Game program, game processing method, and information processing device

The game program addresses the discomfort of object detachment by timing-based image transitions and camera movements, improving player immersion and reducing processing load.

JP2025111331APending Publication Date: 2025-07-30KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2024005702
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-17
Publication Date
2025-07-30

AI Technical Summary

Technical Problem

The arrangement of objects in a virtual space, where one object detaches, can cause a sense of discomfort to the player as if the remaining objects have teleported, disrupting the immersion in the game.

Method used

The game program displays a first image based on the start and end timings of an object's action, adjusts the arrangement of other objects, and moves a virtual camera to maintain a smooth transition, focusing on the object's detachment process.

Benefits of technology

This approach reduces player discomfort during object detachment by ensuring a seamless visual transition, enhancing game immersion and reducing processing load.

✦ Generated by Eureka AI based on patent content.

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Abstract

To reduce a feeling of incongruity felt by a user when a portion of multiple objects decreases.SOLUTION: A game program allows an information processing device to execute display of a first image including one object from among multiple objects on the basis of the initial stage of a predetermined action of the one object, display of a second image including another object from among multiple objects on the basis of the end of a predetermined action, and a change in at least a partial arrangement of the other object when shifting from the display of the first image to the display of the second image.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to a game program, a game processing method, and an information processing apparatus.

Background Art

[0002] Patent Document 1 discloses a game program that executes a battle between a player character and a plurality of enemy characters.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, when a first image including one object and a second image including other objects are arranged and displayed on a virtual space, and the remaining other objects are moved to the space vacated when one object detaches, it may give the player a sense of discomfort as if the other objects have teleported.

[0005] Therefore, an object of the present disclosure is to provide a game program, a game processing method, and an information processing apparatus that can reduce the sense of discomfort given to a player when a part of a plurality of objects decreases.

Means for Solving the Problems

[0006] The game program according to the first aspect causes an information processing apparatus to display a first image including one object among a plurality of objects based on a predetermined start timing of an action of the one object, display a second image including another object among the plurality of objects based on a predetermined end timing of the action, and change the arrangement of at least a part of the other object while transitioning from the display of the first image to the display of the second image.

[0007] The game program according to the second aspect moves a virtual camera so as to approach a predetermined position based on the end timing, and changes the arrangement of at least a part of the other object so as to approach the position while continuously transitioning from the display of the first image to the display of the second image by the movement of the virtual camera.

[0008] The game program according to the third aspect displays a third image including the plurality of objects photographed by the virtual camera from the position before the first image.

[0009] The game program according to the fourth aspect displays a third image including the plurality of objects before the first image, displays the first image that focuses on the one object from the third image based on the start timing, and displays the second image that does not focus on the one object from the first image based on the end timing.

[0010] The game program according to the fifth aspect changes the arrangement of at least a part of the other object without applying a movement motion during the transition from the display of the first image to the display of the second image.

[0011] In the game program according to the sixth aspect, the predetermined action is an action related to a process of increasing or decreasing the number of the plurality of objects.

[0012] When the game program according to the seventh aspect displays the first image, it sets the distance from the other object to the virtual camera to a first specific distance, and when displaying the third image including the plurality of objects, it sets the distance from the plurality of objects to the virtual camera to a second specific distance that is longer than the first specific distance.

[0013] In the game program according to the eighth aspect, actions related to the process of increasing or decreasing the number of the plurality of objects include at least one of the aspect when the one object is destroyed and the aspect when all the game characters included in the one object escape.

[0014] When the number of the objects is one set, the game program according to the ninth aspect arranges the game characters included in the object horizontally in the image captured by the virtual camera. When the number of the objects is multiple sets, for each object, the game characters included in the object are arranged in a non-horizontal direction intersecting the horizontal direction or in the horizontal direction. During the battle with the multiple sets of the objects, when a specific object detaches and the remaining objects in the battle become one set or multiple sets, while rearranging the remaining objects in the battle from the non-horizontal direction to the horizontal direction, the position of the virtual camera is temporarily moved from a first position that captures the whole of the multiple sets of the objects to a second position that approaches relatively to the detaching object, and then moved to a third position that captures the remaining objects in the battle arranged in the horizontal direction, and causes the information processing apparatus to execute this.

