Information processing program, information processing system, information processing device, and information processing method

By erasing game stage objects and arranging new objects based on user input, the system increases user engagement and motivation through immediate rewards and varied gameplay.

JP2025113076APending Publication Date: 2025-08-01NINTENDO CO LTD
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Patent Information

Application Number
JP2024011599
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-30
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

Existing game programs lack motivation for users to destroy and eliminate game stages, leading to a lack of engagement and interest.

Method used

Implementing a system that erases part of the game stage based on user input, calculates a cumulative value for stage object reduction, and arranges new objects in the vicinity, providing rewards and variations to enhance user motivation.

Benefits of technology

Enhances user motivation by offering immediate rewards and varied gameplay through the appearance of new objects, encouraging continuous stage elimination and exploration.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing program, an information processing system, an information processing device, and an information processing method capable of enhancing motivation to allow a user to erase a game stage.SOLUTION: At least part of stage objects constituting a game stage in a virtual space is erased on the basis of a user's operation input, and an accumulated value of a reduction amount of the stage object accompanying the erasure in the virtual space is calculated. An arrangement object different from the stage object is arranged near the position where the stage object is erased on the basis of the accumulated value.SELECTED DRAWING: Figure 24
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing system, an information processing apparatus, and an information processing method for performing processing using a game stage in a virtual space.

Background Art

[0002] Conventionally, there has been a game program that executes a game in which when a player character destroys a block in a virtual space in response to a user's operation input, an item appears from within the block (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] However, the game executed by the game program disclosed in Non-Patent Document 1 lacks motivation for the user to destroy and eliminate the game stage, and there is room for improvement in this motivation.

[0005] Therefore, an object of the present invention is to provide an information processing program, an information processing system, an information processing apparatus, and an information processing method that can enhance the motivation for the user to eliminate the game stage.

Means for Solving the Problems

[0006] To achieve the above object, the present invention may adopt, for example, the following configuration.

[0007] One configuration example of the information processing program of the present invention is executed in a computer of an information processing apparatus. The information processing program causes the computer to function as a stage object erasing means, a cumulative value calculating means, and an arrangement object managing means. The stage object erasing means erases at least a part of the stage objects constituting the game stage in the virtual space based on a user's operation input. The cumulative value calculating means calculates a cumulative value of the amount of decrease of the stage objects accompanying the erasure in the virtual space. The arrangement object managing means arranges an arrangement object different from the stage object in the vicinity of the position where the stage object has been erased based on the cumulative value.

[0008] According to the above, by performing an operation input for erasing the stage object, a new arrangement object appears, so that the motivation for the user to erase the stage object can be enhanced.

[0009] Further, the arrangement object managing means may arrange the arrangement object by embedding it on the surface of the stage object in the vicinity of the erased position.

[0010] According to the above, since the user can be guided to the position of the arrangement object buried in the stage object, it is possible to encourage the user to further destroy the stage object from that position.

[0011] Further, the stage object erasing means may release the arrangement object from the state of being buried in the stage object by further erasing the stage object in the portion where the arrangement object is buried based on the operation input, or may cause the user to acquire the arrangement object.

[0012] According to the above, in order to acquire the placement object, it is necessary to further delete the stage object, so it is possible to further encourage the deletion of the stage object.

[0013] In addition, when the cumulative value exceeds the reference value, the placement object management means may place the placement object.

[0014] According to the above, the placement object can appear at the intended frequency.

[0015] In addition, when the placement object is placed because the cumulative value exceeds the reference value, the cumulative value calculation means may decrease the cumulative value.

[0016] According to the above, the placement object can repeatedly appear at the intended frequency.

[0017] In addition, the cumulative value calculation means calculates the cumulative value for each type of placement object to be placed, and when any of the placement objects is placed because the cumulative value exceeds the reference value, the cumulative value associated with the placement object may be decreased.

[0018] According to the above, it is possible to cause a placement object rich in variations to appear.

[0019] In addition, the cumulative value calculation means may set different reference values for each type of placement object to be placed.

[0020] According to the above, the placement object can appear at a frequency according to the type.

[0021] In addition, the placement object management means may further form a cavity in the stage object near the portion erased in the stage object based on the cumulative value, and place the placement object in the cavity.

[0022] According to the above, a space is further generated within the stage object, and the placement object is placed within the space, thus attracting the user's interest and further promoting the deletion of the stage object.

[0023] Further, when there is insufficient space to form a cavity within the stage object based on the cumulative value, the placement object management means may not perform the placement of the placement object that was scheduled to be placed within the cavity without forming the cavity.

[0024] According to the above, it is possible to prevent the formation of a cavity that penetrates the stage object.

[0025] Further, the cumulative value calculation means may decrease the cumulative value when a cavity is formed and a placement object is placed within the cavity, and maintain the cumulative value when there is insufficient space to form a cavity within the stage object.

[0026] According to the above, even when the situation where the placement object within the cavity cannot be placed occurs, since the cumulative value is not initialized, it is possible to immediately challenge re-placement.

[0027] Further, the cumulative value calculation means may decrease the cumulative value to a predetermined value when a cavity is formed and a placement object is placed within the cavity, and decrease the cumulative value to the predetermined value or a value greater than the predetermined value when there is insufficient space to form a cavity within the stage object.

[0028] According to the above, it is possible to prevent the situation where the placement of the placement object within the cavity cannot be performed continuously, and thus the processing load for placing the placement object can be reduced.

[0029] Further, the arrangement object management means may determine whether to further generate a cavity and arrange the arrangement object in the cavity or arrange the arrangement object without further generating a cavity according to the direction in which the stage object is deleted.

[0030] According to the above, it is possible to make an arrangement object suitable for the deleted direction appear.

[0031] Further, the stage object may have attribute information. The cumulative value calculation means may vary the increase amount of the cumulative value even if the decrease amount is the same according to the attribute information.

[0032] According to the above, it is possible to make an arrangement object appear according to the attribute information of the deleted stage object.

[0033] Further, the stage object deletion means may vary the required amount of operation input necessary to delete at least a part of the stage object according to the attribute information. The cumulative value calculation means may increase the increase amount of the cumulative value as the required amount is larger even when the decrease amount is the same.

[0034] According to the above, since the frequency of the appearance of the arrangement object does not significantly decrease even when the required amount of operation input is large, it is possible to further encourage the deletion of the stage object.

[0035] Further, the stage object may have attribute information. The arrangement object management means may determine whether to arrange the arrangement object according to the attribute information of the stage object in the vicinity of the position where the stage object is deleted.

[0036] According to the above, it is possible to determine whether to arrange according to whether the attribute of the stage object is suitable for arranging the arrangement object.

[0037] Further, the arrangement object management means may arrange the arrangement object in the direction in which at least a part of the stage object has been erased.

[0038] According to the above, it is possible to encourage continuous erasure of the stage objects in the same direction.

[0039] Further, when there is no stage object on the side opposite to the gravitational direction of the virtual space at the position where at least a part of the stage object has been erased, the arrangement object management means may arrange the arrangement object on the side closer to the gravitational direction than the direction in which at least a part of the stage object has been erased.

[0040] According to the above, since the stage object is erased on the ground, it is possible to prevent a situation where the arrangement object cannot be arranged because there is no stage object in the direction where the arrangement object is desired to appear.

[0041] Further, the above stage object may be constituted by a mesh generated from voxel data including at least density data. The above stage object erasure means may erase at least a part of the stage object by changing the density data.

[0042] According to the above, since the arrangement object appears based on the density data of the voxel data, it is possible to give the user a sense of surprise as compared with the appearance based on a discrete quantity such as the number of destroyed blocks.

[0043] Further, the amount of reduction of the stage object formed by the above mesh may take a value smaller than the amount of one voxel associated with each of the voxel data.

[0044] According to the above, since the arrangement object appears based on the density data of the voxel data, it is possible to give the user a sense of surprise as compared with the appearance based on a discrete quantity such as the number of destroyed blocks.

[0045] Further, when at least a part of the stage object is erased, the stage object erasing means may arrange a voxel object in an amount corresponding to the reduction amount on the stage object in a state separated from the stage object. The cumulative amount calculating means may calculate the reduction amount of the stage object by excluding the amount of the voxel object arranged in a state separated from the stage object.

[0046] According to the above, even if an expression is made such that a part of the stage object is separated, since the separated part of the stage object is counted as erased, the placement object can appear even in such a case where such an expression is made.

[0047] Further, the information processing program may further cause a computer to function as player character movement control means. The player character movement control means controls the movement of the player character in the virtual space based on an operation input. In this case, the stage object erasing means may erase at least a part of the stage object according to the movement of the player character in the virtual space. The cumulative value calculating means may calculate the cumulative value of the reduction amount of the stage object erased according to the movement of the player character.

[0048] According to the above, the stage object can be erased according to the operation input for moving the player character.

[0049] In addition, the information processing program may further cause a computer to function as enemy character movement control means. The enemy character movement control means controls the movement of an enemy character in a virtual space different from the player character. In this case, the stage object erasing means may erase at least a part of the stage objects according to the movement of the enemy character in the virtual space. The cumulative value calculating means may not use the reduction amount of the stage objects erased according to the movement of the enemy character for calculating the cumulative value.

[0050] According to the above, it is possible to prevent the erasure of stage objects by other characters from affecting the appearance frequency of the placement objects.

[0051] Also, another configuration example of the information processing program of the present invention is executed in a computer of an information processing apparatus. The information processing program causes a computer to function as stage object erasing means and placement object management means. The stage object erasing means erases at least a part of the stage objects constituting the game stage in the virtual space based on a user's operation input. The placement object management means places a placement object different from the stage object on the surface of the stage object in the vicinity of the position where the stage object has been erased according to the erasure. The stage object erasing means further erases the stage object in the portion where the placement object has been embedded based on the operation input, thereby releasing the placement object from the state of being embedded in the stage object or allowing the user to acquire the placement object.

[0052] According to the above, it becomes possible to cause a placement object to appear by an operation input for erasing a stage object, and to acquire the placement object by a further operation input for erasing the stage object, thereby enhancing the motivation for the user to erase the stage object.

[0053] Further, the present invention may be implemented in the form of an information processing apparatus, an information processing system, and an information processing method.

Effects of the Invention

[0054] According to the present invention, it is possible to enhance the motivation for the user to erase the stage object.

Brief Description of the Drawings

[0055]

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Mode for Carrying Out the Invention

[0056] 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; which functions as the 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 also be used with the main body device 2, the left controller 3, and the right controller 4 separated from each other (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.

[0057] 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 processing) 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 operation units for the user to input.

