Game program, information processor, information processing system, and game processing method
By controlling the posture and ejection direction of a player character in a virtual game based on virtual camera orientation, the limitations of shooting directions are overcome, allowing for natural and diverse actions during falls.
Patent Information
- Application Number
- JP2025066180
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-14
- Publication Date
- 2025-07-03
AI Technical Summary
In conventional virtual games, player characters are limited in the directions they can shoot arrows due to their fixed standing posture, making it difficult to shoot arrows directly downward and limiting the freedom of action.
The game program controls the posture of a player character in a virtual space based on player inputs, changing the character's posture and ejection direction according to the orientation of a virtual camera, allowing for natural and diverse shooting directions during falls.
This approach enhances the freedom of action directions while naturally expressing the player character's posture in the air, improving operability and ease of understanding the shooting direction.
Smart Images

Figure 2025100723000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game program, an information processing apparatus, an information processing system, and a game processing method for controlling the posture of a player character.
Background Art
[0002] Conventionally, in a virtual game space, a player character has been made to perform an action of shooting an arrow while in the air (see, for example, Non-Patent Document 1).
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Conventionally, since a player character shoots an arrow in a standing posture, if it is assumed that the player character takes a natural posture, for example, it is impossible to shoot an arrow directly downward, and there is a risk that the directions in which the arrow can be shot are limited.
[0005] Therefore, an object of the present invention is to provide a game program, an information processing apparatus, an information processing system, and a game processing method that can improve the degree of freedom of the direction in which an action is performed while naturally expressing the posture of a player character in the air.
Means for Solving the Problems
[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (12).
[0007] (1) An example of the present invention is a game program that causes a computer of an information processing apparatus to control a player character in a virtual space based on a player's operation input. In a falling state where the player character is falling in the virtual space, the game program causes the computer to execute the following processes. · Controlling at least one of the falling direction and the falling speed of the falling player character based on the player's character operation input · Controlling the posture of the falling player character based on the player's character operation input · Controlling the direction of the virtual camera based on the player's camera operation input · Controlling the position of the virtual camera based on the position of the player character and the direction of the virtual camera so that at least the player character is in a position included in the viewing range of the virtual camera Also, in a special operation mode for receiving an operation input for causing a special action including an ejection action of ejecting a predetermined object to the falling player character, the game program causes the computer to execute the following processes. · Changing the posture of the falling player character according to at least a component related to the pitch direction of the direction of the virtual camera based on the camera operation input · Setting the ejection direction of a predetermined object in the ejection action according to the direction of the virtual camera based on the camera operation input · Based on the player's ejection operation input, causing the player character to perform control for performing an ejection action and causing the predetermined object to move in the ejection direction
[0008] According to the configuration of (1) above, in the special operation mode, since the posture of the player character changes according to the orientation of the virtual camera, it is possible to improve the degree of freedom in the shooting direction for performing the shooting action while naturally expressing the posture of the player character during the fall.
[0009] (2) In the falling state, the game program may cause the computer to control the player character so that it corresponds to at least any one of a plurality of types of postures including a posture in which the upward direction of the player character faces downward in the virtual space and a posture in which the forward direction of the player character faces downward in the virtual space, and the computer may be controlled to control at least any one of the falling direction and the falling speed according to the posture of the player character.
[0010] According to the configuration of (2) above, it is possible to diversify the posture when the player character falls, and it is possible to move the player character at a falling direction and / or a falling speed according to the posture of the player character.
[0011] (3) In the special operation mode, the game program may cause the computer to control the operation of the player character so that the player character assumes a stance for the shooting action in a direction corresponding to at least a component related to the pitch direction of the orientation of the virtual camera based on the camera operation input.
[0012] According to the configuration of (3) above, it is possible to cause the player character to perform a natural shooting action and to make the shooting direction easy for the player to understand.
[0013] (4) In the special operation mode, the game program may cause the computer to change the stance of the player character as a change in the posture of the player character corresponding to at least a component related to the pitch direction of the orientation of the virtual camera.
[0014] According to the configuration of (4) above, it becomes easier to make the player character assume a natural posture according to the shooting direction.
[0015] (5) In the special operation mode, according to the change of the component related to the pitch direction of the virtual camera's orientation from a state where it is downward from the first reference direction to a state where it is upward from the first reference direction, the computer may change the posture of the player character so that the upward direction of the player character faces upward in the virtual space.
[0016] According to the configuration of (5) above, when the shooting direction changes in response to the change of the virtual camera's orientation from a state where it is downward from the first reference direction to a state where it is upward from the first reference direction, the natural posture of the player character can be maintained.
[0017] (6) In the special operation mode, according to the change of the component related to the pitch direction of the virtual camera's orientation from a state where it is upward from a second reference direction, which is the same as or different from the first reference direction, to a state where it is downward from the second reference direction, the computer may change the posture of the player character so that the upward direction of the player character faces downward in the virtual space, or the forward direction of the player character faces downward in the virtual space.
[0018] According to the configuration of (6) above, when the shooting direction changes in response to the change of the virtual camera's orientation from a state where it is upward from the second reference direction to a state where it is downward from the second reference direction, the natural posture of the player character can be maintained.
[0019] (7) The first reference direction may be upward from the second reference direction.
[0020] According to the configuration of (7) above, it is possible to reduce the possibility of unnatural operations such as the posture of the player character frequently switching according to the change in the direction of the virtual camera.
[0021] (8) In the special operation mode, the game program may cause the computer to set the posture of the player character at the start of the special operation mode according to the posture of the player character immediately before the start of the special operation mode.
[0022] According to the configuration of (8) above, it is possible to make the posture of the player character natural before and after shifting to the special operation mode.
[0023] (9) In the falling state, the game program may cause the computer to set the virtual camera so that the direction of the virtual camera faces upward in the virtual space based on the input of the player's direction change operation.
[0024] According to the configuration of (9) above, the player can easily perform the operation of turning the virtual camera upward, so the operability of the game can be improved.
[0025] (10) In the falling state, the game program may further cause the computer to set the posture of the player character so that the front direction of the player character faces upward in the virtual space based on the input of the direction change operation.
[0026] According to the configuration of (10) above, the posture of the player character can be easily changed, and the operability of the player character can be improved. Also, according to the configurations of (9) and (10) above, the player can intuitively recognize the change in the posture of the player character by the change in the direction of the virtual camera.
[0027] (11) The game program may cause the computer to start a special operation mode in response to a player's predetermined key input being started while in the falling state. The ejection operation input may be an input that ends the predetermined key input for starting the special operation mode. The game program may cause the computer to end the special operation mode based on an end operation input by the player.
[0028] According to the configuration of (11) above, the player can start and end the special operation mode by performing a series of operations of making a predetermined key input and then ending the key input, so the operability regarding the start and end operations of the special operation mode can be improved.
[0029] (12) In the special operation mode, the game program may cause the computer to display an animation showing how the player character falls so that the speed at which the player character falls appears slower than the falling speed of the player character when not in the special operation mode.
[0030] According to the configuration of (12) above, the operability of the operation of causing the player character to perform an ejection action can be improved.
[0031] Another example of the present invention may be an information processing apparatus or an information processing system that executes the processing in (1) to (12) above. Another example of the present invention may be a game processing method that executes the processing in (1) to (12) above.
Effect of the Invention
[0032] According to the game program, information processing apparatus, information processing system, or game processing method described above, it is possible to improve the degree of freedom in the direction of performing actions while naturally expressing the posture of the player character in the air.
Brief Description of the Drawings
[0033]
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Embodiments for Carrying Out the Invention
[0034] [1. Configuration of the Game System] Hereinafter, a game system according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; functioning as a game device main body in the present embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main body device 2. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are each attached to the main body device 2 and integrated. Also, the game system 1 can be used with the main body device 2, the left controller 3, and the right controller 4 as separate entities (see FIG. 2). Hereinafter, the hardware configuration of the game system 1 of the present embodiment will be described, and then the control of the game system 1 of the present embodiment will be described.
[0035] FIG. 1 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main body device 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to the main body device 2 and integrated. The main body device 2 is a device that executes various processes (for example, game processes) in the game system 1. The main body device 2 includes a display 12. The left controller 3 and the right controller 4 are devices provided with an operation unit for the user to input.
[0036] FIG. 2 is a diagram showing an example of a state where the left controller 3 and the right controller 4 are removed from the main body device 2 respectively. As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller".
[0037] FIG. 3 is a six-sided view showing an example of the main body device 2. As shown in FIG. 3, the main body device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front surface, that is, the surface on which the display 12 is provided) is generally rectangular in shape.
[0038] Note that the shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Also, the main body device 2 alone or the integrated device with the left controller 3 and the right controller 4 attached to the main body device 2 may be a portable device. Further, the main body device 2 or the integrated device may be a hand-held device. Also, the main body device 2 or the integrated device may be a transportable device.
[0039] As shown in FIG. 3, the main body device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays an image generated by the main body device 2. In the present embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0040] Also, the main body device 2 includes a touch panel 13 on the screen of the display 12. In the present embodiment, the touch panel 13 is of a type capable of multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, for example, a type capable of single-touch input (for example, a resistive film type).
[0041] The main body device 2 includes a speaker (i.e., the speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. Then, the output sound of the speaker 88 is output from these speaker holes 11a and 11b respectively.
[0042] In addition, the main body device 2 includes a left terminal 17 which is a terminal for the main body device 2 to perform wired communication with the left controller 3, and a right terminal 21 for the main body device 2 to perform wired communication with the right controller 4.
[0043] As shown in FIG. 3, the main body device 2 includes a slot 23. The slot 23 is provided on the upper surface of the housing 11. The slot 23 has a shape capable of mounting a predetermined type of storage medium. The predetermined type of storage medium is, for example, a storage medium dedicated to the game system 1 and the same type of information processing device (e.g., a dedicated memory card). The predetermined type of storage medium is used, for example, to store data (e.g., save data of applications, etc.) used in the main body device 2 and / or programs (e.g., application programs, etc.) executed by the main body device 2. In addition, the main body device 2 includes a power button 28.
[0044] The main body device 2 includes a lower terminal 27. The lower terminal 27 is a terminal for the main body device 2 to communicate with the cradle. In the present embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main body device 2 alone is placed on the cradle, the game system 1 can display the image generated and output by the main body device 2 on a stationary monitor. Also, in the present embodiment, the cradle has a function of charging the placed integrated device or the main body device 2 alone. Further, the cradle has a function of a hub device (specifically, a USB hub).
