Game program and game device
The game device and program address gameplay interference by controlling non-standard object display through adjustable size, position, and angle within allowable ranges, enabling selective display or hiding based on player input, character-specific needs, or game progress, thus enhancing gameplay clarity.
Patent Information
- Application Number
- JP2025127663
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-30
- Publication Date
- 2025-09-30
AI Technical Summary
Existing games risk gameplay interference due to objects attached to characters being displayed in non-standard modes that obstruct the player's view.
A game device and program that control the display of non-standard objects associated with characters, adjusting their size, position, and angle within predetermined allowable ranges to avoid interference with gameplay, allowing players to select display or hide these objects based on player instructions, character-specific needs, or game progress.
Prevents gameplay interference by selectively displaying or hiding non-standard objects, ensuring clear visibility and enhancing gameplay experience.
Smart Images

Figure 2025142341000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a game program and a game device. [Background technology]
[0002] Patent Document 1 discloses a computer system that controls the execution of a game in which a plurality of characters, including a player character operated by a player, move within a game space. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-53186 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, it is conceivable to attach objects such as accessories to characters in order to improve the fashionability of the characters (freedom of appearance), and to allow the display mode (e.g., position, size, orientation, etc.) of the objects attached to the characters to be freely set. However, depending on the display mode of the objects attached to the characters, there is a risk that this may interfere with gameplay.
[0005] An object of the present disclosure is to make it possible to avoid, as necessary, a situation in which objects associated with a character interfere with gameplay. [Means for solving the problem]
[0006] A first aspect provides a computer comprising: a game progression unit that progresses a game in which a plurality of characters, including a player character operated by a player, operate in a virtual space; a display control unit that causes a game image showing the game to be displayed on a display device used by the player; the display control unit controls whether to display or hide non-standard objects, which are objects associated with each of a plurality of characters operating in the game, in the game image and whose display manner is not a predetermined allowable display manner; At least one of the size, position, and angle of the attached object is adjustable; the allowable display mode of the associated object is a mode in which the size, position, and angle of the associated object associated with the character are each within a predetermined allowable range; the game image is an image showing a predetermined game part included in the game, The allowable range is a range that does not interfere with game play in the predetermined game part. It is a game program.
[0007] In a first aspect, The predetermined game part may be a game part in which a fighting game is played in which the player character fights another character, The range that does not interfere with game play may be a range that allows the player to visually confirm the distance between the player character and the other character.
[0008] In a first aspect, the display control unit may control whether the irregular object associated with a character among a plurality of characters operating in the game is to be displayed or hidden in the game image, The game image may be an image displayed on a plurality of display devices, Whether the irregular object associated with which of the plurality of characters is to be displayed or not displayed in the game image may be controlled for each of the display devices.
[0009] In a first aspect, The display control unit may control, in response to an instruction from the player, whether the non-standard objects associated with each of a plurality of characters operating in the game are displayed or hidden in the game image.
[0010] In a first aspect, The display control unit may control whether the non-standard objects associated with each of a plurality of characters operating in the game are displayed or hidden in the game image, depending on the results of game play by the player.
[0011] The second aspect is a storage unit that stores a game program according to a first aspect; a control unit that executes the game program; It is a game device. [Effects of the Invention]
[0012] According to the present disclosure, it is possible to avoid, as necessary, a situation in which objects associated with a character interfere with gameplay. [Brief explanation of the drawings]
[0013] [Figure 1] 1 is a block diagram illustrating a configuration of a game device according to an embodiment. [Figure 2] FIG. 10 is a diagram illustrating an example of an image of an object adjustment screen. [Figure 3] FIG. 10 is a diagram illustrating an example of a non-standard object. [Figure 4] FIG. 10 is a diagram illustrating an example of a game image in which a standard incidental object is displayed. [Figure 5] FIG. 10 is a diagram illustrating an example of a game image in which a non-standard object is displayed. [Figure 6] FIG. 10 is a diagram illustrating an example of an image of an option selection screen. DETAILED DESCRIPTION OF THE INVENTION
[0014] Hereinafter, the embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference numerals and their description will not be repeated.
[0015] (Terminology explanation) First, the terms used in the following description will be explained. In the following, terms such as game, object, character, associated object, player, and player character will be used.