[0058] FIG. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are each removed from the main body device 2. As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. Note that hereinafter, the left controller 3 and the right controller 4 may be collectively referred to as "controller".

[0059] 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.

[0060] Incidentally, 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.

[0061] 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.

[0062] 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 (e.g., capacitive method) capable of multi-touch input. However, the touch panel 13 may be of any type, for example, of a type (e.g., resistive film method) capable of single-touch input.

[0063] 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.

[0064] Also, 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.

[0065] 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 (e.g., a dedicated memory card) dedicated to the game system 1 and information processing devices of the same type. The predetermined type of storage medium is used, for example, to store data (e.g., save data of an application, etc.) used in the main body device 2 and / or programs (e.g., application programs, etc.) executed by the main body device 2. Also, the main body device 2 includes a power button 28.

[0066] 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 an 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).

[0067] FIG. 4 is a six-sided 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 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. Also, the left controller 3 can 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.

[0068] The left controller 3 is provided with 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 corresponding to the tilting direction (and an input of a magnitude corresponding to the tilted angle) by tilting the analog stick 32. Note that the left controller 3 may be provided with a cross key or a slide stick capable of slide input, etc. instead of the analog stick as the direction input unit. Also, in the present embodiment, it is possible to input by pressing the analog stick 32.

[0069] The left controller 3 is provided with various operation buttons. The left controller 3 is provided with 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 is provided with 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 is provided with a second L button 43 and a second R button 44 on the side surface of the housing 31 on the side where it is attached when 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.

[0070] 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.

[0071] 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 held in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be held with one hand, particularly the right hand, when held in a vertically long orientation. Also, the right controller 4 can be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0072] Similar to the left controller 3, the right controller 4 includes an analog stick 52 as a direction input unit. In the present 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 on the upper right side 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.

[0073] Also, the right controller 4 includes a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.

[0074] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. The main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6 in addition to the configuration shown in FIG. 3. 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.

[0075] 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).

[0076] 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.

[0077] 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 in accordance with an instruction from the processor 81.

[0078] The processor 81 appropriately reads and writes data between the flash memory 84 and the DRAM 85 and the respective storage media, and executes the above-described information processes.

[0079] 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 communicates) 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 wireless communication with other main body devices 2 arranged within a closed local network area, and realizes a function enabling so-called "local communication" in which data is transmitted and received by direct communication between a plurality of main body devices 2.

[0080] 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.

[0081] 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. Further, 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. Also, 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. Further, 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 (for example, image data or audio data) to a stationary monitor or the like via the cradle.

[0082] 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 sets of the left controller 3 and the right controller 4, respectively. As an example, while a first user inputs to the main body device 2 using a first set of the left controller 3 and the right controller 4, it becomes possible for a second user to input to the main body device 2 using a second set of the left controller 3 and the right controller 4.

[0083] Also, the display 12 is connected to the processor 81. The processor 81 displays an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside on the display 12.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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, so they are omitted in FIG. 7.

[0088] 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. Further, when the left controller 3 is removed 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.

[0089] The left controller 3 also includes a memory 102 such as a flash memory. The communication control unit 101 is configured by, for example, a microcomputer (also referred to as a microprocessor) and executes various processes by executing the firmware stored in the memory 102.

[0090] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (described as "stick" in FIG. 7) 32. Each button 103 and the analog stick 32 repeatedly output information regarding the operation performed on themselves to the communication control unit 101 at an appropriate timing.

[0091] The communication control unit 101 acquires information regarding input (specifically, information regarding 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 regarding input is transmitted to the main body device 2 may be the same for each input unit or may not be the same.

[0092] 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.

[0093] 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).

[0094] 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 conforming to the Bluetooth (registered trademark) standard), and controls the communication method that the right controller 4 performs with the main body device 2.

[0095] The right controller 4 includes the same input parts as those of the left controller 3. Specifically, it includes each button 113 and the analog stick 52. These input parts have the same functions as those of the left controller 3 and operate in the same manner.

[0096] 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.

[0097] Next, with reference to FIGS. 8 to 15, an outline of the processing executed in the game system 1 will be described. In the present embodiment, the game system 1 generates a game image in which terrain objects and characters (for example, player characters operated by a player) are arranged in a game space that is a three-dimensional virtual space, and displays the game image on a display device. In the present embodiment, the display device on which the game image is displayed may be the above-described display 12 or a stationary monitor.

[0098] In the present embodiment, for some objects in the game space, the shape is defined by voxel data. Here, a voxel is a rectangular parallelepiped (more specifically, a cubic) region arranged in a grid pattern in the game space, and voxel data is data set for each voxel. Hereinafter, an object whose shape is defined by voxel data will be referred to as a "voxel object". In the present embodiment, the game system 1 stores voxel data as data for generating voxel objects in the game space for each of a plurality of voxels set in the game space.

[0099] FIG. 8 is a diagram showing an example of a terrain object that is a voxel object. As shown in FIG. 8, in the present embodiment, a terrain object representing a terrain such as the ground is defined in shape by voxel data (that is, it is a voxel object). Each cube shown in FIG. 8 represents a terrain object. In FIG. 8, the portions that are the sides of the terrain object are shown in thick lines, but these thick lines are added for the purpose of making the drawing easier to view, and in reality, the sides of the terrain object do not need to be shown thickly.

[0100] Also, the terrain object shown in FIG. 8 is generated, for example, according to the rule that "when the parameter included in the voxel data set for a voxel is greater than a predetermined value, a cube is placed at the position of the voxel, and when it is less than or equal to the predetermined value, nothing is placed at the position of the voxel". The terrain object shown in FIG. 8 is shown for the purpose of clearly exemplifying the relationship between voxels and voxel objects. In the present embodiment, in reality, for example, like the terrain object shown in FIG. 15 described later, a voxel object is generated (based on voxel data) according to a rule that results in a more complex shape compared to the length of one side of a voxel. Note that the rule for determining the shape of a voxel object based on voxel data is arbitrary. In other embodiments, the game system 1 may generate a voxel object as shown in FIG. 8 or a voxel object as shown in FIG. 15 based on object data.

[0101] For the voxel object, the shape can be changed by changing the voxel data of each voxel. FIGS. 9 and 10 are diagrams showing an example of the state before and after a part of the terrain object shown in FIG. 8 is deleted. That is, when the hatched portion of the terrain object shown in FIG. 9 is destroyed, the terrain object changes to the shape shown in FIG. 10. At this time, the game system 1 can easily erase the terrain object by rewriting the voxel data described later so as to indicate that there is no terrain object for the voxels in the hatched portion. Note that when the game system 1 adds a terrain object, it can easily change the shape of the terrain object by changing the voxel data of each voxel in the same manner as when erasing the terrain object.

[0102] In this way, the game system 1 can freely change the shape of the voxel object by rewriting the voxel data. For example, when the shape of a terrain object in a game is changed as a result of being destroyed for some reason (for example, a player character strikes the terrain object), the game system 1 does not directly change the data indicating the outer shape of the terrain object (that is, the mesh described later), but can freely change the shape of the terrain object by changing the voxel data used for generating the terrain object.

[0103] FIG. 11 is a diagram showing an example of the content of the voxel data. Here, in the present embodiment, the game space can be divided into a plurality of voxels arranged in a grid pattern. The game system 1 stores by associating voxel data with each voxel in the game space. The voxel data indicates the presence or absence of a voxel object in the voxel corresponding to the voxel data.

[0104] As shown in FIG. 11, the voxel data includes density data. The density data is data of density indicating the degree to which an object is included in the region defined by each voxel. Although details will be described later, the position and shape of the surface of the voxel object (that is, the mesh described later) are determined based on the above density. That is, in the present embodiment, the above density is also data used to create a mesh that defines the surface of the voxel object.

[0105] In the present embodiment, the density can take an integer value in the range from a lower limit value (for example, 0) to an upper limit value (for example, 255). In the present embodiment, in the game system 1, when the value of the density set for a voxel is high, the ratio of the volume occupied by the voxel object in the voxel tends to be large, and when the value of the density is low, the ratio in the voxel is small. For example, when the density is 0, there is no object in the voxel, when the density is 255, all of the voxel is an object, and when the density is a value in between, the object can occupy the voxel at a ratio corresponding to the value. Then, based on the density, the shape of the voxel mesh, that is, the shape of the voxel object is determined. However, the shape of the voxel object generated based on the above density does not necessarily have to be a volume that exactly matches the ratio indicated by the density. For example, in the method of generating a voxel object as shown in FIG. 8 and the method of generating a voxel object as shown in FIG. 15, the volumes may be different even based on the same density.

[0106] Note that in other embodiments, the density may indicate either a state in which the entire region in the voxel is occupied by the voxel object or a state in which the voxel object is not included in the region in the voxel. For example, the density data may be data that can only take either 0 or 1.

[0107] As shown in FIG. 11, the voxel data includes material data. The material data indicates the material (in other words, the substance) of the voxel object generated from the voxel data. Here, in the present embodiment, materials such as sand, rock, and soil are set for the voxel object. That is, in the present embodiment, a plurality of types of materials are prepared as materials that can be set for the voxel object, and any one of the plurality of types of materials is set for the voxel object.

[0108] As shown in FIG. 11, in the present embodiment, the material data indicates identification information of the material (referred to as "material ID"). Further, in the present embodiment, the game system 1 stores material information indicating the properties and textures of the materials prepared in the game for each material. In the present embodiment, the material information associates the material ID, the properties of the material, and the appearance of the material (specifically, the texture). Specifically, the material information is information that associates the material ID, the identification information of the properties of the material (referred to as "property ID"), and the identification information of the texture of the material (referred to as "texture ID") (see FIG. 11).

[0109] FIG. 12 is a diagram showing an example of property information indicating the properties of the material. As shown in FIG. 12, the game system 1 stores property information that associates the above property ID with information indicating the content of the property indicated by the property ID. The properties of the material are the properties that the voxel object in which the material is set has in the game, and are, for example, information such as the weight and slipperiness shown in FIG. 12. Note that the specific content of the property is arbitrary, and for example, the following information may be set as the properties of the material. · Temperature · Fragility (for example, the number of times the voxel object breaks when an impact is applied to the voxel object) · Whether another object adheres to the voxel object · The amount of health recovered by the player character when the player character destroys a voxel object · The amount of in-game currency acquired by the player character when the player character destroys a voxel object Note that the specific content of the properties set for the material is arbitrary. In other embodiments, information different from the above may be set as information indicating the properties of the material.

[0110] FIG. 13 is a diagram showing an example of texture information indicating the texture of a material. As shown in FIG. 13, the game system 1 stores texture information associating the above texture ID with the texture indicated by the texture ID.

