Information processing program, information processor, information processing method and information processing system
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-21
- Publication Date
- 2026-03-30
AI Technical Summary
In games where players can equip multiple parameters (like equipment items) that affect character abilities, it is difficult to instantly identify which parameters are currently in use during gameplay, especially when they are small and not visibly displayed on the screen.
An information processing system that determines and visually displays the currently used parameters through specific drawing settings, using texture images and color coding to differentiate between primary and secondary equipment chips, allowing easy identification without interrupting gameplay.
Enables players to easily and visually check the equipped parameters during gameplay, enhancing user convenience and reducing the need for stopping gameplay to access status screens.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a drawing process in a game process. [Background technology]
[0002] Conventionally, games that can be played by changing parameters used in the game have been known (for example, , Patent Document 1). For example, the parameters may include the equipment to be equipped to the player character. In this case, changing the equipped items will change the player character's You can also change the ability. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-145071 Summary of the Invention [Problem to be solved by the invention]
[0004] In games like the one above, you can choose from multiple types of parameters (equipment items, etc.), It was also possible to select and use multiple parameters.
[0005] However, depending on the game, the parameters selected for use in the game may be You can instantly check and determine which parameter is which from the screen during gameplay. For example, the equipment items themselves were very small. In the case that the content is not visible on the game screen, In this case, for example, the user may temporarily stop moving the player character and , equipped items, etc., unless you display a separate screen for checking equipment such as a status screen. There were cases where it was not possible to confirm this.
[0006] Therefore, the purpose of this disclosure is to identify the parameters currently used in games. It is easy to visually check whether a parameter is being used during gameplay. To provide an information processing program, an information processing device, an information processing method, and an information processing system And so. [Means for solving the problem]
[0007] To achieve the above object, the following configuration examples can be given.
[0008] (Configuration 1) The first embodiment is an information processing device that is executed on a computer of an information processing apparatus that can execute a game. The program is a computer program that controls the computer to At least one parameter is determined as a parameter to be used in the game. a parameter determining means for determining a parameter to be used that satisfies the first condition among the parameters to be used; a first drawing setting specifying means for specifying a drawing setting corresponding to the type of data as a first drawing setting; Among the parameters, the drawing settings corresponding to the type of used parameters that meet the second condition are called the second drawing settings. a second rendering setting specifying means for specifying a first rendering setting in the virtual space in the game; a function as a drawing means for drawing a predetermined range based on a first drawing setting and a second drawing setting; To make it work.
[0009] According to the above configuration example, the currently used parameter from among the multiple parameters is and identifying a first drawing setting and a second drawing setting corresponding to the type of parameters that satisfy a predetermined condition. This allows you to determine what parameters are currently being used. The user can easily visually grasp whether the
[0010] (Configuration 2) A second aspect of the present invention is the above-mentioned first aspect, wherein the first drawing setting specifying means specifies a use parameter that satisfies a first condition. By specifying the texture corresponding to the meter type, the first drawing setting is specified, and the second drawing The setting specifying means specifies a texture corresponding to the type of the parameter to be used that satisfies the second condition. The second rendering setting may be specified by the above.
[0011] According to the above configuration example, a texture is identified according to the type of parameter, and two textures are This allows for the creation of visually easy-to-understand elements such as texture images. This can be used to let the user know the parameters in use.
[0012] (Configuration 3) A third aspect of the present invention is the above-mentioned second aspect, wherein the first drawing setting specifying means specifies a use parameter that satisfies a second condition. A first texture group that associates textures corresponding to the types of meters with the first condition. The first drawing setting may be determined by determining the second drawing setting from the second drawing setting determination means. The texture corresponding to the type of the parameter used that satisfies the second condition is The second rendering settings may be identified by identifying them from the associated second texture group.
[0013] According to the above configuration example, the texture groups are divided into the first and second rendering settings. This makes it easier to manage texture images during the development stage, reducing the development load.
[0014] (Configuration 4) A fourth aspect of the present invention is directed to any one of the first to third aspects, wherein the first drawing setting specifying means specifies the use parameter. The parameter with the highest number of parameters determined as the parameter is selected as the parameter that satisfies the first condition. The second rendering setting specifying means uses the parameters determined as the parameters to be used. The usage parameter with the second highest number of data may be treated as meeting the second condition.
[0015] According to the above configuration example, for example, a plurality of first parameters are used as the usage parameters. If so, the rendering settings are identified based on the number of uses. The drawing is performed according to the first parameter. Therefore, the user can select which first parameter to use. It is easy to understand whether it is being used frequently.
[0016] (Configuration 5) A fifth aspect of the present invention is directed to any one of the first to fourth aspects, wherein the utilization parameter determination means determines the utilization parameters. The meter may be determined based on user operation.
[0017] According to the above configuration example, the usage parameters are determined by the user. The user can visually understand the content of the usage parameters that he or she has selected. It becomes easier to
[0018] (Configuration 6) A sixth aspect of the present invention is the above-mentioned fifth aspect, wherein the utilization parameter determination means determines the utilization parameter used in the game. Based on the virtual item, the parameters corresponding to the virtual item are set as usage parameters. The decision may be made as follows.
[0019] According to the above configuration example, the usage parameters are set in the form of virtual items such as equipment items. This allows the user to select the parameters to be used. When using the system, the user can select parameters to be used using concepts that are easy for the user to understand. This can improve user convenience.
[0020] (Configuration 7) In a seventh aspect of the present invention, in the sixth aspect, the information processing program executes a virtual The virtual item granting means grants at least one of the items to the user. The computer may also perform further functions.
[0021] According to the above configuration example, it is possible to increase the number of virtual items owned as the game progresses. Then, which of the multiple virtual items the user owns is used as a usage parameter? This allows the user to easily and visually understand how the device is being used.
[0022] (Configuration 8) Configuration 8 is the above-mentioned configuration 1, wherein the drawing means is a first setting that is set based on a user operation. The predetermined range may be drawn based on the first drawing setting and the second drawing setting.
