Program, information processing device, and information processing method
The program improves game operability by dynamically setting targets based on player operations, addressing the limitations of fixed aim technologies in existing game systems.
Patent Information
- Application Number
- JP2023150410
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-15
- Publication Date
- 2025-03-28
AI Technical Summary
Existing game technologies fix the aim near the center of the screen, limiting player operability by not allowing dynamic target setting based on player operations.
A program that accepts player operations to move objects and sets other objects within a predetermined range as targets, improving operability by allowing dynamic target selection.
Enhances player operability by enabling the game to automatically set targets based on player inputs, improving gameplay efficiency and reducing player burden.
Smart Images

Figure 2025043091000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing device, and an information processing method. [Background technology]
[0002] Conventionally, there are techniques that support an object operated by a player to perform an action on another object as intended by the player. For example, a technique has been proposed in which a ship operated by a player displays a crosshair to perform a predetermined process (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 07-008632 Summary of the Invention [Problem to be solved by the invention]
[0004] In the conventional technology, a predetermined process is performed at the position indicated by the crosshair. The predetermined process is, for example, an attack. In the conventional technology, the crosshair is fixed near the center of the screen. When an enemy aircraft is located at the position indicated by the crosshair, the player can damage the enemy aircraft by performing an attack operation. For this reason, the player operates his ship so that the enemy aircraft is located at the position indicated by the crosshair. In other words, in the conventional technology, the position indicated by the crosshair is fixed to the target, and setting a target on the enemy aircraft is not taken into consideration.
[0005] One aspect of the present disclosure provides a technology for improving operability by setting an object as a target in accordance with an operation received from a player. [Means for solving the problem]
[0006] A program according to one embodiment of the present disclosure is capable of accepting a first operation indicating a direction of movement for moving a first object that is the object of operation in a game in which a predetermined process is performed on an object set as a target, and upon accepting the first operation, if a second object is present within a predetermined range corresponding to the first operation based on the position of the first object, causes an information processing device to execute a process of setting the second object as a target. Effect of the Invention
[0007] According to one aspect of the present disclosure, improved operability is achieved by setting another object included in a predetermined range as a target. [Brief description of the drawings]
[0008] [Figure 1] 1 is a configuration diagram of an example of a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game device according to an embodiment. [Diagram 3] FIG. 1 is a configuration diagram illustrating an example of an input device according to an embodiment. [Figure 4] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device according to an embodiment. [Diagram 5] FIG. 2 is a diagram illustrating an example of a functional configuration of a game device according to an embodiment. [Figure 6] 11A to 11C are explanatory diagrams showing an operation for moving a player character and an operation for changing a viewpoint according to the embodiment. [Figure 7] 11 is an explanatory diagram showing a movement of a player character when an operation reception unit according to the embodiment receives a lock-on operation. FIG. [Figure 8] 11 is a diagram illustrating an example of game screen data output by the game device according to the embodiment. FIG. [Figure 9] 13 is an explanatory diagram showing a process executed by the action processing unit according to the embodiment when it is determined that the conditions for assisting an attack are satisfied. FIG. [Figure 10]13 is an explanatory diagram showing conditions for assisting an attack for each enemy character, which are stored in a target information storage unit according to the embodiment; FIG. [Figure 11] 11 is an explanatory diagram showing a situation in which the action processing unit according to the embodiment causes the player character to attack an enemy character multiple times in succession. FIG. [Figure 12] 11 is a flowchart showing a processing procedure regarding an attack of a player character by a control unit according to the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. The embodiment described below is an example, not a limitation of the invention, and all features and combinations described in the embodiment are not necessarily essential to the invention. In addition, the same or corresponding components in each drawing are denoted by the same or corresponding reference numerals, and the description may be omitted.
[0010] [System Configuration] Fig. 1 is a configuration diagram of an example of a game system according to this embodiment. The game system shown in Fig. 1(A) is composed of a game device 10. In the game system shown in Fig. 1(B), the game device 10 and a server device 12 are connected to each other via a network 18 so as to be able to communicate with each other.
[0011] The game device 10 is an example of an information processing device on which a player plays a game. The game device 10 is, for example, a smartphone, a tablet terminal, a personal computer, a home game machine, a portable game machine, an arcade game machine, etc. The game device 10 has an input device that accepts operations from a player and an output device that performs output to the player.
[0012] The game device 10 has an input device and an output device built into or externally attached to the housing. The input device of the game device 10 is an input device such as a touch panel, a touch pad, a controller, a keyboard, or a mouse. The output device is an output device such as a display that outputs images and a speaker that outputs sound.
[0013] The server device 12 is an example of an information processing device that provides the game device 10 with functions required for a game by transmitting and receiving data between the server device 12 and the game device 10. The server device 12 is, for example, a personal computer or a workstation. The server device 12 may be configured by combining a plurality of information processing devices, or may be configured by a single information processing device. The server device 12 may be configured as a cloud server that utilizes cloud computing technology.
[0014] The server device 12 executes processes such as downloading a game program to the game device 10, logging in a player, matching players, and managing game data.
[0015] Fig. 1(A) shows an example of a game device 10 that executes a game that does not require communication with a server device 12. For example, the game device 10 in Fig. 1(A) uses a game program that is pre-installed, or reads and uses a game program from a recording medium such as a Blu-ray disc.
[0016] Fig. 1(B) shows an example of a game device 10 that executes a game that requires communication with a server device 12. For example, the game device 10 in Fig. 1(B) may download and use a game program from the server device 12, may use a game program that is pre-installed, or may read and use a game program from a recording medium such as a Blu-ray disc.
[0017] The game system may be realized by a server device 12 having a Web server function and a game device 10 that executes a Web application by a Web browser function. The game device 10 that executes the Web application by the Web browser function receives a processing result of the server device 12 having a Web server function, and displays a screen according to the processing result on a display device for a player to confirm. The game system may be realized by the game device 10 and the server device 12 performing processing in cooperation with each other.
[0018] The configuration of the game system shown in Fig. 1 is one example. For example, the game system shown in Fig. 1 may utilize the configuration of an information processing system that provides a social networking service.
[0019] [Hardware configuration] 2 is a diagram showing an example of a hardware configuration of the game device 10 according to this embodiment. The game device 10 in FIG. 2 includes, for example, a CPU (Central Processing Unit) 20, a storage device 21, a communication device 22, an input device 23, and an output device 24.
[0020] The CPU 20 controls the game device 10 in accordance with various programs such as a game program. The storage device 21 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as a HDD (Hard Disk Drive) or an SSD (Solid State Drive). The storage device 21 stores programs and data executed by the CPU 20. The storage device 21 may be a recording medium such as a CD (Compact Disk), a DVD (Digital Versatile Disc), a Blu-ray disc, or a USB memory that is readable by the game device 10.
[0021] The communication device 22 is a communication device such as a network circuit that controls communication. The output device 24 is an output device such as a display that outputs images and a speaker that outputs sound. Note that the hardware configuration in Fig. 2 is an example. For example, the game device 10 may include a graphics processing unit (GPU: Graphics Processing Unit) and a digital sound processor (DSP: Digital Signal Processor).
[0022] Fig. 3 is a configuration diagram showing an example of the input device 23 according to this embodiment. In the example of Fig. 3, the input device 23 has a direction key 231, a first analog stick 232, a second analog stick 233, a first button 234, a second button 235, a third button 236, and a fourth button 237. The direction key 231 is a so-called cross key, and has an up key 231A, a down key 231B, a left key 231C, and a right key 231D.
[0023] The first analog stick 232 and the second analog stick 233 acquire the operation direction and the operation amount from the player.