[0111] Note that, as data defining the appearance of the voxel object, in addition to the texture information, any information regarding color and / or pattern may be set. For example, as information regarding the appearance of the voxel object, a crack pattern may be set. By using such a pattern, the game system 1 can generate an image of a voxel object representing an appearance with cracks.

[0112] As described above, in the present embodiment, the material data defines the properties of the voxel object and the texture to be used for the voxel object by the material ID. For example, when the material ID indicated by the material data included in the voxel data is "002", the property indicated by the property ID "001" associated with the material ID in the material information is set as the property of the voxel object corresponding to the voxel data (see the arrow shown in FIG. 11). Also, in the above case, the texture indicated by the texture ID "002" associated with the material ID in the material information is applied to the voxel object corresponding to the voxel data (see the arrow shown in FIG. 11).

[0113] As described above, in the present embodiment, the game system 1 manages the properties and textures of materials separately. Therefore, in the present embodiment, it is possible to easily set a plurality of types of materials having the same properties but different appearances (i.e., textures), or a plurality of types of materials having different properties but the same appearance.

[0114] Note that the material data may be any data that can specify the properties and / or textures of the material. For example, in other embodiments, the material data may indicate the above property ID and texture ID, or may have a data structure that actually includes data indicating the properties and textures of the material.

[0115] Also, the material data may be information related to the material and may further indicate other information different from the above properties and textures. For example, the material data may include effect data indicating an effect that occurs when an effect generation condition (e.g., a part of the voxel object is destroyed, or a character steps on the voxel object) set for the voxel object is satisfied. Note that the effect data may be data indicating an effect image (e.g., an effect image representing that the voxel object has been destroyed), or may be data indicating an effect sound (the sound of footsteps when a character walks on the voxel object).

[0116] As shown in FIG. 11, the voxel data includes state data indicating the state of the voxel object. The specific content of the state data is arbitrary. For example, the state data may be data indicating whether the voxel object is in a wet state, or may be data indicating the amount of damage applied to the voxel object. The content of the state data may be updated during the game.

[0117] In this embodiment, the surface of the voxel object is represented by a mesh. A mesh is a collection of a plurality of surfaces (specifically, polygons) arranged in the game space. In this embodiment, the game system 1 generates a mesh of the voxel object based on the voxel data of each voxel set in the game space. Hereinafter, an example of generating a mesh based on voxel data will be described.

[0118] FIG. 14 is a diagram showing an example of a method for generating a mesh. In FIG. 14, for the purpose of making the drawing easy to view and the explanation easy to understand, voxels and meshes are represented two-dimensionally, but in actuality, a three-dimensional mesh is generated based on voxels in a three-dimensional space.

[0119] As described above, in this embodiment, the density set for the voxels is set in the range of 0 to 255. Also, in this embodiment, it is assumed that voxels with a density equal to or higher than the reference value are inside the object, and voxels with a density lower than the reference value are outside the object. It is not necessary to define only voxels with a density of 0 as outside the object (that is, reference value = 1), and the reference value is, for example, 128. In the example shown in FIG. 14, the density is 0 in voxel 201 and other outer voxels, the density of voxel 202 is 100 which is lower than the reference value, and the densities of voxels 203 and 204 are set to 150 and 200 which are equal to or higher than the reference value. In this embodiment, the game system 1 generates vertices between voxels with a density equal to or higher than the reference value and voxels with a density lower than the reference value. Specifically, for each region (the region surrounded by a dotted line in the drawing) spanning eight (four in the drawing) adjacent voxels, a determination is made as to whether to generate a vertex. That is, vertices are generated in the region spanning both voxels with a density equal to or higher than the reference value and voxels with a density lower than the reference value. Further, when the boundary between adjacent vertices (the boundary of the above-described region including each vertex) passes between voxels with a density equal to or higher than the reference value and voxels with a density lower than the reference value, a polygon mesh is generated by connecting those vertices.

[0120] The coordinates of the vertices are determined by comparing the densities of adjacent voxels for each of the X, Y, and Z axes and performing interpolation based on the density differences. At this time, coordinate calculation can be further performed based on the normal information. The normal information may be pre-retained for at least some of the voxels, or if it is not retained, the normal information may also be calculated based on the densities of adjacent voxels. In FIG. 14, since the density of voxel 202 is less than the reference value, voxel 202 is treated as outside the object in the determination of the presence or absence of vertices. However, the density value itself of voxel 202 is used in the calculation of the coordinates of the generated vertices. If the reference value is set to a value lower than the density of voxel 202, more vertices will be added to the upper right and upper left sides of voxel 202 in FIG. 14.

[0121] By generating the polygon mesh as described above, a shape with a volume that reflects the density of each voxel to a certain extent can be generated. However, depending on the relationship with adjacent voxels, it is possible that voxels with a density of 0 may include some areas within the object, or voxels with a density of 255 may include some areas outside the object. Also, in this embodiment, since voxels with a density less than the reference value are treated as outside the object, the volume is smaller by the amount that the number of vertices is reduced compared to the case of treating them as inside the object. That is, it is not necessary to calculate the polygon mesh so as to have a volume that exactly corresponds to the density value.

[0122] FIG. 15 is a diagram showing an example of a game image including a terrain object. In this embodiment, by generating the mesh as described above, the voxel object can be made into a shape with complex unevenness compared to, for example, the length of one side of the voxel.

[0123] Note that the method of generating the mesh based on the voxel data is arbitrary. For example, in other embodiments, when the density of the voxel data is greater than a predetermined value, the mesh may be generated such that a cube is arranged in the voxel (see FIG. 8).

[0124] For each face of the mesh generated as described above, the game system 1 determines the appearance (i.e., color and / or pattern) of each face according to the material specified by the voxel data. Specifically, the game system 1 determines the texture to be used for rendering each face of the mesh based on the voxel data, and generates an image of the voxel object by mapping the determined texture to each face. Note that the texture mapped to each face of the mesh is determined based on the voxel data of the voxels (referred to as target voxels) used to generate the face among the voxels where the voxel object exists. Note that the target voxels are, for example, one or more voxels arranged around the face, although it also depends on the method of generating the mesh. That is, the texture mapped to the face of the mesh is determined to be a texture corresponding to the material set for one or more voxels arranged around the face.

[0125] In other embodiments, one voxel data may include multiple types (e.g., two types) of material data. At this time, the voxel data includes ratio data regarding the multiple types of material data. The ratio data is data for determining the texture to be used for the voxel object, and indicates the ratio by which each material (specifically, the texture corresponding to the material) indicated by the multiple types of material data affects the appearance (specifically, color and / or pattern) of the voxel object. Also, when determining the texture mapped to each face of the mesh, the texture is determined based on various data (specifically, density data, multiple types of material data, and ratio data) included in the voxel data of the target voxels. For example, when multiple types of materials are set for the target voxels corresponding to one face, the texture corresponding to the material (one type) with the greatest degree of influence may be used considering the above ratio, or each texture corresponding to the multiple types of materials may be used considering the above ratio.

[0126] In another embodiment, there may be both a voxel object using voxel data including one type of material data and a voxel object using voxel data including two types of material data.

[0127] Next, with reference to FIGS. 16 to 21, an example of game play in which a player character in the game space operates in response to a user operation on the game system 1 will be described. For example, in this embodiment, each operation button or stick operation of the left controller 3 and / or the right controller 4 in the game system 1 which is an integrated device, or a touch operation on the touch panel 13 of the main body device 2, an operation of moving the entire game system 1 or an operation of changing the posture, etc., the player character PC appearing in the game space displayed on the display 12 operates.

[0128] FIG. 16 is a diagram showing an example of a game image in which a game space in which a terrain object TO and a player character PC are set is displayed on the display 12. The terrain object TO is an example of a stage object constituting a game stage in the game space. In this embodiment, the terrain object TO is generated based on the above-described voxel data and is composed of voxel objects whose surfaces are represented by meshes. For example, one of the voxel spaces defining the voxels is set in the game space, and the terrain object TO is generated in the game space by defining a plurality of voxels in the voxel space. Here, the voxel space is set at least one in at least a part of the game space for defining a plurality of voxels, and the length of one side (resolution) of the voxel, the vector (direction) in the global coordinates of the xyz axes in the vector space, the lengths of the x, y, and z directions of the voxel space, the position of the voxel space in the game space, etc. are defined for each voxel space. In FIG. 16, an example of drawing by mesh generation having the appearance as shown in FIG. 15 by the method described in FIG. 14 is illustrated, but drawing may be performed by the block-shaped meshes described in FIGS. 9 and 10.

[0129] In this embodiment, by performing an action in which the player character PC destroys the terrain object TO, it is possible to destroy the terrain object TO and eliminate (erase) at least a part of it. As an example, by performing an action in which the player character PC punches a part of the terrain object TO, the terrain object TO can be destroyed and a part of the terrain object TO can be erased.

[0130] FIG. 17 is a diagram showing an example of a game image in which a state where a player character PC has erased a part of a terrain object TO is displayed. As an example, the game image shown in FIG. 17 shows the inside of the terrain object TO that the player character PC is digging through while erasing a part of the terrain object TO, and the state of the digging is displayed using a longitudinal sectional view of the terrain object TO.

[0131] When the player character PC performs an action of punching a part of the terrain object TO, the terrain object TO within a predetermined range centered on the punched portion is erased. For example, as shown in the upper figure of FIG. 17, when the player character PC performs an action of punching the wall at the end of the cave formed within the terrain object TO, the terrain object TO on the back side from the wall is destroyed and erased, so the cave is cut back in the depth direction. Specifically, as shown in the lower figure of FIG. 17, in the terrain object TO, a bell-shaped destruction range is formed in which the deepest part missing due to the destruction becomes a semi-elliptical spherical shape due to the destruction action of the player character PC. By this action, the space without the terrain object TO expands at the deepest part of the cave, and as a result, the amount of the terrain object TO existing in the game space also changes. FIG. 17 shows an example in which the terrain object TO has decreased by the decrease amount CV due to the above action.

[0132] In this embodiment, the terrain object TO is expressed as being destroyed and erased by changing the voxel data of each voxel that constitutes the terrain object TO. FIG. 18 is a diagram showing an example of the destruction range of the voxels to be destroyed in the terrain object TO. Note that the left diagram in FIG. 18 shows the front (the surface to be destroyed) of the terrain object TO as viewed from the player character PC that destroys the terrain object TO. Also, the right diagram in FIG. 18 shows the right side surface of the terrain object TO shown in the left diagram.

