Game program, game processing method, and game device
The game program evaluates past user operations to set criteria for object movement and positioning, enhancing strategic gameplay and engagement.
Patent Information
- Application Number
- JP2025098183
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-12
- Publication Date
- 2025-08-15
AI Technical Summary
Existing games require standardized operations to aim for predetermined locations, lacking strategic depth.
A game program that evaluates the direction and position of a specific object based on past user operations, setting criteria for movement and positioning to enhance strategic gameplay.
Enhances gameplay by requiring players to make strategic decisions based on past actions, increasing engagement and skill-based challenges.
Smart Images

Figure 2025120411000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game processing method, and a game device. [Background technology]
[0002] For example, in a baseball game, the fair zone of a baseball field is divided into 7×7 grids, and the user operates the grid to aim for a bingo at the location (grid) where the ball hit by the batter bounces (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] GameWith, Power Pro App Field Bingo 49 Strategy Guide: Mini-Battle Baseball Match, [online], January 17, 2020, Power Pro Strategy Team, [Retrieved February 16, 2021], Internet〈URL: https: / / powerpro.gamewith.jp / article / show / 123272〉 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above-mentioned games, the location (square) to aim for bingo is predetermined, and therefore the operation required of the user is a standardized one of aiming at the predetermined square.
[0005] An object of some aspects of the present invention is to provide a game program, a game processing method, and a game device that realize a game that requires more strategic operations.
[0006] Another aspect of the present invention aims to provide a game program, a game processing method, and a game device that are capable of achieving the effects described in the embodiments described below. [Means for solving the problem]
[0007] In order to solve the above-mentioned problems, one aspect of the present invention is a game program for causing a computer executing game processing to execute the steps of moving a specific object through user operation, and setting an evaluation criterion for evaluating at least the direction of movement of the object based on the direction of movement of the object moved by the user's operation in the past.
[0008] Another aspect of the present invention is a game program for causing a computer executing game processing to execute the steps of moving a specific object through user operation, and setting an evaluation criterion for evaluating the position of the object after movement based on an area divided based on the position of the object after movement that was moved by the user's operation in the past.
[0009] Another aspect of the present invention is a game processing method executed by a computer that executes game processing, the game processing method including the steps of: moving a specific object by user operation; and setting an evaluation criterion for evaluating at least the movement direction of the object based on the movement direction of the object moved by the user operation performed in the past.
[0010] Another aspect of the present invention is a game processing method executed by a computer that executes game processing, the game processing method including the steps of: moving a specific object by user operation; and setting an evaluation criterion for evaluating the position of the object after movement based on an area divided based on the position of the object after movement that was moved by the user's operation in the past.
[0011] Another aspect of the present invention is a game device that executes game processing, and includes an object moving unit that moves a specific object in response to a user's operation, and an evaluation criterion setting unit that sets an evaluation criterion for evaluating at least the movement direction of the object based on the movement direction of the object moved in response to a previous operation by the user.
[0012] Another aspect of the present invention is a game device that executes game processing, and includes an object moving unit that moves a specific object through user operation, and an evaluation criterion setting unit that sets an evaluation criterion for evaluating the position of the object after it has been moved, based on an area that is divided based on the position of the object after it has been moved through previous user operation. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 2 is a diagram illustrating an example of a knocker game according to the first embodiment. [Figure 2] 1 is a block diagram showing an example of the configuration of a game system according to a first embodiment. [Figure 3] FIG. 2 is a diagram showing an example of the hardware configuration of a terminal device according to the first embodiment. [Figure 4] FIG. 2 is a block diagram showing an example of the functional configuration of a terminal device according to the first embodiment. [Figure 5] FIG. 10 is a diagram showing an example of a game screen in the knocking process according to the first embodiment. [Figure 6] FIG. 2 is an explanatory diagram of a game field of the Knocker game according to the first embodiment. [Figure 7] FIG. 4 is a diagram showing an example of data of evaluation criterion setting information according to the first embodiment. [Figure 8] FIG. 4 is a diagram showing an example of data of evaluation result information according to the first embodiment. [Figure 9] 6 is a flowchart showing an example of game processing according to the first embodiment. [Figure 10] 5 is a flowchart showing an example of a knock process according to the first embodiment. [Figure 11] 6 is a flowchart showing an example of a ball catching process according to the first embodiment. [Figure 12] 6 is a flowchart showing an example of evaluation processing according to the first embodiment. [Figure 13] FIG. 10 is an explanatory diagram of a game field of the Knocker game according to the second embodiment. [Figure 14] FIG. 10 is a diagram illustrating an example of a knocker game according to a third embodiment. [Figure 15] FIG. 11 is an explanatory diagram of a game field of a knocker game according to a third embodiment. [Figure 16] FIG. 13 is a diagram showing an example of data of evaluation criterion setting information according to the third embodiment. [Figure 17] FIG. 11 is a diagram showing an example of data of evaluation result information according to the third embodiment. [Figure 18] 10 is a flowchart showing an example of evaluation processing according to the third embodiment. [Figure 19] FIG. 10 is an explanatory diagram of a game field of a knocker game according to a fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [First embodiment] First, a first embodiment of the present invention will be described.
[0015] [Outline of the game device] First, an overview of an example of game processing executed on a game device according to this embodiment will be described. The game according to this embodiment is a game played using a plurality of characters. Characters are game characters such as people, animals, and objects (e.g., vehicles) that appear in the game, and are displayed as images (character images) on the game screen. Specifically, the example game according to this embodiment is a baseball game that includes a training part and a competition part.
[0016] The training part is a game part in which characters corresponding to players are trained. In the training part, the abilities of the characters can be improved by training the characters. The battle part is a game part in which a team including the characters trained in the training part as players competes against an opposing team in a baseball game.
[0017] The battle part includes a "match" mode in which you select an opponent and play a baseball game against another user or the computer, and a "tournament" mode in which you participate in a tournament and play a baseball game against an opponent in a league or tournament. The battle part also includes a mode in which you compete in a specific sport (hereinafter referred to as a "mini-game mode"), separate from the regular baseball game. In this embodiment, we will explain the "knocker game," which is an example of a mini-game mode.
[0018] The knocker game involves a user playing as a batter, knocking (i.e., hitting) a set number of times (e.g., five times). Points are awarded for knocks that are evaluated as "good," and the player competes for the highest total score. In other words, in this knocker game, the user does not control the fielding player but rather the knocking player. A knock that is evaluated as "good" is one that moves the outfielder who catches the ball as much as possible during the specified number of knocks. Here, the outfielders are NPCs (Non-Player Characters) that are not controlled by the user. The outfielders are controlled by the computer to move in the direction of the batted ball and catch it when it reaches the batted ball. For each knock, a line segment (hereinafter referred to as the "reference line") is drawn connecting the position where the outfielder catches the ball to the position of home plate. This reference line is a boundary based on the direction and distance of movement of the batted ball as a result of the user's operation, and serves as the evaluation standard for evaluating knocks (i.e., the user's operation). In other words, this reference line is the evaluation standard for evaluating the direction and distance of movement of the batted ball. When the outfielder catches the next knock, points are added each time the outfielder passes through a reference line (i.e., a boundary) drawn by the previous knock. The user aims to increase the score by guiding the outfielder through the knock and having him pass through as many reference lines as possible.
[0019] 1 is a diagram illustrating an example of a knocker game according to this embodiment. In the knocker game, a game space simulating a baseball field is displayed on the game screen. The flow of the knocker game will be described in the order of FIG. 1(A) to (E).
[0020] Figure 1(A) shows the initial state at the start of the knocker game. In this initial state, a reference line L0 is drawn in advance from the position of home base HB toward the center field to the position of the outfield fence. In other words, the reference line L0 is drawn in the center so as to divide the field into two halves, left and right.
[0021] Here, when looking toward center field from the position of home base HB, the direction to the left of center field is defined as the left direction, and the direction to the right of center field is defined as the right direction. Also, the direction perpendicular to the ground surface is defined as the up and down direction.
[0022] The knocker character C1 is a batter who knocks in response to user operation. In the example shown, the knocker character C1 is a right-handed batter and is located to the left (third base side) of the reference line L0. The fielder character C2 is an outfielder who catches the ball hit in response to the knock by the knocker character C1, and is an NPC as described above. In the initial state, the fielder character C2 is located on the opposite side of the reference line L0 from the knocker character C1. In the example shown in this figure, the fielder character C2 is located to the right (right field side) of the reference line L0. The initial position of this fielder character C2 is "a1." When knocking the first ball, points are added when the fielder character C2 passes this reference line L0.
[0023] FIG. 1(B) shows a state in which the ball object BO (first ball) knocked by the knocker character C1 in response to a user's operation for the first ball is flying toward the left. The fielder character C2 starts moving from position "a1" and moves toward the left (leftward) toward the direction of the hit ball. At this time, the fielder character C2 passes over the reference line L0 during its movement, and therefore points (for example, 10,000 points as line points) are added. The score at this point is 10,000 points.
[0024] FIG. 1(C) shows a state in which fielder character C2 reaches and catches the first ball object BO (hit ball), and returns the ball in the direction of home base HB. The fielder character C2 returns the ball from the position where the fielder character C2 reached the ball object BO (hit ball), and this position where the fielder character C2 reached is designated as "a2." A new reference line is drawn based on the trajectory of the ball object BO (returned ball) returned by fielder character C2 from position "a2."
[0025] FIG. 1(D) shows a reference line L1 drawn after a fielder character C2 returns the ball from position "a2." Reference line L1 is a line segment connecting the position "a2" where the fielder character C2 reaches the ball object BO (hit ball) and home base HB. After returning the ball, the fielder character C2 moves slightly to the left or right of this reference line L1 based on a predetermined condition. One example of the predetermined condition is a condition based on the number of reference lines on the left and right sides of the fielder character C2. For example, the fielder character C2 moves slightly to the left or right side of the position "a2" of the fielder character C2, with fewer reference lines. In the illustrated example, the number of reference lines on the left side of the position "a2" of the fielder character C2 is 0, and the number of reference lines on the right side is 1. Therefore, the fielder character C2 moves to position "a3," which is to the left of the reference line L1. If the number of reference lines on the left and right sides is equal, the fielder character C2 may move to the side with fewer reference lines, with reference line L0 as the center.
[0026] After returning the ball, the fielder character C2 may move in the same direction as the direction in which he moved to catch the ball object BO (hit ball). In other words, the above-mentioned predetermined condition may be a condition based on the moving direction of the fielder character C2 before catching the ball.
[0027] FIG. 1(E) shows a state in which the ball object BO (the second ball) knocked by the knocker character C1 in response to a user's operation for the second ball is flying toward right field. The fielder character C2 starts moving from position "a3" and moves to the right (toward right field) toward the direction of the hit ball. During this movement, the fielder character C2 passes through two reference lines, reference line L1 and reference line L0, and is awarded points for each line (e.g., 10,000 points as line points), for a total of two points (e.g., 20,000 points). The more reference lines the fielder character C2 passes through, the more points are awarded. The score at this point is 30,000 points, calculated by adding the line points for the first ball (e.g., 10,000 points) to the points for the second ball (e.g., 20,000 points).
[0028] From then on, the above process is repeated. In other words, after the fielder character C2 returns the ball from the position where he caught the second ball, a new reference line is drawn connecting the position where the fielder character C2 reached the second ball object BO (hit ball) with home base HB. Then, the process moves on to knocking the third ball. If a reference line is drawn for each of the first through fourth knocks, then by the time of knocking the fifth ball, five reference lines will have been drawn, including the initial reference line L0.
