Game program, game processing method and game terminal
The game program addresses the challenge of moving characters to specific locations in dynamic game environments by incorporating an operation control mechanism that moves the character to a specific point when in a predetermined area and a specific operation is performed, ensuring reliable and accurate character movement.
Patent Information
- Application Number
- JP2025043878
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-18
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2038-12-04
AI Technical Summary
In games where the virtual space and viewpoint direction change, players may struggle to quickly move their character to a specific location due to difficulties in determining the correct direction.
A game program that includes an input means for receiving screen operations, a display control means for showing the character within a game screen displaying part of the virtual space, and an operation control means that moves the character to a specific point when the character is in a predetermined area and a specific operation is performed.
This solution allows the character to be reliably moved towards a specific location, enhancing player control and reducing misdirection issues.
Smart Images

Figure 2025094096000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game processing method, and a game terminal.
Background Art
[0002] Currently, in a virtual space, games are known that can move a moving object such as a character. For example, Patent Document 1 discloses a technique for detecting a change in the contact position on a touch panel and moving a moving object in the direction in which the contact position changes.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, depending on the game, as described in Patent Document 1, it may not always be appropriate to move the character in the direction in which the contact position changes. For example, in a game where the range of the virtual space displayed on the game screen or the direction of the viewpoint changes, assume a case where the player wants to quickly move the character toward a specific location. In such a game, the player needs to instantaneously determine which direction a specific direction is, but depending on the player's skill, the player may not be able to make a good determination, and there is a possibility that the character cannot be quickly moved to a specific location.
[0005] Therefore, an object of the present invention is to provide a technique that enables a character operated by a player to be more surely moved toward a specific location.
Means for Solving the Problems
[0006] A game program according to an aspect of the present invention is a program for a game in which a player operates a character in a virtual space, causing a computer to function as: an input means for receiving an operation on the character when the player touches the screen; a display control means for displaying the character within a game screen that displays at least a part of the virtual space; and an operation control means for controlling the movement of the character based on the received operation. When the character is located in a predetermined area within the virtual space and the player performs a specific operation on the screen, the operation control means moves the character to a specific point as if an operation to move the character to the specific point has been performed.
Advantages of the Invention
[0007] According to the present invention, it is possible to provide a technique that enables a character operated by a player to be more reliably moved toward a specific location.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] With reference to the accompanying drawings, preferred embodiments of the present invention will be described. In each figure, those with the same reference numerals have the same or similar configurations. In this embodiment, a game in which a character puts a ball into a goal in a virtual three-dimensional space will be described as an example, but this embodiment is not limited thereto. This embodiment can also be applied to games related to various ball games, racing games, shooting games, etc.
[0010] <System Configuration> FIG. 1 is a diagram showing an example of the system configuration of a game system 1 according to this embodiment. The game system 1 shown in FIG. 1 includes a game server 10 (game device) and a plurality of terminals 20. The game server 10 and the terminals 20 are communicably connected to each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication.
[0011] The game server 10 is a device that undertakes some functions in providing games to the terminal 20, such as managing various information about players and executing some processes of the game. The game server 10 may be composed of one or more information processing devices, or may be configured using a virtual server (such as a cloud server).
[0012] The terminal 20 is a terminal that provides games to players, and players can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device.
[0013] <Game Overview> Subsequently, the overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), the player operates a character in a virtual transparent sphere in a virtual three-dimensional space (hereinafter referred to as "virtual space"), and puts a ball (a moving object) that appears in the virtual space into a goal (a fixed object) fixedly installed in the virtual space to compete for victory or defeat. The virtual space is provided with a ground (plane), and the character can move freely while rolling or jumping on the ground.
[0014] Each player moves the ball by colliding the character with the ball, and finally, the player who puts the ball into the opponent's goal wins. Various play modes are provided in this game. For example, there are provided a mode of competing against the computer, a mode of competing between two players, a mode of competing between two teams of four players, a mode of competing between four players respectively, etc.
[0015] Figure 2 shows an example of the game screen of this game. In the game screen, not all of the virtual space is displayed, but rather a predetermined range of the virtual space as seen from a predetermined viewpoint is drawn. Also, on the game screen, a character CA (hereinafter referred to as the "own character CA") operated by the player himself / herself, a goal G, a ball B, and a map M (a map) are displayed. Also, although not shown in Figure 2, when a character CA operated by another player enters a predetermined range, the character CA operated by the other player is also displayed on the game screen. The own character CA and the ball B are basically continuously displayed on the center line L that divides the screen horizontally while the game is being played. However, under specific conditions such as when a special attack is activated or when a goal is determined (or decided), they may be drawn at a location other than above the center line L or disappear from the game screen.
[0016] Here, the predetermined viewpoint is not an arbitrary viewpoint but a predetermined viewpoint. Specifically, it is a viewpoint that looks down on the own character CA from diagonally above, and is a viewpoint from which the own character CA and the ball B always appear to overlap on the center line L. That is, when the own character CA and the ball B move within the virtual space, the viewpoint also moves so that the own character CA or the ball B does not deviate from the center line L.
