Computer system, program, and control method

By setting specific parameter values ​​in the computer system of the shooting game and controlling the movement of the damaged object, the problem of single secondary effects in the prior art is solved, and the generation of multiple secondary effects is achieved, which enhances the realistic and interesting nature of the game.

JP2025057138APending Publication Date: 2025-04-09BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2023166819
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-28
Publication Date
2025-04-09

AI Technical Summary

Technical Problem

The prior art is difficult to achieve a variety of secondary effects in shooting games based on the degree of damage and the method of damage, such as the landing and damage effects caused by the aircraft damage.

Method used

By setting specific parameter values ​​in the computer system, controlling the movement of the damaged object, and exerting influence display control when it comes into contact with or close to other objects, the generation of multiple secondary effects is achieved.

Benefits of technology

It realizes dynamic control of the movement and impact display of damaged objects according to the degree and method of damage, producing a variety of secondary effects, enhancing the realistic and interesting nature of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide technology that enables various secondary action effects to occur depending on applied damage or inflicted damage.SOLUTION: A damage object 12 of an enemy plane 6 shot down by a missile 5 of a player machine 4 is moved so as to fall. A ground object 8 in a prescribed range from the enemy plane 6 is selected, as a candidate object, and a specific parameter value Ps is calculated for each candidate object. A movement target object 20 corresponding to the damage object 12 is set on the basis of the specific parameter value Ps. The damage object 12 is controlled of its movement so as to drop in a collision trajectory with the movement target object 20. When the damage object 12 contacts or approaches the movement target object 20, embroiled damage display is produced with regard to the movement target object 20.SELECTED DRAWING: Figure 8
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Description

[Technical field]

[0001] The present invention relates to a computer system for controlling the execution of a game. [Background technology]

[0002] In shooters, a popular genre of video games, an important element is the occurrence of secondary effects, such as game developments and presentation that depend on the damage dealt or received.

[0003] For example, Patent Document 1 describes a secondary effect technology in which, when a bullet fired from a player object's gun hits an enemy character, a specified amount of damage is inflicted on the enemy character, and the bullet bounces off the enemy character (a ricochet) and hits another nearby object (a wooden box), causing secondary damage. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2010-72768 A Summary of the Invention [Problem to be solved by the invention]

[0005] Other examples of secondary effects are possible besides "ricochets." For example, in a game of aerial combat between fighter planes, a damaged enemy fighter plane may become uncontrollable and crash, or break into several pieces, which fall and hit buildings or other structures that explode, causing "entanglement destruction."

[0006] However, secondary effects such as the "entanglement destruction" of fighter planes require complex technology. Relatively simple technology such as the conventional "ricochet" cannot be applied as is. Even when considering the fall of a fighter plane, many variations are required, such as cases where the fighter plane crashes while retaining its original shape, or cases where the fighter plane breaks into several pieces and falls.

[0007] For example, in the case where a fighter plane falls in its original form, a parabolic trajectory or a spiraling trajectory is preferable because it looks more realistic. In the case where a fighter plane breaks down into several parts and falls as if scattering, it is preferable to adopt a trajectory that makes unpredictable turns or zigzags, so as to recall that the complex shape of the fighter plane changes the air resistance during the fall in various ways. Depending on the size of the parts that break down from the fighter plane and the weight in the game settings, a nearly straight down trajectory may be more realistic than a parabolic trajectory, or it may be more realistic to reach a greater distance than a parabolic trajectory.

[0008] In cases where there are various variations in secondary action effects, such as the example of "entanglement destruction" of a fighter jet, technology was needed to respond to the various variations. The same is true for other examples besides "entanglement destruction" of a fighter jet. For example, there can be various variations in secondary action effects, such as a race car being damaged by contacting some object while driving, crashing, and disintegrating or scattering. However, in conventional technology, the damage inflicted or the secondary action effects corresponding to the damage inflicted were generally simple, designed to produce a fixed action effect. Therefore, various variations of secondary action effects were not produced according to the damage inflicted or the damage inflicted.

[0009] The problem that the present invention aims to solve is to provide a technique that enables various secondary actions and effects to occur in response to the damage inflicted or the damage received. [Means for solving the problem]

[0010] A first invention for solving the above-mentioned problems is a computer system for controlling execution of a game, comprising: specific parameter value setting means for setting a specific parameter value to be referenced when controlling the movement of a damaged object that moves upon receiving damage (for example, the control board 1150 in FIG. 1, the specific parameter value setting unit 212 in FIG. 11, the specific parameter value Ps of the candidate object data 752 in FIG. 16, step S44 in FIG. 18); A movement control means for controlling the movement of the damaged object by referring to the specific parameter value (for example, the control board 1150 in FIG. 1, the movement control unit 214 in FIG. 11, the state value data 745 of the damaged object management data 740 in FIG. 15, steps S54, S58, and S78 in FIG. 19); The computer system includes an effect display control means (e.g., control board 1150 in FIG. 1, effect display control unit 216 in FIG. 11, effect display definition data 580 in FIG. 14, step S94 in FIG. 20) which performs effect display control to indicate that the other object has been affected when a given positional relationship condition is satisfied based on the approach or contact of the damaged object with the other object due to the movement control of the movement control means.

[0011] According to the first invention, the computer system sets a specific parameter value to be referenced when controlling the movement of a damaged object that moves after receiving damage. The computer system then controls the movement of the damaged object by referring to the specific parameter value. The computer system can express the state of being influenced by the damaged object by performing influence display control on other objects that the damaged object approaches or comes into contact with as a result of the movement control. In other words, the movement of the damaged object after damage occurs in various variations depending on the specific parameter value. This results in various secondary action effects depending on the damage inflicted or received.

[0012] A second invention is a computer system in which, in the above-mentioned computer system, a predetermined gravitational field is provided in the game space, and the movement control by the movement control means is a control that gradually moves the damaged object in the direction of gravity based on the gravitational field.

[0013] According to the second invention, the computer system can realize an expression in which a damaged object "falls" after being damaged, exerting an influence on other objects.

[0014] A third invention is a computer system in which the damaged object is either 1) the same as the original object before receiving the damage, 2) a partial object that made up the original object and was disintegrated or scattered by the damage, or 3) a replacement object that is generated after the original object is disintegrated or scattered by the damage.

[0015] According to the third invention, the computer system can make the damaged object maintain its original shape before it is damaged, break apart or scatter due to damage, or be represented by a replacement object after it is broken apart or scattered. In other words, the damaged state can be visually represented in a variety of ways. For example, in a scattered state, the number of damaged objects is greater than the number of original objects before it is damaged, and the effect display control is performed for each of them, so that a flashy presentation display can be realized.

[0016] A fourth invention is a computer system in which the specific parameter value setting means sets the specific parameter value based on at least one of the type, physical quantity, performance and status of the original object (for example, the variables Dam, Dpf and Dst in FIG. 7).

[0017] The type, physical quantity, performance, and state of the original object include, for example, if the original object is a fighter jet, physical quantities include the dimensions and weight of the aircraft. Performance includes the type of weaponry installed, the amount of weaponry installed, the amount of fuel installed, the number of engines installed, the maximum speed, and the maximum acceleration. State includes the amount of damage already taken, the number of remaining weapons, and the remaining fuel. These are factors that greatly affect the state of the damage that will occur when the object is damaged.

[0018] According to the fourth aspect of the present invention, the computer system can diversify the causes of the damage inflicted or the secondary action and effect that occurs in response to the damage inflicted.

[0019] A fifth invention is a computer system in which, in the above-mentioned computer system, a plurality of the other objects exist in the game space, and the influence display control means performs the influence display control on those other objects among the plurality of the other objects that satisfy the positional relationship condition.

[0020] According to the fifth invention, the computer system can selectively perform the effect display control on an other object that satisfies a positional relationship condition from among a plurality of other objects.

[0021] A sixth invention is a computer system, wherein the specific parameter value setting means sets the specific parameter value corresponding to each of the other objects based on at least one of the priority, type, physical quantity, performance and status of the other objects (for example, the variables Cam, Cpf, Cst and Cpr in FIG. 7).

[0022] According to the sixth aspect of the present invention, the computer system can set specific parameter values ​​that reflect the priority, type, physical quantity, performance, and state of each of the other objects.

[0023] A seventh invention is a computer system further comprising a predictive display control means for predicting and displaying the direction and / or trajectory in which the damaged object will move by the movement control of the movement control means, the predictive display control means predicting the other object that satisfies the positional relationship condition by the movement control of the movement control means, and variably controlling the predictive display based on the specific parameter value corresponding to the other object (e.g., control board 1150 in FIG. 1, predicted display 42 in FIG. 10, predicted display control unit 218 in FIG. 11, step S72 in FIG. 19).

[0024] According to the seventh aspect of the present invention, the computer system can predict and display, based on the specific parameter value, the direction and / or trajectory in which the damaged object moves as a result of the movement control by the movement control means.

[0025] An eighth invention is a computer system further comprising an other object identification display control means (e.g., control board 1150 in FIG. 1, mark 46 in FIG. 10, other object identification display control unit 220 in FIG. 11, step S74 in FIG. 19) for displaying each of the other objects in an identifiable manner based on the specific parameter value corresponding to the other object.

[0026] According to the eighth aspect of the present invention, the computer system can display each of the other objects in an identifiable manner based on a specific parameter value.

[0027] A ninth invention is a computer system in which the movement control means uses the specific parameter values ​​corresponding to each of the other objects to select a moving target object whose movement target for the damaged object is the other object, and controls the movement of the damaged object toward the moving target object.

[0028] According to a ninth aspect of the present invention, the computer system can set a movement target object for the damaged object based on a specific parameter value, thereby making it appear as if the damaged object is moving toward the movement target object.

[0029] A tenth invention is a computer system in which the specific parameter value setting means sets the specific parameter value based on at least one of the type, physical quantity, performance and state of the damage-inflicting object that inflicted the damage (for example, the variables Wam, Wpf and Wst in Figure 7).