[0029] In this way, the more times the fielder character C2 crosses the reference line with each knock, i.e., the more the fielder character C2 moves, the better the evaluation and the more points are added. For example, when controlling the knocker character C1, the user is required to have the skill to hit the ball to the left or right with each knock. Therefore, this knocker game can also be said to be a game in which players compete in their skill to control the direction of the ball's movement with each knock.
[0030] Here, a method for selecting a knocker character and a fielder character will be described. The knocker character is selected by the user from a number of predetermined options. The same options may be presented to all users, or different options may be presented to each user depending on the user's play history, play status in other parts, etc. By presenting the same options to all users, all users can challenge the mini-game mode under the same conditions regardless of their play history, play status, etc., thereby maintaining fairness in the game. On the other hand, presenting different options to each user depending on the user's play history, play status, etc. increases interest and encourages players to play other parts. In addition, the knocker character may be selected from event characters owned by the user or characters trained by the user, which appear in the training part. Event characters are characters that the user can acquire by playing events held in the training part.
[0031] Like the knocker character, the fielder character is selected by the user from a plurality of predetermined options. As with the knocker character, the same options may be presented to all users, different options may be presented to each user, or options may be presented from among event characters owned by the user or characters trained by the user. Note that instead of the user selecting a fielder character, a character using the defensive ability of the character selected by the user as the knocker character may be operated as the fielder character.
[0032] The configuration of the game device according to this embodiment will be described in detail below. [Game System Configuration] First, the configuration of the game system according to this embodiment will be described. 2 is a block diagram showing an example of the configuration of a game system 1 according to this embodiment. The game system 1 is made up of a plurality of terminal devices 10-1, 10-2, ..., 10-n (n is a natural number) and a server device 30, and these devices are connected via a communication network NW. Because the terminal devices 10-1, 10-2, ..., 10-n have the same configuration, they will be described simply as terminal device 10 unless otherwise distinguished.
[0033] The terminal device 10 functions as a game device by executing a game control program. For example, the terminal device 10 is a computer device used by a user, and may be a game console, a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or a feature phone, etc. In this embodiment, the terminal device 10 will be described as a smartphone.
[0034] The server device 30 manages the game data and game control program required to execute the game control program on the terminal device 10. For example, the server device 30 is a computer device managed by a game management company, and can also be considered as a system made up of multiple server machines, storage, network switches, routers, firewalls, etc.
[0035] The game data managed by the server device 30 is used when the terminal device 10 executes the game control program, or is transmitted to the terminal device 10 in advance and used. The game data may also include advertising data (information about other games) displayed during the game. For example, an image displayed on the screen (game screen) of the terminal device 10 is part of the game data.
[0036] The game control program managed by the server device 30 includes a part of the game control program. The game control program includes not only a program downloaded to the terminal device 10 before the game starts, but also a program downloaded to the terminal device 10 after the game starts. Note that the game control program downloaded to the terminal device 10 before the game starts is not limited to a program managed by the server device 30, but may also be a program managed by a server device that distributes programs that run on the terminal device 10.
[0037] [Hardware configuration of terminal device] Next, the configuration of the terminal device 10 according to this embodiment will be described in detail. 3 is a diagram showing an example of the hardware configuration of the terminal device 10 according to this embodiment. The terminal device 10 includes, for example, a communication unit 11, an input unit 12, a display unit 13, an audio output unit 14, a storage unit 15, and a CPU (Central Processing Unit) 16.
[0038] The communication unit 11 is a device that performs communication in accordance with the communication standards of a communication network NW, such as a wireless LAN, a wired LAN, or a mobile communication (LTE), that allows the terminal device 10 and the server device 30 to communicate with each other.
[0039] The input unit 12 is a device capable of receiving operation information from a user's operation. A typical configuration of the input unit 12 in this embodiment is, for example, a touch panel that receives operation information from a user's operation on the screen of the display unit 13. Examples of the input unit 12 include physical devices that are mechanically operated, such as buttons, keyboards, and levers, pointing devices such as touch panels and mice, and recognition devices that use voice or gestures (microphones, cameras). The input unit 12 is not limited to a contact-type touch panel and may also be a non-contact-type touchless panel. The input unit 12 may be configured integrally with the terminal device 10, or may be configured as a separate entity connected by wire or wirelessly. The input unit 12 outputs an operation signal based on the input operation information.
[0040] The display unit 13 is a display that displays information such as images and text, and is configured to include, for example, a liquid crystal display panel, an organic EL (ElectroLuminescence) display panel, etc. The display unit 13 may be configured as a separate unit from the terminal device 10, and may be, for example, a television, an external monitor, or a head-mounted display (HMD). Various game screens of the knocker game are displayed on the display unit 13 during the game processing of the knocker game.
[0041] The audio output unit 14 includes, for example, a speaker, and may also include an audio output terminal that outputs audio to headphones or the like.
[0042] The storage unit 15 includes, for example, a hard disk drive (HDD), a solid state drive (SSD), an electrically erasable programmable read-only memory (EEPROM), a read-only memory (ROM), a random access memory (RAM), etc., and stores various types of information, images, programs, etc. used for processing by the terminal device 10. Note that the storage unit 15 is not limited to being built into the terminal device 10, and may be an external storage device connected via a digital input / output port such as a USB.
[0043] The CPU 16 executes various programs stored in the storage unit 15 and controls each unit of the terminal device 10. The CPU 16 is an example of a processor that executes processing in the terminal device 10.
[0044] The terminal device 10 may be configured to include a camera, a gyro sensor, a GPS (Global Positioning System) chip, an acceleration sensor, a magnetic sensor, an ambient light sensor, a proximity sensor, a fingerprint sensor, and the like, all of which are not shown.
[0045] [Functional configuration of terminal device] Next, the functional configuration of the terminal device 10 will be described with reference to FIG. 4 is a block diagram showing an example of the functional configuration of the terminal device 10 according to this embodiment. The illustrated terminal device 10 includes a control unit 160 as a functional configuration realized by the CPU 16 executing a game program for the knocker game stored in the storage unit 15. The control unit 160 includes an operation receiving unit 161, a knock processing unit 162, a hit ball control unit 163, a catching control unit 164, an evaluation criterion setting unit 165, an evaluation unit 166, and a display control unit 167.
[0046] The operation acceptance unit 161 accepts operations on the input unit 12. For example, the operation acceptance unit 161 acquires an operation signal based on a user's operation on the input unit 12 from the input unit 12. Specifically, in game processing of the knocker game, the operation acceptance unit 161 acquires, from the input unit 12, an operation signal based on an operation to instruct the progress of the game or an operation on the knocker character C1.
[0047] The knock processing unit 162 executes a knock process that prompts the user to knock. 5 is a diagram showing an example of a game screen in the knocking process according to this embodiment. The knocking screen G10 shown in the figure displays a portion of a game space that resembles the grounds of a baseball stadium. The knocking screen G10 has an information display area GF. The information display area GF displays the name of this mini-game, "Knocker Game," the score, the number of remaining balls, etc.
[0048] The knock screen G10 accepts a knock operation by the user. A knock operation is a batting operation in which a ball pitched by a pitcher is hit. The knock screen G10 displays a knocker character C1 that knocks (swings the bat) in response to the user's batting operation, and a pitcher character C3, which is an NPC. When the user operates a "start pitching" button (not shown), the knock processing unit 162 causes the pitcher character C3 to perform a pitching motion.
[0049] The user performs a batting operation on a ball object BO pitched by a pitcher character C3. The batting operation includes a batting position instruction operation and a batting timing instruction operation. The batting position instruction operation is an operation for instructing the position at which the knocker character C1 will swing the bat. The batting timing instruction operation is an operation for instructing the timing at which the knocker character C1 will swing the bat.
[0050] A cursor P11 is displayed on home base HB next to the knocker character C1 on the knock screen G10. The cursor P11 indicates the position where the bat will pass when the knocker character C1 swings the bat. The cursor P11 includes a core part P12 that indicates the part where the core of the bat will pass. When the user performs a hitting position instruction operation to move the cursor P11, the knock processing unit 162 can move the hitting position (position where the bat will pass) of the knocker character C1.
[0051] The batting position instruction operation in which the user moves the cursor P11 is, for example, an operation in which the user touches the knock screen G10 with a finger and moves the finger while keeping the finger touching the knock screen G10. The position where the finger touches is not limited to the position of the cursor P11, and may be any position on the knock screen G10. The cursor P11 can be moved within the reach of the bat.
[0052] The hitting timing instruction operation for instructing the timing at which the knocker character C1 swings the bat is an operation of releasing the finger touching the knock screen G10. At the timing corresponding to the user releasing the finger touching the knock screen G10, the knock processing unit 162 causes the knocker character C1 to swing the bat toward the cursor P11 (hitting position).
[0053] When the user releases their finger touching the knock screen G10 at the same time that the ball object BO pitched by the pitcher character C3 passes near home base HB, the knock processing unit 162 performs a hit determination (hit determination) between the bat and the ball object BO based on the positional relationship between the position of the cursor P11 and the position of the ball object BO at the time the finger was released. Then, if a preset hit condition is satisfied as a result of the hit determination, the knock processing unit 162 determines that the bat has hit the ball object BO. For example, if the ball object BO is within the range of the cursor P11 at the time the finger was released, the knock processing unit 162 determines that the bat has hit the ball object BO.
[0054] On the other hand, if the ball object BO is outside the range of the cursor P11 at the time the finger is released, or if there is a predetermined time difference between the time when the pitched ball object BO passes near home base HB and the time when the user releases the finger touching the knock screen G10, the knock processing unit 162 determines that the bat did not hit the ball object BO (a strikeout or a miss), and determines that the hit has failed.
[0055] Furthermore, when the knock processing unit 162 determines that the bat has hit the ball object BO, it determines the movement direction and acceleration of the hit ball based on the timing when the user releases their finger touching the knock screen G10, the positional relationship between the cursor P11 and the ball object BO, and other factors. The movement direction includes the left-right angle (azimuth angle) and the up-down angle (elevation / depression angle). Note that the movement direction may include at least the left-right angle (azimuth angle) alone. The acceleration is a parameter that indicates the strength of the hit ball. The greater the acceleration, the faster and farther the ball object BO moves. Note that the strength of the hit ball may be represented by parameters that indicate the speed and flight distance.
[0056] Returning to Fig. 4, the hit ball control unit 163 (an example of an object moving unit) controls the ball object BO in response to a hitting operation by the user on the knock screen G10 shown in Fig. 5. For example, the hit ball control unit 163 moves the ball object BO based on the moving direction and acceleration of the hit ball determined by the knock processing unit 162.
[0057] Here, the game field of the knocker game according to this embodiment will be described with reference to Fig. 6. Fig. 6 is an explanatory diagram of the game field of the knocker game according to this embodiment. In this figure, parts corresponding to those shown in Fig. 1 are given the same reference numerals.
[0058] The field area FL corresponds to the area simulating the baseball field shown in Figure 1 and indicates the fair zone of the baseball field. If the ball flies into the foul zone or home run zone, which are areas outside the field area FL, it is determined to be a failed hit. Furthermore, even if the ball is within the field area FL, if it stops in the rectangular area (diamond area) connecting the four bases, home plate, first base, second base, and third base, it is also determined to be a failed hit. This diamond area will be referred to as the "NG area" below. In other words, the area of the field area FL excluding the NG area is set as an area where a successful hit is determined (hereinafter referred to as the "OK area"). In other words, if the ball flies into the OK area, that is, if it is hit into an area that can be covered by an outfielder, it is determined to be a successful hit.