[0023] (Configuration 9) A configuration 9 is the configuration 8, wherein the drawing means is a second setting that is set regardless of a user operation. A predetermined range is drawn based on a third drawing setting different from the first drawing setting and the second drawing setting. You may do so.
[0024] According to the above configuration example, the first predetermined range determined by the user and the The content of the drawing in the first predetermined range can be made different from that in the second predetermined range, and the user can distinguish between the two. It can be made easier to distinguish.
[0025] (Configuration 10) Configuration 10 is the configuration 1, wherein the game is a game in which a character object corresponding to a user is displayed. It may also be a game in which the character object can be controlled in a virtual space. If the character object is at least within a first predetermined range, change the state of the character object. It is also acceptable to do so.
[0026] According to the above configuration example, for example, within the first predetermined range, an advantageous effect is generated for the user. The state of the character object can be changed, which increases the interest of the game.
[0027] (Configuration 11) Configuration 11 is any one of configurations 1 to 10, regarding the use of color vision aids for the user. The computer is further configured as a color vision assistance setting means for setting the setting based on the operation of the user. If the user's color vision aid settings are enabled, the first drawing Regardless of the setting and the second drawing setting, the first predetermined range is drawn based on the fourth drawing setting. Good too.
[0028] According to the above configuration example, when using the color vision assistance function, the prepared drawing settings are used. You can draw it. [Effects of the Invention]
[0029] According to this embodiment, the parameters currently being used can be displayed during gameplay. This makes it easy to see the progress of the [Brief explanation of the drawings]
[0030] [Figure 1] A block diagram showing the hardware configuration of the game device 2. [Figure 2] FIG. 10 is a diagram showing an example of a game screen. [Figure 3]FIG. 10 is a diagram showing an example of a game screen. [Figure 4] A diagram showing an example of a primary texture [Figure 5] An example of a secondary texture [Figure 6] A diagram showing an example of player color [Figure 7] A diagram showing an example of player color [Figure 8] A diagram showing an example of player color [Figure 9] FIG. 10 is a diagram showing an example of a game screen. [Figure 10] FIG. 10 is a diagram showing an example of a game screen. [Figure 11] An example of data stored in the storage unit 22 of the game device 2 [Figure 12] An example of the data structure of the equipment chip correspondence table 510 [Figure 13] 1 is a flowchart showing details of game processing according to this embodiment. [Figure 14] Flowchart showing details of stage preparation processing [Figure 15] Flowchart showing details of painting process [Figure 16] Flowchart showing details of drawing processing DETAILED DESCRIPTION OF THE INVENTION
[0031] An embodiment will be described below.
[0032] [Hardware configuration of information processing device] First, an information processing device for executing information processing according to this embodiment will be described. The information processing device may be, for example, a smartphone, a stationary or portable game device, a tablet, or the like. These include mobile terminals, mobile phones, personal computers, and wearable terminals. The information processing according to the embodiment is composed of the above-mentioned game device and a predetermined server. This embodiment is also applicable to a game system in which a stationary game device (hereinafter simply referred to as a A game device will be described as an example of an information processing device.
[0033] FIG. 1 is a block diagram showing an example of the internal configuration of a game device 2 according to this embodiment. The game device 2 includes a processor 21. The processor 21 executes The information processing unit executes various information processing operations, for example, a CPU (Central Processing Unit). It may consist of only a CPU function and a GPU. (Graphics Processing Unit) function and other functions. The processor 21 may be configured as a system-on-a-chip (C). Executing an information processing program (for example, a game program) stored in the memory unit 22 The storage unit 22 may be implemented by, for example, a flash memory. and DRAM (Dynamic Random Access Memory) Alternatively, an external storage medium or the like inserted into a slot (not shown) may be used. It can also be composed of
[0034] The game device 2 also communicates wirelessly with other game devices 2 and a predetermined server device. The wireless communication unit 23 is provided for wireless communication. Wireless communication and short-range wireless communication are used.
[0035] In addition, the game device 2 is configured to communicate with the controller 4 via wired or wireless communication. The controller 24 is provided for this purpose.
[0036] The game device 2 also receives a video and audio output from a display unit 5 (for example, a television) via an image and audio output unit 25. The processor 21 generates (for example, by executing the above information processing) The image and sound are output to the display unit 5 via the image and sound output unit 25 .
[0037] Next, the controller 4 will be described. Although not shown in the drawings, the controller 4 of this embodiment The laser 4 has a vertically long housing and can be held in a vertical orientation. The housing has a shape that allows it to be held in one hand when held in a vertical orientation. It has a large size.
[0038] The controller 4 includes at least an analog stick 42, which is an example of a directional input device. The analog stick 42 is a direction input unit that can input a direction. The user can use the analog stick 42 to It is possible to input a direction according to the tilt direction (and a magnitude according to the tilt angle). The controller 4 also includes a button section 43 including various operation buttons. The controller 4 may have a plurality of operation buttons on the main surface of the housing.
[0039] The controller 4 also includes an inertial sensor 44. Specifically, the controller 4 The inertial sensor 44 includes an acceleration sensor and an angular velocity sensor. In this case, the acceleration sensor detects the magnitude of acceleration along three predetermined axial directions. In addition, the angular velocity sensor detects angular velocity around three predetermined axes.
[0040] The controller 4 communicates with the controller communication unit 24 by wire or wireless communication. The analog stick 42 is also provided with a communication unit 41 for inputting direction information, and the button unit The information indicating the pressing state of 43 and the various detection results of the inertial sensor 44 are appropriately The signal is repeatedly output to the communication unit 41 at the appropriate timing, and is then transmitted to the game device 2.
