Program, system, and information processing method

By automatically adjusting the viewpoint and zoom ratio using a virtual camera in the game, it solves the problem that users have difficulty clearly seeing the battle scenes, achieving better user experience and game playability.

JP2025056908AActive Publication Date: 2025-04-09COLOPL
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Patent Information

Application Number
JP2023166439
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-27
Publication Date
2025-04-09
Estimated Expiration
2043-09-27

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  • Figure 2025056908000001_ABST
    Figure 2025056908000001_ABST
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Abstract

To appropriately set, in a game, a viewpoint in a scene in which a prescribed action is performed.SOLUTION: A program allows a computer to function as: display means for displaying for a user a virtual image taken by a virtual camera arranged in a virtual space; change means for changing a viewpoint by the virtual camera, when a first object operated by the user meets prescribed conditions with respect to a second object different from the first object; and zoom means for changing a zoom ratio by the virtual camera with the changed viewpoint.SELECTED DRAWING: Figure 18
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Description

[Technical field]

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

[0002] Conventionally, in games, an image (hereinafter referred to as "virtual image") captured in a virtual space by a so-called "virtual camera" is displayed on the output screen of a game machine. Then, when a specific operation is performed while the virtual camera is capturing an image of a gaze point to generate a virtual image, the image is zoomed in without changing the capturing direction of the virtual camera and the gaze point is kept the same during capturing. In this way, a technology is known that allows a user to easily input a zoom-in without being concerned about input coordinates (for example, Patent Document 1, etc.). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5622447 Summary of the Invention [Problem to be solved by the invention]

[0004] As the game progresses, there are scenes such as "battles." In "battles," the character operated by the user performs an action such as "attack" against an object such as an "enemy." In a scene where a certain condition is satisfied by performing such an action, the user may not be able to see an important scene or a scene with a highlight unless an appropriate zoom ratio is set and so-called camera work is performed. Thus, there is a difficult problem in setting a viewpoint and zoom ratio that is easy for the user to see.

[0005] An object of the present invention is to appropriately set the viewpoint in a scene in a game where a predetermined condition is satisfied. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention provides a program comprising: Computer, a display means for displaying to a user a virtual image captured by a virtual camera disposed within the virtual space; a change means for changing a viewpoint of the virtual camera when a first object operated by the user satisfies a predetermined condition with respect to a second object different from the first object; A zooming means for changing a zoom ratio of the virtual camera in response to the change of the viewpoint. Function as. Effect of the Invention

[0007] According to the present invention, it is possible to appropriately set the viewpoint in a scene in a game where a predetermined condition is satisfied. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 illustrates an example of a system configuration. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of an information processing device. [Diagram 3] 11A and 11B are diagrams illustrating examples of rotation of the virtual camera. [Figure 4] FIG. 13 is a diagram illustrating an example of changing the zoom ratio. [Diagram 5] FIG. 13 is a diagram showing a first display example of hit zoom. [Figure 6] FIG. 13 is a diagram showing a second display example of hit zoom. [Figure 7] FIG. 13 is a diagram showing a third display example of hit zoom. [Figure 8] FIG. 13 is a diagram showing an example of a display at a first distance by a camera during combat. [Figure 9] FIG. 13 is a diagram showing an example of a display at a second distance by a camera during combat. [Figure 10] FIG. 13 is a diagram showing an example of a display at a third distance by a camera during combat. [Figure 11] A figure showing a first display example by the camera during skill. [Figure 12] A figure showing a second example of display by the camera during skill. [Figure 13] A figure showing a third display example by the camera during skill. [Figure 14] A figure showing a fourth display example by the camera during skill. [Figure 15] A figure showing the fifth display example by the camera during skill. [Figure 16] A figure showing the sixth display example by the camera during skill. [Figure 17] FIG. 13 is a diagram illustrating an example of the overall process. [Figure 18] FIG. 2 is a diagram illustrating an example of a functional configuration. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment will be described with reference to the drawings. Note that the embodiment will be described below with a simplified configuration for the sake of explanation.

[0010] [System configuration example] 1 is a diagram showing an example of a system configuration. For example, the system 1 includes a user terminal 2 and a server 3.

[0011] The system 1 may include an information processing device other than the user terminal 2 and the server 3. The system 1 may have a so-called stand-alone configuration, which does not include the server 3 and is configured only by the user terminal 2.

[0012] The user terminal 2 is an information processing device operated by a user 4. For example, the user terminal 2 downloads a program for playing a game from the server 3 and provides the user 4 with an environment for playing the game. Alternatively, the user terminal 2 accesses the server 3 via communication to provide an environment for playing the game.

[0013] [Example of hardware configuration of information processing device] 2 is a diagram showing an example of the hardware configuration of an information processing device. For example, the user terminal 2 and the server 3 have the same hardware configuration. The following description will be given taking the user terminal 2 as an example. However, the user terminal 2 and the server 3 may be information processing devices with different hardware configurations.

[0014] For example, the information processing device is a workstation or a general-purpose computer such as a personal computer.

[0015] The user terminal 2 mainly includes a processor 111, a memory 112, a storage 113, an input / output interface 114, and a communication interface 115. In addition, each component of the user terminal 2 is connected to a communication bus .

[0016] The processor 111 executes a series of instructions contained in a program 11P stored in the memory 112 or the storage 113, thereby achieving processing and control.

[0017] The processor 111 is, for example, an arithmetic device and a control device such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), an ASIC (Application Specific Integrated Circuit), or a combination thereof.

[0018] The memory 112 is a main storage device (which is volatile) that stores the program 11P and data, etc. For example, the program 11P is loaded from the storage 113. The data includes data input to the user terminal 2 and data generated by the processor 111, etc. For example, the memory 112 is a RAM (Random Access Memory) or other volatile memory.