[0059] If the ball flies into the OK area, the fielder character C2 moves to catch it. On the other hand, if the ball flies into the foul zone or home run zone, or if the ball stops in the NG area, the fielder character C2 does not move.
[0060] The catching control unit 164 controls the position, movement, and action of the fielder character C2 and the movement of the ball object BO due to the returned ball. Specifically, the catching control unit 164 determines the position of the fielder character C2 in the initial state (for example, the position of "a1" shown in FIGS. 1 and 6) according to the position of the knocker character C1. Furthermore, the catching control unit 164 moves the fielder character C2 in a direction to reach the ball object BO according to the movement of the ball object BO to the OK area under the control of the hit ball control unit 163.
[0061] In this diagram, the direction of movement of the ball object BO due to the first knock is indicated by an arrow Y1 and an azimuth angle "-α." Here, for the azimuth angle, the reference angle (0 degrees) is set to the direction of the reference line L0, and angles to the left of the reference line L0 are set to negative angles, and angles to the right are set to positive angles. Note that the reference angle and positive and negative directions can be set arbitrarily. During the first knock, the catching control unit 164 moves the fielder character C2 from position "a1" to position "a2" where the fielder character C2 reaches the ball object BO.
[0062] The ball catching control unit 164 causes the fielder character C2 to catch the ball object BO at position "a2" where the fielder character C2 reaches the ball object BO, and then causes the fielder character C2 to return the ball from that position to home base HB. The ball catching control unit 164 also moves the ball object BO from position "a2" to home base HB in response to the returned ball by the fielder character C2. The ball catching control unit 164 also determines the position of the fielder character C2 after the returned ball to be position "a3", which is slightly moved to the left where there are fewer reference lines, based on the number of reference lines on the left and right of the fielder character C2.
[0063] The direction of movement of ball object BO due to the knock of the second ball is indicated by arrow Y2 and azimuth angle "+β". During the knock of the second ball, the ball catching control unit 164 moves fielder character C2 from position "a3" to position "a4" where the fielder character C2 reaches ball object BO. The ball catching control unit 164 causes fielder character C2 to catch ball object BO at position "a4" where the fielder character C2 reaches ball object BO, and return the ball from that position to home base HB. The ball catching control unit 164 also moves ball object BO from position "a4" to home base HB in response to the return ball from fielder character C2.
[0064] The evaluation criterion setting unit 165 sets a reference line L0 in the initial state. Furthermore, with each knock, the evaluation criterion setting unit 165 sets a new reference line based on the moving direction of the hit ball (ball object BO) moved by the user's hitting operation. That is, the evaluation criterion setting unit 165 sets the reference line for evaluating the next knock based on the moving direction of the ball object BO moved by the user's previous (up to the previous) hitting operation.
[0065] Here, the game field shown in Figure 6 is assumed to be on an XY coordinate plane with home base HB as the origin. In this figure, the coordinates of the position of home base HB are (0,0), the coordinates of the position of "a1" are (x1,y1), the coordinates of the position of "a2" are (x2,y2), the coordinates of the position of "a3" are (x3,y3), and the coordinates of the position of "a4" are (x4,y4). In addition, the coordinates of the position of "k0" (the center of the arc of the outfield fence portion that is the boundary between the ground area FL and the home run zone) (the center toward center field) are assumed to be (x0,y0).
[0066] In the initial state, the evaluation standard setting unit 165 sets the boundary defined by the line segment from the position "coordinates (0,0)" of home base HB to the position "coordinates (x0,y0)" of the center "k0" of the arc of the outfield fence portion as the standard line L0.
[0067] Furthermore, the direction of movement of the ball object BO due to the first knock corresponds to the direction from the position of home base HB (first reference position) corresponding to the origin of the ball object BO to the position "a2" (second reference position) corresponding to the destination of the ball object BO. Based on the fact that the fielder character C2 has reached the ball object BO due to the first knock, the evaluation standard setting unit 165 sets the boundary defined by the line segment from the position "coordinates (0,0)" of home base HB to the position "coordinates (x2, y2)" of "a2" as the reference line L1.
[0068] As described above, the movement direction of the ball object BO due to the first knock corresponds to the direction from the position of home base HB (first reference position) to the position "a2" (second reference position) corresponding to the destination of the ball object BO (i.e., the movement direction of the batted ball), but it may also correspond to the movement direction of the ball object BO due to the first returned ball (i.e., the opposite direction to the movement direction of the batted ball). In other words, the movement direction of the ball object BO due to the first knock can also be said to be the direction from the position "a2" corresponding to the origin of the movement of the ball object BO due to the first returned ball to the position of home base HB corresponding to the destination of the ball object BO. When the fielder character C2 returns the ball from the position where the fielder character C2 reached the ball object BO, the movement directions of the batted ball and the return ball are opposite to each other, but the boundary based on the movement direction of the batted ball and the boundary based on the movement direction of the return ball are the same, so the same reference line is set for either movement direction.
[0069] In addition, each time the fielder character C2 reaches and catches the ball object BO in response to the movement of the ball object BO due to knocking, the evaluation standard setting unit 165 adds a reference line that serves as an evaluation standard based on the position of home base HB (first reference position) corresponding to the origin of the ball object BO and the position (second reference position) corresponding to the destination of the ball object BO.
[0070] For example, the direction of movement of the ball object BO due to the second knock corresponds to the direction from the position of home base HB, which corresponds to the origin of the ball object BO, to the position "a4", which corresponds to the destination of the ball object BO. Based on the fact that the fielder character C2 has reached the ball object BO due to the second knock, the evaluation standard setting unit 165 sets the boundary defined by the line segment from the position "coordinates (0,0)" of home base HB to the position "coordinates (x4, y4)" of "a4" as the reference line L2.
[0071] Then, every time a reference line is set, the evaluation standard setting unit 165 stores in the storage unit 15 evaluation standard setting information that associates the coordinates of one end of the reference line with the coordinates of the other end of the reference line. 7 is a diagram showing an example of data of evaluation criterion setting information according to this embodiment. The illustrated evaluation criterion setting information 151 associates the coordinates of the start point and the coordinates of the end point for each reference line. Here, the coordinates of the position of home base HB are set as the start point, and the coordinates of the position where fielder character C2 reaches ball object BO are set as the end point, but the start point and end point may be reversed.
[0072] The evaluation unit 166 evaluates a knock performed by a user's operation. For example, if the evaluation unit 166 determines that a knock performed by a user's operation is a failed hit, it evaluates it as a miss and does not award points. A failed hit is determined when it is determined that the bat did not hit the ball object BO (a strikeout or a missed shot), when the hit ball (ball object BO) flies into a foul zone or a home run zone, or when the hit ball (ball object BO) stops in an NG area.
[0073] Furthermore, when the ball object BO flies into the OK area due to a knock, the evaluation unit 166 evaluates the moving direction of the ball object BO based on the reference line. The moving direction of the ball object BO due to a knock corresponds to the position where the fielder character C2 reaches the ball object BO. The evaluation unit 166 performs evaluation based on whether the position where the fielder character C2 reaches the ball object BO is on one side or the other side of the reference line. Here, the evaluation unit 166 uses the reference line set in the evaluation standard setting information 151 shown in FIG. 7 for evaluation. That is, the evaluation unit 166 performs evaluation using a preset reference line L0 and a reference line set by a past (previous) knock. In the case of a first knock, only the reference line L0 is used for evaluation.
[0074] For example, when the fielder character C2 passes through the reference line and reaches the ball object BO in accordance with the movement of the ball object BO due to the knock, the evaluation unit 166 evaluates the fielder character C2 so that the evaluation is higher than when the fielder character C2 reaches the ball object BO without passing through the reference line L0. For example, the evaluation unit 166 awards a predetermined number of points (e.g., 10,000 points) when the fielder character C2 passes through the reference line and reaches the ball object BO. On the other hand, the evaluation unit 166 does not award points when the fielder character C2 reaches the ball object BO without passing through the reference line.
[0075] Note that the evaluation unit 166 may award fewer points when the fielder character C2 reaches the ball object BO without passing through the reference line than when the fielder character C2 passes through the reference line and reaches the ball object BO. In other words, the evaluation unit 166 may give a higher evaluation when the user successfully hits the ball than when the fielder character C2 fails to hit the ball, even if the fielder character C2 does not pass through the reference line. In other words, the evaluation unit 166 evaluates the fielder character C2 when it does not reach the ball object BO, which is moving due to knocking, so that it is given a lower evaluation than when the fielder character C2 reaches the ball object BO at any position. When the fielder character C2 does not reach the ball object BO, it is determined that the hit is unsuccessful.
[0076] Furthermore, the evaluation unit 166 evaluates the fielder character C2 in accordance with the movement of the ball object BO due to the knock so that the more times the fielder character C2 passes through the reference line before reaching the ball object BO, the higher the evaluation. For example, the evaluation unit 166 awards a predetermined number of points (e.g., 10,000 points) each time the fielder character C2 passes through the reference line before reaching the ball object BO. As a result, the more times the fielder character C2 passes through the reference line, the greater the total number of points awarded. Note that the evaluation unit 166 may increase the points awarded each time the reference line is passed. Furthermore, the evaluation unit 166 may award a predetermined number of points in response to the first time the fielder character C2 passes through the reference line, and may multiply the awarded points by a predetermined coefficient each time the fielder character C2 passes through the reference line from the second time onwards. The predetermined coefficient may be constant or may be different each time the fielder character C2 passes through the reference line.
[0077] For example, as shown in FIG. 6, a fielder character C2 located at "a1" on the right side of the reference line L0 passes through the reference line L0 in response to the movement of the ball object BO due to the knock of the first ball, and reaches the ball object BO at a position "a2" on the left side. The evaluation unit 166 determines that the fielder character C2 has passed through the reference line L0 and reached the ball object BO based on the fact that a line segment connecting the coordinates (x1, y1) of the position "a1" and the coordinates (x2, y2) of the position "a2" intersects with the reference line L0. Then, the evaluation unit 166 determines that the fielder character C2 has passed through one reference line L0, and thereby awards the fielder character C2 a predetermined number of points (e.g., 10,000 points) for passing through one reference line.
[0078] 6, the fielder character C2 located at "a3" on the left side of the reference line L1 passes through the reference line L1 and the reference line L0 in response to the movement of the ball object BO due to the knock of the second ball, and reaches the ball object BO at a position "a4" on the right side. The evaluation unit 166 determines that the fielder character C2 has passed through the reference line L1 and the reference line L0 and reached the ball object BO based on the fact that the line segment connecting the coordinates (x3, y3) of the position "a3" and the coordinates (x4, y4) of the position "a4" intersects with the reference line L1 and the reference line L0. Then, the evaluation unit 166 determines that the fielder character C2 has passed through the two reference lines, the reference line L1 and the reference line L0, and thereby awards the fielder character C2 predetermined points (e.g., 20,000 points) for passing the reference lines twice.
[0079] When the fielder character C2 reaches the ball object BO and catches the ball, the evaluation unit 166 may award additional points (for example, bonus points) if the catch is a no-bounce catch. Furthermore, even if the catch is not a no-bounce catch, the evaluation unit 166 may award bonus points according to the time from the ball bouncing to the catch. For example, if the time from the ball bouncing to the catch is within a predetermined time, the evaluation unit 166 may award more points (fewer points than for a no-bounce catch) as bonus points the shorter the time from the ball bouncing to the catch.
