Program, information processing device, and information processing method
The program enables effective comparison of an object's initial and final states by outputting the object in a specific order, addressing the challenge of comparing states before and after a change, especially when an intermediate state is involved.
Patent Information
- Application Number
- JP2023150411
- 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 technologies fail to effectively compare the state before and after a change in an object, particularly when the object transitions through an intermediate state, making it difficult to assess the differences accurately.
A program is developed that allows an information processing device to output an object in a specific order, enabling comparison between the initial and final states of the object by outputting the object in the order of its second and third states, and allowing direct comparison with the first state.
This solution enables users to compare the state before and after a change in an object, even when the object transitions through an intermediate state, thereby facilitating accurate assessments of changes.
Smart Images

Figure 2025043092000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, an information processing device, and an information processing method. [Background technology]
[0002] Patent Document 1 discloses a game in which a character is created based on a player's input, the created character is set to appear in the game, and can be replaced with an existing character selected by the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-184656 A Summary of the Invention [Problem to be solved by the invention]
[0004] When an object such as a character transitions from a pre-change state to a state during the change and then to a post-change state, the state during the change is output between the pre-change and post-change states of the object, making it impossible to compare the difference between the pre-change and post-change states of the object.
[0005] The present disclosure provides techniques that allow for comparison of before and after states of a modifying object that has been through a modifying state. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, one proposal provides a program that causes an information processing device to function as an output processing unit capable of outputting an object to an output device, and that outputs a first state of the object, followed by a second state of the object, and then a third state of the object, in that order, wherein the output processing unit outputs the third state and the first state in a comparable manner. Effect of the Invention
[0007] According to one aspect, before and after states of a modifying object can be compared through intermediate states. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a configuration diagram of an example of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of the game device according to the present embodiment. [Diagram 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device according to the present embodiment. [Figure 4] FIG. 2 is a diagram illustrating an example of the functional configuration of the game device according to the present embodiment. [Diagram 5] FIG. 11 is a diagram for explaining a transition of a character image. [Figure 6] 10 is a flowchart showing a character creation process according to the present embodiment. [Figure 7] FIG. 4 is a diagram showing an example of a character creation screen according to the embodiment. [Figure 8] FIG. 13 is a diagram showing an example of a character creation screen according to the present embodiment. [Figure 9] FIG. 13 is a diagram showing an example of a character creation screen according to the present embodiment. [Figure 10] FIG. 4 is a diagram showing an example of character image data according to the embodiment. [Figure 11] 13 is a flowchart showing a preset process according to the present modified example. [Figure 12] FIG. 13 is a diagram showing an example of preset image data according to the present modified example. [Figure 13] FIG. 13 is a diagram showing an example of a preset image according to the present modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the drawings, the same components are denoted by the same reference numerals, and duplicated descriptions 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 user, 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 the player, and an output device that outputs 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 an 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. Note that the game device 10 may be communicably connected to other game devices 10 through a network 18 without going through the server device 12. The network 18 may be either wired communication or wireless communication.
[0019] [Hardware configuration] FIG. 2 is a diagram showing an example of the hardware configuration of the game device 10 according to the present embodiment.
[0020] 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.
[0021] The CPU 20 controls the game device 10 in accordance with various programs. 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 to be 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. The CPU 20 provides a game to a player of the game device 10 by reading and executing a game program stored in the storage device 21.
[0022] The communication device 22 is a communication device such as a network circuit that controls communication. The input device 23 is an input device such as a touch panel, a touch pad, a controller, a keyboard, or a mouse. The output device 24 is an output device such as a display that outputs images and a speaker that outputs sound. The hardware configuration in Fig. 2 is an example. For example, the game device 10 may include a graphics processing unit (GPU) and a digital sound processor (DSP).
[0023] FIG. 3 is a diagram showing an example of a hardware configuration of the server device 12 according to the present embodiment. The server device 12 in FIG. 3 has, for example, a CPU 30, a storage device 31, and a communication device 32. The CPU 30 controls the server device 12 according to various programs. The storage device 31 is, for example, a memory such as a ROM or RAM, or a storage such as a HDD or 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. 3 may have a configuration in which an input device and an output device are built in or externally attached. The hardware configuration in FIG. 3 is an example.
