Game program, game system, and game processing method
The game program and system enable multiplayer gameplay with single-player ease by controlling own and other player characters through networked devices, using semi-transparent and opaque displays to manage screen clutter and information visibility.
Patent Information
- Application Number
- JP2025091704
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-02
- Publication Date
- 2025-08-26
AI Technical Summary
There is a demand for games that can be played with other players while maintaining the ease of single-player play.
A game program and system that allows players to control their own characters and other player characters through networked game devices, with display modes that prevent clutter and allow players to view desired information about other players at desired times, including semi-transparent or opaque displays of other players' characters and user information.
Maintains the ease of single-player play while providing the feeling of multiplayer interaction by preventing screen clutter and allowing players to view other players' information at desired times.
Smart Images

Figure 2025124798000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to information processing for games and the like. [Background technology]
[0002] Traditionally, gameplay has been divided into single-player and multiplayer modes, which are separate play modes. (For example, Patent Document 1) [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-020843 Summary of the Invention [Problem to be solved by the invention]
[0004] There is a demand for games that can be played with other players while still maintaining the ease of single-player play. It was said that.
[0005] Therefore, the object of the present invention is to provide a game that allows players to play other games while maintaining the ease of single-player play. A game program, a game system, and a game method that can be played with other people are provided. To do this. [Means for solving the problem]
[0006] To achieve the above object, the following configuration examples can be given.
[0007] One example of the configuration is a player's own capacitive touchscreen, whose movement is controlled based on the operation of the user of the game device. and other game devices connected to the game device via a network. The other player's characters, whose movements are controlled based on the data, are placed in the game space and drawn. A game program for playing a game in which a computer of a game device is configured to play a game in which other player characters are without interfering with the player's character and objects placed in the game space. The movement of the player's character and that of the other players are controlled based on data from the other game devices. When at least a part of the other player's character overlaps with the other player's character, the display mode of the other player's character is changed to It is a game program that changes things.
[0008] According to the above configuration, in multiplayer mode, the ease of single-player play is maintained. And it gives you the feeling that you're playing with other players.
[0009] As another example of the configuration, the computer may include a When at least a part of the characters overlap, at least one of the changes in the display mode is to display the character of the other player. Changes may be made to display information about the user operating the character.
[0010] According to the above configuration, the game screen is prevented from becoming cluttered and difficult to see, and the player The information of other players can be displayed at the timing desired by the player.
[0011] As another example of configuration, the computer may display other player characters semi-transparently. stomach.
[0012] According to the above configuration, it is possible to provide the feeling of single play even in a multiplayer mode.
[0013] As another example of the configuration, the computer may display the characters of other players semi-transparently, Information about the user operating the layer character may be displayed opaquely.
[0014] According to the above configuration, the user's information can be clearly seen while maintaining the feeling of single play. It is possible.
[0015] In another configuration example, the computer may be configured to A replay character whose movement is controlled is further displayed, and the player's character and the replay character are displayed. When at least a part of the character overlaps, the display mode of the replay character is changed. It is also acceptable to do so.
[0016] According to the above configuration, the replay character provides the feeling of playing a multiplayer game. It also provides a moderate single-player feel.
[0017] In another configuration example, the computer may include a game stage in which a user of the game device plays. The stage selection screen displays the player's character and other players' characters. On the stage selection screen, other player characters are within a certain range of the player's character. When a character is located, the information of the user who is operating the other player character may be displayed. good.
[0018] According to the above configuration, the stage selection screen of a multiplayer game does not become cluttered and difficult to see. It is possible to display information about other players at a timing desired by the player while preventing the player from being overwhelmed by the other players. Therefore, for example, a player can select a stage that another player has selected. [Effects of the Invention]
[0019] According to this embodiment, the ease of single-player play is maintained while allowing players to play with other players. To provide a game program, a game system, and a game method that can be played This can be done. [Brief explanation of the drawings]
[0020] [Figure 1] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are attached to the main unit 2. [Figure 2] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 3] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 4] FIG. 1 is a diagram illustrating an example of a communication network. [Figure 5] FIG. 10 is a diagram illustrating an example of a stage selection screen. [Figure 6] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 7] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 8] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 9] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 10] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 11] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 12] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 13] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 14] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 15] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 16] FIG. 10 is a diagram illustrating an example of a game screen; [Figure 17] FIG. 10 shows an example of various data stored in the DRAM 85. [Figure 18] Example of a flowchart of game processing [Figure 19] Example of a flowchart of game processing [Figure 20] Example of a flowchart of game processing [Figure 21] Example of a flowchart of game processing [Figure 22] FIG. 10 is a diagram illustrating an example of the transparency of other player characters. DETAILED DESCRIPTION OF THE INVENTION
[0021] An embodiment will be described below.
[0022] [Hardware configuration of information processing system]
[0023] The following describes an information processing system (game system, game device) according to an example of this embodiment. An example of the game system 1 in this embodiment is a main unit (information processing device In this embodiment, the left controller 2 functions as the game device main body, and the right controller 3 The main unit 2 includes a left controller 3 and a right controller 4. That is, the game system 1 is detachable from the left controller 3 and the right controller 4 can be attached to the main unit 2 and used as an integrated device. The system 1 uses a main unit 2, a left controller 3, and a right controller 4 as separate units. The hardware configuration of the game system 1 of this embodiment will be described below. Then, the control of the game system 1 of this embodiment will be described.
[0024] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are Each of them is attached to the main unit 2 and integrated into it. The main unit 2 is The main unit 2 is equipped with a display 12. The right controller 3 and the left controller 4 are devices equipped with operation units for the user to input. be.
[0025] The main unit 2 also includes a speaker, from which sound effects and other sounds are output. .
[0026] The main unit 2 also has a left terminal for wired communication between the main unit 2 and the left controller 3. The main unit 2 has a right-side terminal for wired communication with the right controller 4.
[0027] The main unit 2 also includes a slot. The slot is located on the upper side of the housing of the main unit 2. The slot has a shape that allows a predetermined type of storage medium to be inserted. The types of storage media include, for example, dedicated storage media for the game system 1 and the same types of information processing devices. A storage medium (e.g., a dedicated memory card) is a predetermined type of storage medium, e.g., a main body Data used by device 2 (e.g., application save data, etc.), and / or Or a program executed on the main device 2 (for example, an application program, etc.) It is used to store the
[0028] The left controller 3 and the right controller 4 each include various operation buttons and the like. The various operation buttons and the like are used to control various programs (for example, OS programs) executed on the main device 2. It is used to give instructions according to the system or application program.
[0029] The left controller 3 and the right controller 4 are connected to the main unit 2 via wired communication. It is provided with terminals for performing the above.
[0030] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor. The processor 81 controls various information processes executed in the main device 2. An information processing unit that executes the process, such as a CPU (Central Processing Unit) It can be composed of only the CPU function and the GPU (Graphics Processing Unit), or SoC (System-on-Chip) that includes multiple functions such as a processing unit The processor 81 may be configured with a memory unit (specifically, a flash memory). An internal storage medium such as a flash memory 84 or an external storage medium inserted into the slot 23 By executing an information processing program (for example, a game program) stored in and executes various information processing.
[0031] The main device 2 includes a flash memory 84 and a and DRAM (Dynamic Random Access Memory)85 The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 mainly stores various data (programs, The DRAM 85 is a memory used to store data in information processing. This is memory used to temporarily store various data used.
