Program, information processing apparatus, and information processing method

By enabling the reuse of motion resources through an operation process that adjusts motion positions relative to enemy objects, the program addresses the burden of creating motion resources for various attack types and enemy physiques, enhancing efficiency and preventing performance issues.

JP2025043093APending Publication Date: 2025-03-28KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023150412
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28

AI Technical Summary

Technical Problem

Creating motion resources that combine various attack types and enemy physiques places a significant burden on game program creators, as it can lead to performance breakdowns when using the same attack motion resources for different enemy types.

Method used

A program that allows for the performance of an action composed of multiple motions on a second object in a virtual space, where the information processing device executes an operation process that starts, passes, or ends one of the motions at a position relative to the second object, enabling the reuse of motion resources across different enemy types.

Benefits of technology

This solution reduces the burden on game program creators by allowing them to reuse motion resources, thereby minimizing the number of motion resources needed for group actions and preventing performance breakdowns.

✦ Generated by Eureka AI based on patent content.

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Abstract

To solve the problem of a burden on a creator of a game program when creating the same number of motion resources as combinations of the number of types of predetermined actions such as attacks and the number of types such as physique of a character.SOLUTION: The present disclosure is a program for causing an information processing apparatus to execute an operation control process for starting, passing, or ending one of a plurality of motions at a position relative to a second object when an action of a first object comprising the plurality of motions is performed on the second object in a virtual space.SELECTED DRAWING: Figure 8
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Description

[Technical field]

[0001] The present disclosure relates to a program, an information processing device, and an information processing method. [Background technology]

[0002] Conventionally, in a virtual space of a game, a game device can realize the performance of a group action, which is a preset action, in which a plurality of characters form a group and perform a group action, triggered by a predetermined action such as an attack. This allows the creator of a game program to reproduce the performance of the group action that he or she wants to show to the player of the game (see Patent Document 1). For example, if a player character performs a predetermined attack on an enemy character during a chance time when the energy parameter of the enemy character falls below a threshold, the player character and the enemy character perform a preset group action.

[0003] For this reason, the creator of the game program needs to create motion resources in the number that corresponds to the combination of the number of attack types and the number of enemy types. If the creator of the game program were to reuse the motion resources of a player character that performs the same attack on multiple types of enemy characters, a breakdown in the presentation would occur, as shown in Figure 12. Note that a motion resource is data that indicates the positions and angles of a character's joints at a fixed time interval, such as 1 / 60th of a second.

[0004] FIG. 12(A) is a conceptual diagram showing a presentation in which a player character attacks an enemy character with a standard body type, and FIG. 12(B) is a conceptual diagram showing a presentation in which a player character attacks an enemy character with a body type larger than the standard.

[0005] In Fig. 12(A), a performance is shown in which the player character p111 jumps up to above the head of the enemy character e101 as the player character p112, then drops to the head of the enemy character p101, and attacks the head of the enemy character p101 with a sword as the player character p113. Also, in Fig. 12(B), an action is shown in which the player character p111 with the same motion resource as in Fig. 12(A) jumps up to above the head of the enemy character e102 as the player character p112, then drops the same distance as in Fig. 12(A), and attacks the enemy character p101 with a sword as the player character p113.

[0006] In this way, if the same attack motion resource of the player character p110 is used against enemy characters e101 and e102 with different physiques, not only will the player character p112 only be able to jump up to the head of the enemy character e102, but if he falls he will be buried in the body of the enemy character e102, causing the performance of the team action to fail, as shown in Fig. 12(B). Therefore, game program creators have created player character motion resources in the number of combinations of the number of attack types and the number of enemy types so as to prevent the performance of the team action from failing. [Prior art documents] [Patent documents]

[0007] [Patent Document 1] JP 2019-141252 A Summary of the Invention [Problem to be solved by the invention]

[0008] However, creating motion resources in a number that corresponds to the combination of the number of types of predetermined actions such as attacks and the number of types of character physiques, etc., poses a problem in that it places an increased burden on the creator of the game program. [Means for solving the problem]

[0009] The present disclosure is a program that causes an information processing device to execute an operation process in which, when an action of a first object consisting of multiple motions is performed on a second object in a virtual space, one of the multiple motions is started, passed, or ended at a position based on the second object. Effect of the Invention