[0045] FIG. 4 is an orthographic view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In the present embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the vertical direction (i.e., the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 31 has a shape and size that can be gripped with one hand, particularly the left hand, when gripped in a vertically long orientation. Further, the left controller 3 can also be gripped in a horizontally long orientation. When the left controller 3 is gripped in a horizontally long orientation, it may be gripped with both hands.
[0046] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. The user can input a direction according to the tilting direction (and an input of a magnitude according to the tilted angle) by tilting the analog stick 32. Note that the left controller 3 may include, as a direction input unit, a cross key or a slide stick capable of slide input instead of the analog stick. Further, in the present embodiment, it is possible to input by pressing the analog stick 32.
[0047] The left controller 3 is provided with various operation buttons. The left controller 3 has four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Further, the left controller 3 is provided with a recording button 37 and a -(minus) button 47. The left controller 3 has a first L button 38 and a ZL button 39 at the upper left of the side surface of the housing 31. Also, the left controller 3 has a second L button 43 and a second R button 44 on the side surface of the housing 31 on the side that is attached when the left controller 3 is attached to the main body device 2. These operation buttons are used to give instructions according to various programs (for example, an OS program or an application program) executed by the main body device 2.
[0048] Also, the left controller 3 is provided with a terminal 42 for the left controller 3 to perform wired communication with the main body device 2.
[0049] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the vertical direction. The right controller 4 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be gripped with one hand, particularly the right hand, when gripped in a vertically long orientation. Also, the right controller 4 can be gripped in a horizontally long orientation. When the right controller 4 is gripped in a horizontally long orientation, it may be gripped with both hands.
[0050] Similar to the left controller 3, the right controller 4 includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Also, instead of the analog stick, the right controller 4 may be provided with a cross key or a slide stick capable of slide input. Also, similar to the left controller 3, the right controller 4 includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. Further, the right controller 4 includes a + (plus) button 57 and a home button 58. Also, the right controller 4 includes a first R button 60 and a ZR button 61 at the upper right of the side surface of the housing 51. Also, similar to the left controller 3, the right controller 4 includes a second L button 65 and a second R button 66.
[0051] Also, the right controller 4 includes a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.
[0052] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. In addition to the configuration shown in FIG. 3, the main body device 2 includes the components 81 to 91, 97, and 98 shown in FIG. 6. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.
[0053] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or it may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium mounted on the slot 23, etc.).
[0054] As an example of an internal storage medium built in the main body device 2, the main body device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is mainly a memory used to store various data (which may be a program) stored in the main body device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.
[0055] The main body device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data to and from a predetermined type of storage medium (for example, a dedicated memory card) mounted on the slot 23 according to an instruction from the processor 81.
[0056] The processor 81 appropriately reads and writes data between the flash memory 84 and the DRAM 85, and the above-mentioned storage media, and executes the above-mentioned information processing.
[0057] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly) with an external device via a network. In the present embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device by a method compliant with the Wi-Fi standard as a first communication mode. Further, the network communication unit 82 performs wireless communication with other main body devices 2 of the same type by a predetermined communication method (for example, communication by a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication by the second communication mode enables so-called "local communication" in which wireless communication is possible with other main body devices 2 arranged within a closed local network area, and data is transmitted and received by direct communication between a plurality of main body devices 2.
[0058] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary, but in the present embodiment, the controller communication unit 83 communicates with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0059] The processor 81 is connected to the above-described left terminal 17, right terminal 21, and lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. Also, when the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. Further, when the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in the present embodiment, the main body device 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4, respectively. Also, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (e.g., image data or audio data) to a stationary monitor or the like via the cradle.
[0060] Here, the main body device 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). Also, the main body device 2 can communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main body device 2 using respective sets of the left controller 3 and the right controller 4. As an example, while the first user inputs to the main body device 2 using the first set of the left controller 3 and the right controller 4, it is possible for the second user to input to the main body device 2 using the second set of the left controller 3 and the right controller 4.
[0061] Also, the display 12 is connected to the processor 81. The processor 81 displays an image generated (e.g., by executing the above-described information processing) and / or an image acquired from the outside on the display 12.
[0062] The main body device 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input / output of audio data to / from the speakers 88 and the audio input / output terminal 25.
[0063] The main body device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Also, although not shown, the power control unit 97 is connected to each part of the main body device 2 (specifically, each part that receives power supply from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on a command from the processor 81.
[0064] Also, the battery 98 is connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main body device 2 via the lower terminal 27, the supplied power is charged to the battery 98.
[0065] FIG. 7 is a block diagram showing an example of the internal configuration of the main body device 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration regarding the main body device 2 are shown in FIG. 6, and thus are omitted in FIG. 7.
[0066] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 performs with respect to the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Also, when the left controller 3 is detached from the main body device 2, the communication control unit 101 performs wireless communication with the main body device 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.
[0067] Further, the left controller 3 includes a memory 102 such as a flash memory. The communication control unit 101 is composed of, for example, a microcomputer (also referred to as a microprocessor), and executes various processes by executing the firmware stored in the memory 102.
[0068] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). Also, the left controller 3 includes an analog stick (described as "stick" in FIG. 7) 32. Each button 103 and the analog stick 32 output information regarding the operation performed on themselves to the communication control unit 101 repeatedly at appropriate timings.
[0069] The communication control unit 101 acquires information related to input (specifically, information related to operations or detection results by sensors) from each input unit (specifically, each button 103 and the analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body device 2. Note that the operation data is repeatedly transmitted at a rate of once every predetermined time. Note that the intervals at which the information related to the input is transmitted to the main body device 2 may be the same or different for each input unit.
[0070] When the above operation data is transmitted to the main body device 2, the main body device 2 can obtain the input performed on the left controller 3. That is, the main body device 2 can determine operations on each button 103 and the analog stick 32 based on the operation data.
[0071] The left controller 3 includes a power supply unit 108. In the present embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and is also connected to each part of the left controller 3 (specifically, each part that receives power supply from the battery).
[0072] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main body device 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 both by wired communication via the terminal 64 and by wireless communication without using the terminal 64 (specifically, communication according to the Bluetooth (registered trademark) standard), and controls the communication method that the right controller 4 performs with the main body device 2.
[0073] The right controller 4 includes the same input units as each input unit of the left controller 3. Specifically, it includes each button 113 and the analog stick 52. These input units have the same functions as the input units of the left controller 3 and operate in the same manner.
[0074] The right controller 4 includes a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same manner.
[0075] [2. Outline of Processing in the Game System] With reference to FIGS. 8 to 15, an outline of the game processing executed in the game system 1 will be described. In the present embodiment, in the game by the above-described game processing, a player character (in other words, a user) operated by a player moves within a virtual three-dimensional game space. In the game space, the player character falls in the air, for example, when jumping off a high place. In the present embodiment, the player can perform several operations on the player character during the fall. Hereinafter, the operation control when the player character falls in the air in the game space will be mainly described.
[0076] [2-1: Posture During Fall] In the present embodiment, the player character can take the following five falling states during the fall. · Normal fall · Slow fall · Diving fall · Back fall · High-speed fall The game system 1 controls the player character so as to have a different posture for each of the above five falling states (see FIG. 8).
[0077] In this specification, the posture of the player character includes the poses and stances of the player character that can be recognized by the player. That is, "the postures of the player character are different" means that the poses and / or stances of the player character are different.
[0078] FIG. 8 is a diagram showing an example of each falling state that the player character can take. In the present embodiment, the player character 201 can shoot an arrow using a bow and holds a bow object 202. Although details will be described later, when the player character 201 shoots an arrow, it takes a stance of holding the bow. On the other hand, when not holding the bow, the player character 201 carries the bow object 202 on its back (see FIG. 8).
[0079] As shown in FIG. 8, normal falling is a state in which the player character 201 stands with its arms slightly raised and falls with its head facing upward in the game space. In the present embodiment, when the player character 201 jumps off a high place without performing a diving operation described later, it first takes the posture of normal falling. During normal falling, the player cannot perform a movement operation on the player character 201. That is, during normal falling, the player character 201 falls downward according to the physical laws (for example, the law of inertia and the law of gravity) used in the game.
[0080] When the player character 201 is in the state of normal falling, in response to an item use instruction by the player (for example, an input instruction to press the X button 55 of the right controller 4), the player character 201 shifts to the state of slow falling (see FIG. 8). Also, when the player character 201 is in the state of normal falling, in response to a diving instruction by the player (for example, an input instruction to press the first R button 60 of the right controller 4, or an input instruction to tilt the analog stick 32 of the left controller 3 upward), the player character 201 shifts to the state of diving fall (see FIG. 8).
[0081] As shown in FIG. 8, low-speed falling is a state in which the player character 201 falls in a posture using the falling item 203 imitating a parachute. During low-speed falling, similar to normal falling, the player character 201 falls with the head facing upward in the game space. During low-speed falling, the player character 201 falls at a falling speed slower than that during normal falling (more specifically, the slowest falling speed among the five falling states). During low-speed falling, the player character 201 falls while gliding forward in front of the player character 201. Also, in the present embodiment, during low-speed falling, the player character 201 moves left and right while falling in response to the player's left and right movement instructions (for example, an input instruction to tilt the analog stick 32 of the left controller 3). Specifically, during low-speed falling, the player character 201 changes its orientation left and right (for example, rotates left and right) in response to the left and right movement instructions. Also, when the player character 201 is in low-speed falling, in response to the player's item end instruction (for example, an input instruction to press the B button 54 of the right controller 4), the player character 201 transitions to the state of normal falling (see FIG. 8).
[0082] During the fall of the player character 201, the virtual camera for generating the game image changes its position and orientation in response to the player's camera instructions (for example, an input instruction to tilt the analog stick 52 of the right controller 4). For example, the virtual camera moves so as to rotate in the yaw direction in response to the left and right camera instructions and moves so as to rotate in the pitch direction in response to the up and down camera instructions (see FIG. 10). Also, in the present embodiment, during the fall of the player character 201, the virtual camera is controlled so as to be in a position and orientation where the player character 201 is included in the field of view.
[0083] When the player character 201 is in the state of slow falling, in response to a diving instruction by the player (for example, an input instruction to press the first R button 60 of the right controller 4), the player character 201 shifts to the state of diving fall (see Fig. 8).
[0084] As shown in Fig. 8, diving fall means that the player character 201 falls in a state where the player character 201 spreads both hands and feet and directs the forward direction of the player character 201 (that is, the forward direction when based on the direction of the player character 201) downward in the game space. During the diving fall, the player character 201 falls at a speed slower than that during normal fall and faster than that during slow fall. In this embodiment, the player character 201 can shift from the state of normal fall to the state of diving fall as described above, and when the player character 201 jumps from a high place (for example, jumps and dives from a high place) and dives down, it first assumes the posture of diving fall.