[0032] The main unit 2 is provided with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. A predetermined type of storage medium (for example, a dedicated The processor 81 reads and writes data from and to the memory card. This is done.
[0033] The processor 81 is connected to a flash memory 84 and a DRAM 85, as well as to the above-mentioned storage media. The above information processing is performed by appropriately reading and writing data between the body and the device.
[0034] The main device 2 includes a network communication unit 82. The network communication unit 82 is The network communication unit 82 is connected to an external device via a network. In this embodiment, the network communication unit 82 For example, by connecting to a wireless LAN using a method that complies with the Wi-Fi standard, an external device (other The network communication unit 82 communicates with the main device 2) via the Internet. It is also possible to perform short-distance wireless communication (for example, infrared communication) with the main device 2.
[0035] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is The controller communication unit 83 is connected to the left controller 3 and / or the right controller 81. The main unit 2 communicates with the left controller 3 and the right controller 4 wirelessly. 4 can be communicated with in any manner. In this embodiment, the controller communication unit 83 communicates with the left Between the left and right controllers 3 and 4, Bluetooth (registered trademark) ) standard.
[0036] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 communicates with the left controller 3 via a wired connection, the processor 81 communicates with the left controller 3 via the left terminal 17. data to the left controller 3 via the left terminal 17, 3. The processor 81 also communicates with the right controller 4 via wire. When this is done, data is sent to the right controller 4 via the right terminal 21, and the right terminal The processor 81 receives operation data from the right controller 4 via the child controller 21. When communicating with the cradle, data is sent to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 includes the left controller 3 and the right controller 4. Both wired and wireless communication can be performed between the left and right controllers 4. The controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit or a main unit. When the main device 2 is attached to the cradle, the main device 2 transmits data (for example, For example, image data and audio data can be output to a stationary monitor.
[0037] The main device 2 includes a touch panel controller 8 that is a circuit for controlling the touch panel 13. The touch panel controller 86 controls the connection between the touch panel 13 and the processor 81. The touch panel controller 86 controls the touch panel 13 based on a signal from the touch panel 13. For example, data indicating the position where the touch input is made is generated and output to the processor 81. do.
[0038] The display 12 is also connected to the processor 81. The processor 81 (for example images generated (e.g., by performing the above-mentioned information processing) and / or images obtained from an external source is displayed on the display 12.
[0039] The main unit 2 includes a codec circuit 87 and speakers (specifically, left and right speakers). The codec circuit 87 is provided with a speaker 88 and an audio input / output terminal 2. 5 and also connected to the processor 81. The codec circuit 87 This is a circuit that controls the input and output of audio data to and from the audio input / output terminal 25.
[0040] The main body device 2 includes a power control unit 97 and a battery 98. The power control unit 97 controls the The power control unit 97 is connected to the power supply 98 and the processor 81. Each part of the main device 2 (specifically, each part that receives power from the battery 98, the left terminal 17 and the right terminal 21). The power control unit 97 is Based on this, the power supply from the battery 98 to each of the above components is controlled.
[0041] The battery 98 is connected to the lower terminal 27. An external charging device (for example, a The power cord is connected to the lower terminal 27, and power is supplied to the main unit 2 via the lower terminal 27. In this case, the supplied power is charged to the battery 98.
[0042] FIG. 3 shows an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. 2. The internal configuration of the main unit 2 will be described in detail in the block diagram of FIG. Therefore, it is omitted in Figure 3.
[0043] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 1, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 controls wired communication via the terminal 42 and communication without the terminal 42. The communication control unit 101 can communicate with the main device 2 both via wireless communication and the like. The controller 3 controls the communication method with the main unit 2. When the camera 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. In addition, when the left controller 3 is detached from the main unit 2, The control unit 101 communicates wirelessly with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed using, for example, a Bluetooth. This is done in accordance with the tooth (registered trademark) standards.
[0044] The left controller 3 also includes a memory 102, such as a flash memory. The control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and includes a memory 1 Various processes are performed by executing the firmware stored in 02.
[0045] The left controller 3 has buttons 103 (specifically, buttons 33 to 39, 43, 44, The left controller 3 also includes a left stick 32. The left stick 32 and the right stick 103 transmit information about the operation performed on them to the appropriate The signal is repeatedly output to the communication control unit 101 at the appropriate timing.
[0046] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 detects acceleration The left controller 3 is equipped with an angular velocity sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects three predetermined axes (for example, the x, y, and z axes shown in FIG. 4). The acceleration sensor 104 detects the magnitude of acceleration along one axis or In this embodiment, the angular velocity sensor may be one that detects acceleration in two axial directions. The sensor 105 detects angular velocities around three predetermined axes (for example, the x, y, and z axes shown in FIG. 4). The angular velocity sensor 105 may detect angular velocity around one axis or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are then used as appropriate. The signal is repeatedly output to the communication control unit 101 at the appropriate timing.
[0047] The communication control unit 101 controls each input unit (specifically, each button 103, the left stick 32, each The sensors 104 and 105) provide input information (specifically, information about the operation, or the detection result by the sensor). The communication control unit 101 The operation data including the acquired information (information obtained by performing a predetermined process) is transmitted to the main device 2. The operation data is transmitted repeatedly at a predetermined interval. The interval at which the information is transmitted to the main unit 2 may be the same for each input unit, or may be different. It's okay.
[0048] By transmitting the operation data to the main unit 2, the main unit 2 That is, the main unit 2 can obtain inputs made to the buttons 10. 3 and left stick 32 can be determined based on the operation data. The main unit 2 also transmits information about the movement and / or posture of the left controller 3 to the operator. Based on the operational data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105), It can be calculated based on the following.
[0049] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 1 The power control circuit 08 includes a battery and a power control circuit. The left controller 3 is connected to the battery, and the left controller 3 is connected to the battery. (each part that receives the signal).
[0050] As shown in FIG. 3, the right controller 4 includes a communication control unit 1 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. 11 and memory 112 are connected to the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 controls wired communication via the terminal 64 and Wireless communication without using the terminal 64 (specifically, in accordance with the Bluetooth (registered trademark) standard) The right controller 4 can communicate with the main unit 2 using both the The communication method for the physical device 2 is controlled.
[0051] The right controller 4 has input units similar to those of the left controller 3. The buttons 113, the right stick 52, the inertial sensor (acceleration sensor 114 and angular velocity sensor Each of these input units is provided with the left controller 3. It has the same function and operates in the same way.
[0052] The right controller 4 includes a power supply unit 118. The power supply unit 118 is It has the same function as the power supply unit 108 of the laser 3 and operates in the same manner.
[0053] [Games assumed in this embodiment] Next, the game processing (an example of information processing) executed by the game system 1 according to this embodiment will be described. The game assumed in this embodiment is, for example, a game in which various objects are distributed. The player (user) operates within the virtual space (game space) placed in the game. The player object (sometimes called the "player character") moves to reach a predetermined goal. It is an action game that achieves the above. Specifically, the player must complete multiple game stages ( Select the stage you want to play from the list (sometimes simply called "stage"), and This is an action game played by a mobile phone. It may also be other types of games (for example, role-playing games, etc.).