[0024] Specifically, the first analog stick 232 and the second analog stick 233 are provided with resistors that vary according to the amount of operation in each of the X-axis direction and the Y-axis direction. When the input device 23 receives an operation to tilt either one of the first analog stick 232 and the second analog stick 233, the input device 23 acquires a voltage value from 0V to the maximum voltage of the variable resistor for each of the X-axis and the Y-axis. The input device 23 acquires an operation position in each of the X-axis direction and the Y-axis direction based on the voltage value. The operation position can be converted into an operation amount and an operation direction. Specifically, the distance from the origin of the XY plane to the operation position is the operation amount. The direction from the origin to the operation position is the operation direction. The input device 23 generates an operation signal indicating the operation direction and operation amount of each of the first analog stick 232 and the second analog stick 233. In this embodiment, an example in which the XY plane is applied as a coordinate plane of two orthogonal axes will be described.
[0025] Furthermore, each of the first analog stick 232 and the second analog stick 233 can receive a pressing operation. The input device 23 generates an operation signal indicating that each of the first analog stick 232 and the second analog stick 233 has been pressed.
[0026] The input device 23 according to this embodiment outputs to the CPU 20 operation signals indicating various operations received from the player.
[0027] Note that the present embodiment illustrates an example of the input device 23, and is not limited to the input device 23 illustrated in Fig. 3. The input device 23 may be, for example, a mouse, a keyboard, a touch panel, or a touch pad.
[0028] FIG. 4 is a diagram showing an example of a hardware configuration of the server device 12 according to the present embodiment.
[0029] The server device 12 in Fig. 4 includes, for example, a CPU 30, a storage device 31, and a communication device 32. The CPU 30 controls the server device 12 in accordance with various programs such as a game program. The storage device 31 is, for example, a memory such as a ROM or a RAM, or a storage such as a HDD or an SSD. The storage device 31 stores programs and data executed by the CPU 30. The communication device 32 is a communication device such as a network circuit that controls communication. The server device 12 in Fig. 4 may have a configuration in which an input device and an output device are built in or attached externally. The hardware configuration in Fig. 4 is one example.
[0030] [Function configuration] 5 is a diagram showing an example of the functional configuration of the game device 10 according to this embodiment. The game device 10 shown in FIG. 5 includes a control unit 40, an input control unit 41, an output control unit 42, a communication unit 43, and a storage unit 44.
[0031] The input control unit 41 receives operation signals representing various operations by the player from the input device 23. The input control unit 41 is realized by the CPU 20 controlling the input device 23 in accordance with the game program 50. The various operations by the player refer to operations by the player manipulating the input device 23 in order to cause the CPU 20 to execute game processing.
[0032] The output control unit 42 outputs various game screen data and game sound data to the output device 24 under the control of the control unit 40. The output control unit 42 is realized by the CPU 20 controlling the output device 24 in accordance with the game program 50.
[0033] The communication unit 43 communicates via the network 18 etc. The communication unit 43 is realized by the CPU 20 executing the game program 50 and controlling the communication device 22.
[0034] The storage unit 44 stores a game program 50 and game data 52. The game program 50 causes the game device 10 to execute the processing of the game played by the player. The game program 50 also includes a target information storage unit 50A. The configuration of the target information storage unit 50A will be described later.
[0035] The game program 50 according to this embodiment is a so-called action role-playing game in which the story progresses by having the player character controlled by the player fight enemy characters in a virtual three-dimensional space constructed by calculations of the control unit 40.
[0036] In this embodiment, a case where a player character is used as an example of a first object that is an object to be operated by a player, and an enemy character is used as an example of a second object that is not an object to be operated by a player, will be described. Note that the second object is not limited to an enemy character, and may be a non-player character that is not an object of attack. Furthermore, the second object is not limited to a character, and may be an object placed in a virtual three-dimensional space. The object placed in the virtual three-dimensional space may be, for example, a building, a rock, or a tree.
[0037] In this embodiment, a case where the player character and the enemy character exist in a virtual three-dimensional space will be described. Note that in this embodiment, the game space in which the player character and the enemy character exist is not limited to a virtual three-dimensional space, and may be, for example, a virtual two-dimensional space.
[0038] The player character and the enemy character may be, for example, a human male or female character, an animal character, or a virtual creature character. Note that the types of the player character and the enemy character are not particularly limited, and may be a robot, an object, or other character.
[0039] The game data 52 is data used in the processing of the game played by the player. The storage unit 44 may be realized by the storage device 21, or may be realized by a storage device communicatively connected by the communication unit 43.
[0040] The control unit 40 in FIG. 5 is realized by the CPU 20 executing the processes described in the game program 50.
[0041] The control unit 40 performs overall control of the game device 10. The control unit 40 includes a screen generation unit 60, an operation reception unit 62, and a game control unit 64.
[0042] The screen generation unit 60 generates game screen data to be output from the output control unit .
[0043] The operation reception unit 62 receives operations for the game based on operation signals input from the input control unit 41. For example, the operation reception unit 62 can receive an input operation of a moving direction of a player character that can be controlled by a player. In this embodiment, an example of a first operation is an input operation of a moving direction. The operation reception unit 62 can receive an operation of executing an attack on the player character. In this embodiment, an example of a fourth operation is an operation of executing an attack.
[0044] The game control unit 64 performs overall control regarding the game. The game control unit 64 has a determination unit 70, a setting unit 71, an action processing unit 72, and a camera change unit 73.
[0045] While the operation receiving unit 62 receives the input operation of the movement direction, the determination unit 70 determines whether or not an enemy character is present within a predetermined range corresponding to the input operation, based on the position of the player character. A specific determination method will be described later.
[0046] In this embodiment, when an attack execution operation is received and an input operation for a movement direction is received, if an enemy character is present within a predetermined range based on the position of the player character and the movement direction indicated by the input operation, the setting unit 71 sets the target of the attack corresponding to the attack execution operation to the enemy object. In this embodiment, the target of the attack is also referred to as the target of attack.
[0047] Note that this embodiment is not limited to the method of setting an enemy object as a target corresponding to an attack execution operation when an attack execution operation is received. In other words, regardless of whether an attack execution operation or the like has been received, as long as the setting unit 71 has received an input operation in the movement direction, if it is determined that an enemy character exists within a predetermined range corresponding to the input operation, the setting unit 71 may set the enemy character as a target.
[0048] The action processing unit 72 causes the player character to execute an action. For example, the action processing unit 72 causes the player character to execute the predetermined action against an enemy character set as a target by the setting unit 71. Specific actions will be described later.
[0049] The camera change unit 73 changes the position of a virtual camera that captures a moving image represented as game screen data, based on an operation received by the operation reception unit 62. The virtual camera 1610 is a virtual camera defined for generating game screen data. A position 1611 where the virtual camera 1610 exists is the viewpoint. An optical axis 1612 of the virtual camera 1610 is the imaging direction. It is preferable that at least the player character 1601 is included in the imaging area of the virtual camera 1610. A specific method for changing the position of the virtual camera will be described later.
[0050] [Processing or Operation of the Embodiment] Fig. 6 is an explanatory diagram showing an operation for moving a player character and an operation for moving a virtual camera according to this embodiment. In the example shown in Fig. 6, the operation acceptance unit 62 accepts an operation for moving a player character 1601 via the input device 23. Furthermore, the operation acceptance unit 62 is capable of accepting a movement operation for moving a virtual camera, the viewpoint and shooting direction of which are determined in order to generate a display screen showing a virtual three-dimensional space. In this embodiment, an example of the third operation is a movement operation of the virtual camera.
[0051] For example, as described above, the operation receiving unit 62 receives an input operation of the movement direction of the player character 1601 from the first analog stick 232 of the input device 23 capable of inputting position coordinates on an XY plane of two orthogonal axes. In the example shown in Fig. 6, the operation direction received by the first analog stick 232 becomes the movement direction 1602 of the player character 1601. In other words, the operation receiving unit 62 receives an input operation of the movement direction of the player character 1601, which is the object of operation.
[0052] The action processing unit 72 changes the movement of the player character 1601 according to the operation input value received by the operation receiving unit 62 from the first analog stick 232. The operation input value is a value indicating the tilt of the first analog stick 232. The greater the tilt, the larger the input value.