[0133] The destruction range of the terrain object TO to be destroyed by the destruction action of the player character PC is set based on the position, strength, ability of the player character PC when destroying the terrain object TO, and the strength (material) of the terrain object TO. For example, the destruction range is set to a range within a predetermined distance from a reference position set based on the position in the game space where the destruction action by the player character PC occurs. In the example of FIG. 18, in the terrain object TO, a bell-shaped destruction range with a hemispherical shape at the deepest part missing due to the destruction is formed centered on the position where the player character PC performed the destruction action. Note that the shape of the destruction range may be other shapes, such as spherical, ellipsoidal, cubic, cylindrical, wedge-shaped, shapes generated by 3D software, or shapes with some parts of these shapes missing. Also, the position of the destruction range may be set centered on the position in the game space where the destruction action by the player character PC occurs (for example, the position reached by the fist with which the player character PC punches), or may be set centered on a predetermined distance in front of the position as viewed from the player character PC.

[0134] Voxels to be deleted (including partial deletion) based on the above-described destruction range are determined using a signed distance field (SDF). The SDF indicates the distance from each voxel to the closest surface of the destruction range. Assuming the surface of the destruction range is 0, the outside of the destruction range is regarded as having a positive distance, and the inside of the destruction range is regarded as having a negative distance. Then, according to the SDF of each voxel, the deletion process of each voxel is set. For example, for voxels to be deleted, the voxel data of the voxel is rewritten so as to indicate that there is no terrain object, and thus the part of the voxel is deleted from the terrain object TO.

[0135] For example, in this embodiment, at least partial deletion of each voxel is controlled by changing the density included in the voxel data. For example, density is an index indicating the degree of the volume occupied by the voxel object within the region defined by the voxel. The value of density can take an integer value in the range from a lower limit value (for example, 0) to an upper limit value (for example, 255). And it is assumed that when the value of density set for a voxel is high, the above degree within the voxel is large, and when the value of density is low, the above degree within the voxel is small. Also, for a voxel with density set to the lower limit value (that is, 0), no voxel object is included in the voxel, and for a voxel with density set to the upper limit value (that is, 255), it is regarded that the voxel object is included throughout the voxel. That is, density functions as voxel data indicating the existence of a terrain object when set to a value greater than the lower limit value, and functions as voxel data indicating the non-existence of a terrain object when set to the lower limit value. However, the shape of the voxel mesh generated based on density does not necessarily have a volume that exactly corresponds to the value of density.

[0136] In this embodiment, based on the SDF of each voxel, the density of each voxel is rewritten to control the deletion of each voxel. Specifically, by rewriting at least the density of the voxel where the SDF is a negative distance to a low value, at least some of the voxels included within the destruction range are made to be in a state where there is no terrain object. As a first example, by rewriting the density of the voxel where the SDF is a negative distance to the lower limit value, the voxels included within the destruction range are made to be in a state where there is no terrain object, and by maintaining the density of the voxel where the SDF is a positive distance at its original value, the voxels outside the destruction range are made to be in a state where there is a terrain object. As a second example, by rewriting the density of the voxel where the SDF is a negative distance to a lower value as the absolute value of the distance is larger, and by rewriting the density of the voxel where the absolute value of the distance is larger than a predetermined value to the lower limit value, a part of the voxels included within the destruction range is made to be in a state where there is no terrain object, and by maintaining the density of the voxel where the SDF is a positive distance at its original value, the voxels outside the destruction range are made to be in a state where there is a terrain object. As a third example, by rewriting the density of the voxel where the SDF is a negative distance to the lower limit value, the voxels included within the destruction range are made to be in a state where there is no terrain object, and by rewriting the density of the voxel where the SDF is a positive distance to a lower value as the absolute value of the distance is smaller, a part of the voxels outside the destruction range is also made to be in a state where there is no voxel object throughout the voxel.

[0137] Note that the change amount of the density in the above-described voxel data may be adjusted according to the type and state of the material indicated by the material data included in the voxel data. For example, the change amount of the density may be adjusted (for example, the change amount of the density rewritten to a lower value is increased for a more fragile material) according to the properties of the material indicated by the material data (for example, fragility, temperature).

[0138] Also, the rewriting of the density in the above-described voxel data may adjust the amount of change in the density according to the state data included in the voxel data. For example, the above state data is data indicating the amount of damage added from the player character PC to the terrain object TO. As an example, regarding whether to decrease the density in the voxel data or increase the amount of damage, it may be determined according to the relationship between the attack power of the player character PC and the defense power of the terrain object TO. Specifically, in the relationship between the hardness of the attacking side (for example, the hardness of the fist with which the player character PC punches the terrain object TO) and the hardness of the side receiving the attack (the hardness of the material of the terrain object TO), when the hardness of the attacking side is harder, the density in the above destruction range is rewritten, and when the hardness of the side receiving the attack is harder, neither the density nor the amount of damage in the above destruction range is rewritten. And when the hardness of the attacking side is equal to the hardness of the side receiving the attack, the amount of damage to the voxels within the above destruction range is increased, and when the amount of damage exceeds the allowable amount (damage durability value by the material) of the voxels, the density of the voxels is rewritten. Note that when the amount of damage to the voxels exceeds the allowable amount of the voxels, the density of the voxels may be set to 0 and the voxels may be erased, and the amount of damage to the voxels can also function as voxel data indicating the absence of terrain.

[0139] Then, as described above, on the surface of the terrain object TO after the density is rewritten (specifically, the surface newly exposed to the outside due to destruction), updates for display are performed by newly generating a mesh. For example, based on the occurrence of an event in which the terrain object TO is destroyed, a new mesh is generated by recomputing the vertices of the mesh in the range including at least the voxels whose voxel data has been rewritten by the destruction. As an example, as shown in FIG. 14, each vertex of the mesh is generated. In this way, after voxel deletion, a new mesh is generated by an algorithm in which the vertices of the mesh are recomputed based on the density of each voxel between the voxels where the terrain does not exist and the voxels where the terrain exists, and thus the terrain object TO may be deleted. Then, the texture used for rendering each face of the mesh is determined based on the voxel data, and the determined texture is mapped to each face to generate an image of the terrain object TO after destruction. Note that the range for performing the above-described recomputation of the mesh may be a chunk (a group of voxels that is a processing unit composed of a predetermined number of voxels) including the voxels whose voxel data has been rewritten. For example, if one chunk is composed of 16×16×16 voxels and recomputation is performed for the chunk including the voxels whose voxel data has been rewritten, the processing can be reduced compared to recomputing the mesh of the entire game space. The range may be the voxel space in which the voxels whose voxel data has been rewritten are arranged, or the entire terrain object TO including the voxels whose voxel data has been rewritten. Also, if there is no problem with the processing load, the mesh may be recomputed for the entire game space.

[0140] In this embodiment, the placement object OBJ is placed in the game space based on the reduction amount CV of the terrain object TO. As an example, the reduction amount CV is calculated by the volume of the terrain object TO reduced by the recomputation of the mesh described above (a value indicating how much the volume has decreased in the game space due to the change in the mesh, which is the total amount of volume change reduced by each voxel object). As another example, the reduction amount CV may be calculated by the total value of the reduction amounts of the densities of the respective voxels constituting the terrain object TO, or may be calculated by the total value of the number of voxels erased or whose shape has changed in each voxel constituting the terrain object TO. Note that the unit in which the terrain object TO is erased is a continuous amount that can take an amount less than the occupancy of one voxel. Therefore, when the reduction amount CV is calculated using the volume of the terrain object TO reduced by the recomputation of the mesh or the reduction amount of the density of each voxel constituting the terrain object TO, the reduction amount CV is a value that can take a value less than the amount of one voxel to which each of the voxel data is associated (for example, the volume or density of one voxel in which all within the voxel is filled with an object).

[0141] When the cumulative value of the reduction amount CV reaches the threshold value, a placement object OBJ corresponding to the threshold value is newly appeared and placed in the game space. For example, as shown in the upper figure of FIG. 19, when the cumulative value of the reduction amount CV of the terrain object TO reaches the threshold value, the placement object OBJ is newly placed in the vicinity of the position where the terrain object TO was erased. The placement object OBJ is an object different from the stage objects such as the terrain object TO, and in the game, it can be coins, recovery items, collection items, etc. that are the acquisition and collection targets of the player character PC, or virtual objects such as fossils and treasure chests obtained by excavation and exploration, or non-player characters, etc. Also, since the placement object OBJ is placed in the vicinity of the position where the terrain object TO was erased, it will be placed in the direction in which a part of the terrain object TO has been erased as seen from the player character PC. Here, the direction in which a part of the terrain object TO has been erased indicates the direction in which the surface position of the terrain object TO has decreased the most before and after the terrain object TO was erased.

[0142] As an example, when the cumulative value reaches the threshold value, the placement object OBJ is newly buried and placed on the surface of the terrain object TO in the vicinity of the position where the terrain object TO was erased. The placement object OBJ buried and placed on the surface of the terrain object TO may be in a state where a part of it is exposed from the surface, or may be completely buried inside the terrain object TO near the surface. As another example, the placement object OBJ may be placed in the space formed by the terrain object TO being erased. Also, a plurality of placement objects OBJ may be placed at once on the surface of the terrain object TO in the vicinity of the position where the terrain object TO was erased. In this case, it may be set so that the larger the number of placement objects OBJ placed at once, the lower the occurrence probability.

[0143] As another example, the placement object OBJ may be newly buried and placed on the surface of the terrain object TO in the vicinity of the position where the terrain object TO has been erased, based on the probability of increasing according to the cumulative value. In this case, the larger the cumulative value, the higher the probability that the placement object OBJ will be placed.

[0144] The placement object OBJ can be acquired by the player character PC according to the acquisition operation of the player character PC by contacting or the like. For example, as shown in the upper figure of FIG. 19, when the placement object OBJ appears in a state of being buried on the surface of the terrain object TO, the terrain object TO at the portion where the placement object OBJ is buried is further erased by the player character PC, so that the placement object OBJ can be released from the state of being buried in the terrain object TO. Here, "released from the buried state" means that the placement object OBJ buried in the terrain object TO falls on the stage (for example, on the surface of the terrain object OBJ newly formed by the player character PC erasing), etc., indicating that the buried state of the placement object OBJ is eliminated. As an example, as shown in the lower figure of FIG. 19, when the player character PC performs an action of destroying the terrain object TO around the placement object TO, the terrain object TO supporting the placement object TO is erased, and the buried state of the placement object OBJ buried in the terrain object TO is eliminated. And when the placement object TO is released from the state of being buried in the terrain object TO, or when the acquisition operation of the placement object OBJ by the player character PC is performed after the release, the placement object OBJ is acquired by the player character PC. Note that, as another example, the placement object OBJ may be newly appeared and once placed in the game space and then immediately automatically acquired by the player character PC.

