Game system

JP2025024453AActive Publication Date: 2025-02-20榊原 正啓 +2
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Patent Information

Application Number
JP2023128566
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-07
Publication Date
2025-02-20
Estimated Expiration
2043-08-07

AI Technical Summary

Benefits of technology

【0017】 本発明に係るゲームシステムを用いることにより、仮想空間にキャラクターを登場させ、該キャラクターを操作することによりゲームを進行させる際に、プレイヤーの画一的でない動作によってキャラクターにアクションを実行させることができる。

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Abstract

To allow a character to perform an action by a non-uniform movement of a player in a VR game.SOLUTION: A VR game system (1) includes: a memory unit (11) for storing action data in which display data of a virtual space and a character, action contents, voice information, and effect information are associated with each other; a player terminal (30) having position detection units (41, 43) for detecting a predetermined site of a player, and a display unit (34); a voice detection unit (42); an operation reflection unit (21) for reflecting the trajectory of the player's predetermined site in a character operation; a progress control unit (22) for progressing a game; a display processing unit (23) for displaying an image captured from a character's viewpoint; and an action activation unit (24) for identifying an action from the voice emitted by the player, obtaining an operation amount of the character from the trajectory of the player's predetermined site, and activating the action with a magnitude determined from the effect information.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a system used for playing games in a virtual space. [Background technology]

[0002] In recent years, with the spread of head mounted displays (HMDs) and the like, the development of so-called VR games, in which a game is played by controlling a character in a virtual space (Virtual Reality: VR), is underway. In VR games, a player wears a head mounted display on his or her head and plays the game while viewing the virtual space displayed on the display, providing a high level of immersion.

[0003] Patent Document 1 describes a system including a head mounted display, a game processing device, and a controller. The head mounted display has a function of acquiring information on its position and orientation, and a function of displaying image data of a virtual space on a display unit. The game processing device has a function of progressing a game in the virtual space, determining the position and orientation of a character operated by a player in the virtual space from information on the position and orientation of the head mounted display, and generating image data of the virtual space captured at that position and orientation. The controller can be held and operated by the player in one hand.

[0004] In this system, for example, when making a character cast a spell in an action game, a prepared path (e.g., a spiral path) is displayed in the virtual space, and the player moves the controller along the path. The game processing device makes the character cast the spell with a greater effect the closer the path of the controller moved by the player matches the prepared path. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2019-201942 A Summary of the Invention [Problem to be solved by the invention]

[0006] In the system described in Patent Document 1, the player must repeatedly move the controller along the same trajectory every time he or she wants the character to cast a spell. In addition, to cast a spell with great effect, the player must faithfully move the controller along a trajectory that has been prepared in advance. In conventional systems such as those described in Patent Document 1, there was a problem that the player would become bored with the game as he or she repeated such uniform actions.

[0007] The problem that the present invention is to solve is how to make a character execute an action through non-standard movements of a player when progressing through a game by manipulating the character in a virtual space. [Means for solving the problem]

[0008] The present invention, which has been made to solve the above problems, is a game system in which a player progresses through a game by operating a character located in a virtual space, a storage unit that stores display data of the virtual space, display data of the character, and action data for each of one or more actions executed by the character, the action data being associated with the content of the action, sound information for initiating the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the player or the character; a player terminal worn by the player, the player terminal having a position detection unit that detects the player's posture and a predetermined part of the player, and a display unit; a voice detection unit for detecting a voice uttered by the player; a motion reflecting unit that reflects the trajectory of a predetermined part of the player detected by the position detecting unit in a motion of the character; a progression control unit that progresses the game by processing the character's movements based on a predetermined algorithm; a display processing unit that displays on the display unit an image of the virtual space captured from the character's viewpoint or an image of the character captured from a predetermined viewpoint based on the attitude of the player terminal detected by the position detection unit; an action initiation unit that, in response to detection of a sound corresponding to the sound information by the sound detection unit, identifies the content of an action corresponding to the sound information, obtains an amount of movement of the player or a character operated by the player from a trajectory of a predetermined part of the player detected by the position detection unit, and initiates the identified action with a magnitude determined from the amount of movement and the effect information; The present invention is characterized by comprising:

[0009] In the game system according to the present invention, a player wears a player terminal and plays a game by controlling a character through his / her own movements. For example, a head-mounted display can be suitably used as the player terminal. During game play, the position of a predetermined part of the player is detected by a position detection unit, and the detected movements of the player are reflected in the movements of the character. For example, when the player terminal is a head-mounted display, the specific parts of the player (fingertips, arm joints, toes, foot joints, etc.) can be tracked by multiple cameras of the head-mounted display. Alternatively, the specific parts of the player may be detected by a motion capture device provided separately from the head-mounted display. When the player carries an input device such as a controller, the position of the input device may be tracked.