[0053] For example, when the input value of the operation received by the operation receiving unit 62 from the first analog stick 232 is equal to or less than the first threshold, the action processing unit 72 suppresses the movement of the player character 1601. When the input value of the operation received by the operation receiving unit 62 from the first analog stick 232 is greater than the first threshold and equal to or less than the second threshold (second threshold>first threshold), the action processing unit 72 moves the player character 1601 by walking. When the input value of the operation received by the operation receiving unit 62 from the first analog stick 232 is greater than the second threshold, the action processing unit 72 moves the player character 1601 by running.
[0054] The action processing unit 72 according to this embodiment changes the amount of movement of the player character 1601 in accordance with the input value of the operation received from the first analog stick 232. For example, when the player character 1601 runs, the action processing unit 72 performs processing to increase the amount of movement compared to when the player character 1601 walks.
[0055] Furthermore, when the operation accepting unit 62 accepts pressing of any one of the first button 234, the second button 235, the third button 236, and the fourth button 237, the action processing unit 72 causes the player character 1601 to execute an action corresponding to the pressed button. The executable actions include, for example, attacks executed by the player character 1601. In other words, the operation accepting unit 62 accepts an operation to execute an attack in the direction in which the player character 1601 is facing.
[0056] Furthermore, the operation accepting unit 62 accepts the operation on the second analog stick 233 as a movement operation for moving the virtual camera 1610. In other words, the screen generating unit 60 generates a video captured from the viewpoint and imaging direction of the moved virtual camera 1610 as game screen data.
[0057] When the operation receiving unit 62 receives a movement operation to move the virtual camera 1610 from the second analog stick 233, the camera changing unit 73 moves the position of the virtual camera 1610 along a trajectory 1613 in accordance with the received operation. For example, the virtual camera 1610 moves in a direction 1614 or a direction 1615 in accordance with the operation direction of the second analog stick 233. In other words, the screen generating unit 60 generates a video captured with a viewpoint and imaging direction moved to the direction 1614 or the direction 1615 as game screen data.
[0058] Thereby, for example, the screen generating unit 60 generates a moving image captured by any one of the virtual cameras 1616A to 1616G as game screen data. In this embodiment, a case where a moving image is used as an example of image information generated by the screen generating unit 60 will be described. Note that this embodiment does not limit the generated image information to a moving image, and a still image may also be used.
[0059] In this way, the screen generating unit 60 generates game screen data in which the viewpoint is changed by receiving an operation from the player of the second analog stick 233. In other words, the player can check the situation around the player character 1601 by operating the second analog stick 233.
[0060] By the control unit 40 according to this embodiment performing the above-mentioned processing, the player can change not only the operation of the player character 1601 but also the viewpoint of the screen represented as game screen data. However, the game program 50 according to this embodiment has an element of an action game in which an enemy character automatically attacks the player character as time passes. Therefore, if the player is required to change the viewpoint in a situation where he or she must deal with the enemy character by operating the player character, the operational burden on the player may become large.
[0061] Therefore, in this embodiment, the operation reception unit 62 receives an operation for switching whether or not to set the target for the player character's action to an arbitrary enemy character. In this embodiment, an example of the second operation for setting a target is an operation for switching whether or not to set the target for the player character's action to an arbitrary enemy character. In this embodiment, an operation for setting an enemy character as the attack target of the player character is called a lock-on operation. The lock-on operation may be realized, for example, by pressing the second analog stick 233.
[0062] Note that, when the operation reception unit 62 according to this embodiment receives an operation of pressing the second analog stick 233 again after receiving a lock-on operation, it may cancel the setting of one enemy character as the target of attack.
[0063] FIG. 7 is an explanatory diagram showing the movement of the player character when the operation receiving unit 62 according to this embodiment receives a lock-on operation.
[0064] In the example shown in FIG. 7, the operation accepting unit 62 accepts a lock-on operation in a situation where an enemy character 1702 is present in front of a player character 1701.
[0065] When a lock-on operation is received, the determination unit 70 determines whether or not an attack target exists. The determination method is the same as that used in the past, and a description thereof will be omitted. When the determination unit 70 determines that an attack target exists, the setting unit 71 sets an enemy character 1702 as an attack target of the player character 1701. In this embodiment, an example will be described in which the target for performing a predetermined action is applied to the attack target.
[0066] Furthermore, the camera changing section 73 performs processing for moving the virtual camera 1703 in response to a lock-on operation so that the player character 1701 and the enemy character 1702 set as the target to be attacked are always shown in the game screen data.
[0067] As shown in FIG. 7, when an enemy character 1702 is set as an attack target by a lock-on operation, the screen generating unit 60 displays a mark 1704 indicating that the enemy character 1702 is set as an attack target in the game screen data. In this embodiment, the process of setting the attack target is also referred to as lock-on. Furthermore, the screen generating unit 60 may display information 1705 indicating the status, etc., of the enemy character 1702 in the game screen data. By the screen generating unit 60 generating the above-mentioned game screen data, the player can recognize that the enemy character 1702 has been set as an attack target and can recognize the current situation, etc., of the enemy character 1702. In other words, the player can recognize whether the enemy character 1702 is appropriate as an attack target.
[0068] For example, when the operation receiving unit 62 receives an input operation to move the player character 1701 in a direction 1706, the action processing unit 72 moves the player character 1701 diagonally in the direction 1706 in accordance with the input operation while facing the direction 1707 in which the enemy character 1702 is present.
[0069] When an attack target is not set by a lock-on operation, the action processing unit 72 moves the player character by walking or running while facing the direction 1706. That is, the action processing unit 72 according to this embodiment changes the action of the player character depending on whether or not an attack target is set by a lock-on operation.
[0070] When an enemy character 1702 is set as the target of attack by a lock-on operation, the camera changing unit 73 automatically adjusts the position of the virtual camera 1703 so as to maintain a state in which the enemy character 1702 is shown in front. Specifically, the camera changing unit 73 moves the virtual camera 1703 in a direction 1708 in conjunction with the movement of the player character 1701 in a direction 1706.
[0071] When the operation acceptance unit 62 accepts an operation to execute an attack in a state in which the enemy character 1702 has been set as the attack target by a lock-on operation, the action processing unit 72 causes the player character 1701 to execute an attack on the enemy character. The operation to execute an attack may be, for example, pressing the third button 236 or the fourth button 237. In other words, when the operation acceptance unit 62 accepts an operation to press the third button 236 or the fourth button 237 from the input device 23, the action processing unit 72 causes the player character 1701 to execute an attack on the enemy character 1702 if the enemy character 1702 has been set as the attack target by a lock-on operation even in a state in which designation of the attack direction has not been accepted.
[0072] In a state in which the enemy character 1702 is set as the attack target, the camera changing unit 73 automatically adjusts the position of the virtual camera 1703 based on the positional relationship between the player character 1701 and the enemy character 1702. The method of adjusting the position of the virtual camera 1703 is as described above, so a description thereof will be omitted.
[0073] That is, even if the operation receiving unit 62 receives a virtual camera movement operation from the player while the enemy character 1702 is set as the attack target by the lock-on operation, the camera changing unit 73 stops the movement of the virtual camera based on the movement operation. Therefore, it becomes difficult for the player to grasp the situation around the player character 1701. However, the operation receiving unit 62 can receive an operation to switch the attack target to another enemy character while the enemy character 1702 is set as the attack target. Therefore, when the operation receiving unit 62 receives an operation to switch the attack target to another enemy character, the camera changing unit 73 moves the virtual camera so that the other enemy character and the player character are captured. In other words, the camera changing unit 73 stops the movement of the virtual camera based on the operation from the player, except for switching the attack target, while the enemy character 1702 is set as the attack target.
[0074] Furthermore, in a state where the attack target is fixed to the enemy character 1702, the action processing unit 72 changes the action of the player character compared to a state where the attack target is not fixed.