[0015] When the specific object starts the detachment, the game program according to the tenth aspect moves the position of the virtual camera from the first position to the second position, and when the detachment of the specific object is completed, moves the position of the virtual camera from the second position to the third position.

[0016] The game program according to the 11th aspect causes the virtual camera moved to the third position to approach the objects remaining in the battle arranged in the horizontal direction.

[0017] The game processing method according to the 12th aspect causes a computer to display a first image including one object among a plurality of objects based on a start period of a predetermined action of the one object, display a second image including another object among the plurality of objects based on an end period of the predetermined action, and change an arrangement of at least a part of the other object while transitioning from the display of the first image to the display of the second image.

[0018] The information processing apparatus according to the 13th aspect is an information processing apparatus including at least one processor that executes game processing, and the processor displays a first image including one object among a plurality of objects based on a start period of a predetermined action of the one object, displays a second image including another object among the plurality of objects based on an end period of the predetermined action, and changes an arrangement of at least a part of the other object while transitioning from the display of the first image to the display of the second image.

Advantages of the Invention

[0019] In the game program, game processing method, and information processing apparatus according to the present disclosure, it is possible to reduce the sense of discomfort given to the player when a part of a plurality of objects decreases.

Brief Description of the Drawings

[0020]

Figure 1

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Mode for Carrying Out the Invention

[0021] Hereinafter, the information processing apparatus 10 according to the embodiments of the present disclosure will be described. FIG. 1 is a block diagram showing the hardware configuration of the information processing apparatus 10. The information processing apparatus 10 is, for example, a home game machine, a portable game machine, a business game machine, a smartphone, a tablet terminal, a personal computer, or the like. In an example of the embodiments of the present disclosure, the information processing apparatus 10 is a "home game machine". The information processing apparatus 10 is an example of a "computer". The information processing apparatus 10 may be interpreted as a server that provides an online game.

[0022] As shown in FIG. 1, the information processing apparatus 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, an external I / F (InterFace) 17, a communication I / F 18, and an input I / F 19. Each component is connected to be communicable with each other via a bus 20.

[0023] The CPU 11 is a central arithmetic processing unit that executes various programs and controls each part.

[0024] The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a work area.

[0025] The storage 14 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data.

[0026] The display 15 is, for example, a liquid crystal display and displays various types of information. In an embodiment of the present disclosure, the display 15 is integrated with the information processing apparatus 10. However, it is not limited to this, and the display 15 may be separate from the information processing apparatus 10. Also, in an embodiment of the present disclosure, the display 15 does not have a touch panel. However, it is not limited to this, and the display 15 may integrally have a touch panel. The display 15 is an example of a display unit.

[0027] The speaker 16 outputs various sounds. The external I / F 17 is an interface for connecting an external device to the information processing apparatus 10. The external device is, for example, the recording medium 30.

[0028] For the recording medium 30, a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, an SD memory card, or the like is used. A game program 30A for executing a predetermined game in the information processing apparatus 10 is stored in the recording medium 30. The CPU 11 reads the game program 30A from the recording medium 30 via the external I / F 17 and executes the game program 30A using the RAM 13 as a work area. Note that the game program 30A is not limited to being stored in the recording medium 30, and may be pre-stored in the storage 14 of the information processing apparatus 10, or may be downloadable to the information processing apparatus 10 via a network.

[0029] The communication I / F 18 is an interface for connecting the information processing apparatus 10 to a network. For the communication I / F 18, for example, a standard for wired communication such as Ethernet (registered trademark) or FDDI, or a standard for wireless communication such as 4G, 5G, or Wi-Fi (registered trademark) is used.

