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

The information processing program enables players to restore terrain objects to their previous state without losing game progress or items, addressing the inconvenience of conventional resets and improving game convenience and efficiency.

JP2025113082AActive Publication Date: 2025-08-01NINTENDO CO LTD

Patent Information

Application Number
JP2024011605
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-30
Publication Date
2025-08-01
Estimated Expiration
2044-01-30

AI Technical Summary

Technical Problem

Conventional games reset terrain objects to their initial state, which also resets the player's items, causing inconvenience.

Method used

An information processing program that includes a game control means, storage control means, return point setting means, terrain change means, and object movement means to allow players to restore terrain objects to their previous state without losing game progress or items, using reference terrain information and automatic restoration conditions.

Benefits of technology

Enhances convenience by allowing players to reset terrain objects while maintaining game progress and items, reducing penalties and inconveniences, and optimizing memory usage.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the convenience when resetting a topographic object.SOLUTION: An information processing system sets a position inside or near a return area for a return point at least on the basis of a fact that a player object has reached the return area in a game stage. The information processing system changes the shape of a topographic object in the game stage according to the player object's movement based on a first operation input by a player. The information processing system restores the topographic object whose shape is changed to a shape before the change and before a timing at which the return point is set, according to a second operation input by the player. The information processing system moves the player object to the return point in a state that at least part of the state indicated by the player information that changes depending on a progress status of the game is maintained according to the second operation input.SELECTED DRAWING: Figure 16
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing system, an information processing device, and an information processing method for executing a game in a game space including changeable terrain objects.

Background Art

[0002] Conventionally, there is a game in which terrain objects in a game space can be changed by player operations during the game (see, for example, Non-Patent Document 1).

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Conventionally, in the above-described game, when the changed terrain object is reset to the initial state, the game state such as the items possessed by the player character is also reset. Therefore, it is desired to improve the convenience when resetting the terrain object.

[0005] Therefore, an object of the present invention is to provide an information processing program, an information processing system, an information processing device, and an information processing method that can improve the convenience when resetting a terrain object.

Means for Solving the Problems

[0006] In order to solve the above problems, the present invention adopts the following configurations (1) to (18).

[0007] (1) An example of the present invention is an information processing program executed in a computer of an information processing apparatus. The information processing program causes the computer to function as a game control means, a storage control means, a return point setting means, a terrain change means, a terrain restoration means, and an object movement means. The game control means updates the progress status of a game that progresses by controlling a player object in response to an operation input of a player in a game stage in a virtual space. The storage control means automatically stores player information associated with the player object and changing according to the progress status of the game in a storage medium. The return point setting means sets a position inside or near the return area as a return point based at least on the player object reaching a return area within the game stage. The terrain change means changes the shape of a terrain object in the game stage according to the operation of the player object based on a first operation input by the player. The terrain restoration means restores the terrain object whose shape has been changed to a shape before the change and before the timing when the return point is set in response to a second operation input by the player. The object movement means moves the player object to the return point while maintaining at least a part of the state indicated by the player information in response to the second operation input.

[0008] According to the configuration of (1) above, when the terrain object is restored in response to a second operation input by the player, at least a part of the state of the player object that changes according to the progress status of the game is maintained, so that the convenience when resetting the terrain object can be improved.

[0009] (2) In the configuration of (1) above, the information processing program may further cause a computer to function as a terrain generation means. The terrain generation means generates the terrain object based on reference terrain information indicating a reference shape of the terrain object in the game stage at the start of the game in the game stage. The terrain restoration means may restore the shape of the terrain object whose shape has been changed based on the reference terrain information in response to the second operation input.

[0010] According to the configuration of (2) above, by restoration, the terrain object can be returned to reflect the shape at the start of the game.

[0011] (3) In the configuration of (1) or (2) above, the terrain restoration means and the object movement means may perform restoration of the shape of the terrain object and movement of the player object to the return point in response to the second operation input without consuming any of the currency and items used in the game.

[0012] According to the configuration of (3) above, the player can perform the second operation input with little or no penalty in the game, so the convenience when resetting the terrain object can be further improved.

[0013] (4) In any of the configurations of (1) to (3) above, the terrain restoration means and the object movement means may perform restoration of the shape of the terrain object and movement of the player object to the return point in response to the second operation input regardless of the progress of the game.

[0014] According to the configuration of (4) above, the player can perform the second operation input regardless of the progress of the game, so the terrain object can be easily reset.

[0015] (5) In any of the configurations (1) to (4) above, the object moving means may move the player object to the return point in a state where at least one of the information indicating the game progress status, the information indicating the physical strength of the player object, and the status and / or number of items possessed by the player object among the states indicated by the player information is maintained in response to the second operation input.

[0016] According to the configuration (5) above, since the terrain object can be restored based on the terrain object while maintaining the state of the player character indicated by the above information, the convenience when resetting the terrain object can be further improved.

[0017] (6) In any of the configurations (1) to (5) above, the terrain changing means may change the shape by deleting or adding a terrain object according to the operation of the player object based on the first operation input.

[0018] According to the configuration (6) above, the player can perform deletion and addition changes to the terrain object.

[0019] (7) In any of the configurations (1) to (6) above, the terrain object may include an object that is not deleted by the operation of the player object based on the first operation input.

[0020] According to the configuration (7) above, the possibility of inconvenience occurring in the game can be reduced.

[0021] (8) In any of the configurations (1) to (7) above, the object moving means may move the player object to the last set return point among the return points set by the return point setting means.

[0022] According to the configuration of (8) above, the player can resume the game from a position where it is easy to progress the game, so the convenience for the player can be improved.

[0023] (9) In any of the configurations from (1) to (8) above, the terrain object may include a first terrain object and a second terrain object. The terrain restoration means may restore the property and shape of the first terrain object according to the second operation input, and may restore the shape after changing the property of the second terrain object.

[0024] According to the configuration of (9) above, it is possible to reduce the possibility of inconvenience caused by maintaining the property of the terrain object when restoring the terrain object.

[0025] (10) In the configuration of (9) above, the property of the second terrain object before the restoration by the terrain restoration means may be a property in which a reward is given to the player object according to the operation of the player object based on the first operation input and the second terrain object is erased. The terrain restoration means may change the property of the second terrain object according to the second operation input to a property in which no reward is given to the player object even if the second terrain object is erased according to the operation of the player object based on the first operation input, or a property in which less reward is given than before the change when the second terrain object is erased.

[0026] According to the configuration of (10) above, it is possible to reduce the possibility that too much reward is given to the player object by restoring the terrain object.

[0027] (11) In any of the configurations (1) to (10) above, the terrain restoration means may further automatically restore the shape of terrain objects within a predetermined area in the game stage without performing a second operation input in response to the satisfaction of the automatic restoration condition. The object movement means may further automatically move the player object to the return point without performing a second operation input in response to the satisfaction of the automatic restoration condition.

[0028] According to the configuration of (11) above, it is possible to reduce the possibility that a problem occurs in the game process or an inconvenience occurs in the progress of the game.

[0029] (12) In the configuration of (11) above, the terrain restoration means automatically restores the shape of terrain objects within a predetermined area in response to the satisfaction of the automatic restoration condition, does not restore the shape of terrain objects outside the predetermined area, and may perform shape restoration for both terrain objects within and outside the predetermined area in response to a second operation input.

[0030] According to the configuration of (12) above, the player can manually restore the terrain object, and it is possible to reduce the possibility that an inconvenience occurs in the game when the terrain object is automatically restored.

[0031] (13) In the configuration of (11) or (12) above, the automatic restoration condition may be that the player object satisfies the game over condition. The predetermined area may include the return point where the player object is arranged after satisfying the game over condition and the surrounding area thereof.

[0032] According to the configuration of (13) above, it is possible to reduce the possibility that an inconvenience occurs when the player object is arranged at the return point.

[0033] (14) In the configuration of (11) or (12) above, the automatic restoration condition may be that the player object satisfies the game over condition even during the battle with a predetermined enemy object. The predetermined area may include an area where battles with enemy objects are conducted among the game stages.

[0034] According to the configuration of (14) above, it is possible to reduce the possibility of inconveniences such as a significant disadvantage in battles with enemy objects.

[0035] (15) In any of the configurations from (11) to (14) above, the predetermined area may be set for each unit interval defined in the game stage.

[0036] According to the configuration of (15) above, since the terrain object can be restored for each unit interval, the restoration process can be performed efficiently.

[0037] (16) In the configuration of (11) above, the information processing program may further cause the computer to function as memory monitoring means for monitoring the usage rate of the memory of the information processing device. The automatic restoration condition may be a condition related to the usage rate of the memory.

[0038] According to the configuration of (16) above, it is possible to reduce the possibility of problems occurring in the game process due to memory shortage.

[0039] (17) In any of the configurations from (1) to (16) above, the information processing program may further cause the computer to function as map display control means. The map display control means causes a map image showing the game stage, in which the change in shape is reflected, to be displayed on the display device. The second operation input may be received in a state where the map image is being displayed.

[0040] According to the configuration of (17) above, the player can determine whether to perform the second operation input while checking the current state of the terrain object, so that the convenience for the player can be further improved.

[0041] (18) In any of the configurations from (1) to (17) above, when the player object exits the game stage without satisfying the clear condition set for the game stage, the memory control means may return at least some of the contents of the player information to the contents before the player object enters the game stage.

[0042] According to the configuration of (18) above, when the second operation input is performed, it is possible to generate a game merit for the player more than when the player object exits the game stage.

[0043] Note that another example of the present invention may be an information processing apparatus or an information processing system that executes the processing in (1) to (18) above. Further, another example of the present invention may be an information processing method that executes the processing in (1) to (18) above.