[0010] The game is progressed by the progress control unit, and during that time, an image of the virtual space captured from the character's viewpoint or an image of the character captured from a predetermined viewpoint is displayed on the display unit of the player terminal based on the attitude of the player terminal (e.g., the position and orientation of the player terminal). The predetermined viewpoint is, for example, a viewpoint capturing the character from diagonally above and behind.

[0011] When the voice detection unit detects that the player has made a sound corresponding to the voice information included in the action data during game play, the action of the character associated with the voice information is specified. The magnitude of this action is determined by the amount of movement calculated from the trajectory of a predetermined part of the player detected by the position detection unit or the amount of movement of the character reflecting the trajectory of the predetermined part of the player, and effect information previously stored in the storage unit. The amount of movement is calculated, for example, from the moving distance or acceleration of a predetermined part of the player.

[0012] In the game system according to the present invention, as described above, the action associated with the voice uttered by the player is specified, and the magnitude of the action is determined according to the amount of movement of the player. Since the content of the player's movement is free, the player can make the character execute the action by any movement of his / her choice.

[0013] In the game system according to the present invention, An object reflecting the image of the character is placed in the virtual space. It is preferable.

[0014] When an image capturing the virtual space from the character's viewpoint is displayed on the display unit of the head mounted display, the player cannot directly see the movements of the character he or she is controlling. In the above-described embodiment in which an object reflecting the image of the character is arranged, the player can see the movements of the character reflected in the object.

[0015] In addition, the game system according to the present invention further comprises: an action data recording section for recording display data of the virtual space and motion data of the character while the action initiation section is initiating the action; It is preferable to have

[0016] In an embodiment in which an action data recording section is provided, after playing the game has ended, the player can enjoy image data of a scene in which the character performed an action. Effect of the Invention

[0017] By using the game system of the present invention, a character can be made to appear in a virtual space, and when the game is progressed by controlling the character, the character can be made to perform actions through the player's non-standard movements. [Brief description of the drawings]

[0018] [Figure 1] 1 is a diagram showing the main configuration of a control / processing device and a player terminal of an embodiment of a game system according to the present invention. [Diagram 2] 4 shows an example of action data in the present embodiment. [Diagram 3] 13A to 13C are diagrams showing a state in which a player utters a sound to initiate an action in this embodiment. [Figure 4] 11A to 11C are diagrams showing examples of the movements of a player when causing a character to perform an action in this embodiment. [Diagram 5] 1A to 1C are diagrams showing examples of the posture of a player at the time when an action is performed by a character in this embodiment. [Figure 6] 11A and 11B are diagrams showing an example of a state in which a character has performed an action in this embodiment. [Figure 7] 13 is another diagram showing an example of a state in which a character has performed an action whose magnitude corresponds to the amount of movement of the character in this embodiment. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] An embodiment of a game system according to the present invention will be described below with reference to the drawings. In the game system 1 of this embodiment, a player executes an action game by operating a character located in a virtual space. In this action game, a plurality of characters are divided into a plurality of groups and compete against each other. It is not necessary for the player to operate all of the plurality of characters. For example, when there is only one player, the characters other than the character operated by the player are operated by, for example, a progress control unit 22 described later.

[0020] Fig. 1 shows the overall configuration of a game system 1 of this embodiment. The game system 1 of this embodiment includes a control and processing device 10 and a player terminal 30. Although only one player terminal 30 is shown in Fig. 1, multiple player terminals 30 are used in a multiplayer game. The control and processing device 10 is provided in, for example, a cloud server, and is configured to be able to communicate with the player terminals 30 via a network such as the Internet.

[0021] The control / processing device 10 includes a storage unit 11. The storage unit 11 stores game setting data 111, character display data 112, and action data 113. The game setting data 111 includes display data of a virtual space in which an action game unfolds, display data of objects such as items used in each stage of the action game, and progress information of each stage (events in the stage and their occurrence conditions, clear conditions for the stage, etc.). The character display data 112 includes display data of a player character that can be operated by the player, and display data of non-player characters such as enemy characters that automatically appear as the stage progresses.

[0022] The action data 113 is information that associates, for each of one or more actions that can be executed by each character, the content of the action, sound information for initiating the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the character. Since the movement of the character in the virtual space reflects the movement of the player, the amount of movement of the character can be rephrased as the amount of movement of the player.

[0023] 2 shows an example of the action data 113. In this example, information on one or more actions is stored for each of group X to which character A and the like operated by the player belong, and group Y to which character B and the like belong.