[0030] According to the tenth aspect of the present invention, the computer system can set specific parameter values ​​that reflect the type of the damage-inflicting object that caused the damage, as well as differences in physical quantity, performance, and state, thereby making movement control and effect display control more diverse.

[0031] An eleventh aspect of the present invention is the computer system described above, wherein the specific parameter value setting means sets the specific parameter values ​​based on a game situation (for example, variables Gdi, Ghn, Ght, and Ghint in FIG. 7).

[0032] According to the eleventh aspect of the present invention, the specific parameter value can be set based on the game situation.

[0033] A twelfth invention is a computer system in which, in the above-mentioned computer system, the specific parameter value setting means sets the specific parameter value based on the game situation, using at least one of the following as the game situation: 1) the distance between the damaged object and the other object, 2) the damage history of the damaged object, 3) the number of times the damage has occurred, 4) the interval between the occurrence of the damage, 5) the elapsed time since the last time the damage occurred, 6) the history of the effect display control, 7) the number of times the effect display control has been performed, 8) the interval between the occurrence of the effect display control, and 9) the elapsed time since the last time the effect display control was performed.

[0034] According to the twelfth aspect, the computer system can set the specific parameter value based on various game situations.

[0035] A thirteenth aspect of the invention is the computer system described above, wherein the movement control means performs control to move the damaged object along a given direction based on the direction in which the damage was received.

[0036] According to the thirteenth aspect of the present invention, the computer system can move the damaged object based on the direction in which the damage was received.

[0037] A fourteenth aspect of the present invention is a computer system further comprising a predictive display control means (e.g., control board 1150 in FIG. 1, predictive display 42 in FIG. 10, predictive display control unit 218 in FIG. 11, step S72 in FIG. 19) for predicting and displaying the direction and / or trajectory in which the damaged object will move as a result of movement control by the movement control means.

[0038] According to the fourteenth aspect of the present invention, the computer system can predict and display the direction and / or trajectory in which the damaged object will move.

[0039] A fifteenth aspect of the present invention is the computer system described above, wherein the effect display control means uses the specific parameter value to control whether or not to perform the effect display control (for example, step S50 in FIG. 19).

[0040] According to the fifteenth aspect of the present invention, the computer system can determine whether or not to perform the influence display control by using the specific parameter value. Therefore, depending on the specific parameter value, other objects may or may not be influenced by the damaged object, thereby providing diversity to the performance display related to damage.

[0041] A sixteenth aspect of the present invention is a program for a computer system to control execution of a game, comprising: a specific parameter value setting means for setting a specific parameter value to be referred to when controlling the movement of a damaged object that moves upon receiving damage; a movement control means for controlling the movement of the damaged object by referring to the specific parameter value; an effect display control means for performing effect display control to indicate that the other object has been affected when a given positional relationship condition based on the approach or contact of the damaged object with the other object due to the movement control of the movement control means is satisfied; It is a program for causing the computer system to function as the

[0042] According to a sixteenth aspect of the present invention, it is possible to realize a program that enables a computer system to achieve the same effects as the above aspects.

[0043] A seventeenth aspect of the present invention is a control method for controlling execution of a game by a computer system, comprising: Setting a specific parameter value to be referenced when controlling the movement of a damaged object that moves as a result of being damaged; controlling the movement of the damaged object by referring to the specific parameter value; When a given positional relationship condition based on the approach or contact of the damaged object with another object due to the movement control is satisfied, performing an influence display control indicating that the other object has been influenced; The control method includes the following steps.

[0044] According to the seventeenth aspect of the present invention, it is possible to realize a control method that allows a computer system to achieve the same effects as the above aspects. [Brief description of the drawings]

[0045] [Figure 1] FIG. 1 is a system configuration diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 2 is a diagram for explaining a game executed by the game system. [Diagram 3] FIG. 13 is a diagram for explaining the display of damage related to a shot-down enemy aircraft. [Figure 4] FIG. 13 is a diagram for explaining the display of damage related to a shot-down enemy aircraft. [Diagram 5] FIG. 13 is a diagram for explaining the setting of a damaged object. [Figure 6] FIG. 11 is a diagram for explaining setting of a specific parameter value. [Figure 7] 11A and 11B are diagrams for explaining examples of variables of a function for calculating a specific parameter value. [Figure 8] FIG. 13 is a diagram showing an example of display of involved damage when no priority is set. [Figure 9] FIG. 13 is a diagram for explaining control of “entanglement destruction” based on a specific parameter value. [Figure 10] FIG. 13 is a diagram showing a display example of a game screen. [Figure 11] FIG. 2 is a block diagram showing an example of the functional configuration of the server system. [Figure 12] FIG. 4 is a diagram showing examples of programs and data stored in a server storage unit. [Figure 13] FIG. 13 is a diagram showing an example of the data configuration of enemy aircraft initial setting data. [Figure 14] FIG. 4 is a diagram showing an example of the data configuration of ground object initial setting data. [Figure 15] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 16] FIG. 13 is a diagram showing an example of the data configuration of entrapment management data. [Figure 17] FIG. 4 is a functional block diagram showing an example of the functional configuration of a user terminal. [Figure 18] 6 is a flowchart illustrating a flow of a process executed by the server system. [Figure 19] Flowchart continuing from Figure 18. [Figure 20] Flowchart continued from Figure 19. [Figure 21] FIG. 11 is a diagram showing an example of the functional configuration of a user terminal according to the second embodiment. [Figure 22] FIG. 13 is a diagram for explaining a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0046] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.

[0047] [First embodiment] FIG. 1 is a system configuration diagram showing an example of the configuration of a game system according to this embodiment. The game system 1000 is a computer system for executing a given online game in which a user, a player 2, plays by controlling a player character.

[0048] The game system 1000 is a computer system including a server system 1100 and user terminals 1500 (1500a, 1500b, ...) connected to each other so as to be capable of data communication via a network 9. The user terminals 1500 serve as a man-machine interface (MMIF).

[0049] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, etc.

[0050] The server system 1100 is a game server that performs various processes such as providing a predetermined registration procedure, managing registered user information, and generating and managing various data for executing the game.

[0051] The server system 1100 has a control board 1150 mounted on a main unit. The control board 1150 is mounted with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Some or all of the functions mounted on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).

[0052] Although the server system 1100 is depicted as if it were a single server device, it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured with multiple blade servers that share functions and are connected to each other via an internal bus so that data communication is possible. The server system 1100 may also include a database and online storage.

[0053] The user terminal 1500 is a computer system that is used by the player 2 to participate in the online game, and serves as the man-machine interface in the game system 1000 .

[0054] The user terminals 1500 (1500a, 1500b, . . . ) are computer systems connectable to the network 9, such as personal computers, smartphones, wearable computers, portable game devices, home game devices, tablet computers, and the like.

[0055] For example, the user terminal 1500a and the user terminal 1500b are illustrated as examples of smartphones. The user terminal 1500a and the user terminal 1500b include an operation input device, an image display device, and a control board 1550. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, and a mouse. Examples of the image display device include a touch panel 1506, a head-mounted display, and a glass-type display.

[0056] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 connected to the network 9, and the like. These elements equipped on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to enable reading and writing of data and sending and receiving of signals. A part or all of the control board 1550 may be configured with an ASIC, an FPGA, or an SoC.

[0057] The control board 1550 stores in the IC memory 1552 programs and various data for realizing the functions of the user terminal 1500. The user terminal 1500 executes a predetermined application program to realize the functions of a man-machine interface (MMIF) for the game system 1000 and as a client of an online game.

[0058] User terminal 1500c is a type of terminal that is used by connecting it to a monitor, and is an example of a desktop personal computer or a home game device, to which a VR (Virtual Reality) MMIF set 1580 is communicatively connected. VR MMIF set 1580 includes VR goggles 1581, a VR headset 1583, a VR controller 1585, and a flight controller set 1587 having a joystick and throttle lever. User terminal 1500a or user terminal 1500b may be configured to include VR MMIF set 1580.

[0059] The user terminal 1500 is configured to download the programs and various data necessary to play the game from the server system 1100, but it may also be configured to read them from a storage medium such as a memory card obtained separately by the user.

[0060] FIG. 2 is a diagram for explaining the game executed by the game system 1000. As shown in FIG. The game executed by the game system 1000 is a shooting game with the theme of aerial combat and ground attacks using fighter planes. The player operates a player aircraft 4 (player character; player object) in a game space 3 in which various objects are placed in a virtual three-dimensional space. The player selects and fires a missile 5 of a type appropriate to the situation from among the missiles 5 (flying object) mounted on the player. The player aims to destroy a computer-controlled enemy aircraft 6 (NPC; object to be attacked) and a specified ground object 8 (8a, 8b, ...).

[0061] In the example of FIG. 2, a clock tower 8a, a bridge 8b, and general buildings 8c to 8f are depicted as ground objects 8. The clock tower 8a and the bridge 8b have a size and design that make them stand out among the ground objects 8. They are also assigned important settings from a tactical point of view as targets of attack. For example, the clock tower 8a and the bridge 8b are on the route of an enemy ground force. The ground objects 8 may be objects other than these. For example, they may be enemy combat vehicles, ammunition depots, factories, military bases, military airports, naval port facilities, field guns, and the like. Depending on the design of the game space 3, the ground objects 8 may be marine objects (for example, port facilities, ships, marine facilities, and the like). The ground objects 8 and marine objects may be mixed together.

[0062] 3 and 4 are diagrams for explaining the damage display relating to the enemy aircraft 6 that has been shot down. As shown in FIG. 3, when a missile 5 hits an enemy aircraft 6, a given hit damage is inflicted on the enemy aircraft 6. Specifically, the amount of hit damage is calculated, and the amount of hit damage is subtracted from the durability value of the enemy aircraft 6. Then, when the durability value of the enemy aircraft 6 reaches "0", the enemy aircraft 6 is shot down.