[0030] The input I / F 19 is an interface for connecting to the input device 40. The input device 40 is a controller having operation buttons and direction keys, a mouse, a keyboard, etc., and is used to perform various inputs. The player operates the game using the input device 40. The operation information indicating the content of the input operation performed by the player using the input device 40 is stored in the RAM 13. The input device 40 may be separate from the information processing device 10 or may be integrated with the information processing device 10. The input device 40 may be detachable from the information processing device 10. The number of input devices 40 may be one or more.

[0031] Next, the functional configuration of the information processing device 10 will be described with reference to FIG. 2. FIG. 2 is a block diagram showing an example of the functional configuration of the information processing device 10.

[0032] As shown in FIG. 2, the CPU 11 of the information processing device 10 has, as functional configurations, a reception unit 11A and a control unit 11B. Each functional configuration is realized by the CPU 11 reading and executing the game program 30A stored in the recording medium 30.

[0033] (Reception unit 11A) The reception unit 11A receives an input operation using the input device 40 from the player.

[0034] (Control unit 11B) The control unit 11B controls the progress of the game and the display mode of the game space based on the input operation of the player received by the reception unit 11A and the information defined in the game program 30A.

[0035] Hereinafter, examples of the display mode will be described with reference to FIGS. 3A to 11B. FIGS. 3A to 11B are diagrams showing examples of the display mode by the control unit 11B.

[0036] As shown in FIGS. 3A and 3B, when there is one set of objects OB facing the player character, the characters CH included in the object OB may be arranged in the horizontal direction HD in the image IG captured by the virtual camera CA. The horizontal direction HD may be interpreted as a horizontal direction facing the viewpoint.

[0037] The player character may be interpreted as the character CH operated by the player. The character CH may be interpreted as a game character, and the game character may be interpreted as a game object. The character CH may include humans, animals, robots, machines, fictional creatures, items, gimmicks, etc. that appear in the game. The object OB may be interpreted as one or more characters CH, or may be interpreted as a party including one or more characters CH. One object OB may be interpreted as one party including one or more characters CH. The character CH may be interpreted as a unit. The character CH may be interpreted as an enemy character, or may be interpreted as a unit other than the enemy party. As a game object, the character may execute actions defined for each character, such as walking, running, fighting, etc. in the action space. As a game object, the gimmick may execute actions defined for each gimmick, such as opening, closing, shooting, etc. in the action space. The player may be one or more. The character may be a PC (Player Character) or an NPC (Non Player Character).

[0038] As shown in FIGS. 4A and 4B, when there are multiple sets of objects OB fighting (versus or facing) the player character, for each object OB, the characters CH included in the object OB may be arranged in the horizontal direction HD (see FIG. 3A), or may be arranged in a non-horizontal direction NHD intersecting the horizontal direction HD. The fight may be interpreted as the player character fighting against the object OB. The confrontation may be interpreted as a state where the object OB is facing the player character in the fight.

[0039] Specifically, when the control unit 11B fights against two sets of objects OB (OB1, OB2), among the two sets of objects OB, the characters CH included in the first object OB1 located in front of the player character or the virtual camera CA may be arranged in the horizontal direction HD, and the characters CH included in the remaining second object OB2 may be arranged in the non-horizontal direction NHD. Further, when the control unit 11B fights against three sets of objects OB, the characters CH included in the first object OB located in front of the player character or the virtual camera CA may be arranged in the horizontal direction HD, and the characters CH included in the remaining second and third objects OB may be arranged in the non-horizontal direction NHD. Note that the number of sets of objects OB is not limited to two or three sets, and may be four or more sets.