[0016] A game is a game (video game) that progresses in a virtual space. The virtual space may be a three-dimensional space or a two-dimensional space. The virtual space is displayed as an image on a display device. An object is a virtual object placed in the virtual space. A character is an example of an object. An associated object is an object that is associated with a character and follows the character's movements. A player is a user who plays the game. A player character is a character that moves in the virtual space in response to the player's operations.
[0017] In the following, an example will be described in which the character is a "human." Examples of accompanying objects include accessories that can be worn by a character, equipment that can be equipped by a character, and parts that can become part of a character's body. Examples of accessories include sunglasses and headphones. Examples of equipment include gloves and leggings. Examples of parts include wings and horns.
[0018] In the following, the game will be described as a "game including a first game part and a second game part." The first game part is a game part in which a player character moves within a virtual space (for example, a virtual square or room) in response to operations by the player, and is a game part played simultaneously by multiple players. In the first game part, multiple players can communicate with each other. The second game part is a game part in which a fighting game is played in which multiple characters, including the player character, fight each other. Specifically, the fighting game played in the second game part is a fighting game in which two characters fight. For example, two player characters who have fulfilled a predetermined condition (a condition for starting the second game part) in the first game part fight in the second game part.
[0019] (Game device) 1 illustrates the configuration of a game device 10 according to an embodiment. The game device 10 executes a game in response to operations by a player. The game device 10 is equipped with a display 21, a speaker 22, and a controller 23, which may be externally connected or built in.
[0020] The game device 10 may be a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), or Nintendo Switch (registered trademark).
[0021] A game progresses on the game device 10 based on the installed game program and game data. Game devices 10 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0022] [Hardware configuration of game device] The game device 10 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation processing unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation processing unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.
[0023] The network interface 11 is communicably connected to other information processing devices via a communication network (not shown) in order to send and receive various information and data between the network interface 11 and other information processing devices such as other game devices 10 and external server devices (not shown).
[0024] A display 21 is connected to the graphics processing unit 12. The graphics processing unit 12 renders game images including various objects related to the virtual space in a moving image format in accordance with game image information output from the control unit 16. The game images rendered in a moving image format are displayed on the display 21 as a game screen. The display 21 is an example of a display device that displays images to the user.
[0025] A speaker 22 is connected to the audio processing unit 13. The audio processing unit 13 plays and synthesizes game sounds in accordance with instructions from the control unit 16. The game sounds played and synthesized by the audio processing unit 13 are output from the speaker 22.
[0026] The operation processing unit 14 is connected to the controller 23. The operation processing unit 14 transmits and receives data relating to operation inputs to and from the controller 23. The operation processing unit 14 then transmits operation information indicating operations input to the controller 23 to the control unit 16. The controller 23 is provided with various operators such as buttons.
[0027] For example, a player operates the controller 23 to input an operation signal to the game device 10. That is, when the controller 23 is operated by the player, the controller 23 transmits an operation signal corresponding to the operation by the player to the operation processing unit 14. The operation processing unit 14 generates operation information based on the operation signal and transmits the operation information to the control unit 16.
[0028] The storage unit 15 stores various types of information and data. The storage unit 15 is configured with an HDD, SSD, RAM, ROM, etc. For example, the storage unit 15 stores a game program and game data for executing a game, account information (ID and password) of a user (player) who uses the game device 10, image data showing various images to be displayed on the display 21, etc.
[0029] The control unit 16 controls the operation of the game device 10. The control unit 16 transmits and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc.
[0030] [Functional configuration of the control unit in the game device] The control unit 16 has a game progression unit 100, a display control unit 101, and a setting processing unit 102. Specifically, the control unit 16 functions as the game progression unit 100, the display control unit 101, and the setting processing unit 102 by having its CPU execute various programs. These programs are an example of a game program.
[0031] <Game Progression Department> The game progression unit 100 progresses a game that takes place in a virtual space. Specifically, the game progression unit 100 progresses a game in which multiple characters, including a player character controlled by a player, operate within the virtual space.
[0032] In this example, the game progression unit 100 progresses the game by causing player characters to move within a virtual space in accordance with operations by the user (player) of the game device 10. The game progression unit 100 also causes non-player characters and predetermined objects (such as vehicles) to move within the virtual space. For example, the game progression unit 100 controls the movements of the non-player characters and predetermined objects using AI (artificial intelligence). The game progression unit 100 then progresses the game in accordance with the movements of the player characters and non-player characters.