Effect of the Invention

[0044] According to the above information processing program, information processing system, information processing apparatus, or information processing method, the convenience when resetting the terrain object can be improved.

Brief Description of the Drawings

[0045]

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Embodiments for Carrying Out the Invention

[0046] [1. Configuration of the Game System] Hereinafter, a game system according to an example of the present embodiment will be described. An example of the game system 1 in the present embodiment includes a main body device (information processing device; functioning as a game device main body in the present embodiment) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main body device 2. That is, the game system 1 can be used as a device in which the left controller 3 and the right controller 4 are each attached to the main body device 2 and integrated. Also, the game system 1 can be used with the main body device 2, the left controller 3, and the right controller 4 as separate entities (see Figure 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.

[0047] Figure 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 Figure 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 that include an operation unit for the user to input.

[0048] FIG. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are removed from the main body device 2 respectively. As shown in FIGS. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main body device 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller".

[0049] 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.

[0050] Note that the shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Also, the main body device 2 alone or the integrated device in which the left controller 3 and the right controller 4 are 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 portable device.

[0051] 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 device (LCD). However, the display 12 may be any type of display device.

[0052] Also, the main body device 2 includes a touch panel 13 on the screen of the display 12. In the present embodiment, the touch panel 13 is of a type capable of multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, for example, a type capable of single-touch input (for example, a resistive film type).

[0053] 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.

[0054] Further, 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.

[0055] As shown in FIG. 3, the main body device 2 includes a slot 23. The slot 23 is provided on the upper surface of the housing 11. The slot 23 has a shape capable of mounting a predetermined type of storage medium. The predetermined type of storage medium is, for example, a storage medium dedicated to the game system 1 and information processing devices of the same type (e.g., a dedicated memory card). The predetermined type of storage medium is used, for example, to store data (e.g., save data of applications, etc.) used in the main body device 2 and / or programs (e.g., application programs, etc.) executed by the main body device 2. Further, the main body device 2 includes a power button 28.

[0056] The main body device 2 includes a lower terminal 27. The lower terminal 27 is a terminal for the main body device 2 to communicate with the cradle. In the present embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main body device 2 alone is placed on the cradle, the game system 1 can display the image generated and output by the main body device 2 on a stationary monitor. Also, in the present embodiment, the cradle has a function of charging the placed integrated device or the main body device 2 alone. Further, the cradle has a function of a hub device (specifically, a USB hub).

[0057] 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 that is long in the vertical direction (that is, the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 31 has a shape and size that can be gripped with one hand, particularly the left hand, when gripped in a vertically long orientation. Further, the left controller 3 can also be gripped in a horizontally long orientation. When the left controller 3 is gripped in a horizontally long orientation, it may be gripped with both hands.

[0058] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. The user can input a direction 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 include, as a direction input unit, a cross key or a slide stick capable of slide input instead of the analog stick. Further, in the present embodiment, an input for pressing the analog stick 32 is possible.

[0059] 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 mounted when mounted on 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.

[0060] 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.

[0061] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the vertical direction. The right controller 4 can also be gripped in a vertically long orientation when removed from the main body device 2. The housing 51 has a shape and size that can be gripped with one hand, particularly the right hand, when gripped in a vertically long orientation. Also, the right controller 4 can be gripped in a horizontally long orientation. When the right controller 4 is gripped in a horizontally long orientation, it may be gripped with both hands.

[0062] Similar to the left controller 3, the right controller 4 is provided with 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. Further, 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 is provided with 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. Furthermore, the right controller 4 is provided with a + (plus) button 57 and a home button 58. Also, the right controller 4 is provided with a first R button 60 and a ZR button 61 at the upper right of the side surface of the housing 51. Also, similar to the left controller 3, the right controller 4 is provided with a second L button 65 and a second R button 66.

[0063] In addition, the right controller 4 is provided with a terminal 64 for the right controller 4 to perform wired communication with the main body device 2.

[0064] FIG. 6 is a block diagram showing an example of the internal configuration of the main body device 2. In addition to the configuration shown in FIG. 3, the main body device 2 includes each of the components 81 to 91, 97, and 98 shown in FIG. 6. Some of these components 81 to 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in the housing 11.

[0065] The main body device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes executed in the main body device 2. For example, it may be composed of only a CPU (Central Processing Unit), or it may be composed of a SoC (System-on-a-chip) including a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium mounted on the slot 23, etc.).

[0066] 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.

[0067] 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.

[0068] The processor 81 appropriately reads and writes data between the flash memory 84, the DRAM 85, and the above-mentioned respective storage media to execute the above-mentioned information processes.

[0069] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly) with an external device via a network. In the present embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device by a method compliant with the Wi-Fi standard as a first communication mode. Further, the network communication unit 82 performs wireless communication with other main body devices 2 of the same type by a predetermined communication method (for example, communication by a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication by the second communication mode enables wireless communication with other main body devices 2 arranged within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by direct communication between a plurality of main body devices 2.

[0070] 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. 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.

[0071] 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. Also, when the left controller 3 and the right controller 4 are attached to the main body device 2 as an integrated device or when the main body device 2 alone is attached to the cradle, the main body device 2 can output data (for example, image data or audio data) to a stationary monitor or the like via the cradle.

[0072] 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 perform inputs to the main body device 2 using respective sets of the left controller 3 and the right controller 4. As an example, while the first user performs an input to the main body device 2 using the first set of the left controller 3 and the right controller 4, it is possible for the second user to perform an input to the main body device 2 using the second set of the left controller 3 and the right controller 4.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] The left controller 3 includes a communication control unit 101 that communicates with the main body device 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In the present embodiment, the communication control unit 101 can communicate with the main body device 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the communication method that the left controller 3 performs with respect to the main body device 2. That is, when the left controller 3 is attached to the main body device 2, the communication control unit 101 communicates with the main body device 2 via the terminal 42. Also, when the left controller 3 is 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.

[0079] Also, the left controller 3 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.

[0080] The left controller 3 includes each button 103 (specifically, buttons 33 to 39, 43, 44, and 47). Also, the left controller 3 includes an analog stick (described as "stick" in FIG. 7) 32. Each button 103 and the analog stick 32 output information regarding the operation performed on themselves to the communication control unit 101 repeatedly at appropriate timings.

[0081] The communication control unit 101 acquires information regarding the input (specifically, information regarding the operation or the detection result by the sensor) 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 the input is transmitted to the main body device 2 may be the same or different for each input unit.

[0082] By transmitting the above operation data 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 the operations on each button 103 and the analog stick 32 based on the operation data.

[0083] 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).

[0084] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main body device 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main body device 2 both by wired communication via the terminal 64 and by wireless communication without using the terminal 64 (specifically, communication according to the Bluetooth (registered trademark) standard), and controls the communication method that the right controller 4 performs with the main body device 2.

[0085] The right controller 4 includes each input unit similar to each input unit of the left controller 3. Specifically, it includes each button 113 and the analog stick 52. These input units have the same functions as the input units of the left controller 3 and operate in the same manner.

[0086] 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.

[0087] [2. Overview of Processing in the Game System] Next, with reference to FIGS. 8 to 21, an overview 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. Note that, 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.

[0088] [2-1. Voxel] In the present embodiment, for some objects in the game space, their shapes are 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.

[0089] 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.

[0090] 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 in the 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 easily exemplifying the relationship between the voxel and the voxel object. In the present embodiment, actually, 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 the voxel. Note that the rule for determining the shape of the voxel object based on the 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 the object data.

[0091] Regarding 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 way as when erasing the terrain object.

[0092] 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 changes as a result of being destroyed for some reason (e.g., a player character strikes the terrain object) in the game, the game system 1 does not directly change the data indicating the outer shape of the terrain object (i.e., the mesh described later), but can freely change the shape of the terrain object by changing the voxel data used to generate the terrain object.

[0093] 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.

[0094] As shown in FIG. 11, the voxel data includes density data. The density data indicates the density, which is an index used to define the shape of the voxel object (specifically, the shape defined by the mesh described later) in the voxel corresponding to the voxel data. Although details will be described later, the position and shape of the surface of the voxel object (i.e., the mesh described later) are determined based on the above density. That is, in the present embodiment, the above density is used to create a mesh that defines the surface of the voxel object.

[0095] 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 tends to be small. The shape of the voxel object is determined based on the density. Thus, the density is an index that affects the ratio of the volume occupied by the voxel object in the voxel. It can also be said that the density is an index indicating the degree to which an object is included in the region defined by each voxel. For example, when the density is 0, there is no voxel object in the voxel, when the density is 255, the entire voxel is the voxel object, and when the density is a value between 0 and 255, the voxel object can occupy the voxel at a ratio corresponding to the value. Then, based on the above density, the shape of the mesh, that is, the shape of the voxel object, can be determined. However, the voxel object generated based on the above density does not necessarily have a volume that exactly matches the ratio indicated by the density. For example, 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 may result in different volumes of the voxel object even based on the same density.

[0096] In other embodiments, the density may indicate either a state in which the voxel object occupies the entire area within the voxel or a state in which the voxel object is not included in the area within the voxel. For example, the density data may be data that can only take on values of 0 or 1.

[0097] 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.

[0098] As shown in FIG. 11, in the present embodiment, the material data indicates identification information of the material (referred to as "material ID"). Also, 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 with 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 with identification information of the properties of the material (referred to as "property ID") and identification information of the texture of the material (referred to as "texture ID") (see FIG. 11).