[0063] The shot-down enemy aircraft 6 is changed from its original object before it was damaged (an object representing a healthy aircraft) to a damaged object 12 (12a, 12b, ...). In the example of Fig. 3, it is divided into three parts: a damaged body 12a, a detached left wing section 12b, and unused armament 12c that has come off the aircraft (for example, a missile 5 that was hanging under the wing or a dropped bomb).

[0064] A gravitational field is set in the game space 3. The damaged objects 12 (12a, 12b, ...) are gradually moved along the direction of gravity (thick white arrow) based on the gravitational field. This is called "damage movement control." Specifically, the damaged objects 12 are movement-controlled so as to fall toward the ground or sea in the game space 3.

[0065] A moving target object 20 selected from the ground objects 8 is associated with the damaged object 12, and the damaged object 12 is controlled to move closer to the moving target object 20. In the example of Fig. 3, the damaged body 12a is associated with the clock tower 8a as the moving target object 20a. The left wing 12b is associated with the bridge 8b as the moving target object 20b, and the unused weaponry 12c is associated with the general building 8d as the moving target object 20d.

[0066] As shown in Fig. 4, in the damaged movement control, when the damaged object 12 comes into contact with or approaches the associated moving target object 20, it is determined that a predetermined positional relationship condition is satisfied. Then, the moving target object 20 is given entanglement damage. Then, depending on the amount of entanglement damage, an influence display control is performed to indicate that the moving target object 20 has been affected by the damaged object 12. For example, an entanglement damage display 22 is displayed.

[0067] The content of the entrapment damage display 22 varies depending on the accumulation of entrapment damage that the moving target object 20 has received (the remaining durability value may be obtained by subtracting the amount of entrapment damage from the initial durability value).

[0068] For example, when the accumulated amount of the entanglement damage is small, the entanglement damage display 22 may display a dust effect representing the occurrence of a collision, or the moving target object 20 may be partially damaged. When the accumulated amount reaches a medium level, the entanglement damage display 22 may display a smoke or flame effect representing the occurrence of a fire. The moving target object 20 may be partially destroyed. When the accumulated amount of the entanglement damage reaches a limit and the remaining durability value reaches "0", the moving target object 20 (in the example of FIG. 4, the moving target objects 20a and 20b) are treated as having been destroyed. Therefore, the entanglement damage display 22 in this case is to completely destroy the moving target object 20. It may be displayed as if the moving target object 20 has been burned down by a fire.

[0069] By implementing the "catch-up destruction" effect in the game, in which debris from such aerial battles falls to the ground or sea, causing damage to buildings and other structures that are located there, the realism of the game world can be enhanced and the excitement unique to games, such as the exhilarating feeling of a chain reaction of destruction, can be increased.

[0070] The "Caught-in-Destruction" effect display can be realized by preparing a pattern and applying it to all, but this would result in a fixed effect display that could be uninteresting. Therefore, the server system 1100 controls various factors that affect the appearance of the "Caught-in-Destruction" according to the situation at the time, thereby adding variety to the "Caught-in-Destruction".

[0071] FIG. 5 is a diagram for explaining the setting of the damaged object of the enemy plane 6, which is one of the factors that influence the mode of "entanglement and destruction". When the missile 5 hits the enemy aircraft 6, the server system 1100 executes a part determination as to which part of the enemy aircraft 6 the missile 5 hit, and a direction determination as to from which relative direction the missile 5 hit the enemy aircraft 6. Then, the server system 1100 sets a damaged object 12 based on the type and performance of the missile 5 that hit, the part determination result, the direction determination result, and the state of the enemy aircraft 6.

[0072] The damaged object 12 is an "original object" or a "partial object."

[0073] The "original object" has the same object configuration as the original object 14 before the enemy aircraft 6 is damaged. In the example of FIG. 5, the damaged object 12g corresponds to this. The damaged object 12g may be realized by changing the standard skin of the original object 14 to a dirty skin that is stained with dirt due to destruction. Alternatively, it may be realized by replacing it with another replacement object prepared in advance. The damaged object 12g, which is the original object, is suitable for selection when expressing a situation in which the aircraft is only slightly damaged but is essentially out of control, or crashes due to thrust loss.

[0074] A "partial object" represents an enemy aircraft 6 whose body and armaments have been torn apart due to damage. In the example of FIG. 5, the damaged body 12a, the left wing 12b, and unused armaments 12c (missiles 5 and dropped bombs suspended under the wings, etc.) correspond to the damaged object 12, which is a partial object. The damaged object 12, which is a partial object, may be realized by breaking the bonds between the parts that make up the original object 14 and then making them individually controllable for movement. Alternatively, it may be realized by replacing the parts with another replacement object prepared in advance.

[0075] The configuration and number of partial objects of the enemy aircraft 6 are not limited to the example shown in FIG. 5. Which object parts constituting the enemy aircraft 6 are divided into how many is determined depending on the situation at the time. For example, if the result of determining the damaged part is a part such as the wing tip or the cockpit, it is considered that the damage is minor enough to cause loss of control, and the damaged object 12 is considered to be an "original object." If the result of determining the damaged part is a part such as the fuselage, engine, center of the main wing, or unused armament, it is considered that the damage is major, and the damaged object 12 is considered to be a "partial object."

[0076] Furthermore, if the damaged object 12 is a "partial object," then it is determined 1) how many partial objects it should be set to, and 2) into which parts constituting the original object 14 it should be broken down.

[0077] Specifically, the original object 14 of the enemy plane 6 is composed of a plurality of parts linked in a hierarchical structure. Each part has a predetermined disassembly requirement that must be met in order for that part to be disassembled from a higher-level part as a damaged object 12. When that disassembly requirement is met, that part is separated from the higher-level part and becomes one damaged object 12 together with other parts subordinate to that part.

[0078] The "disassembly requirements" are defined using at least one of the following: 1) a part determination sub-condition described by the part name of the part determination result; 2) a direction determination sub-condition described by the direction range of the direction determination result; 3) a state sub-condition described by the range or threshold of the state parameter value of the enemy aircraft 6; and 4) a hit damage amount sub-condition described by the range or threshold of the amount of hit damage inflicted on the enemy aircraft 6.

[0079] The server system 1100 determines the scattering speed V (V1, V2, . . . ) of each of the damaged objects 12.

[0080] When the damaged object 12 is an original object, the scattering speed V may be the resultant vector of the movement speed vector of the enemy aircraft 6 and the movement speed vector of the missile 5 (the direction in which damage was received; this may be multiplied appropriately depending on the performance of the missile 5).

[0081] When the damaged object 12 is a partial object, the vector may be a composite vector of the moving speed vector of the enemy plane 6, the moving speed vector of the missile 5, and a randomly generated dispersion vector.

[0082] Regardless of whether the damaged object 12 is an original object or a partial object, the damaged object 12 is moved along a given direction based on the direction in which the enemy plane 6 (the object that is the source of the damaged object 12) received the damage that caused the damaged object 12 to be generated.

[0083] Next, the server system 1100 determines the trajectory (falling course) along which the enemy plane falls, using the scattering speed V as the initial speed vector. The trajectory is selected from a number of types prepared in advance and applied. The trajectory type may be, for example, 1) a simple parabolic curve, 2) a compound random curve that is a parabolic curve as a whole but randomly changes direction and accelerates and decelerates like falling leaves, or 3) a cone-shaped curve that is a parabolic curve as a whole but falls while rotating. Of course, trajectory types other than these may be appropriately set according to the design of the enemy plane 6 and the setting of the game world. Alternatively, the trajectory may not be selected from the types prepared in advance, but may be calculated each time by physical calculation.

[0084] The type of trajectory to be selected is selected according to a predetermined rule based on the size and weight of the damaged object 12. A part category (e.g., wing, unused armament, fuselage, engine, canopy, small parts, etc.) may be set for each part of the enemy aircraft 6, and the type of trajectory may be selected according to a predetermined rule by referring to the part category of the parts constituting the damaged object 12. Of course, the game creator may specify in advance a type of trajectory that he or she deems appropriate for each part, and the type of trajectory specified for the highest hierarchical part among the parts constituting the damaged object 12 may be adopted.

[0085] Therefore, the damaged object 12 of the enemy plane 6 can be set in a variety of ways, depending on what type of enemy plane 6, what state it is in, what type of missile 5 is hit and how it is shot down, and whether it will crash while retaining its original shape, or disintegrate and fly apart, and at what speed it will fly apart.

[0086] FIG. 6 is a diagram for explaining the setting of a specific parameter value related to the selection of the moving target object 20, which is one of the factors that affect the mode of "entanglement and destruction".

[0087] The specific parameter value Ps (Ps1, Ps2, . . . ) is set for each ground object 8 (candidate object) that is a candidate for the moving target object 20 of the damaged object 12.

[0088] Candidate objects (candidate ground objects 8) for the moving target object 20 are ground objects 8 that exist within a candidate selection range 28 based on the initial position of the damaged object 12 (for example, the position where the missile 5 hit the enemy plane 6). The candidate selection range 28 may be, for example, a spherical or approximately spherical range with a radius r (for example, determined by a predetermined function according to the flying altitude of the enemy plane 6 in the game space 3). The candidate selection range 28 may be in the shape of a cone expanding with the direction of the scattering speed V of the damaged object 12 as its axis.

[0089] The specific parameter value Ps is calculated using a function f with various parameter values ​​as variables. In Fig. 6, the difference in the magnitude of the specific parameter value Ps calculated for each candidate object is represented by a difference in font size.

[0090] As shown in Fig. 6, the function f for calculating the specific parameter value Ps is defined using a number of variables. The variables may be, for example, one or more of the following five parameter values ​​shown in Fig. 7.