[0054] [Outline of game processing in this embodiment] FIG. 4 is a diagram illustrating an example of a communication network related to this game processing. In the game process, a plurality of game devices (game systems) 1 and a server 130 are connected via the Internet. 131, and can execute a multiplayer game. Up to four people (up to four game devices) can play multiplayer games. A plurality of game devices 1 can communicate with each other by short-distance wireless communication or the like without going through the Internet 131. The devices may be communicatively connected to each other to run a multiplayer game.
[0055] In addition, in this game processing, the character placed in the virtual space in response to the player's operation is It controls the movements, etc., takes (draws) a picture of the virtual space with a virtual camera, and displays it on the screen (display 12). In this game process, the player selects the desired stage. and play the game on the selected stage.
[0056] Figure 5 shows the screen where the player selects the stage to play (the "Stage Selection Screen"). In this game processing, A virtual space where each player can select a stage (sometimes called the "stage selection space"). Each player character moves on the ground in response to the operation of each player. A circular area (sometimes called the "stage selection area") is placed for selecting a stage. The stage selection space is photographed (drawn) by a virtual camera from diagonally above, and each game device 1 Each player controls a player character in a designated location. After moving the object onto the desired stage selection area, perform a predetermined selection operation (for example, pressing a button). By doing so, you can start the game for the stage that corresponds to that stage selection area. In the stage selection space, player characters can If you try to move to the same position, you will encounter interference and a collision. It may also be something.
[0057] FIG. 5(1) shows a game device 1 (sometimes called the "own game device") operated by a player. ), and FIG. 5(2) shows the stage selection screen of the game device 1 (" This is the stage selection screen of the other game device (sometimes called "other game device"). On the stage selection screen of the own game device, the player of the own game device operates the player character. Character (sometimes called "own player character") 200 and the player of another game device. The player characters operated by each player (sometimes called "other player characters") 201 to 204, a stage selection area 210 for selecting stage 1, and A stage selection area 211 for selecting stage 2 and a stage selection area 212 for selecting stage 3 are shown. A selection area 212 is displayed. For ease of understanding, the player character 200 is written as A, and other player characters 201 to 204 are written as B to E, respectively. In addition, in this game process, the stage selection screen and the stage On the screen of the own game device, a display area is set so that the own player's character is included on the screen of the own game device. (Drawing area) moves.
[0058] Then, as shown in FIG. 5(1), the player selects a stage on the stage selection screen of the player's game device. Within a predetermined range (for example, a radius of 2 meters or less in the virtual space) centered on the ear character 200 If there is another player character in the area, , and other information about the player of the player character (sometimes called "user information" ) 220 and 221 are displayed. The user information 220 also includes the player character's A character display showing the user's (player's) name (for example, an arbitrary name entered by this user) The user information 221 indicates the number of stages that the user has cleared in the game. The user information is displayed as information about the user. In FIG. 5(1), within a predetermined range centered on the player's character 200, Since the other player's character 201 is included, the other player's character 201 has user information. The reports 220 and 221 are displayed.
[0059] Next, as shown in FIG. 5(2), the other game device that controls the other player character 201 On the stage selection screen, the player's character 200 and the other player's character 201 are selected. 204 is displayed. On the stage selection screen of the other player character 201, the player character 201 is positioned within a predetermined range (for example, If there are other player characters within the radius of the player (for example, within a 2 meter radius), Above the layer character, the user information 220 and 221 of the player character is displayed. In FIG. 5(2), the player's character 201 is displayed within a predetermined range with the other player's character 201 at the center. Since the player character 200 is in the game, the other player character 202 is given user information. 220 and 221 are shown.
[0060] As mentioned above, on the stage selection screen, you can select a certain range of the player character you are controlling. If another player's character is located within the This allows you to view the user information without cluttering the screen. Players can view information about other players at any time they wish.
[0061] The user information 220 and 221 may be considered as part of the player character. That is, the display mode of the player character displays the user information 220 and 221. It can be thought that this has changed due to the
[0062] FIG. 6 shows the game stage selected on the stage selection screen described with reference to FIG. This is a diagram for explaining the screen (sometimes called the "stage screen"). In the process, a large number of stages are provided, and a virtual space corresponding to each stage is created for each game device. (sometimes called "stage space") is provided. The stage (stage space) has the same structure (configuration) across all game devices. a first stage provided in the first game device and a first stage provided in the second game device; The stage has the same structure (configuration) as the second stage provided in the first game device. The second stage provided in the second game device has the same structure (configuration). At least some of the stages have similar structures between the game devices. That's fine.
[0063] When the player selects a stage on the stage selection screen described with reference to FIG. The game scene will transition to the stage, and the stage space of the selected stage (where this player is The player's character and the stage space of the game device are displayed in the game. Objects such as blocks and the ground that make up the map, as well as enemy characters, are placed on the screen. The stage space is photographed (drawn) from the side by a virtual camera and displayed on the screen of each game device. The player can then operate the player character to move, etc. Once you have completed the stage, you can play the stage and complete the stage. The details are explained below.
[0064] FIG. 6(1) is an example of a stage screen of the player's own game device, and FIG. 6(2) is an example of a stage screen of the player's own game device. An example of a stage screen from another game device playing a stage (with the same structure). As shown in FIG. 6(1), the stage screen of the player's game device displays the player's game data. The player's own character 200, one enemy character 230, and other game characters are The other player's character 201 operated by the device (other player) is displayed, The game is underway.
[0065] Here, other player characters including the other player character 201 are displayed on the screen of the own game device. These player characters are not physically placed in the stage space, When drawing the stage screen of the own game device, it is composited and displayed. In the stage space of the other player's character, the object of this stage space In addition, after placing the other player's character in the stage space of the own game device, So, even if you control it by removing collision detection so as not to interfere with objects in the stage space, Also, as shown in FIG. 6(1), on the stage screen of the player's game device, the other players Characters of other players, including character 201, are displayed semi-transparently. The method for displaying data semi-transparently is to set the transparency. The method of displaying data semi-transparently is to make holes at regular intervals in the opaque pixels. A method that makes it appear semi-transparent may also be used.
[0066] On the other hand, as shown in FIG. 6(2), the stage screen of the other game device displays the player's progress. The other player's character 201, two enemy characters 230, and the player's own game character The player's character 200 is displayed as being controlled by a game device (see FIG. 6(1)). And the game is underway.
[0067] Here, in the stage space of the other game device, the player's character 200 shown in FIG. 6(1) is The other player characters, including When drawing the stage screen of another game device, the stage screen is composited and displayed. In the page space, other player characters including the player character 200 Do not interfere with objects in the stage space. After placing it in the stage space of the installation, it should be hit so as not to interfere with the objects in the stage space. As shown in FIG. 6(2), the game may be controlled by deleting the game decision. On the stage screen, other player characters including the player character 200 of FIG. 6(1) are displayed. The other player characters are displayed semi-transparently. The method for displaying other player characters semi-transparently is to set Alternatively, holes may be made at regular intervals in the drawn pixels to make them appear semi-transparent.
[0068] In addition, in this game process, as shown in FIGS. 6(1) and 6(2), the stage images of each game device are On the screen, the player characters operated by other players are displayed in the corresponding positions and postures. This allows for multiplayer play.
[0069] In addition, in each stage of this game, the player's character, other player's characters The enemy character can move left and right and up and down, and can only move forward and backward. In other words, it is possible to move within the xy plane shown in Figure 6. In this game, the player's character can jump or otherwise ram into blocks. If you make a mistake such as touching an enemy character 230, you will be After 5 seconds, the character will disappear and the stage will be cleared. When you meet certain conditions, such as getting a specific item or reaching the goal, your status will change. Successfully clear the page.