[0085] In this specification, "a certain direction faces downward" means that in addition to the state where the certain direction strictly faces directly downward, it includes the state where the certain direction generally faces downward. For example, when a certain direction has an angle of 20° with respect to the directly downward direction, it can be said that the certain direction faces downward. Also, in this specification, "a certain direction faces upward" means that in addition to the state where the certain direction strictly faces directly upward, it includes the state where the certain direction generally faces upward.
[0086] FIG. 9 is a diagram showing an example of a game image displayed during the diving fall of the player character. In the present embodiment, when the diving fall is started, the game system 1 sets the virtual camera at a position above the player character 201 (more specifically, above in the game space) and sets the virtual camera so as to face downward in the game space. This setting is automatically performed by the game system 1 (that is, even without a camera instruction from the player). Therefore, as shown in FIG. 9, at the start of the diving fall, a game image showing the game space when looking at the falling direction of the player character 201 from a viewpoint behind the player character 201 is displayed on the display 12. As a result, the player can intuitively recognize that the player character 201 has entered the diving fall state. Also, since the virtual camera will face the traveling direction of the player character 201 during the diving fall, it becomes easier for the player to perform operations during the diving fall.
[0087] Note that the above game image shown in FIG. 9 includes a stamina gauge 206 indicating the stamina of the player character 201. Here, in the present embodiment, a parameter indicating stamina is set for the player character 201. For example, the stamina of the player character 201 gradually decreases as time passes when the player character 201 falls in a state of slow fall. Also, for example, the stamina of the player character 201 decreases by a predetermined amount in response to the player character 201 performing an action of shooting an arrow, which will be described later. When the stamina reaches 0 during the fall, the player character 201 enters the state of normal fall.
[0088] In this embodiment, during the diving fall, the player character 201 moves in the front-back, left-right directions (components parallel to the horizontal plane in the game space) in the game space while falling, with the lower side of the game space facing (it can also be said that the forward direction is generally the falling direction) based on the player character 201, in response to the player's input instructions for moving up, down, left, and right (for example, the input instruction of tilting the analog stick 32 of the left controller 3). Specifically, during the diving fall, the player character 201 moves in the horizontal direction in the game space in response to the movement instruction and simultaneously performs a falling movement downward. Note that in this embodiment, the amount of movement per unit time in the above horizontal direction during the diving fall is smaller than the amount of movement per unit time in the horizontal direction during the low-speed fall. That is, the player can move the player character 201 more significantly in the horizontal direction during the low-speed fall than during the diving fall.
[0089] When the player character 201 is in the diving fall state, in response to the player's diving end instruction (for example, the input instruction of pressing the B button 54 of the right controller 4), the player character 201 transitions to the normal fall state (see FIG. 8). Also, when the player character 201 is in the diving fall state, in response to the player's item use instruction, the player character 201 transitions to the low-speed fall state (see FIG. 8).
[0090] Furthermore, when the player character 201 is in the diving fall state, in response to the player's turn start instruction (for example, the input instruction of pressing the A button 53 of the right controller 4), the player character 201 transitions to the back fall state (see FIG. 8).
[0091] As shown in FIG. 8, the back fall is a state in which the player character 201 falls in a posture where the forward direction faces the upper side of the game space (for example, a supine posture), with the arms down and the legs slightly bent. During the back fall, the player character 201 falls at, for example, the same falling speed as during the diving fall.
[0092] In this embodiment, when a back fall is started, the game system 1 sets the virtual camera at a position below the player character 201 (more specifically, below in the game space), and sets the virtual camera so as to face upward in the game space. This setting is automatically performed by the game system 1. In this way, at the start of the back fall, it is set to face upward in the game space from behind the player character 201.
[0093] As described above, in this embodiment, the game system 1 changes the orientation of the virtual camera so that it faces upward in the game space based on an input for changing the orientation of the player (for example, an input for instructing the start of a turn) while the player character is in a falling state. According to this, the player can easily perform an operation of turning the virtual camera upward, and the operability of the game can be improved. Further, in this embodiment, the game system 1 changes the posture of the player character so that the front direction of the player character faces upward in the game space based on the above input for changing the orientation. Therefore, the player can easily change the posture of the player character, and the operability of the player character can be improved. Furthermore, in this embodiment, based on the input for changing the orientation, the posture of the player character changes and the orientation of the virtual camera changes, so that the player can intuitively recognize the change in the posture of the player character from the change in the orientation of the virtual camera.
[0094] In this embodiment, even during a back fall, similar to during a diving fall, the player character 201 moves in response to the player's instructions to move up, down, left, or right. That is, the player character 201 moves while falling, moving back, forth, left, or right in the game space (components parallel to the horizontal plane in the game space) with respect to the player character 201 in response to the instructions to move up, down, left, or right. However, in other embodiments, the game system 1 may prevent the player from performing a movement operation on the player character 201 during a back fall.
[0095] Note that when the player character 201 is in a back fall, in response to the player's turn end instruction (for example, an input instruction to press the A button 53 of the right controller 4), the player character 201 transitions to the state immediately before the state of the back fall (specifically, the state during a diving fall or the state during a high-speed fall described later) (see FIG. 8).
[0096] Also, when the player character 201 is in a diving fall, in response to the player's high-speed fall start instruction (for example, an input instruction to start pressing the first R button 60 of the right controller 4), the player character 201 transitions to the high-speed fall state (see FIG. 8). Note that when the player character 201 is in a high-speed fall, in response to the player's high-speed fall end instruction (for example, an input instruction to release the first R button 60 pressed for the start of the high-speed fall), the player character 201 transitions to the diving fall state (see FIG. 8).
[0097] As shown in FIG. 8, high-speed fall means a state in which the player character 201 falls with the head facing the direction of travel in a posture where the player character 201 stands with the arms down and the head down in the game space. During a high-speed fall, the player character 201 falls at a faster speed than during a normal fall (that is, at the fastest fall speed among the five fall states).
[0098] Even during a high-speed fall, similar to a diving fall, the player character 201 moves horizontally (components parallel to the horizontal plane in the game space) in the game space relative to the player character 201 and falls while moving in response to the player's up, down, left, and right movement instructions. However, in this embodiment, the amount of movement per unit time in the horizontal direction during a high-speed fall is smaller than the amount of movement per unit time in the horizontal direction during a diving fall. That is, the player can move the player character 201 more significantly in the horizontal direction during a diving fall than during a high-speed fall.
[0099] When the player character 201 is in a high-speed fall, in response to the player's turn start instruction, the player character 201 transitions to a back-fall state (see Figure 8).
[0100] As described above, at the start of the diving fall and the back fall, the position and orientation of the virtual camera are automatically controlled. On the other hand, even during a diving fall, a back fall, or a high-speed fall, similar to during a normal fall or a low-speed fall, the virtual camera's position and orientation are controlled in response to the player's camera instruction. At this time, the virtual camera is controlled so that the player character 201 is at a position and orientation that is included in the field of view.
[0101] Also, in this embodiment, when the player character 201 assumes a posture in any of the four fall states other than the normal state among the above five fall states, the orientation of the player character 201 is controlled according to the orientation of the virtual camera.
[0102] FIG. 10 is a diagram showing the relationship between the change in the orientation of the virtual camera and the change in the orientation of the player character. In the present embodiment, when the player character 201 assumes any one of the above four falling postures, the orientation of the player character 201 is controlled according to the yaw direction component in the game space of the orientation of the virtual camera 205. The yaw direction is a rotation direction with an axis perpendicular to the horizontal direction in the game space as the rotation axis. In the example shown in FIG. 10, when the virtual camera 205 is located behind the player character 201, in response to an input instruction to the left direction, the virtual camera 205 rotates and moves in the yaw direction around the player character 201 and moves to position P1. At this time, the orientation of the virtual camera 205 also changes in the yaw direction (specifically, so as to face right). In response to the change in the orientation of the virtual camera 25 in this way, the player character 201 changes its orientation so that the orientation of the player character 201 becomes the line-of-sight direction of the virtual camera 205 (see the arrow shown in FIG. 10). Note that the orientation of the player character 201 does not necessarily need to be always in agreement with the line-of-sight direction of the virtual camera 205, and may be controlled to follow the line-of-sight direction of the virtual camera 205 (that is, so that a certain delay occurs). According to the above, with respect to the yaw direction, the orientation of the player character 201 and the line-of-sight direction of the virtual camera do not deviate greatly, and it becomes easier to perform a movement operation of the player character 201 (for example, an operation using the analog stick 32 of the left controller 3).
[0103] On the other hand, when the player character 201 assumes any posture in the above four falling states, even if the direction of the virtual camera 205 changes in the pitch direction in the game space, the direction of the player character 201 does not change. The pitch direction is a rotation direction that is parallel to the horizontal direction in the game space and has an axis perpendicular to the line-of-sight direction of the virtual camera as the rotation axis. In the example shown in FIG. 10, when the virtual camera 205 is located behind the player character 201, in response to a downward input instruction, the virtual camera 205 rotates and moves in the pitch direction around the player character 201 and moves to position P2. At this time, the direction of the virtual camera 205 also changes in the pitch direction (specifically, it faces upward). In response to such a change in the direction of the virtual camera in the pitch direction, the direction of the player character 201 is not controlled. Regarding the change in the pitch direction, even if the direction of the player character 201 and the line-of-sight direction of the virtual camera are deviated, the player's sense of discomfort is small with respect to the movement operation of the player character 201.
[0104] As described above, in this embodiment, the player can operate the falling direction and / or the falling speed of the player character 201 that is falling by giving a movement instruction or an instruction to change the falling state to the player character 201. In other embodiments, the player may be able to operate only one of the falling direction and the falling speed of the player character 201.
[0105] Also, in the present embodiment, when the player character is in a falling state, the game system 1 controls the player character so as to correspond to at least any one of a plurality of types of postures including a posture in which the upward direction of the player character (i.e., the upward direction as seen from the player character) faces downward in the game space (e.g., the posture during a high-speed fall), and a posture in which the forward direction of the player character faces downward in the game space (e.g., the posture during a diving fall). Further, the game system 1 controls at least either the falling direction or the falling speed according to the posture of the player character (e.g., making the falling speed different between during a high-speed fall and during a diving fall). According to this, it is possible to diversify the posture when the player character falls, and it is possible to cause the player character to move at a falling direction and / or a falling speed corresponding to the posture of the player character.
