Game program and game system
The game program improves player cooperation by using virtual cameras to make obstructed objects visible under specific conditions, enhancing gameplay collaboration and reducing screen flicker.
Patent Information
- Application Number
- JP2024048285
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-25
- Publication Date
- 2025-10-07
- Estimated Expiration
- 2044-03-25
AI Technical Summary
Existing game programs that allow multiple players to play cooperatively often struggle with sharing information effectively, making it difficult for players to coordinate and progress in the game.
A game program that utilizes multiple virtual cameras and display units to ensure players can see obstructed objects by altering their transparency or visibility based on specific conditions, allowing players to cooperate more effectively.
Enhances player cooperation by ensuring obstructed objects become visible under certain conditions, reducing screen flicker, and facilitating smoother gameplay collaboration.
Smart Images

Figure 2025147836000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a game program and a game system. [Background technology]
[0002] Some game programs display the status of other player objects that are off-screen using icons (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-166351 Summary of the Invention [Problem to be solved by the invention]
[0004] Some game programs allow multiple players to play the game cooperatively. In such game programs, sharing information obtained by one player with other players often makes it easier for players to cooperate and progress in game play.
[0005] An object of the present disclosure is to provide a game program that makes it easier for players to cooperate with each other in a game in which multiple players play cooperatively. [Means for solving the problem]
[0006] A first aspect of the present invention provides a computer system comprising one or more computers, a virtual space control unit that controls the movement of a character placed in the virtual space; a first virtual camera control unit that operates a first virtual camera arranged in the virtual space in response to an operation by a first user; a second virtual camera control unit that operates a second virtual camera arranged in the virtual space in response to an operation by a second user; functioning as a display unit that displays a first image generated by the first virtual camera; The display unit is a game program that displays the first object in the first image when a first condition is met in which a second object is placed between the first virtual camera and the first object and the first object is displayed in a second image generated by the second virtual camera.
[0007] In the first aspect, when the first condition is satisfied, the display unit may display an image of the second object with a changed transmittance on the first image.
[0008] In a first aspect, the display unit may hide the first object in the first image if a certain period of time has passed since the first condition was satisfied and the first object was not displayed in the second image generated by the second virtual camera.
[0009] In a first aspect, the second virtual camera control unit may operate the second virtual camera in accordance with the operation of the second user even when the second user is unable to control the character to be controlled.
[0010] In a first aspect, during the game, the first user and the second user may be in a cooperative relationship, and the first user and the second user may be in an antagonistic relationship with a third user who controls the first object.
[0011] The second aspect includes a storage unit that stores the first aspect; a control unit that executes the game program; It is a game system equipped with [Effects of the Invention]
[0012] According to the present disclosure, in a game in which multiple players play cooperatively, players can more easily cooperate with each other. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 2 is a block diagram showing the configuration of the game device. [Figure 2] FIG. 1 is a diagram illustrating a virtual camera. [Figure 3] FIG. 10 is a diagram showing an example of the positional relationship in virtual space between player characters C1 and C2, an enemy character C3, and a shielding object C4. [Figure 4] 10 is an example of an image displayed on a display 61. [Figure 5] 10 is a flowchart illustrating a display process. DETAILED DESCRIPTION OF THE INVENTION
[0014] [Embodiment] Hereinafter, a gaming device is an example of a computer system having one computer or multiple computers working together.
[0015] A game based on this game program is played in a virtual space (for example, three-dimensional).
[0016] There are no limitations on the type of game, etc. In this embodiment, a battle-type action game in which a player character attacks and defeats an enemy character will be described as an example of the game. In particular, in this game, multiple players cooperate to defeat the enemy character.
[0017] In this game, sounds are played. The sounds played in the game include sounds output from sound source objects, background music (BGM), sound effects, etc. Examples of sounds output from sound source objects include sounds that accompany the movement of objects, such as footsteps and wind noise, and sounds emitted by objects, such as cries and dialogue.
[0018] <<Configuration of the Game Device>> <Hardware configuration> 1 is a block diagram showing the configuration of the game device 5. The game device 5 executes a predetermined game based on the user's operation.