[0070] FIG. 7 shows a stage screen of the player's game device, in which the player's character is playing against another player's character. FIG. 10 is a diagram for explaining a case where a character comes into contact with (overlaps with) a character. On the stage screen of the own game device, the characters of other players are displayed on the stage screen of the own game device. Objects placed in the stage space (player character, enemy character, block In this game process, the stage screen of the own game device When the player's character and the character of another player overlap (contact), the other player The ear character shakes and the user information of the other player characters is displayed. This will be explained in detail below.
[0071] As shown in FIG. 7(1), the player's character 200 and the other player's character 201 approach each other, and as shown in FIG. 7(2), the player's character 200 and the other player's character When the character 201 comes into contact with the other player's character, as shown in FIG. 7(3), The player character 201 is displayed as shaking, and the user operating the other player character 201 Information 220 and 221 are displayed. As already explained, the status of the player's own game device is displayed. On the page screen, the other player's character 201 is displayed semi-transparently, but the user information 22 0 and 221 are displayed opaque. Also, as shown in Figure 7(2), The character 201 is an enemy character, which is an object placed in the stage space of the own game device. The character 230 does not interfere with the other player character 230, but passes through the enemy character 230. The player's character 201 is also displayed on the stage screen of the other game device that controls the layer character 201. The character 200 and the other player's character 201 come into contact (overlap), The other player's character 201 is not displayed as shaking, and the user information 220 and 222 Instead, the player's character is not displayed on the stage screen of the other game device. The display 200 appears to be shaking, and the user information of the player's character is displayed.
[0072] Then, as shown in FIG. 7(4), the player's character 200 and the other player's character For a predetermined time (for example, 3 seconds) after the overlap (contact) with the sensor 201 is lost, the user information After the display of 220 and 221 continues, the user information 22 is displayed as shown in FIG. 7(5). The display of 0 and 221 ends.
[0073] By controlling it in this way, the stage screen will not become cluttered and difficult to see. While preventing this, the player can move their own character to the other player's character at the desired timing. By touching the Kuta, the user can view the user information of other player characters.
[0074] FIG. 8 shows a stage screen of the player's game device, in which the player's character is playing against another player's character. Contact with a character's replay character (sometimes simply called a "replay character"). This is a diagram for explaining the case where the replay character overlaps with another player. Based on the operation history of other player characters operated by the layer in the past, The replay character is a character that performs the same movements as the replay character. Unlike other player characters, whose movements are controlled in real time, By displaying the replay character, other players can Even if you are not playing the stage, you can play as if you are playing multiplayer. The data for displaying the replay character can be, for example, The server 130 (see FIG. 4) provides the game device with the information.
[0075] On the stage screen of the player's own game device, the replay character is a character of another player. (See Figure 7) Specifically, the same control is performed as in the stage space of the own game device. Interfering with the object (your own character, enemy character, block, ground, etc.) In addition, the player's character and the replay are not displayed on the stage screen of the player's game device. When the replay character overlaps (contacts) with the replay character, the replay character shakes and the The user information of the character is displayed. This will be explained in more detail below.
[0076] As shown in FIG. 8(1), the player character 200 and the replay character 240 As shown in FIG. 8(2), the player character 200 and the replay character 24 When the replay character 240 comes into contact with the character 240, as shown in FIG. The replay character 240's user information 220 and 221 (that is, user information of other player characters previously operated) is displayed. Here, the replay character 240 on the stage screen of the own game device is It is displayed semi-transparently like the character 201 (see FIG. 7), but the user information 220 and 221 is displayed opaque. Also, as shown in FIG. 8(2), the replay character 2 40 is an enemy character 23, which is an object placed in the stage space of the own game device. 0 and passes through enemy character 230.
[0077] Then, as shown in FIG. 8(4), the player's character 200 and the replay character For a predetermined time (for example, 3 seconds) after the overlap (contact) with 240 is lost, After the display of 20 and 221 continues, as shown in FIG. 8(5), the user information 220 The display of 221 and 222 ends. In FIG. 8, the replay character is The display style is the same as that of other player characters, but it indicates that it is a replay character. Therefore, different display modes may be used.
[0078] FIG. 9 is a diagram for explaining emote displays (emotion displays). The player can then perform a predetermined operation to display an emote on his / her character. and the stage screen of the game device itself and the other game devices of the multiplayer partner are displayed. Emotes can be displayed on the stage screen. The emote display can be a smiling expression, a tired expression, an angry expression, or a It is a display that imitates human facial expressions (faces), such as facial expressions, and by displaying emotes, it is possible to You can express your feelings about dislike. Below is a detailed explanation.
[0079] As shown in FIG. 9, a player of another game device in a multiplayer game can play the character of another player. When the player displays a smiling emote on the player's game device, A smiling emote image 241 is displayed opaquely next to the other player character 201. Here, on the stage screen of the own game device, the other player's character 201 During the period when the emote image 241 is displayed (opaque display), it is usually displayed semi-transparently. The other player's character 201 is displayed in an opaque state. When displaying an emote for the player's character 200, the other players in the multiplayer On the stage screen of the game device, the player's character 200 is similarly displayed with an emotion. The display will be displayed.
[0080] FIG. 10 shows a stage screen of the player's own game device in which the character of another player is in a ghost state. The ghost state is when the player character is in a ghost state. This is the state where you make a mistake such as touching a character, and after entering the ghost state, After a certain period of time (for example, 5 seconds) has passed, the player character disappears from the stage. In addition, the ghost-like player character can fly and attack other player characters or By touching the replay character, the ghost will return to its original state and disappear. This can be avoided. The details are explained below.
[0081] First, as shown in FIG. 10(1), the player's stage screen on the player's game device is displayed. The character 200 and a semi-transparent character 201 of another player are displayed. In the stage space of the layer character 201 (stage screen of another game device; not shown), If the other player's character 201 makes a mistake and turns into a ghost, as shown in FIG. As shown in the figure, on the stage screen of the player's own game device, the other player's character 201 appears as a ghost. It changes to a dark state and becomes opaque.
[0082] Next, in the stage space of the other player's character 201, When the other player's character 201 moves and comes into contact with the player's character 200 (see FIG. As shown in FIG. 10(3), a ghost-like figure appears on the stage screen of the player's own game device. The other player's character 201 moves in the same way and connects with the player's character 200. Then, in the stage space of the other player character 201, The character 201 returns to its original state by coming into contact with the player's character 200 (see FIG. (Not shown) Also, as shown in FIG. 10(4), a ghost appears on the stage screen of the player's own game device. When the other player's character 201 in the locked state comes into contact with the player's character 200, It will return to its original state and become semi-transparent again. When the other player's character 201 and the player's character 200 come into contact with each other, The other player character 201 in the ghost state also has the user information 220 and 221 displayed ( opaque display) is being performed.
[0083] FIG. 11 shows a stage screen of the player's game device in which the player's character is in a ghost state. This will be specifically described below.
[0084] First, as shown in FIG. 11(1), the player's stage screen on the player's game device is displayed. The character 200 and a semi-transparent character 201 of another player are displayed. The character 200 makes a mistake by contacting the enemy character 230. Next, as shown in FIG. As you can see, this mistake caused the player's character to appear on the stage screen of the player's game device. The Kuta 200 changes into a ghost state. Characters that may be displayed in bright light are other player characters and replay characters. The player's character is not displayed semi-transparently even when in ghost form.