[0024] [Function configuration] 4 is a diagram showing an example of a functional configuration of the game device 10. The game device 10 forms a software function unit within the game device 10 under the control of the CPU 20. The software function unit has a game control unit 40, an operation reception unit 41, an output control unit 42, a communication unit 43, and a storage unit 44.
[0025] The operation reception unit 41 receives various operations by the player on the input device 23 in Fig. 2. The various operations by the player on the input device 23 refer to operations such as manually pressing a button or key on the input device 23, sliding a slider bar, tilting a lever, etc., in order to cause the CPU 20 to execute game processing. When the operation reception unit 41 receives multiple types of operation signals from the input device 23, it recognizes the operation content assigned in accordance with the program 50 and transmits the information to the game control unit 40.
[0026] The output control unit 42, under the control of the game control unit 40, outputs various game image data and game sound data to the output device 24 in Fig. 2. As a result, the output device 24 outputs the game sound data from the speaker while displaying the game image data on the display.
[0027] The communication unit 43 controls the communication device 22 in Fig. 2 under the control of the game control unit 40, thereby communicating with the server device 12 or other game devices 10 via the network 18 in Fig. 1, etc. For example, the communication unit 43 acquires information relating to the game by communicating with the server device 12 under the operation of a game player.
[0028] The storage unit 44 stores a program 50, game data 52, and character image data 53. The program 50 causes the game device 10 to execute processing of the game played by the player. The game data 52 is data used in processing the game played by the player. The character image data 53 is parameter values before and after change when creating a character and an ID of a character image. The character image data 53 is data stored in the storage unit 44 by the retention processing unit 72. The storage unit 44 may be realized by the storage device 21 in FIG. 2, or may be realized by a storage device communicatively connected by the communication unit 43.
[0029] The CPU 20 then forms a game control unit 40 under execution of the program 50, and controls the game of the game device 10 through the game control unit 40. The game control unit 40 controls the output device 24 through the output control unit 42, and provides the game to the player through the output device 24.
[0030] The game control unit 40 has a main processing unit 60 that controls the progress of the main part of the game, and a character creation unit 70 that creates characters used in the game. The character creation unit 70 has an output processing unit 71 and a storage processing unit 72.
[0031] The main processing unit 60 displays a game image on the display of the output device 24. For example, the main processing unit 60 executes a desired game, such as a so-called action game, in which a player operates a set player character in a game set in a two-dimensional or three-dimensional virtual space, to move the player character in the game image and defeat a plurality of enemy characters in the game.
[0032] The character creation unit 70 is configured to be able to create characters such as player characters by selection by the player. For example, creating a character by selection by the player includes creating a character so that each of a plurality of setting items of the character has a player-preferred appearance and voice in response to the player's selection operation. The setting items of the character include facial parts such as face outline, pupils, eye color, nose, mouth, lips, ears, eyebrows, and chin, and body parts such as hands, feet, skin color, hairstyle, and hair color. The setting items of the character may include weapons owned by the character, equipment such as accessories, pets, voice information such as the character's lines, text information related to the character such as the character's name, age, and place of origin, and the like.
[0033] When a player requests the creation of a character, the character creation unit 70 displays a character creation screen for creating a character such as a player character. For example, slider bars for a plurality of setting items, parameter values, and a character image showing the character's appearance are displayed on the character creation screen. The player selects one of the setting items and performs an operation of sliding the slider bar for the selected setting item. In response to this operation, the character creation unit 70 changes the parameter value and displays the parameter value while changing the character image corresponding to the parameter value.
[0034] FIG. 5 is a diagram for explaining the transition of a character image. In the example of FIG. 5, after the player selects the setting item of the width of the nose, the player operates the slider bar for the width of the nose, and the character creation unit 70 changes and displays the width of the nose of the character image. The character image A1 in FIG. 5(a) is the character image before the player operates the slider bar, that is, before the change. When the player slides the slider bar in one direction, the parameter value is changed, and the character image is changed accordingly. In this case, the character image A1 before the change in FIG. 5(a) transitions to the character image A2 in the middle of the change in FIG. 5(b).