[0080] Furthermore, the evaluation unit 166 stores the evaluation results in the storage unit 15. FIG. 8 is a diagram showing an example of evaluation result information data according to this embodiment. The illustrated evaluation result information 152 associates batting information, the number of reference lines, points, bonus points, and a score for each knock. The batting information is information indicating whether the batting was successful or unsuccessful. The number of reference lines is the number of reference lines that the fielder character C2 passed before reaching the ball object BO. The points are the value of points awarded according to the number of reference lines passed. The bonus points are the value of points added by catching the ball off the bounce, etc. The score is the total of the points.
[0081] An example of the evaluation result information 152 shown in the figure will be described. The knock on the first ball indicates that the hit was successful and the fielder character C2 crossed one reference line before reaching the ball object BO. Therefore, 10,000 points are awarded, and the score at this point is 10,000 points. The knock on the second ball indicates that the hit was successful and the fielder character C2 crossed two reference lines before reaching the ball object BO. Therefore, 20,000 points are awarded, and the score at this point is 30,000 points, which is the score for the first ball plus the point for the second ball. The knock on the third ball indicates that the hit was unsuccessful. Therefore, the score remains the same as the score for the second ball, at 30,000 points. The knock on the fourth ball indicates that the hit was successful, but the fielder character C2 did not cross the reference line before reaching the ball object BO. However, a bonus point of 10,000 points is awarded for catching the ball without bouncing, and the score is 40,000 points, which is the score for the third ball plus the bonus point for the fourth ball. The fifth knock indicates that the hit was successful and the number of reference lines that the fielder character C2 passed before reaching the ball object BO was three. Therefore, 30,000 points are awarded, and the score is 70,000 points, which is the score for the fourth ball plus the point for the fifth ball. If there are five knocks in one knocker game, the score for this fifth ball will be the final score.
[0082] The display control unit 167 causes the display unit 13 to display game images to be displayed on the game screen of the knocker game. For example, the display control unit 167 causes the display unit 13 to display game images to be displayed on various game screens, such as the game field of the knocker game (see FIG. 1) and the image displayed on the knock screen (see FIG. 5). For example, the display control unit 167 controls the game images to be displayed on the display unit 13 and the transition of the game screen based on the user's operation accepted by the operation accepting unit 161. Furthermore, the display control unit 167 updates the images at a predetermined frame rate when displaying the game images on the display unit 13. For example, the display control unit 167 updates the images at a predetermined frame rate to images corresponding to the movements and actions of the knocker character C1, fielder character C2, pitcher character C3, ball object BO, etc., based on the control of the knock processing unit 162, the batted ball control unit 163, the catching control unit 164, etc. Furthermore, the display control unit 167 causes the display unit 13 to display the play results of the knocker game. The play results include the number of times the reference line has been crossed, a score indicating the total points, etc.
[0083] [Game Processing Operation] Next, the operation of the game processing of the knocker game executed by the CPU 16 of the terminal device 10 will be described with reference to FIGS. 9 is a flowchart showing an example of game processing according to this embodiment. In the knocker game, knocking is performed a specified number of times (for example, five times) in one play.
[0084] When the CPU 16 starts the game processing of the knocker game in response to the user's operation, it assigns "1" as an initial value to a variable n for counting the number of knocks (step S110).
[0085] Next, the CPU 16 executes a knocking process that causes the user to knock (step S120). In the knocking process, the CPU 16 moves the ball object BO in response to the user's hitting operation. For example, the CPU 16 displays a knocking screen G10 shown in FIG. 5 on the display unit 13 and accepts the user's hitting operation on the pitched ball object BO. The CPU 16 then determines whether the hit is successful or unsuccessful based on the user's hitting operation, and if the hit is successful, moves the ball object BO in accordance with the moving direction and acceleration of the hit ball. This knocking process will be described in detail later with reference to FIG. 10.
[0086] When the knocking process is completed, the CPU 16 determines whether the hit was successful or not based on the determination result of the knocking process (step S125). If the CPU 16 determines that the hit was successful (step S125: YES), the CPU 16 proceeds to the ball catching process of step S130. On the other hand, if the CPU 16 determines that the hit was unsuccessful (step S125: NO), the CPU 16 proceeds to the evaluation process of step S140.
[0087] If the hit is determined to be successful in the knocking process, the CPU 16 executes a ball catching process (step S130). In the ball catching process, the CPU 16 moves the fielder character C2 in the direction of the batted ball, and causes the fielder character C2 to catch the batted ball (ball object BO) when the fielder character C2 reaches the batted ball, and then causes the fielder character C2 to throw the caught ball object BO to home base HB. The ball catching process will be described in detail later with reference to FIG. 11.
[0088] When the catching process is completed, the CPU 16 executes an evaluation process for evaluating a knock caused by the user's batting operation (step S140). The CPU 16 evaluates the knock caused by the user's batting operation using a reference line for evaluating at least the direction of movement of the ball object BO caused by the user's batting operation. Specifically, the CPU 16 performs the evaluation based on whether or not the fielder character C2, who has moved to catch the ball object BO that has moved due to the user's batting operation, has passed through a reference line set by the user's previous batting operation. The CPU 16 awards points according to whether or not the fielder character C2 has passed through the reference line. This evaluation process will be described in detail later with reference to FIG. 12.
[0089] When the evaluation process ends, the CPU 16 sets an evaluation criterion based on the moving direction of the ball object BO moved by the user's batting operation (step S150). For example, the CPU 16 sets a reference line defined by a line segment from the position of home base HB to the position where the fielder character C2 reaches the batted ball (ball object BO) as the evaluation criterion. When setting the reference line as the evaluation criterion, the CPU 16 adds a new reference line to the evaluation criterion setting information 151 shown in FIG. 7, for example, and associates and stores the coordinates of the position of home base HB as the coordinates of the start point of the reference line and the coordinates of the position where the fielder character C2 reaches the coordinates of the end point of the reference line. The reference line set here is added as one of the evaluation criteria used in evaluating the next knock.
[0090] The CPU 16 adds 1 to the variable n for counting the number of knocks (step S160). Then, the CPU 16 determines whether the variable n is equal to or less than a specified number (e.g., 5) (step S165). If the CPU 16 determines that the variable n is equal to or less than the specified number (e.g., 5) (step S165: YES), the CPU 16 returns to the knocking process of step S120. On the other hand, if the CPU 16 determines that the variable n exceeds the specified number (e.g., 5) (step S165: YES), the CPU 16 displays the result (final score, etc.) on the display unit 13 since the specified number of knocks (e.g., 5) have been completed, and ends the game process of the knocker game (step S170). For example, the CPU 16 displays at least a part of the information included in the evaluation result information 152 shown in FIG. 8 on the display unit 13 as the final result.
[0091] Next, the details of the knocking process in step S120 of FIG. 9 will be described. FIG. 10 is a flowchart showing an example of the knocking process according to this embodiment. In the knocking process, the CPU 16 first displays a pitching start image on the display unit 13 (step S201). The pre-pitching image is an image before the pitcher character C3 starts pitching on the knocking screen G10 shown in Fig. 5, and displays operation buttons for instructing the start of pitching, etc.
[0092] The CPU 16 determines whether or not a pitching start operation has been performed (step S203). If the CPU 16 has received a user operation on the operation button instructing the user to start pitching, it determines that a pitching start operation has been performed (step S203: YES), and causes the display unit 13 to display a pitching image (see knock screen G10 shown in FIG. 5) of the pitcher character C3 pitching the ball (step S205). On the other hand, if the CPU 16 has not received a user operation on the operation button instructing the user to start pitching, it determines that a pitching start operation has not been performed (step S203: NO), and causes the display unit 13 to continue displaying the pre-pitching image.
[0093] The CPU 16 determines whether or not a batting operation by the user has been accepted within a specified time (step S207). The specified time is a time set in advance as a time during which a batting operation can be performed on a pitched ball object BO. For example, the specified time is the time from when the pitcher character C3 starts pitching until the pitched ball object BO reaches the virtual catcher. If the CPU 16 determines that a batting operation by the user has not been accepted within the specified time (step S207: NO), it determines that the batting operation was missed and that the batting failed (step S221).
[0094] On the other hand, if the CPU 16 receives a batting operation from the user within the specified time (step S207: YES), it causes the display unit 13 to display a batting image in which the knocker character C1 swings the bat toward the cursor P11 (hitting position) (step S209).
[0095] Next, the CPU 16 performs a hit determination (hit determination) between the pitched ball object BO and the bat (step S211). If the result of the hit determination satisfies a preset hit condition, the CPU 16 determines that the bat has hit the ball object BO. For example, as described with reference to FIG. 5, the CPU 16 determines that the bat has hit the ball object BO if the ball object BO is within the range of the cursor P11 at the time when the finger is released from the screen during the hit operation. On the other hand, the CPU 16 determines that the bat has not hit the ball object BO if the ball object BO is outside the range of the cursor P11 at the time when the finger is released from the screen during the hit operation.
[0096] When it is determined in the hitting determination of step S211 that the bat did not hit the ball object BO (step S213: NO), the CPU 16 determines that the hit was a miss and is a failed hit (step S221).
[0097] On the other hand, if it is determined in the hit determination of step S211 that the bat has hit the ball object BO (step S213: YES), the CPU 16 determines the moving direction and acceleration of the hit ball (step S215).Then, the CPU 16 starts moving the ball object BO based on the moving direction and acceleration of the hit ball determined in step S215 (step S217).
[0098] Next, the CPU 16 determines whether the destination of the ball object BO (hit ball) is an OK area based on the moving direction and acceleration of the hit ball determined in step S215 (step S219). If the CPU 16 determines that the destination of the hit ball is an OK area (step S219: YES), it determines that the hit is successful and ends the knocking process. Note that the CPU 16 continues moving the ball object BO even after the knocking process ends.
[0099] On the other hand, if the CPU 16 determines that the destination of the batted ball is not in the OK area (step S219: NG), it determines that the batting has failed (step S221). A batting failure is when the destination of the batted ball is in the foul zone or the home run zone, or when the batted ball stops in the NG area. In this case, the CPU 16 ends the movement of the ball object BO.
[0100] Next, the details of the ball catching process in step S130 of FIG. 9 will be described. FIG. 11 is a flowchart showing an example of the ball catching process according to this embodiment. The CPU 16 starts moving the fielder character C2 from the initial position in a direction to reach the ball object BO (step S301). At this time, the CPU 16 also continues the movement of the ball object BO that was started in the knocking process.
[0101] The CPU 16 determines whether or not the fielder character C2 has reached the ball object BO (step S303). For example, the CPU 16 determines that the fielder character C2 has reached the ball object BO when the position of the fielder character C2 and the position of the ball object BO match or are within a predetermined distance. When the CPU 16 determines that the fielder character C2 has not reached the ball object BO (step S303: NO), it continues to move the fielder character C2 and the ball object BO and performs the determination process of step S303.
[0102] On the other hand, if the CPU 16 determines that the fielder character C2 has reached the ball object BO (step S303: YES), it causes the display unit 13 to display a catching image showing the action of the fielder character C2 catching the ball object BO (step S305).