[0019] As shown in FIG. 1, the game device 5 has a display 61, a speaker 62, and a controller 63 either externally connected or built-in.
[0020] The game device 5 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] The game progresses on the game device 5 based on the installed game program and game data. The game devices 5 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0022] In this embodiment, the game progresses by two game devices 5 (5a, 5b) communicating data with each other via a network. The game device 5a is provided with a display 61a, a speaker 62a, and a controller 63a. The game device 5b is provided with a display 61b, a speaker 62b, and a controller 63b.
[0023] The display 61a and the controller 63a are used by a player P1 (first user), and the display 61b and the controller 63b are used by a player P2 (second user).
[0024] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0025] The network interface 51 is communicably connected to the communication network in order to transmit and receive various data to and from, for example, other game devices 5 and external server devices (not shown).
[0026] The graphics processing unit 52 renders game images including the player character and various objects in the virtual space in a moving image format in accordance with game image information output from the control unit 56. The graphics processing unit 52 is connected to displays 61 (61a, 61b), which may be, for example, liquid crystal displays. The game images rendered in a moving image format are displayed on the displays 61 as game screens.
[0027] The audio processing unit 53 is connected to the speakers 62 (62a, 62b). The audio processing unit 53 plays and synthesizes game sounds in accordance with instructions from the control unit 56, and outputs the sounds from the speakers 62.
[0028] The operation unit 54 is connected to the controllers 63 (63a, 63b). The operation unit 54 transmits and receives data related to operation inputs to and from the controllers 63. The players P1 and P2 input operation signals to the game device 5 by operating various controls such as buttons on the controllers 63.
[0029] The storage unit 55 is composed of an HDD, SSD, RAM, ROM, etc. Game data, various programs including game programs, etc. are stored in the storage unit 55. Examples of game data include virtual media and user account information.
[0030] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.
[0031] <Functional Configuration of Control Unit 56> By executing the game program, the control unit 56 functions as a game progression unit 561 (virtual space control unit), a viewpoint control unit 562 (first virtual camera control unit, second virtual camera control unit), a display unit 563, and a playback unit 564 (see Figure 1).
[0032] (Game Progression Section 561) The game progression unit 561 progresses the game by causing player characters, non-player characters, and predetermined objects to move within a virtual space. The game progression unit 561 uses, for example, AI (artificial intelligence) to control the movements of non-player characters.
[0033] The game progression unit 561 controls the movements of the player characters, etc. in accordance with instructions from players P1 and P2. Instructions from player P1 are input to the operation unit 54 of game device 5a via controller 63a. Instructions from player P2 are input to the operation unit 54 via controller 63b of game device 5b.
[0034] Instructions from player P1 input to the operation unit 54 of game device 5a are transmitted to game device 5b. Instructions from player P2 input to the operation unit 54 of game device 5b are transmitted to game device 5a. As a result, the game progression units 561 transmit and receive instructions from players P1 and P2, and cooperate to progress the game.
[0035] (Viewpoint control unit) The viewpoint control unit 562 controls the positions of virtual cameras CM1 and CM2 (see FIG. 2) placed in the virtual space in accordance with the progress of the game. The virtual cameras CM1 and CM2 are virtual viewers (viewpoints) and are reference points for reproducing the viewpoint of the player character. The virtual cameras CM1 and CM2 have directionality.
[0036] In this example, the viewpoint control unit 562 places a virtual camera CM1 (first virtual camera) near the player character C1 (see FIG. 2). Specifically, the virtual camera CM1 is placed within a predetermined range (for example, a circular range) centered on the position of the player character C1. Then, the viewpoint control unit 562 controls the position of the virtual camera CM1 so that the virtual camera CM1 moves in accordance with the movement of the player character C1.
[0037] Similarly, the viewpoint control unit 562 places a virtual camera CM2 (second virtual camera) near the player character C2. Specifically, the virtual camera CM2 is placed within a predetermined range (circular range) centered on the position of the player character C2. Then, the viewpoint control unit 562 controls the position of the virtual camera CM2 so that the virtual camera CM2 moves in accordance with the movement of the player character C2.