[0010] As described above, the present disclosure has the effect of reducing the burden on game program creators. [Brief description of the drawings]

[0011] [Figure 1] 1A and 1B are diagrams illustrating an example of a configuration of a game system according to the present embodiment, in which (A) shows a game system configured with a game device 10, and (B) shows a game system configured with the game device 10 and a server device 12. FIG. [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 a functional configuration of the game device. [Diagram 5] (A) is a conceptual diagram showing each position coordinate contained in the motion data of a reference enemy character, and (B) is a conceptual diagram showing each position coordinate contained in the motion data of an enemy character that is larger in physique than the reference enemy character. [Figure 6] 11 is a flowchart illustrating an example of a process of the game system according to the present embodiment. [Figure 7] 11 is a flowchart illustrating an example of a process of the game system according to the present embodiment. [Figure 8](A) is a conceptual diagram showing the trajectory of movement of the player character p10 relative to the reference enemy character e1, and (B) is a conceptual diagram showing the trajectory of movement of the player character p10 relative to an enemy character e2 that is larger in physique than the reference enemy character e1. [Figure 9] This is a conceptual diagram showing the trajectory of movement of the player character p20 against an enemy character e3 that is larger in physique than the reference enemy character. [Figure 10] 13 is a conceptual diagram showing the trajectory of the player character p30 moving against an enemy character e4 that is larger in physique than the reference enemy character. [Figure 11] This is a conceptual diagram showing the trajectory of an enemy character e50, which has the same physique as a reference enemy character but has larger core parameters than the reference enemy character, moving backward due to an attack from a player character p40. [Figure 12] 13A is a conceptual diagram showing an effect in which the player character attacks an enemy character with a standard body size, and FIG. 13B is a conceptual diagram showing an effect in which the player character attacks an enemy character with a larger body size than the standard. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0012] Hereinafter, the present embodiment will be described with reference to the drawings.

[0013] [System Configuration] FIG. 1 is a configuration diagram of an example of a game system according to this embodiment, in which (A) shows a game system configured with a game device 10, and (B) shows a game system configured with the game device 10 and a server device 12.

[0014] 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 via a network 18 so as to be able to communicate with each other.

[0015] 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.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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. Hereinafter, "application" will be simply referred to as "app." The game device 10 that executes a Web application by a 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 cooperating with each other to perform processing.

[0022] 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.

[0023] [Hardware configuration] FIG. 2 is a diagram showing an example of the hardware configuration of the game device 10 according to the present embodiment.

[0024] 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.

[0025] 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 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.

[0026] 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).

[0027] FIG. 3 is a diagram showing an example of a hardware configuration of the server device 12 according to the present embodiment.

[0028] The server device 12 in Fig. 3 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. 3 may have a configuration in which an input device and an output device are built in or attached externally. The hardware configuration in Fig. 3 is one example.

[0029] [Functional configuration] Fig. 4 is a diagram showing an example of a functional configuration of the game device 10. The game device 10 shown in Fig. 4 includes a control unit 40, an operation receiving unit 41, an output control unit 42, a communication unit 43, and a storage unit 44.

[0030] The storage unit 44 stores a game program 50 and game data 51. The game program 50 causes the game device 10 to execute processing of the game played by the player. The game data 51 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.

[0031] The program also includes character motion data for each character. The motion data for each character includes the coordinates of each predetermined position in the virtual space for each predetermined action, such as the type of attack. For example, in the case of a second character, the character motion data includes the coordinates of a predetermined position in the virtual space for the second character. The predetermined position can also be set to a position corresponding to a joint or the like in the motion resource of each character. The motion resource is data indicating the position and angle of the character's joints given at a fixed time interval, such as 1 / 60th of a second.

[0032] Here, the coordinates of the predetermined positions for each character will be described with reference to Fig. 5. Note that the characters e1 and e2 shown in Fig. 5 are not included in the character motion data, but are shown as a reference to clarify the relationship between the predetermined positions. Also, the coordinates of the predetermined positions shown in Fig. 5 are only an example, and the motion data for one character may include the coordinates of a single predetermined position, or may include the coordinates of multiple predetermined positions.