[0035] When the player finishes operating the slider bar, the character image A3 in Fig. 5(c) corresponding to the parameter value at that time is displayed on the screen. Between Fig. 5(a) and Fig. 5(b), and between Fig. 5(b) and Fig. 5(c), the character image A2 shown in Fig. 5(b) is displayed in a stepwise change. Thus, the player first sees the character image A2 in Fig. 5(b) which changes from the character image A1 in Fig. 5(a), and then sees the character image A3 in Fig. 5(c) after the change.
[0036] Therefore, the player cannot use the slider bar to change the image from character image A1 to character image A3 without changing to character image A2, making it difficult for the player to visually compare the difference between the pre-change character image A1 and the post-change character image A3.
[0037] In contrast, the character creation unit 70 according to this embodiment realizes the following functions in addition to the function of seamlessly, that is, gradually changing and displaying the character image using a slider bar, as shown in the upper part of FIG. 5. When the character creation unit 70 receives an operation of continuously pressing a button by the player, it displays the difference between the character image A1 before the change and the character image A3 after the change so that they can be compared, as shown in the lower part of FIG. 5. In this specification, the output mode in the upper part of FIG. 5 is also referred to as the first mode, and the output mode in the lower part is also referred to as the second mode different from the first mode. The following description of the output modes is for the purpose of making the explanation easier to understand, and does not actually perform any processing. For example, in the first mode, if the player continues to press the button while selecting the character image A3, the character creation unit 70 ends the first mode and starts the second mode, and displays the character image A1 before the change. When the player releases his / her finger from the button, the character creation unit 70 ends the second mode and starts the first mode, and displays the character image A3 after the change. In the second mode, the character images A1 and A3 before and after the change can be switched between being displayed, allowing the character images A1 and A3 before and after the change to be compared.
[0038] In the example of FIG. 5, when the player continues to press a predetermined button, the character creation unit 70 determines that a specific input has been made, starts the second mode of FIG. 5, and displays the character image A1 before the change corresponding to the parameter value before the change. In the second mode, slider bar input is not possible. That is, the character creation unit 70 disables the slider bar input by the player's operation in the second mode. When the player releases his / her finger from the button, the character creation unit 70 returns to the first mode, returns to the parameter value selected before continuing to press the button, and displays the changed character image A3 corresponding to the parameter value. In the first mode, slider bar input is possible. That is, the character creation unit 70 enables the slider bar input by the player's operation in the first mode. Note that the operation of continuing to press the button is an example of a specific operation by the player, and is not limited thereto.
[0039] As a modified example of the method in which the character creation unit 70 switches between the first mode and the second mode, the following method may be used. (1) When the character creation unit 70 receives that a predetermined first button has been pressed by the player during the first mode, the character creation unit 70 ends the first mode and starts the second mode. Pressing the first button is an example of a specific operation by the player. The character creation unit 70 changes the display from character image A3 to pre-change character image A1 corresponding to the pre-change parameter value. The character creation unit 70 disables the input of the slider bar by the player's operation. (2) When the character creation unit 70 receives that a predetermined second button has been pressed by the player during the second mode, it changes the display from the character image A1 to a changed character image A3 corresponding to the changed parameter value. (3) When the player presses the first button and the second button during the second mode, the display is switched so that pressing the first button displays the pre-change character image A1, and pressing the second button displays the post-change character image A3, allowing the player to compare the character images A1 and A3. (4) When the character creation unit 70 receives a cancellation operation of the specific operation, it ends the second mode, starts the first mode, and displays the changed character image A3. In the first mode, the character creation unit 70 enables input of the slider bar by the player. The cancellation operation of the specific operation is not particularly limited, but may be, for example, pressing an unused button, continuous input, pressing multiple buttons simultaneously, etc.
[0040] Note that various variations are possible. For example, if the second mode start operation and the second mode release operation are performed with the first button and the image switching operation is performed with the second button, the second mode is started when the first button is pressed. In the second mode, the character image A1 before the change and the character image A3 after the change are displayed alternately each time the second button is pressed. When the first button is pressed again, the second mode is released and the first mode is resumed.
[0041] [Character creation process] A player character creation process showing a character creation method according to this embodiment will be described with reference to Fig. 6 to Fig. 10. Fig. 6 is a flowchart showing the character creation process according to this embodiment. Figs. 7 to 9 are diagrams showing an example of a character creation screen according to this embodiment. Fig. 10 is a diagram showing an example of character image data according to this embodiment.