[0106] Regarding the five falling states described above, the posture of the player character 201, the behavior of the player character 201 (e.g., the falling speed), the availability and content of the movement operation for the player character 201, and the availability and content of the operation of the virtual camera are arbitrary and are not limited to those described above. Further, in other embodiments, the states that the player character 201 can take during the fall are not limited to the above five. Also, in other embodiments, it is not necessary for the player character 201 to take all of the above five states during the fall. Further, in other embodiments, the conditions for changing the falling state of the player character 201 are arbitrary and are not limited to the conditions in the present embodiment.
[0107] [2-2: Processing in the Special Operation Mode] Next, the processing in the special operation mode during the fall of the player character will be described. In the present embodiment, the player character 201 can perform an ejection action (in the present embodiment, an action of ejecting an arrow using a bow) during the fall. The special operation mode is a processing mode for causing the player character 201 to perform an action of ejecting an arrow based on an instruction from the player.
[0108] In the present embodiment, the player character 201 assumes a posture of holding the bow object 202 (hereinafter referred to as the "holding posture"; see FIG. 13) in response to a holding instruction from the player during the fall. Further, the player character 201 performs an ejection action of ejecting an arrow in response to an ejection instruction from the player while in the holding posture. Also, the player character 201 ends the holding posture in response to a holding end instruction from the player while in the holding posture and returns to the posture in the falling state. The special operation mode is started in response to a holding instruction and ended in response to a holding end instruction.
[0109] Note that in the present embodiment, the holding instruction is an input instruction for pressing the ZR button 61 of the right controller 4, and the ejection instruction is an input instruction for releasing the ZR button 61 pressed for the holding instruction. Thus, in the present embodiment, the game system 1 starts the special operation mode in response to a predetermined key input (for example, an input to the ZR button 61) by the player in the falling state. Also, the ejection operation input for causing the player character 201 to perform an ejection action is an input for ending the predetermined key input that starts the special operation mode. Further, the game system 1 ends the special operation mode based on an end operation input (for example, an input for the holding end instruction) by the player. According to this, the player can start and end the special operation mode by performing a series of operations of performing a predetermined key input and ending the key input (for example, pressing and releasing a predetermined button), so that the operability can be improved.
[0110] FIG. 11 is a diagram showing an example of a game image during a special operation mode. As shown in FIG. 11, in the case of the special operation mode (that is, when the player character 201 assumes a stance), a game image showing the game space when the player character 201 holding the bow object 202 is viewed from behind is displayed on the display 12. Further, as shown in FIG. 11, the game image includes a aiming marker 207. The aiming marker 207 indicates the arrow shooting direction in the case where an arrow is shot in response to a shooting instruction given by the player. In the present embodiment, the aiming marker 207 is displayed at a predetermined position (for example, the central position) of the game image showing the game space.
[0111] In the present embodiment, even during the special operation mode, the game system 1 receives the camera instruction for operating the virtual camera in the same manner as when not in the special operation mode. Further, in the special operation mode, in response to a change in the direction of the virtual camera according to the camera instruction, the arrow shooting direction by the player character 201 changes. In the present embodiment, the shooting direction is set according to the direction of the virtual camera so that the aiming marker 207 is arranged at a predetermined position of the game image regardless of the direction of the virtual camera.
[0112] FIG. 12 is a diagram showing the relationship between the change in the orientation of the virtual camera and the change in the posture of the player character during the special operation mode. As shown in FIG. 12, in the present embodiment, the direction in which the player character 201 points the arrow changes according to the change in the orientation of the virtual camera. For example, when the line-of-sight direction of the virtual camera changes so as to face downward from the horizontal direction in the game space, the player character 201 points the arrow object 209 downward from the horizontal direction (see (a) shown in FIG. 12). Further, when the line-of-sight direction of the virtual camera changes so as to face upward from the horizontal direction in the game space, the player character 201 points the arrow object 209 upward from the horizontal direction (see (b) shown in FIG. 12). In the present embodiment, the game system 1 controls the operation of the player character 201 so that the line-of-sight direction of the virtual camera coincides with the direction in which the arrow object 209 points (i.e., the ejection direction).
[0113] As described above, in the present embodiment, in the special operation mode, the game system 1 controls the operation of the player character so that the player character assumes a stance for the ejection action in a direction corresponding to at least the component related to the pitch direction of the orientation of the virtual camera based on the camera operation input (for example, the input for camera instruction). According to this, it is possible to cause the player character to perform a natural ejection action and to make the ejection direction easy for the player to understand.
[0114] In the example shown in FIG. 12, the case where the orientation of the virtual camera changes in the pitch direction in the game space is shown, but the same applies to the case where the orientation of the virtual camera changes in the yaw direction in the game space. That is, in the present embodiment, when the orientation of the virtual camera changes in the yaw direction in the game space, the game system 1 controls the operation of the player character 201 so that the direction in which the arrow object 209 points changes in the yaw direction. According to this, for both the change in the pitch direction and the change in the yaw direction of the orientation of the virtual camera, it is possible to control the player character 201 so as to assume a natural posture according to the ejection direction.
[0115] Note that the above operation of changing the direction of the arrow may be an operation of changing the posture of the player character 201 (see FIG. 12), or may be an operation of changing the direction of the entire player character 201 holding the bow and arrow (without changing the posture) (see the change from state A to state B shown in FIG. 14). In the present embodiment, when the holding posture of the player character 201 is the laterally-facing posture or the upward-facing posture described later, the player character 201 changes the direction of the arrow by changing the posture (for example, changing the direction of the upper body), and when the holding posture of the player character 201 is the downward-facing posture described later, the player character 201 changes the direction of the arrow by changing the direction of the entire player character 201 holding the bow and arrow.
[0116] Note that in the present embodiment, in the special operation mode, the game system 1 does not accept a movement instruction for moving the player character 201. That is, in the present embodiment, in the special operation mode, the player cannot perform a movement operation on the player character 201. However, in other embodiments, the game system 1 may be configured to accept a movement instruction even during the special operation mode.
[0117] Also, in the present embodiment, in the special operation mode, a slow display is performed in which the movement of each object (excluding the arrow object after shooting) in the game space is slowed down. That is, in the special operation mode, it is displayed as if the passage of time in the game space has slowed down (for example, it is displayed with a movement speed that is 1 / 10 of that in the case where it is not the special operation mode). Therefore, in terms of display, the player character 201 slowly falls, and other objects excluding the arrow object after shooting also move slowly. This makes it easier for the player to aim with the aiming marker 207 while the player character 201 is falling, and makes it easier to perform an operation to shoot an arrow from the player character 201.
[0118] As described above, in the present embodiment, in the special operation mode, the game system 1 displays an animation showing the state of the player character 201 falling so that the falling speed of the player character 201 appears slower than the falling speed of the player character 201 when not in the special operation mode. This can improve the operability of the operation for causing the player character 201 to perform a shooting action.
[0119] In the present embodiment, the game system 1 performs display processing to slow down the speed of the entire game space in the special operation mode. That is, in the present embodiment, in the special operation mode, not only the falling speed of the player character 201 but also the moving speeds of other objects existing in the game space become slower. On the other hand, in other embodiments, the game system 1 may slow down only the falling speed of the player character 201 in the special operation mode and not change the moving speeds of other objects existing in the game space. This can also improve the operability of the operation for causing the player character 201 to perform a shooting action, similar to the present embodiment.
[0120] In the present embodiment, in the special operation mode, in addition to changing the direction in which the player character 201 points the arrow according to the direction of the virtual camera, the game system 1 changes the stance (specifically, the type of stance) when a condition is satisfied. Here, in the present embodiment, in the special operation mode, the player character 201 can take the following three types of stances. · Sideways stance · Downward stance · Upward stance The game system 1 determines the stance taken by the player character 201 from among the above three types of stances according to the direction of the virtual camera.
[0121] FIG. 13 is a diagram showing an example of three types of stance postures that a player character can take. As shown in FIG. 13, the sideward stance is a stance posture that the player character 201 can take when the shooting direction is generally sideward. Specifically, the sideward stance is a stance posture in which the player character 201 stands and holds the bow object 202 toward the front of itself. When taking the sideward stance, the player character 201 has its head facing upward in the game space. In the present embodiment, when the special operation mode is started during the above-described normal fall, slow fall, or diving fall, the game system 1 controls the player character 201 to take the sideward stance.
[0122] As shown in FIG. 13, the downward stance is a stance posture that the player character 201 can take when the shooting direction is generally downward. Specifically, the downward stance is a stance posture in which the player character 201 holds the bow object 202 toward the traveling direction (i.e., the falling direction). When taking the downward stance, the player character 201 has its head facing downward in the game space. In the present embodiment, when the special operation mode is started during the above-described high-speed fall, the game system 1 controls the player character 201 to take the downward stance.
[0123] As shown in FIG. 13, the upward stance is a stance posture that the player character 201 can take when the shooting direction is generally upward. Specifically, the upward stance is a stance posture in which the player bends the legs slightly and holds the bow object 202 toward the front of itself. When taking the upward stance, the front of the player character 201 faces upward in the game space (for example, a supine posture). In the present embodiment, when the special operation mode is started during the above-described back fall, the game system 1 controls the player character 201 to take the upward stance.
[0124] In this embodiment, since the player character 201 can assume the above three types of stances, the operation of the player character 201 can be controlled so that it assumes a natural stance regardless of the injection direction in the game space. Also, according to this embodiment, it can be said that while causing the player character 201 to assume a natural stance, the range of the injection direction can be expanded.
[0125] Furthermore, in this embodiment, in the special operation mode, the game system 1 sets the posture at the start of the special operation mode according to the posture of the player character immediately before the start of the special operation mode. For example, when the posture of the player character immediately before the start of the special operation mode is a posture in which the upward direction of the player character faces upward in the game space (for example, the posture of normal fall or slow fall), the game system 1 sets the posture at the start of the special operation mode to a posture in which the upward direction of the player character faces upward in the game space. Also, when the posture of the player character immediately before the start of the special operation mode is a posture in which the upward direction of the player character faces downward in the game space (for example, the posture of high-speed fall), the game system 1 sets the posture at the start of the special operation mode to a posture in which the upward direction of the player character faces downward in the game space. Thus, in this embodiment, the stance after transitioning to the special operation mode changes according to the state of the player character 201 during falling immediately before transitioning to the special operation mode. According to this, the behavior of the posture change of the player character 201 when transitioning to the special operation mode can be made natural.