[0024] One of the actions of group X, "fire a beam from a wand", is activated when a player controlling a character A belonging to group X, etc., utters the sound "Command X" and moves the character with an amount of movement exceeding a predetermined threshold x, and a beam of light with a size calculated based on the effect information is fired from the wand. This deals damage to enemy characters according to the size of the beam. One of the actions of a character B belonging to group Y, "recover a companion character's health", is activated when a player controlling a character B, etc., utters the sound "recover" and moves the character with an amount of movement exceeding a predetermined threshold x, and the hit points (HP) are recovered with an effect calculated based on the effect information. One of the actions of group Y, "detoxify a companion character", is activated when a player controlling a character B, etc., utters the sound "detox" and moves the character with an amount of movement exceeding a predetermined threshold x. In this embodiment, the player can make the character he or she controls execute an action at any time, except when there is a shortage of magic points (MP) or when the system prohibits casting of magic spells due to the development of the stage. The threshold value x and upper limit value y in FIG. 2 may be values ​​common to all actions, or may be different for each action. In this embodiment, as described later, the voice of the player is compared with the voice of the action data 113, and the amount of movement of the character controlled by the player is calculated only while the player is operating the button 52 on the assisting tool 51.

[0025] The control / processing device 10 also includes, as functional blocks, an action reflecting unit 21, a progress control unit 22, a display processing unit 23, an action initiating unit 24, an action data recording unit 25, and an action data registration unit 26. These functional blocks are embodied by causing a processor to execute a dedicated control / processing device program 20 pre-installed in the control / processing device 10.

[0026] The action reflection unit 21 reflects the trajectory of the player's predetermined body part detected by the player terminal 30 in the action of the character operated by the player. The predetermined body part of the player is, for example, the player's fingertips, arm joints, toes, and foot joints. In addition, as in the example described later, when the player plays by holding an auxiliary tool 51 (including a controller) in the hand, the auxiliary tool 51 may be the predetermined body part. The predetermined body part of the player may be one or more. The more the number of predetermined body parts is increased, the more precisely and faithfully the action of the player can be reflected in the action of the character. In addition, reducing the number of predetermined body parts can reduce the load of the calculation process. Therefore, the number of predetermined body parts may be determined by taking these factors into consideration. In addition, when the player makes a sound, the action reflection unit 21 moves the mouth of the character operated by the player in synchronization with the sound, and moves the character as if the character is talking.

[0027] The progress control unit 22 processes the character's movement based on a predetermined algorithm, and progresses the game based on the game setting data 111. The progress control unit 22 also operates characters that are not operated by a player based on a predetermined algorithm. The display processing unit 23 determines the posture (position and orientation) in the virtual space of the character operated by the player wearing the player terminal 30 based on the posture (position and orientation in this embodiment) of the player terminal 30, and generates an image capturing the virtual space from the viewpoint of the character. The action initiation unit 24 collates the voice of the player detected by the player terminal 30 while a button 52 described later is being operated with the voice information included in the action data 113 of the character operated by the player, and specifies the action to be initiated. In addition, the action amount is calculated from the character's movement reflecting the trajectory of a predetermined part of the player detected by the player terminal 30 while a button 52 described later is being operated, and the character's action is initiated based on the effect information of the action data 113. The action data recording unit 25 records image data and audio data of actions of a character in a virtual space that are performed during a game. The action data registration unit 26 accepts registration of new action data or modification of already saved action data.

[0028] The player terminal 30 in this embodiment is a head-mounted display. The player terminal 30 is equipped with a storage unit 31, a sound collection unit 32 provided on the side of the head-mounted display, an imaging unit 33 consisting of a plurality of cameras fixed on both sides and the top of the head-mounted display, and a display unit 34. In addition, an auxiliary tool 51 is wirelessly connected to the player terminal 30. A button 52 is provided on the auxiliary tool 51, and when the player presses the button 52, the fact that the button 52 has been pressed is transmitted to the player terminal 30 and the control and processing device 10.

[0029] The player terminal 30 includes, as functional blocks, a posture detection unit 41, a voice detection unit 42, a body part detection unit 43, and a display processing unit 44. The posture detection unit 41 detects the movement of the position and the change in the direction of the player terminal 30 (head mounted display) as a change in posture, and transmits the information to the control and processing device 10 at a predetermined cycle. The voice detection unit 42 detects the voice of the player through the sound collection unit 32, and transmits it to the control and processing device 10. The body part detection unit 43 detects the positions of predetermined body parts (fingertips, arm joints, toes, foot joints, assistive device 51, etc.) of the player from images captured at a predetermined cycle by the multiple cameras of the imaging unit 33, and transmits it to the control and processing device 10 at a predetermined cycle (typically, a frame rate described later). The display processing unit 44 displays the image data of the virtual space received from the control and processing device 10 on the display unit 34. Furthermore, the display processing unit 44 has a function of displaying images on the display unit 34, as well as a function of reading input instructions from the player on the screen and transmitting the information to the control and processing device 10. Input instructions in the virtual space can be given, for example, by input to an operation unit provided on a head mounted display, by the movement of the player's fingertip detected by the body part detection unit 43, or by input operation to buttons 52 provided on the assistive device 51. These functional blocks are embodied by executing a dedicated player terminal program 40 pre-installed in the player terminal 30 by a processor.