[0033] 5, (A) is a conceptual diagram showing each position coordinate contained in the motion data of the reference enemy character e1, and (B) is a conceptual diagram showing each position coordinate contained in the motion data of the enemy character e2, which is larger in physique than the reference enemy character e1. Note that the enemy character e1 is an example of a non-player character that is not operated by the player but is operated by the game control unit 62.

[0034] 5(A), the motion data of the enemy character e1 has the coordinates of a predetermined position c11 on the arm of the enemy character e1, a predetermined position c12 at a height of a distance L1 from the head of the enemy character e1, a predetermined position c13 on the head of the enemy character e1, and a predetermined position c14 on the ground part to the right of the enemy character e1. The predetermined positions c11, c12, c13, and c14 are positions where the motion control unit 73 described later starts, passes, passes, and ends one of the multiple motions of the player character in the group action (except for the first motion, for example).

[0035] The multiple motions are represented by the actions of the motion resources of the player character. A group action is an action that a first object consisting of multiple motions performs on a second object in a virtual space. Note that each predetermined position is an example, and there may be any number of predetermined positions. In addition, the end position of one motion of the player character may be set to the start position of the motion following the one motion. Furthermore, the start position or end position of one motion is set to a position based on the position, orientation, or size of the enemy character e1 in the virtual space.

[0036] In addition, in the motion data of the enemy character e2 shown in FIG. 5(B), the coordinates of a predetermined position c21 on the waist of the enemy character e2, a predetermined position c22 at a height of a distance L1 from the head of the enemy character e2, a predetermined position c23 on the head of the enemy character e2, and a predetermined position c24 on the ground part on the right side of the enemy character e2 are set. The predetermined positions c21, c22, c23, and c24 are positions where the motion control unit 73 described later starts, passes, passes, and ends one of the multiple motions of the player character in the group action (except for the first motion, for example). Note that each predetermined position is an example, and the number of predetermined positions may be any number. Also, the end position of one motion of the player character may be set to the start position of the motion following the one motion. Furthermore, the start position or end position of one motion is set to a position based on the position, direction, or size of the enemy character e2 in the virtual space.

[0037] It should be noted that the predetermined position c11 and the predetermined position c21 are the same position. Also, in Fig. 5(B), the same distance L1 as in Fig. 5(A) is set, but it may be a different distance.

[0038] The control unit 40 in FIG. 4 is realized by the CPU 20 executing the processes described in the game program 50.

[0039] The control unit 40 performs overall control of the game device 10. The control unit 40 includes a screen generation unit 60 and a game control unit 62. The screen generation unit 60 generates data for the game screen. The game control unit 62 performs overall control regarding the game. The game control unit 62 includes a determination unit 71, a calculation unit 72, an action control unit 73, a deletion unit 74, and a virtual camera control unit 75. The calculation unit 72 and the action control unit 73 basically realize the performance of a group action in response to a predetermined action such as an attack. The first character is an example of a first object. The second character is an example of a second object.

[0040] <Judgment part> The determination unit 71 determines whether a predetermined action such as an attack from the first character to the second character has occurred at a predetermined timing when the energy parameter of the second character becomes equal to or less than a threshold value. In this case, the determination unit 71 performs a collision determination between the second character and the first character.

[0041] Furthermore, the determination unit 71 identifies the second character with which the first character has collided, thereby determining the unique motion data of the specific second character for a predetermined action such as an attack.

[0042] If the predetermined action is different, the unique motion data of the second character specified by the determination unit 71 will also be different. In addition, if the predetermined action is an attack, the predetermined action may be different if the weapon used by the first character is different. A weapon does not necessarily have to be used for an attack. The predetermined action includes not only an attack but also a defense, a dance, and the like.

[0043] <Calculation section> The calculation unit 72 calculates a predetermined distance between a start point position and an end point position of one of the plurality of motions of the first character when the determination unit 71 determines that the first character and the second character collide with each other. For example, the calculation unit 72 calculates the predetermined distance Lb1 between the predetermined position c21 and the predetermined position c22 in FIG. 5(B).