[0042] The character creation screen shown in Fig. 7 to Fig. 9 is a setting screen for the shape of a character's nose. A plurality of setting items 101 to 106 relating to the shape of the nose and a character image B1 when the plurality of setting items 101 to 106 are adjusted are displayed on the character creation screen in Fig. 7. The character image B1 is a preview image, and is displayed and changed each time the player operates the slider bar 35.
[0043] On the character creation screens shown in Figures 7 to 9, the player can select setting items 101 to 106, such as a preset indicating an initial setting shape, the width of the nose, the vertical position of the nose, the front-to-back position of the nose, the height of the nose, the direction of the nose, and the height of the bridge of the nose. On the character creation screens shown in Figures 7 to 9, a slider bar 35 is displayed for each of the setting items 101 to 106.
[0044] In the character creation process of Fig. 6, in step S1, the output processing unit 71 of the character creation unit 70 displays a character creation screen. In step S2, the output processing unit 71 starts display in the first mode, and displays the parameter values and character image B1 held in the previous character creation. The character creation screen shown in Fig. 7 is in a state where the player is not operating the slider bar 35, and displays the parameter value Q0 before the change and the character image B1 before the change.
[0045] In step S3, the output processing unit 71 determines whether a setting item has been selected. The output processing unit 71 waits until a setting item has been selected, and when it determines that a setting item has been selected, in step S4, the selected setting item is displayed to indicate that it has been selected. In the example of FIG. 7, the player selects the setting item 101 for the width of the nose, and the setting item 101 is displayed in a thick frame to indicate that it has been selected. Note that the setting item 101 for the width of the nose is displayed with a slide position P0 in the center of the slider bar 35, and the parameter value Q0 corresponding to the slide position P0 is 0. The output processing unit 71 displays the parameter value adjacent to the character image. This allows the player to check the parameter value and the character image at the same time. The output processing unit 71 displays a character image B1 having a nose width corresponding to the parameter value Q0.
[0046] In step S5, the output processing unit 71 determines whether or not the player has operated the slider bar 35. If the output processing unit 71 determines that the player has not operated the slider bar 35, the process proceeds to step S15.
[0047] In step S15, the output processing unit 71 determines whether to end the character creation process. If the output processing unit 71 determines that the character creation process is to be ended by the player pressing the end button, etc., the output processing unit 71 ends this process. If the output processing unit 71 determines that the character creation process is not to be ended, the process returns to step S5.
[0048] In step S5, when the output processing unit 71 determines that the slider bar 35 has been operated by the player, the process proceeds to step S6, where it determines whether the operation of the slider bar 35 by the player is the first operation. When the output processing unit 71 determines that it is the first operation, the process proceeds to step S7. When the output processing unit 71 determines that it is the second or subsequent operation in step S6, the process proceeds to step S8. In step S7, the retention processing unit 72 stores the current parameter value, i.e., the parameter value before the change, in the storage unit 44, and stores the current character image, i.e., the image ID1 of the character image before the change, in the storage unit 44. In the example shown in FIG. 10, the parameter value Q0 is retained as the parameter value before the change, and the image ID of the character image B1 is retained as the image ID1 before the change shown in FIG. 10. However, it is sufficient that at least one of the current parameter value or the current image ID is stored in the storage unit 44. At least one of the pre-change parameter value and image ID1 of the pre-change character image is an example of information indicating the state of the pre-change character image, and is an example of information relating to the first state of the object.
[0049] In step S8, the output processing unit 71 changes and displays the parameter value by operating the slider bar 35, and changes and displays the character image according to the changed parameter value. In step S9, the output processing unit 71 returns to step S5 and repeats the processes of steps S5 to S9 until it determines that the predetermined button has been continuously pressed.
[0050] In the example of FIG. 8, the player operates the slider bar 35 of the setting item 101 to select slide position P1, and the output processing unit 71 changes the parameter value Q1 to 25 in accordance with the slide position P1 and displays it. The output processing unit 71 also changes the parameter value Q1 to a character image B2 having a nose width of 25 and displays it. Note that the character image B2 is an example of an image in the middle of being changed. The output processing unit 71 gradually changes the appearance of the nose width in response to an increase or decrease in the parameter value in response to the operation of the slider bar 35, and displays it. This allows the player to customize the character's appearance to his or her liking.