[0030] Next, the flow of playing a game in the game system 1 of this embodiment will be described.

[0031] When the user wears the player terminal 30 (head mounted display) on his head and issues a command to start the game on the initial screen displayed on the display unit 34, the display processing unit 23 in the control and processing device 10 generates title screen data for the action game stored in the memory unit 11 and transmits it to the player terminal 30. In the player terminal 30, the display processing unit 44 displays the received screen data on the display unit 34. When the user selects the start button displayed on the title screen, that information is transmitted to the control and processing device 10, and the action game begins.

[0032] In the control / processing device 10, the progress control unit 22 generates screen data displaying a list of selectable characters in the action game selected by the user and the groups to which these characters belong, and transmits the screen data to the player terminal 30. In the player terminal 30, the display processing unit 44 displays the received screen data on the display unit 34. When the user selects one of the characters, the information is transmitted to the control / processing device 10. In the control / processing device 10, information associating the player terminal 30 used by the player with the character is stored in the storage unit 11 based on the received information. During the play of the action game, only the voice information related to the action associated with the group to which the character associated with the player terminal 30 belongs is valid. In other words, even if the player makes a sound corresponding to the voice information included in the action data 113 associated with a group other than the group to which the character operated by the player belongs, the action is not activated. As described above, only the voice made by the player while the player is operating the button 52 is compared with the voice information included in the action data 113, and the voice made by the player during other time periods is not compared with the voice information of the action data 113. Any sound emitted during the time period when the player is not operating button 52 is transmitted to the participants of the game. In addition, while the sound is being emitted, the mouth of the character operated by that player moves, making it appear as if the character is talking.

[0033] When an action game and a character are selected, the progress control unit 22 starts the action game. When the character selected by the player has an item 61 (for example, a wand of a wizard character shown in Figs. 6 and 7) that activates an action, the player holds an auxiliary tool 51 that imitates the item (for example, an auxiliary tool imitating a handle of a wand shown in Figs. 3 to 5) in his / her hand (see Fig. 3). Such items are arranged in the virtual space in advance, and when the player moves the auxiliary tool 51 to bring the hand of the character in the virtual space closer to the handle of the wand within a predetermined distance, the character will be in a state of holding the wand in his / her hand. When the player moves the auxiliary tool 51 after the character is in a state of holding the wand, the trajectory of the movement is reflected in the trajectory of the wand in the virtual space. The display processing unit 23 generates three-dimensional image data of an initial scene in the virtual space in which the action game is developed, and places the character in the initial position. In addition, image data capturing the virtual space from the character's viewpoint is generated and transmitted to the player terminal 30. Thereafter, each time a change in the attitude (position and direction) of the player terminal 30 is received from the player terminal 30, new image data is generated and transmitted to the player terminal 30. In the player terminal 30, the display processing unit 44 sequentially displays the received screen data on the display unit 34.

[0034] When the player changes the setting by a predetermined input operation, the display processing unit 23 places a mirror object that reflects the character's figure at a position facing the character in the virtual space. The position of the object is appropriately moved to a position that does not interfere with the progress of the game, or is changed to hidden. Through this object, the player can visually confirm the figure of the character that he / she operates. In an action game such as this embodiment, displaying a mirror object during a battle with an enemy character may interfere with the battle. In such a case, for example, when using magic, the mirror object may be hidden. In this case, the player cannot see the figure of the character that he / she operates during the battle with the enemy character, but can confirm the effect of the magic that the character that he / she operates activates by checking the size and change of the effect such as a magic circle that is generated in the virtual space by the activation of the magic. In addition, as described later, during the activation of an action, the image during that time is automatically recorded, so that the state in which the character that he / she operates activated the action can be confirmed by reading the data after the battle with the enemy character ends.

[0035] After the action game starts, the progress control unit 22 performs appropriate processing in response to the operation of the character by the player, and progresses the game. During the game, the character's posture (position and direction) in the virtual space is changed in response to the change in posture (position and direction) of the player terminal 30 received from the player terminal 30. In addition, the action reflection unit 21 reflects the trajectory of a predetermined part of the player received from the player terminal 30 in the character's action, and when the player makes a sound, moves the character's mouth in accordance with the sound.