[0041] [Games assumed in this embodiment] Next, the processing executed in this embodiment will be described. The game assumed in this embodiment is a game in which a user uses the controller 4 This is a game in which the player controls a character in a virtual space. Figure 2 shows an example of a game screen in which a 3D virtual space is rendered from a third-person perspective. The user can operate the player character in the virtual space and The user can paint a certain area in the imaginary space with ink. By manipulating the object, drawing events can be generated, allowing you to paint the ground and other areas of the virtual space. In this embodiment, the drawing event is assumed to be "firing an ink bullet from an ink gun." By firing the ink bullet, the player character's position is set as the starting point. A specified location that includes the landing position of the ink bullet when the ink bullet is fired in the direction the character is facing. The area is painted with ink of a predetermined color. In FIG. 3, a part of the ground in front of the player character is in a predetermined color. The image shows the area being painted with ink. The color that is painted is called the "player color." The colors used will be explained later. In the following, the area where the ink is applied will be referred to as " This is called the "painted area."
[0042] Here, the effect of the painted area will be briefly explained. If the player character is located within the area, the player character can receive advantageous effects. For example, the player character moves faster within the painted area. If the wall is covered in ink, you can climb the wall by moving within the painted area. In order to receive this advantageous effect, the player character must For example, the condition may be that the player character is in the painted area. When Kuta is present, you can "transform" the player character by performing certain operations. The transformation may allow the image of the player character to have a different appearance. You can change the character's image to that of the character you want to transform into. It may be possible to obtain advantageous effects.
[0043] In addition to the player character, enemy characters (not shown) also exist in the virtual space. Enemy characters also move within the virtual space and, like the player character, move in contact with the ground. These can be painted in a predetermined color (hereafter referred to as enemy color) corresponding to the enemy character. In areas painted with enemy colors, the player character will be affected by unfavorable effects. For example, the player character's movement speed may decrease or damage may be received. do.
[0044] In this game, you paint a certain area with ink in the virtual space described above, or defeat enemy characters. It is a game where you aim to clear the stage by defeating enemies. When completing a game, users will receive an item called an "equipment chip," which will be described later, as a reward for completing the game. This can be done.
[0045] [About ink painting] Next, an outline of the drawing process for expressing the above-described ink painting in this embodiment will be described. First, the stages constructed in the virtual space can be broadly divided into stage polygons. Mesh (hereafter referred to as stage mesh), collision mesh (hereafter referred to as collision The stage mesh is made up of the terrain (ground, walls, ceiling) of the stage. The stage mesh is a polygon mesh that is created by applying textures to it, as described below. Collision is used to detect contact between the characters and ink bullets. In this embodiment, the shape of the collision is the same as the stage mesh. The stage mesh and collision are placed in exactly the same position. In addition, the correspondence between the collision and stage mesh coordinates is If the correspondence is predefined assuming that the images are placed in exactly the same position, For example, if coordinate A in the stage mesh and coordinate A in the collision are the same coordinate, The collision is not placed. It is an element that is displayed but not drawn.
[0046] In addition, the textures used to draw the stage mesh are stage textures and There is an element called a fill texture. The stage texture is used to draw the surface of the stage's terrain. The texture for each vertex of the stage mesh and the UV of the stage texture. The correspondence with the coordinates is defined in advance. This is a texture used to represent the areas painted with ink by bullets. For the correspondence between each vertex of the mesh and collision and the UV coordinates of the fill texture, , which is predefined. The paint texture is initially a transparent texture. In other words, in the initial state, the entire stage mesh is covered with a transparent fill texture. Then, in the process described later, the color information of a part of the paint texture is The part of the paint texture is updated with the layer color. And, the fill texture takes priority over the stage texture. By drawing the stage mesh, the ground and other surfaces appear to be painted with ink. In other words, the stage mesh is drawn in a way that is similar to a painted texture being overlaid on the stage texture. It is depicted.
[0047] [About equipment chips] Next, we will explain the equipment chips. It is a virtual item that allows you to use the ink gun. More precisely, the equipment chip can be attached to the ink gun. Although the ink gun is a common item, here we will consider it as part of the player character and As mentioned above, equipment chips are a type of equipment for character. In addition, the rewards are given to users as a reward for clearing the stage. It is also possible to obtain equipment chips from "boxes" etc.
[0048] There are multiple types of equipment chips. In this embodiment, an example is shown in which there are six types of equipment chips. In addition, the player character has 10 equipment slots for equipment chips. In the following explanation, we will use the six types of equipment chips as an example. When describing equipment chips, letters A to F are used, and they are referred to as "Equipment Chip A" to "Equipment Chip B". The notation "Top F" is used.
[0049] Equipping a player character with equipment chips will improve the player character's performance. In this embodiment, the performance to be improved is classified into six types, each of which is In this embodiment, the performance improvement As an example of the classification of abilities, the following six categories will be explained. ", "Long-range attack performance", "Movement performance", "Defense performance", "Luck performance", and "Recovery performance". In addition, the correspondence between performance and equipment chips is as follows: It is assumed that the equipment chips A to F correspond to each other. The performance improvement value for each equipment chip is assumed to be the same. The performance improvement value in may be different.
[0050] Furthermore, it is also possible to equip a plurality of the same type of equipment chips. Therefore, the more equipment you have, the greater the corresponding performance improvement. 4 Equipment Chips A (close-range attack performance), 3 Equipment Chips B (long-range attack performance), You can equip one F (recovery performance) like this. In this case, close-range attack performance, long-range attack Performance and recovery performance are improved, but the greatest improvement is in close-range attack performance. Therefore, you can choose how many of each type of equipment chip you want to equip in the 10 equipment slots. Depending on the character's abilities, the player character's individuality in terms of combat ability will change. For example, it is possible to customize the player character to focus on close-range attacks or recovery. The character's personality can be changed by combining equipment chips.