[0099] FIG. 12 is a diagram showing an example of property information indicating the properties of a material. As shown in FIG. 12, the game system 1 stores property information associating the above property ID with information indicating the content of the property indicated by the property ID. The property of a material is a property that the voxel object to which the material is set has in the game, and is, 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 property of the material. · Temperature · Fragility (for example, the number of times the voxel object breaks until it breaks when an impact is applied to the voxel object) · Whether another object adheres to the voxel object · The amount of the player character's physical strength recovered when the player character destroys the voxel object · The amount of in-game currency acquired by the player character when the player character destroys the voxel object Note that the specific content of the property set for the material is arbitrary. In other embodiments, information different from the above may be set as the information indicating the property of the material.

[0100] 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.

[0101] 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.

[0102] As described above, in this embodiment, the material data defines the properties of the voxel object and the texture 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).

[0103] As described above, in this embodiment, the game system 1 manages the properties and textures of materials separately. Therefore, in this embodiment, it is possible to easily set multiple types of materials with the same properties but different appearances (i.e., textures), and multiple types of materials with different properties but the same appearance.

[0104] 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.

[0105] In addition, the material data may be information about the material and may further indicate other information different from the above-described 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 is destroyed), or may be data indicating an effect sound (the sound of footsteps when a character walks on the voxel object).

[0106] 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.

[0107] [2-2. Mesh] In the present embodiment, the surface of the voxel object is represented by a mesh. A mesh is a set of a plurality of surfaces (specifically, polygons) arranged in the game space. In the present 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 the voxel data will be described.

[0108] FIG. 14 is a diagram showing an example of a method for generating a mesh. Note that in FIG. 14, for the purpose of making the drawing easy to view and the explanation easy to understand, the voxels and the mesh are represented in two dimensions, but actually, a three-dimensional mesh is generated based on the voxels in a three-dimensional space.

[0109] As described above, in the present embodiment, the density set for the voxels is set in the range of 0 to 255. Also, in the present embodiment, voxels with a density equal to or higher than the reference threshold are regarded as being within the object, and voxels with a density lower than the reference threshold are regarded as being outside the object. It is not necessary to define only voxels with a density of 0 as being outside the object (that is, the reference threshold = 1), and the reference threshold is, for example, 128. In the example shown in FIG. 14, the density is 0 in voxel 201 and other outer voxels, the density in voxel 202 is 100 which is lower than the reference threshold, and the densities in voxels 203 and 204 are set to 150 and 200 which are equal to or higher than the reference threshold. In the present embodiment, the game system 1 generates vertices between voxels with a density equal to or higher than the reference threshold and voxels with a density lower than the reference threshold. Specifically, for each region spanning eight (four in the drawing) adjacent voxels (the region surrounded by the dotted line in the drawing), it is determined whether to generate a vertex. That is, a vertex is generated in a region that straddles both voxels with a density equal to or higher than the reference threshold and voxels with a density lower than the reference threshold. 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 threshold and voxels with a density lower than the reference threshold, a polygon mesh is generated by connecting those vertices. 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 difference. At this time, coordinate calculation can be further performed based on the normal information. The normal information may be held in advance for at least some of the voxels, or if not held, the normal information may also be calculated based on the densities of adjacent voxels. In FIG. 14, since the density of voxel 202 is lower than the reference threshold, voxel 202 is treated as being outside the object in the determination of the presence or absence of vertices, but the density value of voxel 202 itself is used for the coordinate calculation of the generated vertices. If the reference threshold is set to a value lower than the density of voxel 202, more vertices will be added to the upper right side and the upper left side of voxel 202 in FIG. 14.

[0110] By generating a polygon mesh as described above, a shape having a volume that reflects the density for each voxel to some extent can be generated. However, depending on the relationship with adjacent voxels, it is possible that a voxel with a density of 0 may include a region within a part of the object, or a voxel with a density of 255 may include a region outside a part of the object. Also, in this embodiment, since voxels with a value less than the reference threshold are processed as outside the object, the volume is smaller by the amount that the number of vertices is reduced compared to the case of processing 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.

[0111] FIG. 15 is a diagram showing an example of a game image including a terrain object. In this embodiment, by generating a mesh as described above, a voxel object can be made into a shape with complex irregularities compared to, for example, the length of one side of a voxel.

[0112] Note that the method of generating a mesh based on voxel data is arbitrary. For example, in another embodiment, when the density of voxel data is greater than a predetermined value, a mesh may be generated such that a cube is arranged at the voxel (see FIG. 8).

[0113] 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 onto each face. Note that the texture mapped onto 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 depend on the method of generating the mesh, but are, for example, one or more voxels arranged around the face. That is, the texture mapped onto 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.

[0114] 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 of the influence of each material (specifically, the texture corresponding to the material) indicated by the multiple types of material data on the appearance (specifically, color and / or pattern) of the voxel object. Also, when determining the texture mapped onto 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 with the greatest influence (one type) may be used considering the ratio, or each texture corresponding to the multiple types of materials may be used considering the ratio.

[0115] 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.

[0116] [2-3. Deformation and Restoration of Terrain Object] As described above, in this embodiment, the player (in other words, the user of the game system 1) can operate the player character to deform (i.e., erase or add) the terrain object. That is, the game system 1 changes the shape of the terrain object by erasing or adding the terrain object according to the movement of the player character based on the operation input by the player. Thereby, the player can advance the game while deforming the terrain object by operating the player character. Note that the specific content of the movement of the player character for deforming the terrain object is arbitrary. For example, in this embodiment, the player character can erase (also referred to as destroy) the terrain object by performing a punching action on the terrain object. Also, the player character can add a specific object (for example, an object made of the same material as the terrain object) to the terrain object by throwing the specific object at the terrain object (that is, deform the terrain object so that the specific object is attached to the terrain object).

[0117] Note that the terrain object is not limited to being deformed by the movement of the player character and may be deformed by other factors. For example, the terrain object may be deformed by a character other than the player character (for example, an enemy character), or may be automatically deformed according to the passage of time.

[0118] In addition, the terrain objects may include objects that are not erased by the actions of the player character. For example, some of the terrain objects may be of a type that is not erased even when the player character performs a punch action. According to this, it is possible to reduce the possibility of inconveniences such as the game becoming unable to proceed as a result of too many terrain objects being erased (for example, the path to the destination is erased and the player character cannot advance to the destination). Also, for example, it is possible to reduce the possibility of inconveniences such as the player character easily clearing the game stage by advancing in a straight line from the start point to the goal point while erasing terrain objects. Specifically, the terrain objects may be configured to include non-erasable bedrock objects under erasable soil objects. According to this, even if the soil objects are erased, the player character can pass over the non-erasable bedrock objects, so it is possible to reduce the possibility of inconveniences such as the player character falling or being unable to advance further due to the disappearance of the soil objects. Note that in other embodiments, the terrain objects may not include objects that are not erased by the actions of the player character.

[0119] Here, in the present embodiment, during the game in the game stage, the player can reset the terrain objects of the game stage deformed as described above by a terrain reset input. Hereinafter, the details of the terrain reset will be described.

[0120] FIG. 16 is a diagram showing an example of changes when the terrain reset is performed. FIG. 16 shows a case where after the game in a certain game stage has started (time t1), the player character reaches a checkpoint (time t2), and then a terrain reset input is performed (time t3).

[0121] A game stage is a virtual game space where terrain objects are arranged. In the present embodiment, a plurality of game stages are prepared. When a player character first enters a game stage, the player character is arranged at a predetermined start point, and the game in the game stage starts. When the clear condition set for the game stage is satisfied, it means that the player character has cleared the game stage. Note that the content of the clear condition is arbitrary. The clear condition may be, for example, defeating the boss character appearing in the game stage, reaching the goal point of the game stage, or obtaining an item arranged in the game stage.

[0122] In the present embodiment, a reference state (specifically, a reference shape and material) is defined for the terrain objects in the game stage, and the game system 1 stores data (specifically, voxel data) indicating the reference state. When the game in the game stage starts, the shape of the terrain object is the shape of the reference state. The reference state can be said to be the initial state of the terrain object. However, after the start of the game in the game stage, the reference state may be changed (details will be described later).

[0123] Also, in the present embodiment, one or more checkpoints are set in the game stage. A checkpoint is a reference for the position (referred to as the "return point") where the player character is arranged when the game resumes after the above-mentioned terrain reset or game over. Specifically, when the terrain reset is performed or the game is over, the player character is arranged at the return point near the checkpoint and the game resumes.

[0124] At the checkpoint, an object indicating the position of the checkpoint (for example, object 241 shown in FIG. 22 described later) is arranged. Also, in the game stage, a predetermined range including the checkpoint (for example, a range within a predetermined distance from the checkpoint) is set as the return area. During the game, the game system 1 determines that the player character has reached the checkpoint on the condition that the player character has reached the return area (that is, entered the return area). The specific content of this determination method is arbitrary. For example, the game system 1 may determine that the player character has reached the checkpoint in response to the player character simply entering the return area, or may determine that the player character has reached the checkpoint in response to the player character who has entered the return area performing a specific action (for example, a punch action, etc.) on the above object.

[0125] When it is determined that the player character has reached the checkpoint, the game system 1 sets a position determined based on the return area (for example, a position within the return area, or a position near the return area) as the return point. Therefore, by reaching the checkpoint, the player character can resume the game from the return point that is further advanced than the start point instead of the start point of the game stage even if the game is over later. In this embodiment, it is assumed that the start point of the game stage is set as the return point in the situation where the player character has not reached any checkpoint within the game stage after the start of the game in the game stage.