[0126] In this embodiment, during the special operation mode, the stance of the player character 201 changes among the above three types of stances. Specifically, during the special operation mode, the game system 1 may change the stance of the player character 201 from a side-facing stance to a downward-facing stance or an upward-facing stance (see FIG. 13). Also, during the special operation mode, the game system 1 may change the stance of the player character 201 from a downward-facing stance or an upward-facing stance to a side-facing stance (see FIG. 13). Hereinafter, the process of changing the three types of stances will be described in detail.
[0127] FIG. 14 is a diagram showing an example of how the stance of the player character changes from a downward-facing stance to a side-facing stance. State A shown in FIG. 14 is a state where the player character 201 is in a downward-facing stance and the virtual camera 205 is facing straight down. Therefore, in state A, the direction in which the player character 201 points the arrow is straight down according to the direction of the virtual camera 205.
[0128] State B shown in FIG. 14 is a state where the direction of the virtual camera has changed in the pitch direction (specifically, changed upward) from the above state A. In state B, the direction in which the player character 201 points the arrow also changes according to the direction of the virtual camera 205 and is more upward than in state A. Note that in state B, the direction of the virtual camera 205 is downward from the first reference direction. At this time, the player character 201 is in a downward-facing stance. In this embodiment, the first reference direction is a direction parallel to the horizontal direction.
[0129] State C shown in FIG. 14 is a state where the orientation of the virtual camera further changes upward from the above-described state B and becomes upward of the first reference direction. In state C, the player character 201 changes its stance from a downward stance to a sideways stance. That is, the game system 1 changes the stance of the player character 201 from a downward stance to a sideways stance in response to the orientation of the virtual camera 205 becoming upward of the first reference direction. At this time, the orientation of the player character 201 as seen from the virtual camera 205 (specifically, the orientation of the torso of the player character 201) changes. That is, in the downward stance, the player character 201 was oriented with the lower side of the torso facing the virtual camera 205, whereas in the sideways stance, the player character 201 is oriented with the rear side of the torso facing the virtual camera 205. Therefore, the player can easily recognize that the stance has been changed.
[0130] As described above, in the present embodiment, in the special operation mode, in response to the pitch direction component of the orientation of the virtual camera 205 changing from a state where it is downward of the first reference direction (for example, state B shown in FIG. 14) to a state where it is upward (for example, state C shown in FIG. 14), the game system 1 changes the posture of the player character 201 so that the upward direction of the player character 201 faces upward in the game space (for example, the posture of the sideways stance). Thereby, the game system 1 can change the arrow shooting direction from directly downward to the horizontal direction while keeping the posture of the player character 201 natural. Further, when the posture of the player character 201 is changed, the player can recognize that the orientation of the virtual camera has become upward of the reference (that is, the first reference direction), and it becomes easier to recognize which direction the shooting direction is in the game space.
[0131] FIG. 15 is a diagram showing an example of how the stance of the player character changes from a side-facing stance to a downward-facing stance. State C shown in FIG. 15 is the same as state C shown in FIG. 14, where the player character 201 is in a side-facing stance and the virtual camera 205 is slightly upward from the horizontal direction.
[0132] State D shown in FIG. 15 is a state in which the direction of the virtual camera 205 has changed downward from the above state C. In state D, the direction in which the player character 201 points the arrow also changes according to the direction of the virtual camera 205 and is more downward than in state C. Here, in state D, the direction of the virtual camera 205 is downward from the second reference direction. In state D, the player character 201 changes the stance from a side-facing stance to a downward-facing stance. That is, the game system 1 causes the stance of the player character 201 to change from a side-facing stance to a downward-facing stance in response to the direction of the virtual camera 205 becoming downward from the second reference direction. For example, it is difficult to make the player character 201 assume a stance of pointing the arrow straight down in the posture of state C, but by changing to the posture of state D, it becomes easier to assume a stance of holding the arrow downward.
[0133] As described above, in this embodiment, in the special operation mode, in response to the pitch direction component of the orientation of the virtual camera 205 changing from an upward state relative to the second reference direction (for example, state C shown in FIG. 15) to a downward state (for example, state D shown in FIG. 14), the game system 1 changes the posture of the player character 201 so that the upward direction of the player character 201 faces downward in the virtual space (for example, a downward-facing posture). Thereby, the game system 1 can change the arrow shooting direction from the horizontal direction to the downward direction while naturally maintaining the stance posture of the player character 201. Further, when the posture of the player character 201 is changed, the player can recognize that the orientation of the virtual camera has become downward relative to the reference (that is, the second reference direction), and it becomes easier to recognize which direction the shooting direction is in the game space. Note that in other embodiments, the posture after the above change may be a posture in which the front direction of the player character 201 faces downward in the virtual space (for example, a prone posture).
[0134] In this embodiment, while the first reference direction is the horizontal direction, the second reference direction is slightly downward relative to the horizontal direction (that is, the direction in which the angle of the second reference direction with respect to the horizontal direction is a depression angle). That is, the first reference direction is set to be upward relative to the second reference direction. According to this, it is possible to reduce the possibility of unnatural movements such as the posture of the player character 201 frequently switching between a downward-facing stance and a side-facing stance due to the direction quickly switching before and after the reference direction.
[0135] In other embodiments, the first reference direction and the second reference direction may be the same direction.
[0136] As described above, in the present embodiment, in the special operation mode, the game system 1 changes the stance of the player character as a change in the posture of the player character according to at least the component related to the pitch direction of the virtual camera orientation, that is, changes the type of stance (i.e., changes the type of stance). According to this, it becomes easier to make the player character assume a natural stance according to the shooting direction.
[0137] In the above, the switching between the sideward stance and the downward stance by the player character 201 in the special operation mode has been described, but the switching between the sideward stance and the upward stance is also performed in the same manner. That is, the game system 1 changes the posture of the player character 201 so as to change from the sideward stance to the upward stance in response to the change in the pitch direction component of the virtual camera 205's orientation from a state where it is downward with respect to the third reference direction to a state where it is upward. The third reference direction is, for example, upward with respect to the horizontal direction (i.e., the direction in which the angle of the third reference direction with respect to the horizontal direction is the elevation angle). Also, the game system 1 changes the posture of the player character 201 so as to change from the upward stance to the sideward stance in response to the change in the pitch direction component of the virtual camera 205's orientation from a state where it is upward with respect to the fourth reference direction to a state where it is downward. The fourth reference direction is, for example, upward with respect to the horizontal direction and is set to be downward with respect to the third reference direction. As a result, the switching between the sideward stance and the upward stance can also achieve the same effect as the switching between the sideward stance and the downward stance. In other embodiments, the first reference direction and the second reference direction may be the same direction.
[0138] Also, in this embodiment, the player character 201 changes its stance according to the above-mentioned turn start instruction or turn end instruction by the player. Specifically, when the stance of the player character is a side-facing stance or a downward-facing stance, in response to the turn start instruction by the player, the stance of the player character 201 is changed to an upward-facing stance (see FIG. 13). Also, when the stance of the player character is an upward-facing stance, in response to the turn end instruction by the player, the stance of the player character 201 is changed to the stance immediately before becoming the upward-facing stance (specifically, the side-facing stance or the downward-facing stance).
[0139] During the special operation mode, in response to the above-mentioned shooting instruction being given, the player character 201 performs a shooting action. That is, the player character 201 performs an action of shooting an arrow, and thereby, the arrow object flies (i.e., moves) in the shooting direction. Also, when the shooting action is performed, the game system 1 decreases the stamina of the player character 201 by a predetermined amount. When the above-mentioned stamina becomes 0 during the special operation mode, the game system 1 ends the special operation mode and sets the player character 201 to the state of normal fall. That is, in this embodiment, in addition to being ended in response to the above-mentioned stance end instruction, it is also ended in response to the stamina of the player character 201 becoming 0.
[0140] In this embodiment, when the special operation mode ends due to the completion instruction while the player character 201 is in a sideways stance in the special operation mode, the player character 201 enters the normal falling state. Also, when the special operation mode ends due to the completion instruction while the player character 201 is in a downward stance in the special operation mode, the player character 201 enters the high-speed falling state. When the special operation mode ends due to the completion instruction while the player character 201 is in an upward stance in the special operation mode, the player character 201 enters the backward falling state. According to the above, the behavior of the posture change of the player character 201 before and after the end of the special operation mode can be made natural.
[0141] As described above, in this embodiment, the player character 201 can take multiple types of stances in the special operation mode, and the game system 1 changes the type of stance according to the direction of the virtual camera. Thereby, while making the player character 201 take a natural stance, the range of the shooting direction can be widened.
[0142] Note that when the player character 201 is in the air, the ground may not be in the field of view. In such a case, it may be difficult for the player to recognize which direction in the game space the player character is facing due to reasons such as there being nothing around. Therefore, when the player character 201 is in the air, the player may lose sight of the shooting direction in the game space. On the other hand, in this embodiment, since the posture (specifically, the stance) of the player character is changed according to the direction of the virtual camera, the player can roughly recognize the up and down of the game space by the posture of the player character. Thereby, the possibility that the player loses sight of the shooting direction can be reduced.
[0143] [3. Specific Examples of Processing in the Game System] Next, with reference to FIGS. 16 to 19, a specific example of information processing in the game system 1 will be described.
[0144] FIG. 16 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in FIG. 16 are stored in a storage medium (for example, flash memory 84, DRAM 85, and / or a memory card or the like mounted on slot 23) accessible by the main body device 2.
[0145] As shown in FIG. 16, the game system 1 stores a game program. The game program is a game program for executing the game (specifically, the game control process shown in FIG. 17) in the present embodiment. Further, the game system 1 stores operation data, camera data, and character data.
[0146] The operation data is transmitted from each of the controllers 3 and 4 to the main body device 2 as described above and stored in the main body device 2. In the present embodiment, the operation data includes input data indicating an input to each of the above input units. The camera data indicates information regarding a virtual camera set in a virtual game space (for example, information indicating the position and orientation of the virtual camera).
[0147] The character data indicates information regarding the player character arranged in the game space. In the present embodiment, the character data includes position data, orientation data, and posture data. The position data indicates the position of the player character in the game space. The orientation data indicates the orientation of the player character in the game space. The posture data indicates the posture of the player character (specifically, the posture in the falling state described above, or the stance posture or the like). Note that the character data may include data indicating various parameters (for example, the above-mentioned stamina) set for the player character in addition to the above data.
[0148] FIG. 17 is a flowchart showing an example of the flow of game control processing executed by the game system 1. The game control processing shown in FIG. 17 is started in response to the player character 201 being placed in the game space during the execution of the above game program. Although not shown, the game control processing ends when a menu screen is displayed at the user's instruction or when the game is ended at the user's instruction.