[0033] For example, the game progression unit 100 causes the display 21 and speaker 22 to output images and sounds related to the game based on the game data. The game data includes image data that shows images related to the game and audio data that shows sounds related to the game. The player operates the controller 23 in accordance with the images and sounds output from the display 21 and speaker 22.
[0034] The game progression unit 100 acquires operation information indicating operations input to the controller 23, and generates (updates) game data that reflects that operation information. Then, based on the generated (updated) game data, the game progression unit 100 causes images and sounds related to the game to be output to the display 21 and speaker 22.
[0035] The above process is repeated to progress the game.
[0036] Display control section The display control unit 101 displays various images, such as game images showing the game, on the display 21. In this example, the display control unit 101 controls the graphics processing unit 12 based on game data (image data) generated by the game progression unit 100, thereby displaying various images on the display 21. The processing by the display control unit 101 will be described in detail later.
[0037] <Settings processing section> The setting processing unit 102 performs processing for setting an accompanying object to be accompanied by a character in response to an operation by the player (in this example, an operation input to the controller 23).
[0038] [Object setting process] Next, the processing (object setting processing) by the setting processing unit 102 will be described with reference to Fig. 2. The object setting processing is processing for setting an accompanying object to be attached to a character. For example, a game may include a game part for setting an accompanying object, and the object setting processing is performed in that game part. The object setting processing includes a selection processing for associating a selected accompanying object with a character, and an adjustment processing for adjusting the display mode of the accompanying object associated with the character.
[0039] In the selection process, the setting processing unit 102 displays an image of an object selection screen (not shown) on the display 21. The image of the object selection screen displays a plurality of auxiliary objects prepared in advance and a character selected by the player. Then, the setting processing unit 102 associates the auxiliary object selected by the player from among the plurality of auxiliary objects with the character in accordance with an operation by the player.
[0040] In the adjustment process, the setting processing unit 102 displays the image P1 of the object adjustment screen shown in Fig. 2 on the display 21. The image P1 of the object adjustment screen includes a work area R1 and an adjustment area R2.
[0041] The working area R1 displays the character C1 selected by the player and the accompanying objects associated with the character C1. In the example of Fig. 2, "gloves 31" and "wings 32" are associated with the character C1 as accompanying objects.
[0042] The adjustment area R2 is an area for adjusting the display mode of an attached object (an attached object associated with a character) displayed in the working area R1. In this example, the adjustment area R2 includes a size adjustment area R21 for adjusting the size of the attached object, a position adjustment area R22 for adjusting the position of the attached object (the position relative to the character), and an angle adjustment area R23 for adjusting the angle of the attached object (the angle relative to the character).
[0043] 2, a "slider bar" is provided in the size adjustment area R21, and the size of the attached object displayed in the work area R1 can be adjusted by sliding the movable part (knob) of the slider bar. The position adjustment area R22 and angle adjustment area R23 are similar to the size adjustment area R21.
[0044] Information indicating the attached object set by the object setting process is associated with the character and stored in storage unit 15. For example, a set of the above information, "the type of attached object associated with the character" and "the values of parameters (specifically, size, position, and angle) related to the display mode of the attached object," is stored in storage unit 15. Then, the above information is read from storage unit 15 as needed, and the attached object to be displayed on display 21 is constructed based on the read information.
[0045] [Non-standard objects] Next, the non-standard object 40 will be described with reference to FIG.
[0046] The irregular object 40 is an attached object whose display mode is not within a predetermined allowable display mode. The "allowable display mode" of an attached object refers to a mode in which the size, position, and angle of the attached object attached to the character each fall within a predetermined allowable range. The irregular object 40 is an attached object whose size, position, and angle at least do not fall within the allowable range.
[0047] The display mode of an attached object that can be permitted can be set for each type of attached object. Specifically, the allowable ranges of the size, position, and angle of the attached object are determined in advance for each type of attached object.
[0048] In the example of FIG. 3, a "glove 31 whose size does not fall within the allowable range" and a "wing 32 whose position does not fall within the allowable range" are displayed as examples of irregular objects 40 associated with the character C1.
[0049] [Irregular objects disrupt gameplay] Next, with reference to FIGS. 4 and 5, the disruption of game play caused by the non-standard object 40 will be described.
[0050] As shown in FIG. 4, in the second game part (battling game) shown in game image P10, when the display mode of the accompanying objects (specifically, glove 31 and wings 32) associated with character C1 is an "acceptable display mode," the distance between character C1 and another character C2 (another character acting in the game) can be visually confirmed.