[0091] (1) Variables W (Wam, Wpf, Wst) related to missile 5 Wam: The physical quantities of the missile in the game (e.g. size, weight, ...). Wpf: A value indicating the type of missile 5, its performance value in the game (e.g., power, range, ...). Wst: Missile 5 status value (e.g., movement speed, ...). The physical quantity Wam is defined by a function f such that the larger the value, the larger the specific parameter value Ps. The value Wpf is defined by a function f such that the specific parameter value Ps increases as the value indicating the type (the higher the model with higher performance) or the value indicating the type with higher performance value increases. The state value Wst is defined by a function f such that the specific parameter value Ps increases as the energy value of the missile 5 increases. In other words, the more destructive the missile 5 is, the larger the specific parameter value Ps increases. Note that the variable W(Wam, Wpf, Wst) is a variable for the damage-inflicting object (missile 5) that caused damage to the enemy aircraft 6, but it may be a physical quantity, type, performance, or state of the player aircraft 4, not limited to the missile 5.

[0092] (2) Variable D (Dam, Dpf, Dst) related to the original object 14 of the enemy plane 6 (see FIG. 5) Dam: The physical quantity of the enemy aircraft 6 in the game (e.g. size, weight, ...). Dpf: A value indicating the type of enemy aircraft 6, and its performance value in the game (e.g., maximum speed, maximum altitude, number of weapons carried, etc.). Dst: Status value of enemy aircraft 6 (e.g. remaining durability, remaining ammunition, unused weapon types, etc.). The physical quantity Dam is defined by function f such that the larger its value, the larger the specific parameter value Ps becomes. The value Dpf is defined by function f such that the specific parameter value Ps becomes larger the value indicating the type or the value indicating a type with a higher performance value. The function f is defined such that the specific parameter value Ps becomes larger the higher the state value Dstha and the energy value are. In other words, the more likely the enemy aircraft 6 is to crash and cause greater damage, the larger the specific parameter value Ps is defined by function f.

[0093] (3) The scattering speed V of the damaged object 12 The scattering velocity V is defined by a function f such that the higher the velocity, the larger the specific parameter value Ps becomes.

[0094] (4) Variables C(Cam, Cpf, Cst, Cpr) related to ground objects 8 that are candidates for the moving target object 20 Cam: The game physical quantity of the candidate object (e.g. size, weight, ...). Cpf: A value that represents the type of candidate object, its performance value in the game. Cst: Candidate object state value (e.g., damage accumulation value, ...). Cpr: Priority for selection as moving target object 20. The physical quantity Cam and the performance value st are defined by a function f such that the larger the value, the larger the specific parameter value Ps. For example, the more noticeable the ground object 8 is when it is completely destroyed and appears to have a greater impact on the surroundings, the larger the specific parameter value Ps will be. Also, the priority Cpr is defined by a function f such that the higher the priority value, the larger the specific parameter value Ps will be.

[0095] The priority Cpr is set in the order that the game creator thinks will have the highest visual effect as a damage display when the ground object 8 is "entangled and destroyed." In this embodiment, the clock tower 8a is set to the first priority, the bridge 8b to the second priority, and the general buildings 8c to 8f to the third priority (lowest).

[0096] The clock tower 8a is the tallest building, is on the route of the enemy ground forces, and is in the vicinity of the general buildings 8d to 8f. Assuming that the clock tower 8a is completely destroyed, 1) it will block the route of the enemy ground forces, giving the player a tactical advantage, 2) it will have a strong visual effect of the tallest building being destroyed, and 3) it will secondarily create a sense of suspense by further involving the general buildings 8d to 8f, so it is given the highest priority. Note that a predetermined value indicating that the clock tower cannot be selected as a moving target object 20 may be set as the lowest priority.

[0097] If no priority is set, there is a high possibility that ordinary buildings 8c to 8f will be selected as the movement target object 20, as in the example shown in Fig. 8. In the example of Fig. 8, ordinary building 8d is selected as the movement target object 20a corresponding to the damaged body 12a, and ordinary building 8c is selected as the movement target object 20b corresponding to the left wing 12b, both of which are completely destroyed.

[0098] However, when comparing Fig. 8 and Fig. 4 in terms of the degree of visual impression as damage display, it is immediately clear which one has a higher visual impression and is more impressive. As will be described later, entanglement damage display 22, i.e., "entanglement destruction", does not necessarily occur, so from the perspective of increasing interest, it is useful to set a priority for the entanglement damage display 22 and increase the possibility of an example like that in Fig. 4 occurring.

[0099] Also, if we look at the change in the game situation that accompanies "entanglement and destruction," the enemy ground forces' route of advance is blocked by the total destruction of the clock tower 8a and bridge 8b. This allows the player to, for example, block the approach of enemy anti-aircraft vehicles. From the player's perspective, the case in which the clock tower 8a and bridge 8b are entangled and destroyed as shown in Figure 4 allows the player to advance in the game more advantageously than the case in Figure 8. When the player realizes this advantage, he or she will try tactical play such as utilizing "entanglement and destruction" in order to shoot down the enemy plane 6 near the ground object 8 that is likely to be a key point. This will further increase the interest of the game.

[0100] If the ground object 8 is an enemy air defense radar facility, an enemy airport control tower, an enemy communication tower, an undersea tunnel entrance, a railway, etc., it is preferable to set a relatively high priority to it, such as a clock tower 8a or a bridge 8b, as this will similarly have an advantage for the player.

[0101] Depending on the configuration of the game stage, marine objects may be placed in place of or mixed with ground objects 8. In this case, relatively high priorities such as clock towers 8a and bridges 8b are set for enemy aircraft carriers, enemy supply ships, enemy destroyers, offshore plants, submarines, etc., while relatively low priorities such as general buildings 8c to 8f are set for civilian ships, hospital ships, lighthouses, offshore wind power plants, etc., to appropriately obtain effects related to visual impression and effects that give an advantage to the player.

[0102] Returning to Figure 7, (5) Variables related to the game situation G (Gdi, Ghn, Ght, Ghint) Gdi: Distance from the enemy plane 6 (or damaged object 12) to the candidate object. Ghn: The number of times damage (hits) occurred to the enemy aircraft 6 (or the object that was the source of the damaged object 12). Ght: Time since the last damage was done to enemy aircraft 6. Ghint: The interval between occurrences of damage to enemy aircraft 6 (for example, the average interval between occurrences of damage over the past N times). The number of damage occurrences Ghn·elapsed time Ght·occurrence interval Ghint can be said to be variables based on the damage history to the enemy aircraft 6, more specifically, the damage history to the object that is the source of the damaged object 12.

[0103] The distance Gdi is defined by function f such that the shorter the distance Gdi is, the greater the specific parameter value Ps becomes. The number of damage occurrences Ghn is defined by function f such that the greater the damage occurrence count Ghn is, the greater the specific parameter value Ps becomes. The elapsed time Ght is defined by function f such that the shorter the damage occurrence interval Ghint is, the greater the specific parameter value Ps becomes.

[0104] By appropriately setting the damage occurrence count Ghn, the elapsed time Ght, and the occurrence interval Ghint, it is possible to detect an attack rush equivalent to a so-called "combo" in which multiple attacks are successively hit on the enemy unit 6 in a short period of time without the player unit 4 receiving damage. When an attack rush equivalent to a "combo" is detected, the specific parameter value Ps may be calculated to be large.

[0105] Returning to FIG. 6, the server system 1100 selects and sets a predetermined number (at least one) of moving target objects 20 corresponding to the damaged object 12 from among the candidate objects in order from the object having the largest specific parameter value Ps.

[0106] 9 is a diagram for explaining the control of "entanglement destruction" based on the specific parameter value Ps. The server system 1100 determines the realization probability of "entanglement destruction (effect display control)" and the realization probability of the entrapment damage display 22 based on the specific parameter value Ps of the moving target object 20. For example, the larger the specific parameter value Ps, the higher the realization probability of each is determined.

[0107] The server system 1100 executes a probability lottery process to which the realization probability is applied. If the probability lottery is won, a collision trajectory 30 is set for the damaged object 12, which causes the damaged object 12 to collide with or come into contact with the corresponding moving target object 20. The damaged object 12 is then controlled to move toward the corresponding moving target object 20 along the set collision trajectory 30.

[0108] The collision trajectory 30 is not limited to a course where the damaged object 12 collides with or comes into contact with the moving target object 20, but may be a trajectory that allows deviation within a range where a collision is determined. Also, the collision trajectory 30 may be a course where the damaged object 12 falls to a nearby position due to the impact of the fall of the damaged object 12.

[0109] Specifically, a parabolic motion trajectory serving as a base for the collision trajectory 30 may be created, and this may be arranged into a trajectory form according to the type of trajectory (for example, represented by three types of dashed arrows in FIG. 3) to determine the collision trajectory 30. For example, the collision trajectory 30 may be determined by enlarging / reducing or transforming the start point, midpoint, and end point of a curve function prepared in advance for each type of trajectory so as to match the start point, midpoint, and end point of the base parabolic motion trajectory.

[0110] When the damaged object 12, whose movement is controlled based on the collision trajectory 30, eventually collides with, comes into contact with, or approaches the corresponding moving target object 20, the server system 1100 determines that a given positional relationship condition is satisfied, and the damaged object is caught in the moving target object 20 and damage is inflicted.

[0111] The "amount of entrapment damage" increases as the specific parameter value Ps increases. Then, the moving target object 20 is subjected to an influence control according to the accumulation of the amount of entrapment damage, and the entrapment damage display 22 is displayed. For example, if the accumulation of the amount of entrapment damage exceeds a strength value set for the moving target object 20, the entrapment damage display 22 representing the total destruction of the moving target object 20 is displayed. In other words, "entrapment destruction" is displayed.

[0112] If the probability lottery process to which the realization probability is applied is not successful, a non-collision trajectory 32 is set in which the damaged object 12 falls toward the corresponding moving target object 20 but does not collide with it, and the movement of the damaged object 12 is controlled based on the non-collision trajectory 32. The non-collision trajectory 32 can be set in a manner similar to the manner in which the collision trajectory 30 is created.