[0126] In this embodiment, during the game, the player character can immediately move to the return point corresponding to the reached checkpoint among the checkpoints in the game stage according to the player's instruction (so-called fast travel). Therefore, in this game, in addition to being able to resume the game from a position further advanced than the starting point by reaching the checkpoint, the player character can also perform the above-mentioned fast travel, making it possible to advantageously advance the game.

[0127] During the game in the game stage, when the player performs the above terrain reset input, the game system 1 performs terrain reset, placement of the player character at the return point (also referred to as movement), and setting of the state of the player character.

[0128] Regarding the above terrain reset, the game system 1 changes the terrain object to the above-mentioned reference state. That is, the shape of the terrain object that has been deleted or added after the start of the game is restored to the shape at the time when the game was started by the terrain reset (see FIG. 16).

[0129] Specifically, the game system 1 stores reference terrain information (specifically, the reference state data shown in FIG. 24 described later) indicating the reference shape of the terrain object in the game stage (that is, the shape of the above reference state). At the start of the game in the game stage, the game system 1 generates a terrain object based on the above reference terrain information. When a terrain reset input is performed, the game system 1 restores the terrain object whose shape has been changed based on the reference terrain information. According to this, the terrain object can be returned to the shape at the start of the game by the terrain reset.

[0130] In this embodiment, basically, the deformation of the terrain object that occurs after the game starts is not reflected in the reference state. However, the deformation of the terrain object that occurs under specific conditions may be reflected in the reference state. The content of this specific condition is arbitrary. For example, the specific condition may be that the deformation of the terrain object occurs within a specific area in the game stage, or the deformation of the terrain object is caused by a specific action of the player character (for example, the action of using a specific item). For example, if it is possible for the player character to build his own house within the game stage, the change in the terrain object may be reflected in the reference state for the area where the house can be built. Also, the specific condition may be that a specific effect is performed according to the progress of the game story. For example, when the player character defeats a specific enemy character (for example, a boss character), the terrain object may be deformed by the effect that the dungeon where the enemy character was located collapses. Also, for example, the terrain object may be deformed so that the river flows in response to the effect that the rock object blocking the flow of the river is destroyed. The change in the reference state as described above is a permanent change to the terrain object because it will not return to its original state even if the terrain is reset.

[0131] When changing the reference state, the game system 1 may store the first data indicating the initial state of the terrain object and the second data indicating the terrain object within the specific area. Then, the shape of the terrain object indicated by the second data (within the above area) may be reflected in the terrain object indicated by the first data to generate the terrain object in the reference state.

[0132] Also, when the terrain reset is performed, the game system 1 places the player character at the return point in the game stage (see Fig. 16). Therefore, after the terrain reset, the game resumes from the state where the player character is placed at the return point. Thus, according to the present embodiment, when the player cannot grasp the position of the player character on the game stage, by performing a terrain reset input, the player can regain the position of the player character in the game stage and can prevent getting lost.

[0133] In the present embodiment, when a plurality of checkpoints have been reached in the game stage, the game system 1 sets the position corresponding to the last reached checkpoint as the return point. That is, when a terrain reset input is performed, the game system 1 moves the player character to the last set return point among the set return points. According to this, the player can resume the game from a position where it is easy to progress the game, so the convenience of the player can be improved. Note that the method of determining the return point is arbitrary. In other embodiments, for example, among the plurality of reached checkpoints, the position corresponding to the checkpoint selected by the player may be set as the return point.

[0134] Also, for a predetermined type of state regarding the player character placed at the return point by the terrain reset input, the state immediately before the terrain reset input is maintained. Specifically, the game system 1 automatically stores player information indicating the state of the player character during the game. When a terrain reset input is performed, the player character is moved to the return point while maintaining some or all of the above-mentioned predetermined type of state among the states indicated by the player information.

[0135] In this embodiment, when the game system 1 receives a terrain reset input, among the states indicated by the player information, the player character is moved to the return point while maintaining (a) information indicating the progress of the game (for example, information indicating the cleared game stages), (b) information indicating the physical strength of the player character, and (c) information indicating the state and / or quantity of items possessed by the player character. In this embodiment, in addition to the states indicated by the above (a) to (c) information, the ability values and levels of the player character are maintained. Also, in other embodiments, the game system 1 may move the player character to the return point while maintaining only some of the above information. According to the above, the player can reset the terrain object while maintaining the state of the player character, so the convenience of the terrain reset input can be improved.

[0136] Note that in this embodiment, among the states of the player character, temporary states are not maintained when a terrain reset input is made. Specifically, a temporary state is a state that automatically returns to its original state over time. For example, a state where the ability improves only for a certain period of time or a state where the character is invincible only for a certain period of time. That is, in this embodiment, even if the player character has obtained the effect of the above temporary state at the time when the terrain reset input is made (for example, the ability has temporarily improved), the effect is lost when the player character is placed at the return point in response to the terrain reset input. However, in other embodiments, when the player character is placed at the return point in response to the terrain reset input, the above temporary state may also be maintained.

[0137] As described above, in this embodiment, when a terrain reset input is performed, the game system 1 returns the terrain object to the reference state and moves the player character to the return point while maintaining the current state for a predetermined type of state (see FIG. 16). According to this, the player can return the terrain object without largely wasting the achievements of the game progress so far. Therefore, according to this embodiment, the convenience when resetting the terrain object can be improved.

[0138] In other embodiments, a game may be provided with a plurality of game stages, and the player character may sequentially clear each game stage. In such a game, the player character can leave the current game stage (including the meaning of moving to another game stage), and it may be possible to restart the game of the game stage from the beginning after leaving. When the player restarts the game of the game stage from the beginning after the above-mentioned leaving, the terrain object returns to the reference state, similar to the case when the terrain reset is performed. However, when leaving the game stage, the state of the player character is returned to the state at the time when the game of the left game stage was started. That is, when the player character exits the game stage without satisfying the clear conditions set for the game stage, the game system 1 returns the content of the above player information to the content before the player character enters the game stage. Therefore, it can be said that for a player who wishes to restore the terrain object, the method of performing the terrain reset input has more advantages than the method of leaving the game stage. In this sense, it can also be said that the convenience of the player can be improved by the terrain reset input. Among the player information, the information that is returned to the content before the player character enters the game stage may be at least one of the information indicating the progress of the game, the information indicating the physical strength, and the information indicating the state and / or number of items, as described above. In other embodiments, the game system 1 may prohibit the player character from leaving the current game stage unless the above clear conditions are satisfied.

[0139] Also, in this embodiment, in order to perform a terrain reset input, no in-game cost is required. That is, the game system 1 restores the shape of the terrain object and moves the player object to the return point in response to the terrain reset input without consuming any in-game currency and items. According to this, the player can perform the terrain reset input with little or no in-game demerits, so that the convenience of the terrain reset input can be further improved. In other embodiments, the game system 1 may accept the terrain reset input by the player in exchange for consuming some in-game cost (for example, in-game currency or items).

[0140] Also, in this embodiment, the game system 1 accepts the terrain reset input regardless of the progress of the game in the game stage. That is, the player can perform the terrain reset input at any timing without conditions regarding the progress of the game after the start of the game in the game stage. For example, the player can perform the terrain reset input without advancing the player character to a specific location or obtaining a specific item in the game stage. Thus, in this embodiment, the game system 1 restores the shape of the terrain object and moves the player object to the return point in response to the terrain reset input regardless of the progress of the game. According to this, the player can perform the terrain reset input regardless of the progress of the game, so that the terrain reset can be easily performed. In other embodiments, the game system 1 may accept the terrain reset input in response to the progress of the game in the game stage satisfying a predetermined condition (for example, in response to the player character reaching a predetermined checkpoint).

[0141] In this embodiment, the terrain reset input is accepted while the map image is being displayed during the game. FIG. 17 is a diagram showing an example of the map image displayed on the display device.

[0142] As shown in FIG. 17, the map image includes a stage image 211 showing the game stage. In the present embodiment, the game system 1 displays the map image on the display 12 in response to an instruction from the player to display the map. In the example shown in FIG. 17, the map image is an image that three-dimensionally (in other words, stereoscopically) represents the game stage. However, the map image may be an image that two-dimensionally (in other words, flatly) represents the game stage.

[0143] In the present embodiment, the stage image 211 shows the shape of the terrain object at the current time. In the example shown in FIG. 17, it is shown that a part of the narrow road portion 215 and a part of the slope portion 216 of the terrain object are erased. In the example shown in FIG. 17, the erased part of the terrain object is indicated by a dotted line, but the erased part does not need to be shown in the stage image. From the above, in the present embodiment, the player can grasp the current state of the terrain object by looking at the map image.

[0144] The map image also includes a current position mark 212 indicating the current position of the player character and a checkpoint mark (for example, mark 213) indicating the checkpoint on the game stage. With these marks, the player can grasp the current position of the player character and the position of the checkpoint. Regarding the checkpoint mark, only the one indicating the checkpoint that the player character has reached may be displayed, or the display form may be different between the one indicating the checkpoint that the player character has reached and the one indicating the checkpoint that has not been reached.

[0145] As described above, the game system 1 causes the display device to display a map image indicating a game stage, the map image reflecting the change in the shape of the terrain object. Then, the terrain reset input is received while the map image is being displayed. According to this, the player can determine whether to perform the terrain reset input while checking the current state of the terrain object, so that the convenience of the player can be further improved. Note that in other embodiments, the timing at which the terrain reset input is received is arbitrary. For example, the game system 1 may be configured to receive the terrain reset input at a timing when the map image is not being displayed.

[0146] Note that as shown in FIG. 17, in the present embodiment, the map image includes a guide image 214 indicating the terrain reset input. The guide image 214 indicates an operation for performing the terrain reset input (here, the operation of pressing the - button 47). This enables the player to recognize that the terrain reset input can be performed while the map image is being displayed.