[0038] The player character C1 moves within the virtual space in response to the operation of the player P1. The player character C2 moves within the virtual space in response to the operation of the player P2. In other words, the virtual camera CM1 moves in response to the operation of the player P1. The virtual camera CM2 moves in response to the operation of the player P2.
[0039] (Display) The display unit 563 generates image data in accordance with the progress of the game. Then, the display unit 563 outputs the image data to the graphics processing unit 52. As a result, game images in accordance with the progress of the game are displayed on the displays 61 (61a, 61b).
[0040] Furthermore, the display unit 563 generates image data obtained by the virtual cameras CM1 and CM2 and outputs the image data to the graphics processing unit 52. As a result, images obtained by the virtual cameras CM1 and CM2 (for example, images seen from the viewpoint of the player character) are displayed on the display 61.
[0041] Specifically, image data (first image) obtained by the virtual camera CM1 is displayed on the display 61a, and image data (second image) obtained by the virtual camera CM2 is displayed on the display 61b.
[0042] (Reproduction Department) The playback unit 564 generates audio data in accordance with the progress of the game. Specifically, the playback unit 564 selects audio data to be played back from audio data (various types of audio data prepared in advance) stored in the storage unit 55 in accordance with the progress of the game, and outputs the selected audio data (or new audio data obtained by synthesizing the selected audio data) to the audio processing unit 53.
[0043] When outputting audio data, the playback unit 564 instructs the audio processing unit 53 on the volume. The audio processing unit 53 converts the audio data output from the playback unit 564 into an analog signal at the instructed volume and outputs it to the speaker 62. As a result, sound corresponding to the audio data generated by the playback unit 564 is reproduced from the speaker 62.
[0044] (Display processing by the display unit) Next, the display processing in this game program will be described with reference to FIGS.
[0045] Fig. 3 shows the positional relationship in virtual space between player characters C1 and C2, enemy character C3 (first object), and shielding object C4 (second object). Specifically, Fig. 3 shows the player characters C1 and C2, enemy character C3, and shielding object C4 as viewed from above.
[0046] In this example, it is assumed that player characters C1 and C2 (players P1 and P2) cooperate to defeat enemy character C3. Also, it is assumed that shielding object C4 is an object that blocks the view, such as a wall.
[0047] 3, a shielding object C4 is placed between the player character C1 (virtual camera CM1) and the enemy character C3, but nothing is placed between the player character C2 (virtual camera CM2) and the enemy character C3. Therefore, in a typical game, the enemy character C3 is not displayed in the image data obtained by the virtual camera CM1, but is displayed in the image data obtained by the virtual camera CM2.
[0048] That is, the display 61a used by the player P1 displays the shielding object C4, but the enemy character C3 located on the other side of the shielding object C4 is not displayed. On the other hand, the display 61b used by the player P2 displays the enemy character C3.
[0049] Here, in this game program, even if a blocking object C4 that blocks the view is placed between the virtual camera CM1 and the enemy character C3, if the enemy character C3 is displayed in an image obtained by another virtual camera, virtual camera CM2, the enemy character C3 is displayed in the image data obtained by the virtual camera CM1.
[0050] FIG. 4(a) is an example of an image (image data obtained by virtual camera CM1) displayed on display 61a. FIG. 4(b) is an example of an image (image data obtained by virtual camera CM2) displayed on display 61b. As shown in FIGS. 4(a) and 4(b), when enemy character C3 is displayed in FIG. 4(b), the transmittance of the area of shielding object C4 that overlaps with enemy character C3 is increased. This makes enemy character C3 visible to player P1.
[0051] <<Example of operation>> FIG. 5 is a flowchart illustrating the display process in this game program.
[0052] First, the display unit 563 determines whether or not a shielding object C4 is placed between the virtual camera CM1 and the enemy character C3 (step S1). The display unit 563 waits in step S1 until it determines that a shielding object C4 is placed between the virtual camera CM1 and the enemy character C3 (No in step S1).
[0053] When the display unit 563 determines that the shielding object C4 is placed between the virtual camera CM1 and the enemy character C3 (Yes in step S1), the display unit 563 determines whether the enemy character C3 is displayed in the image acquired by the virtual camera CM2 (step S2). The display unit 563 waits in step S1 until it determines that the enemy character C3 is displayed in the image acquired by the virtual camera CM2 (No in step S2).