[0085] Next, as shown in FIG. 11(3), the player's stage screen on the player's game device When the character 200 and the other player's character 201 come into contact with each other, as shown in FIG. The player's character 200 then returns from the ghost state to its original state. 3) As shown in (4), the player's character is displayed on the stage screen of the player's game device. When the character 200 comes into contact with the character 201 of another player, the character 200 of another player User information 220 and 221 are displayed in 201 .
[0086] 12 and 13 show other characters displayed on the stage screen of the game device. The transparency of the player characters is determined by the number of player characters displayed on the same screen. The figure is for explaining how the player character changes depending on the The character that moves based on the operation of the ear, and the player's own character, other players' characters Other player characters are characters of other players. A character that moves based on the operation, and can interact with other player characters and replay characters. This will be explained in detail below.
[0087] As shown in FIG. 12(1), the player's character 20 is displayed on the stage screen of the player's game device. 0 and other player character 201 are displayed (i.e., one other player character is displayed on the screen) When a character of another player is displayed, the character of the other player 201 is displayed semi-transparently. On the other hand, as shown in Figure 12(2), the stage of the player's game device is displayed with a transparency of 60%. The screen shows the player's character 200, the other player's character 201, and the other player's character. When the character 202 is displayed (i.e., when two other player characters are displayed on the screen), When the other player character 201 is displayed semi-transparently, 202 is displayed with 80% transparency.
[0088] Although not shown, the player's character 200 and the character 210 are displayed on the stage screen of the player's game device. When more than three other player characters are displayed (i.e., when three or more other player characters are displayed on the screen) When a character is displayed, other player characters are displayed semi-transparently. The transparency of other player characters changes from 60% to 80%. When switching from 80% to 60% and vice versa, the transparency decreases gradually (linearly). The voltage can be changed (either gradually or stepwise).
[0089] FIG. 13 shows the case in FIG. 12 where the other player character 201 is playing the local multiplayer game. This is a diagram for explaining the case where the characters are A plurality of players can play the game using their own controllers 3, etc., on one main unit 2 (see FIG. 1). This is a multiplayer game in which players connect to each other and control their own player characters. The other player characters 201 and 202 are characters in local multiplayer. Multiplayer via internet communication or short-range wireless communication ("remote multiplayer") This character is a character in the local multiplayer mode. Unlike other player characters in remote multiplayer, the ear character is semi-transparent. is not displayed. The following is a detailed explanation.
[0090] As shown in FIG. 13(1), the player's character 20 is displayed on the stage screen of the player's game device. 0 and the other player character 201 of the local multiplayer is displayed (i.e., When one other player character is displayed on the screen, this other player character 201 is displayed opaque. In other words, other player characters in local multiplayer The game is displayed opaquely. Then, as shown in FIG. 13(2), the stage screen of the game device The player's character 200 and the other player's character 201 of the local multiplayer When the character 202 of another player in the remote multi-play mode is displayed (i.e., when the character 202 is displayed on the screen), When two other player characters are displayed on the screen, the remote is displayed semi-transparently. Other player characters 202 in multiplayer are displayed with 80% transparency.
[0091] Although not shown, the player's character 200 and the character 210 are displayed on the stage screen of the player's game device. , other player characters 201 in local multiplayer and one or more remote multiplayer When Ray's other player characters are displayed (i.e., when there are three or more other player characters on the screen) When the character is displayed, it will be displayed semi-transparently. The character is displayed with 80% transparency.
[0092] As described above, in this game processing, the other player characters displayed on the stage screen The more (2 or more), the more transparent the other player characters will be. By raising the screen, it is possible to prevent the screen from becoming cluttered and difficult to see. The transparency of other player characters will be described in detail later with reference to FIG.
[0093] 14 to 16 show the stage screens of other game devices in the multiplayer mode ( The stage space) changes from the first structure to the second structure (sometimes called a "stage structure change"). ), the effect will be applied to the character of the other player on the stage screen of the own game device. 14A and 14B are diagrams for explaining the content of adding a toner image. (2-1) and (2-2) are the stage screens of the own game device and other game devices at the same timing. (1-2) and (2-2) in Figure 15 are the same timing images. The stage screen of the own game device and the stage screen of the other game device are shown in (1-) of FIG. 3) and (2-3) are the stage screens of the own game device at the same timing thereafter and This is a stage screen of another game device. A specific description will be given below with reference to FIGS.
[0094] First, as shown in FIG. 14(1-1), the player's stage screen is displayed on the player's game device. A player character 200 and a semi-transparent other player character 201 are displayed. As shown in FIG. 14(2-1), at the same time, the stage images of other game devices are displayed. On the screen, the other player's character 201 and the player's character 200 are displayed in semi-transparent. In addition, the stage screen of the own game device (stage space of the own game device) and other On the stage screen of the game device (stage space of the same structure on another game device), Item 250 is placed at the same position.
[0095] In the stage space of the own game device (see FIG. 14 (1-1)), the own player character When player 200 gets item 250, the structure of the stage space of his / her own game device becomes the first structure. The structure changes from the first structure to the second structure (not shown). As will be described later using (2-3), in the stage space of the other game device (see FIG. 14 (2-1) When the other player's character 201 gets the item 250, The structure of the stage space will change. The structural change of the stage space due to this is the difference between the stage space of the own game device and the stage space of other game devices. It is the same with space.
[0096] Next, as shown in FIG. 15(2-2), the stage screen of the other game device ( In the stage space, another player's character 201 moves and touches an item 250. If you get Item 250, the stage space of the other game device will return to the original structure before the change. It changes into the second structure after the transformation, and there are stairs going up to the sky, an underground space, and a stairs going down to the underground space. Stairs appear, and the character's range of movement changes. Even if the character 200 gets the item 250, the item 250 is not displayed in the stage space of the game device. Similar structural changes occur in the
[0097] On the other hand, as shown in FIG. 15(1-2), on the stage screen of the player's own game device, the above-mentioned other In response to the movement of the other player's character 201 in the stage space of the game device, The ear character 201 is moved. Then, as shown in FIG. 15(1-2), The effect image 260 is added to the layer character 201, and the effect image 260 is displayed on the stage of another game device. This suggests that the structure of the space has changed. , the other player character 201 gets the item 250 and the other player character 20 You can see that the structure of the stage space has changed. The image 260 is attached only when the item 250 is acquired by the player character. As shown in Figure 15 (2-2), the status of other game devices In the screen, the player's character 200 is It is displayed at a position corresponding to the position of the character 200.
[0098] Next, as shown in FIG. 16(2-3), the stage screen of the other game device ( In the stage space, when another player character 201 climbs the stairs going up into the sky, As shown in 5(1-2), the stage screen of the own game device displays the stage of the other game device. An effect image 260 is added in accordance with the movement of the other player's character 201 in space. The other player's character 201 rises into the air. The player can acquire the item 250 to activate the player character 200. You can imagine the actions (movements) of
[0099] In the above, the structural changes on the stage screen of the other game device (stage space of the other game device) I have explained what happens when this happens, but the stage screen of your own game device (the stage of your own game device) Similar control occurs when a structural change occurs in the space.