[0017] Figure 3 shows how the viewpoint of the game screen moves along with the movement of the self-character CA and the ball B. Figure 3 shows the virtual space as seen from directly above. First, in the state on the left side of Figure 3, the viewpoint of the game screen is in the L2 direction from the upper right to the lower left. Here, the range of the angle α centered on the line segment L2 indicates the left-right range of the virtual space drawn on the game screen. Note that the magnitude of the angle α may be fixed or may change dynamically according to the progress of the game. From this state, when the ball B moves to the lower right and transitions to the state on the right side of Figure 3, the viewpoint of the game screen moves in the L3 direction from the upper left to the lower right. In this game, since the self-character CA and the ball B move at high speed within the virtual space, the virtual space drawn on the game screen will change rapidly as the self-character CA and the ball B move.
[0018] <Hardware Configuration> Figure 4 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 include a CPU (Central Processing Unit) 11, a memory, a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for wired or wireless communication, an input device 14 for receiving input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone, etc. The output device 15 is, for example, a display and / or a speaker, etc.
[0019] <Functional Block Configuration> FIG. 5 is a diagram showing an example of the functional block configuration of the game server 10. The game server 10 includes a communication unit 101, a game control unit 102, and a storage unit 103. The communication unit 101 and the game control unit 102 can be realized by the CPU 11 of the game server 10 executing a program stored in the storage device 12. Further, the program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer readable medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CDROM. Also, the storage unit 103 can be realized using the storage device 12 provided in the game server 10.
[0020] The communication unit 101 has a function of transmitting and receiving information necessary for executing the present game to and from the terminal 20. The information necessary for executing the present game is, for example, information indicating the current position of each character CA operated by each player and the current position of the ball B.
[0021] The game control unit 102 provides functions performed on the game server 10 side among various functions necessary for executing the present game. For example, the game control unit 102 has functions of transmitting the position information of each player and the position of the ball B in the same virtual space to each terminal 20, managing attribute data of characters possessed by each player, managing various settings made by each player in the game, and backing up game data held by the terminal 20.
[0022] The storage unit 103 stores a player management DB. The player management DB manages various data related to each player. Specifically, login information, the name of the player displayed on the game screen, information related to the possessed character CA, information related to the possessed items, etc. are stored for each player.
[0023] FIG. 6 is a diagram showing an example of the functional block configuration of the terminal 20. The terminal 20 includes an input unit 201, an operation control unit 202, a display control unit 203, a communication unit 204, and a storage unit 205. The input unit 201, the operation control unit 202, the display control unit 203, and the communication unit 204 can be realized by the CPU 11 of the terminal 20 executing a program stored in the storage device 12. The storage unit 205 can be realized by using the storage device 12 provided in the terminal 20. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM. Further, the program may be a program downloaded from an external server through a network and installed in the terminal 20.
[0024] The input unit 201 has a function of receiving various inputs from the player. Further, the input unit 201 has a function of receiving various inputs related to character operations from the player and notifying the operation control unit 202. The input unit 201 may receive an operation on the self-character CA by detecting an operation (such as a touch operation, a flick operation, a swipe operation, etc.) performed by the player on the screen (touch panel) of the terminal 20, or may receive an operation on the self-character CA by detecting that the player has pressed a button of the game controller.
[0025] The operation control unit 202 has a function of controlling the operation (such as the moving direction and moving speed) of the self-character CA in the virtual space based on the operation received by the input unit 201 from the player. Specifically, the operation control unit 202 controls the self-character CA to move in the direction (for example, the direction of the flick operation) of the operation performed by the player on the screen of the terminal 20. Further, the operation of the self-character CA is controlled so that the faster the speed of the operation, the faster the self-character CA moves. Also, the operation control unit 202 controls the operation (such as the moving speed, moving direction, moving trajectory, etc.) of the ball B in the virtual space.
[0026] Note that the operation control unit 202 does not always move the character CA in the direction of the operation performed by the player on the screen of the terminal 20. Instead, when a predetermined condition is satisfied, it may control the character CA to perform a specific action. For example, when the character CA is located in a predetermined area within the virtual space and the player performs a specific operation (such as a flick operation in the downward direction, etc.) on the game screen, the operation control unit 202 may regard that an operation to move the character CA to a specific point (such as a goal point, etc.) has been performed, and move the character CA to that point.
[0027] Also, when the character CA is moving at a constant speed in a predetermined direction (the first direction), the operation control unit 202 may continue to move the character CA at a constant speed in the predetermined direction (the first direction) until at least the player performs some operation (such as touching the screen, etc.).
[0028] The display control unit 203 has a function of displaying a game screen that displays at least a part of the virtual space on the display. Also, the display control unit 203 has a function of displaying the character CA within the game screen and, superimposed on the character CA, displaying a map M indicating the current position of the character CA within the virtual space. Also, the display control unit 203 displays the ball B on the game screen and has a function of switching the texture image mapped on the surface of the ball B according to the amount of movement of the ball B.