[0044] The calculation unit 72 calculates a correction value 52 of the movement amount of the first character in one motion based on a reference distance between the start point position and the end point position of the predetermined motion at a position based on the predetermined character and a predetermined distance of one motion corresponding to the predetermined motion, with the movement amount of the first character in the predetermined motion as a reference. For example, the calculation unit 72 calculates a correction value 52 of the movement amount Mb1 of the first character in one motion based on a reference distance La1 between the predetermined position c11 and the predetermined position c12 of the predetermined motion at a position based on the enemy character e1 shown in FIG. 5(A) and a predetermined distance Lb1 of one motion corresponding to the predetermined motion, with the movement amount Ma1 of the player character in the predetermined motion as a reference. For example, when the reference distance La1 is 2L and the predetermined distance Lb1 is 3L, the correction value is expressed as 1.5 times or +L, etc. When the reference distance La1 is 2L and the predetermined distance Lb1 is L, the correction value is expressed as 0.5 times or -L, etc. L>0.

[0045] When the amount of movement is corrected, not only the distance but also the direction of movement from the starting position or the angle of movement may be corrected.

[0046] Moreover, when the reference distance La2 is L and the predetermined distance Lb2 is the same, such as L, the correction value is expressed as 1.0 times or ±0, etc. The calculation unit 72 temporarily stores the calculated correction value 52 in the storage unit 44.

[0047] <Motion control section> The motion control unit 73 controls the movement of the first character in one of a plurality of motions of the first character based on the correction value 52. For example, the motion control unit 73 controls the movement of the player character in a motion of jumping up from a predetermined position c21 to a predetermined position c22 based on the correction value 52, among a plurality of motions of the player character.

[0048] Furthermore, when the correction value is 1.0, the movement control unit 73 may not use the correction value and may move the first character without correcting the reference movement amount.

[0049] When moving a motion resource in a group action, the motion control unit 73 may move at least a part of the motion resource with respect to the coordinates of a predetermined position, rather than the entire motion resource. The part of the motion resource is, for example, a part corresponding to a body part of a character, such as a hand, arm, or leg.

[0050] Furthermore, the movement control unit 73 performs processing to match the playback positions of the motion resources of the first character and the second character during the performance of the group action.

[0051] Furthermore, when no group action is being performed, the movement control unit 73 performs a linking process for linking the movement of one of the first and second characters with the movement of the other character.

[0052] For example, if one character is pushed by another character but the movement of the one character is restricted due to the presence of a building object, the movement control unit 73 also restricts the movement of the other character in conjunction with the one character. However, during the performance of a group action, the movement control unit 73 does not perform processing to link the movement of one character with the movement of the other character in order to prevent the performance from collapsing.

[0053] Furthermore, the movement control unit 73 ends one of the multiple motions of the first object so as to lead to a predetermined motion to be performed by the first object after the group action is ended. For example, the movement control unit 73 ends the last motion of the group action so as to lead to a landing pose motion to be performed by the player character p10 after the group action is ended. To this end, the creator of the game program creates a falling motion to lead to a landing pose.

[0054] In addition, when the motion data of the second character includes coordinates of three or more specified positions and the action control unit 73 moves the first character multiple times within the same action group, the calculation unit 72 calculates each correction value used to control the multiple movements before moving the first character for the first time.

[0055] Also, for example, when the motion data of the second character includes the coordinates of the first and second predetermined positions as the coordinates of the two predetermined positions, the motion control unit 73 may move at least a first part of the motion resource of the first character relative to the coordinates of the first predetermined position, and then move at least a second part of the motion resource of the first character relative to the coordinates of the second predetermined position. In this case, the first part and the second part may be the same or different. Also, the first part may include the second part, and the second part may include the first part.

[0056] <Deleted section> After the performance of one group action is completed and before the performance of the next group action is started, the deletion unit 74 deletes the correction value 52 temporarily stored in the storage unit 44. For example, the deletion unit 74 deletes the correction value 52 temporarily stored in the storage unit 44 immediately after the performance of one group action is completed. When multiple correction values ​​are used for one group action, the deletion unit 74 deletes all of these multiple correction values.