[0051] 5, in the second game part (battle game) shown in game image P10, if the display mode of the associated object associated with character C1 is not an "allowable display mode" (i.e., if the associated object associated with character C1 is an irregular object 40), it becomes difficult to visually confirm the distance between character C1 and other character C2. In this case, it becomes difficult to gauge the distance between character C1 and other character C2, and the irregular object 40 becomes an obstacle to game play.
[0052] The allowable ranges for each of the size, position, and angle of the attached object are set, for example, to ranges (each range of the size, position, and angle of the attached object) that do not interfere with game play in a predetermined game part (in this example, the second game part in which a fighting game is played). For example, the range that does not interfere with game play is set to a range that allows the player to visually confirm the distance between the character C1 associated with the attached object and another character C2 (another character acting in the game). The irregular object 40 can be said to be an attached object that may interfere with game play in a predetermined game part.
[0053] [Display control processing] Next, the processing (display control processing) by the display control unit 101 will be described. The display control processing is processing for controlling whether to display or hide the "non-standard object 40" among the accompanying objects of each of the multiple characters operating in a game image P10 showing the game. Note that in this example, the game image P10 is an image showing a predetermined game part (specifically, the second game part) included in the game.
[0054] When hiding the non-standard object 40 in the game image P10, the display control unit 101 processes (modifies) the image data representing the game image P10 so that the non-standard object 40 is removed from the game image P10. For example, the display control unit 101 removes the portion corresponding to the non-standard object 40 from the image data generated by the game progression unit 100. Alternatively, the display control unit 101 controls the generation of image data by the game progression unit 100 so that the non-standard object 40 is not included in (is not combined with) the game image P10 generated by the game progression unit 100.
[0055] Hereinafter, a player using the game device 10 will be referred to as the "own player", and a player character operated by the own player will be referred to as the "own player character". Further, other players playing the game together with the own player (other players playing the game using game devices 10 other than the game device 10 used by the own player) will be referred to as the "other players", and other player characters operated by other players (other player characters displayed in the game image P10 together with the own player character) will be referred to as the "other player characters".
[0056] In this example, in the display control process, the display control unit 101 controls which of the multiple characters operating in the game should have the non-standard object 40 associated with that character displayed or hidden in the game image P10. Specifically, the display control unit 101 selectively performs all display control, self-display control, other-display control, and all-hide control.
[0057] <Full display control> The full display control is a control for displaying all of the non-standard objects 40 associated with each of the multiple characters in the game image P10.
[0058] By performing the "full display control" by the display control unit 101, the game image P10 is brought into a "full display state" in which all of the non-standard objects 40 associated with each of the multiple characters are displayed.
[0059] Self-display control The self-display control is a control for displaying, in the game image P10, a non-standard object 40 associated with a player character (self-player character) operated by a player (self-player) using the display 21 among a plurality of characters, and for not displaying, in the game image P10, a non-standard object 40 associated with other characters (e.g., other player characters) among the plurality of characters other than the player character.
[0060] As a result of the "self-display control" being performed by the display control unit 101, the game image P10 is in a "self-display state" in which the non-standard objects 40 associated with the player character, which is operated by the player using the display 21, among the multiple characters are displayed, and the non-standard objects 40 associated with the other characters, other than the player character, among the multiple characters are not displayed.
[0061] <Other display control> The other display control is a control that hides in the game image P10 the non-standard objects 40 that are attached to the player character (own player character) among the multiple characters that is operated by the player (own player) using the display 21, and displays in the game image P10 the non-standard objects 40 that are attached to other characters (e.g., other player characters) among the multiple characters other than the player character.
[0062] As a result of the "other display control" being performed by the display control unit 101, the game image P10 is in an "other display state" in which the non-standard objects 40 associated with the player character controlled by the player using the display 21 among the multiple characters are not displayed, and the non-standard objects 40 associated with characters other than the player character among the multiple characters are displayed.
[0063] <Full hide control> The all-non-display control is a control for hiding all of the non-standard objects 40 associated with each of the multiple characters in the game image P10.
[0064] By performing the "all-hidden control" by the display control unit 101, the game image P10 is put into an "all-hidden state" in which none of the non-standard objects 40 associated with each of the multiple characters are displayed.