[0051] When the output processing unit 71 determines in step S9 that a predetermined button has been continuously pressed, in step S10, the output processing unit 71 ends the first mode, starts the second mode, and invalidates the operation of the slider bar 35. For example, when the player continues to press the button 107 shown in Fig. 8, the output processing unit 71 determines that a predetermined button has been continuously pressed, and invalidates the input of the slider bar 35 by the player's operation in the second mode.
[0052] In step S11, the retention processing unit 72 stores in the memory unit 44 the changed parameter value, which is the parameter value last set by the player before the player performs the operation of pressing and holding a specified button, and the image ID of the changed character image corresponding to the changed parameter value.
[0053] FIG. 9 is an example of a screen displayed when the player continues to press a predetermined button, and shows a state in which the slide position P2 is selected. The parameter value Q2 is displayed at 40, and a character image B3 having a nose width of which the parameter value Q2 is 40 is displayed. The parameter value Q2 is held in the changed parameter value shown in FIG. 10, and the image ID of the character image B3 is held in the changed image ID2 shown in FIG. 10. However, it is sufficient that at least one of the current parameter value and the current image ID is stored in the storage unit 44. At least one of the changed parameter value and the image ID2 of the changed character image is an example of information indicating the state of the changed character image, and is an example of information regarding the third state of the object.
[0054] In step S12, when the output processing unit 71 determines that the button is being pressed by the player, it switches the display to the parameter value before the change and the character image corresponding to that parameter value, i.e., the character image before the change. This switches the display from the character image after the change to the character image before the change.
[0055] In step S13, the output processing unit 71 determines whether the button has been released by the player. The output processing unit 71 performs the processes of steps S12 to S13 until it is determined that the button has been released by the player. When the output processing unit 71 determines in step S13 that the button has been released by the player, in step S14, the output processing unit 71 ends the second mode and starts the first mode. In the first mode, the output processing unit 71 switches the display to the changed parameter value and a character image corresponding to the parameter value, that is, the changed character image. In addition, the output processing unit 71 enables the operation of the slider bar 35, and returns to step S5. This switches the display from the pre-changed character image to the changed character image.
[0056] According to the character creation method of this embodiment, in the first mode, taking advantage of the slider bar, the character image can be seamlessly changed and displayed in response to the operation of the slider bar by the player. Also, when a specific operation is performed, the second mode is entered, and a specific character image and the changed character image can be switched and displayed. This allows the state of the specific character image before and after the change to be compared.
[0057] In addition, the above-mentioned switching display is possible only by a specific operation by the player, such as pressing and holding a specific button, etc. This makes it possible to prevent a situation in which the player is unintentionally unable to confirm the appearance of the original character image that can be seamlessly displayed.
[0058] In addition, the user interface UI of the character creation screen that displays the slider bar 35, parameter values, and character image used in the first mode can be used as is. In other words, the display in the second mode can be realized by using a user interface UI in which the button 107 is added to the character creation screen.
[0059] In the second mode, there is no need to switch between character creation screens, and the displayed character image can be changed to the pre-change and post-change character images as is, allowing the player to easily recognize the difference between the pre-change and post-change character images.
[0060] For example, it is conceivable to obtain an image of the character creation screen using a screenshot function within the game. However, using this function is time-consuming for the player, and makes it difficult for the player to compare the character images before and after the change. According to the character creation method of this embodiment, it is possible to compare the difference between the character images before and after the change without causing the player the time and hassle of comparison.
[0061] The output processing unit 71 may output the pre-change and post-change character images side by side.
[0062] While the output processing unit 71 is accepting the specific operation, it displays the slider bar 35 in an unselectable state. At that time, the output processing unit 71 may display the slider bar 35 in a grayed-out state. In this case, operation of the slider bar 35 by the player that is displayed in a grayed-out state is invalid. However, the player can use other functions such as zooming in / out and / or rotation. When the specific operation is released by the player, the output processing unit 71 displays the slider bar 35 in a selectable state.
[0063] While accepting a specific operation, the output processing unit 71 changes the character image to the character image before the change and displays it, and switches the parameter value of the slider bar 35 to the parameter value corresponding to the character image before the change, thereby allowing the player to know that the currently displayed character image is the character image before the change.