[0054] When it is determined that the enemy character C3 is placed in the image acquired by the virtual camera CM2 (Yes in step S2), the display unit 563 determines that the first condition is met and displays the enemy character C3 in the image data acquired by the virtual camera CM1 (step S3). That is, the first condition is that the shielding object C4 is placed between the virtual camera CM1 and the enemy character C3, and the enemy character C3 is displayed in the image acquired by the virtual camera CM2.
[0055] Specifically, when the first condition is met, the display unit 563 increases the transmittance of the area of the shielding object C4 that overlaps with the enemy character C3 in the image obtained by the virtual camera CM1. As a result, the enemy character C3 is displayed on the display 61a, and therefore the enemy character C3 can be seen by the player P1.
[0056] The display unit 563 determines whether a certain period of time (for example, about 10 seconds) has passed since the enemy character C3 was not displayed in the image obtained by the virtual camera CM2 (step S4). The display unit 563 waits in step S4 until it determines that the certain period of time has passed since the enemy character C3 was not displayed in the image obtained by the virtual camera CM2 (No in step S4). That is, the enemy character C3 continues to be displayed on the display 61a.
[0057] When it is determined that a certain period of time has elapsed during which the enemy character C3 has not been displayed in the image obtained by the virtual camera CM2 (Yes in step S4), the display unit 563 hides the enemy character C3 from the image data obtained by the virtual camera CM1. That is, the enemy character C3 is no longer displayed on the display 61a.
[0058] To summarize the above, this aspect is a game program that causes a game device 5 (a computer system having one computer or multiple computers working together) to function as a game progression unit 561 (virtual space control unit) that controls the movement of characters placed in a virtual space, a viewpoint control unit 562 (first virtual camera control unit and second virtual camera control unit) that controls a virtual camera CM1 (first virtual camera) placed in the virtual space in response to the operation of a player P1 (first user) and controls a virtual camera CM2 (second virtual camera) placed in the virtual space in response to the operation of a player P2 (second user), and a display unit 563 that displays an image obtained by the virtual camera CM1 (generated first image), and the display unit 563 displays the enemy character C3 in the image obtained by the virtual camera CM1 when a first condition is satisfied that an obstructing object C4 (second object) is placed between the virtual camera CM1 and the enemy character C3 (first object) and the enemy character C3 is displayed in the image obtained by the virtual camera CM2 (generated second image).
[0059] Effect of this embodiment As described above, in this embodiment, when the first condition is met, the enemy character C3 is displayed in the image obtained by the virtual camera CM1. As a result, when the player P2 can see the enemy character C3, the player P1 can also see the enemy character C3, making it easier for players to cooperate with each other to progress through the game.
[0060] Furthermore, when the first condition is met, the display unit 563 increases (changes) the transparency of the shielding object C4. This allows the player P1 to visually observe the movement of the enemy character C3, making it easier for players to cooperate with each other to progress through the game.
[0061] Furthermore, after the first condition is satisfied, if a certain period of time has passed in which the enemy character C3 is not displayed in the image acquired by the virtual camera CM2, the display unit 563 hides the enemy character C3 in the image acquired by the virtual camera CM2. This makes it possible to suppress flickering of the screen (display) caused by the enemy character C3 repeatedly appearing and disappearing in the image acquired by the virtual camera CM1 multiple times in a short period of time, such as when the enemy character C3 repeatedly appears and disappears in the image acquired by the virtual camera CM2.
[0062] [Other embodiments] The game may be a first-person perspective game or a third-person perspective game. If it is a first-person perspective game, the display unit 563 does not need to display the player character C1 (C2) on the display 61a (61b).
[0063] Services provided in virtual space are not limited to games. Virtual space can provide a variety of services, such as a place for commercial transactions and communication. In other words, this program can be used to provide services in the so-called metaverse.
[0064] When the first condition is met, the display unit 563 may make the area of the shielding object C4 that overlaps with the enemy character C3 semi-transparent in the image of the virtual camera CM1, or may display the enemy character C3 as a silhouette on the shielding object C4.