[0065] [Display setting process] In this example, the display control unit 101 performs a display setting process. The display setting process is a process for setting whether an irregular object 40 associated with each of a plurality of characters operating in the game is to be displayed or hidden in the game image P10. For example, the game includes a game part for setting whether to display or hide the irregular object 40, and the display setting process is performed in that game part. Then, the display control unit 101 performs the display control process based on the "display or hide of the irregular object 40" set in the display setting process.
[0066] For example, information indicating "display or non-display of non-standard objects 40" set in the display setting process is stored in the storage unit 15. Then, as needed, the information indicating "display or non-display of non-standard objects 40" is read from the storage unit 15, and the display control process is performed based on the read information.
[0067] In this example, the display control unit 101 performs display setting processing in response to an instruction from the player. That is, the display control unit 101 controls whether the non-standard objects 40 associated with each of the multiple characters operating in the game are displayed or hidden in the game image P10 in response to an instruction from the player.
[0068] Specifically, in response to an operation by the player, the display control unit 101 causes the display 21 to display the image P2 of the option selection screen shown in Fig. 6. The image P2 of the option selection screen includes a non-standard object display control region R3.
[0069] The non-standard object display control area R3 is an area for selecting one of "all display control," "self display control," "other display control," and "all non-display control." The non-standard object display control area R3 is provided with a selection display area R30, a right scroll button BR, and a left scroll button BL.
[0070] The selection display area R30 displays the currently selected control from "all display control," "self display control," "other display control," and "all hide control." In the example of Fig. 6, "all display" corresponds to "all display control," "self display only" corresponds to "self display control," "display others than self" corresponds to "other display control," and "all hide" corresponds to "all hide control."
[0071] By inputting an operation to press the right scroll button BR (or left scroll button BL), the player can select one of "all display control," "own display control," "other display control," and "all non-display control." Then, the display control unit 101 performs the control selected by the player from "all display control," "own display control," "other display control," and "all non-display control."
[0072] [Displaying game images] In this example, the game image P10 is an image displayed on multiple displays 21. Whether the non-standard object 40 associated with a specific character among the multiple characters is displayed or hidden in the game image P10 is controlled for each display 21.
[0073] Specifically, a plurality of players participate in the game (in this example, a competitive game played in the second game part). Each of the players plays the game by operating a controller 23 connected to the game device 10 used by that player while viewing a game image P10 displayed on a display 21 connected to the game device 10 used by that player.
[0074] The configuration of each of the multiple game devices 10 used by the multiple players participating in a common game is the same as the configuration of the game device 10 shown in Fig. 1. Then, in each of the multiple game devices 10, processing is performed individually by the display control unit 101. As a result, for each game device 10, it is controlled whether the non-standard object 40 associated with which of the multiple characters is to be displayed or hidden in the game image P10.
[0075] [Summary of the embodiment] To summarize the above, the program of the embodiment causes a computer (control unit 16) to function as a game progression unit 100 that progresses a game in which multiple characters, including a player character operated by a player, operate in a virtual space, and a display control unit 101 that displays a game image P10 representing the game on a display device (display 21) used by the player. The display control unit 101 controls whether to display or hide non-standard objects 40, which are objects associated with each of the multiple characters operating in the game, in the game image P10 and whose display manner does not conform to a predetermined allowable display manner.
[0076] The game device 10 of the embodiment includes a storage unit 15 that stores a game program, and a control unit 16 that executes the game program.
[0077] [Effects of the embodiment] As described above, in the embodiment, it is possible to select whether to display or hide the non-standard object 40 in the game image P10. This makes it possible to avoid, as necessary, a situation in which the non-standard object 40 interferes with game play.
[0078] Furthermore, in the embodiment, the display control unit 101 controls whether the non-standard object 40 associated with a character among a plurality of characters operating in the game is displayed or hidden in the game image P10.
[0079] In the above configuration, it is possible to select whether or not to display the irregular object 40 on a character-by-character basis. This makes it possible to avoid, as necessary, a situation in which the irregular object 40 interferes with game play on a character-by-character basis.
[0080] In the embodiment, the display control unit 101 selectively performs all display control, self display control, other display control, and all non-display control.
[0081] In the above configuration, by switching between full display control, self-display control, other-display control, and full non-display control, the game image P10 can be switched between "full display state", "self-display state", "other-display state", and "full non-display state".
[0082] In the embodiment, the game image P10 is an image displayed on a plurality of display devices (displays 21). Whether the non-standard object 40 associated with a character among a plurality of characters is displayed or hidden in the game image P10 is controlled for each display device (display 21).