[0036] When a predetermined condition is met during the play of an action game (for example, a character moves a predetermined distance in the virtual space or reaches a predetermined position in the field), the progress control unit 22 generates an event. One typical event in this embodiment is the appearance of an enemy character.

[0037] The voice generated by the player is detected by the voice detection unit 42 and sequentially transmitted to the control / processing device 10. When the player generates a voice to activate the action of the character operated by the player while pressing the button 52 of the support tool 51 (see FIG. 3), the action initiation unit 24 checks the voice against the voice information of the action data of the character operated by the player, stored in the action data 113. When the action initiation unit 24 detects that the two match, the action initiation unit 24 specifies the action corresponding to the voice generated by the player. The player also performs an arbitrary action while continuing to press the button 52 of the support tool 51, at the same time as, before, or after the above voice is generated. The action initiation unit 24 calculates the amount of movement of the character operated by the player operating the button 52 while the button 52 is being pressed. If the player does not generate a voice while pressing the button 52, the input operation to the button 52 is canceled.

[0038] In this embodiment, the action initiation unit 24 compares the player's voice with the voice information in the action data 113 only while the player continues to press the button 52 of the support tool 51. However, it may also be possible to compare the voice information in the action data 113 every time the player makes a sound, regardless of whether the button 52 is operated or not. In that case, however, the action initiation unit 24 will be constantly operating, which places a large load on the action initiation unit 24. Therefore, it is preferable to configure the action initiation unit 24 to compare the voice only while the button 52 is being operated, as in this embodiment. Also, in the configuration of this embodiment, it is possible to set an upper limit time (for example, one minute) for recognizing the state in which the button 52 is being pressed, and reset the input operation from the button 52 when the upper limit time has elapsed. This makes it possible to keep the time that the action initiation unit 24 continues to operate below the upper limit time, even if the player continues to press the button 52.

[0039] In addition, in this embodiment, the amount of movement of the character is calculated only while the player continues to press button 52 of assistive device 51, but it is also possible to obtain the amount of movement of the character for a predetermined period of time (e.g., 5 seconds) from the point at which the player presses button 52.

[0040] Fig. 4 shows an example of the player's movements while the player is pressing button 52. Fig. 5 also shows an example of the player's posture when the player releases button 52 (when the character performs an action).

[0041] In this embodiment, the magnitude of the effect of the action is determined as follows. In this embodiment, the amount of movement of the character is defined as the sum of the moving distance of the character's left hand and the moving distance of the right hand. While the player is pressing the button 52 of the assisting tool 51, the action initiating unit 24 calculates the moving distance (Euclidean distance) of each of the character's left hand and right hand in the virtual space at regular time intervals (for example, a time interval corresponding to 60 frames / second, which is the frame rate of the video), and sequentially adds up the moving distance of the left hand and the moving distance of the right hand. Then, it is determined whether the accumulated value k exceeds a predetermined threshold value x. After that, when the accumulated value reaches an upper limit y (y>x), the accumulation of the moving distance is terminated even if the button 52 of the assisting tool 51 is pressed. The accumulation of the moving distance is also terminated when the player releases the button 52 of the assisting tool 51 or when a preset upper limit time is reached.

[0042] For example, when the player who controls character A utters the sound "Command X", an action of "firing a beam from a wand" in the action data 113 (see FIG. 6) is specified. For example, if the amount of movement k of character A while the player continues to press button 52 before and after uttering this sound is 400, and the threshold value x of the effect information in the action data 113 is 100 and the upper limit value y is 1,100, the action initiation unit 24 causes character A to fire a beam of light from the wand toward an enemy character with a magnitude equivalent to a value calculated by (400-100) / (1,100-100)=0.3 (i.e., 30% of the maximum effect amount; Level 3) (see FIG. 7).

[0043] The method of determining the magnitude of the effect of an action is not limited to the above. For example, various methods can be used, such as a simpler calculation formula in which the magnitude of the effect of an action is determined according to a value m obtained by dividing the amount of movement k of the character by a threshold value x. Other actions in group X to which character A belongs, and actions in other groups, are also processed in the same manner. The length of time for calculating the amount of movement of the character may be common to all actions, or may be different for each action.

