unit 212 transitions the game mode of the user for whom the transition condition is satisfied to the second mode, based on the fact that the transition condition to the second mode is satisfied while a match is in progress in the first mode. Also, the game progression unit 212 transitions the game mode of the user for whom the transition condition is satisfied to the first mode, based on the fact that the transition condition to the first mode is satisfied while a match is in progress in the second mode.

[0067] The transition condition from the first mode to the second mode and the transition condition from the second mode to the first mode may be, for example, as follows. For example, the transition condition may be satisfied when a specific parameter becomes a specific value. Also, for example, the transition condition may be satisfied when the player character reaches a specific position on the map 30. Also, for example, the transition condition may be satisfied when the user (in other words, the player character) acquires a specific object arranged on the map 30. In this embodiment, when the durability value (in other words, hit points) of the player character as a specific parameter reaches "0", the transition condition from the first mode to the second mode is satisfied. Also, when a parameter indicating the duration of stay in the second mode (specifically, the time until the player character is revived, which will be described later) as a specific parameter reaches "0", the transition condition from the second mode to the first mode is satisfied.

[0068] Specifically, in the first mode, the game progression unit 212 moves the player character within the map 30 and causes the player character to perform actions related to an attack on the opponent's character, based on an input operation by the user. Furthermore, the player character goes down when its durability value becomes "0" due to an attack from the opponent or the like. The downed player character disappears from the map 30 and becomes unable to be moved. In other words, the first mode can be said to be a state before the player character goes down, in which the player character can be moved within the map. Furthermore, when the player character goes down, a transition is made to the second mode.

[0069] Furthermore, when a predetermined time has elapsed since the player character was downed, the downed player character is placed on the map 30 again, and the game returns to the first mode. That is, the second mode can be said to be a state in which the player character is downed and the user's operation of the player character is restricted. Note that even when the player character is downed, the player character is placed on the map 30, and operations thereon (in other words, operations to move the player character within the map, operations to directly attack the opponent's character, etc.) may be restricted.

[0070] In the second mode, the game progression unit 212 measures the time until the revival of the player character. Specifically, at the start of the second mode, a parameter indicating the time until revival (hereinafter referred to as the "revival time parameter") is set to a value equivalent to a predetermined number of seconds. The game progression unit 113 decreases the revival time parameter over time while in the second mode, and ends the second mode and transitions to the first mode based on the value of the revival time parameter reaching a value equivalent to 0 seconds. In other words, the game progression unit 212 relocates the player character on the map 30 based on the elapse of a predetermined period in the second mode. At this time, the position on the map 30 where the player character is placed (in other words, the revival point) may or may not be fixed. In addition, the position on the map 30 where the player character is placed may be specified by the user.

[0071] The second mode is a mode for assisting an ally. In the second mode, the user can assist an ally by placing special objects 40 on the map 30. FIG. 3 shows an example of a game screen displayed on the display unit 18 in the second mode. A plurality of types of special objects 40 selectable by the user (in other words, a user interface for accepting the selection of the special objects 40) are displayed on the screen, and the special object 40 to be placed on the map 30 can be selected by an operation (e.g., a tap operation) on the displayed special object 40. The game progression unit 212 places the selected special object 40 at a specified point on the map 30 based on the operation by the user to select the special object 40 and an operation to specify a point on the map 30 where the special object 40 is to be placed (e.g., a tap operation on a place on the map 30 where the special object 40 is to be placed). FIG. 3(a) shows a game screen when a bomb, which will be described later, is selected as the special object 40 and placed.

[0072] The special objects 40 include, for example, an attack object 40a, a defense object, an obstruction object 40b, and a recovery object 40c. At least some of the special objects 40 can be said to be objects that have an effect on the opponent's character.