[0075] When the operation receiving unit 62 receives an input operation of a movement direction while the enemy character 1702 is set as the attack target (target) by the lock-on operation, the action processing unit 72 moves the player character according to the input operation with the player object facing the enemy character 1702, which is the attack target. Some players may not like such a movement of the player character.
[0076] For this reason, some players may wish to control the player character even when an enemy character is present, without setting the enemy character as the target of attack through a lock-on operation.Furthermore, some players may wish to attack the enemy character with the player character even when the enemy character is not set as the target of attack through a lock-on operation.
[0077] Conventionally, when a player character attacks an enemy character that is not fixed as an attack target, the player is required to grasp the positional relationship between the player character and the enemy character in a virtual three-dimensional space, and then to input the moving direction and attack timing accurately so that the player character can attack the enemy character. In other words, conventionally, if the player does not accurately recognize the positional relationship in the virtual three-dimensional space, or if the moving direction or attack timing is off, the player cannot attack the enemy character, and the player cannot move the player character as intended. For this reason, conventionally, there is a possibility that the player will be dissatisfied with the game.
[0078] Therefore, the control unit 40 in this embodiment is configured to assist the attack when the player character attacks an enemy character, etc., even when the player character is not locked on to the enemy character, in the same way as when the player character is locked on to the enemy character.
[0079] The control unit 40 according to this embodiment assists any attack of the player character. For example, the control unit 40 may assist a close-combat attack using a close-combat weapon or the body, or may assist a long-distance attack that fires a bullet. This embodiment describes assistance for a so-called stepping attack, in which the player character steps in the direction of movement and then attacks with a close-combat weapon or the body.
[0080] Specifically, when the operation receiving unit 62 receives an operation to execute an attack while receiving an input operation of the moving direction of the player character without being locked on to an enemy character, the determination unit 70 determines whether or not an enemy character exists within a predetermined range corresponding to the input operation based on the position of the player character. Then, when it is determined that an enemy character exists within the predetermined range corresponding to the input operation, the setting unit 71 sets the enemy character as a target for a predetermined action. Setting of the target without a lock-on operation may be called a pseudo lock-on in this embodiment.
[0081] In this embodiment, a case will be described in which the predetermined action that the player character causes the enemy character set as a target to execute is an attack. In this embodiment, when the setting unit 71 sets the enemy character as a target as a pseudo lock-on, the action processing unit 72 assists the player character in attacking the enemy character set as a target.
[0082] That is, the control unit 40 according to this embodiment has two methods for setting an enemy character as an attack target. One is lock-on, and the other is pseudo lock-on. These two methods for setting an attack target are used according to the operation of the player. Lock-on is performed according to whether or not a lock-on operation has been received from the player. On the other hand, pseudo lock-on is performed based on a movement input operation without receiving a lock-on operation from the player.
[0083] The assistance of an attack according to this embodiment refers to the action processing unit 72 adjusting the moving direction and the moving amount so that the player character attacks the enemy character. Note that this embodiment does not limit the assistance of an attack to the adjustment of the moving direction and the moving amount, and may be, for example, an adjustment of the moving direction or the moving amount, a process of adjusting the attack pattern of the player character, or other adjustments related to attacks.
[0084] When the setting unit 71 receives an attack execution operation while receiving an input operation of a movement direction, even if there is no enemy character in the direction in which the player character is facing, if there is an enemy character within a predetermined range corresponding to the input operation based on the position of the player character, the setting unit 71 sets the enemy character as an attack target (an example of a target).Then, the action processing unit 72 causes the player character to execute an attack on the enemy character set as the attack target.
[0085] Furthermore, while the setting unit 71 is setting an enemy character as an attack target by pseudo lock-on based on an input operation, the camera change unit 73 can move the virtual camera in accordance with a movement operation, thereby enabling the player to check the surrounding situation.
[0086] While the setting unit 71 sets an enemy object as an attack target based on an input operation by pseudo lock-on, if the operation receiving unit 62 does not receive an operation to execute an attack, the action processing unit 72 moves the player character facing the movement direction indicated by the input operation.
[0087] In this embodiment, the above-described processing by the action processing unit 72 is performed when there is no lock-on. In other words, even if there is no enemy character in the direction in which the player character is facing when there is no enemy character locked on, the action processing unit 72 causes the player character to attack the enemy character if the enemy character has been set as an attack target by pseudo lock-on.
[0088] In this embodiment, when the setting unit 71 sets an enemy character as an attack target based on a lock-on operation, the game control unit 64 executes processing corresponding to the lock-on operation. The processing corresponding to the lock-on operation includes, for example, attacking the enemy character set as an attack target, moving while facing the enemy character, displaying a mark indicating that the enemy character has been set as an attack target, displaying information showing the status of the enemy character, and stopping the movement of the virtual camera due to a movement operation.
[0089] When the setting unit 71 sets an enemy character as an attack target based on a movement operation (an example of a first operation) in a state where a lock-on operation is not performed, the game control unit 64 executes at least a part of a process corresponding to the lock-on operation. Note that in this embodiment, an example is described in which an attack on an enemy character set as an attack target is executed as at least a part of the process corresponding to the lock-on operation. However, this embodiment does not limit at least a part of the process corresponding to the lock-on operation to the execution of an attack on an enemy character set as an attack target, and may include other processes. For example, the game control unit 64 may execute, as at least a part of the process corresponding to the lock-on operation, displaying a mark, displaying information indicating a status, etc.
[0090] Fig. 8 is a diagram illustrating an example of game screen data output by the game device 10 according to this embodiment. Fig. 8 shows an example in which the screen generating unit 60 generates game screen data showing a virtual three-dimensional space in which a player character 1801 and an enemy character 1802 are arranged.
[0091] The game screen data shown in FIG. 8 is in a state where the player character 1801 is not locked on to the enemy character 1802, in other words, the enemy character 1802 is not fixed as the target of attack.
[0092] Then, the operation accepting unit 62 accepts an input operation of a movement direction 1803 of the player character 1801 from the first analog stick 232. In addition, the operation accepting unit 62 accepts an operation amount corresponding to running of the player character 1801 from the first analog stick 232. Therefore, the action processing unit 72 makes the player character 1801 run in the movement direction 1803.
[0093] If the operation receiving unit 62 receives an operation corresponding to an attack while the action processing unit 72 is making the player character 1801 run in the movement direction 1803, the determination unit 70 determines whether or not an enemy character 1802 is present within a predetermined range corresponding to the input operation. In this embodiment, the condition for attacking the enemy character 1802 as a pseudo lock-on is a condition related to the positional relationship between the player character 1801 and the enemy character 1802, and specifically, a condition based on the difference in angle, distance, and height. In other words, when the determination unit 70 determines that an enemy character exists within a predetermined range that defines the distance between the player character 1801 and the enemy character 1802 in the virtual three-dimensional space, the angle between the moving direction 1803 and the enemy character 1802 with the player character 1801 as the reference, and the height difference between the player character 1801 and the enemy character 1802, the setting unit 71 sets the enemy character as an attack target, and the action processing unit 72 causes the player character 1801 to execute an attack on the enemy character 1802. Specifically, the following determination is made.
[0094] For example, the determination unit 70 determines whether or not the center 1821 of the enemy character 1802 is within a predetermined angle θ1 on the XY plane with the center 1811 of the player character 1801 as the origin and the movement direction 1803 as the reference.
[0095] Furthermore, the determination unit 70 determines whether or not the distance between the center 1811 of the player character 1801 and the center 1821 of the enemy character 1802 is within a predetermined threshold value L1.
[0096] Furthermore, the determination unit 70 determines whether or not the difference in height between the center 1811 of the player character 1801 and the center 1821 of the enemy character 1802 is within a predetermined threshold value H1.