[0100] The above-described stage state changes are not limited to those described with reference to FIGS. 14 to 16. For example, the stage structure change is such that at least part of the topography of the stage space does not move. For example, a stage structure change may be a change from a stage empty state to a moving state. The underwater area and the non-underwater area may be interchanged. The structural change may be a change in the direction in which gravity acts.
[0101] [Details of information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to FIGS.
[0102] [About data usage] The various data used in this game processing will be explained. 17 shows an example of data stored in the DRAM 85 of the system 1. As shown in FIG. The AM85 is provided with at least a program storage area 301 and a data storage area 302. The program storage area 301 stores a game program 401. Area 302 contains game control data 402, image data 408, and virtual camera control data. The data 409, operation data 410, transmission data 411, and reception data 412 are stored. The game control data 402 includes object data 403.
[0103] The game program 401 is a game program for executing the game processing.
[0104] The object data 403 is data of an object to be placed in a virtual space. Player characters, enemy characters, items, ground, blocks, rocks, stones, trees, buildings, etc. The object data 403 includes the location of the object. This includes data such as target (position), orientation, posture, and status.
[0105] Image data 408 is image data such as background and virtual effects.
[0106] The virtual camera control data 409 controls the movement of the virtual camera placed in the virtual space. Specifically, it specifies the position, posture, angle of view, and imaging direction of the virtual camera. This is data.
[0107] The operation data 410 includes the operations performed on the left controller 3 and the right controller 4. For example, the movement of the left controller 3 and the right controller 4 This includes data indicating input status such as changes in posture and the pressing status of various buttons. The contents of the operation data are based on signals from the left controller 3 and the right controller 4, It is updated at a predetermined interval.
[0108] The transmission data 411 is data to be transmitted to other game systems 1, and includes at least In both cases, the data includes information for identifying the sender and the contents of the operation data 410. The trust data 411 includes the player's own information to be transmitted to the other game systems 1 of the multiplayer partners. It includes data about the character (data indicating coordinates (position), posture, status, etc.).
[0109] The received data 412 is data to be transmitted received from another game system 1 and transmitted to the other game system 1. This data is stored so that each system (i.e., the sender) can be identified. The data 412 includes information received from other game systems 1 (or servers) of the multiplayer partners. Data relating to other player characters (data indicating coordinates (position), posture, status, etc.) Includes:
[0110] In addition, DRAM85 stores various data used in game processing as needed. will be done.
[0111] [Details about game processing] Next, details of the game processing according to this embodiment will be described with reference to a flowchart. 18 to 21 are examples of flowcharts showing details of the game processing according to this embodiment. .
[0112] First, when the game process is started, in step S100 of FIG. 81 performs a stage selection process, which will be described later with reference to FIG. 19. Then, the process proceeds to step S2 Move to 00.
[0113] In step S200, the processor 81 executes the process described later with reference to FIGS. Stage execution processing is then performed. After that, the processing returns to step S100. In addition, the game end operation is performed in the stage selection process of step S100 described later. Then, this game processing ends.
[0114] FIG. 19 is an example of a flowchart showing the details of the stage selection process. This will be explained using:
[0115] First, in step S101, the processor 81 performs the following operation based on the operation data 410: It is determined whether or not the player's character has been moved. If the determination is YES, Then, the process proceeds to step S102, and if the determination is NO, the process proceeds to step S103. do.
[0116] In step S102, processor 81 performs the following operation based on the operation in step S101: , the player's character. The position, posture, etc. of the other game system 1 (other game device) of the other multiplayer game player is transmitted. After that, the process returns to step S101. Therefore, in the stage selection space, the player's character 200 moves in response to the player's operation. moves (see Figure 5(1)).
[0117] In step S103, the processor 81 receives the object data 403 and the received Based on the data 412, the other player's character is selected as the player in the stage selection space. It is determined whether or not the character is within a predetermined distance (for example, a radius of 2 meters). If the determination is YES, the process proceeds to step S104, and if the determination is NO, the process proceeds to step S105. Moving on to step S105.
[0118] In step S104, the processor 81 determines whether the object is within the predetermined distance in step S103. The user information is displayed on the character of the other player who is determined to be a player. As explained using the above, the other player character is The processor 81 displays information about the player (user) operating the controller. The position, posture, and user information of the character are transmitted to other game systems of the multiplayer opponents. After that, the process returns to step S103.
[0119] In step S105, the processor 81 receives the object data 403 and the received data. Based on the data 412, the player character selects a stage in the stage selection space. If the answer is YES, the process proceeds to step The process proceeds to step S106, and if the determination is NO, the process proceeds to step S107.
[0120] In step S106, processor 81 executes the process of The execution of the stage according to the stage selection position to which the player moves is determined. The player operates his / her own character and decides to execute the selected game stage. The process proceeds to step S200 in FIG. 18, and the state selected by the player in step S106 is The game begins.
[0121] In step S107, the processor 81 executes a predetermined game based on the operation data 410. It is determined whether or not a game end operation has been performed. If the determination is YES, this game processing ends. If the determination is NO, the process returns to step S101.
[0122] 20 and 21 are examples of flowcharts showing the details of the stage execution process. The following description will be given with reference to FIGS. 20 and 21.
[0123] First, in step S201, the processor 81 performs a stage start process. The game stage determined in step S106 of step 19 is started. Move to step S202.
[0124] In step S202, processor 81 executes the operation of the player based on operation data 410. It is determined whether the ear character has been moved. If the determination is YES, the process If the determination is NO, the process proceeds to step S204.
[0125] In step S203, processor 81 performs the following operation based on the operation in step S202: The processor 81 also moves and displays the player's character. The position and posture of the robot are sent to the other game systems 1 (other game devices) of the multiplayer. After that, the process proceeds to step S204. By this logic, the player's character moves in the stage space according to the player's operation. and displayed on the screen (see Figure 6(1) etc.).
[0126] In step S204, the processor 81 receives the data 412 and other data from other processors. Layer-type characters can move and change posture in the stage space of the game device of the other player in multiplayer. If the answer is YES, the process proceeds to step S205. If the determination is NO, the process proceeds to step S206. The hateful characters are characters that act based on the actions of other players in multiplayer. The characters are the other player's characters and the replay character.
[0127] In step S205, the processor 81 receives the received data in step S204. Based on the data 412, the other player's character is displayed moving. The process proceeds to step S206. The screen will be displayed with the character moving (see Figure 6(1)). If the character is a replay character, for example, the character is received from the server (see Figure 4). Data on the position and posture of the replay character (past data on other player characters) Based on the operation history data, the movement of the replay character is displayed.
[0128] In step S206, processor 81 performs the operation of the emotion based on operation data 410. If the determination is YES, the process proceeds to step S If the determination is NO, the process proceeds to step S208.
[0129] In step S207, processor 81 executes a predetermined time The emote display will be performed for a certain period of time (for example, 20 seconds), and the emote display information will be shared with other multiplayer players. The game device then transmits the information to the game device. Then, the process proceeds to step S208.
[0130] In step S208, the processor 81 performs multi- Emote information from other game devices of the playing partner (or from the server in the case of replay characters) If the answer is YES, the process proceeds to step S209. If the determination is NO, the process proceeds to step S210.
[0131] In step S209, the processor 81 executes the emote received in step S208. Display an emote for a predetermined time (for example, 20 seconds) for other player characters related to the information. During the execution of the emote display, the processor 81 The other player's character is displayed opaquely (see FIG. 9). Then, the process proceeds to step S2 By the processing of steps S206 to S209, the own game device and other game devices An emote is displayed on the device.