[0029] The communication unit 204 has a function of transmitting and receiving information necessary for executing this game to and from the server 10. The information necessary for executing this game is, for example, information indicating the current position of the character CA operated by each player and the current position of the ball.
[0030] The memory unit 205 stores game data necessary for each functional unit (input unit 201, operation control unit 202, display control unit 203, and communication unit 204) to execute this game. The game data stores image data of the character CA, image data of the ball B, a game scenario, and the like.
[0031] <Processing procedure> Subsequently, the specific processing procedure performed by the game system 1 will be described.
[0032] (Map display) In this game, each character CA and the ball B move at high speed within the virtual space. Along with this, the range of the virtual space drawn on the game screen also changes rapidly as the self-character CA and the ball B move. Also, in order to put the ball B into the opponent's goal G earlier than the opponent player, the player needs to constantly grasp not only the position of the self-character CA but also the positions of the opponent characters, ally characters, the ball B, and the goal G.
[0033] Therefore, in this game, the display control unit 203 of the terminal 20 overlays and displays on the game screen a map that shows the positions of each character, the position of the ball B, and the position of the goal G within the virtual space on the character CA operated by the player. As a result, the player can quickly grasp the positions of other characters, the position of the ball B, and the position of the goal G while concentrating the line of sight on the self-character CA.
[0034] FIG. 7 is a diagram showing a specific example of the map M. On the map M, a self-character icon CAI1 indicating the current position of the self-character CA, an ally character icon CAI2 indicating the current position of the character CA operated by an ally player, an enemy character icon CAI3 indicating the current position of the character CA operated by an enemy player, and an enemy character icon CAI4 are displayed. Further, on the map M, a ball icon BI indicating the current position of the ball B, a goal icon GI1 indicating the position of the enemy goal G (the second object targeted by the player himself and the ally players), and a goal icon GI2 indicating the position of the ally goal G (the first object targeted by the enemy players) are displayed.
[0035] Also, in order to make it easier to identify the positions of the enemy characters CA, the enemy character icons CAI3 and CAI4 may be displayed as icons having a shape different from that of the self-character icon CAI1 and the ally character icon CAI2. Further, the self-character icon CAI1 and the ally character icon CAI2 may have an arrow shape, and the direction of the arrow may indicate the direction in which the self-character CA and the ally character are facing. Alternatively, only the self-character icon CAI1 may have an arrow shape, and the ally character icon CAI2 may have a shape that simply represents the position, similar to the enemy character icons CAI3 and CAI4. Also, in order to make it easier to recognize the position of the self-character CA, the self-character icon CAI1 may be displayed in a larger shape than the other character icons.
[0036] FIG. 8 is a diagram for explaining the position where the map M is displayed on the game screen. The map M displayed on the game screen is displayed in a state of being attached to the ground (plane) provided in the virtual space. The display control unit 203 controls the display position of the map M on the game screen so that a point PCA on the ground, which is a point vertically moved from the position of the self-character CA toward the ground, coincides with the point where the character icon CAI1 is displayed on the map M.
[0037] For example, in the game screen A10 shown in A of FIG. 8, the map M is displayed such that the point PCA where the line segment L10 extending vertically from the self-character CA intersects the ground coincides with the self-character icon CAI1. In this state, assume that the self-character CA moves in the virtual space in the direction of the enemy's goal G1. The state after the self-character CA moves is shown in B of FIG. 8. Also in the game screen A11 shown in B of FIG. 8, the map M is displayed such that the point PCA where the line segment L10 extending vertically from the self-character CA intersects the ground coincides with the self-character icon CAI1. That is, in the game screen A10 shown in A of FIG. 8 and the game screen A11 shown in B of FIG. 8, the display position of the self-character CA has not changed, but the display position of the map M has moved to the right.
[0038] Next, the display control unit 203 rotates and displays the map M on the game screen so that the direction L12 (first direction) in which the enemy's goal G1 exists starting from the self-character CA and the direction L11 connecting the current position of the self-character icon CA1 to the goal icon GI1 indicating the enemy's goal position in the map M are the same direction.
[0039] For example, assume that the game screen transitions from a state where the enemy's goal G is not shown (B of FIG. 8) to a state where the enemy's goal G is shown (C of FIG. 8) because the ball B has moved near the enemy's goal G. In this case, as shown in the game screen A12 of FIG. 8C, the map M rotates so that the direction L12 in which the enemy's goal G exists on the game screen A12 and the direction L11 connecting the current position of the character icon CA1 to the goal icon GI1 indicating the enemy's goal position in the map M are the same direction.
[0040] (Blur effect of the ball B, color switching of the ball B) In this game, when drawing the ball B, a process for expressing the magnitude of the movement of the object is performed to make the game screen more realistic. The process for expressing the magnitude of the movement of the object may be any process, for example, a blur process. In the following description, for convenience, it is assumed that the process for expressing the magnitude of the movement of the object is a blur process.