[0073] The attack object 40a is an object for attacking (in other words, inflicting damage on) the opponent, and may be, for example, a bomb that explodes a certain time after it is placed. The bomb has the effect of reducing the durability of characters within a certain range when it explodes. Note that the attack object 40a (for example, a bomb) may be one that reduces only the durability of the opponent's character and does not reduce the durability of friendly characters.

[0074] The defensive object is an object for protecting an ally, and may be a barrier, for example. The barrier has the effect of reducing the influence of attacks from opponent characters on ally characters within a predetermined range. Specifically, the barrier reduces damage (in other words, the amount of decrease in durability value) received by attacks from opponent characters on ally characters within a predetermined range. Here, reducing the influence (in other words, damage) includes preventing the influence at all.

[0075] The obstruction object 40b is an object for restricting the actions of the opponent, and may be a fence, for example. The fence has the effect of prohibiting the character from passing through the portion where the fence is installed. Note that the obstruction object 40b (for example, a fence) may restrict only the actions of the opponent's character, and may not restrict the actions of the ally's character.

[0076] The recovery object 40c is an object that recovers allied characters, and may be, for example, a recovery spot. The recovery spot has the effect of recovering the durability of allied characters within a predetermined range.

[0077] The resurrection point of the downed player character may be determined by the placement of the resurrection object 41, which is placed on the map 30 in the same manner as the special object 40. For example, the game progression unit 113 may accept an input operation by the user for placing the resurrection object 41, based on the value of the resurrection time parameter reaching a value corresponding to 0 seconds. Then, the game progression unit 113 may place the resurrection object 41 at a designated point on the map 30 based on an operation by the user to designate a point on the map 30 where the resurrection object 41 is to be placed (for example, a tap operation on a place on the map 30 where the resurrection object is to be placed), and place the player character revived from the downed state at the designated point. Specifically, as shown in FIG. 3(b), when a predetermined period of time has elapsed in the second mode, a user interface for accepting selection of the resurrection object 41 may be displayed on the display unit 18, and the resurrection object 41 may be placed on the map 30 based on an operation on the displayed resurrection object 41 and an operation to designate a point on the map 30 where the resurrection object 41 is to be placed, and the player character may be revived. In other words, the player character may be revived immediately when the value of the revival time parameter reaches a value corresponding to 0 seconds, or the user may be able to arbitrarily select the timing of revival.

[0078] The game progression unit 113 may shorten the time until the player character of the user who placed the special object 40 is revived based on the placement of the special object 40. Specifically, the game progression unit 113 may shorten the time until the player character is revived when the user places the special object 40. Furthermore, the game progression unit 113 may shorten the time until the player character is revived when the special object 40 placed by the user exerts a predetermined effect. Specifically, the game progression unit 113 may shorten the time until the player character is revived when the special object 40 placed by the user exerts a predetermined action on the opponent's character or the ally character. For example, the game progression unit 113 may shorten the time until the player character is revived when the attack object 40a damages the opponent's character or when the recovery object 40c recovers the ally character. Furthermore, the amount of reduction in the time until the revival may differ depending on the contribution of the user's operation of placing the special object 40 to the battle. For example, when an attack object 40a is placed and the attack object 40a has caused damage to an opponent's character, the game progression unit 113 may shorten the time until revival compared to when no damage was caused. Also, when an attack object 40a is placed and the attack object 40a has caused damage to an opponent's character and knocked the character down, the game progression unit 113 may shorten the time until revival compared to when the attack object 40a has caused damage to the character but failed to knock the character down.

[0079] It should be noted that in the second mode, the game progression unit 113 may cause the display unit 18 to display indication 48 indicating the remaining time until revival is possible, as shown in Fig. 3(a). In addition, when shortening the time until the player character of the user who placed the special object 40 is revived based on the arrangement of the special object 40, the game progression unit 113 may cause the display unit 18 to display indication 49 (for example, a pop-up display, etc.) indicating the amount of reduction.