[0040] Also, as shown in FIGS. 5A and 5B, when a specific object OB1 detaches during the fight against a plurality of sets of objects OB (OB1, OB2) and the remaining object OB2 in the fight becomes one set, the characters CH included in the remaining object OB2 in the fight may be arranged from the non-horizontal direction NHD to the horizontal direction HD. Thereby, even when fighting against the object OB2 as shown in FIGS. 4B and 5B, for example, with the orientation of the virtual camera CA fixed, it is difficult for the background to shift. That is, since the background is difficult to change, the player can concentrate on the fight.

[0041] While rearranging the characters CH included in the remaining object OB2 in the fight from the non-horizontal direction NHD to the horizontal direction HD, the control unit 11B may, as shown in FIGS. 6A and 6B, first move the position of the virtual camera CA from the first position P1 to the second position P2, and then move it to the third position P3. The first position P1 may include a position for photographing the entire plurality of sets of objects OB (OB1, OB2). The second position P2 may include a position approaching the detaching object OB1 relatively. The third position P3 may include a position for photographing the characters CH included in the remaining object OB2 in the fight arranged in the horizontal direction HD.

[0042] (Example 1 of the Timing for Moving the Position of the Virtual Camera CA) When a specific object OB1 starts to leave, for example, the control unit 11B may move the position of the virtual camera CA from the first position P1 to the second position P2. When starting to leave, it may include, for example, when all the characters CH included in the object OB1 are about to be destroyed, or when they are being shot down. When starting to leave, it may include, for example, when the escape motion of all the characters CH included in the object OB1 starts (when they start to perform an escape motion). As a result, the player can clearly identify the object OB1 that can leave.

[0043] (Example 2 of the Timing for Moving the Position of the Virtual Camera CA) When the departure of a specific object OB1 is completed, for example, the control unit 11B may move the position of the virtual camera CA from the second position P2 to the third position P3. When the departure is completed, it may include, for example, when all the characters CH included in the object OB1 are destroyed, or when they are shot down. When the departure is completed, it may include, for example, when the escape of all the characters CH included in the object OB1 is completed (when the fade-out is completed, when the escape is completed). As a result, it becomes easier for the player to grasp the object OB1 whose departure is completed.

[0044] (Example of the Movement of the Object OB2 Remaining in the Battle) The control unit 11B may bring closer to the virtual camera CA moved to the third position P3 the objects OB2 remaining in the battle and arranged in the horizontal direction HD. As a result, the connection when starting the battle between the remaining objects OB2 after a specific object OB1 leaves becomes better, and the player's immersion in the game can be maintained.

[0045] (Another Display Control Example 1) As shown in FIG. 7A, the control unit 11B may display a first image IG1 including one object OB1 among a plurality of objects OB (OB1, OB2) based on a predetermined start time BT of the action of the one object OB1. Specifically, the first image IG1 may start to be displayed from the start time BT, or may start to be displayed after a predetermined time has elapsed from the start time BT. The predetermined action may include an action such as a specific object OB1 joining a battle, the object OB1 leaving the battle, or a plurality of characters CH combining into one. The start time BT of the action may include when the object OB1 starts to leave the battle, when all the characters CH included in the object OB1 are about to be defeated, or when all the characters CH included in the object OB1 start to escape. The leaving may include the object OB1 not being displayed on the screen of the display 15 and the object OB1 being excluded from the battle target. Also, when the object OB1 is excluded from the battle target, the object OB1 may be displayed on the screen of the display 15. Specifically, the object OB1 may continue to remain on the screen of the display 15 in a motion of lying on the ground.

[0046] As shown in FIG. 7B, the control unit 11B may display a second image (see FIG. 7C described later, etc.) including another object OB2 among a plurality of objects OB (OB1, OB2) based on a predetermined end time ET of the action. Specifically, the second image may start to be displayed from the end time ET, or may start to be displayed after a predetermined time has elapsed from the end time ET. The end time ET of the action may include when the object OB1 has completed leaving the battle, when all the characters CH included in the object OB1 have been defeated, or when all the characters CH included in the object OB1 have completed escaping.