[0051] Here, we will add some information about the timing for equipping the above equipment chips to the player character. In this embodiment, before the stage play starts, an equipment selection screen is displayed. By performing a predetermined operation on the screen, the user can acquire equipment chips that the user owns. The player character can be equipped with a specific equipment chip from the list. Once you have equipped the equipment and closed the equipment selection screen, the gameplay for the above stage will begin. In this embodiment, the equipment chips cannot be changed during the stage play. It shall not be possible to
[0052] Incidentally, the mounting chip in this embodiment is attached to the ink gun as described above. In this regard, the screen during gameplay shown in Figure 2 above (hereinafter On the normal play screen, you can see how many equipment chips you currently have equipped. For example, the size of the ink gun is Because they are small, they may be difficult to see. Also, for example, if the equipment chip is installed inside the ink gun, In such cases, for example, By displaying the status screen where you can check the details of your equipment, you can check the currently equipped equipment chips. However, while playing a stage, you may see a status screen like this. When displaying a screen, for example, the player character's movement, attack, or other actions are temporarily stopped and the status In this case, the player character's line This may cause the device to temporarily stop functioning, but some users may experience this situation. For example, in an action game, you may want to avoid In situations such as fighting an enemy character, stopping the player character's actions creates an opening. This can lead to situations where you don't have enough space to display the status screen. Therefore, in this embodiment, in order to further improve the convenience for the user in this respect, Therefore, even on the normal play screen, you can see what the currently equipped equipment chip is. This makes it easier to visually understand to some extent what is happening.
[0053] [About equipment chips and player colors] As mentioned above, even on the normal play screen, the currently equipped equipment chip contents are displayed to the user. In order to make it easier to visually understand, in this embodiment, the player color is used to paint the painted area. The equipment chips are changed depending on their equipped state. Among them, the equipment chip with the most number of equipment (hereinafter referred to as "the equipment chip with the most number of equipment") The type of equipment chip with the second highest number of equipment (hereinafter referred to as the "second most equipped equipment chip") Next, the type of equipment chip with the highest number of equipment is determined. Furthermore, the "Secondary" will be determined based on the type of equipment chip with the second highest number of equipment. The player's primary color and the player's primary color are then determined. The fill area is drawn with the content set based on the color and secondary color.
[0054] The primary color and secondary color will now be described in more detail. In this case, the texture data corresponding to the primary color (hereinafter referred to as the primary texture) ) and texture data corresponding to the secondary color (hereafter referred to as secondary texture Each of these textures is prepared in advance. Figure 4 shows an example of a primary texture. FIG. 5 shows an example of a secondary texture. In this embodiment, there are six types of equipment chips. As explained in one example, the primary and secondary textures are also Six textures are prepared, each corresponding to a different type. Only three are shown. From the left, they correspond to equipment chips A to C. This is an example of a primary texture / secondary texture.
[0055] The primary texture is used as the base color for the player color. Therefore, the primary texture is image data that is composed of a specific single color. Secondary textures are content that can be recognized as "patterns" in painted areas. In this embodiment, the secondary texture is a texture that shows a pattern made up of lines. For example, it is a binary image in which the background is white (or transparent) and the lines are black.
[0056] The painted area contains a composite of the primary and secondary textures. 6 to 8 show examples of player colors that are drawn in the painted area. The equipment chip with the most equipment is "Equipment Chip A", and the equipment chip with the second most equipment is "Equipment Chip B". This is an example of the case of "Equipment Chip B". In this case, the primary text corresponding to Equipment Chip A is Cha is used as the base color, and the secondary texture corresponding to the equipment chip B is added to it. The composite image is rendered in player color.
[0057] In addition, Figure 7 shows that the equipment chip with the highest number of equipment is "Equipment Chip B", and the equipment chip with the second highest number of equipment is "Equipment Chip B". This is an example of the chip being "Equipment Chip A". In this case, the corresponding chip is "Equipment Chip B". The image shows the secondary texture corresponding to equipment chip A synthesized with the Imari texture. It is drawn.
[0058] Also, if you are only equipped with one type of equipment chip, for example, if you are equipped with 10 pieces of equipment chip A, If you have equipped only one type of equipment chip, the painted area will be drawn as shown in Figure 8. If not, both the primary and secondary textures will be of this same type. In the example of Figure 8, the primary corresponding to equipment chip A is used. An image is drawn in which the texture and secondary texture are combined.
[0059] As mentioned above, depending on the equipment status of the equipment chip, the player color is painted in the painted area. 9 and 10 show examples of game screens that reflect the processing according to this embodiment. As shown in these figures, when ink bullets are shot at the same location in the same scene, However, if the equipment status of the equipment chip at that time is different, the color and pattern drawn as the painted area will be different. Therefore, the user can visually check the image of the painted area to some extent. In other words, the user can check the equipment status of the equipment chips. The normal play screen will be displayed without any special operations such as displaying the normal screen. Just by performing the operation required for the game progress (in this example, firing ink bullets), You can grasp the equipment status to some extent. In other words, you can see the movement of the player character and the firing of ink bullets. Without stopping the operation, you can see which type of equipment chips you are currently using the most. Therefore, the user can easily grasp the equipment by clicking the This allows players to continue playing without having to temporarily stop playing, which improves user convenience.
[0060] The player color can change depending on the equipment, but the enemy color will change accordingly. In this embodiment, a fixed color is used for the enemy color. Black is used, and black is not used as a player color. It is easy to distinguish between the areas painted by the player character and the areas painted by the enemy character. This is because.
[0061] [Details of the game processing of this embodiment] Next, the processing in this embodiment will be described in more detail with reference to FIGS. 11 to 16. do.
[0062] [About data usage] First, various data used in this embodiment will be described. 1 is a memory map showing an example of various data stored in the storage unit 22 of the game device 2. The storage unit 22 stores a game program 501, stage data 502, equipment chip master 503, and 07, primary texture group data 508, secondary texture group data 509, Chip correspondence table 510, player character data 511, object data 5 12, owned item data 513, operation data 514, etc. are stored.
[0063] The game program 501 is a program for executing the game processing according to this embodiment. Specifically, the program for executing the process shown in the flowchart of FIG. It is grams.