[0145] Thus, in this embodiment, it is possible to erase a part of the terrain object TO based on a user's operation input, and in response to the erasure, the placement object OBJ is buried and placed on the surface of the terrain object TO near the erased position. Then, based on the user's operation input, the terrain object TO of the part where the placement object OBJ is buried is further erased, so that the placement object OBJ is released from the buried state. Therefore, in this embodiment, by the operation input for erasing the terrain object TO, the placement object OBJ can be made to appear, and by a further operation input for erasing the terrain object TO, the placement object OBJ can be acquired, and the motivation for the user to erase the terrain object TO can be further enhanced.

[0146] When the placement object OBJ is placed, the cumulative value that has been counted for placing the placement object OBJ is initialized to a predetermined initial value (for example, 0), and the cumulative reduction of the reduction amount CV starts again from the initial value. Then, again, when the cumulative value reaches the threshold value, in the same manner as the appearance process described above, the placement object OBJ corresponding to the threshold value is newly appeared again in the game space. Therefore, the player character PC can periodically acquire the placement object OBJ by continuing the action of erasing the terrain object TO.

[0147] In addition, when the space formed by erasing the terrain object TO is formed by being opened to the outside, the placement object OBJ may be placed at a position corresponding to the opening state of the space. For example, as shown in FIG. 20, when a space where there is no terrain object TO is formed on the side opposite to the gravitational direction of the game space at the position where the terrain object TO is erased, the placement object OBJ may be placed on the side of the gravitational direction of the game space rather than in the direction where the terrain object TO is erased. By making the placement object OBJ appear at a position corresponding to the opening state of the space formed in this way, the placement object OBJ can be made to appear at an appropriate position without a sense of incongruity.

[0148] Also, a plurality of types of placement objects OBJ may be prepared. In this case, cumulative values are calculated for each type of placement object OBJ in association therewith, and when the cumulative value reaches a threshold value (a threshold value set for each type of placement object OBJ) referred to respectively, a placement object OBJ of the type corresponding to the reached threshold value may be placed. The cumulative value counted corresponding to the type of the placed placement object OBJ may be initialized to a predetermined initial value in the same manner as described above when the placement object OBJ is placed. Further, when a plurality of types of placement objects OBJ are prepared, different threshold values may be set for each type of placement object OBJ, and the cumulative value may be counted for each type of placement object OBJ respectively.

[0149] When calculating cumulative values for each type of placement object OBJ in association therewith, the amount of accumulation may be different for each corresponding to the decrease amount CV. Also, when the cumulative value is initialized to the initial value, it may be initialized to a different initial value for each type of placement object OBJ.

[0150] Also, depending on the direction in which the player character PC has erased the terrain object TO, there may be types of placement objects OBJ that do not appear. For example, for a type of placement object OBJ that falls after appearance, in order to prevent it from colliding with the player character PC due to the fall at the time of appearance, it may be controlled not to appear when the player character PC erases the upward terrain object TO.

[0151] The placement object OBJ may appear in a further formed space (e.g., a cavity) separately from the elimination of the terrain object TO by the destruction action of the player character PC. For example, as shown in FIG. 21, a cavity may be further formed within the terrain object TO near the portion eliminated in the terrain object TO, and the placement object OBJ may be placed to appear within the cavity. As an example, in the example shown in FIG. 21, due to the destruction action of the player character PC, the space (range indicated by the reduction amount CV) where the terrain object TO was eliminated at the innermost part of the cave has expanded, but a further space (cavity) is formed separately from the space due to the elimination in front of the space. And within the above cavity, a placement object OBJ is newly placed. Note that the placement object OBJ placed within the cavity is also placed within the cavity formed near the portion eliminated in the terrain object TO, so it will be placed in the direction in which a part of the terrain object TO is eliminated as seen from the player character PC.

[0152] Regarding the placement object OBJ placed within the above cavity, a cumulative value is also calculated in association with the placement object OBJ (and cavity formation), and when the cumulative value reaches a threshold value, the formation of the above cavity and the placement of the placement object OBJ within the cavity are performed. And the cumulative value counted corresponding to the placement object OBJ placed within the above cavity is also initialized to a predetermined initial value in the same manner as above by the formation of the above cavity and the placement of the placement object OBJ. Note that when the above cavity is formed inside the terrain object TO, the volume corresponding to the cavity will decrease from the terrain object TO. Regarding this decrease, it may not be accumulated in the cumulative value being counted, or it may be accumulated in each cumulative value.

[0153] Note that the above-described cavity may be formed only when the player character PC performs an action of destroying the terrain object TO in the front-back, left-right directions. For example, when the player character PC erases a terrain object TO in the downward direction (the direction of gravity in the game space) or when the player character PC erases a terrain object TO in the upward direction (the anti-gravity direction in the game space), even if the cumulative value reaches the threshold value in association with the arrangement object OBJ arranged in the above-described cavity due to the erasure, the above-described cavity is not formed. Thus, when the cavity is not formed because the erasure direction is the vertical direction, the cumulative value counted in association with the arrangement object OBJ that was to be arranged in the cavity may be maintained as it is, or may be initialized to a predetermined initial value or a value larger than the initial value. In the former case, even when the cavity is not formed due to the erasure direction, the cavity can be immediately formed by changing the erasure direction, and the response of the formation process can be improved. Also, in the latter case, even if the player character PC continues the destruction action in the erasure direction in which the cavity is not formed, it is not necessary to repeatedly determine whether the cavity can be formed, so the processing load can be reduced. Note that even when the cavity is not formed because the erasure direction is the vertical direction, since it is possible to arrange other arrangement objects OBJ that do not require the formation of the cavity, as a result, depending on the direction in which the terrain object TO is erased, a process of determining whether to further generate the above-described cavity and arrange the arrangement object OBJ in the cavity or to arrange the arrangement object OBJ without further generating the above-described cavity is performed.

[0154] Also, when forming the above-mentioned cavity, if there is not enough space to form the cavity within the terrain object TO, the placement of the placement object OBJ that was planned to be placed in the cavity may not be performed without forming the cavity. For example, when there are few terrain objects TO left around the player character PC and the above-mentioned cavity cannot be formed inside the terrain object TO, the formation of the cavity is not performed. Specifically, when a further cavity is formed in front of the innermost part of the cave, if it can be predicted that the cavity will be formed in a state where it is open to the outside of the terrain object TO, the formation of the cavity is not performed. Thus, when the cavity is not formed due to insufficient space for forming the cavity, the cumulative value counted in association with the placement object OBJ that was planned to be placed in the cavity may be maintained as it is, or may be initialized to a predetermined initial value or a value larger than the initial value.

[0155] Also, in the above description, as an example of an event in which the terrain object TO is erased, an example is used in which a part of the terrain object TO is destroyed and erased when a destruction action in which the player character PC hits the terrain object TO hits the terrain object TO. However, the terrain object TO may be erased by other events. For example, an event in which the player character PC destroys by hitting the terrain object TO with other parts such as the whole body or legs, or an event in which an item such as a weapon used by the player character PC destroys by hitting the terrain object TO. Also, an event in which the terrain object TO is destroyed when another object such as a rock thrown or kicked by the player character PC hits the terrain object TO, or an event in which the terrain object TO is destroyed when a bullet object fired by the shooting or shelling of the player character PC hits the terrain object TO. Thus, the terrain object TO may be erased.

[0156] In the above description, an example was used in which the terrain object TO is erased by the destruction action of the player character PC in response to the user's operation input. However, the terrain object TO may be erased in response to an operation input different from the operation input for operating the player character PC. For example, the terrain object TO at the position indicated by the user with a pointer or the like may be destroyed and erased, and the placement object OBJ may appear based on the erased reduction amount. In this case, the player character PC may or may not appear in the game space. Also, even when the player character PC appears in the game space, the terrain object TO may be erased based on the user's indicated position regardless of the operation of the player character PC.

[0157] In addition, in response to the destruction action in which the player character PC destroys a part of the terrain object TO, a part of the terrain object TO is erased, and an effect production may be performed in which the fragment of the destroyed terrain object TO flies in the air in the game space and falls on the surface of the terrain object TO. In this case, since the above fragment was a part of the terrain object TO, strictly speaking, the volume of the fragment is not erased from the game space, that is, the terrain object TO that has not decreased. However, the volume of the fragment may be calculated as the reduction amount CV as if it has been erased from the game space. That is, in the present embodiment, the reduction amount CV decreased from the game space may be calculated excluding the amount of the fragment arranged in a state separated from the terrain object TO. In this way, even if an expression is made such that a part of the terrain object TO is separated, since the separated part of the terrain object TO is counted as erased, the placement object OBJ can be made to appear even in such a case.

[0158] In the above description, an example in which the player character PC appears in the game space was used. However, a character different from the player character PC may further appear. For example, other characters such as enemy characters whose actions in the game space are controlled by a processor may appear, and a part of the terrain object TO may be configured to be erasable by the actions of the other characters. In this case, the amount of decrease in the terrain object TO erased according to the actions of the other characters may not be used for calculating the cumulative value. Also, regardless of the actions of the player character PC or the other characters, due to environmental changes in the game space such as vibrations caused by earthquakes, application of crushing force due to collisions of wave surfaces or wind and rain, and deterioration or decay due to exposure to the outside air, a part of the terrain object TO may be erased (deformed). In this case as well, the amount of decrease in the terrain object TO erased due to the environmental changes may not be used for calculating the cumulative value.

[0159] Also, in the same appearance mode as the placement object OBJ, the other characters may appear in the game space in response to the erasure of the terrain object TO. In this case, when the player character PC erases the downward terrain object TO and another character appears downward, it is conceivable that the player character PC collides with the other character and receives / gives damage. To prevent such damage, when the player character PC erases the downward terrain object TO, it may be controlled so that the other characters do not appear.

[0160] Also, different processes may be performed according to the attribute information of the terrain object TO to be processed. As described above, depending on the nature of the material indicated by the attribute information of the voxel object, the reduction amount CV may be different for the same destruction action. In this embodiment, as a first example, the increase amount of the cumulative value may be varied according to the attribute information for the same reduction amount CV. For example, in the above first example, when a voxel object that requires a lot of operation input for deletion and is difficult to destroy (for example, a voxel object exhibiting a relatively hard property) is deleted, the increase amount of the cumulative value may be relatively large. As an example, the increase amount of the cumulative value may be changed based on the hardness of the material of the voxel object. When a voxel object with a hardness that requires three destruction actions until it is destroyed is destroyed, the increase amount is tripled to calculate the cumulative value. Even if the voxel object with this hardness is destroyed in one go by a special action, the increase amount is tripled to calculate the cumulative value. In the above example, it may be a voxel object that can be destroyed only by the above special action. In this case, the increase amount of the cumulative value is set relatively large according to the destruction of the voxel object by the special action.