[0097] The determination unit 70 determines that an enemy character is present within a predetermined range when the center 1821 of the enemy character 1802 is within a predetermined angle θ1 on the XY plane based on the movement direction 1803, the distance between the center 1811 of the player character 1801 and the center 1821 of the enemy character 1802 is within a predetermined threshold L1, and the difference in height between the center 1811 of the player character 1801 and the center 1821 of the enemy character 1802 is within a predetermined threshold H1.
[0098] When the determination unit 70 determines that an enemy character exists within a predetermined range, the setting unit 71 sets the enemy character 1802 as an attack target. Then, the action processing unit 72 processes the player character 1801 to execute an attack on the enemy character 1802 set as the attack target.
[0099] In this manner, in this embodiment, even if the enemy character 1802 does not exist in the moving direction 1803 of the player character 1801, if an enemy character exists within a predetermined range, the action processing unit 72 processes the player character 1801 to attack the enemy character 1802. Note that, if the operation receiving unit 62 does not receive an input operation of the moving direction, the determination unit 70 may not determine whether or not the condition for assisting the attack is satisfied. In the example shown in FIG. 8, a predetermined range is shown as a reference for determining whether or not an enemy character exists with the player character 1801 as a reference, but the predetermined range is shown for the purpose of explanation and may not actually be displayed. Note that, even if the player character 1801 cannot move because it collides with an obstacle or gets caught in a trap, if the operation receiving unit 62 receives an input operation of the moving direction, the determination unit 70 may determine whether or not the enemy character 1802 exists within a predetermined range corresponding to the input operation. Then, when the action processing unit 72 determines that an enemy character 1802 is present within a predetermined range, when the operation receiving unit 62 receives an operation to execute an attack, the player character 1801 may attack the enemy character by avoiding an obstacle or escaping from a trap.
[0100] In this embodiment, an example has been shown in which the determination unit 70 determines that an enemy character exists within a predetermined range when predetermined conditions are satisfied with respect to the distance between the player character 1801 and the enemy character 1802 in a virtual three-dimensional space, the angle between the moving direction 1803 and the enemy character 1802 with respect to the center 1811 of the player character 1801 as a reference, and the height difference between the player character 1801 and the enemy character 1802. However, this embodiment is not limited to a method of determining that an enemy character exists within a predetermined range when all of the conditions of the distance, angle, and height difference are satisfied. As a modified example, the determination unit 70 may determine that an enemy character exists within a predetermined range when any one or more of the distance, angle, and height difference are satisfied. Furthermore, this embodiment is not limited to a method of determining whether or not an enemy character exists within a predetermined range with respect to any one or more of the distance, angle, and height difference, and may set the enemy character as a target by pseudo lock-on when a condition based on the positional relationship between the player character and the enemy character is satisfied. Furthermore, the condition for setting an enemy character as a target in pseudo lock-on does not have to be a condition based on the positional relationship between the player character and the enemy character when a movement input operation is accepted, but may be a condition determined according to the characteristics of various games. The condition for setting an enemy character as a target in pseudo lock-on may be, for example, when a predetermined item is being used, when a virtual camera is at a predetermined position, or when a player character is performing a predetermined action when a movement input operation is accepted. In other words, the game control unit 64 according to the modified example may set an enemy character as a target in pseudo lock-on when a predetermined condition other than the acceptance of a lock-on operation is satisfied when a movement input operation is accepted.
[0101] FIG. 9 is an explanatory diagram showing the process executed by the action processing unit 72 according to this embodiment when an enemy character is set as a target.
[0102] 9A, the operation receiving unit 62 receives an input operation of a moving direction 1903A of a player character 1901A. Note that the operation receiving unit 62 does not receive a lock-on operation for an enemy character 1902A. Therefore, the action processing unit 72 makes the player character 1901A run or walk facing the moving direction 1903A.
[0103] Then, the operation receiving unit 62 receives an operation to execute an attack while receiving an input operation for the moving direction 1903A of the player character 1901A.
[0104] FIG. 9A shows an example in which a moving direction 1903A of a player character 1901A is misaligned with a direction 1904A from the player character 1901A to an enemy character 1902A.
[0105] In the conventional method, the player character 1901A moves to the position 1911 in accordance with an input operation, and therefore the attack of the player character 1901A cannot hit the enemy character 1902A.
[0106] In contrast to this, in this embodiment, the determination unit 70 determines whether or not an enemy character 1902A exists within a predetermined range with respect to the player character 1901. The predetermined range is as described above, and a description thereof will be omitted. In FIG. 9(A), the determination unit 70 determines that an enemy character 1902A exists within a predetermined range with respect to the player character 1901A. Then, the setting unit 71 sets the enemy character 1902A as an attack target (target) based on the determination result.
[0107] 9(B) shows a situation in which the action processing unit 72 is assisting the attack of the player character 1901B. Specifically, the action processing unit 72 causes the player character 1901B to turn toward the enemy character 1902B, in other words, to face a direction 1904B. The operation receiving unit 62 continues to receive an input operation for a moving direction 1903B.
[0108] 9(C) shows a situation in which the action processing unit 72 has the player character 1901C attack the enemy character 1902C. Specifically, the action processing unit 72 has the player character 1901C turn around and then step in front of the enemy character 1902C to execute an attack on the player character 1901C.
[0109] In this embodiment, when the player character 1901C attacks the enemy character 1902C, the action processing unit 72 corrects the stepping amount of the player character 1901C, in other words, the movement amount of the player character 1901C, based on the distance between the player character 1901C and the enemy character 1902C. In the example shown in Fig. 9(C), the action processing unit 72 corrects the movement amount L so that the player character 1901C stops in front of the enemy character 1902C.
[0110] In other words, when the determination unit 70 determines that the enemy character 1902A exists within a predetermined range with the player character 1901A as a reference, the output device 24 displays a stepping attack against the enemy character as the action of the player character. In order to display this, the action processing unit 72 performs correction to increase or decrease the movement amount L depending on the positional relationship between the player character and the enemy character.
[0111] The action processing unit 72 prevents the player character 1901C from passing over the enemy character 1902C or from being pushed into by correcting the amount of movement L. Therefore, the control unit 40 according to the present embodiment can prevent the player from feeling uncomfortable when moving the player character 1901C, thereby improving operability.
[0112] Thereafter, the action processor 72 causes the player character 1901C to attack the enemy character 1902C. In this embodiment, the action processor 72 performs the above-mentioned processing, so that the attack of the player character hits the enemy character even if the moving direction of the player character and the direction in which the enemy character exists are misaligned. Therefore, the control unit 40 according to this embodiment can perform the processing as intended without the player performing precise operations, thereby improving operability.
[0113] As described above, in this embodiment, when the determination unit 70 determines that the positional relationship between the player character and the enemy character satisfies the conditions for assisting an attack, the action processing unit 72 is configured to cause the player character to execute an attack on the enemy character.
[0114] In this embodiment, the condition for assisting an attack may be varied depending on the type of enemy character. In other words, the target information storage unit 50A according to this embodiment may store, for each type of enemy character, the distance between the player character and the enemy character, the angle between the moving direction of the player character and the enemy character, and the height difference between the player character and the enemy character in association with each other.
[0115] FIG. 10 is an explanatory diagram showing conditions for supporting an attack for each enemy character, which are stored in the target information storage unit 50A according to this embodiment.
[0116] 10(A) shows that the conditions for determining that the enemy character 2002A exists within a predetermined range are that the distance between the player character 2001A and the enemy character 2002A is within a predetermined threshold L2, the angle between the moving direction 2003A of the player character 2001A and the enemy character 2002A is within a predetermined angle θ2, and the difference in height between the player character 2001A and the enemy character 2002A is within a predetermined threshold H2. In other words, the determination unit 70 determines that the enemy character 2002A exists within the predetermined range when the distance is within the predetermined threshold L2, the angle is within the predetermined angle θ2, and the difference in height is within the predetermined threshold H2.
