Game program, game processing method, and information processing device

By moving objects back into the specific space within the virtual environment, the game program addresses player discomfort and processing inefficiencies, ensuring efficient resource use and immersive gameplay.

JP2025111332APending Publication Date: 2025-07-30KOEI TECMO GAMES CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024005703
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

Generating environmental effects in a narrow virtual space within a game can cause discomfort to players due to timing issues and increased processing load when the object moves out of the display area, leading to inefficiencies in memory and processor usage.

Method used

The game program moves a predetermined object that has exited from a specific space within a virtual space back into the specific space, ensuring it remains visible on the display by adjusting the virtual camera and specific space shape, such as spherical or cylindrical, to maintain immersion without excessive processing load.

Benefits of technology

This approach reduces player discomfort and minimizes processing load by re-displaying objects within the specific space, thus optimizing resource usage and maintaining gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025111332000001_ABST
    Figure 2025111332000001_ABST
Patent Text Reader

Abstract

To reduce a sense of incongruity given to a player when generating an object in association with movement in a specific space.SOLUTION: A game program causes a display unit to display a part of a virtual space, and causes an information processing device to move a predetermined object, which has moved from inside to outside of a specific space that moves within the virtual space so as to include at least a part of a region of the virtual space displayed on the display unit, into the specific space.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

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 having an effect function for performing various effects in a game, such as making rain or the like fall on the screen.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Here, when an environmental effect (object) such as raindrops is generated in a narrow area within a specific virtual space displayed on the display unit, when the specific space within the virtual space moves so as to be linked to a player character or the like, there may be a timing when the object is not displayed, which may give the player a sense of discomfort. In order to reduce the sense of discomfort for the player, when the object is generated in a wide area far exceeding the specific space, the processing load of the processor for processing the image, the amount of memory used, etc. increase.

[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 generating an object accompanying the movement of a specific space.

Means for Solving the Problems

[0006] The game program according to the first aspect causes an information processing apparatus to display a part of a virtual space on a display unit, and to move a predetermined object that has exited from inside to outside a specific space that moves within the virtual space so as to include at least a part of the area of the virtual space displayed on the display unit, back inside the specific space.

[0007] The game program according to the second aspect moves a virtual camera so as to follow a character operated by a player, and the specific space includes the character.

[0008] The game program according to the third aspect has the specific space include the virtual camera.

[0009] The game program according to the fourth aspect includes at least one of a spherical shape centered on the virtual camera and a cylindrical shape centered on the virtual camera as the shape of the specific space, and the specific space does not change its orientation.

[0010] The game program according to the fifth aspect arranges the specific space between a character operated by a player and the virtual camera.

[0011] The game program according to the sixth aspect is such that, among a plurality of players, an object displayed on the display unit of one player is not displayed on the display unit of another player.

[0012] The game program according to the seventh aspect causes an object that has exited outside the specific space to enter the specific space from a position different from the position where it exited outside the specific space.

[0013] The game program according to the eighth aspect is such that the different position is a position on the opposite side of the position where it exited outside the specific space, with the character operated by the player in between.

[0014] The game program according to the ninth aspect includes an object that represents the environment of the virtual space as the object.

[0015] The game processing method according to the tenth aspect causes a computer to execute moving a predetermined object that has exited from inside to outside of a specific space that moves within a virtual space so as to include at least a part of the area of the virtual space displayed on a display unit, and displaying a part of the virtual space on the display unit.

[0016] An information processing apparatus according to the eleventh aspect is an information processing apparatus that includes at least one processor and executes game processing, and the processor moves a predetermined object that has exited from inside to outside of a specific space that moves within a virtual space so as to include at least a part of the area of the virtual space displayed on a display unit, and displays a part of the virtual space on the display unit.

Advantages of the Invention

[0017] 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 a player when generating an object accompanying the movement of a specific space.

Brief Description of the Drawings

[0018]

Figure 1

Figure 2

Figure 3

Figure 4A

Figure 4B

Figure 5A

Figure 5B

Figure 5C

Figure 5D

Figure 5E

Figure 5F

Figure 5G

Figure 6A

Figure 6B

Figure 7

Figure 8

[0019] Hereinafter, the information processing apparatus 10 according to the embodiment 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 the embodiment of the present disclosure, as an example, 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.

[0020] 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.

[0021] The CPU 11 is a central processing unit that executes various programs and controls each part.

[0022] The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a working area.

[0023] 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.

[0024] The display 15 is, for example, a liquid crystal display and displays various information. In an embodiment of the present disclosure, the display 15 is integrated with the information processing apparatus 10. However, it is not limited thereto, 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 thereto, and the display 15 may integrally have a touch panel. The display 15 is an example of a display unit.