[0103] Furthermore, the CPU 16 determines whether or not the fielder character C2 has caught the ball object BO without bouncing, and stores the determination result in the storage unit 15 (step S307). If the ball has not been caught without bouncing in step S307, the CPU 16 may store the time from the bounce until the ball is caught in the storage unit 15. Furthermore, the CPU 16 stores the coordinates of the initial position of the fielder character C2 and the coordinates of the position where the fielder character C2 has reached the ball object BO (arrival position) in the storage unit 15 (step S309).
[0104] Furthermore, the CPU 16 displays an image of the ball object BO being returned on the display unit 13 (step S311). The CPU 16 moves the ball object BO from the position where the fielder character C2 caught the ball to home base HB.
[0105] Next, the details of the evaluation process in step S140 in FIG. 9 will be described. FIG. 12 is a flowchart showing an example of the evaluation process according to this embodiment. The CPU 16 determines whether or not the hit is determined to be successful in the knocking process shown in Fig. 10 (step S401). If the hit is determined to be unsuccessful (S401: NO), the CPU 16 evaluates it as a miss (step S403). The CPU 16 stores information indicating a hit failure in the hit information of the evaluation result information 152 shown in Fig. 8, and stores "0" in the points and bonus points. Furthermore, the CPU 16 stores "0" in the score in the case of a first knock, and stores the previous score in the case of a second or subsequent knock. Then, the CPU 16 ends the evaluation process.
[0106] On the other hand, if the hit is determined to be successful (S401: YES), the CPU 16 stores information indicating the hit success in the hit information of the evaluation result information 152 shown in Fig. 8, and determines whether or not the fielder character C2 has passed the reference line before reaching the ball object BO (step S405). For example, the CPU 16 determines whether or not the fielder character C2 has passed the reference line based on the coordinates of the start point and end point of the reference line set in the evaluation standard setting information 151 shown in Fig. 7 and the coordinates of the initial position and the reached position of the fielder character C2 saved in step S309 of Fig. 11.
[0107] The CPU 16 determines whether or not the reference line has been passed based on the determination result of step S405 (step S407). If the CPU 16 determines that the reference line has been passed (step S407: YES), it awards points according to the number of reference lines passed (i.e., the number of times the reference line has been passed) (step S409). For example, the CPU 16 stores points according to the number of reference lines passed in the points of the evaluation result information 152 shown in FIG. 8. Then, the process proceeds to step S411. Note that even if the fielder character C2 passes the same reference line multiple times before reaching the ball object BO, the passing of the reference line is counted as one time, and points are awarded.
[0108] On the other hand, if the CPU 16 determines that the reference line has not been crossed (step S407: NO), it does not award points. For example, the CPU 16 stores "0" in the points of the evaluation result information 152 shown in Fig. 8. Then, the process proceeds to step S411.
[0109] The CPU 16 determines whether the ball was caught without a bounce based on the determination result saved in step S307 of FIG. 11 (step S411). If the CPU 16 determines that the ball was caught without a bounce (step S411: YES), it awards bonus points (step S413). For example, the CPU 16 stores bonus points corresponding to the ball being caught in the bonus points field of the evaluation result information 152 shown in FIG. 8. Then, the process proceeds to step S415. Note that in steps S411 and S413, even if the CPU 16 determines that the ball was not caught without a bounce, it may award bonus points according to the time from the ball bouncing to the ball being caught. In this case, the number of points awarded according to the time from the ball bouncing to the ball being caught is specified in advance, and the CPU 16 awards bonus points based on the time from the ball bouncing to the ball being caught saved in step S307 of FIG. 11 and the above-mentioned specification.
[0110] On the other hand, if the CPU 16 determines that the ball was not caught without a bounce (step S411: NO), it does not award bonus points. For example, the CPU 16 stores "0" in the bonus points of the evaluation result information 152 shown in Fig. 8. Then, the process proceeds to step S415.
[0111] The CPU 16 calculates the score based on the point value and the bonus point value (step S415). For example, the CPU 16 stores the total point value obtained by multiplying the point value and the bonus point value in the evaluation result information 152 shown in FIG. 8 as the score.
[0112] Note that the reference line L0 does not have to be the target for adding points when the fielder character C2 passes through it. For example, in FIGS. 1 and 6, even if the fielder character C2 passes through the reference line L0 from position "a1" and reaches the ball object BO at position "a2," points may not be awarded for passing through the reference line L0. In other words, points may be added when the fielder character C2 passes only through reference lines (e.g., the reference line L1 in FIG. 1, the reference lines L1 and L2 in FIG. 6) that are set when the fielder character C2 reaches the ball object BO. In this case, the reference line L0 does not have to be displayed.
[0113] Summary of the first embodiment As described above, the terminal device 10 (an example of a game device) according to this embodiment executes a game program to perform game processing. For example, the terminal device 10 moves a ball object BO (an example of a specific object) in response to a hitting operation (an example of an operation) performed by a user. The terminal device 10 also sets an evaluation standard (for example, a reference line) for evaluating at least the moving direction of the ball object BO, based on the moving direction of the ball object BO that was moved by a hitting operation performed by the user in the past.
[0114] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the evaluation criteria for evaluating the movement direction of the ball object BO moved by the user's operation itself change depending on the user's past operations.
[0115] For example, the terminal device 10 sets, as the evaluation criterion, a reference line (an example of a boundary) based on the moving direction of the ball object BO that has moved due to a hitting operation performed by the user in the past.
[0116] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the reference line itself for evaluating the movement direction of the ball object BO moved by the user's operation changes depending on the user's past operations.
[0117] As an example, the direction from a first reference position (e.g., the position of home base HB) corresponding to the origin of the ball object BO moved by the user's hitting operation to a second reference position corresponding to the destination of the ball object BO corresponds to the moving direction of the ball object BO. The terminal device 10 sets a reference line defined by a line segment passing through the first reference position and the second reference position as the evaluation criterion.
[0118] This allows the terminal device 10 to appropriately set a reference line for evaluating the moving direction of the ball object BO moved by the user's operation, from the starting position and the destination position of the ball object BO.
[0119] For example, the terminal device 10 sets a reference line (boundary) defined by a line segment from the first reference position to the second reference position as the evaluation criterion. This evaluation criterion corresponds to the evaluation criterion for evaluating the moving direction and moving distance of the ball object BO moved by the user's hitting operation.
[0120] As a result, the terminal device 10 can evaluate the moving direction and moving distance of the ball object BO moved by the user's operation by using the reference line from the starting position of the ball object BO to the destination position of the ball object BO.
[0121] Furthermore, the terminal device 10 moves a fielder character C2 (an example of a character) in a direction to reach the ball object BO in response to the movement of the ball object BO due to the user's hitting operation. The second reference position is the position where the fielder character C2 reaches the ball object BO.
[0122] This allows the terminal device 10 to make an evaluation using a reference line including the position where the fielder character C2 reaches the ball object BO.
[0123] Furthermore, the terminal device 10 performs evaluation based on whether the second reference position corresponding to the moving direction of the ball object BO moved by the user's hitting operation is on one side or the other side of a reference line that serves as an evaluation reference.
[0124] This allows the terminal device 10 to make a different evaluation depending on which side of the reference line the position where the fielder character C2 reaches the ball object BO is on. That is, the terminal device 10 can make a different evaluation depending on whether the fielder character C2 has passed the reference line or not.
[0125] For example, if a fielder character C2 located on one side of a reference line serving as the evaluation standard passes through the reference line in accordance with the movement of the ball object BO due to the user's hitting operation and reaches the second reference position on the other side, the terminal device 10 evaluates the character so that it receives a higher evaluation than if the character reaches the second reference position without passing through the reference line.
[0126] Thereby, the terminal device 10 can give a high evaluation (for example, give points) when the user guides the fielder character C2 by performing a batting operation so that the fielder character C2 passes through the reference line.
[0127] Furthermore, the terminal device 10 adds a reference line serving as an evaluation reference based on the first reference position and the second reference position each time the fielder character C2 reaches the second reference position in accordance with the movement of the fielder character C2 due to the user's batting operation. Then, the terminal device 10 evaluates the fielder character C2 so that the more times the fielder character C2 passes through the reference line before reaching the second reference position in accordance with the movement of the ball object BO due to the user's batting operation, the higher the evaluation.
[0128] As a result, the terminal device 10 can give a higher evaluation (for example, give more points) when the user guides the fielder character C2 by performing a batting operation so that the fielder character C2 passes over the reference line more often.
[0129] In addition, if the fielder character C2 does not reach the ball object BO that is moved by the user's hitting operation, the terminal device 10 may give it a lower evaluation than if the fielder character C2 had reached the ball object BO at any position.
[0130] As a result, even if the fielder character C2 reaches the ball object BO moved by the user's batting operation without passing through the reference line, the terminal device 10 can give a higher evaluation than if the user's batting operation is a failed batting operation.
[0131] Furthermore, the game processing method in the terminal device 10 includes the steps of moving a ball object BO (an example of a specific object) by a user's hitting operation (an example of an operation), and setting an evaluation criterion (for example, a reference line) for evaluating at least the moving direction of the ball object BO based on the moving direction of the ball object BO moved by the user's hitting operation in the past.
[0132] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the evaluation criteria for evaluating the movement direction of the ball object BO moved by the user's operation itself change depending on the user's past operations.
[0133] In this embodiment, the fielder character C2 returns the ball from the position where the fielder character C2 reached the ball object BO (hit ball), but the position where the fielder character C2 reached the ball object BO and the position where the fielder character C2 returned the ball may be different. In this case, the reference line may be a line segment connecting the position where the fielder character C2 reached the ball object BO and home base HB, or may be a line segment connecting the position where the fielder character C2 returned the ball and home base HB.
[0134] [Second embodiment] Next, a second embodiment of the present invention will be described. In the first embodiment, the reference line was a line segment from a first reference position (for example, the position of home base HB) corresponding to the origin of the ball object BO moved by the user's batting operation to a second reference position (for example, the position where the fielder character C2 reaches the ball object BO) corresponding to the destination of the ball object BO, but this is not limited to this. In this embodiment, the reference line is a line segment from the first reference position corresponding to the origin of the ball object BO moved by the user's batting operation, passing through the second reference position corresponding to the destination of the ball object BO, and continuing to the outfield fence portion that is the boundary between the ground area FL and the home run zone.
[0135] The basic configuration of the game system 1 and terminal device 10 according to this embodiment is the same as that shown in Figures 2, 3, and 4, so the explanation will be omitted and only the differences from the first embodiment will be explained here.
[0136] 13 is an explanatory diagram of the game field of the knocker game according to this embodiment, in which parts corresponding to those shown in FIG.
[0137] As in the first embodiment, the evaluation standard setting unit 165 initially sets the boundary defined by a line segment from the position of home base HB (coordinates (0,0)) to the position of the center of the arc of the outfield fence (coordinates (x0,y0)) of k0 as the reference line L0. However, the evaluation standard setting unit 165 differs from the first embodiment in the setting of the reference line for each knock.
[0138] Based on the fact that the fielder character C2 has reached the ball object BO due to the first knock, the evaluation standard setting unit 165 sets the boundary formed by the line segment from the position of home base HB, "coordinates (0,0)", through the position of "a2", "coordinates (x2,y2)", to the position of "k1" in the outfield fence portion, "coordinates (x20,y20)", as the reference line L1A.