[0064] The stage data 502 is data that defines the configuration of the above stage. The data 502 includes stage mesh data 503, collision data 504, and stage technology data. The data includes at least the following texture data 505 and the paint texture data 506. 11 shows the case where there is only one stage data 502, but there are multiple stages. If so, the stage data 502 corresponding to each of them may be stored.
[0065] The stage mesh data 503 is data relating to the stage mesh. The stage mesh data 503 contains information about the polygon mesh that makes up the stage and the virtual space. It also includes information defining the placement position and orientation within the polygon mesh. The information includes vertex information that represents the shape of the stage, and the U of the stage texture that is assigned to each vertex. It contains information specifying the V coordinate.
[0066] The collision data 504 includes the shape of the collision and the collision in the virtual space. In this embodiment, the stage message is data that defines the placement position and orientation of the stage message. It shall be placed in the same position as the
[0067] The stage texture data 505 is pasted onto the surface of the stage mesh as described above. This is the texture data.
[0068] The paint texture data 506 is data corresponding to the paint texture described above. In this embodiment, a transparent texture is set as the initial value. The correspondence between the surface coordinates and the UV coordinates in the paint texture is predefined. Let us assume that:
[0069] The equipment chip master 507 is data that defines the contents of the equipment chip. This data defines the ability values that will be improved for the chip.
[0070] The primary texture group data 508 is the data of the primary textures described above. In this example, six types of primary textures are used, so the primary texture group data The data 508 includes six primary texture image data. The data contains a primary texture identifier (described later) as an identifier to identify each image. 552 has been allocated.
[0071] The secondary texture group data 509 is the data of the secondary textures described above. Similar to the primary texture, six secondary texture image data are stored in the secondary The texture group data 509 contains the secondary image data, which will be described later. It has been assigned the Dali texture identifier 553.
[0072] The equipment chip correspondence table 510 is a table showing the types of the above equipment chips, their primary textures, and The data is in table format and defines the correspondence between the secondary textures. 12 shows an example of the data structure of the equipment chip correspondence table 510. The chip correspondence table 510 includes equipment chip types 551, primary texture identifiers 55 2. It has a secondary texture identifier 553. The equipment chip type 551 is one of the above six types. The primary texture identifier 552 and the secondary texture identifier 553 indicate one of the equipped chips. The texture identifier 553 corresponds to the type of equipment chip specified by the equipment chip type 551. The associated primary texture image data and secondary texture image data are It is an identifier for identifying the device.
[0073] Returning to FIG. 11, the player character data 511 includes the following information about the player character: The player character data 511 is data that indicates the appearance of the player character. Information about the equipment (e.g., 3D model information, etc.), equipment information showing the currently equipped equipment chip, Information for motion control (e.g., position, direction, movement speed, animation data, etc.), etc. Contains:
[0074] The object data 512 is data relating to various objects other than the player character. For example, data about enemy characters, obstacles, and other objects. The object data 512 contains the following information for each object: It includes data showing the appearance of the robot and various parameters used for controlling its operation.
[0075] The owned item data 513 includes the in-game items owned by the user, including the above-mentioned equipment chips. This is data that indicates an item.
[0076] The operation data 514 is data indicating the operation performed by the player on the controller 4. This is data transmitted from the controller 4 to the processor 21 at predetermined time intervals. Information indicating the pressed status of various buttons and information indicating the input contents of the analog stick, etc. Contains:
[0077] Although not shown in the figure, various data necessary for game processing are also stored in the storage unit 22 as appropriate. can be.
[0078] Next, the game processing in this embodiment will be described in detail. This explains the process of painting ink by shooting bullets, and also explains other various game processes. In this embodiment, the one or more processors are By reading and executing the above program stored in the memory, the following flow is executed. The flowchart is merely an example of the process. Therefore, if the same results are obtained, the order of the steps can be changed. Also, the values of the variables and the thresholds used in the decision step are merely examples and may be changed as needed. Other values may be adopted accordingly.
[0079] [Details of the processing performed by Processor 21] FIG. 13 is a flowchart showing the game processing according to this embodiment. For example, it is started in response to the user performing an operation to start playing a predetermined stage.
[0080] [Select equipment to use] 13, first, in step S1, processor 21 starts the stage play. Before that, a process is executed to allow the user to select the equipment to be used. The processor 21 then displays the equipment change screen as described above. Based on the user's operation, a process is performed to equip the player character with a predetermined equipment chip. Furthermore, processor 21 may also use the player character data for the specified equipment. 511 as equipment information. Then, processor 21 Depending on the termination operation, the process proceeds to the next step.
[0081] [Stage preparation process] Next, in step S2, processor 21 executes a stage preparation process. 1 is a flowchart showing the details of the stage preparation process. First, in step S11, The processor 21 reads the stage data 502 from, for example, a game cartridge into the storage unit 22. Next, in step S12, the processor 21 reads the stage data 5. Based on 02, the above stage mesh and collision are placed in the virtual space and the player Build a stage that is the target of
[0082] Next, in step S13, various character objects such as player characters and enemy characters are selected. Place the object in place.
[0083] Next, in step S14, processor 21 executes the equipment of player character data 511. Based on the product information, the type and number of equipment chips equipped to the player character Determine the following.
[0084] Next, in step S15, the processor 21 refers to the equipment chip correspondence table 510. Based on the type and number of equipment chips, the primary texture and Specifically, the processor 21 first determines the first equipped item. The equipment chip type 551 having the highest number of equipments and the equipment chip type 551 having the second highest number of equipments are identified. The processor 21 selects the primer associated with the equipped chip type 551 having the highest number of equipped chips. Corresponding to the texture identifier 552 and the second most equipped equipment chip type 551 Then, processor 21 identifies the secondary texture identifier 553 that is associated with the The texture to be used as the primary texture is determined based on the specified primary texture identifier 552. The texture image is identified from the primary texture set data 508. Similarly, the processor The server 21 generates a secondary texture based on the specified secondary texture identifier 553. The texture image to be used as the texture is specified from the secondary texture group data 509. If there are multiple types of equipment chips with the highest number of equipment, the one equipped to the player character will be The primary and secondary textures are determined based on the order in which they are applied. In general, the type of equipment chip that is equipped first is the type of equipment chip with the most number of equipment. The next equipped chip type is treated as the second most equipped chip type. Treat as.