[0047] As shown in FIG. 7C, the control unit 11B may change the arrangement of at least a part of the other object OB2 while transitioning from the display of the first image IG1 to the display of the second image IG2. Further, the control unit 11B may change the arrangement of at least a part of the other object OB2 simultaneously with the transition from the display of the first image IG1 to the display of the second image IG2. Note that the number of frames for the transition (movement) of the virtual camera CA may be equal to or greater than the number of frames for the movement of the object OB2 (the time for the transition of the virtual camera CA ≥ the time from the start to the completion of the movement of the object OB2).

[0048] Thereby, after the object OB1 decreases, compared to the case where the remaining object OB2 is slid and moved to the first image IG1, the sense of discomfort given to the player with respect to the movement of the remaining object OB2 can be significantly reduced.

[0049] (Another display control example 2) As shown in FIGS. 8A and 8B, the control unit 11B may move the virtual camera CA so as to approach a predetermined position, for example, from the second position P2, based on the end time ET of a predetermined action. The predetermined position may include the first position P1 or the third position P3, specifically, the position when the player character fights a set of objects OB2.

[0050] During the continuous transition from the display of the first image IG1 to the display of the second image IG2 due to the movement of the virtual camera CA, the control unit 11B may change the arrangement of at least a part of the other object OB2 so as to approach the predetermined position.

[0051] Thereby, compared to the case where the arrangement of at least a part of the other object OB2 is not changed, the amount of movement of the virtual camera CA decreases, so the processing load on the CPU 11 can be reduced.

[0052] Note that, instead of moving one virtual camera CA, the control unit 11B may switch the images of the virtual cameras CA arranged at each of a plurality of positions. Thereby, the processing load on the CPU 11 associated with the movement of the virtual camera CA can be further reduced.

[0053] (Another display control example 3) As shown in FIG. 9, the control unit 11B may display a third image IG3 including a plurality of objects OB (OB1, OB2) captured by the virtual camera CA from a predetermined position before the first image IG1. The predetermined position may include the position when the player character fights with a set of objects OB2, specifically, the first position P1 or the third position P3.

[0054] Thereby, the player can clearly distinguish between the third image IG3 including the plurality of objects OB (OB1, OB2) and the first image IG1 including the object OB1 that can leave.

[0055] (Another display control example 4) As shown in FIG. 10A, the control unit 11B may display a third image IG3 including a plurality of objects OB (OB1, OB2) before the first image IG1, and as shown in FIG. 10B, may display the first image IG1 that focuses on one object OB1 from the third image IG3 based on a start period BT of a predetermined action. "From the third image IG3" may be interpreted as being more than the degree of attention to one object OB1 in the third image IG3. "Focus on" may be interpreted as, in addition to the movement of the position of the virtual camera CA, zooming in on one object OB, blurring the images other than one object OB1, changing the orientation of the virtual camera CA to display one object OB1 at the center of the first image IG1, and the like. Note that in this embodiment, the orientation of the virtual camera CA is fixed. The fact that the orientation of the virtual camera CA is fixed may be interpreted as not changing or maintaining a specific shooting direction when shooting a specific object OB from a virtual camera CA at a specific position before and after the movement of the virtual camera CA.

[0056] As shown in FIG. 10C, the control unit 11B may display the second image IG2 that does not focus on one object OB1 from the first image IG1 based on the end time ET of a predetermined action.

[0057] Thereby, the player can clearly distinguish the object OB1 that can be detached. Also, after the object OB1 decreases, compared with the case of sliding the remaining object OB2 to the first image IG1, the sense of discomfort given to the player with respect to the movement of the remaining object OB2 can be significantly reduced.

[0058] (Another display control example 5) As shown in FIG. 10C, the control unit 11B may change the arrangement without applying a movement motion to at least a part of the other object OB2 while transitioning from the display of the first image IG1 to the display of the second image IG2. The movement motion may include the operation of the character CH that can be visually recognized by the player, specifically, the operation of the character CH walking or running. Thereby, the sense of discomfort given to the player with respect to the movement of the remaining object OB2 can be significantly reduced, and the processing load on the CPU 11 for moving the other object OB2 can be reduced.