[0065] The shielding object C4 may be a wall, an enemy character, a non-player character, an item, or any other object that blocks the view of the virtual camera CM1.
[0066] When the first condition is met, the display unit 563 may additionally display (for example, display an icon, or emphasize the outline) the enemy character C3 in the image captured by the virtual camera CM1.
[0067] In the above embodiment, the player P2 operates the player character C2, and the virtual camera CM2 operates accordingly. However, the player P2 may also be able to directly operate the virtual camera CM2. For example, if the player character C2 becomes unable to be operated due to death or incapacity, the player P2 may also be able to directly operate the virtual camera CM2. In this way, even if the player character C2 dies, the players C1 and C2 can continue to enjoy cooperation by operating the virtual camera CM2 to search for the enemy character C3.
[0068] In the above embodiment, the player character C2 (or the virtual camera CM2) is operated by the player P2, but the player character C2 (or the virtual camera CM2) may be operated by an ally non-player character C2 operated by an AI or the like.
[0069] The enemy character C3 may be controlled by a player P3 other than the players P1 and P2. In this case, the players P1 and P2 are in a cooperative relationship, and the players P1 and P2 and the player P3 are in an antagonistic relationship. The enemy character C3 may also be a non-player character.
[0070] In the above embodiment, the first object is the enemy character C3, but the first object may be anything. For example, the first object may be an object such as an item or in-game currency. The first object may also be a specific object provided in a virtual space. For example, the first object may be an object (such as an exit door or a non-player character) that is set as a point to be reached by the player.
[0071] In the above embodiment, one game device is provided for one player, but one game device may be provided for two players. Also, when the enemy character C3 is controlled by the player P3, the player P3 may control the enemy character C3 via the same game device as the players P1 and P2, or may control the enemy character C3 via a game device different from that of the players P1 and P2.
[0072] The game program may be implemented so as to be executed by multiple computers working together (for example, a computer that functions as a server and a computer that functions as a client). For example, when game device 5 operates as a client connected to a server, the processing that was previously performed by control unit 56 may be performed by the server, or the processing may be shared between the server and the client.
[0073] The effects of the present embodiment 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. [Explanation of symbols]
[0074] 55 Storage section 56 Control Unit (Computer) 61 Display 63 Controller 561 Game Progression Department (Virtual Space Control Department) 562 Viewpoint control unit (first virtual camera control unit, second virtual camera control unit) 563 Display section 564 Playback Department P1 Player (first user) P2 Player (second user) C1, C2 player characters C3 Enemy character (first object) C4 occlusion object (second object)
Claims
1. A computer system consisting of one or more computers, a virtual space control unit that controls the movement of a character placed in the virtual space; a first virtual camera control unit that operates a first virtual camera arranged in the virtual space in response to an operation by a first user; a second virtual camera control unit that operates a second virtual camera arranged in the virtual space in response to an operation by a second user; functioning as a display unit that displays a first image generated by the first virtual camera; The display unit displays the first object in the first image when a first condition is satisfied, in which a second object is positioned between the first virtual camera and the first object and the first object is displayed in a second image generated by the second virtual camera.
2. The game program of claim 1, The display unit displays an image of the second object with a changed transparency on the first image when the first condition is satisfied.
3. The game program of claim 1, The display unit, after satisfying the first condition, does not display the first object in the first image if a certain period of time has elapsed in which the first object is not displayed in the second image generated by the second virtual camera.
4. The game program of claim 1, A game program in which the second virtual camera control unit operates the second virtual camera in accordance with the operation of the second user even when the second user is unable to control the character to be controlled.
5. The game program of claim 1, A game program in which, during a game, the first user and the second user are in a cooperative relationship, and the first user and the second user are in an antagonistic relationship with a third user who controls the first object.
6. a storage unit that stores the program according to any one of claims 1 to 5; a control unit that executes the program; Game system.
Citation Information
Patent Citations
Game fog regulation and control method and system for Moba game and medium
CN114146408A
Virtual picture generating device and its method
JP1997050541A
Game equipment and information storage medium
JP2004000607A
Information processing program, information processing method, information processing system, and information processor
JP2021102066A
Building dynamic social communities based on players' real-time in-game context
JP2022521348A