[0161] As a second example, depending on the attribute information of the terrain object TO in the vicinity of the deleted position, the placement object OBJ may not be caused to appear. For example, if the attribute information of the terrain object TO in the vicinity of the deleted position indicates the property of a material where placement such as water, feathers, magma, etc. is not possible, or a property of a material that causes damage when the player character PC touches it and the placement object OBJ cannot be taken out even if it is placed, the placement object OBJ is not placed inside or on the surface of the voxel object having such material. In this case, even if the terrain object TO of the above material is deleted, the process may be such that the cumulative value is not increased, or even if the cumulative value reaches the threshold value to be caused to appear due to the deletion of the terrain object TO, the process may be such that the placement object OBJ is not placed inside or on the surface of the voxel object having the above material. In the latter case, the counted cumulative value may be maintained as it is, or may be initialized to a predetermined initial value or a value larger than the initial value.

[0162] Also, in the above description, as an example of the stage object from which a part is deleted from the game space, the terrain object TO was used, but it goes without saying that the same process is possible even when a part of another stage object composed of voxel objects is deleted from the game space. For example, even when deleting a part of another stage object composed of voxel objects such as a building, a tree, an item, an object, etc. placed in the game space, it is similarly possible to perform the process of causing the placement object OBJ to appear. Regardless of which stage object is used, different processes may be performed according to the attribute information of the stage object to be processed as described above.

[0163] Next, with reference to FIGS. 22 to 24, a specific example of information processing in the game system 1 will be described.

[0164] FIG. 22 is a diagram showing an example of various data used for information processing in the game system 1. As shown in FIG. 22, the game system 1 stores a game program Pa, voxel space data Da, voxel object data Db, mesh data Dc, placement object data Dd, reduction amount data De, cumulative value data Df, threshold value data Dg, operation data Dh, player character data Di, destruction range data Dj, acquisition object data Dk, and the like. The game program Pa and the voxel space data Da are data that are stored in advance in the game system 1 before the execution of the game process. The game program Pa and the voxel space data Da are stored, for example, in a storage medium mounted on the slot 23 of the main device 2. Further, the voxel object data Db, the mesh data Dc, the placement object data Dd, the reduction amount data De, the cumulative value data Df, the threshold value data Dg, the operation data Dh, the player character data Di, the destruction range data Dj, and the acquisition object data Dk are data generated during the execution of the game process. The voxel object data Db, the mesh data Dc, the placement object data Dd, the reduction amount data De, the cumulative value data Df, the threshold value data Dg, the operation data Dh, the player character data Di, the destruction range data Dj, and the acquisition object data Dk are stored, for example, in the DRAM 85 of the main device 2.

[0165] The game program Pa is a game program for executing the game process (specifically, the game processes shown in FIGS. 23 and 24) in the present embodiment.

[0166] The voxel space data Da is data that defines voxels set in the game space. Specifically, the voxel space data Da indicates the length of one side of the voxel and the direction of each side of the voxel in the game space. Further, when voxels are set only in a partial region of the game space, the voxel space data Da may include data indicating the position and size of the space in which the voxels are set (that is, the voxel space) (that is, data indicating the range in which the voxels are set in the game space).

[0167] The voxel object data Db is data indicating voxel objects arranged in the game space. Specifically, the voxel object data Db includes voxel data Db1 for each unit area within a part or all of the range in the game space.

[0168] The mesh data Dc is data indicating a mesh set for a voxel object arranged in the game space. The mesh data Dc includes, for example, data indicating the positions of the respective vertices in the mesh.

[0169] The placement object data Dd is data indicating a placement object arranged in the game space. Specifically, the placement object data includes type data Dd1, shape size data Dd2, position and orientation data Dd3, and the like. The type data Dd1 is data indicating the type of the placement object. The shape size data Dd2 is data indicating the shape and size of the placement object. The position and orientation data Dd3 is data indicating the position and orientation of the placement object arranged in the game space.

[0170] The reduction amount data De is data indicating the reduction amount of the terrain object TO in the game space (a value indicating a decrease in the amount existing in the game space).

[0171] The cumulative value data Df is data indicating a value obtained by cumulatively adding the reduction amounts of the terrain object TO corresponding to the placement object and the newly formed cavity, respectively.

[0172] The threshold data Dg is data indicating the thresholds set corresponding to the placement object to be presented and the newly formed cavity, respectively.

[0173] The operation data Dh is data appropriately acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively. As described above, the data acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively includes information regarding inputs from each input unit (specifically, each button, analog stick, touch panel) (specifically, information regarding operations). In this embodiment, data is acquired from the left controller 3 and / or the right controller 4 and the main body device 2 respectively, and the acquired data is used to appropriately update the operation data Dh. Note that the update period of the operation data Dh may be updated every frame, which is the period of the process executed in the game system 1 described later, or may be updated every period in which the above data is acquired.

[0174] The player character data Di is data indicating the arrangement position and arrangement posture of the player character PC arranged in the game space, as well as the actions and states in the game space.

[0175] The destruction range data Dj is data indicating the destruction range set when the terrain object TO is destroyed by the player character PC.

[0176] The acquired object data Dk is data indicating the arranged objects acquired by the player character PC.

[0177] In addition to the data shown in FIG. 22, the game system 1 stores data such as the above-mentioned property information and texture information data as data stored in the game system 1 in advance before the execution of the game process.

[0178] FIG. 23 is a flowchart showing an example of the flow of game processing executed by the game system 1. FIG. 24 is a subroutine showing an example of the arrangement object setting process in the flowchart shown in FIG. 23. In the present embodiment, the series of processes shown in FIGS. 23 and 24 are performed by the processor 81 executing a game program. Also, the timing at which the game processing shown in FIGS. 23 and 24 is started is arbitrary. As an example, it is started in response to an instruction to start the game being given by the user during the execution of the game program.

[0179] Note that in the present embodiment, the processor 81 of the main body device 2 will be described as executing the processes of each step shown in FIGS. 23 and 24 by executing the game program stored in the game system 1. However, in other embodiments, some of the processes of each step 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 processes of each step shown in FIGS. 23 and 24 may be executed in the other information processing device. That is, the processes shown in FIGS. 23 and 24 may be executed by a plurality of information processing devices including the main body device 2 cooperating with each other. Also, the processes of each step shown in FIGS. 23 and 24 are merely examples, and if the same result can be obtained, the order of the processes of each step may be changed, or another process may be executed in addition to (or instead of) the processes of each step.

[0180] Also, the processor 81 executes the processes of each step shown in FIGS. 23 and 24 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.

[0181] In FIG. 23, the processor 81 sets a voxel object in the initial state in the game space (step S1) and proceeds to the next step. Specifically, the processor 81 acquires voxel data indicating the arrangement of the voxel object in the initial state, and stores (or writes, in other words) part or all of the acquired voxel data in the DRAM 85 as voxel object data Db. Note that the voxel data indicating the arrangement of the voxel object in the initial state is stored, for example, in a storage medium mounted in the slot 23 of the main device 2.

[0182] Note that the voxel data written in the DRAM 85 as voxel object data may be part of the voxel data in the entire range of the game space, which is used for generating the game image. For example, the processor 81 may generate an object image using voxel data only for a partial range (e.g., a range within a predetermined distance from the position of the virtual camera) of the game space. At this time, the voxel object data Db may include the voxel data within the said range. Also, when voxel data for a partial range of the game space is written, the same processing as in step S1 above is executed at an appropriate timing (e.g., the timing when the position of the virtual camera has moved more than the predetermined distance) during the execution of the series of processes in steps S4 to S12 described later.

[0183] Next, the processor 81 generates a mesh for the voxel object (step S2), proceeds to the next step to start the game, and repeatedly executes the processes in steps S3 to S12 during the game. The mesh is generated according to the method described above. Here, the processor 81 generates a mesh based on the voxel object data stored in the DRAM 85. By the processing in step S2 above, voxel objects such as the terrain object TO are constructed in the game space.

[0184] Next, the processor 81 acquires data corresponding to a user operation from the left controller 3, the right controller 4, and / or the main body device 2, and updates the operation data Dh (step S3), and proceeds to the next step.

[0185] Next, the processor 81 controls the operation of the player character PC appearing in the game space (step S4), and proceeds to the next step. For example, the processor 81 controls the operation of the player character PC based on the operation data acquired in step S3 above, and updates the player character data Di. Further, when a character other than the player character PC is arranged, the processor 81 controls the operation of the character based on an algorithm defined in the game program.

[0186] Next, the processor 81 determines whether or not an erasure condition for erasing at least a part of the voxel object is satisfied (step S5). For example, when the player character PC strikes the terrain object TO, the processor 81 sets the position where the strike occurred and the surrounding range as the destruction range, updates the destruction range data Dj, destroys the terrain object TO (voxel object) existing in the destruction range, and erases the destroyed part. As an example, in order to express that the destruction range has been destroyed, the terrain object TO within the destruction range is erased by setting the value of the density indicated by the voxel data in at least some of the voxels within the destruction range to 0. Therefore, when the voxels of the voxel object are included within the destruction range due to the strike of the player character PC, the processor 81 makes an affirmative determination in step S5 above. Then, when the above erasure condition is satisfied, the processor 81 proceeds to step S6. On the other hand, when the above erasure condition is not satisfied, the processor 81 proceeds to step S9.

[0187] In step S6, the processor 81 updates the voxel data regarding the voxel object that satisfies the deletion condition, and proceeds with the process to the next step. For example, the processor 81 changes the density of the voxels in the part where the player character PC has struck and the voxels in the surrounding part so that at least a part of the voxel object that satisfies the deletion condition is deleted, and updates the voxel data Db1 corresponding to each voxel. Further, the processor 81 reduces the density of the voxels around the destruction range (for example, the range affected by the strike) to be deleted (however, it shall be 0 or more), thereby deleting the terrain object TO in the voxels around the destruction range. Specifically, the processor 81 updates the voxel object data Db stored in the DRAM 85 so as to change the density data regarding the voxels in the range to be deleted and the voxels around it. Note that the processor 81 may update the density data so that the density indicates a value less than the above-mentioned reference value. For example, the processor 81 may set the density of the voxels in the part (destruction range) struck by the player character PC to 0, and reduce the density of the voxels in the surrounding part by a predetermined value.