[0059] (Another display control example 6) The predetermined action described above may include an action related to the process of increasing or decreasing the number of a plurality of objects OB (OB1, OB2). Thereby, since the reference of the start time BT of the predetermined action can be narrowed down when the number of the objects OB increases or decreases, etc., the process of displaying the first image IG1 including one object OB1 can be reduced.

[0060] (Another display control example 7) As shown in FIG. 11A, when the control unit 11B displays the first image IG1, the distance from the other object OB2 to the virtual camera CA may be set to the first specific distance D1. As shown in FIG. 11B, when the control unit 11B displays the third image IG3 including a plurality of objects OB (OB1, OB2), the distance from any one of the plurality of objects OB (OB1, OB2) to the virtual camera CA may be set to the second specific distance D2 that is longer than the first specific distance D1. Thereby, since the distance from the object OB to the virtual camera CA is appropriately set according to the number of objects OB, the immersion feeling of the player in the game can be maintained.

[0061] (Another display control example 8) The actions related to the process of increasing or decreasing the number of the plurality of objects OB (OB1, OB2) described above may include at least one of the mode when one object OB1 is destroyed and the mode when all the characters CH included in one object OB1 escape. Thereby, since the reference of the start time BT of the predetermined action can be narrowed down to when the object OB1 is destroyed, when all the characters CH escape, etc., the process of displaying the first image IG1 including one object OB1 can be reduced.

[0062] FIG. 12 is a flowchart showing the flow of control processing. The control processing is performed by the CPU 11 reading the game program 30A from the recording medium 30 and expanding and executing it in the RAM 13. The control processing shown in FIG. 12 is executed when the above-described battle or the like starts.

[0063] In step S1, the CPU 11 may determine whether the number of objects OB is a plurality of sets. When the number of objects OB is not a plurality of sets, in step S2, the CPU 11 may arrange the game characters included in the object OB in the horizontal direction HD in the image captured from the virtual camera CA.

[0064] When there are multiple sets of the object OB, in step S3, the CPU 11 may arrange the game characters included in the object OB in the horizontal direction HD or the non-horizontal direction NHD for each of the objects OB.

[0065] In step S4, the CPU 11 determines whether the object OB has started to detach. If it has not started to detach, the process of step S4 is repeatedly executed. If the object OB has started to detach, the process of step S5 may be executed.

[0066] In step S5, the CPU 11 may move the position of the virtual camera CA from the first position P1 that captures the entire multiple sets of the object OB to the second position P2 that approaches relatively to the detaching object OB.

[0067] In step S6, the CPU 11 determines whether the detachment of the object OB is completed. If it is not completed, the process of step S6 is repeatedly executed. If the detachment of the object OB is completed, the process of step S7 may be executed.

[0068] In step S7, the CPU 11 may rearrange the objects OB remaining in the battle in the horizontal direction HD and move the position of the virtual camera CA from the second position P2 to the third position P3 that captures the objects OB remaining in the battle. Then, the CPU 11 ends the control process.

[0069] As described above, the information processing apparatus 10 may display a first image IG1 including one object OB among a plurality of objects OB based on a start period BT of a predetermined action of the one object OB, and display a second image including other objects OB based on an end period ET of the predetermined action. Further, the information processing apparatus 10 may change the arrangement of at least a part of other objects OB while transitioning from the display of the first image IG1 to the display of the second image IG2. Thereby, compared with the case where the remaining object OB is slid and moved to the first image IG1 after the object OB has decreased, the sense of discomfort given to the user with respect to the movement of the remaining object OB can be significantly reduced.