[0085] Next, in step S16, the processor 21 captures the constructed virtual space with a virtual camera. A game image generated based on the captured image is displayed on the display unit 5. The fill texture is initially a transparent texture, so at this point, For meshes, the rendering is done so that only the stage texture is used. After that, processor 21 ends the stage preparation process. Then, the stage play will begin.
[0086] Returning to FIG. 13, next, in step S3, the processor 21 acquires the operation data 514. In the following step S4, the processor 21 controls the movements of various character objects. Specifically, first, processor 21 performs the following operation on the player based on operation data 514. Controls the character's movements (movement, shooting of ink bullets, etc.). Also controls the shooting of ink bullets. When the enemy is hit, the processor 21 also executes a process to make an ink bullet appear. It also appropriately executes processes such as character movement control and movement control of fired ink bullets.
[0087] Next, in step S5, processor 21 determines whether the ink bullet fired by the player character is It is determined whether or not the collision has occurred, that is, the processor 21 determines whether or not the impact has occurred. If the result of the determination is that no impact has occurred (N in step S5), O), the process proceeds to step S7 described below.
[0088] [Fill Processing] On the other hand, if a bullet hits the target (YES in step S5), the processor 21 executes the painting process. FIG. 15 is a flowchart showing the details of the painting process. In FIG. 15, first, in step S21, the processor 21 calculates the Identify the impact coordinates.
[0089] Next, in step S22, the processor 21 performs the following on the collision area: For example, a number of patterns of liquid-like shapes are prepared in advance. The processor 21 randomly selects one of these. By arranging the shape pattern so that the impact position is at the center, the processor 21 The area corresponding to the painted area is determined.
[0090] Next, in step S23, the processor 21 calculates the area corresponding to the collision area. The area (UV coordinate range) on the paint texture to be painted is identified as the paint area.
[0091] Next, in step S24, the processor 21 Then, the processor 21 acquires color information from the respective Dali textures. The processor 21 then combines the color information and determines it as the player color. The color information of the painted area on the texture is updated with the player color. The primary texture and secondary texture are combined and pasted onto the painted area. Drawing settings are made.
[0092] Thereafter, processor 21 ends the painting process.
[0093] [Other various processes] Returning to FIG. 13, next, in step S7, other game processing is executed. Specifically, The processor 21 determines the impact of the ink bullets fired by the enemy character and performs the above-mentioned Painting is performed as needed. This causes part of the paint texture to be painted in the enemy color. In addition, for example, the treasure chest objects placed in the stage When an operation to open the object is performed, the processor 21 sends a predetermined equipment chip to the user. The process to grant the user is performed.
[0094] [Drawing process] Next, in step S8, the processor 21 executes a drawing process. 16 is a flowchart showing the details of the process. In FIG. 16, first, in step S31, The processor 81 determines whether or not all polygons that make up the stage mesh have been drawn. If not all the images have been drawn yet (NO in step S31), the process proceeds to step S32. The processor 81 selects the polygon to be drawn next from the polygons that have not yet been drawn. Select Rigon.
[0095] Next, in step S33, the processor 21 determines the current polygon to be rendered. It is determined whether all the pixels corresponding to the polygon have been drawn. As a result, if all pixels related to the polygon to be drawn have been drawn (YES in step S33), The process returns to step S31 and is repeated. If not (NO in step S33), in step S34, processor 21 From the pixel, a pixel to be drawn next is selected.
[0096] Next, in step S35, the processor 21 selects the stage temperature corresponding to the pixel to be drawn. Specifically, the processor 21 first obtains color information of the UV coordinates in the texture. Identify the UV coordinates of the stage texture that correspond to the vertex information of the stage mesh, and The processor 21 acquires color information related to the UV coordinates.
[0097] Next, in step S36, the processor 21 calculates the fill texture corresponding to the pixel to be drawn. Then, the processor 21 acquires color information of the UV coordinates in the specified Get color information. As mentioned above, the color information of the fill texture (player color) is The color of the equipment chip is set according to the equipment status.
[0098] Next, in step S37, processor 21 The drawing of the target pixel is performed by blending the colors of the UV coordinates obtained from each of the Determine the color. At this time, the color of the fill texture takes priority over the color of the stage texture. The blending is done so that the painted texture is drawn as it is. In this embodiment, the drawing color is determined by overlaying the The color of the stage texture is drawn at 0% and the color of the fill texture is drawn at 100%. After this, various lighting processes are performed. The final drawing color of the pixels in the stage mesh is determined. 21 uses the selected drawing color to draw the target pixel. Then, the process returns to step S33. and the process is repeated.
[0099] On the other hand, as a result of the determination in step S31, all polygons constituting the stage mesh If the drawing has been completed (YES in step S31), the process The controller 21 draws various objects such as player characters.
[0100] Next, in step S39, the processor 21 calculates the virtual image generated by the above-described drawing. The final game image is generated by compositing the image of the imaginary space with the image of the UI part as needed. , and outputs the result as a video signal. After that, the processor 21 ends the drawing process.
[0101] [Game end determination] Returning to FIG. 13, next, in step S9, processor 21 Determine whether the conditions to end the play are met. If not met, If the condition is met (NO in step S9), the process returns to step S3 and the process is repeated. If the answer is YES in step S9, processor 21 ends the game process. As a reward for completing the mission, a process of granting the user a predetermined equipment chip is also executed as appropriate. That is, processor 21 also executes processing to update owned item data 513 as appropriate.