[0117] In the example shown in Fig. 10(A), the operation reception unit 62 receives an input operation of a movement direction 2003A. In the situation shown in Fig. 10(A), the determination unit 70 determines that an enemy character 2002A exists within a predetermined range, and therefore, when the operation reception unit 62 receives an operation to execute an attack, the action processing unit 72 causes the player character 2001A to execute an attack on the enemy character 2002A.
[0118] 10B shows that the conditions for determining that the enemy character 2002B exists within a predetermined range are that the distance between the player character 2001B and the enemy character 2002B is within a predetermined threshold L3, the angle between the moving direction 2003B of the player character 2001B and the enemy character 2002B is within a predetermined angle θ3, and the difference in height between the player character 2001B and the enemy character 2002B is within a predetermined threshold H3. In other words, the determination unit 70 determines that the enemy character 2002B exists within a predetermined range when the distance is within the predetermined threshold L3, the angle is within the predetermined angle θ3, and the difference in height is within the predetermined threshold H3.
[0119] In the example shown in Fig. 10(B), the operation reception unit 62 receives an input operation for a movement direction 2003B. In the situation shown in Fig. 10(B), the determination unit 70 determines that an enemy character 2002A exists within a predetermined range, and therefore, when the operation reception unit 62 receives an operation to execute an attack, the action processing unit 72 causes the player character 2001B to execute an attack on the enemy character 2002B.
[0120] 10(A) and 10(B), the enemy character 2002B is larger in size than the enemy character 2002A. Therefore, if the difference in distance, angle, and height of the predetermined range is the same regardless of the type of enemy character, it may be difficult for the player to move the player character to a position where the enemy character is present within the predetermined range because the enemy character is large in size. In other words, there are situations in which it is difficult for the determination unit 70 to determine that the condition that the enemy character is present within the predetermined range is satisfied, depending on the type of enemy character.
[0121] Therefore, the target information storage unit 50A according to the present embodiment stores a distance threshold, an angle threshold, and a height difference threshold for each type of enemy character. Then, the action processing unit 72 causes the player character to attack the enemy character when it is determined that the enemy character is present within a predetermined range in which any one or more of the distance, angle, and height difference is changed according to the type of enemy character.
[0122] Specifically, the target information storage unit 50A according to this embodiment stores a distance threshold L2, an angle threshold θ2, and a height difference threshold H2 in association with each other for the enemy character 2002A, and stores a distance threshold L3, an angle threshold θ3, and a height difference threshold H3 in association with each other for the enemy character 2002B. Note that the distance threshold L2<distance threshold L3, the angle threshold θ2<angle threshold θ3, and the height difference threshold H2<height difference threshold H3. Note that the distance, angle, and height difference for each type of enemy character stored in the target information storage unit 50A may be set according to the embodiment, and may be set, for example, so that no discomfort is felt when operating the player character.
[0123] The distance threshold, angle threshold, and height difference threshold stored in the target information storage unit 50A are not limited to being set according to the size of the enemy character, but may be set, for example, according to the shape or characteristics of the enemy character (a specific example being whether or not it is flying).
[0124] Therefore, the control unit 40 according to this embodiment makes it easy for the player character to hit an enemy character with an attack regardless of the type of enemy character, thereby improving operability.
[0125] Furthermore, in this embodiment, when the operation receiving unit 62 receives an operation to execute an attack multiple times in succession, the action processing unit 72 performs processing to increase the number of attacks made by the player character against the enemy character.
[0126] Fig. 11 is an explanatory diagram showing a situation in which the action processing unit 72 according to this embodiment makes the player character attack an enemy character multiple times in succession. Fig. 11 shows a situation in which the action processing unit 72 makes the player character 2101A make the first attack against the enemy character 2102A. Note that the operation accepting unit 62 accepts an input operation of a moving direction 2103.
[0127] The action processing unit 72 performs processing to cause the enemy character 2102A to retreat to a position 2102B in accordance with the accepted attack.
[0128] Conventionally, when not locked on to enemy character 2102A, after enemy character 2102A retreats to position 2102B, player character 2101A moves in movement direction 2103 in accordance with an input operation. In other words, the player often does not anticipate position 2102B after enemy character 2102 retreats, and it is sometimes difficult for player character 2101A to attack enemy character 2102A multiple times in succession.
[0129] In contrast to this, in this embodiment, after the action processing unit 72 causes the enemy character 2102A to retreat to position 2102B, if the judgment unit 70 judges that the enemy character 2102A is present within a predetermined range based on the player character 2101A, the action processing unit 72 moves the player character 2101A in the movement direction 2104, in other words, moves the player character 2101A so as to follow the retreat of the enemy character 2102A, and processes the player character 2101A to attack again against the enemy character 2102A at position 2102B.
[0130] That is, conventionally, after an attack is made on an enemy character, the enemy character retreats, causing a shift in positional relationship, making it difficult for the player character to make successive attacks.
[0131] In response to this, the control unit 40 according to this embodiment performs a process of assisting an attack, in other words, a process of moving in the direction of the enemy character, when an enemy character is present within a predetermined range based on the player character after causing the enemy character to retreat. This makes it easier for the player character to launch successive attacks on enemy characters through the player's operation.
[0132] 12 is a flow chart showing a processing procedure related to an attack by a player character, which is performed by the control unit 40 according to this embodiment. It is assumed that the control unit 40 repeatedly performs the processing procedure shown in FIG.
[0133] The operation reception unit 62 determines whether or not a lock-on operation for an enemy character has been received (S2201). If it is determined that the operation has been received (S2201: YES), the action processing unit 72 causes the player character to perform an action corresponding to a state in which the enemy character is locked on (S2202). The action corresponding to the locked-on state is the same as in the past. For example, the setting unit 71 continues the state in which the enemy character is set as the attack target. Then, when the operation reception unit 62 receives an operation to execute an attack, the action processing unit 72 processes the player character to execute an attack on the enemy character set as the attack target.
[0134] When the operation acceptance unit 62 determines that a lock-on operation for an enemy character has not been accepted (S2201: NO), the operation acceptance unit 62 determines whether or not an input operation for the movement direction of the player character 1601 has been accepted from the first analog stick 232 (S2203). When the operation acceptance unit 62 determines that an input operation for the movement direction of the player character has not been accepted (S2203: NO), the operation acceptance unit 62 ends the process as if normal processing was performed.
[0135] When the operation receiving unit 62 determines that an input operation for the moving direction of the player character has been received (S2203: YES), the action processing unit 72 performs processing to move the player character by walking or running (S2204).
[0136] The determination unit 70 determines whether or not an enemy character is present within a predetermined range based on the moving player character (S2205).
[0137] When the determination unit 70 determines that no enemy character exists within a predetermined range based on the player character (S2205: NO), it ends the process assuming that normal processing will be performed.
[0138] On the other hand, if the determination unit 70 determines that an enemy character exists within a predetermined range based on the player character (S2205: YES), the setting unit 71 sets the enemy character as a target (S2206).
[0139] Thereafter, the operation acceptance unit 62 determines whether or not an operation to execute an attack by the player character has been accepted by pressing the third button 236 or the fourth button 237 (S2207). If the operation acceptance unit 62 determines that an operation to execute an attack by the player character has not been accepted (S2207: NO), the action processing unit 72 ends the process by continuing the process of moving the player character.
[0140] On the other hand, if the operation receiving unit 62 determines that an operation to execute an attack by the player character has been received (S2207: YES), the action processing unit 72 causes the player character to turn toward the enemy character set as the target (S2208).
[0141] The action processing unit 72 calculates the distance from the player character to the front of the enemy character (S2209). The front of the enemy character is, for example, the outer periphery of the enemy character on which the player character can move.
[0142] The action processing unit 72 performs processing to make the player character step forward the calculated distance in the direction in which the enemy character is located, thereby making the enemy character execute an attack (S2210).