[0041] The game data stored in the storage unit 205 includes a set of texture images including a plurality of texture images with different blur effects, which is stored in association with a threshold value indicating the range of the movement amount of the ball B. Each texture image included in the set of texture images is an image processed so that the blur effect becomes larger as the movement amount of the ball increases. The display control unit 203 compares the movement amount of the ball B with the threshold value, and maps a texture image corresponding to the movement amount of the ball B onto the surface of the ball B represented by a polygon, thereby expressing the blur effect. In the present embodiment, the movement amount of the ball is intended to be the moving speed of the ball, but it is not limited thereto. For example, the movement amount of the ball may be the rotation speed of the ball.
[0042] FIG. 9 is a diagram showing an example of a set of texture images. FIG. 9A shows an example of a texture image (first texture image) without blur processing, and FIG. 9B shows an example of a texture image (second texture image) with blur processing. In the texture image shown in FIG. 9A, the surface pattern of the ball B is clearly drawn, and in the texture image shown in FIG. 9B, the surface pattern of the ball B is drawn in a blurred state.
[0043] When using the set of texture images shown in FIG. 9, the display control unit 203 maps a texture image without blur processing onto the ball B when the movement amount of the ball B is less than a predetermined movement amount, and maps a texture image with blur processing onto the ball B when the movement amount of the ball B is greater than or equal to the predetermined movement amount.
[0044] Note that the example in FIG. 9 is merely an example and is not limited thereto. For example, a set of texture images may be prepared, including a texture image (a clear image) used when the ball B is stationary, a texture image (a slightly blurred image) used when the ball B is moving at a medium speed, and a texture image (a blurred image) used when the ball B is moving at the maximum speed.
[0045] Here, in the present embodiment, a plurality of sets of texture images of different colors are prepared in advance, and the display control unit 203 may change the color of the ball B according to the game progress by selecting a set of texture images according to the game progress in addition to the blur effect.
[0046] For example, the display control unit 203 may map a texture image of a color associated with the attribute of the character (all characters including the own character CA, ally characters, and enemy characters) that last changed the movement of the ball B to the ball B. Here, changing the movement of the ball B includes both changing the moving speed or moving direction of the ball B by a character colliding with the ball B and changing the moving speed or moving direction of the ball B by causing some object moved by the character to collide with the ball B. Therefore, the character that last changed the movement of the ball B means the character when the object that last collided with the ball B is a character, and means the character that last moved the object when the object that last collided with the ball B is some object. The attribute of the character may be, for example, an image color assigned to each character or a team color of the team to which the character belongs.
[0047] FIG. 10 is a diagram for explaining an example of determining the color of the ball B. For example, assume that the team color of the self-character CA is red, and the team color of the enemy character is blue. If the self-character CA directly touches the ball B, the display control unit 203 selects a set of texture images of red, which is the team color of the self-character CA, extracts a texture image corresponding to the amount of movement of the ball B from the set, and maps it to the ball B. Also, when the ball B is touched by the bullet W and the character that last moved the bullet W is an enemy character (for example, when the character that touched the bullet W or the character that fired the bullet W is an enemy character), the display control unit 203 selects a set of texture images of blue, which is the team color of the enemy character, extracts a texture image corresponding to the amount of movement of the ball B from the set, and maps it to the ball B.
[0048] Here, each texture image included in the set of texture images is included in one image data, and the display control unit 203 may extract a texture image corresponding to the amount of movement of the ball B from the image data and map it to the ball B.
[0049] For example, as shown in FIG. 11, image data that is a set of black texture images, image data that is a set of red texture images, image data that is a set of blue texture images, image data that is a set of purple texture images, image data that is a set of yellow texture images, and image data that is a set of green texture images are shown. The left side of FIG. 11 shows the image data (black in the example of FIG. 11) including the texture image currently mapped to the ball B by the display control unit 203, and the right side of FIG. 11 shows the candidates for the image data (other than black in the example of FIG. 11) used when the display control unit 203 changes the color of the ball B. Also, among the image data of each color, the texture image on the left side is a texture image without a blur effect, and the texture image on the right side is a texture image with a blur effect.
[0050] FIG. 12 is a diagram for explaining a method of extracting a texture image from a single image data. Region R1 shown in A of FIG. 12 indicates a region represented by UV coordinates, which is used when extracting a texture image without a blur effect from the image data. That is, when mapping the texture image without a blur effect onto ball B, the display control unit 203 extracts the texture of the region shown in A of FIG. 12 and maps it onto ball B represented by a polygon. Similarly, region R2 shown in B of FIG. 12 indicates a region represented by UV coordinates, which is used when extracting a texture image with a blur effect from the image data. That is, when mapping the texture image with a blur effect onto ball B, the display control unit 203 extracts the texture of the region shown in B of FIG. 12 and maps it onto ball B represented by a polygon.