[0147] When the terrain reset is performed in response to the terrain reset input, the game system 1 restores the shape of some of the terrain objects, but may not restore the properties and appearance (that is, the properties of the above-described materials and textures) set for the terrain objects. Hereinafter, with reference to FIGS. 18 to 20, an example of the terrain reset in which the restoration of the properties and appearance is not performed will be described.

[0148] FIG. 18 is a diagram showing an example of a game image showing a terrain object in a reference state. In the example shown in FIG. 18, in the reference state, a terrain object 222 imitating a rock protruding from the ground is arranged on the game stage. The terrain object 222 includes, in addition to the part having the properties of a rock, a gold nugget part having the properties of a gold nugget (the part indicated by hatching in FIG. 18. For example, object 223). Here, the property of the gold nugget is defined as the property that the player character can obtain in-game currency in response to the player character erasing the gold nugget part.

[0149] FIG. 19 is a diagram showing an example of a game image showing a state in which a part of the terrain object 222 has been erased by the player character 221. As shown in FIG. 19, when the player character 221 erases the gold nugget part included in the terrain object 222 during the game, the game system 1 grants the player character 221 an amount of in-game currency corresponding to the erased gold nugget part. Since the player can obtain in-game currency by erasing the gold nugget parts included in the terrain objects in the game stage, it becomes easier to proceed with the game advantageously.

[0150] FIG. 20 is a diagram showing an example of a game image showing a state in which terrain reset has been performed after the state shown in FIG. 19. As shown in FIG. 20, when the terrain reset is performed, the terrain object 222 is restored to the shape in the reference state (see FIG. 18). Here, in the present embodiment, among the terrain object 222, the erased and restored part does not include a gold nugget part (see FIG. 20). That is, the game system 1 changes the property of the gold nugget part of the terrain object 222 to the property of a normal rock and then restores the shape of the terrain object 222. Note that, among the terrain object 222, the gold nugget parts that have not been erased remain as they are after being restored by the terrain reset. In other embodiments, when the terrain reset is performed, the game system 1 may also change the property of the non-erased gold nugget parts arranged in the vicinity of the erased gold nugget parts to the property of normal rocks.

[0151] As described above, in the present embodiment, the terrain object includes a first terrain object (i.e., a part having the property of rock) and a second terrain object (i.e., a part having the property of a gold nugget). The game system 1 restores the property and shape of the first terrain object and restores the shape after changing the property of the second terrain object in response to a terrain reset input. According to this, as will be described below, it is possible to avoid the inconvenience caused by maintaining the property of the terrain object.

[0152] Here, in the example shown in FIGS. 18 to 20, if the terrain object 222 is restored to include a gold nugget part, the player can repeatedly erase the terrain object 222 to obtain in-game currency and then perform a terrain reset input to restore the terrain object 222, and thus can easily obtain a large amount of in-game currency. Therefore, there is a possibility that the difficulty level of the game becomes too low due to the terrain reset input. Therefore, in the present embodiment, as described above, by changing the property so that the terrain object 222 does not include a gold nugget part and restoring the terrain object 222, without restricting the terrain reset input itself, the possibility that the difficulty level of the game becomes too low is reduced. That is, in the present embodiment, it is possible to reduce the possibility that the difficulty level of the game becomes too low without degrading the convenience of the terrain reset input. In other embodiments, the game system 1 may restore the shape while maintaining the property for all parts of the terrain object to be restored, or may change the property for all parts of the terrain object to be restored and then restore the shape.

[0153] As described above, in this embodiment, the property of the second terrain object before restoration by terrain reset is such that a reward is given to the player character 221 when the second terrain object is erased in response to the operation of the player character 221 based on the player's input. And the game system 1 changes the property of the second terrain object, in response to a terrain reset input, to a property such that no reward is given to the player character 221 even if the second terrain object is erased in response to the operation of the player character 221 based on the player's input (in other embodiments, it may be a property such that less reward is given than before the change) (see FIG. 20). According to this, it is possible to reduce the possibility that too much reward is given to the player character 221 by the terrain reset input.

[0154] In this embodiment, it is assumed that the above reward is in-game currency, but the reward may be anything that makes the player character advantageous in the game. For example, the reward may be an item or the experience value of the player character.

[0155] In this embodiment, the second terrain object whose property is changed during restoration by terrain reset is predetermined. That is, the game system 1 changes the property of the terrain object within a predetermined area as the second terrain object during restoration by terrain reset, and does not change the property of the terrain object outside the area (which can be called the first terrain object) during restoration by terrain reset. For example, the area where the above gold nugget parts are densely arranged in the reference state is set as the area of the second terrain object. However, it is not necessary that all areas including the gold nugget parts are set as the area of the second terrain object.

[0156] In addition, in this embodiment, in addition to restoring the terrain object by the terrain reset according to the above-described terrain reset input, when the game is over (for example, when the health of the player character becomes 0, or when the player character falls from the terrain object of the game stage), the terrain object is also restored. When the game is over, the restoration is performed only on the terrain objects within the target area, not on the terrain objects of the entire game stage. Hereinafter, the restoration of the terrain objects within the target area will be described.

[0157] FIG. 21 is a diagram for explaining an overview of the restoration of the terrain object within the target area. In the example shown in FIG. 21, it shows a case where the game is over when the player character is located at a certain point 232 within the game stage 231, and the player character moves to the return point 233 and the game resumes. In this case, the game system 1 sets the area around the return point 233 including the return point 233 as the target area 234, and restores the terrain objects within the target area 234 to the shape in the reference state. On the other hand, in the above case, for the terrain objects outside the target area 234 (for example, the terrain object 235 of a narrow road), the restoration is not performed.

[0158] Next, the reason for setting the area including the return point as the target area will be explained. FIG. 22 is a diagram showing an example of a state where terrain objects are added around a checkpoint. In the example shown in FIG. 22, after the player character reaches the checkpoint indicated by the object 241, for some reason (e.g., due to the operation of the player character itself), the terrain object 243 is added so as to cover the return area 242 of the checkpoint. Here, consider the case where when the game is over in such a state, the terrain objects in the return area 242 are not restored to the reference state and the added terrain object 243 remains. In this case, when the game is restarted with the player character 221 placed at the return point within the return area 242 due to the game being over, the player character 221 will be buried in the terrain object (see FIG. 21). Also, although not shown, if the ground in the return area 242 is erased, when the player character 221 is placed at the return point when the game is restarted after the game is over, it is conceivable that the player character will fall from the return point immediately after being placed (because the ground is erased).

[0159] Therefore, in the present embodiment, when the game is over, the game system 1 sets the area including the return point as the target area and restores the terrain objects in the target area to the reference state. FIG. 23 is a diagram showing an example of a state where the terrain objects in the target area including the return point are restored. In the example shown in FIG. 23, when the game is over and the player character 221 is placed at the return point, the terrain object 243 that was added to cover the return area 242 is erased by restoration. Therefore, the player character 221 is placed without being buried in the terrain object, and the game can be restarted normally.

[0160] As described above, in this embodiment, when the automatic restoration condition is satisfied (here, when the game is over), the game system 1 automatically restores the shape of the terrain objects within the target area, and does not restore the shape of the terrain objects outside the target area. On the other hand, as described above, the game system 1 performs restoration for both the terrain objects within the target area and those outside the target area in response to a terrain reset input. According to this, the player can manually restore the terrain objects, and the game system 1 automatically restores the terrain objects under certain conditions, so that the possibility of inconvenience occurring in the game can be reduced. Note that in other embodiments, the game system 1 may not perform automatic restoration according to the automatic restoration condition. Also, in other embodiments, even when the automatic restoration condition is satisfied, the restoration may be performed for all the terrain objects in the game stage in the same way as when a terrain reset input is made.

[0161] Note that the phrase "automatically restores the terrain objects" means that the restoration is performed by the game system 1 without a terrain reset input by the player, but it does not exclude the mode in which the player's operation has some influence on the execution of the restoration. For example, in the above example, when the game is over due to the player's operation, the game system 1 restores the terrain objects, which corresponds to "automatically performing the restoration".

[0162] In the examples shown in FIGS. 21 to 23, the automatic restoration condition is that the player character has satisfied the game over condition (for example, the physical strength of the player character has become 0, or the player character has fallen from the terrain object in the game stage, etc.). Further, the target area is the return point where the player character is arranged after satisfying the game over condition and the area around it. According to this, it is possible to reduce the possibility of inconvenience occurring at the time of resuming the game, such as the player character arranged at the return point being buried in the terrain object or falling due to the deformation of the terrain object that has been performed so far.

[0163] In addition, when a plurality of return points are set in the game stage (that is, when the player character has reached a plurality of checkpoints), the game system 1 sets only the area including the return point to which the player character moves when the game is over as the target area, and it is not necessary to set the area including the other return points as the target area. This is because inconvenience does not occur at the time of resuming the game even if the terrain object is not restored for the area including the other return points.

[0164] In addition, the target area is not limited to the area around the return point, and may be other areas. For example, the target area may be an area where a battle with a boss character appearing in the game stage is performed (referred to as a "boss area"). That is, the game system 1 may use the fact that the player character has lost the game during the battle with the boss character as an automatic restoration condition, and when the automatic restoration condition is satisfied, set the boss area as the target area and restore the terrain object in the target area.