[0025] 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.

[0026] The recording medium 30 is 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. The recording medium 30 stores a game program 30A for executing a predetermined game in the information processing apparatus 10. 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 stored in advance in the storage 14 of the information processing apparatus 10, or may be downloadable to the information processing apparatus 10 via a network.

[0027] 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.

[0028] 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, or the like, and is used to perform various inputs. The player operates the game using the input device 40. 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 apparatus 10, or may be integrated with the information processing apparatus 10. The input device 40 may be detachable from the information processing apparatus 10. The number of input devices 40 may be one or more. The number of players may be one or more. The character may be a PC (Player Character) or an NPC (Non Player Character).

[0029] Next, the functional configuration of the information processing apparatus 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 apparatus 10.

[0030] As shown in FIG. 2, the CPU 11 of the information processing apparatus 10 has a reception unit 11A and a control unit 11B as functional configurations. Each functional configuration is realized by the CPU 11 reading and executing the game program 30A stored in the recording medium 30.

[0031] (Reception Unit 11A) The reception unit 11A receives an input operation using the input device 40 from the player.

[0032] (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.

[0033] Hereinafter, examples of the display mode will be described with reference to FIGS. 3 to 7. FIGS. 3 to 7 are diagrams showing examples of the display mode by the control unit 11B.

[0034] (Example of Display Control) As shown in FIG. 3, the control unit 11B may cause the display 15 (display unit) to display so as to include at least a part of the area of the virtual space VS.

[0035] As shown in FIG. 3, the control unit 11B may display the character CH operated by the player in the specific space SS within the virtual space VS. The character CH may be interpreted as a game character, and the game character CH may be interpreted as a game object, and may include humans, animals, robots, machines, fictional creatures, items, gimmicks, etc. that appear in the game. The character CH as a game object may execute actions defined for each character CH, such as walking, running, fighting, etc. in the action space. The gimmick as a game object may execute actions defined for each gimmick, such as opening, closing, shooting, etc. in the action space.

[0036] As shown in FIG. 3, the control unit 11B may display the object OB in the specific space SS within the virtual space VS. The object OB may include visual effects for visually representing the environment (weather, biome, season, etc.) of the virtual space VS, objects that the player cannot individually identify, objects that are generated without a physical entity without collision detection within the virtual space VS, etc. The visual effect may be interpreted as an environmental effect (an object that represents the environment of the virtual space VS), and the environmental effect may include those that depend on the weather (rain, snow, wind, etc.), those that depend on the biome (sand dust, dust, fog, haze, fire powder, etc.), those that depend on the season or arrangement (leaves, flower petals, dust, fireflies, etc.), etc. By including the environmental effect in the object OB, the player's sense of immersion in the game can be maintained.

[0037] As shown in FIG. 4A, the control unit 11B may move the specific space SS within the virtual space VS so as to include at least a part of the region of the virtual space VS, and as shown in FIG. 4B, may move a predetermined object OB1 that has exited from the inside to the outside of the moving specific space SS back into the inside of the specific space SS. When a predetermined object OB1 exits from the inside to the outside of the moving specific space SS, it may include both the case where the object OB1 exits from the inside to the outside of the specific space SS due to the movement of the specific space SS and the case where the object OB1 exits from the inside to the outside of the specific space SS due to the movement of the object OB1 itself.

[0038] (Moving example of specific space SS) The movement of the specific space SS may be linked to the movement of either the character CH or the virtual camera CA, as shown in FIGS. 5A to 5G.

[0039] Specifically, as shown in FIG. 5A, the specific space SS may surround the character CH, the display 15 (display unit), and the virtual camera CA, and the virtual camera CA may always follow the character CH at a constant distance. The distance may be interpreted as the distance from the character CH to the virtual camera CA. The control unit 11B may move the virtual camera CA to follow the character CH operated by the player, and the specific space SS may include the character CH. Thereby, even if the object OB is not generated in a wide area greatly exceeding the area of the specific space SS, the object OB1 that has exited the specific space SS can be redisplayed within the specific space SS.

[0040] As shown in FIG. 5B, the specific space SS may surround the virtual camera CA without surrounding the character CH, and the virtual camera CA may not follow the character CH or may follow the character CH. In this case, as shown in FIG. 5C, the position of the character CH may be a position other than the center of the display 15 (display unit). Also, as shown in FIG. 5D, the character CH may not be displayed on the display 15 (display unit). Thereby, while reducing the area where the object OB is displayed, the object OB1 that has exited the specific space SS can be redisplayed within the specific space SS, so that the processing load of the processor that processes the image of the object OB is reduced.