[0051] (Character movement operation) In this game, when the player moves a finger in a predetermined direction while touching the game screen (including so-called flick operations and swipe operations, hereinafter referred to as "flick operations" for convenience in the following description), the player's own character CA moves in the direction in which the player moves the finger on the screen. However, depending on the game situation, there may be cases where it is desirable to quickly move the character CA not in the direction operated by the player but towards a specific point.
[0052] Therefore, when the player's own character CA operated by the player is located in a predetermined area in the virtual space and the player performs a specific operation, the motion control unit 203 regards that an operation to move the character CA to a specific point has been performed, and moves the character CA to that point. The specific point may be a fixed point such as an ally's goal or the player's own goal, or a moving point such as the position where the ball exists, the position where the enemy character exists, or the position where the ally character exists.
[0053] FIG. 13 is a diagram for explaining a specific example of an operation performed by a player. For example, assume that the player touches point T on the game screen and performs a flick operation in the F1 direction as it is. In this case, the motion control unit 202 moves the own character CA in the F1 direction. On the other hand, assume that the player touches point T on the game screen and performs a flick operation in the F2 direction as it is. When the F2 direction is within a predetermined angle (angle α) centered on the direction L20 from point T straight down on the ground, the motion control unit 202 moves the own character CA not in the F2 direction but to the designated point.
[0054] Note that the specific operation shown in FIG. 13 is merely an example and is not limited to the example of FIG. 13. For example, the specific operation may be that the player performs a flick operation in the substantially upward direction, or may be that the player performs a flick operation in the substantially right direction, or may be that the player performs a flick operation in the substantially left direction. Alternatively, the player may perform a tap operation on the game screen a predetermined number of times.
[0055] Or, the specific operation may be that a flick operation in a specific direction (a flick operation within a predetermined angle as described in FIG. 13) is continuously performed a predetermined number of times within a predetermined time. In this case, when the flick operation in the specific direction is performed only once, the own character CA may move in the specific direction, and when the flick operation in the specific direction is continuously performed a predetermined number of times within a predetermined time, the own character CA may move toward a specific point.
[0056] Also, a plurality of specific directions may be defined, and a specific point for moving the character may be defined for each of the specific directions. For example, when a flick operation to the right is performed (or when a flick operation to the right is continuously performed a predetermined number of times within a predetermined time), the character may move toward the ball, and when a flick operation downward is performed (or when a flick operation downward is continuously performed a predetermined number of times within a predetermined time), the character may move toward the player's own goal. Regarding which point the own character CA moves toward when a flick operation is performed in which direction, it may be customizable for each player.
[0057] FIG. 14 is a diagram for explaining a specific example of conditions when moving a character to a specific point. FIG. 14 shows a virtual space as viewed from above. Also, in the virtual space shown in FIG. 14, the left side of the dotted line is the enemy player's position (second position), and it is assumed that the right side of the dotted line is the ally player's position (when playing a one-on-one battle, it means the player's own position, and the same applies in the following description) (first position). Also, the character operated by the player himself / herself is defined as the own character CA1, and the character that is an ally of the own character CA1 is defined as the ally character CA2. It is assumed that the characters CA3 and CA4 are enemy characters. Also, the goal G1 is the enemy's goal (the second object targeted by the player and / or the ally player), and the goal G2 is the ally's goal (the first object targeted by the enemy player). Also, the specific point is assumed to be the goal G2. The goal G1 is arranged in the enemy player's position, and the goal G2 is arranged in the ally player's position.
[0058] For example, as shown in A of FIG. 14, when the own character CA1 is in the enemy player's position and the player performs a specific operation, the operation control unit 202 may move the own character CA1 toward the goal G2. Thereby, for example, even when the own character CA is in the enemy player's position, it becomes possible to quickly move the own character CA toward its own goal G2.
[0059] Also, as another example, as shown in A of FIG. 14, when the self-character CA1 is in the enemy player's position, the ball B is located within a predetermined distance (d1) from the goal G2, and the player performs a specific operation, the operation control unit 202 may move the self-character CA1 toward the goal G2. Thereby, for example, when the battle situation is extremely deteriorated, the self-character CA can be quickly moved, and it is possible to suppress the player's misoperation.
[0060] Also, as shown in B of FIG. 14, when the self-character CA1 is located in the enemy player's position, all the enemy characters (character CA3 and character CA4) and the ball B are located in the ally player's position, and the player performs a specific operation, the operation control unit 202 may move the self-character CA1 toward the goal G2.
[0061] Also, as shown in C of FIG. 14, when the self-character CA1 is located in the ally player's position and the player performs a specific operation, the operation control unit 202 may move the self-character CA1 toward the goal G2.
[0062] Also, as shown in C of FIG. 14, when the self-character CA1 is located in the ally player's position and all the enemy characters are located closer to the goal G2 than the self-character CA1, and the player performs a specific operation, the operation control unit 202 may move the self-character CA1 toward the goal G2.