[0149] In the present embodiment, the processor 81 of the main body device 2 will be described as executing the processing of each step shown in FIG. 17 by executing the above game program stored in the game system 1. However, in other embodiments, some of the processing of each step above may be executed by a processor (for example, a dedicated circuit, etc.) different from the processor 81. Also, when the game system 1 can communicate with another information processing device (for example, a server), some of the processing of each step shown in FIGS. 17 to 19 may be executed in the other information processing device. Also, the processing of each step shown in FIGS. 17 to 19 is merely an example, and if the same result can be obtained, the processing order of each step may be changed, or another processing may be executed in addition to (or instead of) the processing of each step.
[0150] Also, the processor 81 executes the processing of each step shown in FIGS. 17 to 19 using a memory (for example, DRAM 85). That is, the processor 81 stores the information (in other words, data) obtained by each processing step in the memory, and when using the information in subsequent processing steps, reads the information from the memory and uses it.
[0151] In step S1 shown in FIG. 17, the processor 81 determines whether the player character is in a falling state. For example, when the player character is in the air and falls from a location at or above a predetermined height to the ground, the processor 81 determines that the player character is in a falling state. On the other hand, when the player character is in contact with the ground or when the player character is in the air and falls from a location below the predetermined height to the ground, the processor 81 determines that the player character is not in a falling state. If the determination result of step S1 is negative, the process of step S2 is executed. On the other hand, if the determination result of step S1 is positive, the process of step S3 is executed.
[0152] In step S2, the processor 81 executes control processing for the player character to move on the terrain. For example, the processor 81 causes the player character to perform an operation of moving on the terrain (for example, walking or running) in response to a direction input to the controller (for example, a direction input to the analog stick 32). At this time, the processor 81 updates the character data stored in the memory so as to indicate the content after the operation of the player character is controlled. Further, in step S2, the processor 81 generates a game image showing the game space after the above control processing and displays it on the display 12. Note that the process of step S2 may be the same as the conventional game control process. In addition to executing the process of controlling the movement of the player character, the game system 1 may execute a process of controlling the movement of the virtual camera and other objects such as enemy characters. After step S2, the process of step S1 is executed again.
[0153] Note that the processing loops of steps S1 and S2 are executed at a rate of once per predetermined time (for example, one frame time). That is, in the present embodiment, the processor 81 makes the determination of step S1 at a rate of once per predetermined time.
[0154] In step S3, the processor 81 determines the initial posture at the time of falling and controls the movement of the player character so as to be in the determined posture. As described above, in the present embodiment, when the player character jumps down from a high place without performing a diving motion, the processor 81 determines the initial posture as the normal falling posture. On the other hand, when the player character performs a diving motion and jumps down from a high place, the processor 81 determines the initial posture as the diving falling posture. At this time, the processor 81 updates the content of the posture data stored in the memory so as to indicate the determined posture. The process of step S4 is executed after step S3.
[0155] In step S4, the processor 81 determines whether or not a stance start instruction has been given by the player. If the determination result in step S4 is affirmative, the process of step S10 described later is executed. On the other hand, if the determination result in step S4 is negative, the process of step S5 is executed.
[0156] In step S5, the processor 81 determines whether or not to change the posture of the player character at the time of falling. Specifically, it is determined whether or not an instruction to change the posture of the player character at the time of falling (for example, the above-described item use instruction or diving instruction, etc.) has been given by the player, and whether or not the stamina of the player character has become zero. Then, when the above instruction is given, or when the stamina of the player character has become zero, the processor 81 determines to change the posture at the time of falling. On the other hand, when the above instruction is not given and the stamina of the player character has not become zero, the processor 81 determines not to change the posture at the time of falling. If the determination result in step S5 is affirmative, the process of step S6 is executed. On the other hand, if the determination result in step S5 is negative, the process of step S6 is skipped and the process of step S7 is executed.
[0157] During the game control process, the processor 81 determines whether various instructions have been given by the player based on the operation data acquired from each of the controllers 3 or 4. Here, the processor 81 acquires the operation data received from each controller via the controller communication unit 83 and / or each of the terminals 17 and 21 at an appropriate timing and stores it in the memory. The processor 81 determines at an appropriate timing whether an instruction has been given by the player based on the acquired operation data, and if an instruction has been given, identifies the content of the instruction.
[0158] In step S6, the processor 81 changes the posture of the player character when it falls. The posture after the change is determined according to the method described in the above "[2-1: Posture during fall]". That is, in step S5 above, if it is determined that an instruction to change the posture has been given by the player, the processor 81 controls the player character to assume the posture corresponding to the instruction. Also, in step S5 above, if it is determined that the stamina of the player character has become 0, the processor 81 controls the player character to assume the normal falling posture. At this time, the processor 81 updates the content of the posture data stored in the memory so as to indicate the posture after the change. The process of step S7 is executed after step S6.
[0159] In step S7, the processor 81 causes the player character to move (here, fall) in the game space. The movement of the player character is controlled according to the method described in the above “[2-1: Posture during fall]”. That is, the processor 81 moves the player character in the direction of gravity (i.e., vertically downward) in the game space, and when a movement instruction is given by the player, the player character is moved in the direction corresponding to the movement instruction. Further, when a movement instruction and / or a camera instruction is given by the player, the processor 81 changes the direction of the player character according to these instructions. At this time, the processor 81 updates the content of the position data stored in the memory so as to indicate the position of the player character after the movement, and updates the content of the direction data stored in the memory so as to indicate the direction of the player character after the movement. Also, when the player character is in a state of slow fall, the processor 81 decreases the stamina of the player character by a predetermined amount so as to decrease according to the passage of time during the fall. The process of step S8 is executed after step S7.
[0160] Note that in step S7 above, the processor 81 may further control the operations of other objects (for example, enemy objects and shot arrow objects) other than the player character in the game space as necessary.
[0161] In step S8, the processor 81 moves the virtual camera in the game space. The movement of the virtual camera is controlled according to the method described in the above “[2-1: Posture during fall]”. That is, the processor 81 changes the position and orientation of the virtual camera according to the camera instruction by the player. As described above, the virtual camera is controlled so that the position and orientation are such that the player character 201 is included in the field of view. Therefore, in step S8 above, for example, when no camera instruction is given by the player, the processor 81 changes the position of the virtual camera so as to move downward according to the fall of the player character. Also, when diving fall or back fall is started (that is, when the posture of the player character is changed to the posture of diving fall or back fall in step S6), the processor 81 sets the virtual camera to a predetermined orientation. In step S8, the processor 81 updates the content of the camera data stored in the memory so as to indicate the position and orientation of the virtual camera after the movement. The process of step S9 is executed after step S8.
[0162] In step S9, the processor 81 generates a game image showing the game space and displays it on the display 12. This game image is generated based on the character data and camera data updated in steps S6 to S8 above. That is, the processor 81 generates a game image of the game space showing the position, orientation, and posture of the player character changed in steps S6 and S7 above, as seen from the position of the virtual camera set in step S8 in the direction corresponding to the orientation of the virtual camera. Note that the process of generating the game image in step S9 is repeatedly executed at a rate of once per predetermined time (for example, one frame time). That is, the processing loop of steps S4 to S11 is repeatedly executed at a rate of once per the predetermined time, except when the process of step S10 is executed. Note that the display device on which the game image is displayed may be the display 12 of the main body device 2 or the above-described stationary monitor connected to the main body device 2. The process of step S11 is executed after step S9.
[0163] On the one hand, in step S10, the processor 81 executes a special operation mode process, which is a process executed in the special operation mode. Details of the special operation mode process will be described later (see FIG. 18). After step S10, the process of step S11 is executed.
[0164] In step S11, the processor 81 determines whether the fall of the player character has ended. For example, the processor 81 determines whether the player character has contacted a terrain object such as the ground. If the determination result in step S11 is affirmative, the process of step S1 is executed again. On the other hand, if the determination result in step S11 is negative, the process of step S4 is executed. Thereafter, a series of processes from step S4 to S11 are repeatedly executed until it is determined in step S11 that the fall of the player character has ended.
[0165] FIG. 18 is a sub - flowchart showing an example of the detailed flow of the special operation mode process in step S9 shown in FIG. 17. In the special operation mode process, first, in step S21, the processor 81 determines whether the falling state of the player character immediately before the start of the special operation mode process was a high - speed fall based on the posture data stored in the memory. If the determination result in step S21 is affirmative, the process of step S22 is executed. On the other hand, if the determination result in step S21 is negative, the process of step S23 is executed.
[0166] In step S22, the processor 81 controls the movement of the player character to assume a downward - facing stance. That is, the processor 81 updates the content of the posture data stored in the memory to indicate a downward - facing stance. After step S22, the process of step S26 is executed.
[0167] In step S23, the processor 81 determines whether or not the falling state of the player character immediately before the start of the special operation mode process is a back fall based on the posture data stored in the memory. If the determination result in step S23 is affirmative, the process of step S24 is executed. On the other hand, if the determination result in step S23 is negative, the process of step S25 is executed.
[0168] In step S24, the processor 81 controls the operation of the player character to assume an upward-facing stance. That is, the processor 81 updates the content of the posture data stored in the memory so as to indicate an upward-facing stance. The process of step S26 is executed after step S24.
[0169] In step S25, the processor 81 controls the operation of the player character to assume a side-facing stance. Here, the process of step S25 is executed when the falling state of the player character immediately before the start of the special operation mode process is a normal fall, a slow fall, or a diving fall. Therefore, the processor 81 updates the content of the posture data stored in the memory so as to indicate a side-facing stance. The process of step S26 is executed after step S25.
[0170] In step S26, the processor 81 causes the player character to move (here, a falling movement) in the game space. That is, the processor 81 moves the player character in the direction of gravity (i.e., the vertically downward direction) in the game space. At this time, the processor 81 updates the content of the position data stored in the memory so as to indicate the position of the player character after the movement. The process of step S27 is executed after step S26.
[0171] Note that in step S26 above, the processor 81 may further control the operations of other objects (e.g., enemy objects or shot arrow objects) other than the player character in the game space as necessary.
[0172] In step S27, the processor 81 determines whether a camera instruction has been given by the player. If the determination result in step S27 is affirmative, the process of step S28 is executed. On the other hand, if the determination result in step S27 is negative, the process of step S31 is executed.
[0173] In step S28, the processor 81 moves the virtual camera in the game space according to the camera instruction given by the player. The movement of the virtual camera is controlled according to the method described in the above “[2. Outline of Processing in the Game System]”. The process of step S29 is executed after step S28.
[0174] In step S29, the processor 81 executes a posture change process. The posture change process is a process of changing the stance posture (specifically, the type of stance posture) of the player character according to the orientation of the virtual camera. Hereinafter, with reference to FIG. 19, the posture change process will be described in detail.