[0041] As shown in FIG. 5E, the specific space SS may surround a part of the display 15 (display unit) without surrounding the character CH and the virtual camera CA. The virtual camera CA does not have to follow the character CH, or may follow the character CH. Specifically, the control unit 11B may arrange the specific space SS between the character CH operated by the player and the virtual camera CA. Thereby, while reducing the area where the object OB is displayed, the object OB1 that has exited from within the specific space SS can be redisplayed within the specific space SS, so that the processing load on the processor that processes the image of the object OB and the like is reduced.

[0042] As shown in FIG. 5F, the specific space SS may be divided into a plurality of parts. Specifically, among the plurality of specific spaces SS, one specific space SS may surround a partial area of the entire display 15 (display unit) without surrounding the character CH and the virtual camera CA, and the other specific space SS may surround an area other than the partial area surrounded by one specific space SS within the entire display 15 (display unit) without surrounding the character CH and the virtual camera CA. Thereby, while reducing the area where the object OB is displayed, the object OB1 that has exited from within the specific space SS can be redisplayed within the specific space SS, so that the processing load on the processor that processes the image of the object OB and the like is reduced.

[0043] As shown in FIG. 5G, the virtual camera CA may be arranged at the center of the specific space SS. Thereby, even when the direction of the virtual camera CA changes, it is not necessary to move the specific space SS, so that the processing load on the CPU 11 can be reduced.

[0044] Note that the shape of the specific space SS is not limited to a square, and may include at least one of a spherical shape centered on the virtual camera CA as shown in FIG. 6A and a cylindrical shape centered on the virtual camera CA as shown in FIG. 6B. Also, the specific space SS may not change its orientation, that is, it may not be linked to the rotation of the virtual camera CA. Thereby, even when the direction of the virtual camera CA changes, a uniform display mode can be maintained. That is, it is possible to reduce the change in the display mode due to the difference in the direction of the virtual camera CA. The axis AX of the cylinder may extend in a direction perpendicular to the horizontal direction of the virtual space VS, and the direction of the axis AX of the cylinder, that is, the extending direction of the axis AX of the cylinder may be fixed.

[0045] (Another display control example 1) The control unit 11B may prevent an object OB displayed on the display unit of one player among a plurality of players from being displayed on the display units of other players. While reducing the area where the object OB is displayed, since the object OB1 that has exited the specific space SS can be redisplayed within the specific space SS, the processing load on the processor that processes the image of the object OB and the like is reduced.

[0046] (Another display control example 2) As shown in FIG. 7, the control unit 11B may insert an object OB that has exited the specific space SS into the specific space SS from a position P2 different from the position P1 where it has exited the specific space SS. Thereby, since the position where the object OB enters the specific space SS can be limited to a specific position, the processing load on the processor associated with the redisplay of the object OB and the like can be reduced.

[0047] (Another display control example 3) Another position P2 may be a position on the opposite side of the position P1 where it has exited the specific space SS with the character CH in between. Thereby, since the position where the object OB enters the specific space SS can be further limited, the processing load on the processor associated with the redisplay of the object OB and the like can be further reduced.

[0048] FIG. 8 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, expanding it in the RAM 13, and executing it. The control processing shown in FIG. 8 is executed when a battle or the like starts.

[0049] In step S1, the CPU 11 may display the character CH and the object OB (for example, raindrops) in the specific space SS as shown in FIG. 3. In step S2, the CPU 11 determines whether the character CH, the virtual camera CA, etc. have moved. If not, the process of step S4 is executed, and if they have moved, the process of step S3 may be executed.

[0050] In step S3, the CPU 11 may move the specific space SS together with the character CH as shown in FIG. 4A. In step S4, the CPU 11 may move a predetermined object OB1 that has exited from within the moving specific space SS back into the specific space SS as shown in FIG. 4B. Then, the CPU 11 ends the control processing.

[0051] As described above, the information processing apparatus 10 may move a predetermined object OB1 that has exited from within the specific space SS that moves within the virtual space VS so as to include at least a part of the area of the virtual space VS displayed on the display unit back into the specific space SS. Thereby, even if it is not necessary to generate the object OB in a wide area that greatly exceeds the area of the specific space, the object OB1 that has exited from within the specific space SS can be redisplayed within the specific space SS. Therefore, compared with the case of displaying the object OB in a wide area, the processing load on the processor for processing the image of the object OB, the amount of memory used, etc. can be significantly reduced. Also, even if it is not necessary to generate the object OB in a wide area, the player can experience the environment during the game with a small number of objects OB.