[0064] The specific operation is not limited to the operation of continuously pressing a specific button, and can be realized by other operations. For example, the specific operation may be a toggle operation of a short press. The toggle operation can switch between two states, and can switch between the character image before the change and the character image after the change. However, since it may be difficult to understand what is displayed before and after the change, it is preferable to display what is displayed before and after the change in an easy-to-understand manner, such as by surrounding each character image with a frame of a different color so that the character images before and after the change can be clearly seen.
[0065] A character image B1 shown in Fig. 7 is an example of the state of the character image before the change, and the state of the character image before the change is an example of the first state of the character image. A character image B2 shown in Fig. 8 is an example of the state of the character image while the slider bar 35 is being operated, i.e., during the change, and the state of the character image during the change is an example of the second state of the character image. A character image B3 shown in Fig. 9 is the state of the character image after the change, and the state of the character image after the change is an example of the third state of the character image.
[0066] When the output processing unit 71 receives a specific operation by the player, it switches between displaying the first state and the third state of the character image. This allows the player to compare the first state and the third state of the character image without displaying the second state of the character image. For example, the output processing unit 71 switches between displaying the character image before the change and the character image after the change in response to the player's operation of continuing to press a predetermined button and releasing the finger from the predetermined button. This allows the player to immediately check the character image before the slider bar operation by continuing to press the button. Also, the player can immediately return to the changed parameter value and display the changed character image by releasing the finger from the button.
[0067] The first state of the character image may be the state of the character when output of the character image to the output device 24 is started. The first state of the character image may be the state of the character image before the operation of the slider bar. The first state of the character image may be a candidate for a specific character image designated by the player. Information regarding the first state of the character image is held in the storage unit.
[0068] The second state of the character image may be a state of the character image in the middle of changing from the first state to the third state. When the state of the character image changes stepwise from the first state to the third state, the second state may be a state in the middle of changing stepwise from the first state to the third state. The output processing unit 71 may not display the second state of the character image while accepting a specific operation.
[0069] However, in the second mode, while the first and third states of the character image are switched or displayed side by side, if the third state and the first state can be compared immediately, the second state of the character image may be displayed or not. In other words, when comparing the third state and the first state, if the second state is not displayed more prominently than the first state, the second state may be displayed. As an example, the output of the second state may be output by placing a black tile and outputting the first state on top of it, so that the first state appears to be displayed on the surface, but the second state is output in the background.
[0070] The third state of the character image may be a state of the character image when a specific operation by the player is accepted. The third state of the character image may be a candidate for a specific character image designated by the player. Information regarding the third state of the character image is held in a storage unit.
[0071] The character creation method according to this embodiment is an example of an information processing method. Moreover, the character creation method according to this embodiment is executed by an information processing device. Characters, including a player character, created in this embodiment are an example of an object. A character image displayed in this embodiment is an example of an object state. A character image before change is an example of a first state of an object. A character image in the middle of change is an example of a second state of an object. A character image after change is an example of a third state of an object. The operation of continuously pressing button 107 is an example of a specific operation by a user.
[0072] [Variations] The modified example will be described with reference to Figs. 11 to 13. Fig. 11 is a flowchart showing a preset process according to this modified example. Fig. 12 is a diagram showing an example of preset image data according to this modified example. Fig. 13 is a diagram showing an example of a preset image according to this modified example. In this modified example, the same system, game device, and server device as in this embodiment are used.
[0073] The preset image is an image showing an initial setting shape in which the overall shape of the character is set in advance. As shown in an example in Fig. 12, the storage unit 44 stores a different preset image for each preset number. With reference to Fig. 11, a preset process showing a preset method according to this modified example will be described.
[0074] In step S21, the output processing unit 71 displays a preset setting screen. FIG. 13 is an example of the preset setting screen. On the preset setting screen, identification information of (a) preset image a1, (b) preset image b1, (c) preset image c1, (d) preset image d1, (e) preset image e1, and (f) preset image f1 is displayed. Here, it is assumed that (a) preset image a1 is selected first. As the identification information of the preset images a1 to f1, preset numbers may be displayed on the preset setting screen. The identification information of the preset images a1 to f1 is an example of information related to the preset images.