[0188] Next, the processor 81 updates the mesh for the voxel object whose voxel data has been changed in step S6 above (step S7), and proceeds with the process to the next step. That is, the processor 81 generates a mesh of the voxel object that satisfies the deletion condition based on the updated voxel object data Db by step S6. Thereby, the mesh of the terrain object TO can be dynamically changed during the game. Note that the processor 81 updates the mesh data Dc stored in the DRAM 85 to the content indicating the newly generated mesh.

[0189] Next, the processor 81 performs placement object setting processing (step S8), and proceeds with the process to step S9. Hereinafter, with reference to FIG. 24, the placement object setting processing performed in step S8 above will be described.

[0190] In FIG. 24, the processor 81 calculates the reduction amount of the terrain object TO changed by the update of the voxel data in step S6 and / or the update of the mesh in step S7 (step S81), and proceeds to the next step. As an example, the processor 81 calculates the reduction amount (for example, the reduction amount CV illustrated in FIG. 17) based on the volume of the terrain object TO reduced by the update of the mesh in step S7 (the total amount of the reduced volume change of each voxel object), and updates the reduction amount data De.

[0191] Next, the processor 81 calculates a cumulative value (step S82) and proceeds to the next step. For example, the processor 81 accumulates the reduction amount calculated in step S81 into the cumulative values respectively set corresponding to the placement object OBJ and the newly formed cavity, and updates the cumulative value data Df using the value after the accumulation. Note that, as described above, in the process in step S82, the increase amount of the cumulative value may be made different for the same reduction amount CV according to the attribute information set in the erased voxels.

[0192] Next, the processor 81 refers to the cumulative value data Df and the threshold data Dg, and determines whether or not the cumulative value managed corresponding to the cavity has reached a threshold value (cavity threshold value) for forming a new cavity (step S83). Then, when the cumulative value has not reached the cavity threshold value, the processor 81 proceeds to step S84. On the other hand, when the cumulative value has reached the cavity threshold value, the processor 81 proceeds to step S87.

[0193] In step S84, the processor 81 refers to the cumulative value data Df and the threshold value data Dg, and determines whether the cumulative value respectively managed corresponding to the placement object OBJ has reached the threshold value (placement threshold value) for causing the placement object OBJ to appear. Then, when any of the above cumulative values reaches the placement threshold value, the processor 81 proceeds to step S85. On the other hand, when none of the above cumulative values has reached the placement threshold value, the processor 81 proceeds to step S91. Note that when the attribute information of the terrain object TO near the position where the terrain object TO has been deleted indicates a material that does not cause the placement object OBJ to appear, a negative determination is made in step S84 above.

[0194] In step S85, the processor 81 places the placement object OBJ whose cumulative value has reached the placement threshold value, and proceeds to the next step. For example, the processor 81 places the placement object OBJ whose cumulative value has reached the placement threshold value in a predetermined posture so as to appear near the position where the terrain object TO has been deleted, and updates the placement object data Dd. As an example, the processor 81 places the placement object OBJ by embedding it in the surface of the terrain object TO exposed by the deletion of the terrain object TO.

[0195] Next, the processor 81 changes the cumulative value determined to have reached the placement threshold value in step S84 to the initial value and updates the cumulative value data Df (step S86), and proceeds to step S91.

[0196] On the other hand, when it is determined in step S83 that the cumulative value managed corresponding to the cavity has reached the cavity threshold, the processor 81 determines whether a cavity can be formed (step S87). For example, when there is not enough space to form the cavity within the terrain object TO, or when the player character PC has erased the vertical terrain object TO, the processor 81 makes a negative determination in step S86. Then, when the cavity can be formed, the processor 81 proceeds to step S88. On the other hand, when the cavity cannot be formed, the processor 81 proceeds to step S84.

[0197] In step S88, the processor 81 further forms a cavity within the terrain object TO and proceeds to the next step. For example, the processor 81 updates the voxel data regarding the voxel object belonging to the space so that a predetermined space is newly formed in front of the position erased by the player character PC, and updates the mesh for the voxel object whose voxel data has been changed, thereby updating the voxel object data Db and the mesh data Dc. Note that since the update of the voxel data and the mesh is the same as the processing of steps S6 and S7 performed on the voxels that satisfy the erasure condition, detailed description is omitted here.

[0198] Next, the processor 81 places the placement object OBJ prepared for placement in the cavity formed in step S88 (step S89) and proceeds to the next step. For example, the processor 81 places the placement object OBJ in a predetermined posture so as to appear on the bottom surface near the center of the bottom surface of the newly formed cavity, and updates the placement object data Dd.

[0199] Next, the processor 81 changes the cumulative value determined to have reached the cavity threshold in step S87 to the initial value and updates the cumulative value data Df (step S90), and proceeds to step S91.

[0200] In step S91, the processor 81 performs a support determination process and proceeds with the process to the next step. For example, based on the ratio (coverage rate) covered by the terrain object TO with respect to the placement object OBJ buried in the terrain object TO, the positional relationship between the center of gravity position of the placement object OBJ and the exposed portion, etc., the processor 81 determines the support state of the placement object OBJ buried in the terrain object TO.

[0201] Next, based on the support determination process in the above step S91, the processor 81 determines whether the placement object OBJ is buried and supported by the terrain object TO (step S92). Then, when the placement object OBJ is not supported by the terrain object TO, the processor 81 proceeds with the process to step S93. On the other hand, when the placement object OBJ is buried and supported by the terrain object, the processor 81 ends the process by this subroutine.

[0202] In step S93, the processor 81 performs a process of releasing the fixation of the placement object OBJ determined not to be supported, and ends the process by this subroutine. For example, the processor 81 releases the state where the placement object OBJ is buried and fixed in the terrain object TO, and operates the placement object OBJ so as to fall based on the physical laws set in the game space from the placement position to update the placement object data Dd. When the placement object OBJ whose fixation has been released is automatically acquired by the player character PC, the process regarding the acquisition may be performed without producing the above-described falling motion in step S93, and the placement object OBJ may be erased from the game space.

[0203] Returning to FIG. 23, in step S9, the processor 81 determines whether the player character PC has acquired the placement object OBJ. For example, when the player character PC satisfies the condition for acquiring the placement object OBJ (such as the player character PC coming into contact with the placement object OBJ), the processor 81 makes an affirmative determination in step S9 above. Then, when the player character PC has acquired the placement object OBJ, the processor 81 proceeds to step S10. On the other hand, when the player character PC has not acquired the placement object OBJ, the processor 81 proceeds to step S11.

[0204] In step S10, the processor 81 performs placement object acquisition processing and proceeds to step S11. For example, the processor 81 sets the player character PC to own the placement object OBJ that satisfies the acquisition condition and updates the acquired object data Dk. Further, the processor 81 deletes the placement object OBJ that has become the owned state of the player character PC from the game space and updates the placement object data Dd.

[0205] In step S11, the processor 81 generates a game image representing the game space and causes it to be displayed on the display device, and proceeds with the processing to the next step. Specifically, the processor 81 generates a game image representing a game space including a voxel object (terrain object TO), an arrangement object OBJ, and other objects (e.g., player character PC and other characters) based on the voxel space data Da, voxel object data Db, mesh data Dc, arrangement object data Dd, player character data Di, etc. Note that the image of the voxel object is generated according to the method described above using the voxel object data Db and the mesh data Dc. Also, the image of the arrangement object OBJ is generated based on the arrangement object data Dd. Further, the image of the player character PC is generated using the player character data Di. Then, the processor 81 causes the generated game image to be displayed on the display device. Note that during the game, the processing in step S11 is repeatedly executed at a rate of once per predetermined time (e.g., one frame time).

[0206] Next, the processor 81 determines whether to end the game (step S12). As conditions for ending the game processing in step S12 above, for example, there are cases where the conditions for ending the game processing are satisfied, or the user has performed an operation to end the game processing. If the processor 81 does not end the game processing, it returns to step S3 above and repeats the processing, and if it ends the game processing, it ends the processing according to this flowchart. Thereafter, the series of processing from step S3 to step S12 is repeatedly executed until it is determined in step S12 that the processing ends.

[0207] In this way, in this embodiment, by having the player character PC perform an operation to erase the terrain object TO, the placement object OBJ newly appears, so that the motivation for the user to erase the stage object can be enhanced. Also, when randomly causing the placement object OBJ to appear, there may be a bias in the chance of encountering the appearance, and it is conceivable that the placement object OBJ may not appear even if the erasure action is continued, giving dissatisfaction to the user. However, in this embodiment, since the placement object OBJ appears when the erasure volume (cumulative value of the reduction amount) reaches the threshold regardless of the probability of bias occurring, such bias can be prevented. Furthermore, when the placement object OBJ is placed in advance, it is necessary to always manage data corresponding to all of the placement objects OBJ placed in the game space, resulting in a relatively high processing load. However, in this embodiment, since the placement object OBJ is caused to appear according to the amount of the terrain object TO erased, the processing load for managing the data corresponding to the placement object OBJ can be reduced.

[0208] Also, in this embodiment, even if the game creator does not manually place the placement object OBJ or the cavity in advance at a location within any stage object (terrain object TO), the player character PC can cause the placement object OBJ or the cavity to appear just by proceeding with the erasure of the stage object, so that the production cost can be reduced. Also, since the location where the placement object OBJ or the cavity appears can change each time the user plays the game, the change in the user's game play can be promoted.

[0209] In the above description, an example is used in which a stage object (terrain object TO) is defined by generating a three-dimensional mesh based on voxel data set in voxels in a three-dimensional space. However, the stage object may be defined based on voxel data set in two-dimensional voxels. Thus, even in a two-dimensional game world, for a stage object defined using two-dimensional voxels, by using, as a reduction amount, the area etc. of the stage object reduced by the deletion of the stage object due to the operation of the player character PC in the game world, the same effect can be obtained.

[0210] Also, the stage object in which the placement object OBJ newly appears based on the deleted reduction amount does not have to be a voxel object. Even when at least a part of the stage object set based on another data format such as a polygon is deleted, the same effect can be obtained by using the reduction amount of the stage object reduced by the deletion of the stage object due to the operation of the player character PC in the game world.

[0211] Also, the game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.). In this case, the input device for performing the operation of operating the player object PO does not have to be the left controller 3, the right controller 4, or the touch panel 13, and may be another controller, mouse, touch pad, touch panel, trackball, keyboard, cross key, slide pad, etc.

[0212] In the above description, an example in which the information processing is performed by the game system 1 respectively is used. However, at least a part of the above processing steps may be performed by other devices. For example, when the game system 1 is configured to be communicable with other devices (for example, another server, another image display device, another game device, another mobile terminal), the above processing steps may be further executed by the cooperation of the other devices. In this way, by performing at least a part of the above processing steps by other devices, the same processing as the above-described processing becomes possible. Further, the above-described information processing can be executed by the cooperation between one processor or a plurality of processors included in an information processing system constituted by at least one information processing device. Further, in the above embodiment, the processor 81 of the game system 1 can perform information processing by executing a predetermined program, but a part or all of the above processing may be performed by a dedicated circuit provided in the game system 1.