[0113] The damaged object 12, whose movement is controlled based on the non-collision trajectory 32, ultimately falls to the ground without colliding with the corresponding moving target object 20, and does not cause damage to the moving target object 20. In the example of Figures 3 and 4, this corresponds to the unused weapon 12c falling to the ground, but not causing damage to either the bridge 8b or the general building 8d.

[0114] In other words, the specific parameter value Ps set for the moving target object 20 corresponds to the "attraction degree" of the damaged object 12 when the damaged object 12 falls. Also, when the damaged object 12 collides with the corresponding moving target object 20, the specific parameter value Ps corresponds to the damage degree.

[0115] Moreover, when focusing on the damage movement control of the damaged object 12, the collision trajectory 30 and the non-collision trajectory 32 are determined by 1) the gravity direction of the gravitational field, and 2) the relative positional relationship between the damaged object 12 and the corresponding moving target object 20. The corresponding moving target object 20 is determined based on the specific parameter value Ps of the damaged object 12. Therefore, it can be said that the movement of the damaged object 12 is controlled based on the specific parameter value Ps.

[0116] 10 is a diagram showing a display example of a game screen, and shows a display example of an instrument display type. The instrument display type game screen displays various instrument information (e.g., a compass, a light meter, a speedometer, the number of remaining stages, the remaining durability value, a radar screen, etc.) on an image of the game space 3 captured by a forward-facing virtual camera set in the player's device 4. Note that the display of the game screen may also be a cockpit view type captured by a pilot's viewpoint virtual camera set in the cockpit of the player's device 4, a third-person view type captured by a third-person viewpoint virtual camera set to follow the player's device 4 from behind, etc.

[0117] In the game screen W2, when the missile 5 hits the enemy aircraft 6, silhouettes 40 (40a, 40b, 40c) of the damaged objects 12 and predicted display 42 (42a, 42b, 42c) of the damaged movement control are displayed for a certain period of time.

[0118] The silhouette 40 is displayed moving along the trajectory of the damaged object 12 . The predicted display 42 predicts and displays the trajectory along which the damaged object 12 will move. Specifically, the predicted display 42 displays the collision trajectory 30 or the non-collision trajectory 32, for example, as a line. The type of line and the display color differ depending on the magnitude of the specific parameter value Ps of the damaged object 12. The form of the predicted display 42 for the collision trajectory 30 and the form of the predicted display 42 for the non-collision trajectory 32 may be made different.

[0119] Note that the prediction display 42 may indicate the direction of movement rather than the trajectory (predicted course) with a line. Specifically, the silhouette 40 may be displayed moving, and the speed vector at each moment may be displayed with an arrow. A line indicating the trajectory may be displayed behind the moving silhouette 40, and both the direction and the trajectory may be displayed as the prediction display 42.

[0120] On the radar screen 44, a mark 46 of a ground object 8 is displayed, and the mark 46 is displayed in a distinctive manner according to a specific parameter value Ps corresponding to the ground object 8. For example, the mark 46 is displayed in a distinctive manner according to the specific parameter value Ps. In the example of FIG. 10, the difference is expressed by a white mark 46 and a shaded mark 46. Furthermore, the mark 46 of the ground object 8 selected as the moving target object 20 may be displayed in a distinctive color. In the example of FIG. 10, this corresponds to the mark 46 filled in black. Furthermore, the specific parameter value Ps may be displayed by adding not only the display color of the mark 46 but also numerical text (numbers in the radar screen 44). The mark 46 of the ground object 8 may be displayed in a distinctive manner by changing the shape of the mark 46.

[0121] The prediction display 42 allows the player to understand at a glance in which direction the remains of the enemy plane 6 hit by the missile 5 will fly and whether they will fall and be caught up in destruction. At that time, by referring to the relative positions of the marks 46 on the radar screen 44, the player can learn a strategy such as what positional relationship to the ground object 8 the enemy plane 6 should be in to shoot down the enemy plane 6, and what range of ground objects 8 the enemy plane 6 will be caught up in and destroyed. If the player can learn this, the player can control the position and timing of shooting down the enemy plane 6 and take advantage of the destruction caused by the enemy plane 6 to play to his advantage. This brings an unprecedented interest and enhances the appeal of the gameplay.

[0122] Next, the functional configuration will be described. FIG. 11 is a block diagram showing an example of the functional configuration of a server system 1100. As shown in FIG. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0123] The operation input unit 100s is a means for inputting various operations for managing the server system 1100. For example, a keyboard, a touch panel, a mouse, etc., correspond to this.

[0124] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, and FPGA, as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, data received from operation input signals from the operation input unit 100s, and the like, and performs integrated control of the server system 1100.

[0125] The server processing unit 200s has a user management unit 202, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s.

[0126] The user management unit 202 performs processing related to user registration procedures for the game system 1000 and stores and manages various types of information linked to user accounts.

[0127] The game management unit 210 performs various controls related to game execution. Specifically, it sets up a game space by placing background objects in a virtual three-dimensional space, places objects such as the player machine 4, enemy machine 6, and ground objects 8 in the game space, and controls the player machine 4 according to operation inputs by the player. It also automatically controls the operations of the missile 5 and enemy machine 6. It also performs hit judgments between objects, determines play results, and so on.

[0128] The game management section 210 has a specific parameter value setting section 212 , a movement control section 214 , an effect display control section 216 , a prediction display control section 218 , and an other object identification display control section 220 .

[0129] The specific parameter value setting unit 212 sets a specific parameter value Ps that is referred to when controlling the movement of the damaged object 12 that moves as it receives damage.

[0130] Specifically, the specific parameter value setting unit 212 sets the specific parameter value Ps based on at least one of the type, physical quantity, performance, and state of the original object 14 of the enemy plane 6 (see FIG. 7; various variables D).

[0131] In addition, the specific parameter value setting unit 212 sets a specific parameter value Ps corresponding to each of the ground objects 8 that are candidates for the moving target object 20 based on at least one of the priority, type, physical quantity, performance, and status of the candidate ground objects 8 (see Figure 7; various variables C).

[0132] Furthermore, the specific parameter value setting unit 212 sets a specific parameter value Ps based on at least one of the type, physical quantity, performance, and state of the damage inflicting object that has inflicted the damage (see FIG. 7; various variables W).

[0133] In addition, the specific parameter value setting unit 212 sets a specific parameter value Ps based on the game situation, using at least one of the following as the game situation: 1) the distance between the damaged object 12 and the ground object 8 that is a candidate for the moving target object 20, 2) the damage history of the damaged object 12, 3) the number of times that damage has occurred, 4) the interval between damage occurrences, and 5) the elapsed time since the last damage occurred (see Figure 7; various variables G).

[0134] The movement control unit 214 performs movement control (damage movement control) of the damaged object 12 by referring to the specific parameter value Ps. Specifically, a predetermined gravitational field is provided in the game space 3, and a collision trajectory 30 or a non-collision trajectory 32 that falls in the direction of gravity based on the gravitational field is set, and the damaged object 12 is gradually moved based on the course indicated by these. This corresponds to the damage movement control (see FIG. 9).

[0135] Here, if we focus on the setting and application of the collision trajectory 30, it can be said that the movement control unit 214 uses a specific parameter value Ps corresponding to each candidate object of the moving target object 20 to select a moving target object 20 in the damaged movement control of the damaged object, and controls the movement of the damaged object 12 toward the moving target object 20.

[0136] The movement control unit 214 also sets the scattering speed V as the initial speed for controlling the movement of the damaged object 12 (see FIG. 5). Since the scattering speed V reflects the result of determining the direction in which the missile 5 hit the enemy plane 6, it can be said that the movement control unit 214 controls the movement of the damaged object 12 along a given direction based on the direction in which the enemy plane 6 was damaged.

[0137] The effect display control unit 216 performs effect display control to indicate that the other object has been affected when a given positional relationship condition based on the approach or contact of the damaged object 12 to the other object due to the damaged movement control is satisfied. This corresponds to the display control of the caught-in damage display 22 for the ground object 8 (see FIG. 4).

[0138] Specifically, the influence display control unit 216 performs influence display control for objects that satisfy the positional relationship condition from among a plurality of ground objects 8 (other objects) that exist in the game space.

[0139] Moreover, the effect display control unit 216 controls whether or not to perform the effect display control by using the specific parameter value Ps. This corresponds to a probability lottery process for determining whether or not a collision between the damaged object 12 and the moving target object 20 is realized (see FIG. 9).

[0140] The predictive display control unit 218 variably controls the display of a predictive display 42 indicating the direction and / or trajectory in which the damaged object 12 moves (see FIG. 10).

[0141] The other object distinguishable display control unit 220 distinguishes each ground object 8 based on the specific parameter value Ps corresponding to the object. This corresponds to the distinguishable display of the mark 46 on the radar screen 44 (see FIG. 10).

[0142] The timekeeping unit 280s uses a system clock to measure various times such as the current date and time and time limits.

[0143] The sound generation unit 290s is realized by executing an IC or software that generates and decodes audio data. The sound generation unit 290s outputs the generated audio signal to the sound output unit 390s. The sound output unit 390s is realized by a speaker or the like, and emits sound based on the audio signal.

[0144] The image generation unit 292s generates images of various management screens for system management of the server system 1100, and outputs image data to the image display unit 392s. The image generation unit 292s also generates a part or all of the images to be displayed on the user terminal 1500. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head mounted display, or a projector.

[0145] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s. The communication unit 394s realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a line termination device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.

[0146] The server storage unit 500s stores programs and various data for implementing various functions for the server processing unit 200s to comprehensively control the server system 1100. The server storage unit 500s is also used as a working area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s according to various programs. These functions are implemented by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, online storage, etc. In the example of FIG. 1, these correspond to storage media such as the IC memory 1152 and hard disks mounted on the server system 1100.

[0147] FIG. 12 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s stores a server program 501 and a distribution client program 503. It also stores game initial setting data 510, user registration data 600 that manages various data related to registered users for each user, play data 700, and a current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.

[0148] The server program 501 is a program for realizing the functions of the user management unit 202 and the game management unit 210 .