[0019] The storage 113 is an auxiliary storage device (which is non-volatile) that stores the program 11P and data, etc. The storage 113 is, for example, a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 113 may also be a removable storage device such as a memory card. As another example, the storage 113 may be an external storage device. With this configuration, for example, in a situation where multiple user terminals 2 are used, such as an amusement facility, it becomes possible to collectively update the program 11P or data.

[0020] The input / output interface 114 is an interface that connects external devices, such as a monitor, an input device (for example, a keyboard or a pointing device), an external storage device, a speaker, a camera, a microphone, and a sensor, to the server 3.

[0021] The processor 111 also communicates with external devices via an input / output interface 114. The input / output interface 114 is, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), wireless, or other terminal.

[0022] The communication interface 115 communicates with an external device. For example, the communication interface 115 is a wired communication interface such as a local area network (LAN), or a wireless communication interface such as wireless fidelity (Wi-Fi), Bluetooth (registered trademark), or near field communication (NFC).

[0023] However, the user terminal 2 is not limited to the above hardware configuration. For example, the user terminal 2 may further include a sensor such as a camera. Various data acquired by the user terminal 2 using the sensor may be transmitted to the server 3.

[0024] [Example of changing the virtual camera rotation and zoom ratio] The virtual space is assumed to be the space within the game. Hereinafter, an image generated by photographing the virtual space will be referred to as a "virtual image." A virtual image may be a still image taken by snapshot, or a video in which images are displayed continuously in real time. The virtual image is photographed by a "virtual camera VC." In other words, the virtual image is an image photographed from the viewpoint of the position and posture of the virtual camera VC.

[0025] During game play, a virtual image captured within the virtual space is displayed to the user 4 based on the virtual image via a GUI (Graphical User Interface) such as a display window.

[0026] 3 is a diagram showing an example of the rotation of the virtual camera. Hereinafter, the virtual camera VC rotates around a rotation center point 100. The virtual camera VC is placed at a position a predetermined distance (the predetermined distance is a set value) away from the rotation center point 100. Hereinafter, the position at which the virtual camera VC is placed is referred to as an "placement point 101."

[0027] The rotation center point 100 is set in advance. For example, the rotation center point 100 is set around an object (hereinafter referred to as a "first object". The first object is a character such as a so-called "protagonist" or a "partner" in a game. Hereinafter, the character that is the first object will be simply referred to as a "character") operated by the user 4. However, the rotation center point 100 may be set by the user 4 or an administrator, etc.

[0028] Hereinafter, the plane on which the characters are placed will be referred to as the "XY plane." The depth direction will be referred to as the "X-axis direction." The right-hand direction perpendicular to the X-axis direction will be referred to as the "Y-axis direction." The direction perpendicular to the XY plane will be referred to as the "Z-axis direction."

[0029] Rotation around the optical axis is called "roll rotation."

[0030] Rotation about the Y axis is called "pitch rotation." Therefore, in the following examples, the Y axis will be the pitch axis. Pitch rotation is also sometimes called "tilt rotation."

[0031] Rotation around the Z axis is called "yaw rotation." Therefore, in the following examples, the Z axis will be the yaw axis. Yaw rotation is also sometimes called "pan rotation."

[0032] The rotation about the rotation center point 100 and the Y axis is called the "virtual pitch rotation M1." Similarly, the rotation about the rotation center point 100 and the Z axis is called the "virtual yaw rotation M2."

[0033] By performing the virtual pitch rotation M1, it is possible to realize a so-called "top-down viewpoint" or a posture in which the virtual camera VC is "laid down." In other words, by performing the virtual pitch rotation M1, the depression and elevation angles of the virtual camera VC are changed. By performing the virtual pitch rotation M1 and setting a depression angle, a top-down viewpoint is achieved. On the other hand, by performing the virtual pitch rotation M1 and setting an elevation angle, a top-up viewpoint is achieved.

[0034] By performing virtual yaw rotation M2, the virtual camera VC can achieve a "wraparound viewpoint."

[0035] 4 is a diagram showing an example of changing the zoom ratio. In the following, a description will be given of a state in which the virtual camera VC is placed at the placement point 101 similar to that in FIG.

[0036] For example, suppose the zoom rate is changed from a "first zoom rate Z1" to a "second zoom rate Z2." Note that the range captured in the virtual image is narrower at the second zoom rate Z2 than at the first zoom rate Z1, and the virtual image displays the subject in an enlarged manner. In other words, changing the zoom rate from the "first zoom rate Z1" to the "second zoom rate Z2" is what is called "zooming up" or "enlarged display" (also called "focus in" or "close-up"). On the other hand, changing the zoom rate from the "second zoom rate Z2" to the "first zoom rate Z1" is what is called "zooming out" or "reduced display."

[0037] [First example in RPG] Hereinafter, the type of game is assumed to be RPG (role-playing game). In the game, when the character encounters an object that becomes an "enemy" (hereinafter referred to as a "second object"), a "battle" scene occurs. Hereinafter, in the battle scene, an example will be given in which there is only one "enemy" that becomes the second object, and the second object will be simply referred to as an "object".

[0038] The type of game is not limited to RPG. As long as there are predetermined actions in the progress of the game, the type of game is not limited. For example, the type of game may be a game including sports, action, puzzle, or fighting.

[0039] The following describes a setting for changing the viewpoint and zoom ratio of the virtual camera VC when a predetermined condition is met. In a first example, the predetermined condition is when an attack by a character hits an enemy in a battle scene. The predetermined condition is set in advance. Then, whether or not the predetermined condition is met is determined as the character's action being performed in the battle scene.

[0040] In battle scenes, it is desirable to change the viewpoint of the virtual camera VC and the zoom rate as follows: The change in viewpoint and zoom rate of the virtual camera VC that occurs when an attack performed in an attack action described below hits an enemy and it is determined that the conditions are met is called "hit zoom."