[0052] Note that, in the above-described embodiment, the control process executed by the CPU 11 by reading and executing 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 specific processing, 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 combination of a plurality of FPGAs, and a combination of a CPU and an FPGA, etc.). More specifically, the hardware structure of these various processors is an electric circuit formed by combining circuit elements such as semiconductor elements.

[0053] Note that the following additional remarks are disclosed regarding the above description.

[0054] (Supplementary Note 1) Causing a part of a virtual space to be displayed on a display unit, and causing an information processing apparatus to move a predetermined object that has exited from inside to outside of a specific space that moves within the virtual space so as to include at least a part of the region of the virtual space displayed on the display unit, back into the specific space. A game program that causes an information processing apparatus to execute this.

[0055] (Supplementary Note 2) Causing a virtual camera to move following a character operated by a player, wherein the specific space is the game program according to Supplementary Note 1, including the character.

[0056] (Supplementary Note 3) The specific space is the game program according to Supplementary Note 1 or 2, including a virtual camera.

[0057] (Supplementary Note 4) The shape of the specific space includes at least one of a spherical shape centered on the virtual camera and a cylindrical shape centered on the virtual camera. The specific space is the game program according to Appendix 3 that does not change its orientation.

[0058] (Appendix 5) The game program according to any one of Appendices 1 to 4, wherein the specific space is arranged between a character operated by a player and a virtual camera.

[0059] (Appendix 6) The game program according to any one of Appendices 1 to 5, wherein the object displayed on the display unit of one player among a plurality of players is not displayed on the display unit of other players.

[0060] (Appendix 7) The game program according to any one of Appendices 1 to 6, wherein the object that has exited the specific space is put into the specific space from a position different from the position where it has exited the specific space.

[0061] (Appendix 8) The game program according to Appendix 7, wherein the different position is a position on the opposite side of the position where it has exited the specific space with the character operated by the player in between.

[0062] (Appendix 9) The game program according to any one of Appendices 1 to 8, wherein the object includes an object that represents the environment of the virtual space.

[0063] (Appendix 10) A part of the virtual space is displayed on the display unit, and a predetermined object that has exited from the inside to the outside of the specific space and moves within the virtual space so as to include at least a part of the area of the virtual space displayed on the display unit is moved back into the specific space. A game processing method executed by a computer to perform the above.

[0064] (Appendix 11) An information processing apparatus that includes at least one processor and executes game processing, wherein the processor, displays a part of a virtual space on a display unit, and moves a predetermined object that has exited from inside to outside of a specific space within the virtual space so as to include at least a part of the area of the virtual space displayed on the display unit, back into the specific space. Information processing apparatus.

Explanation of Signs

[0065] 10 Information processing apparatus 11B Control unit 30A Game program

Claims

1. Causing a part of a virtual space to be displayed on a display unit, and causing an information processing apparatus to move a predetermined object that has exited from inside to outside of a specific space that moves within the virtual space so as to include at least a part of the area of the virtual space displayed on the display unit, back into the specific space. A game program for causing the information processing apparatus to execute the above.

2. Causing a virtual camera to move following a character operated by a player, and the game program according to claim 1, wherein the specific space includes the character.

3. The game program according to claim 1, wherein the specific space includes a virtual camera.

4. The shape of the specific space includes at least one of a spherical shape centered on the virtual camera and a cylindrical shape centered on the virtual camera, and the game program according to claim 3, wherein the specific space does not change its orientation.

5. The game program according to claim 1, wherein the specific space is disposed between a character operated by a player and a virtual camera.

6. The game program according to claim 1, wherein, among a plurality of players, an object displayed on the display unit of one player is not displayed on the display unit of another player.

7. The game program according to claim 1, wherein the object that has exited outside the specific space is put back into the specific space from a position different from the position where it exited outside the specific space.

8. The game program according to claim 7, wherein the different position is a position on the opposite side of the position where it exited outside the specific space with the character operated by the player in between.

9. The game program according to claim 1, wherein the object includes an object that represents the environment of the virtual space.

10. Causing a part of a virtual space to be displayed on a display unit, and moving a predetermined one object that has exited from inside to outside of a specific space that moves within the virtual space so as to include at least a part of the area of the virtual space displayed on the display unit, back into the specific space. A game processing method for causing a computer to execute the above.

11. An information processing apparatus including at least one processor and executing game processing, wherein the processor causes a part of a virtual space to be displayed on a display unit, and moves a predetermined one object that has exited from inside to outside of a specific space that moves within the virtual space so as to include at least a part of the area of the virtual space displayed on the display unit, back into the specific space. The information processing apparatus.

Citation Information

Patent Citations

  • Game program and game device

    JP2018130282A