[0165] Here, in the game according to this embodiment, the player character uses terrain objects (for example, throws a terrain object at the boss character for an attack or defends against an attack by the boss character using the terrain object as a shield) to fight against the boss character. Therefore, when the game is over with the terrain objects in a deformed state due to the battle with the boss character and the game is restarted, if the terrain objects are not restored, when the player character next battles the boss character, the terrain objects will remain deformed, and the battle may become significantly disadvantageous. For example, when the player character throws a terrain object at the boss character to fight, if the terrain object is not restored, the player character will have to fight without a terrain object to throw.

[0166] Therefore, in this embodiment, the above boss area is set as the target area, and when the game is over, the terrain objects within the boss area are restored. By doing so, it is possible to reduce the possibility of inconveniences such as the battle with the boss character becoming significantly disadvantageous.

[0167] Also, the area set as the above target area in the game stage is not limited to the above, and may be, for example, the following areas. That is, the game system 1 may set the area necessary for the player character to advance to the destination in the game stage as the target area. For example, if the game is over after the road that needs to be passed to reach the destination is erased, the player character will not be able to pass that road after the game is restarted, and will not be able to progress the game. At this time, the game system 1 may set the area including the above road as the target area. In this way, for areas where the game progress will be inconvenienced if the terrain objects are erased, the game system 1 may set them as the target area to reduce the possibility of inconveniences occurring.

[0168] In this embodiment, the game system 1 manages the target area using a predetermined unit interval. That is, the target area is set for each unit interval defined in the game stage. The unit interval is, for example, an interval called a chunk that is eight voxels in each of the up-down, left-right, and front-back directions. In this embodiment, the game system 1 compresses and stores the voxel data of the terrain object in the reference state in units of chunks. When the game is over, the game system 1 expands the compressed voxel data for the unit interval (i.e., the chunk) corresponding to the target area, thereby obtaining the terrain object in the reference state in the target area and restoring the terrain object in the target area. According to the above, the game system 1 only needs to expand the voxel data for only the unit interval corresponding to the target area, so the restoration process can be performed efficiently. Note that in other embodiments, the target area may be set independently of the unit interval.

[0169] Also, the automatic restoration condition is not limited to the game being over, and may be other conditions. For example, the automatic restoration condition may be that the player character has performed the above-described fast travel. At this time, in response to the fast travel being performed, the game system 1 restores the terrain object in the target area, with the area including the return point corresponding to the checkpoint that is the destination of the movement as the target area. According to this, it is possible to reduce the possibility of inconveniences such as the player character getting buried in the terrain object when performing fast travel.

[0170] Further, the above automatic restoration condition may be, for example, a condition related to the usage rate of the memory used for game processing. Specifically, the game system 1 monitors the usage rate of the memory (for example, DRAM 85) of the game system 1 (more specifically, the main body device 2), and when the usage rate of the memory becomes equal to or higher than a threshold value, the terrain object may be restored. According to this, since the data of the deformed terrain object can be erased from the memory, the usage rate of the memory can be reduced, and the possibility of problems occurring in game processing due to memory shortage can be reduced. In the above case, the game system 1 may restore the terrain objects of the entire game stage, or may restore the terrain objects of a part of the areas in the game stage.

[0171] As described above, in the present embodiment, the game system 1 automatically restores the shape of the terrain objects in a predetermined area (which may be the entire area of the game stage or a part of the area) in the game stage without performing a terrain reset input in response to the satisfaction of the automatic restoration condition (in the present embodiment, the occurrence of game over or the usage rate of the memory becoming equal to or higher than the threshold value). Further, the game system 1 automatically moves the player character to the return point without performing a terrain reset input in response to the satisfaction of the automatic restoration condition. According to this, the possibility of problems occurring in game processing or inconvenience occurring in the progress of the game can be reduced.

[0172] In the present embodiment, one or more sub-stages may be associated with the game stage. A sub-stage is a stage that is different from the game stage but is treated as a part of the game stage in the game. For example, when an entrance to a cave or a building is provided in the game stage, a sub-stage representing the inside of the cave or the building may be prepared. The player character can move to the sub-stage representing the inside of the cave or the building by moving to the entrance of the cave or the building.

[0173] In this embodiment, when the player character moves from the game stage to the sub-stage associated therewith, the game system 1 stores the state of the terrain object of the game stage at that time. In this embodiment, the game system 1 sequentially stores data indicating the state of the terrain object at the current time (specifically, the terrain state data shown in FIG. 24) during the game in the game stage. When the player character returns from the sub-stage to the game stage (that is, when coming out of a cave or the inside of a building), the game system 1 uses the terrain state data indicating the state when moving from the game stage to the sub-stage to generate a terrain object in the same state as when moving from the game stage to the sub-stage. As a result, the shape of the terrain object of the game stage is maintained even when returning from the sub-stage.

[0174] In this embodiment, when the player character has a game over in the sub-stage, the game system does not restore the terrain object of the game stage (more specifically, restores the terrain object of the target area). In the above case, in this embodiment, since the game is restarted from the start position of the sub-stage, inconveniences such as the player character being buried in the terrain object do not occur.

[0175] In other embodiments, the game system 1 may restore the terrain object of the game stage when the player character returns from the sub-stage. Also, in other embodiments, when the player character has a game over in the sub-stage, the game system 1 may move the player character to the return point of the game stage and restore the terrain object of the game stage.

[0176] [3. Specific Examples of Processing in the Game System] Next, with reference to FIGS. 24 to 26, a specific example of information processing in the game system 1 will be described.

[0177] FIG. 24 is a diagram showing an example of various data used for information processing in the game system 1. As shown in FIG. 24, the game system 1 stores a game program, voxel space data, reference state data, terrain state data, mesh data, return point data, and player data.

[0178] The game program is a game program for executing the game processing (specifically, the processing shown in FIGS. 25 and 26) in the present embodiment. The game program is data that is stored in the game system 1 in advance before the execution of the game processing. The game program is stored, for example, in a storage medium mounted in the slot 23 of the main body device 2.

[0179] The voxel space data is data that defines the voxel space set in the game space (also referred to as the game stage). The voxel space data is stored, for example, in a storage medium mounted in the slot 23 of the main body device 2 together with the game program. The voxel space data indicates the length of one side of the voxel and the direction of each side of the voxel in the game space. Also, when the voxel space is set only in a part of the game space, the voxel space data may include data indicating the position and size of the space where the voxels are set (that is, the voxel space) (that is, data indicating the range in the game space where the voxels are set).

[0180] The reference state data is data indicating the terrain object in the above-described reference state. Specifically, the reference state data includes voxel data respectively indicating the state of each voxel in the reference state. Thus, in the present embodiment, the game system 1 stores, as the reference state data, data indicating the shape and material (specifically, the properties and appearance) of the terrain object in the reference state. Note that, in other embodiments, data indicating only the shape of the terrain object in the reference state may be stored as the reference state data.

[0181] The above reference state data is prepared in advance (for example, stored together with the game program, or acquired from an external server or the like), and when the reference state data is changed after the game starts, the reference state data indicating the changed reference state may be stored in the game system 1 as part of the save data. When restarting the game using the save data, the game system 1 performs game processing using the reference state data included in the save data.

[0182] The terrain state data indicates the state of the current terrain object. Specifically, the terrain state data includes voxel data respectively indicating the state of each voxel in the current terrain object. Further, the mesh data is data indicating the mesh of the terrain object. The mesh data includes, for example, data indicating the position of each vertex in the mesh.

[0183] The return point data is data indicating the return point set in the game stage. Specifically, the return point data is coordinate data indicating the position in the game stage. Note that when a plurality of return points are set in the game stage (that is, when the game character has reached a plurality of checkpoints), the return point data includes data indicating each return point.

[0184] Player data is the data of the above-described player information indicating the state of the player character. In the present embodiment, the player data includes data indicating the progress of the game regarding the player character, data indicating the physical strength of the player character, and data indicating the state and / or number of items possessed by the player character.

[0185] In addition to the data shown in FIG. 24, the game system 1 stores data regarding objects arranged in the game space and data regarding various characters (e.g., enemy characters, etc.) appearing in the game space.

[0186] FIG. 25 is a flowchart showing an example of the flow of game stage processing executed by the game system 1. The game stage processing shown in FIG. 25 is processing for executing the game in one game stage, and is started, for example, in response to the start of the game in the game stage (e.g., the player character enters the game stage).

[0187] In the present embodiment, it is described that the processor 81 of the main body device 2 executes the processing of each step shown in FIGS. 25 and 26 by executing the game program stored in the game system 1. However, in other embodiments, some of the processing of each step may be executed by a processor (e.g., a dedicated circuit, etc.) different from the processor 81. Further, when the game system 1 can communicate with another information processing device (e.g., a server), some of the processing of each step shown in FIGS. 25 and 26 may be executed in the other information processing device. Also, the processing of each step shown in FIGS. 25 and 26 is merely an example, and if the same result can be obtained, the processing order of each step may be changed, or another processing may be executed in addition to (or instead of) the processing of each step.

[0188] Also, the processor 81 executes the processing of each step shown in FIGS. 25 and 26 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 and uses the information from the memory.

[0189] In step S1 shown in FIG. 25, the processor 81 sets a voxel space in the game space. Specifically, the processor 81 acquires the voxel space data and stores (in other words, writes) it in the memory. In subsequent game processing, the processor 81 may refer to the voxel space data when executing processing related to voxel objects (for example, the processing in step S2). In this case, the processor 81 refers to the voxel space data stored in the memory. The processing of step S2 is executed after step S1.