[0149] The delivery client program 503 is the original client program provided to the user terminal 1500 and executed therein.

[0150] The game initial setting data 510 stores various initial setting data related to the game. The game initial setting data 510 includes player aircraft initial setting data 520P, enemy aircraft initial setting data 520E, and ground object initial setting data 560. Of course, data other than these may also be included as appropriate.

[0151] The player machine initial setting data 520P stores various initial setting values ​​of the player machine 4. The enemy machine initial setting data 520E is prepared for each type of enemy machine 6 that appears in the game, and stores various initial setting values ​​of the enemy machine 6.

[0152] Although the player aircraft initial setting data 520P and the enemy aircraft initial setting data 520E have different setting targets, they basically have the same data structure. Taking enemy aircraft initial setting data 520E as an example, as shown in Fig. 13, it includes, for example, aircraft type 521, original physical quantity data 522, original performance value data 524, armament setting data 526, and part object data 540.

[0153] The armament setting data 526 is prepared for each type of missile 5, drop tank, etc. carried by the enemy aircraft 6. One armament setting data 526 includes armament type, physical quantity data, and performance value data.

[0154] The part object data 540 is prepared for each of various part objects constituting the original object 14, and includes various data relating to the parts. One part object data 540 includes, for example, a part ID 541 , a part category 542 , a part model data 543 , connection data 544 , a part physical quantity data 545 , a decomposition requirement 546 , and a trajectory type 547 .

[0155] Link data 544 stores the part ID of the upper layer part (parent part) to which the part is linked, link position information, and the like.

[0156] Disassembly requirement 546 defines requirements that the part must satisfy in order to be disassembled from higher-level parts. Disassembly requirement 546 is defined using at least one of a part determination sub-condition, a direction determination sub-condition, a state sub-condition for the state parameter value of the aircraft, and a hit damage amount sub-condition for the amount of hit damage inflicted as a result of an attack.

[0157] The number and contents of the sub-conditions describing the disassembly requirement 546 are not limited to those mentioned above and can be set appropriately. For example, sub-conditions regarding the type of missile that hits, sub-conditions regarding the amount of damage inflicted by a missile 5 hitting, sub-conditions regarding the number of missiles 5 that hit the enemy aircraft 6 before it is destroyed, and the like can be included as appropriate.

[0158] The trajectory type 547 specifies the type of falling course when the part is broken down from the parent part to become the damaged object 12 and the damage movement control is performed.

[0159] If none of the disassembly requirements 546 are met, the enemy plane 6 falls as an original object, becoming a single damaged object 12 (12g; see FIG. 5). If one or more of the disassembly requirements 546 are met, the enemy plane 6 splits into multiple partial objects, each of which becomes a damaged object 12 (12a, 12b, 12c; see FIG. 5).

[0160] It should be noted that, in the event that a wingman NPC of the player's aircraft 4 appears during the game, player's aircraft initial setting data 520P for that wingman is prepared separately.

[0161] The ground object initial setting data 560 is prepared for each type of ground object 8, and stores various data related to the ground object 8 of that type. For example, as shown in Fig. 14, one ground object initial setting data 560 has an object type 561, physical quantity data 562, performance value data 563, priority level 564, part object data 570, and effect display definition data 580. Of course, data other than these may also be included as appropriate.

[0162] The part object data 570 is prepared for each of various part objects constituting the type of the ground object 8, and includes various data related to the part. One part object data 570 includes a part ID 571, a part category 572, part model data 573, linkage data 574, and part material quantity data 575.

[0163] The parts of the ground object 8 defined by the part object data 570 are each portion of the ground object 8 in a state in which the ground object 8 is destroyed as indicated by the entanglement damage display 22. Therefore, when the entanglement damage display 22 is expressed as disappearance, the part object data 570 can be omitted.

[0164] The effect display definition data 580 is prepared for each type of the involved damage display 22 for the corresponding type of ground object 8. One effect display definition data 580 includes an involved damage amount requirement 581 and involved damage display data 582.

[0165] The caught-in damage amount requirement 581 indicates a condition regarding the caught-in damage amount that must be satisfied in order for the setting data to be applied.

[0166] The entrapment damage display data 582 is data for realizing the entrapment damage display 22. For example, the damage display data 582 corresponding to the entrapment damage amount requirement 581 defined as a requirement that the entrapment damage amount be relatively small can be dust cloud effect data representing the occurrence of a collision. When the impact display is executed, the effect is displayed.

[0167] Moreover, the damage display data 582 corresponding to the involved damage amount requirement 581 defined as a requirement for a relatively large involved damage amount specifies which of the part objects constituting the ground object 8 are to be disassembled. Also, it appropriately includes a smoke explosion effect, a flashing light effect, and the like for expressing the intensity of the impact. When the impact display is executed based on the definition data, a smoke explosion effect or a flashing light effect is executed, and the ground object 8 is disassembled into parts, and the movement thereof is controlled according to, for example, a gravitational field.

[0168] Returning to FIG. 12, the play data 700 is created for each game play, and includes various data related to the game progress control of the game play.

[0169] 15, one play data 700 includes a player account 701, player machine management data 702P, enemy machine management data 702E, and ground object management data 706. It also includes hit damage history data 730, damaged object management data 740, and caught object management data 750. Of course, data other than these may also be included as appropriate.

[0170] The player machine management data 702P stores various latest data for controlling the player machine 4. For example, the player machine management data 702P includes, for example, an object ID, a model, and status value data. Of course, data other than these can also be stored as appropriate. The status value data includes position coordinates, speed, acceleration, remaining durability value (or damage accumulation value), number of remaining weapons, etc.

[0171] The enemy aircraft management data 702E is created for each enemy aircraft 6, and stores the latest various data for controlling the enemy aircraft 6. The data structure of the enemy aircraft management data 702E is the same as that of the player aircraft management data 702P.

[0172] The ground object management data 706 is created for each ground object 8, and stores the latest various data for controlling the ground object 8. The ground object management data 706 stores, for example, an object ID, position coordinates, status value data (remaining durability value or damage accumulation value, etc.), and parts management data 708.

[0173] The part management data 708 is prepared for each part of the ground object 8, and stores information on the position and orientation of the part. In the initial state at the start of the game, each part of the ground object 8 is in the initial position and initial orientation indicated by the ground object initial setting data 560, and the ground object 8 is displayed in an undamaged state.

[0174] When the ground object 8 is caught in the falling of the damaged object 12 and suffers damage, the parts specified by the damage display data 582 (see Figure 14) move away from their initial positions and realize the caught damage display 22, such as partial damage or total destruction.

[0175] The hit damage history data 730 is created each time an attack by the missile 5 of the player's unit 4 hits an enemy unit 6. One hit damage history data 730 stores the enemy unit ID, the date and time of occurrence, and the amount of hit damage. By tracing back the hit damage history data 730, it is possible to obtain the variable Gh (Ghn, Ght, Ghint) based on the damage history to the enemy unit 6 (see FIG. 7).

[0176] The damaged object management data 740 is created for each damaged object 12 and stores various data about the damaged object. One damaged object management data 740 includes, for example, a damaged object ID 741, a parts ID list 743, and state value data 745.

[0177] The part ID list 743 is a list of part IDs 541 that indicate which part of the enemy aircraft 6 constitutes the damaged object 12. For example, in the case of the left wing section 12b, the left wing section 12b is composed of a main wing part that is connected to the fuselage section of the enemy aircraft 6 as a parent part, an aileron part that has the main wing part as a parent part, a flap part, a missile 5 and a drop tank that are suspended under the wing, and the like. Therefore, the part ID list 743 includes these part IDs. If the damaged object 12 is a part that is even smaller than the left wing section 12b (for example, an aileron alone), the part ID list 743 will include only the part ID of the aileron part.

[0178] The state value data 745 includes the position coordinates, posture, scattering speed V, current speed, acceleration, and the like, of the damaged object 12.

[0179] The entrapment management data 750 is created for each damaged object 12, and stores various data for controlling the "entrapment destruction" that accompanies the fall of the damaged object 12.

[0180] 16, one piece of involved management data 750 includes, for example, an applied damaged object ID 751 indicating the damaged object 12 corresponding to the management data, candidate object data 752, a moving target object ID 753, an achievement flag 754, an involved damage amount 755, and trajectory data 756. Of course, data other than these can also be stored as appropriate.

[0181] The applicable damaged object ID 751 indicates the damaged object 12 corresponding to the management data.

[0182] The candidate object data 752 is created for each ground object 8 within a predetermined range from the position of the enemy aircraft 6 that is the origin of the damaged object 12, when the object is selected as a candidate for the moving target object 20. One candidate object data 752 includes a candidate object ID and a specific parameter value Ps.

[0183] The movement target object ID 753 is the object ID of the object having the largest specific parameter value Ps among the candidate objects. The realization flag 754 is a flag indicating whether or not the "entanglement destruction" caused by the damaged object 12 will be realized based on the result of the probability lottery (see FIG. 9). The trajectory data 756 is trajectory data when the damaged object 12 indicated by the applicable damaged object ID falls.

[0184] 17 is a functional block diagram showing an example of a functional configuration of a user terminal 1500. The user terminal 1500 includes an operation input unit 100, a device processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.

[0185] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the device processing unit 200. For example, this can be realized by a push switch, a touch panel, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, or the like.

[0186] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, or an IC memory, and controls data input / output between each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, it executes various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100, and various types of data received from the server system 1100, and controls the operation of the user terminal 1500.

[0187] The device processing unit 200 has a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.

[0188] The client control unit 260 performs various controls to make the user terminal 1500 function as an MMIF (man-machine interface) as a control unit serving as a client in the game system 1000. Specifically, the client control unit 260 has an operation input information providing unit 261 and a display control unit 262.

[0189] The operation input information providing unit 261 performs control to transmit operation input information to the server system 1100 in response to an input from the operation input unit 100 .

[0190] The display control unit 262 performs control for displaying various images based on the data received from the server system 1100 .