[0041] The character performs various actions based on operations, etc., of the user 4. Specifically, in a battle scene, the character performs an "attack action" by attacking an object and hitting the object with the attack, as a predetermined action.

[0042] An attacking action is executed, for example, when the user 4 performs an operation such as pressing a predetermined button. However, the conditions under which an attacking action is executed vary depending on the settings, the interface, etc. When an attacking action is executed, the character deals damage to an object. Furthermore, when the damage reaches a certain value or more, the object can be defeated.

[0043] 5 is a diagram showing a first display example of hit zoom. In the following, an example of an action in a battle scene will be described in which a character C1 makes an attack action against an object C2.

[0044] In the following example, the rotation center point 100 is set to the position where the character C1 is placed (hereinafter referred to as the "placement position").

[0045] The state shown in Fig. 5 is a scene immediately before an attack by the character C1 hits the object C2. The following description will be given based on the viewpoint and zoom ratio shown in Fig. 5 as the "before change" state.

[0046] 6 is a diagram showing a second display example of hit zoom. Fig. 6 shows a scene immediately after the attack hits object C2 due to the attack action shown in Fig. 5.

[0047] When an attacking behavior is detected, the zoom rate is changed and the virtual pitch rotation of the virtual camera VC is performed. Specifically, FIG. 6 differs from FIG. 5 in that the zoom rate is changed to enlarge the display. Furthermore, FIG. 6 differs from FIG. 5 in that the virtual pitch rotation of the virtual camera VC reduces the angle between the optical axis of the virtual camera VC and the XY plane, and the attitude of the virtual camera VC becomes closer to horizontal compared to the state shown in FIG. 5. In other words, the virtual camera VC becomes slightly elevated (the downward angle becomes smaller and the attitude becomes one looking up).

[0048] Fig. 7 is a diagram showing a third display example of hit zoom. Fig. 7 shows a scene immediately after another attack action is performed after the attack action shown in Fig. 6, and the attack hits object C2 again. That is, in Fig. 6, the first attack hits object C2 in the first attack action, and then the second attack action is executed, so that the second attack hits object C2 in Fig. 7.

[0049] When an attacking behavior is detected, the zoom ratio is changed and the virtual pitch of the virtual camera VC is further rotated. Specifically, compared to FIG. 6, FIG. 7 differs in that the zoom ratio is changed to enlarge the display. Also, FIG. 7 is a display that is even more enlarged than FIG. 6.

[0050] Furthermore, compared to Fig. 6, Fig. 7 differs in that the angle between the optical axis of the virtual camera VC and the XY plane becomes smaller due to the virtual pitch rotation of the virtual camera VC, and the attitude of the virtual camera VC becomes closer to horizontal compared to the state shown in Fig. 6. In other words, the virtual camera VC has a further elevation angle.

[0051] In hit zoom, the virtual image VIMG is enlarged by changing the zoom ratio according to the number of times an attack hits an enemy. Specifically, the virtual image VIMG is enlarged stepwise as the number of times an attack hits an enemy increases from the first hit, second hit, ..., starting from the initial zoom ratio as shown in Fig. 5. Therefore, as the number of times an attack hits an enemy increases, subjects such as the character C1 and object C2 are displayed larger on the screen stepwise.

[0052] In hit zoom, when an attack hits an enemy, the virtual camera VC performs a virtual pitch rotation M1. Specifically, while the initial viewpoint is close to a top-down viewpoint as shown in Figure 5, as the number of times attacks hit enemies increases, the angle that the virtual camera VC forms with the XY plane becomes smaller. In other words, the virtual camera VC gradually changes to an elevation angle.

[0053] In hit zoom, the change in the zoom rate, i.e., the enlargement, is triggered by an attack hitting an enemy, whereas the rotation is triggered by the passage of time of the attack action, and thus the change in the zoom rate and the rotation may be triggered differently. If the virtual image VIMG is enlarged in response to the satisfaction of a condition such as an attack hitting, the impact of the attack can be expressed. In contrast, if the rotation is changed smoothly, for example, in conjunction with the passage of time, it is possible to prevent the user 4 from losing sight of the character C1, etc., due to a sudden change in viewpoint.

[0054] As described above, when hit zoom is performed, the position of the character C1 or object C2, which is often important in battle, is set to a viewpoint that is easy to see. In other words, in battles in games, important events such as attacks being made or damage being received are likely to occur around the character C1 or object C2. Therefore, if an important scene is set to a viewpoint that is easy to see from the user 4 in accordance with an attacking action, the user 4 can be prevented from overlooking an important scene. In addition, the user 4 does not have to manually set such an easy-to-see viewpoint, and the setting can be simplified.

[0055] The amount of change in the zoom ratio may be changed according to, for example, the length or size of the weapon equipped by the character C1.

[0056] [Second example in RPG] The second example is a battle scene in a RPG, similar to the first example. In the battle scene, the character C1 moves within the virtual space based on the operation of the user 4, etc.

[0057] The following is a setting for changing the viewpoint and zoom ratio of the virtual camera VC when a predetermined condition is met. In the second example, the predetermined condition is when it is determined that the character approaches an enemy in a battle scene. The distance between the character and the enemy for determining the predetermined condition is measured at any time. Then, whether or not the predetermined condition is met is determined when the character takes action in the battle scene.

[0058] The second example is an example in which the predetermined action is an "approach action" in which the character C1 moves closer to the object C2.

[0059] In a battle scene, it is desirable to change the viewpoint of the virtual camera VC and change the zoom ratio as follows. Also, a virtual camera VC that changes the viewpoint of the virtual camera VC and changes the zoom ratio based on approach actions in a battle scene, which will be described below, is called a "battle camera."