[0139] Furthermore, based on the fact that the fielder character C2 has reached the ball object BO due to the second knock, the evaluation standard setting unit 165 sets the boundary formed by the line segment from the position of home base HB, "coordinates (0,0)", through the position of "a4", "coordinates (x4,y4)", to the position of "k2" in the outfield fence portion, "coordinates (x40,y40)", as the reference line L2A.
[0140] The evaluation unit 166 evaluates the moving direction of the ball object BO moved by the user's batting operation based on whether or not the fielder character C2 passes through the reference line before reaching the ball object BO. The evaluation unit 166 evaluates the moving direction of the ball object BO moved by the user's batting operation, but differs from the first embodiment in that the moving distance is not evaluated.
[0141] Note that the reference line L0 does not have to be the target for adding points when the fielder character C2 passes through it. For example, in FIG. 13, even if the fielder character C2 passes through the reference line L0 from position "a1" and reaches the ball object BO at position "a2," points may not be awarded for passing through the reference line L0. In other words, points may be added when the fielder character passes only through reference lines (e.g., reference lines L1 and L2 in FIG. 13) that are set when the fielder character C2 reaches the ball object BO. In this case, the reference line L0 does not have to be displayed.
[0142] Summary of the second embodiment As described above, the terminal device 10 (an example of a game device) according to this embodiment executes a game program to perform game processing. For example, the terminal device 10 moves a ball object BO (an example of a specific object) in response to a hitting operation (an example of an operation) performed by a user. The terminal device 10 also sets an evaluation standard (e.g., a reference line) for evaluating at least the moving direction of the ball object BO, based on the moving direction of the ball object BO that was moved by a hitting operation performed by the user in the past.
[0143] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the evaluation criteria for evaluating the movement direction of the ball object BO moved by the user's operation itself change depending on the user's past operations.
[0144] For example, the terminal device 10 sets, as the evaluation criterion, a reference line (an example of a boundary) based on the moving direction of the ball object BO that has moved due to a hitting operation performed by the user in the past.
[0145] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the reference line itself for evaluating the movement direction of the ball object BO moved by the user's operation changes depending on the user's past operations.
[0146] As an example, the direction from a first reference position (e.g., the position of home base HB) corresponding to the origin of the ball object BO moved by the user's hitting operation to a second reference position corresponding to the destination of the ball object BO corresponds to the moving direction of the ball object BO. The terminal device 10 sets a reference line defined by a line segment passing through the first reference position and the second reference position as the evaluation criterion.
[0147] This allows the terminal device 10 to appropriately set a reference line for evaluating the movement direction of the ball object BO moved by the user's hitting operation, from the origin position and destination position of the ball object BO.
[0148] As in the first embodiment, the fielder character C2 may return the ball from the position where the fielder character C2 reached the ball object BO (hit ball), or the position where the fielder character C2 reached the ball object BO may be different from the position where the fielder character C2 returned the ball. In other words, the reference line may be a line segment passing through the position where the fielder character C2 reached the ball object BO and home base HB, or may be a line segment passing through the position where the fielder character C2 returned the ball and home base HB.
[0149] [Third embodiment] Next, a third embodiment of the present invention will be described. In the first and second embodiments, a reference line serving as the evaluation standard was set based on the direction of movement of the ball object BO. In this embodiment, an example will be described in which an evaluation standard area is set based on an area divided based on the position of the ball object BO after it has moved. This evaluation standard area will be referred to as a "reference area" below. For example, as in the example described in the second embodiment, if the reference line set for each knock is a line segment extending to the outfield fence rather than to the position where the fielder character C2 reaches the ball object BO, an OK area will be divided for each knock. Therefore, in this embodiment, the area divided into the OK area for each knock is used as the reference area, and evaluation is performed based on whether the fielder character C2 moves to another reference area before reaching the ball object BO. This allows for evaluation equivalent to whether the fielder character C2 passes through the reference line before reaching the ball object BO in the second embodiment.
[0150] The flow of the knocker game when the reference area is used as the evaluation standard will be described with reference to Figure 14. Figure 14 is a diagram illustrating an example of the knocker game according to this embodiment. This figure is an example of the knocker game according to this embodiment, in which part of the example of the knocker game according to the first embodiment shown in Figure 1 has been changed, and parts corresponding to those in Figure 1 are given the same reference numerals. The flow of the knocker game according to this embodiment will be described in the order of Figure 14(A) to (E).
[0151] FIG. 14(A) shows the initial state at the start of the knocker game. In this initial state, the field is divided into a reference area R1 on the right side of the line segment D0 and a reference area R2 on the left side of the line segment D0, which runs from the position of home base HB toward center field to the position of the outfield fence. During the first knock, points are added when a fielder character C2 moves from either the reference area R1 or the reference area R2 to the other. In the illustrated example, the initial position of the fielder character C2 is "a1" within the reference area R1, so points are added when the fielder character C2 moves into the reference area R2 when reaching for the batted ball.
[0152] FIG. 14(B) shows a state in which the ball object BO (first hit ball) knocked by the knocker character C1 in response to a user operation for the first ball is flying toward the left. The fielder character C2 starts moving from position "a1" and moves toward the left (leftward) toward the direction of the hit ball. At this time, the fielder character C2 moves from the reference area R1 to the reference area R2 during its movement, and therefore points (for example, 10,000 points as line points) are added. The score at this point is 10,000 points.
[0153] Figure 14(C) shows a state in which fielder character C2 reaches and catches the first ball object BO (batted ball), and returns the ball in the direction of home base HB. The fielder character C2 returns the ball from the position where the fielder character C2 reached the ball object BO (batted ball), and this reached position is designated as "a2." A new reference area is demarcated when fielder character C2 returns the ball object BO from position "a2."
[0154] FIG. 14(D) shows that the reference area R2 in FIGS. 14(A) to 14(C) has been divided into new reference areas R2 and R3 by a line segment D1 that passes through the position "a2" where the fielder character C2 reaches the ball object BO (batted ball) and home base HB. That is, in FIG. 14(D), the reference area is divided into three reference areas: reference area R1, reference area R2, and reference area R3, by line segments D0 and D1. After the return ball, the fielder character C2 moves slightly to the position of reference area R3 on the left side or reference area R2 on the right side of line segment D1 based on a predetermined condition. For example, the predetermined condition is a condition based on the number of reference areas on the left and right sides of the fielder character C2. For example, the fielder character C2 moves slightly to the side with the fewer number of reference areas on the left and right sides, centered around the position "a2" of the fielder character C2. In the illustrated example, the number of reference areas on the left side of the position "a2" of the fielder character C2 is 1, and the number of reference areas on the right side is 2. Therefore, the fielder character C2 moves to the position "a3" in the reference area R3, which is to the left of the position "a2." If the number of reference areas on the left and right is equal, the fielder character C2 may move to the side with fewer reference areas, centered on the central line segment D0.
[0155] After returning the ball, the fielder character C2 may move in the same direction as the direction in which he moved to catch the ball object BO (hit ball). In other words, the above-mentioned predetermined condition may be a condition based on the moving direction of the fielder character C2 before catching the ball.
[0156] FIG. 14(E) shows a state in which the ball object BO (the second ball) knocked by the knocker character C1 in response to a user's operation for the second ball is flying toward right field. The fielder character C2 starts moving from position "a3" and moves to the right (toward right field) toward the direction of the hit ball. During this movement, the fielder character C2 moves twice, from reference area R3 to reference area R2 and from reference area R2 to reference area R1, so points for two moves (for example, 20,000 line points) are added. The more times the reference area changes, the more points are added. The score at this point, including the line points for the first ball, is 30,000 points in total.
[0157] The above process is repeated thereafter. That is, after the fielder character C2 returns the ball from the position where he caught the second ball, the reference area R1 in FIGS. 14(A) to 14(D) is divided into two new reference areas by a line segment passing through the position where the fielder character C2 reaches the second ball object BO (batted ball) and home base HB. Then, the process moves to the knocking of the third ball. If the reference area is divided each time the first to fourth balls are knocked, then by the time the fifth ball is knocked, the reference area R1 will have been divided into six reference areas.
[0158] FIG. 15 is an explanatory diagram of the game field of the Knocker game according to this embodiment. In this diagram, parts corresponding to those shown in FIG. 13 are assigned the same reference numerals. This diagram shows an example in which a reference area is divided into four reference areas for the first and second knocks. The direction of movement of the knocking ball and the movement of the fielder character C2 are the same as in the example shown in FIG. 13, and this diagram shows an example in which the reference area is used as the evaluation standard instead of the reference line. Here, in the field area FL, the foul line on the first base side is referred to as the first base foul line F1, the boundary between the OK area and the home run zone (the outfield fence portion) is referred to as the outfield boundary line F2, and the foul line on the third base side is referred to as the third base foul line F3. Furthermore, of the boundaries between the NG area and the OK area, the boundary between first and second base is referred to as the first infield boundary line F4, and the boundary between second and third base is referred to as the second infield boundary line F5.
[0159] The line segment D0 is a line segment from the position of home base HB (coordinates (0,0)) to the position of the center of the outfield boundary line F2 (coordinates (x0,y0)). Line segment D1 is a line segment that runs from the position "coordinates (0,0)" of home base HB, through the position "coordinates (x2,y2)" of "a2", to the position "coordinates (x20,y20)" of "k1" on the outfield boundary line F2. Line segment D2 is a line segment that runs from the position of home base HB (coordinates (0,0)), through the position of "a4" (coordinates (x4,y4)), to the position of "k2" on the outfield boundary line F2 (coordinates (x40,y40)).
[0160] The reference region R1 is the region between the line segments D0 and D2 in the OK area. That is, the reference region R1 is the range surrounded by the line segments D0, D2, the outfield boundary line F2, and the first infield boundary line F4. The reference region R2 is the region between the line segments D0 and D1 in the OK area. That is, the reference region R1 is the range surrounded by the line segments D0 and D1, the outfield boundary line F2, and the second infield boundary line F5. The reference area R3 is the area within the OK area between the line segment D1 and the third-base foul line F3. In other words, the reference area R3 is the area surrounded by the line segment D1, the third-base foul line F3, the outfield boundary line F2, and the second infield boundary line F5. The reference area R4 is the area within the OK area between the line segment D2 and the first base foul line F1. In other words, the reference area R4 is the area surrounded by the line segment D2, the first base foul line F1, the outfield boundary line F2, and the first infield boundary line F4.
[0161] In the initial state, the reference area R1 is the area obtained by combining the reference area R1 and the reference area R4 shown in the figure, and the reference area R2 is the area obtained by combining the reference area R2 and the reference area R3. The evaluation criterion setting unit 165 divides and sets the reference area R2 in the initial state into the reference area R2 and the reference area R3 shown in the figure based on the fact that the fielder character C2 has reached the ball object BO by knocking the first ball. Furthermore, the evaluation criterion setting unit 165 divides and sets the reference area R1 in the initial state into the reference area R1 and the reference area R4 shown in the figure based on the fact that the fielder character C2 has reached the ball object BO by knocking the second ball. The reference area setting information is stored in the storage unit 15 in place of the reference line setting information of the evaluation criterion setting information 151 shown in FIG.
[0162] FIG. 16 is a diagram showing an example of evaluation criterion setting information data according to this embodiment. The illustrated evaluation criterion setting information 151A associates reference area information regarding the range of each reference area with each reference area. The reference area information includes, for example, coordinate information for line segments consisting of straight or curved lines that form the edges of each reference area (boundaries with other areas). For example, the reference area information for reference area R1 shown in FIG. 16 includes coordinate information for line segments D0 and D2, outfield boundary line F2, and first infield boundary line F4.