[0044] The action data recording unit 25 stores in the storage unit 11 three-dimensional data and audio data of the virtual space while the player is pressing the button 52 or during the time period when the character is performing an action. The three-dimensional data may be stored as an image file or a video file, or may be stored as various 3D motion data files in the virtual space. When the data is stored as an image file or a video file, subsequent playback can be performed quickly. On the other hand, when the data is stored as a 3D motion data file, the file size can be kept small. Note that 3D motion data refers to data that represents the movement of an object or a character when it moves. The 3D motion data is a numerical record of the movement of each part of a three-dimensional model (object or character) in a three-dimensional virtual space over time, and the use of such a data format allows the model to reproduce natural movements.

[0045] The saved three-dimensional data and audio data of the action can be read out from the storage unit 11 at an appropriate timing and viewed not only by the player who is controlling the character who performed the action, but also by players who are controlling other characters in the same action game, or by players who participate (log in) as viewers of the game or photographers of game scenes without controlling a character themselves. When playing back the three-dimensional data, the action images and videos can be viewed by setting any viewpoint in the three-dimensional space. These files can also be downloaded from the storage unit 11. For example, the downloaded data can be uploaded to a browsing site on the Internet for wide viewing.

[0046] In the game system 1 of this embodiment, as described above, when a player who controls a character utters a sound corresponding to the sound information associated with a preset action for the character, the action corresponding to the sound information is specified. In addition, the magnitude of the effect of the action is determined according to the amount of movement of the character in the virtual space. At this time, since it does not matter what the movement of the character in the virtual space is, the player can make the character execute the action by any movement.

[0047] In addition, in the game system 1 of this embodiment, a user such as a player can add a new action. When the user instructs to add an action by a predetermined input operation, the action data registration unit 26 displays a screen for inputting the content of the action, the scene in which the action can be executed, the voice information, and the effect information. The content of the action may be selected by the user from among those stored in advance in the storage unit 11 of the control / processing device 10. The scene in which the action can be executed may be selected by the user from among those stored in advance in the storage unit 11. The voice information may be registered by having the user register a voice (for example, having the user actually utter the voice). The effect information may be selected by having the user select one or more parameters from among parameters (threshold values, reference values, etc.) stored in advance in the storage unit 11, and may specify the calculation method and coefficients. This allows the player to increase the types of actions that a character can execute in an action game. The content of the action, the voice information, or the effect information may also be changed in the same manner as above.

[0048] The above embodiment is merely an example and can be modified as appropriate in accordance with the spirit of the present invention.

[0049] In the above embodiment, the case where an action game is played has been described, but the type of game to be played is not limited, and may be a role-playing game, a fighting game, a sports game, or the like, and action data of contents according to the type of game to be played may be prepared. In the above embodiment, the assisting tool 51 having the button 52 is used, but whether or not to use the assisting tool 51 and what type of assisting tool 51 to use may be appropriately determined depending on whether or not the character has an item. When the assisting tool 51 is not used, an input operation unit instead of the button 52 may be provided on the player terminal 30.

[0050] In the above embodiment, the trajectory of a predetermined part of a player is first converted into the movement of a character operated by the player, and then the effect of the action is calculated from the amount of movement of the character, but the amount of movement of the player may be calculated from the trajectory of a predetermined part of a player, and the magnitude of the effect of the character's action may be determined from the amount of movement and the effect information. Also, in the above embodiment, a plurality of characters are grouped and an action is associated with each group, but an action may be associated with each character. Alternatively, both an action common to the group and an action different for each character may be used.

[0051] In the above embodiment, the amount of movement of the character is calculated while the player is pressing the button 52 or for a predetermined time after the player starts pressing the button 52, but other methods can be used. For example, the magnitude of the effect of the action may be calculated using the amount of movement of the character for a predetermined time after the player starts to make a sound corresponding to the sound information included in the action data. Alternatively, the amount of movement of the character for a predetermined time from the time when the player finishes making the sound may be used. Alternatively, the amount of movement of the character after a predetermined delay from the time when the player finishes making the sound may be used. Furthermore, the amount of movement of the character may be constantly calculated, and the accumulation of the amount of movement may be started when the amount of movement per unit time exceeds a predetermined threshold, and the accumulation of the amount of movement may be ended when the amount of movement per unit time falls below the predetermined threshold. In these cases, the amount of movement of the character in a predetermined time is calculated even if the player does not operate the button 52.

[0052] In the above embodiment, the player performs input operations on the screen displayed on the display unit of the player terminal 30. Alternatively (or in addition), the player may perform input operations through a controller connected to the player terminal 30 by wire or wirelessly. In the above embodiment, the change in the position and orientation of the player terminal 30 is reflected in the position and orientation of the character in the virtual space. Alternatively (or in addition), the position and orientation of the character may be changed according to the operation of the controller. For example, when it is necessary to move a long distance in the field in an action game, if the position of the character is changed only by the change in the position of the player terminal 30, the player wearing the player terminal 30 must move a long distance. In such a case, it is effective to adopt a configuration in which the position of the character can be moved by input through the controller.