[0080] As described above, the game progression unit 113 controls the virtual camera. Furthermore, the display control unit 114 generates an image of the virtual space seen from the virtual camera. The virtual camera overlooks the virtual space, and an image of the virtual space overlooking the virtual space is generated. In other words, the virtual camera is placed at a position having a predetermined angle (in other words, a predetermined height) with respect to the horizontal plane (in other words, a reference plane such as the ground).

[0081] The game progression unit 113 is capable of executing a zoom process that shortens the virtual distance between a predetermined area in the virtual space and the virtual camera. Here, the "virtual distance" can be said to be the distance in the virtual space, or the virtual distance. The process of shortening the virtual distance between a predetermined area in the virtual space and the virtual camera can also be said to be a process of enlarging the predetermined area and displaying it on the display unit 18.

[0082] In this embodiment, the zoom process is performed based on an input operation by the user. Specifically, during a period when the zoom process is possible, the game progression unit 113 causes the display unit 18 to display a zoom interface 50 as a user interface that accepts an operation related to the execution of the zoom process, as shown in FIG. 4. The zoom interface 50 includes a zoom-in button 50a for shortening the virtual distance between a predetermined area in the virtual space and the virtual camera and enlarging and displaying the predetermined area (in other words, zooming in), and a zoom-out button 50b for lengthening the virtual distance between a predetermined area in the virtual space and the virtual camera and reducing and displaying the predetermined area (in other words, zooming out). Then, the game progression unit 113 shortens the virtual distance between a predetermined area in the virtual space and the virtual camera based on an operation on the zoom interface 50 (specifically, the zoom-in button 50a). Note that, in this embodiment, the zoom interface 50 is displayed in the second mode. Note that the zoom interface 50 may not be displayed, and the zoom process may be performed by a predetermined input operation by the user. For example, zooming in or out may be performed by a predetermined input operation (for example, a double tap operation, or a pinch-in operation, a pinch-out operation, or the like) on any position on the touch screen 16.

[0083] Furthermore, the game progression unit 113 varies the depression angle of the virtual camera in accordance with the progress of the zoom processing. Specifically, the game progression unit 113 increases the depression angle of the virtual camera in accordance with the progress of the zoom processing.

[0084] In the present embodiment, a list 60 in which a correspondence relationship between a virtual distance from a target area photographed by the virtual camera (in other words, a predetermined reference point) to the virtual camera and an angle is set is stored in the memory unit 120, and the game progression unit 113 controls the virtual camera based on the list 60. An example of the list 60 is shown in FIG.

[0085] In this embodiment, a plurality of stages (specifically, "3") related to the zoom process are provided. Specifically, the stages related to the zoom process include a first stage in which the virtual distance from the predetermined reference point to the virtual camera is relatively long, a second stage in which the virtual distance from the predetermined reference point to the virtual camera is shorter than the first stage, and a third stage in which the virtual distance from the predetermined reference point to the virtual camera is shorter than the second stage. That is, the virtual distance B in the second stage is shorter than the virtual distance A in the first stage, and the virtual distance C in the third stage is shorter than the virtual distance B in the second stage.

[0086] In list 60, the angle of the virtual camera is set for each stage. Specifically, the depression angle corresponding to the first stage is set to a relatively small first angle. The depression angle corresponding to the second stage is set to a second angle larger than the first stage. The depression angle corresponding to the third stage is set to a third angle larger than the second stage. That is, depression angle Y in the second stage is larger than depression angle X in the first stage, and depression angle Z in the third stage is larger than depression angle Y in the second stage.

[0087] That is, in this embodiment, as shown in Fig. 6, the virtual camera is controlled so that the depression angle increases as the virtual distance from a predetermined reference point to the virtual camera decreases. Fig. 4(a) shows an example of an image of the virtual space displayed on the display unit 18 in the first stage, and Fig. 4(b) shows an example of an image of the virtual space displayed on the display unit 18 in the third stage. In the state shown in Fig. 4(b), it can be seen that a predetermined range including a predetermined object 45 on the map 30 is enlarged and the depression angle of the virtual camera is larger than in the state shown in Fig. 4(a).