[0057] <Virtual camera control unit> The virtual camera control unit 75 is disposed in a virtual space in the game, and controls a virtual camera for generating a game screen. For example, the virtual camera control unit 75 executes a control process regarding the position and rotation angle of an arbitrary viewpoint in the virtual space that is the reference for generating a game screen, in response to an input operation by the player, etc. In addition, the virtual camera control unit 75 controls the movement of the virtual camera based on the correction value 52 when controlling the virtual camera to follow the first object.

[0058] Next, the operation reception unit 41 receives various operations by the player via the input device 23. 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.

[0059] The operation reception unit 41 is realized by the CPU 20 controlling the input device 23 in accordance with the game program 50. Moreover, the output control unit 42 is realized by the CPU 20 controlling the output device 24 in accordance with the game program 50. Various operations by the player on the input device 23 refer to operations by the player manipulating the operation reception unit 41 in order to cause the CPU 20 to execute game processing.

[0060] The output control unit 42 outputs various game screens and game sounds under the control of the control unit 40.

[0061] The communication unit 43 communicates via the network 18 or the like. The communication unit 43 is realized by the CPU 20 executing the game program 50 and controlling the communication device 22. Note that the functional configuration of FIG. 4 is an example. For example, the game device 10 of the game system of FIG. 1(B) may be provided with a part of the functional configuration of FIG. 4 in the server device 12, and may perform processing in cooperation with the server device 12.

[0062] 〔process〕 Next, the processing of the game system according to this embodiment will be described with reference to Figs. 6 to 11. Here, an example of a game will be described in which a player character operated by a player and an enemy character who fights against the player character in a two-dimensional or three-dimensional virtual space. The player characters p10, p20, p30, and p40 are examples of first characters. The enemy characters e1, e2, e3, e4, and e50 are examples of second characters.

[0063] In Figures 8 to 11, for reference, the coordinates of predetermined positions included in the motion data of each of the enemy characters e1, e2, e3, e4, and e50 are shown, but are not displayed during game play.

[0064] <Processing example 1> First, a processing example 1 will be described with reference to Fig. 6 and Fig. 8. Fig. 6 and Fig. 7 are flowcharts showing an example of processing of the game system according to this embodiment. In Fig. 8, (A) is a conceptual diagram showing a trajectory of a player character p10 moving relative to a reference enemy character e1, and (B) is a conceptual diagram showing a trajectory of a player character p10 moving relative to an enemy character e2 that is larger in physique than the reference enemy character e1.

[0065] In the processing example 1, the case of Fig. 8(B) will be described with reference to Fig. 8(A). Note that the player characters p10 to p14 are the same character, and the player characters p11 to p14 are represented as the trajectory of the movement of the player character p10. In this case, the virtual camera control unit 75 uses each correction value calculated for each motion in the group action to make the virtual camera follow the movement of the player character p10 for each motion.

[0066] S11: The determination unit 71 determines whether a predetermined attack has been made from the player character p10 to the enemy character e2 at a predetermined timing when the energy parameter of the enemy character e2 has become equal to or less than the threshold value. In this case, the determination unit 71 performs a collision determination between the player character p10 and the enemy character e2. If the predetermined attack has not been made at the predetermined timing (NO), the determination unit 71 repeats the process S11.

[0067] S12: On the other hand, if a predetermined attack occurs at a predetermined timing (S11; YES), the determination unit 71 determines that a pair action between the player character p10 and the enemy character e2 will start, and identifies the enemy character e2. As a result, the determination unit 71 identifies the motion data of the specific enemy character e2 against the predetermined attack.

[0068] S13: The calculation unit 72 calculates a predetermined distance Lb1 between the coordinates of a predetermined position c21, which is the starting position, and a predetermined position c22, which is the end position, included in the motion data of a specific enemy character e2 against a specific attack, in the first motion as a movement action among multiple motions of the player character in a group action.

[0069] S14: The calculation unit 72 calculates the correction value 52a from the predetermined distance Lb1 for the reference distance La1 (reference movement amount Ma1) between the coordinates of the predetermined position c11, which is the start point position, and the predetermined position c12, which is the end point position, shown in Fig. 8(A). For example, when the reference distance La1 is L and the predetermined distance Lb1 is 2L, the correction value 52a is 2 times or +L.

[0070] Since the coordinates of the predetermined position c11 and the predetermined position c21 are the same, the initial starting point positions are the same.