[0053] In the above embodiment, a mirror object is placed in the virtual space and the character's figure is projected thereon. Alternatively (or in addition), a window projecting the character's figure may be provided on the display unit 34, separate from the part displaying the virtual space, or superimposed on the part displaying the virtual space. When a mirror object is placed in the virtual space, if the character faces a direction different from the mirror object, the character's figure cannot be seen through the mirror object. On the other hand, when the window is provided separately from the virtual space, the window continues to be displayed at a predetermined position on the display unit 34 regardless of the character's orientation in the virtual space, so that the character's figure can be seen no matter which direction the character faces. The position at which the window is displayed may be variable, and the window may be made switchable between visible and invisible.

[0054] In the above embodiment, an image capturing the virtual space from the character's viewpoint is displayed on the display unit 34. Alternatively, an image capturing the character at a predetermined angle of view may be displayed on the display unit 34. For example, if an image capturing the character from diagonally above behind is displayed, the player can visually recognize the character's appearance without arranging the above objects and windows. Of course, objects and windows may be used in combination.

[0055] In the above embodiment, the game system was composed of the control and processing device 10 and the player terminal 30, but the components of the control and processing device 10 may be provided in the player terminal 30, and the game system may be composed only of the player terminal 30. Alternatively, some of the functions of the control and processing device 10 may be the functions of the player terminal 30, and conversely, some of the functions of the player terminal 30 may be the functions of the control and processing device 10.

[0056] In the above embodiment, the player terminal 30 is configured to include a posture detection unit 41, a sound collection unit 32, and a voice detection unit 42, but a motion capture may be used separately from the player terminal 30 in place of the posture detection unit 41, and a voice detection device may be provided separately from the player terminal 30 in place of the sound collection unit 32 and the voice detection unit 42. When a motion capture device or a voice detection device is provided separately from the player terminal 30, the device should be configured to be able to communicate with the control and processing device 10 and / or the player terminal 30.

[0057] [Aspects] It will be apparent to those skilled in the art that the above-described exemplary embodiments are illustrative of the following aspects.

[0058] (Section 1) One aspect of the present invention is a game system in which a player progresses through a game by operating a character located in a virtual space, the system comprising: a storage unit that stores display data of the virtual space, display data of the character, and action data for each of one or more actions executed by the character, the action data being associated with the content of the action, sound information for initiating the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the player or the character; a player terminal worn by the player, the player terminal having a position detection unit that detects the player's posture and a predetermined part of the player, and a display unit; a voice detection unit for detecting a voice uttered by the player; a motion reflecting unit that reflects the trajectory of a predetermined part of the player detected by the position detecting unit in a motion of the character; a progression control unit that progresses the game by processing the character's movements based on a predetermined algorithm; a display processing unit that displays on the display unit an image of the virtual space captured from the character's viewpoint or an image of the character captured from a predetermined viewpoint based on the attitude of the player terminal detected by the position detection unit; an action initiation unit that, in response to detection of a sound corresponding to the sound information by the sound detection unit, identifies an action corresponding to the sound information, obtains an amount of movement of the player or a character operated by the player from a trajectory of a predetermined part of the player detected by the position detection unit, and initiates the identified action with a magnitude determined from the amount of movement and the effect information; The present invention is characterized by comprising:

[0059] In the game system according to paragraph 1, a player wears a player terminal and plays the game by moving himself. For example, a head-mounted display can be suitably used as the player terminal. During game play, the position of a predetermined part of the player is detected by a position detection unit, and the detected player's movement is reflected in the character's movement. For example, when the player terminal is a head-mounted display, the specific part of the player (such as the player's fingertips, arm joints, toes, and foot joints) can be tracked by multiple cameras of the head-mounted display. Alternatively, the specific part of the player may be detected by a motion capture device provided separately from the head-mounted display. When the player carries an input device such as a controller, the position of the input device may be tracked.

[0060] The game is progressed by the progress control unit, and during that time, an image of the virtual space captured from the character's viewpoint or an image of the character captured from a predetermined viewpoint is displayed on the display unit of the player terminal based on the attitude of the player terminal (e.g., the position and orientation of the player terminal). The predetermined viewpoint is, for example, a viewpoint capturing the character from diagonally above and behind.

[0061] When the voice detection unit detects that the player has made a sound corresponding to predetermined voice information during game play, the action of the character associated with the voice information is specified. The magnitude of this action is determined by the amount of movement calculated from the trajectory of a predetermined part of the player detected by the position detection unit and the effect information previously stored in the storage unit. The amount of movement is calculated, for example, from the movement distance or acceleration of a predetermined part of the player.