[0088] In addition, in this embodiment, the list 60 is prepared for each map 30. That is, there are multiple types of maps 30 on which a predetermined game can be executed, and a correspondence relationship between the virtual distance from a predetermined reference point to the virtual camera and the depression angle is set for each map 30. In other words, the depression angle at each stage (for example, the state where the virtual distance is the shortest or the longest, etc.) may be different depending on the map 30. Also, the virtual distance at each stage (for example, the state where the depression angle is the largest or the smallest, etc.) may be different depending on the map 30. With this configuration, it is possible to perform zoom processing appropriate for each of multiple maps 30 of different types, such as a map 30 with many tall buildings, trees, etc. and a map 30 with few tall buildings, trees, etc. In addition, in this embodiment, the number of stages related to the zoom processing is fixed regardless of the map 30 (specifically, three stages). However, the number of stages related to the zoom processing may be different depending on the map 30.

[0089] The change in the depression angle of the virtual camera according to the progress of the zoom process, in other words, the control of the virtual camera based on the list 60 may be performed in at least one of the first mode and the second mode, or may not be performed in either one of the modes. In this embodiment, the control is performed in the second mode.

[0090] In addition, in this embodiment, the zoom process is performed based on the user's input operation, but may be performed automatically. For example, the virtual distance and depression angle may be changed according to the position (e.g., the positional relationship with surrounding objects such as buildings) of a predetermined object (e.g., a player character) photographed by the virtual camera (in other words, followed) in the virtual space.

[0091] (Zoom-related processing) Next, an example of a process related to zooming executed by the information processing system 1 will be described with reference to FIG.

[0092] First, at the start of the second mode, the game progression unit 113 sets the stage related to the zoom process to a specific stage and places the virtual camera in the virtual space (step S101). Here, it is assumed that the stage is set to the first stage. The stage of the zoom process at the start of the second mode is not particularly limited, and may be, for example, a fixed one that is determined in advance, may be one that the user can specify in advance (for example, by setting on a predetermined setting screen before the start of a battle), may be a stage that was set when the second mode was previously ended, or may be one that is determined according to the position where the player character went down and / or the map 30 on which the battle is being held, etc.

[0093] Next, the display control unit 114 generates an image of the virtual space seen from the virtual camera, and displays it on the display unit 18 (step S102). That is, an image according to the stage set in step S101 is displayed on the display unit 18. In other words, an image before the stage change executed in step S103 is displayed on the display unit 18.

[0094] Next, the game progression unit 113 varies the virtual distance between a predetermined area in the virtual space and the virtual camera, and the depression angle of the virtual camera, based on an operation on the zoom interface 50 as an operation related to the execution of the zoom process (step S103). Specifically, the game progression unit 113 increases the stage of the zoom process by one stage (in other words, varies the stage in the first direction) based on an operation on the enlarge button 50a. Also, the game progression unit 113 decreases the stage of the zoom process by one stage (in other words, varies the stage in the second direction) based on an operation on the reduce button 50b. However, if the stage has reached the upper limit (e.g., the third stage), the stage is not varied based on the operation on the enlarge button 50a. Also, if the stage has reached the lower limit (e.g., the first stage), the stage is not varied based on the operation on the reduce button 50b.

[0095] Here, the game progression unit 113 varies the virtual distance between a predetermined area in virtual space and the virtual camera, and the depression angle of the virtual camera, based on list 60. Specifically, the game progression unit 113 extracts the virtual distance and depression angle corresponding to the current zoom processing stage that is set based on an operation on zoom interface 50, from list 60 corresponding to map 30 on which the battle is currently taking place, and sets them as new virtual distance and depression angle.