[0063] Also, as another example, when the self-character CA1 is located in the enemy player's (or ally player's) position, the character that last touched the ball B is an enemy character, and the player performs a specific operation, the operation control unit 202 may move the self-character CA1 toward the goal G2.
[0064] Also, as another example, when the self-character CA1 is located in the enemy player's (or ally player's) territory and the player performs a specific operation, the operation control unit 202 moves the self-character CA1 toward the goal G2. When the self-character CA1 is located in the ally player's territory and the player performs a specific operation, the operation control unit 202 moves the self-character CA1 toward the goal G1 (or the enemy's penalty area).
[0065] (Character movement control at maximum speed) In this game, the player needs to operate their self-character CA within the virtual space and determine the ball B to the enemy's goal G faster than the enemy character puts the ball B into the ally's goal G. For this purpose, it is considered that the player often continues to move the self-character CA at the maximum speed.
[0066] Therefore, when the self-character CA operated by the player is moving at the maximum speed in the first direction, the operation control unit 202 causes the self-character CA to continue moving at the maximum speed in the first direction until the player touches the game screen (that is, while the player does not perform any operation).
[0067] Also, when the self-character CA is moving at the maximum speed in the first direction and the player performs a flick operation in the second direction on the game screen, the operation control unit 202 switches whether the self-character CA changes the moving direction to the second direction while maintaining the moving speed at the maximum speed according to the content of the flick operation or the game situation, or whether the self-character CA changes the moving direction to the second direction and decelerates the moving speed.
[0068] More specifically, when the self-character CA is moving at the maximum speed in the first direction and the player performs a flick operation in the second direction, the operation control unit 202 determines, based on at least one of the angular difference between the first direction and the second direction, the strength of the flick operation, and the presence of a specific object (such as the ball B, a fence installed in the virtual space, a wall surface, an item, etc.) that the character can touch within a predetermined range in the second direction, whether to change the moving direction of the self-character CA to the second direction while maintaining the moving speed at the maximum speed, or to change the moving direction of the self-character CA to the second direction and then decelerate the moving speed, and switches between the two.
[0069] (Specific Example 1) For example, when the angular difference between the first direction and the second direction is within a predetermined angle, the operation control unit 202 may operate to change the moving direction of the self-character CA to the second direction while maintaining the maximum speed. Also, when the angular difference between the first direction and the second direction exceeds the predetermined angle, the operation control unit 202 may operate to change the moving direction of the self-character CA to the second direction and then decelerate the moving speed.
[0070] FIG. 15 is a diagram for explaining a method of controlling the moving direction of a character at the maximum speed. In FIG. 15, it is assumed that the self-character CA is moving at the maximum speed in the L30 direction. Also, it is assumed that the user performs a flick operation in the F5 direction or the F6 direction starting from point T. Also, it is assumed that the L31 direction starting from point T is in the same direction as L30. Also, it is assumed that the direction F5 is within a predetermined angle (angle α) centered on the direction L31, and the direction F6 is not within a predetermined angle (angle α) centered on the direction L31.
[0071] For example, when the user performs a flick operation in the F5 direction while the self-character CA is moving at the maximum speed in the L30 direction, the self-character CA changes its moving direction to the F5 direction while maintaining the maximum speed. Also, when the user performs a flick operation in the F6 direction while the self-character CA is moving at the maximum speed in the L30 direction, the self-character CA changes its moving direction to the F5 direction and gradually decelerates its moving speed from the maximum speed.
[0072] Thereby, for example, when the self-character CA is moving at full speed towards the enemy's goal but is slightly off course, the player can fine-tune the moving direction of the self-character CA by simply performing a single flick operation in the direction in which the self-character CA is desired to move.
[0073] Also, for example, when the self-character CA was moving at full speed towards the enemy's goal but suddenly a situation occurs where it has to move in a direction different from the enemy's goal, the player can, by simply performing a single flick operation in the direction in which the self-character CA is desired to move, change the moving direction of the self-character CA and then stop moving at the maximum speed.
[0074] (Specific Example 2) When the strength of the flick operation in the second direction is less than a predetermined strength, the operation control unit 202 may be operated so that the self-character CA changes its moving direction to the second direction while maintaining the moving speed at the maximum speed. Also, when the strength of the flick operation in the second direction is greater than or equal to the predetermined strength, the operation control unit 202 may be operated so that the self-character CA changes its moving direction to the second direction and decelerates its moving speed.
[0075] For example, in the example of FIG. 15, while the self-character CA is moving at the maximum speed in the L30 direction, if the user performs a flick operation in the F5 direction with a strength less than a predetermined value, the self-character CA changes its moving direction to the F5 direction while maintaining the maximum speed. Also, while the self-character CA is moving at the maximum speed in the L30 direction, if the user performs a flick operation in the F6 direction with a strength equal to or greater than a predetermined value, the self-character CA changes its moving direction to the F5 direction and gradually decelerates its moving speed from the maximum speed.