[0062] In the game system according to paragraph 1, as described above, the action associated with the voice uttered by the player is specified, and the magnitude of the action is determined according to the amount of movement of the player. Since the content of the player's movement is free, the player can make the character execute the action by any movement of his / her choice.

[0063] (Section 2) The game system according to paragraph 2 is the game system according to paragraph 1, An object reflecting the image of the character is placed in the virtual space.

[0064] (Section 3) The game system according to paragraph 3 is a game system according to paragraph 1 or 2, A window showing the image of the character is displayed on the display unit.

[0065] In the game system according to paragraph 1, when an image capturing the virtual space from the character's viewpoint is displayed on the display unit of the head-mounted display, the player cannot directly see the movement of the character he or she is controlling. An object reflecting the image of a character is placed in a virtual space, and in the game system relating to paragraph 3, a window reflecting the image of the character is displayed on the display unit, allowing the player to visually recognize the character's movements.

[0066] (Section 4) The game system according to paragraph 4 is a game system according to any one of paragraphs 1 to 3, further comprising: an action data recording section for recording display data of the virtual space and motion data of the character while the action initiation section is initiating the action; Equipped with.

[0067] In the game system according to paragraph 4, after playing the game, the player can enjoy image data of the scene in which the character performed an action.

[0068] (Section 5) The game system according to paragraph 5 is a game system according to any one of paragraphs 1 to 4, further comprising: an action data registration section for inputting the content of the action, the voice information, and the effect information, and storing new action data in the storage section based on the input information; Equipped with.

[0069] In the game system according to paragraph 5, players etc. can add any action data.

[0070] (Section 6) The game system according to paragraph 6 is a game system according to any one of paragraphs 1 to 5, further comprising: an input operation unit that receives an input operation by the player Equipped with The action initiator operates based on an input to the input operation unit.

[0071] In the game system according to paragraph 6, the action initiation unit operates when the player operates the input operation unit. This may be a system in which the action initiation unit operates while the player continues to operate the input operation unit, or a system in which the action initiation unit operates for a predetermined time after the player operates the input operation unit. In the game system according to paragraph 6, the time during which the action initiation unit operates is limited, so that the load on the system can be reduced. [Explanation of symbols]

[0072] 1. Game System 10...Control and processing device 11...Storage section 111...Game setting data 112…Character display data 113...Action Data 20...Program for control and processing device 21…Operation reflection section 22...Progress control section 23...Display processing unit 24…Action activation section 25...Action data recording section 26...Action data registration section 30…Player terminal 31...Storage section 32…Sound collection section 33…Imaging unit 34…Display section 40...Player terminal program 41...Attitude detection unit 42...Voice detection section 43...Part detection unit 44...Display processing unit 51...Assistive devices 52…Button 61…Item

Claims

1. A game system in which a player progresses through a game by operating a character located in a virtual space, a storage unit that stores display data of the virtual space, display data of the character, and action data for each of one or more actions executed by the character, the action data being associated with the content of the action, sound information for initiating the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the player or the character; a player terminal worn by the player, the player terminal having a position detection unit that detects the player's posture and a predetermined part of the player, and a display unit; a voice detection unit for detecting a voice uttered by the player; a motion reflecting unit that reflects the trajectory of a predetermined part of the player detected by the position detecting unit in a motion of the character; a progression control unit that progresses the game by processing the character's movements based on a predetermined algorithm; a display processing unit that displays on the display unit an image of the virtual space captured from the character's viewpoint or an image of the character captured from a predetermined viewpoint based on the attitude of the player terminal detected by the position detection unit; an action initiation unit that, in response to detection of a sound corresponding to the sound information by the sound detection unit, identifies an action corresponding to the sound information, obtains an amount of movement of the player or a character operated by the player from a trajectory of a predetermined part of the player detected by the position detection unit, and initiates the identified action with a magnitude determined from the amount of movement and the effect information; A game system comprising:

2. An object reflecting the image of the character is placed in the virtual space.

2. The game system according to claim 1 .

3. A window showing the image of the character is displayed on the display unit.

2. The game system according to claim 1 .

4. moreover, an action data recording section for recording display data of the virtual space and motion data of the character while the action initiation section is initiating the action; 2. The game system according to claim 1, further comprising:

5. moreover, an action data registration section for inputting the content of the action, the voice information, and the effect information, and storing new action data in the storage section based on the input information; 2. The game system according to claim 1, further comprising:

6. moreover, an input operation unit that receives an input operation by the player Equipped with The action initiation unit operates based on an input to the input operation unit.

2. The game system according to claim 1 .

Citation Information

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