[0060] Hereinafter, the distance between the character C1 and the object C2, determined by the operation of the user 4, will be referred to as the "first distance L1," the "second distance L2," and the "third distance L3." Specifically, the first distance L1 is the longest distance, that is, the distance at which the character C1 and the object C2 are located the furthest apart. On the other hand, the third distance L3 is the shortest distance, that is, the distance at which the character C1 and the object C2 are located closest to each other. The second distance L2 is the distance intermediate between the first distance L1 and the third distance L3.

[0061] Fig. 8 is a diagram showing a display example at a first distance by a camera during combat. In Fig. 8, the distance between a character C1 and an object C2 during combat is a first distance L1. Below, a display example by a camera during combat will be described with reference to the viewpoint of the virtual image VIMG shown in Fig. 8.

[0062] Fig. 9 is a diagram showing an example of a display at a second distance by a camera during a battle. Fig. 9 is different from Fig. 8 in that the character C1 approaches the object C2, and the distance between the character C1 and the object C2 becomes a second distance L2.

[0063] When approaching behavior is detected, the zoom ratio is changed and the virtual pitch rotation of the virtual camera VC is performed. Specifically, Fig. 9 differs from Fig. 8 in that the image is enlarged due to the change in the zoom ratio. Furthermore, Fig. 9 differs from Fig. 8 in that the angle between the optical axis of the virtual camera VC and the XY plane is reduced due to the virtual pitch rotation of the virtual camera VC, and the attitude of the virtual camera VC becomes closer to horizontal compared to the state shown in Fig. 8.

[0064] Fig. 10 is a diagram showing an example of a display at a third distance by a camera during combat. Fig. 10 differs from Fig. 9 in that the character C1 is closer to the object C2 than the second distance L2, and the distance between the character C1 and the object C2 is a third distance L3.

[0065] When approaching behavior is detected, the zoom ratio is changed and the virtual pitch rotation of the virtual camera VC is performed. Specifically, Fig. 10 differs from Fig. 9 in that the display is further enlarged due to the change in the zoom ratio. Fig. 10 also differs from Fig. 9 in that the angle between the optical axis of the virtual camera VC and the XY plane is further reduced due to the virtual pitch rotation of the virtual camera VC, and the attitude of the virtual camera VC becomes closer to horizontal compared to the state shown in Fig. 9.

[0066] In the battle camera, the zoom ratio is changed according to the distance between the character C1 and the object C2 to enlarge the virtual image VIMG. Specifically, the virtual image VIMG is enlarged stepwise as the distance between the character C1 and the object C2 decreases, while the initial zoom ratio is as shown in Fig. 8. Therefore, as the character C1 and the object C2 get closer, the subjects such as the character C1 and the object C2 are displayed stepwise larger on the screen.

[0067] In addition, in the case of the combat camera, when an approaching action is performed, the virtual camera VC performs a virtual pitch rotation M1. Specifically, while the initial viewpoint was close to a top-down viewpoint as shown in Figure 8, as an approaching action is performed, the angle that the virtual camera VC forms with respect to the XY plane becomes smaller.

[0068] As described above, when the viewpoint is changed and shooting is performed with the camera during battle, the position of the character C1 or the object C2, which is often important in the battle, is set to a viewpoint that is easy to see. In other words, in a battle in a game, important events such as attacking or receiving damage are likely to occur around the character C1 or the object C2. Therefore, if an important scene is set to a viewpoint that is easy to see from the user 4 in response to an approach action, it is possible to prevent the user 4 from overlooking an important scene. In addition, the user 4 does not have to manually set such an easy-to-see viewpoint, and the setting can be simplified.

[0069] Note that the change of viewpoint is not limited to rotating the virtual camera VC. For example, the change of viewpoint may be made by linearly moving the virtual camera VC without rotating it. In addition, the change of viewpoint may include intermittent camera work such as a cut-in that instantly switches the location photographed by the virtual camera VC.

[0070] When an operation is performed to increase the distance between the character C1 and the object C2, which is the opposite of the approach action, it is preferable that the change in the zoom ratio and the rotation of the virtual camera VC are also performed in the opposite direction.

[0071] [Third example in RPG] The third example is, like the first example, a battle scene in an RPG. In a battle scene, the character C1 uses a "skill" based on the operation of the user 4, etc. For example, a skill is a so-called "special move" or "magic" that is set for each character C1. When a skill is used, the character C1 inflicts greater damage on the object C2 than an attack that does not use a skill, i.e., a "normal attack."

[0072] The following is a setting for changing the viewpoint and zoom ratio of the virtual camera VC when certain conditions are met. In the third example, two certain conditions are set. Hereinafter, these are referred to as the "first condition" and the "second condition." The third example is an example in which the certain action is a "skill action" in which the character C1 uses a skill.

[0073] The first condition is met when it is determined that the character has performed an action that uses a skill in a battle scene. The second condition is when the character's attack using a skill hits an enemy. Then, whether or not each condition is met determines that the character has performed an action in a battle scene.

[0074] In a battle scene, after starting to use a skill, it is desirable to change the viewpoint of the virtual camera VC and change the zoom ratio as follows. Also, the virtual camera VC that changes the viewpoint of the virtual camera VC and changes the zoom ratio based on the skill action in the battle scene described below is called the "skill camera".

[0075] Hereinafter, an example will be described in which, when the character C1 uses a skill by the operation of the user 4 (i.e., when the first condition is satisfied), a so-called "cut-in" effect is performed at the start of the skill use. Note that the zoom ratio and viewpoint at the start of the skill use, i.e., when the cut-in is displayed, may be set differently for each skill or each character C1, for example.

[0076] 11 is a diagram showing a first display example by a skill camera. For example, when a skill is used to satisfy a first condition, a cut-in display 102 or the like is displayed. Note that, at the time when the skill starts to be used, there may be a performance other than the cut-in display 102, or the cut-in display 102 may not be displayed.

[0077] When the skill effect display such as the cut-in display 102 ends, the virtual image VIMG is changed to appear as shown below.

