Game program, game system, game device, and game processing method
The game program simplifies object setting by moving a player character and generating a shape-changing object to surround and set targets in a three-dimensional virtual space, addressing complex control issues in existing systems.
Patent Information
- Application Number
- JP2024062194
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-08
- Publication Date
- 2025-10-21
AI Technical Summary
Existing information processing systems require complex operations to control both a player character and a cursor for setting an object as a target for a predetermined process.
A game program and system that moves a player character in a three-dimensional virtual space based on user inputs, generates an object connecting the character to a reference point, and changes its shape to surround another object, allowing easy setting of the target for processing.
Enables easy and efficient setting of objects for processing by simplifying the control operations and allowing intuitive interaction with the virtual environment.
Smart Images

Figure 2025159546000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game system, a game device, a game processing method, etc., which perform processing using objects in a virtual space. [Background technology]
[0002] BACKGROUND ART Conventionally, there is an information processing system in which an object to be subjected to a predetermined process is set by moving a player character and a cursor (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-166049 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the information processing system disclosed in Patent Document 1 requires complex operations because it is necessary to control the movements of both the player character and the cursor in order to set an object that is the target of a predetermined process.
[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that make it possible to easily set an object or the like to be processed. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention may employ the following configurations (1) to (13), for example.
[0007] (1) One example configuration of the game program of the present invention causes a computer of an information processing device to move a player character in a three-dimensional virtual space based on a first operation input, generate a first object in the three-dimensional virtual space that connects the player character with a reference point set at a position corresponding to a second operation input, and whose shape changes based on the movement of the player character, and when a second object is surrounded by first objects in the three-dimensional virtual space, set the second object as a target for a predetermined process.
[0008] According to the above configuration (1), it is possible to easily set an object to be subjected to a predetermined process.
[0009] (2) In the above configuration (1), the computer may further set a new reference point at a position different from the reference point based on the position of the player character, and change the shape of the first object so that multiple reference points and the player character are connected by straight lines.
[0010] According to the above configuration (2), by moving the player character, the second object to be processed can be easily surrounded by the first object.
[0011] (3) In the configuration (2) above, the shape of the first object may be changed to connect the reference point and the destination position of the player character by at least one of rotating the first object around a reference point and changing the length of the first object to the reference point, depending on the destination position of the player character, and a new reference point may be further set depending on the contact between the shape-changed first object and a second object.
[0012] According to the above configuration (3), the length of the first object required to surround the second object can be shortened, and the shape of the first object can be simplified.
[0013] (4) In the above configuration (3), in response to the first object and the second object coming into contact with each other, a new reference point may be set at a position away from the second object.
[0014] According to the above configuration (4), by avoiding unnecessary contact between the first object and the second object, it is possible to prevent the reference points from increasing due to such contact.
[0015] (5) In any one of the above configurations (1) to (4), a predetermined process may be executed on the second object set as the target based on further movement of the player character.
[0016] According to the above configuration (5), after the target of the process is set by the movement of the player character, the process can be executed by the player character moving as it is.
[0017] (6) In the above configuration (5), the predetermined process may be a process of associating the second object set as the target with the player character and moving the second object in the three-dimensional virtual space in accordance with further movement of the player character.
[0018] According to the above configuration (6), after the processing target is set by the movement of the player character, the player character can carry the second object as it is by moving in the direction in which the player character wants to carry the second object.
[0019] (7) In any one of the configurations (1) to (6) above, a predetermined process may be executed based on the fact that the distance between the player character and the position where the first objects surrounding the second object overlap when viewed from a predetermined direction in the three-dimensional virtual space becomes equal to or greater than a predetermined distance.
[0020] According to the above configuration (7), it is possible to create cases where a predetermined process cannot be executed depending on the environment of the game space, and to make the user think about how to handle the first object, etc.
[0021] (8) In the configuration of (7) above, if the position at which the first objects overlap when viewed from a predetermined direction changes in response to the movement of the player character causing a part of the first object connecting the reference point and the player character to move, a predetermined process may be executed using the changed overlapping position.
[0022] According to the above configuration (8), it is possible to prevent the shape of the second object from becoming complicated.
[0023] (9) In the configuration of (7) or (8) above, the display mode of the first object at least at the portion connecting the overlapping position and the player character may be changed based on a change in the distance between the overlapping position and the player character.