[0102] This concludes the detailed description of the game processing of this embodiment.
[0103] As described above, in this embodiment, the player can select the drawing settings according to the equipment status of the equipment chip. The result of a character's predetermined action (in this example, drawing a painted area by shooting ink) is observed. This allows you to view equipment during gameplay. This allows the user to easily understand what equipment is currently being used without having to show it.
[0104] [Variations] In the above embodiment, the user can select the equipment chips to be equipped to the player character. An example of manual selection has been given. In other embodiments, in addition to such manual selection, For example, for each stage, a "recommended equipment chip" may be selected automatically. The equipment chips may be predefined. If so, the player character may be automatically equipped with the weapon before the start of stage play. By performing the drawing process described above, in the case of manual selection, the user can You can easily check what equipment chips you have selected while playing. In this case, the user can easily understand what equipment chip has been automatically selected.
[0105] In the above embodiment, the "item" to be equipped to the player character is "equipment In other embodiments, the example is not limited to such "items" and may be, for example, For example, the player character can select from multiple "skills" and "magic" to use. And, for the effect images when using the selected skills, etc., Depending on the selection, the primary and secondary textures are determined as described above. These may be used to draw effect images, etc.
[0106] In the above embodiment, the primary texture is the primary texture group data 5 08, and the secondary texture can be selected from secondary texture group data 509. In other words, there is a "texture group for base colors" and a "texture group for patterns." Each group of textures has a different base for selection, such as a "Texture Group." In another embodiment, the primary texture group is selected from one texture group. A texture and a secondary texture may be selected. So, instead of a "base color" and a "pattern," there are multiple monochromatic texture images. From a single texture group that contains different colored texture images, you can The selected primary may then be selected as a texture and a secondary texture. The color that combines the "color" of the Mari texture and the "color" of the secondary texture is used. The player color may be set as above.
[0107] In the above embodiment, two textures, a primary texture and a secondary texture, are used. The example given above identifies the player's color and combines them to determine the player's color. In an embodiment, only one texture may be used. For each structure, two different drawing settings may be used to adjust the drawing content. The contents (combination) of this drawing setting can be changed according to the equipment status of the above equipment chips. As an example of drawing settings, you can set "color" as the first drawing setting and "color" as the second drawing setting. For example, when a red monochrome texture image is used, In other words, if a "red" texture image is specified as the first rendering setting, Even in this case, the second drawing setting changes depending on the equipment chip's equipment status, "Red" can be rendered with different intensities, resulting in different visual perceptions, such as "bright red" and "dark red." It is also possible to perform rendering processing so that the colors are visually recognized as different colors. In addition to the brightness, for example, information on "height" (so-called height map) may be used. This allows you to express the viscosity of the ink by creating differences in height where the ink is applied. However, this height difference may be varied depending on the equipment situation.
[0108] In the above embodiment, the enemy color is fixed to black as an example. In this regard, in other embodiments, the enemy color is changed depending on the content of the player color. You may decide the content. In other words, the color should be easy to distinguish from the player color. You may also dynamically change enemy colors, for example, by changing the primary texture and secondary A specific color corresponding to the combination of textures is predefined as the enemy color. Then, each time the primary and secondary textures are determined, In other words, every time the equipment is changed, the enemy color is selected according to the combination. Good too.
[0109] In other embodiments, a color vision assistance function may be implemented in the game processing. On the setting screen, you can turn on / off the "color vision assistance" function. If the help function is set to ON, the color will change regardless of the equipment status of the equipment chips mentioned above. The player color is determined based on a predefined color (drawing setting) for visual aid. It may be determined.
[0110] In the above embodiment, the determination of "primary texture" and "secondary texture" is In the above example, the determination is made based on the number of equipment chips equipped. It is not the number of equipment, but the total improvement value of parameters improved by equipment chips, Based on the ratio, the "primary texture" and "secondary texture" are determined. Even in this case, the user can visually check the current equipment contents with some ease. I can understand it.
[0111] Regarding the determination of the above "primary texture" and "secondary texture," In the above example, the judgment is based on the number of equipment. If there is only one type of equipment chip, you can select "Primary Texture" and "Secondary Texture". Both "Texture" and "Texture" give examples of using textures that correspond to the type of equipment chip in question. In this regard, in another embodiment, the following processing may be performed: The image is predefined as the "default color". Then, for the player character, , and always have "only one" equipment chip that corresponds to that default color equipped. In addition, the control chip corresponding to the default color may be invisible to the user. In other words, the user cannot be involved in internal It is treated as an equipment chip. And, for example, if there is only one type of equipment chip, A texture image related to the default color may be used as the secondary texture. More specifically, if you are equipped with only one type of equipment chip, but you are equipped with two or more types of equipment chips, If you have equipped only one equipment chip, you can use the default color equipment chip. The next equipment chip will inevitably be the "second most equipped equipment chip." Also, if you only have one equipment chip equipped, If both are equipped, they will both become the "most equipped equipment chips", but in this case, The default color equipment chip should be treated as the "second most equipped equipment chip." Also, if no equipment chips are equipped, the default color texture will be used. Images can be used as "primary textures" and "secondary textures."
[0112] Regarding the determination of the above "primary texture" and "secondary texture," In the example above, if the first condition (the most equipped item) is met, the second condition (the second most equipped item) will be met. In other words, the "primary text" The criteria used to determine "secondary texture" and "secondary texture" are in an exclusive relationship. In this regard, the judgment conditions are not indicative of such an exclusive relationship. In another embodiment, the first condition may be satisfied while the second condition is also satisfied. You can also use conditions that can be met. In this case, for example, if equipment chip A and equipment In a situation where both the first and second conditions are met, the primary tech The types of equipment chips related to the secondary texture and special texture are randomly selected to avoid duplication. In other words, the primary and secondary textures may be different. The equipment chips may be determined to correspond to different types of equipment chips.