[0078] Fig. 12 is a diagram showing a second display example by the skill-time camera. Fig. 12 is different from Fig. 11 in that the virtual image VIMG is displayed in a reduced size.

[0079] The reduced display is a display in which the zoom ratio is changed so that the range in which the display relating to skills is displayed (hereinafter referred to as the "skill range 103." Note that the skill range 103 may have a marginal range on the outside) is included within the virtual image VIMG.

[0080] The skill range 103 is a range in which animation, patterns, etc. are displayed when a skill is used. Therefore, the reduced display is a process of changing the skill range 103 so that the entire skill range 103 is displayed to the user 4.

[0081] In addition, in the display of the cut-in display 102 or in a reduced display, a virtual pitch rotation M1 or a virtual yaw rotation M2 or the like may be further performed together with a change in the zoom ratio.

[0082] 12, for the sake of explanation, the skill range 103 is shown in a visible state, but it is preferable that the boundaries and the inside of the skill range 103 are transparent and there is no difference from other ranges. Specifically, it is preferable that the virtual image VIMG is displayed as follows.

[0083] Fig. 13 is a diagram showing a third display example by the skill-time camera. Fig. 13 differs from Fig. 12 in that the skill range 103 is made invisible. In this way, the reduced display is preferably such that the entire skill range 103 is displayed to the user 4, and the skill range 103 cannot be visually recognized by the user 4.

[0084] Fig. 14 is a diagram showing a fourth display example by the skill-on camera. Fig. 14 shows a state after the reduced display shown in Fig. 13, that is, after the character C1 has used a skill to move on to an attacking action of attacking an object C2.

[0085] For example, in the state shown in Fig. 14, that is, when an attack action is started by a skill used by the character C1 and the attack hits an enemy (that is, when the second condition is satisfied), the zoom magnification of the virtual camera VC is changed and rotated in the same manner as in hit zoom. Therefore, after the reduced display, it is desirable that the displays in Figs. 14 to 16 are processed in the same manner as hit zoom, that is, in the same manner as in Figs. 5 to 7.

[0086] Fig. 15 is a diagram showing a fifth display example by the skill camera. Like the second display example of hit zoom, Fig. 15 shows a scene immediately after an attack hits object C2 due to an attack action when using a skill.

[0087] Even if a skill is used, if an attacking action is detected, the zoom ratio is changed and the virtual pitch of the virtual camera VC is rotated. Specifically, compared to FIG. 14, FIG. 15 differs in that the zoom ratio is changed to enlarge the display.

[0088] Furthermore, compared to FIG. 14, FIG. 15 differs in that the virtual pitch rotation of the virtual camera VC reduces the angle between the optical axis of the virtual camera VC and the XY plane, and the attitude of the virtual camera VC becomes closer to horizontal compared to the state shown in FIG. 14.

[0089] Fig. 16 is a diagram showing a sixth display example by the skill-time camera. Like the third display example of hit zoom, Fig. 16 shows a scene immediately after an attack action is performed after the attack action shown in Fig. 15, and the attack hits object C2 again. That is, in Fig. 15, the first attack hits object C2 in the first attack action, and then the second attack action is executed, so that the second attack hits object C2 in Fig. 16.

[0090] Even if the skill is used, if the second condition is satisfied, the zoom ratio is changed and the virtual pitch rotation of the virtual camera VC is further performed. Specifically, compared to FIG. 15, FIG. 16 differs in that the zoom ratio is changed to enlarge the display. Also, FIG. 16 is a display that is even more enlarged than FIG. 15.

[0091] Furthermore, compared to FIG. 15, FIG. 16 differs in that the virtual pitch rotation of the virtual camera VC further reduces the angle between the optical axis of the virtual camera VC and the XY plane, and the attitude of the virtual camera VC becomes closer to horizontal compared to the state shown in FIG. 15.

[0092] If an attack action is included even when a skill is used, a hit zoom is performed, and the zoom rate is changed according to the number of attack actions to enlarge the virtual image VIMG.

[0093] As in the second example, the change of viewpoint in hit zoom is not limited to rotating the virtual camera VC. For example, the change of viewpoint may be made by linearly moving the virtual camera VC without rotating it. In addition, the change of viewpoint may include intermittent camera work that instantly switches the location photographed by the virtual camera VC, such as a cut-in.

[0094] As described above, when the viewpoint is changed and the skill is photographed with the skill camera, the viewpoint is set to one that is easy to see when the skill is used. In other words, in many cases, a performance is prepared in a scene where a skill is used. Therefore, when the entire performance is set to a viewpoint that is easy to see from the user 4 according to the skill action, the user 4 can be prevented from overlooking the performance. In addition, the user 4 does not have to manually set the viewpoint to such an easy-to-see viewpoint, and the setting can be simplified.

[0095] [Example 4 in RPG] A fourth example is, for example, a scene on a map in which the character C1 is moved, etc. Hereinafter, a state in which no operation is input by the user 4 for a certain period of time or more is referred to as a "rest" state.

[0096] When a resting state is detected, the viewpoint of the virtual camera VC and the zoom ratio may be changed in accordance with the resting state.

[0097] [Example of setting upper limit of zoom ratio] It is desirable to set an upper limit for the zoom ratio. In other words, it is desirable to limit the zoom ratio so that it does not expand beyond the upper limit even if the number of attacking actions increases, for example. The upper limit is a value that is set in advance.

[0098] If no upper limit is set, the enlargement will continue indefinitely, and if the number of attacking actions is quite large, the image may be enlarged too much. On the other hand, if an upper limit is set, the image can be prevented from being enlarged beyond the upper limit, and the virtual image VIMG can be enlarged to a range that is easy for the user 4 to see.

[0099] Similarly, an upper limit may be set for the amount of rotation.