[0132] In step S210, the processor 81 receives the operation data 410 and the object Based on the data 403, etc., the player's character may make a mistake such as contact with an enemy character. If the answer is YES, the process proceeds to step S211. If the determination is NO, the process proceeds to step S212.
[0133] In step S211, processor 81 turns the player character into a ghost. The ghost status information is displayed (see FIG. 11) and transmitted to other game devices that are playing the multiplayer game. Thereafter, the process proceeds to step S212.
[0134] In step S212, the processor 81 performs multi- Ghost status information is sent from the other game device of the playing partner (or from the server in the case of a replay character). If the answer is YES, the process proceeds to step S213. If the determination is NO, the process proceeds to step S214 in FIG.
[0135] In step S213, the processor 81 Other player characters related to the state information are displayed as opaque ghosts for a specified period of time (5 seconds) (See FIG. 10.) Thereafter, the process proceeds to step S214 in FIG.
[0136] In step S214 of FIG. 21, the processor 81 receives the object data 403 and Based on the received data 412, the ghost state of the player's own character is given the information of the other player's character. It is determined whether the character has made contact. If the determination is YES, the process proceeds to step S2. If the determination is NO, the process proceeds to step S216.
[0137] In step S215, processor 81 changes the ghost state of the player character to (See FIG. 11.) After that, the process proceeds to step S216.
[0138] In step S216, the processor 81 converts the object data 403 received data Based on 412, etc., when a player character comes into contact with another player character in a ghost state, If the answer is YES, the process proceeds to step S217. If the determination is NO, the process proceeds to step S218.
[0139] In step S217, processor 81 determines whether the other player character is in a ghost state. (See FIG. 10.) After that, the process proceeds to step S218.
[0140] In step S218, processor 81 performs the transparent The brightness control process is performed as shown in FIG. 6(1), FIG. 8 to FIG. 10, FIG. 12, and FIG. 1 This is a process for controlling the transparency of other player characters, which has been specifically explained using 3 etc. For convenience of explanation, step S218 is placed before step S219. The process of 218 is performed when other player characters are displayed on the screen during the stage execution process. It will run continuously for the duration of the
[0141] FIG. 22 is a diagram (table) for explaining the transparency of other player type characters. In step S218, processor 81 determines whether other players Controls the transparency of the character.
[0142] As shown in FIG. 22, the processor 81 controls the character of another player in remote multiplayer mode. Other players in normal state (not in ghost state or emote display) When displaying a player character, the number of other player characters on the display screen is 1. In this case, the other player characters are displayed with 60% transparency (see Figure 12(1)). Furthermore, when the communication conditions for multi-play deteriorate (when the communication speed is If the speed is less than 70%, set the transparency to 70%.
[0143] The processor 81 also controls a character of another player in a remote multiplayer game. When displaying other player characters in a normal state, If the number of characters is 2 or 3, the other player characters are displayed at 80% transparency. (See FIG. 12(2)). Furthermore, the processor 81 detects that the communication situation for multi-play has deteriorated. In this game, the number of other player characters is The maximum is 3.
[0144] In addition, the processor 81 may be configured to When displaying other player characters, set the transparency of these other player characters to 0% ( The processor 81 also displays the image in a multi-color (opaque) state (see FIGS. 9, 10, and 13). Even if the ray's communication status deteriorates, it will be displayed at 0% transparency (opaque).
[0145] Furthermore, when displaying a replay character, processor 81 If the number of other player characters is 1, make this other player character 60% transparent. Furthermore, the processor 81 may display the degree of the communication status of the multi-play as If the speed is less than the specified speed, the transparency is set to 70%.
[0146] Furthermore, when displaying a replay character, processor 81 If the number of other player characters is 2 or 3, the other player characters are 80% Furthermore, when the communication situation of the multi-play deteriorates, the processor 81 Set the transparency to 90%.
[0147] In step S219, the processor 81 receives the object data 403 and the received Based on the data 412, etc., the player's character has come into contact with the other player's character. If the answer is YES, the process continues. The process proceeds to step S220, and if the determination is NO, the process proceeds to step S221.
[0148] In step S220, processor 81 executes the process of The other player's character that is determined to have come into contact with the other player's character is shaken, and the other player's character is Displays the user information of the character (see Figures 7, 8, and 10). The player character does not sway when touched, but it may be assumed that it does. After that, the process proceeds to step S221.
[0149] In step S221, the processor 81 performs a process based on the object data 403 etc. Then, it is determined whether the player's character has acquired a predetermined item. If the answer is NO, the process proceeds to step S222. Move on to 23.
[0150] In step S222, processor 81 performs a stage structure change in the stage space. (See Figure 14 (2-1) and Figure 15 (2-2)) and multiply the effect start information. The effect start information is transmitted to the other game device of the playing partner. The device starts displaying the effect image 260 described with reference to FIG. 15(1-2). Thereafter, the process proceeds to step S223.
[0151] In step S223, processor 81 determines whether the effect end condition is met. The effect end condition is, for example, when the display of the effect image 260 starts. If this determination is YES, the process is The process proceeds to step S224, and if the determination is NO, the process proceeds to step S225.
[0152] In step S224, processor 81 transmits the effect end information to the multiplay The other game devices that have received the effect end information will then transmit the effect end information to the other game devices. This ends the display of the affected image 260. Then, the process proceeds to step S225.
[0153] In step S225, processor 81 receives a message from another game device as a multiplayer partner. Then, it is determined whether or not effect start information has been received. If the determination is YES, the process proceeds to step The process proceeds to step S226, and if the determination is NO, the process proceeds to step S227.
[0154] In step S226, the processor 81 The effect display of the other player's character related to the game start information starts (see FIG. 15(1-2) ) After that, the process proceeds to step S227.
[0155] In step S227, processor 81 receives a message from another game device as a multiplayer partner. Then, it is determined whether or not the effect end information has been received. If the determination is YES, the process proceeds to step The process proceeds to step S229, and if the determination is NO, the process proceeds to step S228.
[0156] In step S228, processor 81 executes the effect processing started in step S226. After that, the process proceeds to step S229.
[0157] In step S229, processor 81 determines whether the stage end condition is met. The stage end condition is when the player's character reaches the goal point of the stage. The condition is that the player's character has made a mistake and become a ghost, and then becomes a ghost. The condition is that a predetermined time (for example, 5 seconds) has elapsed while the The process returns to step S100 in FIG. 18, and if the determination is NO, the process returns to step S100 in FIG. Return to P202.
[0158] As described above, according to this embodiment, the same (or similar) game data is stored for each of a plurality of game devices. A stage space with a structure (configuration) is set up for multiplayer play. On the stage screen of the game device, other player characters are semi-transparent and do not interfere with the objects. This allows you to play multiplayer games with the game in a clearer display (see Figure 6, Figure 12, etc.). Multiplayer is possible with little influence from other players' characters, and the stage screen This can prevent the display from becoming complicated and difficult to see.