[0076] Thereby, for example, in a case where the self-character CA is moving at full speed towards the enemy's goal but is slightly off course, the player can finely adjust the moving direction of the self-character CA by simply performing a light flick operation in the direction in which the self-character CA is desired to move.
[0077] Also, for example, in a case where the self-character CA was moving at full speed towards the enemy's goal but suddenly a situation occurs where it has to move in a direction different from the enemy's goal, the player can, by simply performing a strong flick operation in the direction in which the self-character CA is desired to move, change the moving direction of the self-character CA and then stop moving at the maximum speed.
[0078] Note that the magnitude of the strength of the flick operation may be defined by the amount of movement of the flick operation (the distance between the touch start point and the touch end point). For example, a case where the amount of movement of the flick operation is less than a predetermined distance may be defined as a weak flick operation, and a case where the amount of movement of the flick operation is equal to or greater than a predetermined distance may be defined as a strong flick operation.
[0079] Alternatively, the magnitude of the strength of the flick operation may be defined by the speed of the flick operation (the speed from the touch start point to the touch end point). For example, a case where the speed of the flick operation is less than a predetermined speed may be defined as a weak flick operation, and a case where the speed of the flick operation is equal to or greater than a predetermined speed may be defined as a strong flick operation.
[0080] Alternatively, the magnitude of the flick operation strength may be defined by the amount of movement and speed of the flick operation. For example, when the amount of movement of the flick operation is less than a predetermined distance and the speed of the flick operation is less than a predetermined speed, it may be defined as a weak flick operation, and when the amount of movement of the flick operation is equal to or greater than the predetermined distance or the speed of the flick operation is equal to or greater than the predetermined speed, it may be defined as a strong flick operation.
[0081] Alternatively, the magnitude of the flick operation strength may be defined by the pressure applied to the touch panel during the flick operation. For example, when the pressure during the flick operation is less than a predetermined value, it may be defined as a weak flick operation, and when the pressure during the flick operation is equal to or greater than the predetermined value, it may be defined as a strong flick operation.
[0082] (Specific Example 3) When there is no specific object (such as a ball or a fence indicating the range of the virtual space) within a predetermined range in the second direction in which the player performs a flick operation and with which the own character CA can touch, the operation control unit 202 may operate to change the moving direction of the own character CA to the second direction while maintaining the speed at the maximum speed.
[0083] Also, when there is a specific object (such as a ball or a fence indicating the range of the virtual space) within a predetermined range in the second direction in which the player performs a flick operation and with which the own character CA can touch, the operation control unit 202 may operate to change the moving direction of the own character CA to the second direction and decelerate the moving speed.
[0084] For example, in the example of FIG. 15, when the user performs a flick operation in the F6 direction at a speed less than a predetermined speed while the self-character CA is moving at the maximum speed in the L30 direction, and there are no balls, fences, etc. in the F6 direction, the self-character CA changes the moving direction to the F6 direction while maintaining the maximum speed. Also, when the user performs a flick operation in the F6 direction at a speed equal to or greater than a predetermined speed while the self-character CA is moving at the maximum speed in the L30 direction, and there are balls, fences, etc. in the F6 direction, the self-character CA changes the moving direction to the F6 direction and gradually decelerates the moving speed from the maximum speed.
[0085] Thus, for example, when the player wants to change the direction in a direction where there are no objects such as balls or fences while moving the self-character CA at full speed towards the enemy's goal, the player can simply perform a flick operation in the direction in which the self-character CA is desired to move, and it becomes possible to change only the moving direction while moving the self-character CA at the maximum speed.
[0086] Also, for example, when the self-character CA was moving at full speed towards the enemy's goal but the ball is approaching and the player wants to change the moving direction in the direction where the ball exists, the player can simply perform a strong flick operation in the direction of the ball for the self-character CA, and after changing the moving direction of the self-character CA, the self-character CA can be decelerated.
[0087] The processing described above is not limited to the case where the self-character CA is moving at the "maximum speed", and can also be applied when the self-character CA is moving at a constant speed. Also, the maximum speed can include not only the maximum speed in the normal state (when no item for improving the maximum speed is used and no skill for improving the maximum speed is activated), but also the maximum speed when an item for improving the maximum speed is used, and the maximum speed in a state where a skill for improving the maximum speed is activated. Also, the maximum speed may be defined as the upper limit of the moving speed of the character realized by a predetermined operation (for example, a flick operation).
[0088] (Skills of the Character) In this game, the player can equip multiple items that can improve the skills (abilities) of the player's own character CA. Examples of the skills of the player's own character CA include acceleration, maximum speed during movement, and shooting accuracy. Examples of items include items that improve acceleration and items that improve shooting accuracy.
[0089] FIG. 16 is a diagram showing an example of the display of items equipped on a character. As shown in FIG. 16, one wheel-shaped object is displayed behind the left and right rear of the player's own character CA displayed on the game screen. Each object further includes area S1, area S2, area S3, area S4, and area S5. The item currently equipped by the player's own character CA is displayed in area S1, and the items that the player's own character CA possesses but is not equipped are displayed in areas S2 to S5. The player can arbitrarily select an item to be equipped from the items in possession by operating the game screen.