[0143] By performing the above-mentioned control, the control unit 40 according to this embodiment allows the player character to automatically track and attack the enemy character even when the player is not locked on to the enemy character. Therefore, the control unit 40 according to this embodiment allows the player character to attack the enemy character without the player having to accurately specify the direction in which the enemy character is located as the movement direction, thereby reducing the operational burden.
[0144] The control unit 40 according to the present embodiment has been described with respect to the processing performed when the player character performs a close-range attack on an enemy character. However, the control unit 40 according to the present embodiment does not limit the attack performed by the player character on other characters to a close-range attack, and may perform a long-range attack. In this case, for example, when a condition for assisting an attack is satisfied, the action processing unit 72 may cause the player character to perform a long-range attack after turning the player character toward the enemy character, or may cause the player character to perform a long-range attack after moving the player character to a distance where the enemy character can be attacked.
[0145] In this embodiment, the predetermined process that the player character causes to be performed on another character is described as an attack. However, the control unit 40 according to this embodiment does not limit the predetermined process that the player character performs on another character to an attack, and may perform, for example, a conversation with the other character, a movement in front of the other character, a turn toward the other character, or a special movement such as a jump. As a further modified example, the control unit 40 may perform, as the predetermined process that the player character performs on the other character, a virtual camera following the other character, setting a focus point on the other character, fixing an attack target on the other character, or the like.
[0146] The control unit 40 according to the present embodiment has been described with reference to a case where an attack execution operation is received while an input operation for a moving direction is being received. However, the control unit 40 according to the present embodiment is not a technology that limits the order in which operations are received. As a modified example, the control unit 40 may execute the above-mentioned process when an input operation for a moving direction is received after an operation for executing an attack, or may execute the above-mentioned process when an input operation for an attack and an input operation for a moving direction are received at the same timing.
[0147] The game device 10 according to the present embodiment has been described with reference to a case in which the first analog stick 232 is used to input the moving direction of the player character. However, the game device 10 according to the present embodiment does not limit the input means for the moving direction to an analog stick, and may use a cross key capable of inputting up, down, left and right. Furthermore, the game device 10 may input the moving direction of the player character by cursor input using a keyboard or a swipe operation on a touch panel. In other words, the game device 10 can perform the above-mentioned control as long as the device is capable of inputting the moving direction of the player character.
[0148] The game device 10 according to the present embodiment has been described as executing a game from a third-person perspective, in which a player character is shown in game screen data, that is, a so-called TPS (Third-Person Shooter) perspective. However, the game device 10 according to the present embodiment does not limit the processing shown in the above embodiment to a game from a TPS perspective, and may be applied to, for example, a game from an FPS (First-person shooter) perspective.
[0149] (Variation 1) In the above embodiment, the process performed by the control unit 40 when the player character and enemy character are in a one-to-one relationship has been described. However, the game screen data output by the output device 24 may display a plurality of enemy characters. In this case, the determination unit 70 may determine that the condition for assisting an attack is satisfied against a plurality of enemy characters. Therefore, in this modified example, the process performed by the action processing unit 72 when it is determined that a plurality of enemy characters are present within a predetermined range will be described.
[0150] The target information storage unit 50A according to this modification may store a priority for each type of enemy character as a target of attack. The priority indicates the degree to which the enemy character should be prioritized as a target of attack. The priority may be determined, for example, by a numerical value.
[0151] In this modification, when it is determined that there are multiple enemy characters within a predetermined range, the setting unit 71 determines which enemy character is to be attacked based on a priority previously set for each type of enemy character. Specifically, the setting unit 71 determines, as the attack target, the enemy character with the highest priority among multiple enemy characters of different types. When there are multiple enemy characters, the control unit 40 according to this modification determines the attack target according to the priority, thereby improving convenience.
[0152] Furthermore, the setting unit 71 may recognize that there are multiple enemy characters with the same priority. In this case, if the player character performs a close-combat attack, the setting unit 71 may determine, as the target of attack, the enemy character that is closest to the player character among the multiple enemy characters with the same priority.
[0153] Furthermore, the target information storage unit 50A may not store the priority for each type of enemy character. In this case, the setting unit 71 may determine the target of attack based on the priority based on the positional relationship. In other words, when it is determined that there are multiple enemy characters within a predetermined range, the setting unit 71 may determine the target of attack based on the priority based on the positional relationship between the player character and the enemy character. For example, when there are multiple enemy characters side by side within a predetermined range, the setting unit 71 may determine the enemy character closest to the center of the screen as the target of attack.
[0154] In this way, when there are multiple enemy characters, the setting section 71 according to this modified example determines the attack target according to the positional relationship, and therefore it is possible to prevent the player from feeling uncomfortable.
[0155] Furthermore, the setting section 71 according to this modified example may determine the target of attack by combining a priority according to the type of enemy character with a priority according to the positional relationship.
[0156] The control unit 40 according to this modification may allow the player to intentionally set priorities according to the types or positional relationships of enemy characters. This allows the control unit 40 according to this modification to make the player character attack as the player intends, thereby improving operability.
[0157] (Variation 2) The control unit 40 according to the embodiment described above has been described as supporting an attack when an operation to execute an attack on an enemy character is received in a state where the control unit 40 is not locked on to the enemy character. However, the embodiment described above is not limited to the process executed by the control unit 40 in a state where the control unit 40 is not locked on to the enemy character.
[0158] For example, there is a situation where the output device 24 displays a first enemy character and a second enemy character on the screen. The first enemy character is a so-called boss character, and the second enemy character is a normal enemy character. Then, the operation receiving unit 62 receives a lock-on operation to the first enemy character. As a result, the action processing unit 72 operates the player character in a state where the player character is locked on to the first enemy character. Then, there is a situation where the action processing unit 72 processes the second enemy character to approach the player character.
[0159] In this modified example, in such a situation, when the determination unit 70 determines that the second enemy character is included in a predetermined range with respect to the player character, the setting unit 71 sets the second enemy character as an attack target. Then, the action processing unit 72 corrects the moving direction of the player character so that the attack of the player character hits the second enemy character set as the attack target. Therefore, the control unit 40 can process the player character to attack the second character while allowing the player to check the action of the first enemy character. In this way, when the camera change unit 73 fixes the viewpoint so as to capture the first enemy character, the action processing unit 72 can process the attack to hit the second enemy character even if the second enemy character is not present in the moving direction accepted by the operation acceptance unit 62 when the second enemy character exists within a predetermined range with respect to the player character, thereby improving convenience.
[0160] (Variation 3) The determination unit 70 according to the embodiment described above takes into consideration the movement direction received by the first analog stick 232 when determining whether or not an enemy character is present within a predetermined range based on the player character, but does not take into consideration the amount of operation of the first analog stick 232. Therefore, in this modified example, a case will be described in which the determination unit 70 makes a determination taking into consideration the amount of operation of the first analog stick 232.
[0161] As described above, the action processing unit 72 changes the movement of the player character between a movement inhibition state, walking, and running, depending on the amount of operation of the first analog stick 232.
[0162] Therefore, the determination unit 70 according to this modification determines whether or not the condition for assisting an attack is satisfied based on the input value of the operation in addition to the positional relationship as in the above-mentioned embodiment. For example, the determination unit 70 may determine that the condition for assisting an attack is not satisfied when the input value of the operation of the first analog stick 232 is less than the first threshold value and the movement of the player character is suppressed. Furthermore, the determination unit 70 may determine that the condition for assisting an attack is satisfied when the input value of the operation of the first analog stick 232 is greater than the first threshold value and the player character is walking or running, and the positional relationship between the player character and the enemy character satisfies the condition shown in the above-mentioned embodiment.
[0163] In this way, when the setting unit 71 receives an operation to execute an attack while receiving an input operation for the movement direction, the setting unit 71 switches whether or not to set an enemy character as an attack target depending on the judgment result of the judgment unit 70, in other words, depending on the input value of the operation for the movement direction.