[0083] In the above configuration, it is possible to select whether to display or hide the non-standard object 40 for each character on each display device (display 21). This makes it possible to avoid, as necessary, a situation in which the non-standard object 40 interferes with game play for each character on each display device (display 21).
[0084] In addition, in the embodiment, the display control unit 101 controls whether the non-standard objects 40 associated with each of the multiple characters operating in the game are displayed or hidden in the game image P10 in accordance with instructions from the player.
[0085] In the above configuration, it is possible to select whether to display or hide the non-standard object 40 in the game image P10 in response to an instruction (request) from the player. This makes it possible to avoid a situation in which the non-standard object 40 interferes with game play in response to an instruction from the player.
[0086] In addition, in the embodiment, the display mode allowed for the associated object can be set for each type of the associated object.
[0087] In the above configuration, the allowable display modes of the attached objects can be set appropriately by setting the allowable display modes of the attached objects for each type of attached object, thereby appropriately preventing the non-standard object 40 from interfering with gameplay as needed.
[0088] In addition, in the embodiment, the display mode of an accompanying object that is permissible is a mode in which the size, position, and angle of the accompanying object that is attached to the character are each within a predetermined permissible range.
[0089] In the above configuration, an attached object whose size, position, or angle does not fall within the allowable range can be treated as a "non-standard object 40."
[0090] (Modification 1 of the embodiment) The game device 10 of the first modified embodiment differs from the game device 10 of the embodiment in the processing by the display control unit 101. The other configurations and processing of the game device 10 of the first modified embodiment are the same as those of the game device 10 of the embodiment.
[0091] In the first modification of the embodiment, the display control unit 101 selectively performs full display control and self-display control. By switching between full display control and self-display control, the game image P10 can be switched between a "full display state" and a "self-display state."
[0092] (Modification 2 of the embodiment) The game device 10 of the second modification of the embodiment differs from the game device 10 of the embodiment in the processing by the display control unit 101. The other configurations and processing of the game device 10 of the second modification of the embodiment are the same as those of the game device 10 of the embodiment.
[0093] In the second modification of the embodiment, the display control unit 101 selectively performs the full display control and the other display control. By switching between the full display control and the other display control, the game image P10 can be switched between the "full display state" and the "other display state."
[0094] (Modification 3 of the embodiment) The game device 10 of the third modification of the embodiment differs from the game device 10 of the embodiment in the processing by the display control unit 101. The other configurations and processing of the game device 10 of the third modification of the embodiment are the same as those of the game device 10 of the embodiment.
[0095] In the third modification of the embodiment, the display control unit 101 controls which of the non-standard objects associated with each of the multiple characters operating in the game should be displayed or hidden in the game image P10. For example, in response to an instruction from the player, the display control unit 101 controls which of the non-standard objects associated with each of the multiple characters should be displayed or hidden in the game image P10.
[0096] As described above, in the third modification of the embodiment, it is possible to select whether to display or hide the irregular object 40 on an auxiliary object basis. This makes it possible to avoid, as needed, a situation in which the irregular object 40 interferes with gameplay on an auxiliary object basis.
[0097] (Fourth Modification of the Embodiment) The game device 10 of the fourth modification of the embodiment differs from the game device 10 of the embodiment in the processing by the display control unit 101. The other configurations and processing of the game device 10 of the fourth modification of the embodiment are the same as those of the game device 10 of the embodiment.
[0098] In the fourth variant of the embodiment, the display control unit 101 controls whether the non-standard objects 40 associated with each of the multiple characters operating in the game are displayed or hidden in the game image P10, depending on the results of the player's game play.
[0099] For example, the result of game play may include the number of wins of the player in the game (in this example, a fighting game performed in the second game part). If the number of wins of the player is below a predetermined threshold, the display control unit 101 may hide the non-standard objects 40 associated with the player character operated by that player in the game image P10, and if the number of wins of the player is not below the threshold, the display control unit 101 may display the non-standard objects 40 associated with the player character operated by that player in the game image P10. Alternatively, the display control unit 101 may control the display of the non-standard objects 40 in the game image P10 so that the more wins the player has, the more "non-standard objects 40 displayed in the game image P10" there are among the non-standard objects 40 associated with the player character operated by that player.