[0100] [Variations of special conditions] When a predetermined action satisfies a pre-set condition (hereinafter referred to as a "special condition"), it is desirable that the amount of change in the zoom rate and the amount of rotation by which the viewpoint is changed are larger than when the condition is not satisfied. For example, a special condition is a so-called "critical hit". In other words, a special condition is, for example, an attack action that is set to occur with a certain probability and that can cause more damage than a "normal attack" that does not satisfy the condition.

[0101] When a special condition is met, it is desirable to make the presentation particularly flashy. In other words, it is desirable to be able to inform the user 4 of a special condition, such as the occurrence of a "critical hit." Therefore, if the change amount of the zoom rate and the rotation amount for changing the viewpoint are large values, the display is changed significantly, so that the presentation makes it easier for the user 4 to notice that the special condition has been met.

[0102] [Other examples of degrees of freedom] The virtual camera VC may further have a degree of freedom to translate in the optical axis direction, the X-axis direction, the Y-axis direction, or the Z-axis direction. The virtual camera VC may further have a degree of freedom to roll, pitch, or yaw around the center of rotation, for example, the placement point of the virtual camera VC (i.e., the image center of the virtual image VIMG).

[0103] [Example when there are multiple users] The user 4 may be a plurality of people. The game may be one that can be operated by so-called "multiplayers." Hereinafter, one of the plurality of people will be referred to as the "own user." On the other hand, among the plurality of people, a user other than the own user will be referred to as the "other user."

[0104] Also, it is assumed that the multiple users 4 each operate a different character. Hereinafter, the character operated by the user himself / herself is referred to as a "first character." On the other hand, the character operated by the other user is referred to as a "second character."

[0105] A predetermined action performed by a first character is referred to as a "first action." On the other hand, a predetermined action performed by a second character is referred to as a "second action."

[0106] The user terminal 2 of the own user detects that a predetermined action has been taken when the first action has been taken. On the other hand, the user terminal 2 of the other user detects that a predetermined action has been taken when the second action has been taken. In other words, each user terminal 2 detects the predetermined action of the character operated by that user, but does not detect the predetermined action of characters operated by users other than that user.

[0107] In this way, the display of the virtual image VIMG can be changed by determining whether or not the condition is satisfied in accordance with the action of the character operated by the user, i.e., the first action. On the other hand, for the action of a character operated by a user other than the user, i.e., the second action, the display of the virtual image VIMG is maintained without determining whether or not the condition is satisfied. If all the predetermined actions of all the characters are detected and the display of the virtual image VIMG is changed for each detection, the display will change drastically, which often makes it difficult for the user 4 to see. Therefore, if the display of the virtual image VIMG is changed in accordance with the first action, an image that is easy for the user 4 to see can be displayed.

[0108] Also, a virtual yaw rotation or the like may be performed so that the first character and the second character do not overlap on the display. Note that the change in viewpoint is not limited to completely eliminating the overlap between the first character and the second character, and may be a change that reduces the overlap even if some overlap remains.

[0109] [Changes in the number of actions and duration of actions] In the above example, in the case of an attacking action, the zoom rate is changed stepwise using the number of actions, such as the number of attacking actions, as a trigger, but the trigger is not limited to the number of attacking actions. For example, the trigger may be the time of the action. Specifically, the elapsed time from the attacking action is measured, and the zoom rate may be changed at predetermined intervals (for example, set in advance, such as every 5 seconds).

[0110] [Example of modification that considers object attributes] Taking into account the attributes of the object, the zoom factor may be changed and the viewpoint may be changed.

[0111] Specifically, the attribute of an object is the type of the object, or the state of the object, etc. Below, the first object and the second object will be explained separately.

[0112] [Example of change considering the attributes of the first object] For example, the type of object is the "occupation" of the character C1. There are two types of occupations: a so-called "swordsman" or "warrior" that perform an attack action when the distance between the character C1 and the object C2 is short, and an "archer" or "wizard" that perform an attack action when the distance between the character C1 and the object C2 is long. In other words, the distance at which an attack action is performed varies depending on the type of object.

[0113] Therefore, the optimal viewpoint and zoom ratio may differ between the close-range character C1 and the long-range character C1. For example, when the long-range character C1 and the object C2 are zoomed in on, the character may be significantly reduced in size. Therefore, it is preferable to set the focal point, i.e., the center position of the zoom-in, to either the character C1 or the object C2 for the long-range character C1.

[0114] On the other hand, in the case of the close-range character C1, the character C1 and the object C2 tend to be concentrated in one place during an attacking action. Therefore, the focus point, i.e., the central position to be zoomed in, is preferably the whole area including both the character C1 and the object C2 for the close-range character C1.

[0115] As described above, if the zoom rate and the viewpoint are changed according to the type of object, the display can be made easy for the user 4 to view.

[0116] The type of object is not limited to the occupation, but may be the type of weapon equipped, etc.

[0117] For example, the state of the object is a so-called "buff" or "debuff" state. A "buff" refers to a state in which the status of the character C1 (e.g., attack power, defense power, or agility) is temporarily increased, making the character C1 more advantageous than usual in a battle situation. On the other hand, a "debuff" refers to a state in which the status of the character C1 is temporarily decreased, making the character C1 more disadvantageous than usual in a battle situation. Note that a "buff" or "debuff" may not only refer to a change in status, but also to a special state such as not receiving damage.

[0118] A "buff" or "debuff" may be caused by, for example, an item, magic, skill, or condition.

[0119] For example, when character C1 is in a "buff" state, character C1 is in a state where it can deal greater damage than in a normal state (i.e., not in a "buff" state). Therefore, it is desirable that an attack action of character C1 in such a special state different from the normal state be presented to user 4 in a different way than an attack action in the normal state. In other words, it is desirable that an attack action by character C1 in a "buff" state be presented in a flashy way.