[0190] In step S2, the processor 81 sets a terrain object in the reference state in the game space. Specifically, the processor 81 acquires the reference state data and stores (in other words, writes) part or all of the voxel data included in the acquired reference state data in the memory as terrain state data. The acquisition of the reference state data may be performed by acquiring data prepared in advance (for example, stored together with the game program, or acquired from an external server, etc.), or by acquiring the reference state data included in the save data. The processing of step S3 is executed after step S2.

[0191] In step S3, the processor 81 controls the operations of each character (specifically, the player character and enemy characters) that appears in the game space. For example, the processor 81 controls the operation of the player character based on the operation input indicated by the operation data received from each of the controllers 3 or 4, or controls the operation of the enemy character based on the algorithm defined in the game program. In the present embodiment, the progress of the game (that is, the state of each character that appears in the game space, the state of each object arranged in the game space, etc.) is updated by the process of step S3 described above. Further, as a result of performing the above-described control of the operation, when the state of the player character changes, the processor 81 stores player data indicating the changed state in the memory. From the above, in the present embodiment, the processor 81 automatically stores player data that changes according to the progress of the game. The process of step S4 is executed after step S3.

[0192] In step S4, the processor 81 determines whether or not a deformation condition for deforming the terrain object is satisfied as a result of operating each character by the process of step S3 described above. For example, when a predetermined operation by a character is performed on the terrain object (for example, the player character punches the terrain object), or when a specific object (for example, an object made of the same material as the terrain object) is attached to the terrain object, the processor 81 determines that the deformation condition is satisfied. On the other hand, when a predetermined operation by a character is not performed on the terrain object and an object made of the same material as the terrain object is not attached to the terrain object, the processor 81 determines that the deformation condition is not satisfied. If the determination result in step S4 is affirmative, the process of step S5 is executed. On the other hand, if the determination result in step S4 is negative, the process of step S5 is skipped and the process of step S6 is executed.

[0193] In step S5, the processor 81 deforms the terrain object. For example, when a predetermined action by a character is performed on the terrain object (for example, the player character punches the terrain object), the processor 81 deforms the terrain object so that a part of the terrain object is erased. Also, for example, when the specific object is attached to the terrain object, the processor 81 deforms the terrain object so that the terrain object has the shape to which the specific object is attached. At this time, the processor 81 updates the terrain state data stored in the memory so as to indicate the deformed state. The process of step S6 is executed after step S5.

[0194] In step S6, the processor 81 determines whether an instruction to display the map has been given by the player based on the operation data received from each of the controllers 3 or 4. If the determination result in step S6 is affirmative, the process of step S7 is executed. On the other hand, if the determination result in step S6 is negative, the process of step S8 is executed.

[0195] In step S7, the processor 81 executes map display processing. The map display processing is processing for displaying the above-described map image (see FIG. 17). Details of the map display processing will be described later (see FIG. 26). After step S7, the process of step S3 is executed again.

[0196] In step S8, the processor 81 determines whether the player character has reached the checkpoint as a result of operating each character by the process of step S3. If the determination result in step S8 is affirmative, the process of step S9 is executed. On the other hand, if the determination result in step S8 is negative, the process of step S9 is skipped and the process of step S10 is executed.

[0197] In step S9, the processor 81 sets the position corresponding to the checkpoint newly reached by the player character as the return point. That is, the processor 81 updates the return point data stored in the memory so as to include data indicating the set return point. The process of step S10 is executed after step S9.

[0198] In step S10, the processor 81 determines whether the above-described automatic restoration condition is satisfied as a result of operating each character by the process of step S3. For example, when the player character has a game over or performs fast travel, the processor 81 determines that the automatic restoration condition is satisfied. Also, for example, the processor 81 monitors the usage rate of the memory, and when the usage rate of the memory becomes equal to or higher than the threshold value, the processor 81 determines that the automatic restoration condition is satisfied. If the determination result in step S10 is affirmative, the process of step S11 is executed. On the other hand, if the determination result in step S10 is negative, the processes of steps S11 to S13 are skipped, and the process of step S14 described later is executed.

[0199] In step S11, the processor 81 restores the portion of the terrain object within the above-described target area. Specifically, the processor 81 acquires the reference state data regarding the portion of the target area of the terrain object from the memory, and changes the terrain object in the target area to the state indicated by the reference state data. That is, the processor 81 updates the terrain state data stored in the memory so as to indicate the changed content. Note that, as described in the above “[2-3. Deformation and Restoration of Terrain Object]”, the target area may differ according to the content of the automatic restoration condition determined to be satisfied in step S10. For example, when the automatic restoration condition is satisfied due to a game over, the area including the return point and the above-described boss area becomes the target area. Also, for example, when the automatic restoration condition is satisfied because the usage rate of the memory becomes equal to or higher than the threshold value, the entire area of the game stage becomes the target area. The process of step S12 is executed after step S11.

[0200] In step S12, the processor 81 moves the player character to the return point. That is, the processor 81 refers to the return point data stored in the memory and places the player character at the last set return point. The process of step S13 is executed after step S12.

[0201] In step S13, the processor 81 sets the state of the player character. That is, the processor 81 sets the state of the player character so that at least the above-described predetermined states (that is, information indicating the progress of the game, information indicating physical strength, and information regarding items) are maintained. When a part of the state of the player character is changed, the processor 81 updates the player data stored in the memory to indicate the changed state. The process of step S14 is executed after step S13.

[0202] In step S14, the processor 81 generates a mesh for the terrain object. The mesh for the terrain object is generated according to the method described in the above “[2-2. Mesh]” based on the terrain state data stored in the memory. In step S14, the processor 81 does not need to regenerate the mesh generated in the previous step S14 process, and may regenerate the mesh for the part of the terrain object where the voxel data has been changed by the process of step S5 or S11. By the process of step S14, the mesh of the terrain object can be dynamically changed during the game. The processor 81 updates the mesh data stored in the memory to the content indicating the newly generated mesh. The process of step S15 is executed after step S14.

[0203] In step S15, the processor 81 generates a game image representing the game space and causes it to be displayed on a display device (e.g., the display 12). Specifically, the processor 81 generates a game image representing a game space including a terrain object and other objects (specifically, a player character, etc.). Note that the image of the terrain object is generated according to the method described in the above “[2-2. Mesh]” using the terrain state data and mesh data stored in the memory. Also, the processor 81 generates a game image so as to show the result of operating each character by the process of step S3 above. Note that the game image may be generated to include the player character, or may be an image as seen from the viewpoint of the player character (that is, an image that does not include the player character itself). The processor 81 causes the game image generated as described above to be displayed on the display device. Note that during the game, the process of step S15 is repeatedly executed at a rate of once every predetermined time (e.g., one frame time). The process of step S16 is executed after step S15.

[0204] In step S16, the processor 81 determines whether to end the game in the game stage. For example, the processor 81 determines to end the game in the game stage when an instruction to leave the game stage is given by the player, when an instruction to end the game is given by the player, or when the player character clears the game stage. If the determination result in step S16 is negative, the process of step S3 is executed again. Thereafter, the series of processes from steps S3 to S16 are repeatedly executed until it is determined in step S16 to end the game in the game stage. On the other hand, if the determination result in step S16 is positive, the processor 81 ends the game stage process shown in FIG. 25.

[0205] FIG. 26 is a sub - flowchart showing an example of the flow of the map display process shown in FIG. 25. In step S21 shown in FIG. 26, the processor 81 generates a map image and causes it to be displayed on a display device (for example, the display 12). Specifically, the processor 81 generates a map image representing the current state of the terrain objects based on the terrain state data stored in the memory. The process of step S22 is executed after step S21.

[0206] In step S22, the processor 81 determines whether or not the above - mentioned terrain reset input has been performed by the player based on the operation data received from each of the controllers 3 or 4. If the determination result in step S22 is affirmative, the process of step S23 is executed. On the other hand, if the determination result in step S22 is negative, the process of step S26 described later is executed.

[0207] In step S23, the processor 81 restores the terrain objects. Specifically, the processor 81 reads the reference state data from the memory and changes the terrain objects of the entire game stage to the state indicated by the reference state data. That is, the processor 81 updates the terrain state data stored in the memory to show the changed content. The process of step S24 is executed after step S23.

[0208] In step S24, the processor 81 moves the player character to the return point. The process of step S24 is the same as the process of step S12 above. The process of step S25 is executed after step S24.

[0209] In step S25, the processor 81 sets the state of the player character. The process of step S25 is the same as the process of step S13 above. After step S25, the processor 81 ends the map display process shown in FIG. 26. Thereafter, the processor 81 returns to the game stage process shown in FIG. 25 and executes the process of step S3 again.

[0210] In step S26, the processor 81 determines whether to end the display of the map image. Specifically, the processor 81 determines whether an instruction to end the display of the map image has been given by the player. If the determination result in step S26 is negative, the process of step S22 is executed again. On the other hand, if the determination result in step S26 is positive, the processor 81 ends the map display process shown in FIG. 26.

[0211] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, an information processing program (for example, a game program) executed in a computer (for example, the processor 81) of an information processing apparatus (for example, the main body apparatus 2) causes the computer to function as the following means. · Game control means (step S3) for updating the progress of a game that progresses by controlling a player object (for example, the player character 221) according to an operation input of the player in a game stage in a virtual space · Storage control means (step S3) for automatically storing player information associated with the player object and changing according to the progress of the game in a storage medium · Return point setting means (step S9) for setting a position inside or near the return area as a return point based at least on the player object reaching a return area in the game stage · Terrain change means (step S5) for changing the shape of a terrain object in the game stage according to the operation of the player object based on a first operation input by the player · Terrain restoration means (step S23) for restoring the terrain object whose shape has been changed to a shape before the change and before the timing when the return point was set (for example, the shape in the reference state) according to a second operation input by the player · Object movement means (steps S24 and S25) for moving the player object to the return point while maintaining at least a part of the state indicated by the player information according to the second operation input

[0212] According to the above, when the terrain object is restored in response to the second operation input by the player, at least a part of the state of the player object that changes according to the progress of the game is maintained, so that the convenience when resetting the terrain object can be improved. Further, according to the above, when the terrain object is restored in response to the second operation input by the player, the player object is moved to the return point, so that the player can re-grasp the position of the player object in the game stage and can prevent getting lost.