[0175] FIG. 19 is a sub flowchart showing an example of the detailed flow of the posture change process in step S29 shown in FIG. 18. In the posture change process, first, in step S40, the processor 81 determines whether the current stance posture of the player character is a downward stance based on the posture data stored in the memory. If the determination result in step S40 is affirmative, the process of step S41 is executed. On the other hand, if the determination result in step S40 is negative, the process of step S43 is executed.
[0176] In step S41, the processor 81 determines whether the orientation of the virtual camera is upward from the above first reference direction based on the camera data stored in the memory. If the determination result in step S41 is affirmative, the process of step S42 is executed. On the other hand, if the determination result in step S41 is negative, the process of step S50 is executed.
[0177] In step S42, the processor 81 changes the stance posture of the player character to a side-facing stance. That is, the processor 81 updates the content of the posture data stored in the memory to indicate a side-facing stance. The process of step S50 is executed after the process of step S42.
[0178] In step S43, the processor 81 determines whether the current stance posture of the player character is an upward-facing stance based on the posture data stored in the memory. If the determination result of step S43 is affirmative, the process of step S44 is executed. On the other hand, if the determination result of step S43 is negative, the process of step S46 is executed.
[0179] In step S44, the processor 81 determines whether the direction of the virtual camera is downward relative to the third reference direction based on the camera data stored in the memory. If the determination result of step S44 is affirmative, the process of step S45 is executed. On the other hand, if the determination result of step S44 is negative, the process of step S50 is executed.
[0180] In step S45, the processor 81 changes the stance posture of the player character to a side-facing stance. That is, the processor 81 updates the content of the posture data stored in the memory to indicate a side-facing stance. The process of step S50 is executed after the process of step S45.
[0181] The process of step S46 is executed when the current stance posture of the player character is a side-facing stance. Therefore, in step S46, the processor 81 determines whether the direction of the virtual camera is downward relative to the second reference direction based on the camera data stored in the memory. If the determination result of step S46 is affirmative, the process of step S47 is executed. On the other hand, if the determination result of step S46 is negative, the process of step S48 is executed.
[0182] In step S47, the processor 81 changes the stance of the player character to a downward stance. That is, the processor 81 updates the content of the posture data stored in the memory to indicate a downward stance. After the processing of step S47, the processing of step S50 is executed.
[0183] In step S48, the processor 81 determines, based on the camera data stored in the memory, whether the direction of the virtual camera is upward from the fourth reference direction. If the determination result in step S48 is affirmative, the processing of step S49 is executed. On the other hand, if the determination result in step S48 is negative, the processing of step S50 is executed.
[0184] In step S49, the processor 81 changes the stance of the player character to an upward stance. That is, the processor 81 updates the content of the posture data stored in the memory to indicate an upward stance. After the processing of step S49, the processing of step S50 is executed.
[0185] In step S50, the processor 81 changes the stance according to the turn start instruction or turn end instruction by the player. Specifically, when a turn start instruction is given by the player while the stance of the player character is in a sideward stance or a downward stance, the processor 81 changes the stance of the player character 201 to an upward stance. Also, when a turn end instruction is given by the player while the stance of the player character is in an upward stance, the processor 81 changes the stance of the player character 201 to the stance immediately before becoming an upward stance (specifically, a sideward stance or a downward stance). Note that the processor 81 updates the content of the posture data stored in the memory to indicate the stance after the above change. Also, in step S50, if the turn start instruction and turn end instruction by the player are not given, the processor 81 ends the processing of step S50 without changing the stance. After step S50, the processor 81 ends the posture change process.
[0186] Returning to the description of FIG. 18, after the process of step S29, the process of step S30 is executed. In step S30, the processor 81 sets the shooting direction in which the player character shoots an arrow based on the direction of the virtual camera. Specifically, the processor 81 sets the shooting direction to match the direction of the virtual camera. Further, the processor 81 controls the posture and / or orientation of the player character so as to be in a posture of aiming the arrow in the shooting direction. Note that in step S30, the type of the ready posture of the player character is not changed. Next to step S30, the process of step S32 is executed.
[0187] On the other hand, in step S31, the processor 81 moves the virtual camera in response to the falling movement of the player character. At this time, the processor 81 updates the content of the camera data stored in the memory so as to indicate the position and orientation of the virtual camera after the movement. Next to step S31, the process of step S32 is executed.
[0188] In step S32, the processor 81 determines whether or not a shooting instruction has been given by the player. If the determination result in step S32 is affirmative, the process of step S33 is executed. On the other hand, if the determination result in step S32 is negative, the process of step S33 is skipped and the process of step S34 is executed.
[0189] In step S33, the processor 81 causes the player character to perform an injection action of shooting an arrow. Further, the processor 81 moves the arrow object in the shooting direction in the game space. In this embodiment, during the special operation mode, a series of processes from steps S26 to S35 are executed at a rate of once per predetermined time (for example, one frame time). The processor 81 may control the operation of the player character to perform the above injection action over a plurality of frames. Further, the processor 81 decreases the stamina of the player character by a predetermined amount corresponding to shooting the arrow. Next to step S33, the process of step S34 is executed.
[0190] In step S34, the processor 81 generates a game image showing the game space and displays it on the display 12. This game image is generated based on the character data updated in steps S22, S24 to S26, S29, S30, and / or S33, and the camera data updated in step S28 or S31. That is, the player character is arranged in the game space at the position changed in step S26 in the posture updated in steps S22, S24 to S26, S29, S30, and / or S33. Further, the virtual camera is set at the position and orientation set in step S28 or S31 so as to include the player character in the field of view. The processor 81 generates a game image as seen in the direction corresponding to the orientation of the virtual camera from the position of the virtual camera and displays it on the display 12. The process of generating the game image in step S34 is repeatedly executed at a frequency of once per predetermined time (for example, one frame time) until the special operation mode ends. That is, the processing loop from steps S26 to S35 is repeatedly executed at a rate of once per predetermined time until the special operation mode ends. Next to step S34, the process of step S35 is executed.
[0191] In step S35, the processor 81 determines whether to end the special operation mode. Although various determination conditions for ending the special operation mode can be set, as an example, the processor 81 determines whether an instruction to end the stance has been given by the player, whether the stamina of the player character has become 0, and whether the fall has ended, such as when the player character touches the ground. Then, when an instruction to end the stance has been given, when the stamina of the player character has become 0, or when the fall has ended, the processor 81 determines to end the special operation mode. On the other hand, when an instruction to end the stance has not been given, the stamina of the player character has not become 0, and the fall has not ended, the processor 81 determines not to end the special operation mode. If the determination result in step S35 is affirmative, the processor 81 ends the special operation mode process. On the other hand, if the determination result in step S35 is negative, the process of step S26 is executed again. Thereafter, a series of processes from steps S26 to S35 are repeatedly executed until it is determined in step S35 to end the special operation mode.
[0192] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the game program causes the computer (for example, the processor 81) of the information processing apparatus (for example, the main body apparatus 2) to control the player character in the virtual space (for example, the game space) based on the operation input of the player (for example, the operation input to the controller 3 or 4 which is an example of the operation device) (step S2). Also, the game program causes the computer to perform the following processes when the player character is in the falling state of falling in the virtual space. · A process of controlling at least one of the falling direction and the falling speed of the falling player character based on the character operation input of the player (step S7) · A process of controlling the posture of the player character during the fall based on the character operation input of the player (steps S5, S6) · Processing to control the orientation of the virtual camera based on the player's camera operation input (step S8) · Processing to control the position of the virtual camera so that at least the player character is within the field of view of the virtual camera based on the position of the player character and the orientation of the virtual camera (step S8) Also, in a special operation mode in which the game program accepts an operation input for causing a falling player character to perform a special action including an ejection action of ejecting a predetermined object (for example, an arrow object), the computer is made to perform the following processing. · Processing to change the posture of the falling player character according to at least the component related to the pitch direction of the orientation of the virtual camera based on the camera operation input (for example, changing the posture of the player character so that the orientation of the player character as seen from the virtual camera changes) (step S29) · Processing to set the ejection direction of a predetermined object in the ejection action according to the orientation of the virtual camera based on the camera operation input (step S30) · Processing to perform control for the player character to perform the ejection action and control for the predetermined object to move in the ejection direction based on the player's ejection operation input (step S33)
[0193] According to the above configuration, in the special operation mode, the ejection direction is controlled according to the orientation of the virtual camera, and the posture of the player character changes according to the orientation of the virtual camera. As a result, while making the player character take a natural posture, the range of the ejection direction can be widened.
[0194] (Modification example regarding the ejection action) In the above-described embodiment, an example was described in which the player character performs an action of shooting an arrow using a bow as an ejection action, and an arrow object is ejected as the predetermined object. Here, the content of the ejection action is arbitrary, and the content of the predetermined object ejected by the ejection action is also arbitrary. For example, in another embodiment, the player character may perform an action of firing a gun as an ejection action, or may perform an action of throwing an object (e.g., a weapon, etc.) held by the player character, or may perform an action of ejecting a fireball by magic.
[0195] Also, in the present embodiment, an example was described in which, as the special action, the player character performs an action of assuming a stance and an ejection action. Here, in another embodiment, the special action only needs to include at least the ejection action, and may not include other actions other than the ejection action, or may include an action different from the action of assuming a stance.
[0196] Note that in another embodiment, the game system 1 may not include a part of the configuration in the above-described embodiment, or may not execute a part of the processes executed in the above-described embodiment. For example, in order for the game system 1 to exhibit some specific effects in the above-described embodiment, it only needs to include a configuration for exhibiting the effects and execute a process for exhibiting the effects, and may not include other configurations or execute other processes.
Industrial Applicability
[0197] The above-described embodiment can be used, for example, as a game system or a game program for the purpose of naturally expressing the posture of the player character in the air and improving the degree of freedom in the direction of performing actions.
Explanation of Signs
[0198] 1 Game system 2 Main body device 3 Left Controller 4 Right Controller 81 Processor 201 Player Character 202 Bow Object 205 Virtual Camera
Claims
1. In a computer of an information processing apparatus, control a player character in a virtual space based on an operation input of a player, in a falling state where the player character is falling in the virtual space, cause the computer to control at least one of the falling direction and the falling speed of the falling player character based on a character operation input of the player, control the posture of the falling player character based on a character operation input of the player, control the direction of a virtual camera based on a camera operation input of the player, control the position of the virtual camera based on the position of the player character and the direction of the virtual camera so that at least the player character is at a position included in the viewing range of the virtual camera, in a special operation mode for receiving an operation input for causing a special action including an ejection action of ejecting a predetermined object to the falling player character, cause the computer to change the posture of the falling player character according to at least a component related to the pitch direction of the direction of the virtual camera based on the camera operation input, set the ejection direction of the predetermined object in the ejection action according to the direction of the virtual camera based on the camera operation input, A game program that controls the player character to perform the ejection action based on an ejection operation input of the player and controls the predetermined object to move in the ejection direction.