[0071] S15: The calculation unit 72 temporarily stores the correction value 53a in the storage unit 44.

[0072] S16: The calculation unit 72 judges whether or not the predetermined distance has been calculated for all the motions of the movement in the group action.

[0073] S17: If the calculation unit 72 determines that the specified distance has not been calculated for all motions of the movement movements within the group action (S16; NO), the calculation unit 72 further calculates a specified distance Lb2 between the specified position c22, which is the end position of the previous motion, as the starting position in the next motion of the player character, which is a movement movement within the group action, and the specified position c23, which is the end position of the next motion.

[0074] S18: The calculation unit 72 calculates a correction value 52b from a predetermined distance Lb2 for a reference distance La2 (reference movement amount Ma2) between the coordinates of a predetermined position c12, which is a start point position, and a predetermined position c13, which is an end point position, shown in FIG. 8(A). For example, when the reference distance La2 is L and the predetermined distance Lb2 is L, the correction value 52b is 1x or ±0. In FIG. 8(A) and FIG. 8(B), even if the physiques of the enemy character e1 and the enemy character e2 are different, the movement amount is the same. For example, even if the physiques of multiple enemy characters are different, a case is taken into consideration where a game program creator creates a fixed motion that the game player wants to show.

[0075] S19: The calculation unit 72 temporarily stores the correction value 53b in the storage unit 44.

[0076] The above-mentioned processes S17 to S19 are also executed in the same manner for the third and subsequent motions of the movement in the group action. For example, in process S17, the calculation unit 72 calculates a predetermined distance Lb3 between a predetermined position c23, which is the end position of the second motion immediately before, and a predetermined position c24, which is the end position of the third motion, as a start position in the next motion, which is the third movement in the group action. In addition, in process S18, the calculation unit 72 calculates a correction value 52c from the predetermined distance Lb3 for a reference distance La3 (reference movement amount Ma3) between each coordinate of the predetermined position c13, which is the start position, and the predetermined position c14, which is the end position, shown in FIG. 8(A). Furthermore, in process S19, the calculation unit 72 temporarily stores the correction value 53c in the storage unit 44.

[0077] S20: On the other hand, in process S16, if the calculation unit 72 determines that the specified distance has been calculated for all motions of the movement movements within the group action (S16; YES), the movement control unit 73 uses each correction value calculated for each motion within the group action to correct the standard movement amount of each motion in Figure 8 (A) from the start position to the end position for each motion, and moves the motion resource of the player character p10.

[0078] For example, the motion control unit 73 uses the correction value 52a to correct the reference movement amount Ma1 from the predetermined position c21, which is the start position, to the predetermined position c22, which is the end position, and moves the motion resource of the player character p11 so as to jump up. The reference movement amount Ma1 in this case is the movement amount when the motion control unit 73 moves the motion resource of the player character p11 from the predetermined position c11 to the predetermined position c12.

[0079] Similarly, the movement control unit 73 uses the correction value 52b to correct the reference movement amount Ma2 from the predetermined position c22 to the predetermined position c23, and moves the motion resource of the player character p12 so as to fall naturally. The reference movement amount Ma2 in this case is the movement amount when the movement control unit 73 moves the motion resource of the player character p12 from the predetermined position c12 to the predetermined position c13.

[0080] Furthermore, the motion control unit 73 corrects the reference movement amount Ma3 from the predetermined position c23 to the predetermined position c24 using the correction value 52c, and moves the motion resource of the player character p13 so as to land on the ground. The reference movement amount Ma3 in this case is the movement amount when the motion control unit 73 moves the motion resource of the player character p13 from the predetermined position c13 to the predetermined position c14.

[0081] As a result, the player character c14 lands at a predetermined position c14.

[0082] Note that the landing pose motion of the player character p14, which is the final motion in the group action, does not have to be included in the group action. In this case, regardless of the physique of the enemy character, the movement control unit 73 uses the standard motion resource of the player character p10. This eliminates the need for the creator of the game program to create motion resources according to the number of types of enemy characters. However, if the movement control unit 73 uses the standard motion resource of the player character p10 for any enemy character, it may cause an unnatural appearance of the game player. Therefore, the creator of the game program creates the jumping motion immediately before the landing pose motion so that it naturally connects to the landing pose motion.