[0024] According to the above configuration (9), the user can easily understand that the distance between the overlapping position and the player character is changing.
[0025] (10) In any one of the configurations (1) to (9) above, when the second object is surrounded by the first object, the display mode of the first object may be changed to a mode different from the display mode of the first object when the second object is not surrounding the first object.
[0026] According to the above configuration (10), it is possible to notify the user that the second object is surrounded by the first object.
[0027] (11) In any one of the configurations (1) to (10) above, the computer may further be configured to set a reference point at a position based on a second object that satisfies a predetermined condition in response to a second operation input, and when the player character moves a predetermined distance or more in a direction away from the second object, execute a predetermined process with the second object as the target.
[0028] According to the above feature (11), the second object can be set as a target for the predetermined process even if it is not surrounded by the first object.
[0029] (12) In the above configuration (1), the computer may further set a new reference point at a position different from the reference point based on a third operation input, and change the shape of the first object so that multiple reference points and the player character are connected by straight lines.
[0030] According to the above configuration (12), the user can set the reference point at a desired position.
[0031] (13) In the above configuration (1), the computer may further change the shape of the first object according to a moving path of the player character after the reference point is set in the three-dimensional virtual space.
[0032] According to the above configuration (13), it is possible to make the first object appear in a shape that follows the movement path of the player character.
[0033] The present invention may also be embodied in the form of a game system, a game device, and a game processing method. [Effects of the Invention]
[0034] According to the present invention, an object to be processed can be easily set. [Brief explanation of the drawings]
[0035] [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] FIG. 10 shows an example of a state in which the left controller 3 and the right controller 4 are detached from the main unit 2. [Figure 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Figure 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] 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 8] FIG. 10 is a diagram showing an example of a game image in which a player character PC placed in a game space is displayed. [Figure 9] FIG. 10 is a diagram showing an example of a first stage of an operation in which the player character PC surrounds the terrain object Lt using the selection tool object OBJ to perform a predetermined process. [Figure 10] FIG. 10 is a diagram showing an example of a second stage of an operation in which the player character PC surrounds the terrain object Lt using the selection tool object OBJ to perform a predetermined process. [Figure 11] FIG. 10 is a diagram showing an example of a third stage of an operation in which the player character PC surrounds the terrain object Lt using the selection tool object OBJ to perform a predetermined process. [Figure 12] FIG. 10 is a diagram showing an example of a fourth stage of an operation in which the player character PC surrounds the land object Lt using the selection tool object OBJ to perform a predetermined process. [Figure 13] A more detailed example of the shape change when the selection tool object OBJ surrounds the terrain object Lt. [Figure 14] A more detailed example of the shape change when the selection tool object OBJ surrounds the terrain object Lt. [Figure 15]FIG. 10 is a diagram showing an example of an offset position set in a terrain object Lt; [Figure 16] FIG. 10 is a diagram showing an example in which a set reference point is released. [Figure 17] FIG. 10 is a diagram showing an example in which the placement position of the set intersection reference point Px is moved. [Figure 18] FIG. 10 is a diagram showing an example in which a reference point is set based on a user operation; [Figure 19] FIG. 10 is a diagram showing an example in which a reference point is set according to the movement path of a player character PC. [Figure 20] A diagram showing an example of multiple loop shapes being formed by a selection tool object OBJ. [Figure 21] FIG. 10 is a diagram showing an example of a data area set in the DRAM 85 of the main device 2. [Figure 22] A flowchart showing an example of game processing executed by the game system 1. [Figure 23] Subroutine showing an example of the first half of the player character control process in step S123 of FIG. 22 [Figure 24] A subroutine showing an example of the latter half of the player character control process in step S123 of FIG. 22 [Figure 25] A subroutine showing an example of the selection tool update process in step S149 of FIG. 23. DETAILED DESCRIPTION OF THE INVENTION
[0036] A game system according to an example of this embodiment will be described below. An example of the game system 1 according to this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used by separating the main unit 2 from the left controller 3 and the right controller 4 (see FIG. 2). Below, the hardware configuration of the game system 1 according to this embodiment will be described, followed by a description of the control of the game system 1 according to this embodiment.
[0037] As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include operation units that allow the user to perform inputs.
[0038] 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."
[0039] 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular.
[0040] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0041] 3, the main unit 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0042] The main device 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (for example, a resistive type).