[0113] In the above embodiment, an example was described in which the ground, walls, and other terrain features were painted with ink. In this embodiment, the object to be painted as described above is not limited to the terrain, but can be any area within a given range in the virtual space. Any range can be targeted. For example, the surface of a moving object ( ) may also be targeted.
[0114] In the above embodiment, a series of game processes is executed by a single game device 2. In another embodiment, the above series of processes are performed by a plurality of information processing devices. For example, the present invention may be implemented in an information processing system including a terminal device and the terminal device and a server-side device capable of communicating via a network, A part of the above series of processes may be executed by the server side device. and a server-side device that can communicate with the terminal-side device via a network. In the information processing system, the main processes among the above series of processes are executed by the server side device. The information processing system may be configured to perform a part of the processing on the terminal side device. In this system, the server-side system is composed of multiple information processing devices. The processing to be performed may be shared and executed by a plurality of information processing devices. For example, the game device 2 may have a configuration for wood gaming. The data is sent to a predetermined server, and various game processes are executed on that server. The results may be streamed to the game device 2 as video and audio. stomach. [Explanation of symbols]
[0115] 2. Game devices 4 Controller 5 Display section 21 processors 22 Memory section 23 Radio Communication Department 24 Controller communication section 25 Video and audio output section
Claims
1. Means for determining at least one parameter from among a plurality of types of parameters as a usable parameter to be used in a game, When multiple types of parameters are determined as the aforementioned utilization parameters, means for identifying the type of utilization parameter that satisfies the first condition by comparing each of the multiple types of utilization parameters, and A game program that causes a computer to function as a means for drawing a first range in a virtual space based on a first drawing setting corresponding to the first specific parameter.
2. The game program according to Claim 1, wherein the type of utilization parameter that satisfies the first condition is the type of utilization parameter that has the largest amount of the parameter determined as such.
3. In determining the usage parameters, the computer is used as a means for determining the usage parameters based on user operations. If there are multiple types of usage parameters that have the largest amount of parameters determined as usage parameters, the type of usage parameter that satisfies the first condition is the type of usage parameter that has the largest amount of parameters determined as usage parameters and was determined earliest in that order, according to claim 1.
4. When multiple types of parameters are determined as the utilization parameters, means for identifying the type of utilization parameter that satisfies the second condition by comparing each of the multiple types of utilization parameters, and The game program according to claim 1, wherein the computer is further made to function as a means for drawing the first range based on the first drawing setting and a second drawing setting corresponding to a second specific parameter in the drawing.
5. The type of utilization parameter that satisfies the first condition is the type of utilization parameter that has the largest amount of the parameter determined as the utilization parameter, The game program according to claim 4, wherein the type of utilization parameter that satisfies the second condition is the type of utilization parameter that has the second largest amount of the parameter determined as the utilization parameter.
6. In determining the usage parameters, the computer is used as a means for determining the usage parameters based on user operations. If there are multiple types of usage parameters that have the largest quantity among the parameters determined as usage parameters, The type of utilization parameter that satisfies the first condition is the type of utilization parameter that has the largest amount of parameters determined as utilization parameters, and is the type of utilization parameter that was determined earliest in the sequence of determination. The game program according to claim 4, wherein the type of utilization parameter that satisfies the second condition is the type of utilization parameter that has the largest amount of parameters determined as utilization parameters, and is the second earliest in the order in which it was determined as such utilization parameter.
7. The game program according to claim 1, wherein the first drawing setting is a texture corresponding to the first specific parameter.
8. The game program according to claim 1, wherein the computer functions as a means for determining the usage parameters based on user operations in determining the usage parameters.
9. The game program according to claim 1, wherein the usage parameter is a virtual item used in the game.
10. The game program according to claim 1, wherein the computer functions as a means for determining the parameters corresponding to virtual items used in the game, based on the virtual items used in the game.
11. The game program according to claim 1, wherein the usage parameter is a performance parameter indicating the performance of an object in the game.
12. The game program according to any one of claims 1 to 11, wherein the computer functions as a means for drawing the first range, which is set based on user operations, based on the first drawing settings.
13. The game program according to claim 12, wherein the computer functions as a means for drawing a second range, which is set regardless of the user's operation, based on a third drawing setting different from the first drawing setting.
14. The game is a game in which a character object corresponding to a user can be controlled in the virtual space, The game program according to any one of claims 1 to 11, further causing the computer to function as a means for changing the state of a character object if the character object is at least within the first range.
15. Means for setting the user's use of color vision assistance based on the user's actions, The game program according to any one of claims 1 to 11, wherein, in the drawing, if the setting to use the user's color vision assistance is enabled, the computer further functions as a means for drawing the first range based on a fourth drawing setting, regardless of the first drawing setting.
16. A means for determining at least one parameter from among a plurality of types of parameters as a usable parameter to be used in the game, When multiple types of parameters are determined as the aforementioned usage parameters, means for identifying the type of usage parameter that satisfies the first condition as the first specific parameter by comparing each of the multiple types of said usage parameters, A game device comprising means for drawing a first range in a virtual space based on a first drawing setting corresponding to the first specific parameter.
17. A means for determining at least one parameter from among multiple types of parameters as a usable parameter to be used in the game, When multiple types of parameters are determined as the aforementioned usage parameters, means for identifying the type of usage parameter that satisfies the first condition as the first specific parameter by comparing each of the multiple types of said usage parameters, A game system comprising means for rendering a first range in a virtual space based on a first rendering setting corresponding to the first specific parameter.
18. Means for determining at least one parameter from among a plurality of types of parameters as a playable parameter to be used in a game, When multiple types of parameters are determined as the aforementioned utilization parameters, means for identifying the type of utilization parameter that satisfies the first condition by comparing each of the multiple types of utilization parameters, and A game processing method that causes a computer to function as a means for drawing a first range in a virtual space based on a first drawing setting corresponding to the first specific parameter.