[0163] The evaluation unit 166 evaluates the position of the ball object BO moved by the user's batting operation, i.e., the user's batting operation, based on whether the fielder character C2 moves to another reference area before reaching the ball object BO. The evaluation unit 166 also performs the above evaluation based on the number of times the fielder character C2 moves to another reference area before reaching the ball object BO (i.e., the number of times the reference area changes). In this way, even when the reference area is used as the evaluation standard, it is possible to evaluate the knock caused by the user's batting operation in the same way as when the reference line is used.
[0164] 17 is a diagram showing an example of data of evaluation result information according to this embodiment. The illustrated evaluation result information 152A associates, for each knock, batting information, the number of times the ball has moved to another reference area, points, bonus points, and a score. The number of times the ball has moved to another reference area is the number of times the fielder character C2 has moved to another reference area before reaching the ball object BO (i.e., the number of times the reference area has changed). The batting information, points, bonus points, and score are the same as those in the example shown in FIG. 8.
[0165] 9 to 12 by changing the evaluation criterion from the reference line to the reference area. Here, a detailed example of the evaluation process of step S140 in FIG. 9 according to this embodiment will be described.
[0166] Fig. 18 is a flowchart showing an example of evaluation processing according to this embodiment. In this figure, the same reference numerals are used to designate processes corresponding to those shown in Fig. 12, and their description will be omitted. The processes of steps S405A, S407A, and S409A are different from those in Fig. 12.
[0167] When it is determined that the hit is successful (S401: YES), the CPU 16 stores information indicating the hit is successful in the hit information of the evaluation result information 152A shown in Fig. 17, and determines whether or not the fielder character C2 has moved to another reference area before reaching the ball object BO (step S405A). For example, the CPU 16 determines whether or not the fielder character C2 has moved to another reference area based on the reference area information set in the evaluation standard setting information 151A shown in Fig. 16 and the coordinates of the position of the fielder character C2 before movement and the position where the fielder character C2 has reached the ball object BO.
[0168] Based on the determination result of step S405A, the CPU 16 determines whether or not the object has moved to another reference area (step S407A). If the CPU 16 determines that the object has moved to another reference area (step S407A: YES), the CPU 16 assigns points according to the number of times the object has moved to another reference area (i.e., the number of times the reference area has changed) (step S409A). For example, the CPU 16 stores points according to the number of times the object has moved to another reference area in the points of the evaluation result information 152A shown in FIG. 17. Then, the CPU 16 proceeds to the processing of step S411.
[0169] On the other hand, if it is determined that the object has not moved to another reference area (step S407A: NO), the CPU 16 does not give any points. For example, the CPU 16 stores "0" in the points of the evaluation result information 152A shown in Fig. 17. Then, the process proceeds to step S411.
[0170] In this embodiment, as shown in Figures 14 and 15, an example has been described in which the reference area is initially divided into reference area R1 and reference area R2 by line segment D0, but the reference area may not exist in the initial state. That is, the reference area may be divided only by a line segment (for example, line segment D1 in Figure 14, line segments D1 and D2 in Figure 15) that is set when fielder character C2 reaches ball object BO. In this case, line segment D0 does not need to be displayed.
[0171] [Summary of the third embodiment] As described above, the terminal device 10 (an example of a game device) according to this embodiment moves a ball object BO (an example of a specific object) in response to a hitting operation (an example of an operation) performed by a user. Furthermore, the terminal device 10 sets an evaluation criterion for evaluating the position of the ball object BO after it has moved, based on a reference area (an example of an area) that is divided based on the position of the ball object BO after it has moved due to a hitting operation performed by the user in the past.
[0172] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the evaluation criteria for evaluating the movement direction of the ball object BO moved by the user's operation itself change depending on the user's past operations.
[0173] For example, the terminal device 10 sets, as the evaluation criterion, a reference area divided by a line segment passing through a first reference position corresponding to the origin of the ball object BO (e.g., the position of home base HB) and a second reference position corresponding to the destination of the ball object BO (e.g., the position where the fielder character C2 reaches the ball object BO).
[0174] This allows the terminal device 10 to appropriately set a reference area for evaluating the position of the ball object BO after it has moved due to the user's hitting operation, based on the origin position and destination position of the ball object BO.
[0175] Furthermore, the game processing method in the terminal device 10 includes the steps of moving a ball object BO (an example of a specific object) by a user's hitting operation (an example of an operation), and setting an evaluation criterion for evaluating the position of the ball object BO after it has moved, based on a reference area (an example of an area) that is divided based on the position of the ball object BO after it has moved by a user's hitting operation performed in the past.
[0176] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the evaluation criteria for evaluating the movement direction of the ball object BO moved by the user's operation itself change depending on the user's past operations.
[0177] As in the first and second embodiments, the fielder character C2 may return the ball from the position where the fielder character C2 reached the ball object BO (hit ball), or the position where the fielder character C2 reached the ball object BO may be different from the position where the fielder character C2 returned the ball. In other words, the line segment dividing the reference area may be a line segment that passes through the position where the fielder character C2 reached the ball object BO and home base HB, or may be a line segment that passes through the position where the fielder character C2 returned the ball and home base HB.
[0178] [Fourth embodiment] Next, a fourth embodiment of the present invention will be described. In the third embodiment, an example was described in which a reference area divided by a line segment passing through a first reference position corresponding to the origin of the ball object BO moved by the user's batting operation (for example, the position of home base HB) and a second reference position corresponding to the destination of the ball object BO (for example, the position where the fielder character C2 reaches the ball object BO) was set as the evaluation reference, but the reference area may be divided by something other than the line segment. For example, an area of a predetermined range including the position where the fielder character C2 reaches the ball object BO may be set as the reference area.
[0179] FIG. 19 is an explanatory diagram of the game field of the knocker game according to this embodiment. In this figure, parts corresponding to those shown in FIG. 15 are given the same reference numerals. In the example shown, a circular range of a predetermined radius centered on the position of the fielder character C2 is used as the reference area. The reference area RC0 is the reference area set in the initial state, and is set as a circular range centered on the position "a1" of the fielder character C2 in the initial state. The reference area RC1 is set as a circular range centered on the position "a2" where the fielder character C2 reaches the ball object BO after the first knock.
[0180] For example, the reference area information (see evaluation criterion setting information 151A in FIG. 16 ) related to the present embodiment is associated with the coordinates of a center and a radius indicating a circular range for each reference area. The coordinates of the center are the coordinates of the position of the fielder character C2 in the initial state, the coordinates of the position where the fielder character C2 reaches the ball object BO, etc. The radius may be a constant value set in advance, or may be a different value between the initial state and a state other than the initial state. The radius may be set randomly each time the fielder character C2 reaches the ball object BO, or may be set according to the distance traveled by the fielder character C2 to reach the ball object BO. For example, the radius may be set to a smaller value as the distance traveled by the fielder character C2 to reach the ball object BO increases.
[0181] The evaluation unit 166 may evaluate the position of the ball object BO moved by the user's batting operation, i.e., the user's batting operation, based on whether the fielder character C2 moves outside the current reference area or moves to another reference area before the fielder character C2 reaches the ball object BO.
[0182] In this embodiment, an example has been described in which the reference area RC0 is set in the initial state as shown in Fig. 18, but the reference area does not have to exist in the initial state. That is, the reference area (for example, the reference area RC1 in Fig. 19) may be set only when the fielder character C2 reaches the ball object BO.
[0183] [Summary of the Fourth Embodiment] As described above, the terminal device 10 (an example of a game device) according to this embodiment moves a ball object BO (an example of a specific object) in response to a hitting operation (an example of an operation) performed by a user. Furthermore, the terminal device 10 sets an evaluation criterion for evaluating the position of the ball object BO after it has moved, based on a reference area (an example of an area) that is divided based on the position of the ball object BO after it has moved due to a hitting operation performed by the user in the past.
[0184] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the evaluation criteria for evaluating the movement direction of the ball object BO moved by the user's operation itself change depending on the user's past operations.
[0185] Furthermore, the game processing method in the terminal device 10 includes the steps of moving a ball object BO (an example of a specific object) by a user's hitting operation (an example of an operation), and setting an evaluation criterion for evaluating the position of the ball object BO after it has moved, based on a reference area (an example of an area) that is divided based on the position of the ball object BO after it has moved by a user's hitting operation performed in the past.
[0186] As a result, the terminal device 10 can realize a game that requires more strategic operations, since the evaluation criteria for evaluating the movement direction of the ball object BO moved by the user's operation itself change depending on the user's past operations.
[0187] As in the first to third embodiments, the fielder character C2 may return the ball from the position where the fielder character C2 reached the ball object BO (hit ball), or the position where the fielder character C2 reached the ball object BO may be different from the position where the fielder character C2 returned the ball. In other words, the reference area that is set when the fielder character C2 reaches the ball object BO may be set based on the position where the fielder character C2 reached the ball object BO, or may be set based on the position where the fielder character C2 returned the ball.
[0188] [Variations] Although the embodiments of the present invention have been described above in detail with reference to the drawings, the specific configurations are not limited to the above-described embodiments, and the present invention also includes designs that do not deviate from the gist of the present invention. For example, the configurations described in the above-described embodiments can be combined in any manner.
[0189] In the above embodiment, a knocker game is exemplified as part of a baseball game, but knocker games other than baseball, such as table tennis and tennis, may also be used. Furthermore, in the above embodiment, an example of a knocker game in which a user moves a ball object by performing a hitting operation to have a knocker character hit a ball, but the present invention is not limited to hitting operations. For example, a game in which a user moves a ball object by performing an operation to have a character pitch the ball may also be used. Furthermore, a game in which a user moves a ball object by performing an operation to have a character kick the ball may also be used. Furthermore, the specific object to be moved is not limited to a ball object, but may be, for example, a badminton shuttlecock or a flying disc.
[0190] Furthermore, in the above embodiment, an example was described in which the fielder character C2 is an NPC, but it may also be a character operated by another user. In this case, the game may have gameplay in which a user operating the knocker character C1 aims to move the fielder character C2 as much as possible by hitting the ball left or right with each knock, and a user operating the fielder character C2 aims to catch the knocked ball without missing it. Furthermore, if the fielder character C2 is an operated character by another user, a specification may be made in which an evaluation standard (reference line or reference area) is set even if the fielder character C2 fails to catch the ball.
[0191] Alternatively, a program for implementing the functions of the control unit 160 may be recorded on a computer-readable recording medium, and the program may be loaded into a computer system and executed to perform the processing of the control unit 160. Here, "loading a program recorded on a recording medium into a computer system and executing it" includes installing the program on a computer system. The term "computer system" here includes hardware such as an operating system and peripheral devices. The term "computer system" may also include multiple computer devices connected via a network, including the Internet, a wide area network (WAN), a local area network (LAN), or a dedicated line. The term "computer-readable recording medium" refers to portable media such as floppy disks, optical magnetic disks, ROMs, and CD-ROMs, as well as storage devices such as hard disks built into a computer system. Thus, a recording medium storing a program may be a non-transitory recording medium such as a CD-ROM. The term "recording medium" also includes internal or external recording media accessible from a distribution server for distributing the program. The program code stored on the recording medium of the distribution server may be different from the program code in a format executable on a terminal device. In other words, the format in which the program is stored on the distribution server is not important as long as it can be downloaded from the distribution server and installed in a format executable on a terminal device. The program may be divided into multiple parts, downloaded at different times, and then combined on a terminal device, or each divided program may be distributed by a different distribution server. Furthermore, the term "computer-readable recording medium" also includes a storage medium that stores a program for a certain period of time, such as volatile memory (RAM) within a computer system that serves as a server or client when a program is transmitted over a network. The program may also be a program that realizes part of the above-described functions. Furthermore, the program may be a so-called differential file (differential program) that can realize the above-described functions in combination with a program already stored in the computer system.