[0043] The main unit 2 is provided with a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.
[0044] The main unit 2 also has a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via a wired connection, and a right terminal 21, which is a terminal for the main unit 2 to communicate with the right controller 4 via a wired connection.
[0045] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted therein. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0046] The main unit 2 has a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).
[0047] As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be held in a vertically long orientation when detached from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0048] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit that can input directions. By tilting the analog stick 32, the user can input a direction corresponding to the tilt direction (and input a magnitude corresponding to the tilt angle). Note that instead of an analog stick, the left controller 3 may be equipped with a cross key or a slide stick that can perform slide inputs as a direction input unit. In this embodiment, input can be made by pressing the analog stick 32.
[0049] The left controller 3 is equipped with various operation buttons. The left controller 3 is equipped with four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. The left controller 3 also is equipped with a record button 37 and a - (minus) button 47. The left controller 3 is equipped with a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 is also equipped with a second L button 43 and a second R button 44 on the side of the housing 31 that is attached to the main unit 2. These operation buttons are used to issue instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0050] The left controller 3 also includes a terminal 42 for wired communication between the left controller 3 and the main unit 2.
[0051] As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when detached from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0052] Like the left controller 3, the right controller 4 is equipped with an analog stick 52 as a directional input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may also be equipped with a cross key or a slide stick that allows slide input, instead of an analog stick. Like the left controller 3, the right controller 4 is equipped with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 is also equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the housing 51. Like the left controller 3, the right controller 4 is also equipped with a second L button 65 and a second R button 66.
[0053] The right controller 4 also includes a terminal 64 for wired communication between the right controller 4 and the main unit 2.
[0054] In addition to the configuration shown in Fig. 3, the main device 2 includes the components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.
[0055] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium inserted into slot 23, etc.).
[0056] The main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as examples of internal storage media built into the main device 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.
[0057] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 23 in accordance with instructions from the processor 81.
[0058] The processor 81 reads and writes data from and to the flash memory 84, DRAM 85, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.
[0059] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a proprietary protocol or infrared communication) as a second communication mode. Note that wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication," in which data is transmitted and received by direct communication between multiple main units 2.
[0060] The main unit 2 is equipped with a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0061] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27. When performing wired communication with the left controller 3, the processor 81 transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When performing wired communication with the right controller 4, the processor 81 transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When performing wired communication with the right controller 4, the processor 81 transmits data to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4. When an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 or the main unit 2 alone is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0062] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. The main unit 2 can also communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main unit 2 using their own sets of left controllers 3 and right controllers 4. For example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can simultaneously input to the main unit 2 using a second set of left controllers 3 and right controllers 4.
[0063] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside.
[0064] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speakers 88 and the audio input / output terminal 25.
[0065] The main device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to 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 controls the power supply from the battery 98 to each of the above parts based on instructions from the processor 81.
[0066] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (for example, a cradle) is connected to lower terminal 27 and power is supplied to main device 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0067] The left controller 3 is equipped with a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7 , the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both via wired communication via the terminal 42 and via wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication between the left controller 3 and the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 communicates wirelessly with the main unit 2 (specifically, with the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.
[0068] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured, for example, by a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0069] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information related to operations performed on the button 103 and analog stick 32 to the communication control unit 101 at appropriate timing.
[0070] The communication control unit 101 acquires information related to the input (specifically, information related to the operation or the detection results from the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a predetermined process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every predetermined time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0071] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. In other words, the main unit 2 can determine the operation of each button 103 and analog stick 32 based on the operation data.
[0072] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0073] As shown in FIG. 7, the right controller 4 is equipped with a communication control unit 111 that communicates with the main unit 2. The right controller 4 also has a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both via wired communication via the terminal 64 and via wireless communication that does not use the terminal 64 (specifically, communication in accordance with the Bluetooth (registered trademark) standard), and controls the method of communication between the right controller 4 and the main unit 2.
[0074] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3 and operate in the same manner.
[0075] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3 and operates in the same manner.
[0076] As described above, in the game system 1 of this embodiment, the left controller 3 and right controller 4 are detachable from the main unit 2. Furthermore, by attaching an all-in-one device in which the left controller 3 and right controller 4 are attached to the main unit 2 or the main unit 2 alone to a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. Note that when using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in which the left controller 3 and right controller 4 are fixed to the main unit 2 (for example, in a mode in which the main unit 2, left controller 3, and right controller 4 are integrated into a single housing).