[0100] Alternatively, the result of game play may include the player's game play time (accumulated time). When the player's game play time is below a predetermined threshold, the display control unit 101 may hide the non-standard objects 40 associated with the player character operated by that player in the game image P10, and when the player's game play time is not below the threshold, the display control unit 101 may display the non-standard objects 40 associated with the player character operated by that player in the game image P10. Alternatively, the display control unit 101 may control the display of the non-standard objects 40 in the game image P10 so that the longer the player's game play time, the more "non-standard objects 40 displayed in the game image P10" are among the non-standard objects 40 associated with the player character operated by that player.
[0101] As described above, in the fourth modification of the embodiment, whether or not to display a non-standard object can be selected depending on the results of the game play by the player. This makes it possible to avoid a situation in which the non-standard object interferes with game play depending on the results of the game play by the player.
[0102] (Other embodiments) In the above explanation, the game played in the second game part is a "fighting game in which two characters fight," but is not limited to this. For example, the game played in the second game part may be a game in which three or more characters can participate.
[0103] In the above description, the characters are described as "humans" by way of example, but are not limited to this. Other examples of characters include animals, living creatures that exist in the real world, virtual living creatures that do not exist in the real world, robots, etc.
[0104] In addition, in the above explanation, examples of processes for hiding non-standard objects have been given, including a process of erasing the portion of the image data that corresponds to the non-standard object, and a process of controlling the generation of image data so that the non-standard object is not included (combined), but the present invention is not limited to these.
[0105] For example, the process for hiding a non-standard object may be a process of correcting the non-standard object to a "standard accompanying object (an accompanying object whose display mode is an acceptable display mode)" by adjusting the display mode (specifically, size, position, and angle) of the non-standard object so that it becomes an "acceptable display mode," and then displaying the standard accompanying object in the game image P10.
[0106] An example of a process for correcting a non-standard object into a standard associated object is to set the values of parameters (specifically, size, position, and angle) related to the display mode of the non-standard object to "default values (e.g., initial values) that result in an acceptable display mode."
[0107] In the above description, the game program may be implemented as a game program for a so-called online game. In this case, the processing performed by the control unit 16 of the game device 10 may be performed by a control unit of a server device (not shown), or may be shared between the game device 10 and the control unit of the server device. The game device 10 may be a mobile information terminal such as a smartphone or tablet.
[0108] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. The above-described embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of symbols]
[0109] 10. Gaming Devices 11 Network Interface 12 Graphics Processing Unit 13 Audio Processing Section 14 Operation Processing Section 15 Storage section 16 Control Unit 17 Bus 21 Display (display device) 22 Speaker 23 Controller 100 Game Progression Section 101 Display control unit 102 Setting processing section 31 Globe (attached object) 32 Wings (attached object) 40 Non-standard objects
Claims
1. Computer, a game progression unit that progresses a game in which a plurality of characters, including a player character operated by a player, operate in a virtual space; a display control unit that causes a game image showing the game to be displayed on a display device used by the player; the display control unit controls whether to display or hide non-standard objects, which are objects associated with each of a plurality of characters operating in the game, in the game image and whose display manner is not a predetermined allowable display manner; At least one of the size, position, and angle of the attached object is adjustable; the allowable display mode of the associated object is a mode in which the size, position, and angle of the associated object associated with the character are each within a predetermined allowable range; the game image is an image showing a predetermined game part included in the game, The allowable range is a range that does not interfere with game play in the predetermined game part. Game program.
2. The game program of claim 1, the predetermined game part is a game part in which a fighting game is played in which the player character fights another character, The range that does not interfere with game play is a range in which the player can visually confirm the distance between the player character and the other character. Game program.
3. The game program of claim 1, the display control unit controls whether the irregular object associated with a character among a plurality of characters operating in the game is to be displayed or hidden in the game image; the game image is an image displayed on a plurality of display devices, Whether the irregular object associated with which of the plurality of characters is to be displayed or not displayed in the game image is controlled for each of the display devices. Game program.
4. The game program of claim 1, The display control unit controls whether the non-standard object associated with each of a plurality of characters operating in the game is displayed or hidden in the game image in response to an instruction from the player. Game program.
5. The game program of claim 1, The display control unit controls whether the irregular object associated with each of a plurality of characters operating in the game is displayed or hidden in the game image, depending on the result of game play by the player. Game program.
6. a storage unit that stores the game program according to any one of claims 1 to 5; a control unit that executes the game program; Game device.
Citation Information
Patent Citations
Computer system, server system, game system, and program
JP2021053186A