[0070] Note that, in the above embodiment, the control process executed by the CPU 11 by reading software (program) may be executed by various processors other than the CPU. Examples of the processor in this case include a PLD (Programmable Logic Device) whose circuit configuration can be changed after manufacture, such as an FPGA (Field-Programmable Gate Array), and a dedicated electric circuit which is a processor having a circuit configuration dedicated to executing a specific process, such as an ASIC (Application Specific Integrated Circuit). Further, the control process may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same type or different types (for example, a plurality of FPGAs, and a combination of a CPU and an FPGA, etc.). Further, the hardware structure of these various processors is, more specifically, an electric circuit combining circuit elements such as semiconductor elements.

[0071] Note that the following additional remarks are further disclosed regarding the above description.

[0072] (Supplementary Note 1) Among a plurality of objects, display a first image including one object based on a start period of a predetermined action of the one object, Among the plurality of objects, display a second image including other objects based on the end period of the predetermined action. During the transition from the display of the first image to the display of the second image, change the arrangement of at least a part of the other objects. A game program that causes an information processing apparatus to execute the above.

[0073] (Appendix 2) Based on the end period, move the virtual camera so as to approach a predetermined position. While continuously transitioning from the display of the first image to the display of the second image by the movement of the virtual camera, change the arrangement of at least a part of the other objects so as to approach the position. The game program according to Appendix 1.

[0074] (Appendix 3) Display a third image including the plurality of objects captured by the virtual camera from the position before the first image. The game program according to Appendix 2.

[0075] (Appendix 4) Display a third image including the plurality of objects before the first image. Display the first image that focuses on the one object from the third image based on the start period. Display the second image that does not focus on the one object from the first image based on the end period. The game program according to any one of Appendices 1 to 3.

[0076] (Appendix 5) During the transition from the display of the first image to the display of the second image, change the arrangement without applying a movement motion to at least a part of the other objects. The game program according to any one of Appendices 1 to 4.

[0077] (Appendix 6) The predetermined action is an action related to a process in which the number of the plurality of objects increases or decreases. The game program according to any one of Appendices 1 to 5.

[0078] (Appendix 7) When displaying the first image, set the distance from the other object to the virtual camera to a first specific distance, When displaying a third image including the plurality of objects, set the distance from the plurality of objects to the virtual camera to a second specific distance longer than the first specific distance. The game program according to any one of Appendices 1 to 6.

[0079] (Appendix 8) Actions related to the process of increasing or decreasing the number of the plurality of objects include at least one of the mode when the one object is destroyed and the mode when all game characters included in the one object escape. The game program according to Appendix 6.

[0080] (Appendix 9) When the number of the objects is one set, arrange the game characters included in the object horizontally in the image captured by the virtual camera, When the number of the objects is multiple sets, for each object, arrange the game characters included in the object in a non-horizontal direction intersecting the horizontal direction or in the horizontal direction, During the battle with multiple sets of the objects, when a specific object detaches and the remaining objects in the battle become one set or multiple sets, while rearranging the remaining objects in the battle from the non-horizontal direction to the horizontal direction, move the position of the virtual camera once from a first position that captures the whole of the multiple sets of the objects to a second position that approaches relatively to the detaching object, and then move it to a third position that captures the remaining objects in the battle arranged in the horizontal direction. The game program according to Appendix 1.

[0081] (Appendix 10) When the specific object starts the detachment, move the position of the virtual camera from the first position to the second position, The game program according to supplementary note 9, wherein when the detachment of the specific object is completed, the position of the virtual camera is moved from the second position to the third position.

[0082] (Supplementary note 11) The game program according to supplementary note 10, wherein the objects remaining in the horizontal direction battle are brought closer to the virtual camera moved to the third position.

[0083] (Supplementary note 12) Among a plurality of objects, a first image including one object is displayed based on a predetermined start period of an action of the one object, Among the plurality of objects, a second image including other objects is displayed based on a predetermined end period of the action, While transitioning from the display of the first image to the display of the second image, at least a part of the arrangement of the other objects is changed A game processing method executed by a computer.