[0191] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.

[0192] The sound generation unit 290 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec capable of playing audio files, and generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390. The sound output unit 390 is realized by a device such as a speaker that outputs (emits) sound based on the sound signal input from the sound generation unit 290.

[0193] The image generation unit 292 generates and outputs an image signal for displaying an image on the image display unit 392 based on the control of the client control unit 260. In the example of Fig. 1, this corresponds to a GPU (Graphics Processing Unit), a graphics controller, a graphics board, etc. mounted on the control board 1550. The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head mounted display, or a projector.

[0194] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 realizes communication by connecting to the network 9. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication module 1553.

[0195] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, and the like. In the example of FIG. 1, this corresponds to the IC memory 1552 mounted on the control board 1550.

[0196] Specifically, the terminal storage unit 500 stores a client program 800 (application program) for causing the user terminal 1500 to function as a client control unit 260 for the virtual space service, client data 810, and a current date and time 900. Of course, data other than these can also be stored as appropriate.

[0197] The client data 810 is various data for executing control by the client control unit 260. The client data 810 includes, for example, a user account, a password, and the like.

[0198] 18 to 20 are flowcharts for explaining the flow of processing executed by the server system 1100. FIG. As shown in FIG. 18, the server system 1100 initially places each object, that is, a player plane 4, an enemy plane 6, and a ground object 8, in the game space 3, which is a virtual three-dimensional space, and starts controlling the progress of the game (step S10).

[0199] When the missile of the player's device 4 hits the enemy device 6 (YES in step S12), the server system 1100 determines and inflicts the amount of hit damage to the enemy device 6 (step S14), and creates hit damage history data 730 (step S16).

[0200] If, as a result of the hit damage amount inflicted, the missile 5 hits the enemy aircraft 6, causing its durability value to become "0" and it is determined that it has been shot down (YES in step S20), the server system 1100 determines the part and direction that was hit by the missile 5 (step S22), and determines the damaged object 12 of that enemy aircraft 6 (step S24).

[0201] That is, the server system 1100 refers to the disassembly requirements 546 in the enemy aircraft initial setting data 520E of the enemy aircraft 6, and if none of the disassembly requirements 546 are satisfied, sets the damaged object 12 (12g; see Figure 5), which is the original object 14.

[0202] If one or more of the referenced disassembly requirements 546 are met, the parts for which the disassembly requirements 546 are met are separated from the parent parts, and each of them becomes a damaged object 12 (12a, 12b, 12c; see FIG. 5). At this stage, the damaged object 12 is decided, but it is not yet placed in the game space 3, and the enemy plane 6 hit by the missile 5 remains as it is on the game screen.

[0203] Next, the server system 1100 sets a scattering speed V for each damaged object 12 (step S26; see FIG. 5).

[0204] Then, the damage receiving objects 12 are sorted in descending order by their physical quantities (for example, size), and loop A is executed from the top of the sorted results (starting from the damage receiving objects 12 with the largest physical quantities) (steps S40 to S62).

[0205] In loop A, the server system 1100 selects ground objects 8 within the candidate selection range 28 from the enemy aircraft 6 that has been shot down as candidate objects (step S42; see FIG. 6), and calculates a specific parameter value Ps for each of them (step S44).

[0206] Then, among the candidate objects, the candidate object having the largest specific parameter value Ps and which has not been selected as the moving target object 20 is selected and determined as the moving target object 20 corresponding to the damaged object 12 being processed in loop A (step S46).

[0207] Turning now to FIG. 19, the server system 1100 next determines the realization probability based on the specific parameter value Ps of the moving target object 20, and executes a probability lottery process to which the realization probability is applied (step S50; see FIG. 9).

[0208] If the probability lottery result is "realized" (YES in step S52), the server system 1100 calculates the collision trajectory 30 by applying the trajectory type 547 (see FIG. 13) to the moving target object 20. Then, the course data of the collision trajectory 30 is set to the trajectory data 756 (see FIG. 16) of the damaged object 12 to be processed in loop A (step S54). Furthermore, the amount of involved damage is determined based on the specific parameter value Ps of the moving target object 20, and set to the involved damage amount 755 (see FIG. 16) (step S56), and loop A is ended (step S62).

[0209] If the probability lottery result is "not realized" (NO in step S52), the server system 1100 calculates a non-collision trajectory 32 that misses the moving target object 20. Then, the server system 1100 sets the course data of the non-collision trajectory 32 to the trajectory data 756 of the damaged object 12 that is the processing target of loop A (step S58), and ends loop A (step S62).

[0210] When loop A has been executed for each of the newly set damaged objects 12 relating to the enemy plane 6 that has been shot down, preparations are complete for displaying the enemy plane 6 as having crashed.

[0211] Next, the server system 1100 displays a silhouette 40 and a predicted display 42 for each damaged object 12 on the game screen W2 (see Figure 10) (step S72), and displays an identification based on the specific parameter value Ps of the ground object 8 on the radar screen 44 (step S74).

[0212] Next, the server system 1100 displays effects such as smoke and preceding explosions to indicate damage caused by the hit of the missile 5 to the enemy plane 6 that has been shot down (step S76). Then, the server system 1100 starts displaying each of the newly set damaged objects 12 related to the enemy plane 6 and controlling their movement based on the trajectory data 756 (step S78).

[0213] In this step, if the damaged object 12 is an original object, the enemy plane 6 that has been shot down is controlled to move as if it had lost control or thrust and crashed. If the damaged object 12 is a plurality of partial objects, the enemy plane 6 that has been shot down is controlled to disintegrate and fall in pieces.

[0214] Moving on to Figure 20, when there is a moving target object 20 for which the positional relationship between the damaged object 12 undergoing damage movement control and the moving target object 20 is determined to satisfy the positional relationship condition by contact or approaching within a predetermined distance (YES in step S90), the server system 1100 subtracts the amount of damage involved from the durability value of the moving target object 20 (step S92).

[0215] Next, the server system 1100 executes the effect display control (step S94). Specifically, definition data that satisfies the involved damage amount requirement 581 is searched for among the effect display definition data 580 of the ground object initial setting data 560 of the moving target object 20, and the involved damage display 22 is displayed according to that definition. In addition, accompanying step S94, the damaged object 12 detected in step S90 may be erased from the game space 3.

[0216] If the predetermined game end condition is not satisfied (NO in step S100), the server system 1100 repeats steps S12 to S100. If the game end condition is met (YES in step S100), the server system 1100 evaluates the playing results and displays the evaluation result (step S102), and ends the series of processes.

[0217] As described above, according to this embodiment, it is possible to provide a new technique for expressing the effect that a falling object has on other objects. In the case where an object (enemy plane 6) flying in the game space 3 becomes a damaged object 12 and "falls," the game system 1000 sets a specific parameter value Ps for each ground object 8 around the enemy plane 6, and selects a moving target object 20. Then, the damaged object 12 is controlled to move along a collision trajectory 30 with the moving target object 20. When the positional relationship condition for determining that the damaged object 12 has come into contact with or approached the moving target object 20 is satisfied, the damaged object 12 is caught in the moving target object 20 and a damage display 22 (affect expression) is executed. Therefore, the movement of the damaged object 12 after damage occurs will vary depending on the specific parameter value Ps. As a result, various secondary action effects will occur depending on the damage given or the damage that has been given.

[0218] The specific parameter value Ps reflects the physical quantities, performance, and state values ​​in the game related to the original object (enemy aircraft 6) that is falling, another flying object (missile 5) that caused the falling object to fall, and an object (ground object 8) that is the moving target object 20. Therefore, it is possible to diversify the causes of the damage given or the secondary action and effect that occurs in response to the damage given.

[0219] Furthermore, the specific parameter value Ps reflects the priority set for the ground object 8. By appropriately setting the priority, a specific ground object 8 is more likely to be preferentially selected as the moving target object 20 based on the direction of the game creator. Therefore, it is possible to intentionally generate spectacular "entanglement destruction" with a high probability, thereby enhancing the appeal of the game.

[0220] Second Embodiment Next, a second embodiment to which the present invention is applied will be described. The second embodiment is basically realized in the same way as the first embodiment, but differs in that game progress control is executed by a user terminal 1500. In the description of the second embodiment, the differences from the first embodiment will be mainly described, and the same components as the first embodiment will be given the same reference numerals as in the first embodiment, and duplicated descriptions will be omitted.

[0221] FIG. 21 is a diagram illustrating an example of the functional configuration of a user terminal 1500B in the second embodiment. The user terminal 1500B has a game management unit 210. Accordingly, the user terminal 1500B stores in the terminal storage unit 500 a game program 802 for implementing the functions of the game management unit 210, game initial setting data 510, and play data 700.

[0222] According to the second embodiment, the same effects as those of the first embodiment can be obtained.

[0223] [Modifications] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and components can be added, omitted, or modified as appropriate.

[0224] (Variation 1) For example, the first embodiment shows an example of implementing an online game in a client-server system configuration, and the second embodiment shows an example of implementing a standalone game, but the present invention is not limited to this. For example, a game may be implemented in a system in which multiple user terminals 1500 are connected in a P2P (peer-to-peer) manner. In this case, a configuration can be adopted in which any one of the user terminals 1500 constituting the P2P serves as a host machine and functions as the server system 1100 of the first embodiment.

[0225] (Variation 2) In the above embodiment, the missile 5 is exemplified as a damage inflicting object that inflicts hit damage on the enemy aircraft 6, but the present invention is not limited to this. The damage inflicting object may be a machine gun bullet (flying object) fired by the player aircraft 4. Depending on the setting of the game world, the damage inflicting object that is a flying object may be omitted. For example, in the example of FIG. 22, the player aircraft 4 is equipped with a directed energy cannon 7 and damages the enemy aircraft 6 by firing directed energy (for example, a laser). The effect display object that expresses the fired directed energy can be said to be a kind of flying object. In the case where the setting of the game world is outer space and the game is based on the theme of fleet battle, the same applies to the directed energy cannon 7 when the player aircraft 4 is equipped with a mobile weapon of a charged particle cannon.