[0164] Furthermore, the determination unit 70 may change the conditions for assisting an attack, depending on the input value of the operation of the first analog stick 232. For example, the determination unit 70 may change a threshold value related to the distance between the player character and the enemy character that is included in a predetermined range, depending on whether the player character is running or walking.
[0165] For example, when the player character is walking, the determination unit 70 may determine that an enemy character is not present within a predetermined range because the enemy character is far away, but when the player character is running, the determination unit 70 may determine that the enemy character is present within the predetermined range.
[0166] The control unit 40 according to this modification shows an example of a method for switching whether or not to execute an action depending on an input value of an operation, and is not limited to this method. For example, the determination unit 70 may determine that the condition for assisting an attack is met even when the input value of the operation of the first analog stick 232 is less than the first threshold value and the movement of the player character is suppressed.
[0167] As another example, the judgment unit 70 may determine that the condition for assisting an attack is not met when the input value of the operation of the first analog stick 232 is less than the second threshold value and the movement of the player character is inhibited, or when the player character is walking, and the judgment unit 70 may determine that the condition for assisting an attack is met only when the input value of the operation of the first analog stick 232 is greater than the second threshold value and the player character is running.
[0168] The control unit 40 according to this modification enables various controls according to the situation by switching whether or not to execute an action depending on the input value of an operation, thereby achieving improved convenience.
[0169] (Variation 4) In the above-described embodiment, a game has been described in which the operation reception unit 62 can receive an operation to switch whether or not to set an attack target of the player character 1601 to an arbitrary enemy character. However, the control unit 40 according to the above-described embodiment is not limited to a game in which an operation to switch whether or not to set an attack target to an enemy character can be received.
[0170] In this modified example, a case will be described in which the control unit 40 does not have the function of accepting an operation as to whether or not to set an enemy character as an attack target.
[0171] In the present modified example, the control unit 40 may determine in advance the position of the virtual camera used to generate the game screen data, in other words, the player may not be able to move the virtual camera. Also, the control unit 40 in the present modified example may be configured to allow the player to move the position of the virtual camera, similar to the above-described embodiment.
[0172] Then, when the operation receiving unit 62 receives an operation to execute an attack while receiving an input operation of the moving direction of the player character, the determination unit 70 determines whether or not an enemy character is present within a predetermined range based on the player character. The determination method is the same as the embodiment described above, and a description thereof will be omitted. Then, when the determination unit 70 determines that the condition is satisfied, the setting unit 71 sets the enemy character as an attack target. Then, the action processing unit 72 processes the player character to attack the enemy character set as the attack target. This makes it easier for the player to attack the enemy character through the player's operation.
[0173] In this way, the control unit 40 of this modified example can obtain the same effect as the above-described embodiment even if it does not implement a function that can accept an operation to switch whether or not to set an arbitrary enemy character, i.e., a so-called lock-on operation.
[0174] [Action and main effects] The control unit 40 according to the above-mentioned embodiment and modification accepts an input operation of a moving direction from the player, and if another object exists within a predetermined range corresponding to the input operation based on the object operated by the player, the control unit 40 sets the other object as a target even if the other object does not exist in the moving direction indicated by the input operation. Therefore, the control unit 40 causes the object operated by the player to execute the predetermined action on the other object set as a target. In this way, the control unit 40 according to this embodiment executes the action desired by the player even if the input accuracy of the moving direction of the player is low, thereby realizing improved operability.
[0175] Note that the game system of this embodiment is not limited to application to action role-playing games as an example of a game in which a predetermined process is performed on a target set as a goal, but can be applied to various types of games, such as action games, fighting games, role-playing games, and simulation games.
[0176] Although the embodiments of the program, information processing device, and information processing method according to the present invention have been described above, the present invention is not limited to the above-mentioned embodiments. Various changes, modifications, substitutions, additions, deletions, and combinations are possible within the scope of the claims. Naturally, these also fall within the technical scope of the present invention. [Explanation of symbols]
[0177] 10 Gaming Devices 12 Server equipment 20 CPU 21 Storage device 22 Communication Equipment 23 Input Devices 24 Output Devices 231 Directional Key 232 1st analog stick 233 2nd analog stick 234 First Button 235 Second Button 236 Third Button 237 4th Button 40 Control section 41 Input control section 42 Output control section 43 Communications Department 44 Memory section 50 Game Programs 50A Target information storage section 52 Game Data 60 Screen generation section 62 Operation reception section 64 Game control unit 70 Judgment section 71 Setting section 72 Action Processing Unit 73 Camera Change Section
Claims
1. In a game in which a predetermined process is performed on a target set as a goal, a first operation indicating a movement direction in which a first object that is an operation target is moved; When the first operation is accepted, if a second object is present within a predetermined range corresponding to the first operation with the position of the first object as a reference, the second object is set as a target. A program that causes an information processing device to execute processing.
2. Furthermore, a second operation different from the first operation can be accepted, When the second object is set as a target based on the second operation, a first process is executed; When the second object is set as a target based on the first operation, at least a part of the first process is executed. The program according to claim 1.
3. a third operation of moving a virtual camera, the virtual camera having a determined viewpoint and shooting direction, in order to generate a display screen representing a virtual three-dimensional space in which at least the first object and the second object exist; stopping the movement of the virtual camera based on the third operation while the second object is being targeted based on the second operation; moving the virtual camera in accordance with the third manipulation while targeting the second object based on the first manipulation; The program according to claim 2.
4. a fourth operation for causing the first object to execute a predetermined process is acceptable; when the fourth operation is accepted, the first object causes the second object set as a target to execute the predetermined process while the first operation is accepted; The program according to claim 1.
5. Furthermore, a second operation different from the first operation can be accepted, when the first operation is received while the second object is set as a target based on the second operation, moving the first object according to the first operation with the first object facing the second object; moving the first object in the moving direction indicated by the first operation, when the fourth operation is not accepted while the second object is set as a target based on the first operation; The program according to claim 4.
6. while the second object is set as a target based on the first operation, if the second object is present within the predetermined range, at a timing when the fourth operation is accepted, the first object is caused to turn toward the second object set as a target, and after the first object has turned, the second object is caused to execute a predetermined action; The program according to claim 4 or 5.
7. correcting a movement amount of the first object based on a distance between the first object and the second object when causing the first object to execute the predetermined action; The program according to claim 6.
8. when the fourth operation is accepted, switching whether or not the first object causes the second object to execute the predetermined action based on whether or not an input value of the first operation is equal to or greater than a predetermined value while the first operation is accepted; The program according to claim 4.
9. setting the second object as a target when the second object exists within the predetermined range that defines any one or more of the following in a virtual three-dimensional space in which the first object and the second object are placed: a distance between the first object and the second object, an angle between the direction of movement of the first object and the second object with the first object as a reference, and a difference in height between the first object and the second object; The program according to claim 1.
10. setting the second object as a target when the second object is present within the predetermined range in which any one or more of the distance, the angle, and the height difference are varied according to the type of the second object; The program according to claim 9.
11. determining, in a case where a plurality of the second objects are present within the predetermined range, the second object to be set as a target based on a priority previously set for each type of the second object; The program according to claim 1.
12. An information processing device for executing a game in which a predetermined process is performed on an object set as a target, an operation receiving unit capable of receiving a first operation indicating a moving direction in which a first object that is an operation target is moved; a setting unit that, when receiving the first operation, sets a second object as a target when a second object exists within a predetermined range corresponding to the first operation with a position of the first object as a reference; and An information processing device comprising:
13. 1. An information processing method for a game in which a predetermined process is performed on an object set as a target, a first operation indicating a movement direction in which a first object that is an operation target is moved; when the first operation is accepted, if a second object is present within a predetermined range corresponding to the first operation with a position of the first object as a reference, the second object is set as a target; Information processing methods.
Citation Information
Patent Citations
Game apparatus having simultaneous playing function
JP1995008632A