[0084] (Supplementary note 13) An information processing apparatus including at least one processor and executing game processing, The processor Among a plurality of objects, a first image including one object is displayed based on a predetermined start period of an action of the one object, Among the plurality of objects, a second image including other objects is displayed based on a predetermined end period of the action, While transitioning from the display of the first image to the display of the second image, at least a part of the arrangement of the other objects is changed An information processing apparatus.

Explanation of reference signs

[0085] 10 Information processing apparatus 11B Control unit 30A Game program

Claims

1. Among a plurality of objects, display a first image including one object based on a start period of a predetermined action of the one object, Among the plurality of objects, display a second image including another object based on an end period of the predetermined action, During the transition from the display of the first image to the display of the second image, change the arrangement of at least a part of the other object A game program that causes an information processing apparatus to execute this.

2. Based on the end period, move the virtual camera so as to approach a predetermined position, While continuously transitioning from the display of the first image to the display of the second image by the movement of the virtual camera, change the arrangement of at least a part of the other object so as to approach the position. The game program according to claim 1.

3. Display a third image including the plurality of objects photographed by the virtual camera from the position before the first image. The game program according to claim 2.

4. Display a third image including the plurality of objects before the first image, Display the first image that gazes at the one object from the third image based on the start period, Display the second image that does not gaze at the one object from the first image based on the end period. The game program according to claim 1.

5. During the transition from the display of the first image to the display of the second image, change the arrangement without applying a movement motion to at least a part of the other object. The game program according to claim 1.

6. The predetermined action is an action related to a process of increasing or decreasing the number of the plurality of objects. The game program according to claim 1.

7. When displaying the first image, set the distance from the other object to the virtual camera to a first specific distance, When displaying a third image including the plurality of objects, set the distance from the plurality of objects to the virtual camera to a second specific distance longer than the first specific distance. The game program according to claim 1.

8. The action related to the process of increasing or decreasing the number of the plurality of objects includes at least one of an aspect when the one object is destroyed and an aspect when all game characters included in the one object escape. The game program according to claim 6.

9. When the number of the objects is one set, arrange the game characters included in the object horizontally in the image captured by the virtual camera. When the number of the objects is multiple sets, for each of the objects, arrange the game characters included in the object in a non-horizontal direction intersecting with the horizontal direction or in the horizontal direction. During the battle with multiple sets of the objects, when a specific one of the objects detaches and the remaining objects in the battle become one set or multiple sets, while rearranging the remaining objects in the battle from the non-horizontal direction to the horizontal direction, temporarily move the position of the virtual camera from a first position that captures the entire multiple sets of the objects to a second position that approaches relatively to the detaching object, and then move it to a third position that captures the remaining objects in the battle arranged in the horizontal direction. The game program according to claim 1.

10. When the specific object starts the detachment, move the position of the virtual camera from the first position to the second position. The game program according to claim 9, wherein when the detachment of the specific object is completed, move the position of the virtual camera from the second position to the third position.

11. The game program according to claim 10, wherein the virtual camera moved to the third position is made to approach the remaining objects in the battle arranged in the horizontal direction.

12. Among a plurality of objects, display a first image including one object based on a start period of a predetermined action of the one object. Among the plurality of objects, display a second image including another object based on an end period of the predetermined action. During the transition from the display of the first image to the display of the second image, change at least a part of the arrangement of the other object. A game processing method executed by a computer.

13. An information processing apparatus including at least one processor and executing game processing, wherein the processor displays a first image including one object among a plurality of objects based on a start period of a predetermined action of the one object. displays a second image including another object among the plurality of objects based on an end period of the predetermined action. During the transition from the display of the first image to the display of the second image, change the arrangement of at least a part of the other object An information processing apparatus.

Citation Information

Patent Citations

  • Game device, game program, game system, and game processing method

    JP2020054750A