[0226] (Variation 3) The function f (see FIG. 6) for calculating the specific parameter value Ps is not limited to being fixed. For example, the weight of each variable may be changed according to the game difficulty level. For example, when the game difficulty level is "Easy", the weight of the priority is increased. Then, even if the ground object 8 is in a direction different from the scattering speed V, it can be made into the moving target object 20 with a high probability, and an intentional game development can be created. In the example of FIG. 4, it is possible to destroy the bridge 8b to block the invasion route of the enemy ground forces, and to intentionally lead the game development thereafter to a situation in which the player side has an advantage.

[0227] (Variation 4) In the above embodiment, the target of the moving target object 20 is exemplified as the ground object 8, but depending on the configuration of the game stage, a marine object such as a ship or a wingman of the player's plane 4 may be the moving target object 20. In addition, the moving target object 20 may be a wingman of the enemy plane 6 or an air object that is an attack target other than a fighter plane (for example, a transport plane, a tanker plane, an air traffic control plane, an airborne aircraft carrier plane, a helicopter, an air drone, a ballistic missile, a cruise missile, an anti-aircraft missile, a rocket, etc.).

[0228] Furthermore, depending on the setting of the game world, the moving target object 20 may be a fictional entity. For example, if the game world is set as a fantasy world, the moving target object 20 may be an entity of the fantasy world on land, sea, and air (e.g., a giant monster, a floating island, etc.). If the forces of the game world are in space, the moving target object 20 may be a spaceship, an artificial satellite, a small space station, a colony, a planet, debris, etc.

[0229] For example, it will be possible to "shoot down a first moving object (such as fighter jet A), determine whether debris from the first moving object will hit a second moving object (such as another fighter jet B flying next to fighter jet A), and if so, the second moving object will be caught up in and destroyed."

[0230] If the moving target object 20 is a moving body, the variable Cst (see FIG. 7) for the candidate object of the moving target object 20 may include one or more of the relative distance, relative direction, relative altitude difference, relative speed, and relative size with respect to the moving body. If the moving target object 20 is an entity in a fantasy world, the variable Cst may include magic attributes (for example, fire, water, earth, thunder, light, darkness, etc.).

[0231] By appropriately selecting and setting the variable Cst, for example, it is possible to determine whether debris from a first moving object (e.g., fighter jet A) will hit a second moving object (e.g., another fighter jet B flying next to fighter jet A) based on the amount of movement, direction of movement, path of movement, speed of movement, etc. of the second moving object.

[0232] (Variation 5) The game genres and play styles to which the present invention can be applied are not limited to those described in the above embodiment. For example, instead of a shooting game themed around aerial combat and ground attacks using fighter planes, the game may be a multiplayer car racing game in which each player operates a race car.

[0233] Specifically, each player aims for the goal while hindering the opponent's driving by crashing their own car into another car, causing damage and temporarily reducing its driving performance, or by throwing an item from their own car into the other car and causing it to become temporarily uncontrollable, etc. If a scene in which the own car crashes into another car or an item hits another car is treated as equivalent to the missile 5 hitting the enemy plane 6 in the above embodiment, and a background object beside the course is selected as the moving target object 20, a damage display can be made in which the other car goes off the course, spectacularly hitting the background object beside the course.

[0234] Similarly, this embodiment may be applied to a game including a damage display in which a player character or NPC that has received damage and become temporarily uncontrollable causes surrounding objects to become involved.

[0235] (Variation 6) The variables of the function f for calculating the specific parameter value Ps are not limited to the above example. For example, the server system 1100 creates influence display history data (for example, data that is accumulated by associating a ground object ID with an execution date and time) every time the server system 1100 executes the involved damage display 22. In addition, the variables relating to the game situation may include a history of influence display control, the number of times influence display control has been performed, the interval between influence display control, and the time elapsed since the last influence display control was performed.

[0236] In other words, the specific parameter value may be set based on at least one of: 1) the distance between the damaged object and other objects, 2) the damage history of the damaged object, 3) the number of times damage has occurred, 4) the interval between damage occurrences, 5) the time elapsed since the last damage occurred, 6) the history of effect display control being performed, 7) the number of times the effect display control was performed, 8) the interval between effects display control being performed, and 9) the time elapsed since the effect display control was performed.

[0237] (Variation 7) In the above embodiment, an example of single play has been described, but this embodiment can also be applied to multiplay. In that case, each player's player's aircraft 4 is treated in the same way as the enemy aircraft 6 in the above embodiment, and can be shot down and damage displayed. [Explanation of symbols]

[0238] 4. Player 5. Missile 6…Enemy aircraft 8…Ground object 12…Damaged object 20...Moving target object 22...Involvement damage display (impact display) 28…Candidate selection range 30…Collision trajectory 32…non-collision trajectory 42…Predictive display 200s…Server processing section 210…Game Management Department 212...specific parameter value setting unit 214...Movement control unit 216...Effect display control unit 218...Predictive display control unit 220...Other object identification display control unit 500s…Server storage 501...Server program 510... Game initial setting data 520E…Enemy aircraft initial setting data 520P...Player initial setting data 540...Part object data 546…Disassembly requirements 560: Initial setting data for ground objects 564...Priority 570...Part object data 576…Disassembly requirements 580... Impact display definition data 582…Involvement damage display data 700...Play data 702E…Enemy aircraft management data 702P...Player machine management data 706: Ground object management data 730…Hit damage history data 740…Damaged object management data 741…Damaged object ID 750…Involvement management data 751…Applied damage object ID 753...Moving target object ID 755…Amount of damage caused by being caught 756...Trajectory data 1000…Game System 1100...Server system 1500: User terminal Ps: Specific parameter value

Claims

1. A computer system for controlling execution of a game, a specific parameter value setting means for setting a specific parameter value to be referred to when controlling the movement of a damaged object that moves upon receiving damage; a movement control means for controlling the movement of the damaged object by referring to the specific parameter value; an effect display control means for performing effect display control to indicate that the other object has been affected when a given positional relationship condition based on the approach or contact of the damaged object with the other object due to the movement control of the movement control means is satisfied; A computer system comprising:

2. A specific gravity field is set in the game space. The movement control by the movement control means is a control for gradually moving the damaged object in a direction of gravity based on the gravitational field.

2. The computer system of claim 1.

3. The damaged object is either 1) the same as the original object before receiving the damage, 2) a partial object that constitutes the original object and has been disintegrated or scattered by the damage, or 3) a replacement object that has been obtained after the original object has been disintegrated or scattered by the damage.

2. The computer system of claim 1.

4. the specific parameter value setting means sets the specific parameter value based on at least one of the type, physical quantity, performance, and state of the original object; 4. The computer system of claim 3.

5. a plurality of other objects are present in the game space; the influence display control means performs the influence display control on the other object that satisfies the positional relationship condition among the plurality of other objects; 2. The computer system of claim 1.

6. the specific parameter value setting means sets the specific parameter value corresponding to each of the other objects based on at least one of a priority, a type, a physical quantity, a performance, and a state of the other object; 6. The computer system of claim 5.

7. a predictive display control means for predicting and displaying a direction and / or trajectory in which the damaged object will move under the movement control of the movement control means, the predictive display control means predicting the other object that satisfies the positional relationship condition under the movement control of the movement control means, and variably controlling the predicted display based on the specific parameter value corresponding to the other object; The computer system of claim 6 further comprising:

8. an other object distinguishable display control means for distinguishing and displaying each of the other objects based on the specific parameter value corresponding to the other object; The computer system of claim 6 further comprising:

9. the movement control means selects a movement target object having the other object as a movement target of the damaged object by using the specific parameter value corresponding to each of the other objects, and controls the movement of the damaged object toward the movement target object; 7. The computer system of claim 6.

10. the specific parameter value setting means sets the specific parameter value based on at least one of the type, physical quantity, performance, and state of the damage inflicting object that inflicted the damage; 2. The computer system of claim 1.

11. the specific parameter value setting means sets the specific parameter value based on a game situation; 2. The computer system of claim 1.

12. the specific parameter value setting means sets the specific parameter value based on at least one of the following game situations as the game situation: 1) the distance between the damaged object and the other object, 2) the damage history of the damaged object, 3) the number of times the damage has occurred, 4) the interval between the occurrence of the damage, 5) the elapsed time since the last occurrence of the damage, 6) the history of the effect display control, 7) the number of times the effect display control has been performed, 8) the interval between the occurrence of the effect display control, and 9) the elapsed time since the last occurrence of the effect display control.

12. The computer system of claim 11.

13. the movement control means controls the movement of the damaged object along a given direction based on the direction in which the damage was received; 2. The computer system of claim 1.

14. a predictive display control means for predicting and displaying a direction and / or a trajectory in which the damaged object will move under the movement control by the movement control means; The computer system of claim 1 further comprising:

15. the effect display control means controls whether or not to perform the effect display control by using the specific parameter value; 2. The computer system of claim 1.

16. A program for a computer system to control execution of a game, a specific parameter value setting means for setting a specific parameter value to be referred to when controlling the movement of a damaged object that moves upon receiving damage; a movement control means for controlling the movement of the damaged object by referring to the specific parameter value; an effect display control means for performing effect display control to indicate that the other object has been affected when a given positional relationship condition based on the approach or contact of the damaged object with the other object due to the movement control of the movement control means is satisfied; A program for causing the computer system to function as the

17. A method for controlling execution of a game by a computer system, comprising: Setting a specific parameter value to be referenced when controlling the movement of a damaged object that moves as a result of being damaged; controlling the movement of the damaged object by referring to the specific parameter value; When a given positional relationship condition based on the approach or contact of the damaged object with another object due to the movement control is satisfied, performing an influence display control indicating that the other object has been influenced; A control method comprising:

Citation Information

Patent Citations

  • Program, information storage medium, and game device

    JP2010072768A