2. In the falling state, cause the computer to control the player character so that at least one of a plurality of types of postures including a posture in which the upward direction of the player character faces downward in the virtual space and a posture in which the forward direction of the player character faces downward in the virtual space is satisfied, and cause the computer to control at least one of the falling direction and the falling speed according to the posture of the player character. The game program according to claim 1.
3. In the special operation mode, the computer is caused to control the operation of the player character so that the player character assumes a stance for the shooting action in a direction corresponding to at least a component related to the pitch direction of the orientation of the virtual camera based on the camera operation input. The game program according to claim 1 or claim 2.
4. In the special operation mode, the computer is caused to change the stance of the player character as a change in the posture of the player character corresponding to at least a component related to the pitch direction of the orientation of the virtual camera. The game program according to claim 3.
5. In the special operation mode, in response to the component related to the pitch direction of the orientation of the virtual camera changing from a state of being downward from a first reference direction to a state of being upward from the first reference direction, the computer is caused to change the posture of the player character so that the upward direction of the player character faces upward in the virtual space. The game program according to any one of claims 1 to 4.
6. In the special operation mode, in response to the component related to the pitch direction of the orientation of the virtual camera changing from a state of being upward from a second reference direction, which is the same as or different from the first reference direction, to a state of being downward from the second reference direction, the computer is caused to change the posture of the player character so that the upward direction of the player character faces downward in the virtual space, or the forward direction of the player character faces downward in the virtual space. The game program according to claim 5.
7. The first reference direction is upward from the second reference direction. The game program according to claim 6.
8. In the special operation mode, the computer is caused to set the posture of the player character at the start of the special operation mode according to the posture of the player character immediately before the start of the special operation mode. The game program according to any one of claims 1 to 7.
9. The game program according to any one of claims 1 to 8, wherein in the falling state, the computer is set to orient the virtual camera so that the orientation of the virtual camera faces upward in the virtual space based on the player's orientation change operation input.
10. The game program according to claim 9, wherein in the falling state, the computer is further set to orient the posture of the player character so that the forward direction of the player character faces upward in the virtual space based on the orientation change operation input.
11. In the falling state, in response to the start of a predetermined key input by the player, the computer is caused to start the special operation mode. The injection operation input is an input for ending the predetermined key input that starts the special operation mode. The game program according to any one of claims 1 to 10, wherein the computer is caused to end the special operation mode based on an end operation input by the player.
12. The game program according to any one of claims 1 to 11, wherein in the special operation mode, the computer is caused to display an animation showing the state of the player character falling so that the speed at which the player character falls appears slower than the falling speed of the player character when not in the special operation mode.
13. Comprising a processor. The processor: Controls a player character in a virtual space based on a player's operation input. In the falling state where the player character is falling in the virtual space, the processor: Controls at least one of the falling direction and the falling speed of the falling player character based on the player's character operation input. Controls the posture of the falling player character based on the player's character operation input. Controls the orientation of the virtual camera based on the player's camera operation input. Controls the position of the virtual camera based on the position of the player character and the orientation of the virtual camera so that at least the player character is in a position included in the viewing range of the virtual camera. In a special operation mode for receiving an operation input for causing a special action including an injection action of injecting a predetermined object to the player character in a falling state, the processor changes the posture of the player character in the falling state according to a component related to at least the pitch direction of the orientation of the virtual camera based on the camera operation input, sets an injection direction of the predetermined object in the injection action according to the orientation of the virtual camera based on the camera operation input, An information processing apparatus that controls the player character to perform the injection action based on the player's injection operation input and controls the predetermined object to move in the injection direction.
14. In the falling state, the processor controls the player character so as to correspond to at least any one of a plurality of types of postures including a posture in which the upward direction of the player character faces downward in the virtual space and a posture in which the forward direction of the player character faces downward in the virtual space, and controls at least any one of the falling direction and the falling speed according to the posture of the player character. The information processing apparatus according to claim 13.
15. In the special operation mode, the processor controls the operation of the player character so that the player character assumes a stance for the injection action in a direction corresponding to a component related to at least the pitch direction of the orientation of the virtual camera based on the camera operation input. The information processing apparatus according to claim 13 or claim 14.
16. In the special operation mode, the processor changes the stance of the player character as a change in the posture of the player character corresponding to a component related to at least the pitch direction of the orientation of the virtual camera. The information processing apparatus according to claim 15.
17. In the special operation mode, the processor changes the posture of the player character so that the upward direction of the player character faces upward in the virtual space in response to a change from a state where a component related to the pitch direction of the orientation of the virtual camera is downward from a first reference direction to a state where it is upward from the first reference direction. The information processing apparatus according to any one of claims 13 to 16.
18. In the special operation mode, the processor changes the posture of the player character so that the upward direction of the player character faces downward in the virtual space, or the forward direction of the player character faces downward in the virtual space, in response to a change in the component related to the pitch direction of the orientation of the virtual camera from a state where it is upward from a second reference direction that is the same as or different from the first reference direction to a state where it is downward from the second reference direction. The information processing apparatus according to claim 17.
19. The information processing apparatus according to claim 18, wherein the first reference direction is upward from the second reference direction.
20. In the special operation mode, the processor sets the posture of the player character at the start of the special operation mode according to the posture of the player character immediately before the start of the special operation mode. The information processing apparatus according to any one of claims 13 to 19.
21. In the falling state, the processor sets the virtual camera so that the orientation of the virtual camera faces upward in the virtual space based on the input of the operation for changing the orientation of the player. The information processing apparatus according to any one of claims 13 to 20.
22. In the falling state, the processor sets the posture of the player character so that the forward direction of the player character faces upward in the virtual space based on the input of the operation for changing the orientation. The information processing apparatus according to claim 21.
23. In the falling state, the processor starts the special operation mode in response to the start of a predetermined key input by the player. The input for the injection operation is an input for ending the predetermined key input for starting the special operation mode. The processor ends the special operation mode based on the input of the end operation by the player. The information processing apparatus according to any one of claims 13 to 22.
24. In the special operation mode, the processor causes the display device to display an animation showing how the player character falls, such that the speed at which the player character falls appears slower than the falling speed of the player character when not in the special operation mode. The information processing apparatus according to any one of claims 13 to 23.
25. An information processing system including an information processing apparatus including a processor and an operating device, wherein the processor controls a player character in a virtual space based on an operation input of a player to the operating device, and in a falling state where the player character is falling in the virtual space, the processor controls at least one of the falling direction and the falling speed of the falling player character based on a character operation input of the player to the operating device, controls the posture of the falling player character based on a character operation input of the player to the operating device, controls the direction of a virtual camera based on a camera operation input of the player to the operating device, controls the position of the virtual camera based on the position of the player character and the direction of the virtual camera such that at least the player character is in a position included in the viewing range of the virtual camera, and in a special operation mode for receiving an operation input to the operating device for causing the falling player character to perform a special action including an ejection action of ejecting a predetermined object, the processor changes the posture of the falling player character according to a component related to at least the pitch direction of the direction of the virtual camera based on the camera operation input, sets the ejection direction of the predetermined object in the ejection action according to the direction of the virtual camera based on the camera operation input, and controls the player character to perform the ejection action and controls the predetermined object to move in the ejection direction based on an ejection operation input of the player to the operating device. An information processing system.
26. In the falling state, the processor controls the player character so as to correspond to at least any one of a plurality of types of postures including a posture in which the upward direction of the player character faces downward in the virtual space and a posture in which the forward direction of the player character faces downward in the virtual space, and controls at least any one of the falling direction and the falling speed according to the posture of the player character. The information processing system according to claim 25.
27. In the special operation mode, the processor controls the operation of the player character so that the player character assumes a stance for the shooting action in a direction corresponding to at least a component related to the pitch direction of the orientation of the virtual camera based on the camera operation input, The information processing system according to claim 25 or claim 26, wherein a change in the stance by the player character is performed as a change in the posture of the player character corresponding to at least a component related to the pitch direction of the orientation of the virtual camera.
28. In the falling state, the processor sets the virtual camera so that the orientation of the virtual camera faces upward in the virtual space based on an input for changing the orientation of the player with respect to the operation device. The information processing system according to any one of claims 25 to 27.
29. A game processing method executed in an information processing system including a processor, wherein the processor controls a player character in a virtual space based on an operation input of a player, in a falling state in which the player character is falling in the virtual space, the processor controls at least any one of the falling direction and the falling speed of the falling player character based on a character operation input of the player, controls the posture of the player character during falling based on a character operation input of the player, controls the orientation of a virtual camera based on a camera operation input of the player, controls the position of the virtual camera based on the position of the player character and the orientation of the virtual camera so that at least the player character is located within the viewing range of the virtual camera. In a special operation mode for receiving an operation input for causing a special action including an injection action of injecting a predetermined object to the player character in a falling state, the processor changes the posture of the player character in the falling state according to a component related to at least the pitch direction of the orientation of the virtual camera based on the camera operation input, sets the injection direction of the predetermined object in the injection action according to the orientation of the virtual camera based on the camera operation input, A game processing method for controlling the player character to perform the injection action based on the player's injection operation input and controlling the predetermined object to move in the injection direction.
30. In the falling state, the processor controls the player character so as to correspond to at least any one of a plurality of types of postures including a posture in which the upward direction of the player character faces downward in the virtual space and a posture in which the forward direction of the player character faces downward in the virtual space, and controls at least any one of the falling direction and the falling speed according to the posture of the player character. The game processing method according to claim 29.
31. In the special operation mode, the processor controls the operation of the player character so that the player character assumes a stance for the injection action in a direction corresponding to a component related to at least the pitch direction of the orientation of the virtual camera based on the camera operation input, The game processing method according to claim 29 or claim 30, wherein a change in the stance by the player character is performed as a change in the posture of the player character corresponding to a component related to at least the pitch direction of the orientation of the virtual camera.
32. In the falling state, the processor sets the virtual camera so that the orientation of the virtual camera faces upward in the virtual space based on the player's orientation change operation input. The game processing method according to any one of claims 29 to 31.
Citation Information
Patent Citations
Display control program, display control device, display control system and display control method
JP2012145976A