[0192] Furthermore, some or all of the functions of the control unit 160 described above may be realized as an integrated circuit such as an LSI (Large Scale Integration). Each of the above functions may be individually implemented as a processor, or some or all of the functions may be integrated into a processor. Furthermore, the integrated circuit method is not limited to LSI, and may be realized by a dedicated circuit or a general-purpose processor. Furthermore, if an integrated circuit technology that can replace LSI emerges due to advances in semiconductor technology, an integrated circuit based on that technology may be used.
[0193] In the above embodiment, at least a part of the data stored in the storage unit 15 of the terminal device 10 may be stored in an externally connected storage device. The externally connected storage device is a storage device connected to the terminal device 10 via a wired or wireless connection. For example, the externally connected storage device may be a storage device connected via a Universal Serial Bus (USB), a wireless Local Area Network (LAN), a wired LAN, or the like, or may be a storage device (data server) connected via the Internet or the like. This storage device (data server) connected via the Internet or the like may be used using cloud computing.
[0194] Furthermore, configurations corresponding to at least some of the units included in the control unit 160 may be included in a server connected via the Internet, etc. For example, the above-described embodiment can also be applied to so-called cloud games in which game processing is executed on a server.
[0195] [Note] From the above description, the present invention can be understood, for example, as follows: It should be noted that, to facilitate understanding of the present invention, reference numerals in the accompanying drawings are conveniently placed in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0196] (Supplementary Note 1) A game program according to one embodiment of the present invention causes a computer executing game processing to execute steps (S120, S217) of moving a specific object (BO) by user operation, and a step (S150) of setting evaluation criteria (L1, L2, L1A, L2A) for evaluating at least the direction of movement of the object based on the direction of movement of the object moved by the user's operation in the past.
[0197] According to the configuration of Appendix 1, the game program can realize a game that requires more strategic operations because the evaluation criteria for evaluating the direction of movement of a specific object (e.g., a ball object BO) moved by a user's operation change depending on past user operations.
[0198] (Appendix 2) One aspect of the present invention is a game program as described in Appendix 1, wherein in the setting step (S150), a boundary based on the direction of movement of the object moved by a previous operation performed by the user is set as the evaluation criterion.
[0199] According to the configuration of Appendix 2, the game program can realize a game that requires more strategic operations because the boundary (e.g., reference line) that serves as the evaluation standard for evaluating the movement direction of a specific object (e.g., a ball object BO) moved by user operation itself changes depending on past user operations.
[0200] (Appendix 3) One aspect of the present invention is a game program as described in Appendix 2, wherein in the setting step (S150), the direction from a first reference position (HB) corresponding to the origin of the object to a second reference position (a2, a4) corresponding to the destination of the object corresponds to the movement direction of the object, and a boundary (L1, L2, L1A, L2A) defined by a line segment passing through the first reference position and the second reference position is set as the evaluation criterion.
[0201] According to the configuration of Appendix 3, the game program can appropriately set a boundary (e.g., a reference line) that serves as an evaluation standard for evaluating the movement direction of a specific object (e.g., a ball object BO) moved by user operation, from the origin position and destination position of the specific object.
[0202] (Appendix 4) One aspect of the present invention is a game program as described in Appendix 2, wherein in the setting step (S150), the direction from a first reference position corresponding to the origin of the object to a second reference position corresponding to the destination of the object corresponds to the movement direction of the object, and a boundary (L1, L2) formed by a line segment from the first reference position to the second reference position is set as the evaluation criterion, and the evaluation criterion is an evaluation criterion for evaluating the movement direction and movement distance of the object.
[0203] According to the configuration of Appendix 4, the game program can evaluate the direction and distance of movement of a ball object BO moved by user operation by using a boundary (e.g., a reference line) that serves as an evaluation standard from the starting position of the specific object (e.g., a ball object BO) to its destination position.
[0204] (Appendix 5) One aspect of the present invention is a game program as described in Appendix 3 or Appendix 4, further comprising causing the computer to execute steps (S130, S301, S303) of moving a character (C2) in a direction to reach the object in response to the movement of the object, and the second reference position is the position where the character reaches the object.
[0205] According to the configuration of Supplementary Note 5, the game program can be evaluated using a boundary (e.g., a reference line) that includes the position where a character (e.g., a fielder character C2) reaches a specific object (e.g., a ball object BO).
[0206] (Appendix 6) One aspect of the present invention is a game program as described in Appendix 5, which further causes the computer to execute a step (S140, S405 to S409) of evaluating based on whether the second reference position corresponding to the movement direction of the object is on one side or the other side of the boundary that serves as the evaluation reference.
[0207] According to the configuration of Supplementary Note 6, the game program can vary the evaluation depending on which side of a boundary (e.g., a reference line) that serves as the evaluation standard the position at which a character (e.g., a fielder character C2) reaches a specific object (e.g., a ball object BO). That is, the game program can vary the evaluation depending on whether the character has passed through the boundary (e.g., a reference line).
[0208] (Appendix 7) One aspect of the present invention is a game program as described in Appendix 6, wherein in the evaluating step (S140, S405 to S409), if the character located on one side of the boundary that serves as the evaluation standard passes through the boundary in response to movement of the object by the user's operation and reaches the second reference position on the other side, the character is evaluated so as to receive a higher rating than if the character had reached the second reference position without passing through the boundary.
[0209] According to the configuration of Appendix 7, the game program can give a character (e.g., fielder character C2) a high evaluation (e.g., award points) by the user guiding the character through operations so that the character passes through a boundary (e.g., a reference line) that serves as the evaluation standard.
[0210] (Appendix 8) One aspect of the present invention is a game program as described in Appendix 7, wherein in the setting step (S150), a boundary that serves as the evaluation standard is added based on the first reference position and the second reference position each time the character reaches the second reference position in response to the movement of the object by the user's operation, and in the evaluating step (S140, S405 to S409), the character is evaluated so that the more times the character passes through the boundary before reaching the second reference position in response to the movement of the object by the user's operation, the higher the evaluation.
[0211] According to the configuration of Appendix 8, the game program can give a character (e.g., fielder character C2) a higher evaluation (e.g., award more points) by having the user guide the character through operations so that the character passes through more boundaries (e.g., reference lines) that serve as evaluation criteria.
[0212] (Appendix 9) One aspect of the present invention is a game program described in any one of Appendices 5 to 8, wherein in the evaluating step (S140), if the character does not reach the object that is moved by the user's operation, the character is evaluated so that it receives a lower rating than if the character had reached the object at any position.
[0213] According to the configuration of Appendix 9, even if the character (e.g., fielder character C2) reaches a specific object (e.g., ball object BO) moved by the user's operation without passing through the reference line, the game program can give the character a higher rating than if the character does not reach the specific object (e.g., the user's batting operation is a failed batting).
[0214] (Appendix 10) A game program according to one embodiment of the present invention causes a computer executing game processing to execute steps (S120, S217) of moving a specific object (BO) by user operation, and a step (S150) of setting evaluation criteria (R1, R2, R3, R4, RC1) for evaluating the position of the object after movement based on an area divided based on the position (a1) of the object after movement that was moved by the user's previous operation.
[0215] According to the configuration of Appendix 10, the game program can realize a game that requires more strategic operations because the evaluation criteria for evaluating the direction of movement of a specific object (e.g., a ball object BO) moved by a user's operation change depending on past user operations.
[0216] (Appendix 11) One aspect of the present invention is a game program as described in Appendix 10, wherein in the setting step (S150), an area (R1, R2, R3, R4) divided by a line segment (D1) passing through a first reference position corresponding to the origin of the object and a second reference position corresponding to the destination of the object is set as the evaluation criterion.
[0217] According to the configuration of Appendix 11, the game program can appropriately set a reference area that serves as an evaluation standard for evaluating the position of a specific object (e.g., a ball object BO) after it has been moved by a user's operation, from the origin and destination positions of the specific object.
[0218] (Appendix 12) A game processing method according to one aspect of the present invention is a game processing method executed by a computer that executes game processing, and includes steps (S120, S217) of moving a specific object (BO) by user operation, and a step (S150) of setting evaluation criteria (L1, L2, L1A, L2A) for evaluating at least the movement direction of the object based on the movement direction of the object moved by the user's operation in the past.
[0219] According to the configuration of Appendix 12, the game processing method can realize a game that requires more strategic operations because the evaluation criteria for evaluating the movement direction of a specific object (e.g., a ball object BO) moved by a user's operation change depending on the user's past operations.
[0220] (Appendix 13) A game processing method according to one aspect of the present invention is a game processing method executed by a computer that executes game processing, and includes steps (S120, S217) of moving a specific object (BO) by user operation, and a step (S150) of setting evaluation criteria (R1, R2, R3, R4, RC1) for evaluating the position of the object after movement based on areas divided based on the position of the object after movement that was moved by the user's operation in the past.
[0221] According to the configuration of Appendix 13, the game processing method can realize a game that requires more strategic operations because the evaluation criteria for evaluating the movement direction of a specific object (e.g., a ball object BO) moved by a user's operation change depending on the user's past operations.
[0222] (Appendix 14) A game device (10) that executes game processing according to one embodiment of the present invention includes an object moving unit (163) that moves a specific object (BO) in response to a user operation, and an evaluation criterion setting unit (165) that sets evaluation criteria (L1, L2, L1A, L2A) for evaluating at least the direction of movement of the object based on the direction of movement of the object moved by a previous operation by the user.
[0223] According to the configuration of Appendix 14, the game device can realize a game that requires more strategic operations because the evaluation criteria for evaluating the movement direction of a specific object (e.g., a ball object BO) moved by a user's operation change depending on past user operations.
[0224] (Appendix 15) A game device (10) that executes game processing according to one embodiment of the present invention includes an object moving unit (163) that moves a specific object (BO) by user operation, and an evaluation criterion setting unit (165) that sets evaluation criteria (R1, R2, R3, R4, RC1) for evaluating the position of the object after it has been moved, based on an area that is divided based on the position of the object that has been moved by the user's previous operation.
[0225] According to the configuration of Appendix 15, the game device can realize a game that requires more strategic operations because the evaluation criteria for evaluating the movement direction of a specific object (e.g., a ball object BO) moved by a user's operation change depending on past user operations. [Explanation of symbols]
[0226] 1 Game system, 10 Terminal device, 11 Communication unit, 12 Input unit, 13 Display unit, 14 Audio output unit, 15 Memory unit, 16 CPU, 30 Server device, 151 Evaluation criterion setting information, 152 Evaluation result information, 160 Control unit, 161 Operation reception unit, 162 Knock processing unit, 163 Ball hitting control unit, 164 Ball catching control unit, 165 Evaluation criterion setting unit, 166 Evaluation section, 167 display control section
Claims
[Claim 1] The computer that processes the game moving a specific object by a user operation; setting an evaluation criterion for evaluating at least the movement direction of the object based on a movement direction of the object moved by a previous operation performed by the user; A game program for executing the above.
Citation Information
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