[0083] In addition, the movement control unit 73 controls the movement of the motion resource of the player character p10 from the predetermined position c21 to the predetermined positions c22, c23, c24 after each correction value 52a, 52b, 52c is calculated, but this is not limited to the above. For example, when the movement control unit 73 causes the motion resource of the player character p10 to arrive at a predetermined position, the calculation unit 72 may calculate a correction value used to control the movement to the next predetermined position.

[0084] In addition, the motion control unit 73 moves the motion resource of the player character from the start position to the end position in the same reference time regardless of the amount of movement corrected, but is not limited to this. For example, when the enemy character e2 shown in Fig. 8(B) is 10 times or more taller than the enemy character e1 shown in Fig. 8(A) and is a certain size or larger, the motion resource of the player character may be moved from the start position to the end position in a time longer than the reference time to eliminate the sense of incongruity felt by the player.

[0085] S15: The deletion unit 74 deletes the correction values ​​52a, 52b, and 52c stored in the storage unit 44.

[0086] With the above, the performance of one group action in processing example 1 is completed.

[0087] <Processing example 2> Next, processing example 2 will be described with reference to FIG. 9. FIG. 9 is a conceptual diagram showing a trajectory of a player character p20 moving relative to an enemy character e3 whose physique is larger than that of a reference enemy character. Processing example 2 is basically similar to processing example 1, so processing by the action control unit 73 will be briefly described. In FIG. 9, the player characters p20 to p24 are the same character, and the player characters p21 to p24 are represented as the trajectory of the movement of the player character p20. In this case, the virtual camera control unit 75 uses each correction value calculated for each motion of the movement of the movement within the group action to make the virtual camera follow the movement of the player character p20 for each motion.

[0088] The movement control unit 73 moves each of the motion resources of the player characters p21 to p23 in the order of the predetermined positions c31 to c34 included in the motion data of the enemy character e3 by correcting each reference movement amount due to the attack of the player character p20. Also, when the movement control unit 73 moves the motion resource of the player character p22 from the predetermined position c32 to the predetermined position c33, it moves it diagonally downward and to the right, unlike the case of FIG.

[0089] <Processing example 3> Next, a process example 3 will be described with reference to FIG. 10. FIG. 10 is a conceptual diagram showing a trajectory of a player character p30 moving relative to an enemy character e4 whose physique is larger than that of a reference enemy character. Since the basic process of the process example 3 is similar to that of the process example 1, the process of the action control unit 73 will be briefly described. In FIG. 10, the player characters p30 to p34 are the same character, and the player characters p31 to p34 are represented as the trajectory of the movement of the player character p30. In this case, the virtual camera control unit 75 uses each correction value calculated for each motion of the movement of the movement in the group action to make the virtual camera follow the movement of the player character p30 for each motion.

[0090] The movement control unit 73 moves the motion resources of the player characters p31 to p34 in the order of the predetermined positions c41 to c45 included in the motion data of the enemy character e4 by the attack of the player character p30, while controlling the amount of movement of each reference. In the processing example 1, the movement control unit 73 makes the player character p11 jump up above the head of the enemy character e2. In contrast, in the processing example 3, the movement control unit 73 moves the motion data of the player characters p31 to p33 in the order of the predetermined positions c41 to c44, while controlling the amount of movement of each reference, so that the player characters p31 to p33 climb over the enemy character e4.

[0091] <Processing example 4> Next, the processing example 4 will be described with reference to FIG. 11. FIG. 11 is a conceptual diagram showing a trajectory of an enemy character e50, which has the same physique as the reference enemy character but has a larger core parameter than the reference enemy character, moving backward due to an attack from the player character p40. In the processing examples 1 to 3, the movement control unit 73 moves the motion resource of the player character to each predetermined position included in the motion data of the enemy character. In contrast, in the processing example 4, the movement control unit 73 moves the motion resource of the enemy character e50 to each predetermined position included in the motion data of the enemy character e50. Since the processing other than this processing is basically the same as the processing example 1, the processing of the movement control unit 73 will be briefly described. Note that the enemy characters e50 and e51 are the same character, and the enemy character e51 is represented as the trajectory of the movement of the enemy character e50. In this case, the virtual camera control unit 75 uses each correction value calculated for each motion of the movement of the movement in the group action to make the virtual camera follow the movement of the enemy character e50 for each motion.