[0159] Furthermore, according to this embodiment, the stage screen (and stage selection screen) of the own game device In this game, when the player's character comes into contact with (overlaps with) another player's character, User information is displayed in an opaque manner for the player character (see Figures 5 and 7). By constantly displaying user information, the stage screen becomes cluttered and difficult to see. This allows players to view user information at their desired timing while preventing the information from becoming too long. In addition, on the stage screen of the player's own game device, the character of another player may appear as a ghost. When the other player's character is in a non-transparent state or when an emote is being displayed, the other player's character is displayed opaquely (see Figure 1). (See Figures 9 and 10.) This allows other players' characters to be revived. This can emphasize the ghost state and also emphasize that an emote is being displayed.
[0160] Furthermore, according to this embodiment, characters from other players can be displayed on the stage screen of the game device. When the number of characters displayed increases (2 or more), the transparency of other player characters is further reduced. (See Figures 12 and 22.) This reduces the appearance of other player characters. This prevents the number of indicators from increasing, making the stage screen cluttered and difficult to see. The transparency of the unpleasant characters is changed gradually, so it does not look unnatural. You can switch between the following.
[0161] [Variations] In the above-described embodiment, the other players of the multiplayer game are shown in FIGS. 14 to 16. The layer character gets an item and moves to the stage screen (stage space) of another game device. When the structure of the game changes, an effect image is added to the stage screen of the game device. However, the content of displaying other player characters has been explained. The character of another player gets an item and the stage screen (empty stage) of the other game device is displayed. When the structure of the stage changes, other player's characters are displayed on the stage screen of the own game device. The effect image may be hidden and not displayed. The character can also get items and the stage screen (stage space) of the own game device When the structure is changed, the display of the other player's character is resumed on the stage screen of the own game device. By configuring it in this way, the status of other game devices can be It is possible to deliberately make it impossible to guess the contents of the structural changes on the screen (stage space). .
[0162] In the above-described embodiment, a series of processes relating to the game processing is performed in a single game. In another embodiment, the above series of processes is performed by a plurality of information processing devices. For example, the information processing system may include a terminal device and an information processing device. and an information processing system including a server-side device that can communicate with the terminal-side device via a network. In this system, even if some of the above series of processes are executed by the server side device, Furthermore, a terminal device and a server that can communicate with the terminal device via a network In an information processing system including the server and the side device, the main processing of the series of processing is The processing may be performed by the side device, and part of the processing may be performed by the terminal side device. In the information processing system, the server-side system is composed of a plurality of information processing devices. The processing that should be executed on the server side may be shared and executed by a plurality of information processing devices. In addition, a so-called cloud gaming configuration may be adopted. Operation data indicating the operation is sent to a predetermined server, and various game processes are executed on that server. The execution results are streamed to the game device as video and audio. It may also be composed.
[0163] The present embodiment and the modifications have been described above, but these descriptions are in all respects These are merely examples and are not intended to limit the scope of the present invention. It goes without saying that various improvements and modifications can be made to the examples. [Explanation of symbols]
[0164] 1. Game System 3, 4 Controller 12 Display 81 processors 85 DRAM 200 Player's character 201, 202 Other player characters 220, 221 User information display 230 Enemy Characters 240 Replay Characters 241 Emote Display 250 items 260 effect images
Claims
1. a player character whose movement is controlled based on an operation by a user of the game device; and Data acquired from other game devices connected to the game device via a network A game in which other player characters whose movement is controlled based on the A program, The computer of the game device The other player's character is arranged in the game space together with the player's own character. based on the data from the other game device without interfering with the placed object. Movement control, At least a part of the player's character and the other player's character overlap. In this case, the display mode of the other player's character is changed.
2. The computer is configured to receive at least one of the player's own character and the other player's character. When the other player and the other player overlap, at least one of the changes in the display mode is 2. The game of claim 1, wherein the information displayed by the user operating the character is changed. program.
3. 2. The method according to claim 1, wherein the computer is caused to display the other player's character semi-transparently. Game program included.
4. The computer, displaying the other player's character semi-transparently; 2. The method of claim 1, wherein the information about the user operating the other player character is displayed opaquely. A game program according to claim 1.
5. The computer, A replay character whose movement is controlled based on the play history of the user of the other game device Show more Kuta, When at least a part of the player's character and the replay character overlap, 2. The game program according to claim 1, wherein the display mode of the replay character is changed when the replay character is selected. Hmm.
6. The computer, A stage selection screen for selecting a game stage to be played by the user of the game device is displayed. displaying the player's character and the other player's character; On the stage selection screen, the other player's character is within a certain range of the player's character. When the layer character is positioned, the information of the user who operates the other player character is displayed. The game program according to claim 1 , wherein the game program causes a display of the game.
7. A player's own character is equipped with a processor and is controlled to move based on the operation of the user of the game device. characters, and from other game devices connected to the game device via a network. The other player's character, whose movement is controlled based on the data acquired from the A game system that draws The processor: The other player's character is arranged in the game space together with the player's own character. based on the data from the other game device without interfering with the placed object. Movement control, At least a part of the player's character and the other player's character overlap. In this case, the display mode of the other player's character is changed.
8. The processor controls at least one of the player's own character and the other player's character. When the other player and the other player overlap, at least one of the changes in the display mode is 8. The game system according to claim 7, wherein the game system changes to display information about the user who operates the character. Hmm.
9. The processor according to claim 7 , wherein the processor displays the other player's character semi-transparently. Game system.
10. The processor: Displaying the other player's character semi-transparently; The information of the user who is operating the other player character is displayed opaquely. The described game system.
11. The processor: A replay character whose movement is controlled based on the play history of the user of the other game device View more Kuta When at least a part of the player's character and the replay character overlap, 8. The game system according to claim 7, wherein the display mode of the replay character is changed when the replay character is selected. 。
12. The processor: A stage selection screen for selecting a game stage to be played by the user of the game device is displayed. displaying the player's own character and the other player's character; On the stage selection screen, the other player's character is within a certain range of the player's character. When the layer character is positioned, the information of the user who operates the other player character is displayed. The game system according to claim 7, wherein the game system displays the information.
13. a player character whose movement is controlled based on an operation by a user of the game device; and Data acquired from other game devices connected to the game device via a network A game in which other player characters whose movement is controlled based on the A processing method comprising: The computer of the game device The other player's character is arranged in the game space together with the player's own character. based on the data from the other game device without interfering with the placed object. Movement control, At least a part of the player's character and the other player's character overlap. In this case, the display mode of the other player's character is changed.
14. The computer is configured to receive at least one of the player's own character and the other player's character. When the other player and the other player overlap, at least one of the changes in the display mode is 14. The game of claim 13, wherein the game changes the display of information about the user who operates the character. Processing method.
15. The method according to claim 13, wherein the computer is caused to display the other player's character semi-transparently. The game processing method described.
16. The computer, displaying the other player's character semi-transparently; 2. The method of claim 1, wherein information about the user operating the other player character is displayed opaquely.
4. A game processing method according to claim 4.
17. The computer, A replay character whose movement is controlled based on the play history of the user of the other game device Show more Kuta, When at least a part of the player's character and the replay character overlap, 14. The game processing method according to claim 13, wherein the display mode of the replay character is changed when the replay character is selected. Law.
18. The computer, A stage selection screen for selecting a game stage to be played by the user of the game device is displayed. displaying the player's character and the other player's character; On the stage selection screen, the other player's character is within a certain range of the player's character. When the layer character is positioned, the information of the user who operates the other player character is displayed. The game processing method according to claim 13, wherein the game is displayed.
Citation Information
Patent Citations
Game system, game program, and recording medium
JP2007020843A