[0090] When the player's own character CA moves, a production display is performed such that areas S2 to S4 rotate around area S1. In addition, the distance between the player's own character CA and each of the wheel-shaped objects changes according to the movement speed of the player's own character CA. Specifically, the faster the movement speed of the player's own character CA, the greater the distance between the player's own character CA and each of the wheel-shaped objects becomes. That is, the faster the movement speed of the player's own character CA, the more the production display is such that the wheel-shaped objects lag behind.
[0091] <Summary> According to the embodiment described above, in a game where each character CA and ball B move around variously in a virtual space, the map M is displayed superimposed on the player's own character CA. As a result, the player can grasp the position of the player's own character CA in the virtual space with less eye movement.
[0092] Also, according to this embodiment, a plurality of texture images with different blur effects are prepared in advance, and a texture image corresponding to the amount of movement of the ball B is mapped onto the ball B. As a result, it becomes possible to realize a blur effect on the ball B with a lower processing load.
[0093] Also, according to this embodiment, when the self-character CA is located in a predetermined area (for example, the enemy's position) and the player performs a specific operation, the self-character CA is moved toward a specific point (for example, the ally's goal). As a result, in a situation where the self-character CA must be quickly moved to a specific point, it becomes possible to move the self-character CA more surely toward the specific point.
[0094] Also, according to this embodiment, while the self-character CA is moving at the maximum speed, the self-character CA continues to move at the maximum speed unless the player performs a specific operation. As a result, the player can move the character at high speed with fewer operations. Also, the exhilaration of the game is created, and it becomes possible to enhance the interestingness of the game.
[0095] Also, according to this embodiment, when the self-character CA is moving at the maximum speed, only the moving direction of the self-character CA can be changed with a simple operation, or the self-character CA can be decelerated while changing the moving direction. As a result, even when the character is moving at high speed, it becomes possible to operate the character more accurately.
[0096] The embodiments described above are for facilitating the understanding of the present invention and are not for limiting and interpreting the present invention. The flowcharts, sequences, each element included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. described in the embodiments are not limited to those illustrated and can be changed as appropriate. Also, it is possible to partially substitute or combine the configurations shown in different embodiments.
[0097] For example, the game according to the present embodiment may be a game using AR technology that superimposes characters and various objects on the real space. That is, the virtual space according to the present embodiment may include an AR space using the real space.
Explanation of Signs
[0098] 1... Game system, 10... Game server, 11... CPU, 12... Storage device, 13... Communication IF, 14... Input device, 15... Output device, 20... Terminal, 101... Communication unit, 102... Game control unit, 103... Storage unit, 201... Input unit, 202... Operation control unit, 203... Display control unit, 204... Communication unit, 205... Storage unit, 325... Display control unit
Claims
1. A game program in which a player controls a character in a virtual space, Computer, an input means for receiving an operation for the character by the player touching a screen; a display control means for displaying the character within a game screen that displays at least a portion of the virtual space; an action control means for controlling an action of the character based on the received operation, the action control means determining, when the character is located in a predetermined area in the virtual space and the player performs a specific operation on the screen, that an operation for moving the character to a specific point has been performed, and moving the character to the specific point; A game program that functions as a
2. The specific operation is an operation of moving the screen in a specific direction while touching the screen. The game program according to claim 1 .
3. The specific operation is to perform an operation of touching the screen and moving in a specific direction a specific number of times in succession within a specific time period.
3. The game program according to claim 1 or 2.
4. A plurality of the specific directions are defined, and a specific point to which the character is to move is defined for each of the specific directions.
4. The game program according to claim 2 or 3.
5. the virtual space includes a first object targeted by an enemy player and a second object targeted by the player; the specific point is the first object, 5. A game program according to claim 1.
6. the virtual space includes a first territory of the player and a second territory of an enemy player of the player; the predetermined area is the first position, the first object is placed in the first camp; The second object is placed in the second camp. The game program according to claim 5.
7. A game processing method executed by a terminal in a game in which a player operates a character in a virtual space, comprising: receiving an operation for the character by the player touching a screen; displaying the character within a game screen that displays at least a portion of the virtual space; a step of controlling an action of the character based on the received operation, in which when the character is located in a predetermined area in the virtual space and the player performs a specific operation on the screen, it is assumed that an operation for moving the character to a specific point has been performed, and the character is moved to the specific point; A game processing method comprising:
8. A game terminal for executing a game in which a player operates a character in a virtual space, an input unit that accepts an operation for the character by the player touching a screen; a display control unit that displays the character within a game screen that displays at least a portion of the virtual space; an action control unit that controls an action of the character based on the received operation, where when the character is located in a predetermined area in the virtual space and the player performs a specific operation on the screen, the action control unit considers that an operation for moving the character to a specific point has been performed, and moves the character to the specific point; A gaming terminal including:
Citation Information
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