[0092] The action control unit 73 corrects the reference movement amount and moves the motion resource of the enemy character p50 from a predetermined position c50 as a start position to a predetermined position c51 as an end position included in the motion data of the enemy character e50 by the attack of the player character p40. The larger the trunk parameter of the enemy character is, the shorter the movement distance of the enemy character becomes.

[0093] The movement control unit 73 may shorten the moving distance of the enemy character as the enemy character becomes larger. Conversely, the movement control unit 73 may correct the moving distance of the player character p40 with respect to the coordinates of a predetermined position included in the motion data of the enemy character e50 due to an attack from the enemy character e50.

[0094] [Main Effects of the Embodiments] As described above, according to this embodiment, the motion control unit 73 starts, passes, or ends one of the multiple motions in the group action at a position based on the second character set by the game program designer. In this way, the game program designer sets the position for starting, passing, or ending one motion based on the second character, so that if the type of predetermined action, such as attack, is the same, the game program creator can reuse the motion resources of the first or second characters. Therefore, the number of motion resources created for the performance of group actions can be reduced compared to the conventional method, and the burden on the game program creator can be reduced.

[0095] 〔supplement〕 The present invention is not limited to the above-described embodiment, but can also be applied to the following cases. (1) The above-mentioned program may be recorded on a non-transitory or temporary recording medium, or may be provided via a network such as the Internet. (2) Furthermore, the game system of this embodiment can be applied to various types of games, such as fighting games, role-playing games, and simulation games. [Explanation of symbols]

[0096] 10 Gaming Devices 12 Server equipment 44 Storage section 52 Correction value 71 Judgment section 72 Calculation section 73 Motion control section 74 Deleted section 75 Virtual camera control unit

Claims

1. A program that causes an information processing device to execute an action control process for starting, passing, or ending one of a plurality of motions at a position based on a second object when an action of a first object consisting of a plurality of motions is performed on a second object in a virtual space.

2. 2. The program according to claim 1, wherein an end point position of the one motion is set to a start point position of a motion next to the one motion.

3. The program according to claim 2 , wherein the start position or the end position is set to a position based on a position, a direction or a size of the second object or a part constituting the second object.

4. the motion control process ends the one motion so as to lead to a second motion to be performed by the first object after the action is ended; The program according to claim 1.

5. The program according to claim 1 , wherein a distance between a start point position and an end point position of the one motion is set to be the same for a plurality of types of the second object.

6. The program according to claim 1 , wherein the motion control process includes a linkage process for linking the motion of one of the first object and the second object to the motion of the other object, and the action does not include the linkage process.

7. The program according to claim 1, Calculating a predetermined distance between a start point position and an end point position of the one motion; calculating a correction value of the movement amount of the first object in the one motion based on a reference distance between a start point position and an end point position of a predetermined motion at a position based on a predetermined object and the predetermined distance of the one motion corresponding to the predetermined motion, using the movement amount of the first object in the predetermined motion as a reference; causing the information processing device to execute a calculation process; The motion control process controls the movement of the first object in the one motion based on the correction value.

8. The program according to claim 7, The calculation process includes a process of storing the calculated correction value, a program causing the information processing device to execute a deletion process of deleting the stored correction value after the action is ended and before a next action is started;

9. The program according to claim 7, A program that causes the information processing device to execute a virtual camera control process that controls movement of the virtual camera based on the correction value when controlling the virtual camera for generating a screen to follow the first object.

10. An information processing method in which, when an action of a first object consisting of multiple motions is performed on a second object in a virtual space, an information processing device executes an action control process to start, pass, or end one of the multiple motions at a position based on the second object.

11. An information processing device having an action control unit that, when an action of a first object consisting of multiple motions is performed on a second object in a virtual space, starts, passes, or ends one of the multiple motions at a position based on the second object.

Citation Information

Patent Citations

  • Information processing device, game processing program, and game processing method

    JP2019141252A