[0120] As described above, if the zoom ratio and the viewpoint are changed according to the state of the object, the display can be made easy for the user 4 to view.

[0121] [Example of change considering the attributes of the second object] As with the first object, the zoom ratio and the viewpoint may be changed taking into consideration the attributes of the second object.

[0122] For example, the type of object is whether the second object is a so-called "boss character" or the like. A so-called "boss character" is an enemy that plays an important role in an event or a story. A "boss character" or the like is often set to have higher status than a normal enemy. Also, a "boss character" appears in an important scene in an event or a story. Therefore, it is desirable to present an attack action by such an important object or an attack action against an important object in a more flashy manner than a normal attack action.

[0123] As described above, changing the zoom rate and the viewpoint according to the type of object C2 can create an exciting effect.

[0124] As with the first object, it is desirable to take into consideration the state of the second object, such as a "buff" or a "debuff."

[0125] For example, when the object C2 is in a "buff" state, the character C1 is likely to receive greater damage from the object C2 than in a normal state. Therefore, it is desirable that an attacking action of the object C2 in such a special state different from the normal state be presented to the user 4 in a different way than an attacking action in a normal state. In other words, it is desirable that an attacking action by the object C2 in a "buff" state be presented in a flashy way.

[0126] As described above, if the zoom ratio and the viewpoint are changed according to the state of the object, the display can be made easy for the user 4 to view.

[0127] [Example of modification considering the combination of the first and second objects] The zoom factor and viewpoint may be changed by taking into consideration the attribute of the first object or the attribute of the second object as well as the combination of the first object and the second object.

[0128] For example, when both the character C1 and the object C2 perform close-range attacking actions, it is preferable that the zoom rate and viewpoint be fixed for close range.Similarly, when both the character C1 and the object C2 perform long-range attacking actions, it is preferable that the zoom rate and viewpoint be fixed for long range.

[0129] On the other hand, in a combination in which the character C1 and the object C2 have different types of attack actions for close range and long range, the zoom ratio and viewpoint are changed by switching to the optimal zoom ratio and viewpoint for each attack action, or by changing to a zoom ratio and viewpoint in which the entire image is displayed to the user 4 for either attack action.

[0130] As described above, by changing the zoom ratio and the viewpoint in accordance with the combination of the first object and the second object, a display that is easy for the user 4 to view can be achieved.

[0131] Also, depending on the combination of the first object and the second object, one of them may be in an advantageous or disadvantageous state. This is the so-called "compatibility between the first object and the second object." For example, assume that the character C1 is set to have a specially high attack power when the object C2 is of a certain type.

[0132] In this way, it is desirable that the attack action by the character C1 against the object C2 under special conditions be presented to the user 4 in a manner different from that of an attack action against a normal enemy. In other words, it is desirable that the attack action against the object C2 under special conditions be presented in a flashy manner.

[0133] As described above, by changing the zoom ratio and the viewpoint in accordance with the combination of the first object and the second object, a display that is easy for the user 4 to view can be achieved.

[0134] [Overall processing example] 17 is a diagram showing an example of the overall process. For example, the following overall process is executed in a battle scene.

[0135] In step S01, the user terminal 2 displays the virtual image VIMG at an initial zoom ratio and an initial viewpoint.

[0136] In step S02, the user terminal 2 determines whether or not a predetermined condition is satisfied. If it is determined that the predetermined condition is satisfied (YES in step S02), the user terminal 2 proceeds to step S03. On the other hand, if it is determined that the predetermined condition is not satisfied (NO in step S02), the user terminal 2 proceeds to step S04.

[0137] In step S03, the user terminal 2 changes the zoom ratio and rotates in accordance with the action. Specifically, when the type of action is identified, the user terminal 2 changes the zoom ratio and rotates in accordance with the type of action, as in the above first to third examples, to change the initial zoom ratio and the initial viewpoint by combining the change in the zoom ratio and rotation.

[0138] In step S04, the user terminal 2 displays the virtual image VIMG. Specifically, when a predetermined behavior is detected, the user terminal 2 displays the virtual image VIMG in a state after the zoom ratio is changed in step S03 and the viewpoint is changed by rotation, etc. On the other hand, when a predetermined behavior is not detected, the user terminal 2 displays the virtual image VIMG in a state where the initial zoom ratio and the initial viewpoint are maintained.

[0139] [Example of functional configuration] 18 is a diagram showing an example of a functional configuration. For example, the user terminal 2 is configured to include a display unit 2F1, a change unit 2F3, and a zoom unit 2F4. It is preferable that the user terminal 2 is further configured to include a detection unit 2F2.

[0140] The display means 2F1 performs a display procedure for displaying a virtual image VIMG captured by the virtual camera VC. For example, the display means 2F1 is realized by the input / output interface 114 or the like.

[0141] The detection means 2F2 performs a detection procedure to detect that the character C1 performs a predetermined action on the object C2. For example, the detection means 2F2 is realized by the processor 111 or the like.

[0142] When a predetermined condition is satisfied, the change means 2F3 executes a change procedure for changing the viewpoint of the virtual camera VC. For example, the change means 2F3 is realized by the processor 111 or the like.

[0143] When a predetermined condition is satisfied, the zoom means 2F4 performs a zoom change procedure for changing the zoom ratio of the virtual camera VC. For example, the zoom means 2F4 is realized by the processor 111 or the like.

[0144] With the above configuration, the viewpoint setting can be easily optimized in a scene that satisfies a predetermined condition in a game. Specifically, the viewpoint can be set to a viewpoint that is easy for the user 4 to see the presentation or easy for the user 4 to perform an operation in accordance with an attack action, an approach action, or a skill action, without the user 4 having to manually set it.