[0213] Here, according to the above-described modification example, it is possible to realize the present invention also in a so-called cloud computing system form, a distributed wide area network, and a local network system form. For example, in the system form of a distributed local network, it is also possible to execute the above processing in cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). Needless to say, in these system forms, there is no particular limitation on which device performs the above-described processing, and the present invention can be realized regardless of any processing sharing.

[0214] Further, the processing order, setting values, conditions used for determination, etc. used in the above-described information processing are merely examples, and needless to say, the present embodiment can be realized even with other orders, values, and conditions.

[0215] In addition, the above program may be supplied to the game system 1 not only through an external storage medium such as an external memory, but also through a wired or wireless communication line. Further, the above program may be pre-recorded in a non-volatile storage device inside the device. Note that, as the information storage medium for storing the above program, in addition to a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar thereto, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, etc. may also be used. Further, as the information storage medium for storing the above program, a volatile memory for storing the above program may also be used. Such a storage medium can be referred to as a computer-readable recording medium. For example, by causing a computer or the like to read and execute the programs of these recording media, various functions described above can be provided.

[0216] As described above, the present invention has been described in detail. However, the foregoing description is merely an exemplification of the present invention in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. Further, it is understood that those skilled in the art can implement an equivalent range based on the description of the present invention and common technical knowledge from the description of the specific embodiments of the present invention. Also, it should be understood that the terms used in this specification are used in the meaning commonly used in the art unless otherwise specified. Therefore, unless otherwise defined, all technical and scientific terms used in this specification have the same meaning as commonly understood by those skilled in the art to which the present invention belongs. In case of contradiction, this specification (including definitions) shall prevail.

Industrial Applicability

[0217] As described above, the present invention can be used as an information processing program, an information processing system, an information processing device, an information processing method, etc. that can enhance the motivation for the user to erase the stage object.

Explanation of Signs

[0218] 1… Information processing system 2… Main body device 3… Left controller 4… Right controller 11… Housing 12… Display 13… Touch panel 32, 52… Analog stick 42, 64… Terminal 81… Processor 82… Network communication unit 83… Controller communication unit 85… DRAM 101, 111… Communication control unit

Claims

1. An information processing program executed in a computer of an information processing apparatus, causing the computer to function as stage object deletion means for deleting at least a part of a stage object constituting a game stage in a virtual space based on a user's operation input; cumulative value calculation means for calculating a cumulative value of the amount of decrease of the stage object accompanying the deletion in the virtual space; An information processing program that functions as arrangement object management means for arranging an arrangement object different from the stage object in the vicinity of the position where the stage object has been deleted based on the cumulative value.

2. The information processing program according to claim 1, wherein the arrangement object management means arranges the arrangement object by embedding it on the surface of the stage object in the vicinity of the deleted position.

3. The information processing program according to claim 2, wherein the stage object deletion means further deletes the stage object in the portion where the arrangement object is embedded based on the operation input, thereby releasing the arrangement object from the state of being embedded in the stage object or allowing the user to acquire the arrangement object.

4. The information processing program according to any one of claims 1 to 3, wherein the arrangement object management means arranges the arrangement object when the cumulative value exceeds a reference value.

5. The information processing program according to claim 1, wherein the cumulative value calculation means decreases the cumulative value when the arrangement object is arranged due to the cumulative value exceeding a reference value.

6. The information processing program according to claim 5, wherein the cumulative value calculation means calculates the cumulative value for each type of arrangement object to be arranged, and when any of the arrangement objects is arranged due to the cumulative value exceeding the reference value, decreases the cumulative value associated with the arranged arrangement object.

7. The information processing program according to claim 6, wherein the cumulative value calculation means sets different reference values for each type of arrangement object to be arranged.

8. The arrangement object management means forms a further cavity in the stage object in the vicinity of the deleted portion in the stage object based on the cumulative value, and arranges the arrangement object in the cavity, according to any one of claims 1 to 7 Information processing program.

9. If there is not enough space in the stage object to form the cavity based on the cumulative value, the arrangement object management means does not form the cavity and also does not arrange the arrangement object that was scheduled to be arranged in the cavity, according to claim 8 Information processing program.

10. The cumulative value calculation means decreases the cumulative value when the cavity is formed and the arrangement object is arranged in the cavity, and maintains the cumulative value when there is not enough space in the stage object to form the cavity, according to claim 9 Information processing program.

11. The cumulative value calculation means decreases the cumulative value to a predetermined value when the cavity is formed and the arrangement object is arranged in the cavity, and decreases the cumulative value to the predetermined value or to a value greater than the predetermined value when there is not enough space in the stage object to form the cavity, according to claim 9 Information processing program.

12. The arrangement object management means determines whether to further generate the cavity and arrange the arrangement object in the cavity or arrange the arrangement object without further generating the cavity according to the direction in which the stage object is deleted, according to claim 8 Information processing program.

13. The stage object has attribute information, The cumulative value calculation means varies the increase amount of the cumulative value even if the decrease amount is the same according to the attribute information, according to any one of claims 1 to 12 Information processing program.

14. The stage object deletion means varies the required amount of the operation input necessary to delete at least a part of the stage object according to the attribute information, The cumulative value calculation means increases the increase amount of the cumulative value as the required amount is larger even when the decrease amount is the same, according to claim 13 Information processing program.

15. The stage object has attribute information, The arrangement object management means determines whether to arrange the arrangement object according to the attribute information of the stage object in the vicinity of the position where the stage object has been deleted, according to any one of claims 1 to 12. Information processing program.

16. The arrangement object management means arranges the arrangement object in the direction in which at least a part of the stage object has been deleted, according to the information processing program of claim 2.

17. When the stage object does not exist on the side opposite to the gravitational direction of the virtual space at the position where at least a part of the stage object has been deleted, the arrangement object management means arranges the arrangement object on the side closer to the gravitational direction than the direction in which at least a part of the stage object has been deleted, according to the information processing program of claim 16.

18. The stage object is composed of a mesh generated from voxel data including at least density data. The stage object deletion means deletes at least a part of the stage object by changing the density data, according to any one of claims 1 to 17. Information processing program.

19. The amount of reduction of the stage object formed by the mesh can take a value less than the amount of one voxel associated with each of the voxel data, according to the information processing program of claim 18.

20. When at least a part of the stage object has been deleted, the stage object deletion means arranges voxel objects in an amount corresponding to the amount of reduction in a state separated from the stage object on the stage object. The cumulative amount calculation means calculates the reduction amount of the stage object by excluding the amount of the voxel object arranged in a state separated from the stage object, according to the information processing program of claim 18 or 19.

21. Based on the operation input, as player character movement control means for controlling the movement of the player character in the virtual space, the computer is further caused to function. The stage object deletion means deletes at least a part of the stage object according to the movement of the player character in the virtual space. The cumulative value calculation means calculates a cumulative value of the reduction amount of the stage object erased according to the operation of the player character. The information processing program according to any one of claims 1 to 20.

22. As the enemy character movement control means for controlling the movement of an enemy character different from the player character in the virtual space, the computer is further caused to function, The stage object erasure means erases at least a part of the stage object according to the movement of the enemy character in the virtual space, The cumulative value calculation means does not use the reduction amount of the stage object erased according to the movement of the enemy character for the calculation of the cumulative value. The information processing program according to claim 21.

23. An information processing program executed in a computer of an information processing apparatus, The computer is caused to function as, A stage object erasure means for erasing at least a part of a stage object constituting a game stage in a virtual space based on a user's operation input; An arrangement object management means for arranging an arrangement object different from the stage object on the surface of the stage object near the position where the stage object is erased in response to the erasure; The stage object erasure means further erases the stage object in the portion where the arrangement object is buried based on the operation input, thereby releasing the arrangement object from the state of being buried in the stage object or causing the user to acquire the arrangement object. An information processing program.

24. A stage object erasure means for erasing at least a part of a stage object constituting a game stage in a virtual space based on a user's operation input; A cumulative value calculation means for calculating a cumulative value of the reduction amount of the stage object accompanying the erasure in the virtual space; An information processing apparatus comprising: an arrangement object management means for arranging an arrangement object different from the stage object near the position where the stage object is erased based on the cumulative value.

25. A stage object erasure means for erasing at least a part of a stage object constituting a game stage in a virtual space based on a user's operation input; Arrangement object management means for arranging an arrangement object different from the stage object on the surface of the stage object in the vicinity of the position where the stage object has been erased in accordance with the erasure. The stage object erasure means is an information processing apparatus that further erases the stage object in the portion filled with the arrangement object based on the operation input, thereby releasing the arrangement object from the state of being buried in the stage object or allowing the user to acquire the arrangement object.

26. Stage object erasure means for erasing at least a part of the stage object constituting the game stage in the virtual space based on a user's operation input. Cumulative value calculation means for calculating a cumulative value of the reduction amount of the stage object accompanying the erasure in the virtual space. An information processing system comprising arrangement object management means for arranging an arrangement object different from the stage object in the vicinity of the position where the stage object has been erased based on the cumulative value.

27. Stage object erasure means for erasing at least a part of the stage object constituting the game stage in the virtual space based on a user's operation input. Arrangement object management means for arranging an arrangement object different from the stage object on the surface of the stage object in the vicinity of the position where the stage object has been erased in accordance with the erasure. The stage object erasure means is an information processing system that further erases the stage object in the portion filled with the arrangement object based on the operation input, thereby releasing the arrangement object from the state of being buried in the stage object or allowing the user to acquire the arrangement object.

28. A stage object erasure step of erasing at least a part of the stage object constituting the game stage in the virtual space based on a user's operation input. A cumulative value calculation step of calculating a cumulative value of the reduction amount of the stage object accompanying the erasure in the virtual space. An information processing method including an arrangement object management step of arranging an arrangement object different from the stage object in the vicinity of the position where the stage object is deleted based on the cumulative value.

29. A stage object deletion step of deleting at least a part of the stage objects constituting a game stage in a virtual space based on a user's operation input, including an arrangement object management step of arranging an arrangement object different from the stage object on the surface of the stage object in the vicinity of the position where the stage object is deleted in response to the deletion, wherein in the stage object deletion step, based on the operation input, the stage object of the portion filled with the arrangement object is further deleted, so that the arrangement object is released from the state of being buried in the stage object or the user is caused to acquire the arrangement object.

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