[0096] Next, the display control unit 114 generates an image of the virtual space seen from the virtual camera, and displays it on the display unit 18 (step S104). That is, an image according to the stage set in step S103 is displayed on the display unit 18. In other words, an image after the stage change executed in step S103 is displayed on the display unit 18.

[0097] Note that the change in virtual distance and the change in depression angle may be performed without being based on list 60. For example, the game progression unit 113 may shorten the virtual distance by a predetermined amount and increase (or decrease) the depression angle by a predetermined amount based on an operation of the enlarge button 50a. Also, for example, the game progression unit 113 may lengthen the virtual distance by a predetermined amount and decrease (or increase) the depression angle by a predetermined amount based on an operation of the reduce button 50b. Also, the change in virtual distance and the change in depression angle may be discrete or continuous.

[0098] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the spirit of the present invention. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. The process flow described in this specification is merely an example, and the order and configuration of each process may be different. Some processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0099] <Additional Notes> The matters described in the above embodiment can also be described as follows.

[0100] (Appendix 1) Computer, an image generating means (for example, a display control unit 114) for generating an image of a virtual space seen from a virtual camera overlooking the virtual space in which a first object operated by a user is placed; a virtual camera control unit (e.g., a game progression unit 113) that controls the virtual camera; The virtual camera control means A zoom process is executed to reduce a virtual distance between a predetermined area in a virtual space and the virtual camera, and the depression angle of the virtual camera is increased as the zoom process progresses. program. According to this configuration, it is possible to prevent the visibility from becoming poor when a specific area is enlarged and displayed, thereby making the experience relating to the virtual space more interesting.

[0101] (Appendix 2) In addition to the first object, an object having a three-dimensional shape is placed in the virtual space. 2. The program described in Appendix 1. When an object having a three-dimensional shape is placed in a virtual space, there is a risk that the object may get in the way when a specific area is enlarged and displayed; however, with this configuration, it is possible to prevent visibility from being impaired by the presence of the object, thereby making the experience of the virtual space more interesting.

[0102] (Appendix 3) In the virtual space, a second object that operates in response to an operation by another user is placed, and a specific object that acts on the second object is placed based on an operation by the user. 2. The program according to claim 1 or 2. With this configuration, it is possible to provide an easy-to-view screen display for a user who is attempting to place a specific object that will affect a second object that operates through the operation of another user, thereby making the experience of the virtual space more interesting.

[0103] (Appendix 4) an image generating means (for example, a display control unit 114) for generating an image of a virtual space seen from a virtual camera overlooking the virtual space in which a first object operated by a user is placed; a virtual camera control means (e.g., a game progression unit 113) for controlling the virtual camera, The virtual camera control means A zoom process is executed to reduce a virtual distance between a predetermined area in a virtual space and the virtual camera, and the depression angle of the virtual camera is increased as the zoom process progresses. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0104] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Game progression unit, 220 Storage unit

Claims

1. Computer, an image generating means for generating an image of the virtual space seen from a virtual camera overlooking the virtual space in which a first object operated by a user is placed; a virtual camera control means for controlling the virtual camera; The virtual camera control means A zoom process is executed to reduce a virtual distance between a predetermined area in a virtual space and the virtual camera, and the depression angle of the virtual camera is increased as the zoom process progresses. program.

2. In addition to the first object, an object having a three-dimensional shape is placed in the virtual space. The program according to claim 1.

3. In the virtual space, a second object that operates in response to an operation by another user is placed, and a specific object that acts on the second object is placed based on an operation by the user.

3. The program according to claim 1 or 2.

4. an image generating means for generating an image of the virtual space seen from a virtual camera overlooking the virtual space in which a first object operated by a user is placed; a virtual camera control means for controlling the virtual camera, The virtual camera control means A zoom process is executed to reduce a virtual distance between a predetermined area in a virtual space and the virtual camera, and the depression angle of the virtual camera is increased as the zoom process progresses. Information processing system.

Citation Information

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