[0075] The player selects a preset candidate from the identification information of the preset images a1 to f1. The player selects a desired preset candidate by moving one by one in the left-right or up-down direction. The player can only select preset candidates that are adjacent to each other in the left-right or up-down direction.
[0076] In step S22, the output processing unit 71 determines whether a preset candidate has been selected by the player. If the output processing unit 71 determines that a preset candidate has not been selected, the process proceeds to step S31, where the output processing unit 71 determines whether to end the preset process. If the output processing unit 71 determines that the preset process is to be ended, the output processing unit 71 ends this process. If the output processing unit 71 determines that the preset process is not to be ended, the process returns to step S22.
[0077] In step S22, when the output processing unit 71 determines that a preset candidate has been selected by the player, the process proceeds to step S23, where it determines whether or not this is the first selection operation by the player. When the output processing unit 71 determines that this is the first selection operation, the process proceeds to step S24. In step S24, the storage processing unit 72 stores the number of the preset image that was initially selected in the storage unit 44, and the process proceeds to step S25. In step S23, when the output processing unit 71 determines that this is the second or subsequent selection operation, the process proceeds to step S25.
[0078] In step S25, the output processing unit 71 displays the preset image of the selected preset candidate.
[0079] 13, when the initially selected preset image is a1 and the player selects a preset image b1 as a preset candidate, the output processing unit 71 displays the preset image b1 of the selected preset candidate. The storage processing unit 72 stores the number of the initially selected preset image a1 in the storage unit 44. The number of the preset image is an example of information related to the preset image a1.
[0080] In step S26, the output processing unit 71 determines whether the button is being pressed continuously by the player. While the output processing unit 71 determines that the button is not being pressed continuously, the process of S22 to S26 is repeated. As a result, the images of the preset candidates selected by the player are displayed in order. For example, if the preset candidates selected by the player are preset image b1, preset image c1, and preset image f1 in this order, the preset images are changed and displayed in this order.
[0081] In this state, if the output processing unit 71 determines in step S26 that the button has been continuously pressed, it stores the number of the current preset image in the storage unit 44 as a new preset image in step S27.
[0082] In step S28, the output processing unit 71 switches to the pre-change preset image stored in the storage unit 44 and displays it.
[0083] In step S29, the output processing unit 71 determines whether the button has been released. The output processing unit 71 repeats the processes of steps S28 to S29 until it determines that the button has been released. If the output processing unit 71 determines that the button has been released, the process proceeds to step S30. In step S30, the output processing unit 71 switches to the changed preset image stored in the storage unit 44 and displays it.
[0084] In step S31, the output processing unit 71 determines whether to end the preset process. If the output processing unit 71 determines that the preset process is to be ended because the player has pressed the end button, etc., the output processing unit 71 ends this process. If the output processing unit 71 determines that the preset process is not to be ended, the output processing unit 71 returns to step S22.
[0085] According to the preset processing method of this modification, it is possible to switch between displaying the pre-change preset image and the post-change preset image, i.e., the current preset image. This allows the player to easily compare the appearance of the pre-change and post-change preset images without showing the preset image selected during the change.
[0086] In particular, if there is a rule that the next preset candidate is selected by moving one at a time in the vertical or horizontal direction, it is not possible to skip from the preset image a1 in (a) of Fig. 13 to the preset image f1 in (f) in one go and select the preset image f1 as a candidate after the preset image a1. In contrast, according to the preset processing according to the modified example, when a specific operation of a predetermined button by the player is received, the preset image a1 and the preset image f1, which are not displayed adjacent to each other in the vertical or horizontal direction, can be switched and displayed.
[0087] The preset processing method according to this modified example is an example of an information processing method. The processing method according to this modified example is executed by an information processing device. The preset candidates set in this modified example are an example of an object. The preset image displayed in this modified example is an example of a state of the object. The preset image before the change is an example of a first state of the object. The preset image in the middle of the change is an example of a second state of the object. The preset image after the change is an example of a third state of the object. The operation of continuously pressing button 207 is an example of a specific operation by the user.