[0213] Note that the above "progress of the game" may be any information that changes as the game progresses. For example, it is information such as the physical strength, experience value, number and type of items held, defeated enemies, level, or cleared stages regarding the player character.

[0214] Also, in the above embodiment, it can also be said that the information processing program (for example, a game program) executed in the computer (for example, the processor 81) of the information processing apparatus (for example, the main body apparatus 2) causes the computer to function as the following means. · Terrain change means (step S5) for changing the shape of the terrain object in the game stage according to the operation of the player object (for example, the player character 221) based on the operation input by the player · Return point setting means (step S9) for setting the position inside or near the return area as the return point based at least on the fact that the player object has reached the return area in the game stage ·Restoring means (step S11) for restoring a terrain object whose shape has been changed within a predetermined area to a shape before the change and before the timing when the return point was set, according to the restoration condition being satisfied (for example, the game being over or fast travel being performed) (note that the restoring means does not have to perform restoration for terrain objects outside the predetermined area). ·Object moving means (step S12) for moving the player object to the return point in response to the restoration being performed

[0215] According to the above configuration, it is possible to reduce the possibility of inconvenience occurring (for example, the player object being buried in a terrain object or the game being unable to proceed) when the game is resumed by moving the player object to the return point. Note that in the above configuration, the state of the player object moved to the return point is arbitrary, and it is not necessary to maintain the state before being moved to the return point.

[0216] In the above embodiment, the case where the terrain object is a voxel object has been described as an example, but the terrain object does not have to be a voxel object. Further, the terrain object may include objects such as the floor, walls, and ceiling of a building arranged in the game stage, in addition to the ground of the game stage.

[0217] In the above embodiment, when processing is executed using data (in the sense including a program) in a certain information processing device, a part of the data necessary for the processing may be transmitted from another information processing device different from the certain information processing device. At this time, the certain information processing device may execute the above processing using the data received from another information processing device and the data stored in itself.

[0218] In other embodiments, the information processing system may not include some of the components in the above embodiments, or may not execute some of the processes executed in the above embodiments. For example, in order for the information processing system to achieve some specific effects in the above embodiments, it may include the components for achieving the effects and execute the processes for achieving the effects, and may not include other components or execute other processes.

Industrial Applicability

[0219] The above embodiments can be used, for example, as a game system or a game program for the purpose of improving convenience when resetting a terrain object.

Explanation of Signs

[0220] 1 Game system 2 Main body device 81 Processor 221 Player character 222 Terrain object 233 Return point 242 Return area

Claims

1. An information processing program executed by a computer of an information processing apparatus, the computer being configured to: Game control means for updating the progress status of a game that progresses by controlling a player object in accordance with a player's operation input in a game stage within a virtual space; Storage control means for automatically storing, in a storage medium, player information associated with the player object and changing according to the progress status of the game; Return point setting means for setting a position inside or near the return area as a return point based at least on the player object reaching the return area within the game stage; Terrain change means for changing the shape of a terrain object in the game stage according to the movement of the player object based on a first operation input by the player; Terrain restoration means for restoring the terrain object whose shape has been changed to a shape before the change and before the timing when the return point was set, in response to a second operation input by the player; Object movement means for moving the player object to the return point in a state where at least a part of the state indicated by the player information is maintained in response to the second operation input; An information processing program that functions as such.

2. The computer is further caused to function as terrain generation means for generating the terrain object based on reference terrain information indicating a reference shape of the terrain object in the game stage at the start of the game in the game stage; The terrain restoration means restores the shape of the terrain object whose shape has been changed based on the reference terrain information in response to the second operation input. The information processing program according to claim 1.

3. The terrain restoration means and the object movement means perform restoration of the shape of the terrain object and movement of the player object to the return point in response to the second operation input without consuming any of the currency and items used in the game. The information processing program according to claim 1.

4. The terrain restoration means and the object movement means perform restoration of the shape of the terrain object and movement of the player object to the return point in response to the second operation input, regardless of the progress of the game. The information processing program according to claim 1.

5. The object movement means moves the player object to the return point in a state where at least one of the information indicating the progress of the game, the information indicating the physical strength of the player object, and the information indicating the state and / or number of items possessed by the player object among the states indicated by the player information is maintained in response to the second operation input. The information processing program according to claim 1.

6. The terrain change means changes the shape by deleting or adding the terrain object in response to the operation of the player object based on the first operation input. The information processing program according to claim 1.

7. The terrain object includes an object that is not deleted by the operation of the player object based on the first operation input. The information processing program according to claim 1.

8. The object movement means moves the player object to the last set return point among the return points set by the return point setting means. The information processing program according to claim 1.

9. The terrain object includes a first terrain object and a second terrain object. The terrain restoration means restores the property and shape of the first terrain object and restores the shape after changing the property of the second terrain object in response to the second operation input. The information processing program according to claim 1.

10. Before the restoration by the terrain restoration means, the property of the second terrain object is a property in which a reward is given to the player object in response to the deletion of the second terrain object in response to the operation of the player object based on the first operation input. The terrain restoration means changes, in response to the second operation input, the property of the second terrain object to a property such that no reward is given to the player object even if the second terrain object is erased according to the operation of the player object based on the first operation input, or a property such that less reward is given than before the change when the second terrain object is erased. The information processing program according to claim 9.

11. The terrain restoration means further automatically restores the shape of the terrain object within a predetermined area in the game stage without the second operation input being performed, in response to the automatic restoration condition being satisfied. The object movement means further automatically moves the player object to the return point without the second operation input being performed, in response to the automatic restoration condition being satisfied. The information processing program according to claim 1.

12. The terrain restoration means automatically restores the shape of the terrain object within the predetermined area in response to the automatic restoration condition being satisfied, and does not restore the shape of the terrain object outside the predetermined area. restores the shape of the terrain objects both within and outside the predetermined area in response to the second operation input. The information processing program according to claim 11.

13. The automatic restoration condition is that the player object has satisfied the game over condition. The predetermined area includes the return point where the player object is placed after satisfying the game over condition and the area around it. The information processing program according to claim 12.

14. The automatic restoration condition is that the player object has satisfied the game over condition during the battle with a predetermined enemy object. The predetermined area includes the area in the game stage where the battle with the enemy object is conducted. The information processing program according to claim 12.

15. The predetermined area is set for each unit interval defined in the game stage. The information processing program according to claim 12.

16. The information processing program further causes the computer to function as memory monitoring means for monitoring the usage rate of the memory of the information processing apparatus. The automatic restoration condition is a condition related to the usage rate of the memory. The information processing program according to claim 11.

17. As map display control means for causing a display device to display a map image showing the game stage and reflecting the change in the shape, the computer is further caused to function. The second operation input is received in a state where the map image is being displayed. The information processing program according to claim 1.

18. When the player object exits the game stage without satisfying the clear condition set for the game stage, the storage control means returns at least part of the contents of the player information to the contents before the player object enters the game stage. The information processing program according to claim 1.

19. In a game stage within a virtual space, game control means for updating the progress status of a game that progresses by controlling a player object in response to a player's operation input; Storage control means for automatically storing in a storage medium player information associated with the player object and changing according to the progress status of the game; Return point setting means for setting a position inside or near the return area as a return point based at least on the player object reaching a return area within the game stage; Terrain change means for changing the shape of a terrain object in the game stage according to the operation of the player object based on a first operation input by the player; Terrain restoration means for restoring the terrain object whose shape has been changed to a shape before the change and before the timing when the return point is set in response to a second operation input by the player; Object movement means for moving the player object to the return point while maintaining at least part of the state indicated by the player information in response to the second operation input; An information processing system comprising:

20. In a game stage within a virtual space, game control means for updating the progress status of a game that progresses by controlling a player object in response to a player's operation input; Storage control means for automatically storing in a storage medium player information associated with the player object and changing according to the progress status of the game; Return point setting means for setting a position inside or near the return area as the return point based at least on the player object reaching the return area within the game stage; Terrain change means for changing the shape of a terrain object in the game stage according to the movement of the player object based on a first operation input by the player; Terrain restoration means for restoring the terrain object whose shape has been changed to a shape before the change and before the timing when the return point was set, in response to a second operation input by the player; Object movement means for moving the player object to the return point while maintaining at least a part of the state indicated by the player information in response to the second operation input; An information processing apparatus comprising the above.

21. An information processing method executed by an information processing system, comprising: A game control step of updating the progress of a game that progresses by controlling a player object according to a player's operation input in a game stage within a virtual space; A storage control step of automatically storing in a storage medium player information associated with the player object and changing according to the progress of the game; A return point setting step of setting a position inside or near the return area as the return point based at least on the player object reaching the return area within the game stage; A terrain change step of changing the shape of a terrain object in the game stage according to the movement of the player object based on a first operation input by the player; A terrain restoration step of restoring the terrain object whose shape has been changed to a shape before the change and before the timing when the return point was set, in response to a second operation input by the player; An object movement step of moving the player object to the return point while maintaining at least a part of the state indicated by the player information in response to the second operation input; An information processing method comprising the above.

Citation Information

Patent Citations

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Cited By

  • Programs, systems, and control methods

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