[0145] [About virtual pitch rotation or virtual yaw rotation] The change of viewpoint is realized by rotating the virtual camera VC or moving the virtual camera VC. Of these, it is preferable to change the viewpoint by using virtual pitch rotation, virtual yaw rotation, or roll rotation with the position of the character C1 as the rotation center point. If the rotation is with the position of the character C1 as the rotation center point, the character C1 will be positioned at the center of the screen even if the rotation is performed. Therefore, even if the viewpoint is changed drastically by rotation, the character C1 is unlikely to go off the screen, so the user 4 can focus on the character C1.

[0146] [Other embodiments] The processing and data used in the processing performed in this embodiment may be executed and stored by an information processing system. For example, the information processing system may be executed or stored by multiple information processing devices to realize redundant, distributed, parallel, or a combination of these processing or storage. Therefore, the present invention may be realized in devices other than the hardware configurations shown above and in systems other than the devices shown above.

[0147] In addition, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. In addition, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple information processing devices. Furthermore, the role allocation of each information processing device is not limited to the above example. In other words, a part or all of the above-mentioned processing may be executed by an information processing device different from the above-mentioned information processing device.

[0148] Furthermore, a part or all of the means realized by the program can be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory recording medium readable by a computer. The recording medium refers to, for example, a hard disk, an SD card (registered trademark), an optical disk such as a DVD, or a server on the Internet. Therefore, the program may be distributed via a telecommunication line such as the Internet.

[0149] Furthermore, the information processing devices that make up the information processing system may be located overseas.

[0150] The present invention is not limited to the above-mentioned embodiments. Therefore, the present invention allows the addition, deletion, combination, or modification of components without departing from the technical gist. Therefore, all technical matters included in the technical ideas described in the claims are subject to the present invention. The above-mentioned embodiments are preferred examples. And, a person skilled in the art can realize various modifications from the disclosed contents, and such modifications are included in the technical scope described in the claims. [Explanation of symbols]

[0151] 1: System 2: User terminal 2F1:Display means 2F2: Detection method 2F3 :Change method 2F4 :Zoom method 3: Server 4: User 100: Rotation center point 101: Placement point 102: Cut-in display 103: Skill Range C1: Character C2: Object L1: 1st distance L2: 2nd distance L3: Third distance M1: Virtual pitch rotation M2: Virtual yaw rotation VC: Virtual Camera VIMG : Virtual Image Z1: First zoom ratio Z2: Second zoom ratio

Claims

1. Computer, a display means for displaying to a user a virtual image captured by a virtual camera disposed within the virtual space; a change means for changing a viewpoint of the virtual camera when a first object operated by the user satisfies a predetermined condition with respect to a second object different from the first object; A zooming means for changing a zoom ratio of the virtual camera in response to the change of the viewpoint. A program that functions as a

2. In a scene in which the first object and the second object fight, the condition is that the first object hits the second object with an attack; the zoom means changes the zoom ratio to enlarge the virtual image in accordance with the number of times the condition is satisfied; The change means changes the viewpoint when the condition is satisfied. The program according to claim 1.

3. In a scene in which the first object and the second object fight, the condition being an action of the first object approaching the second object, the zooming means changes the zoom ratio in response to a distance between the first object and the second object to enlarge the virtual image; The change means changes the viewpoint when the condition is satisfied. The program according to claim 1.

4. In a scene in which the first object and the second object fight, The first condition among the conditions is a skill action in which the first object uses a skill, The zoom means is When the first condition is satisfied, the zoom ratio is changed to reduce the virtual image so that the first object, the second object, and the skill are displayed in the virtual image; The second condition of the above conditions is: After the reduced display, the first object hits the second object with an attack by the skill; The zoom means is If the second condition is satisfied, the zoom ratio is changed to enlarge the virtual image; The change means is The program according to claim 1 , further comprising changing the viewpoint when the second condition is satisfied.

5. The zoom means is The zoom ratio is changed stepwise according to the distance between the first object and the second object, the number of times the condition is satisfied, or the action time. The program according to claim 1.

6. An upper limit is set for the zoom ratio, The zoom means is The zoom ratio is changed up to the upper limit value to enlarge the virtual image. The program according to claim 1.

7. If special conditions are met, The change amount of the zoom ratio and the rotation amount of the viewpoint are set to values ​​larger than those in the case where the condition is not satisfied. The program according to claim 1.

8. The change means is When the condition is satisfied, the elevation and depression angle of the virtual camera with respect to the virtual image is changed from that before the change. The program according to claim 1.

9. The change means is The viewpoint is changed in a direction in which the first object and the second object do not overlap on the display. The program according to claim 1.

10. In response to an attribute of the first object, the change means or the zoom means Changing the zoom ratio or changing the viewpoint The program according to claim 1.

11. In response to an attribute of the second object, the change means or the zoom means Changing the zoom ratio or changing the viewpoint The program according to claim 1.

12. In response to a combination of the first object and the second object, the change means or the zoom means: Changing the zoom ratio or changing the viewpoint The program according to claim 1.

13. In a case where there are a plurality of users, including other users different from the user, performing operations, determining whether or not the condition is satisfied when a first action is performed by a first character, which is the first object operated by the user; When a second action is performed by a second character, which is the first object operated by the other user, it is not determined whether or not the condition is satisfied. The program according to claim 1.

14. An information processing method performed by an information processing device, a display step of displaying to a user a virtual image captured by a virtual camera disposed within the virtual space; a change step of changing a viewpoint of the virtual camera when a first object operated by the user satisfies a predetermined condition with respect to a second object different from the first object; a zoom change step of changing a zoom ratio of the virtual camera together with the change of the viewpoint; An information processing method comprising:

15. a display means for displaying to a user a virtual image captured by a virtual camera disposed within the virtual space; a change means for changing a viewpoint of the virtual camera when a first object operated by the user satisfies a predetermined condition with respect to a second object different from the first object; a zoom means for changing a zoom ratio of the virtual camera in response to the change of the viewpoint; A system comprising:

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