[0088] [others] The object may be voice information related to a character, such as lines. When switching the voice in the third state of the voice information, in the first mode, the output processing unit outputs the first state of the voice information, followed by the second state of the voice information and the third state of the voice information, in that order. When the storage unit outputs the second state of the voice information, it holds information related to the first state of the voice information. In the second mode, the output processing unit may be configured to output the third state of the voice information and the first state of the voice information indicated by the information held in the storage unit in a manner that allows comparison. This makes it possible to compare the voice before and after the switching.
[0089] The object may be text information related to the character, such as the character's name, age, hometown, etc. Taking candidate character names as an example of text information, in the first mode, the output processing unit outputs the first candidate character name, followed by the second candidate character name, and then the third candidate character name. When the second candidate character name is output, the storage unit holds information related to the first candidate character name. In the second mode, the output processing unit may be configured to output the third candidate character name and the first candidate character name indicated by the information held in the storage unit in a comparable manner. This makes it possible to compare the character names before and after the switch.
[0090] This information processing method can also be applied to a case where the state of an object changes in response to a user's operation of a dial, instead of a user's operation of a slider bar.
[0091] The program 50, information processing device, and information processing method according to the presently disclosed embodiments are illustrative and not restrictive in all respects. The embodiments can be modified and improved in various forms without departing from the scope and spirit of the appended claims. The matters described in the above embodiments can be configured in other ways without any contradiction, and can be combined without any contradiction. For example, the program 50, information processing device, and information processing method can be applied to various technologies having information processing functions, such as the creation of avatars, without being limited to application to games, by making appropriate modifications.
[0092] For example, the program 50, the information processing device, and the information processing method are not limited to being applied to games, and can be applied to various technologies having information processing functions by making appropriate modifications.
[0093] An object may be image information about a character, or image information about a preset, or audio information about a character. An object may be image information about an object, audio information about an object, or a combination of image information and audio information about an object. An object may be one or a combination of image, audio, graphic, design, and text information. An image includes a video, a still image, and a photograph.
[0094] In this embodiment and the modified example, two images, one before the change and one after the change, are switched, but three images, one before the change, one after the change, and one image in the middle of the change, may be switched. [Explanation of symbols]
[0095] 10 Gaming Devices 23 Input Devices 24 Output Devices 50 Programs 70 Character Creation Department 71 Output Processing Section 72 Retention Processing Unit
Claims
1. An information processing device, an output processing unit capable of outputting an object to an output device, the output processing unit outputting a first state of the object, a second state of the object, and a third state of the object in this order; A program that functions as The output processing unit outputs the third state and the first state in a comparable manner. program.
2. When the state of the object is gradually changed from the first state to the third state, the second state is a state during the gradual change from the first state to the third state. The program according to claim 1.
3. When the state of the object changes in response to a user's operation of a slider bar or a dial, the state of the object before the operation is the first state, the state of the object during the operation is the second state, and the state of the object after the operation is the third state. The program according to claim 1 or 2.
4. a storage unit that stores information about the first state when the second state is output; The output processing unit outputs the third state and the first state indicated by the information stored in the storage unit in a manner that allows comparison between the third state and the first state indicated by the information stored in the storage unit. The program according to claim 1 or 2.
5. the output processing unit, in a first mode, outputs a first state of the object, followed by a second state of the object and then a third state of the object; In a second mode different from the first mode, the third state and the first state indicated by the information stored in the storage unit are output in a comparable manner. The program according to claim 4.
6. The output processing unit outputs the first state and the third state by switching between them or by juxtaposing them. The program according to claim 1 or 2.
7. the output processing unit, when a user selects a state of the object, simultaneously displays the object according to the selected state. The program according to claim 1 or 2.
8. The object is image information about a character, image information about a preset, audio information about the character, or text information about the character. The program according to claim 1 or 2.
9. the object is audio information relating to the character; When switching the sound in a third state of the sound information, the output processing unit outputs the third state and the first state in a comparable manner. The program according to claim 8.
10. an output processing unit capable of outputting an object to an output device, the output processing unit outputting a first state of the object, a second state of the object, and a third state of the object in this order; The output processing unit outputs the third state and the first state in a comparable manner. Information processing device.
11. an object capable of being outputted to an output device, the object being outputted in the order of a first state of the object, followed by a second state of the object, followed by a third state of the object; outputting the third state and the first state in a comparable manner; An information processing method comprising the steps of:
Citation Information
Patent Citations
JP2022‐184656A