[0077] Game play is performed using the game space displayed on the display 12 in response to operations such as the operation buttons and sticks of the left controller 3 and / or right controller 4 of the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, game play is possible using a player character PC operating within the game space in response to user operations using the operation buttons and sticks.
[0078] In this embodiment, within the information processing system, a plurality of game systems 1 may exchange operation information via a server or the like, thereby forming the same game space as a shared space and playing a communication game in which player characters corresponding to a plurality of users operate within the game space. The operation information exchanged when playing this communication game may be information about the player characters operated by each user using a controller, information about the game space edited by the actions of the player characters, information indicating the content of the operations performed using the controllers of each user operating each player character, or any other information that allows players to understand each other's game progress.
[0079] An overview of an example of game processing performed in the game system 1 will be described with reference to Figures 8 to 19. First, before describing the overview of the example of game processing, an overview of the game space used in the example of game processing will be described with reference to Figure 8.
[0080] In this embodiment, the game field in Figure 8 is made up of a plurality of unit areas. For example, the unit areas are areas obtained by dividing the game field into a square grid when viewed vertically, and each unit area is the same size. Specifically, if an x-axis and a z-axis that are orthogonal to each other are set in the horizontal direction of the game field and a y-axis is set in the vertical direction, a single unit area is an area divided into a grid by a plurality of planes parallel to the xy plane and a plurality of planes parallel to the yz plane. As a result, the game field is configured such that unit areas are arranged side by side in the horizontal direction (specifically, the front-to-back and left-to-right directions) in the game space.
[0081] The shape of the game field is defined in units of terrain objects L (pieces). The terrain objects L are elements that make up the game field, and the shape of the game field can be changed by moving, adding, deleting, etc. the terrain objects L as units. The size of one terrain object L in the horizontal direction of the game space is the size of one of the unit areas, and its length in the vertical direction is the same as the horizontal length of the unit area.
[0082] The terrain objects L have a rectangular parallelepiped shape (more specifically, a cubic shape) and are arranged in a grid pattern in the game space to form a game field. As an example, in this embodiment, the game system 1 sets parameters related to the terrain objects L at coordinates set in the game space, and stores parameters indicating whether or not a terrain object L exists at each of a plurality of coordinates. In this way, the game system 1 manages whether or not a terrain object L exists for each coordinate in the game space (i.e., stores the above parameters for each coordinate), thereby being able to define the shape of a plurality of terrain objects L in the game space. Note that the terrain objects L may have uneven surfaces or may have rounded corners.
[0083] In another embodiment, the game system 1 may set parameters for each of the terrain objects L present in the game space. The parameters set for each of the terrain objects L indicate at least the position of the terrain object L in the game space. In this way, the game system 1 can define the shape of a plurality of terrain objects L in the game space (shape of the game field) by managing the position of each of the terrain objects L in the game space (i.e., by storing the above parameters for each terrain object L). Note that the parameters set for each terrain object L may include other parameters that indicate the basic state of the terrain object L and other parameters that change in response to user operations.
[0084] In this embodiment, the player character PC can generate a terrain object, edit the generated terrain object, duplicate the generated terrain object, and so on by performing a predetermined action based on a user operation. Generating a terrain object includes making a new terrain object appear in the game space by moving and combining terrain objects L placed in the game space or new terrain objects. Editing a terrain object includes updating a terrain object by moving a generated terrain object, changing its appearance or properties, or combining it with a new terrain object. Duplication of a terrain object also includes making a generated terrain object appear by copying it in the game space.
[0085] In this embodiment, by rewriting and updating the parameters so as to delete some of the terrain objects L from the multiple terrain objects L that make up the terrain, the state of the terrain objects L can be edited and the shape of the terrain can be easily changed. Furthermore, when adding terrain, similar to when deleting terrain objects L, by rewriting and updating the parameters so as to arrange the terrain objects L as units, the terrain objects can be edited and the shape of the terrain can be easily changed. In this way, in this embodiment, by rewriting the parameters, terrain objects in the game space can be easily generated, edited, etc.
[0086] Furthermore, the terrain of the game space in this embodiment may be composed of multiple types of terrain objects with different properties and appearances. In this case, the parameters may include any data that can identify the properties and appearance of the terrain objects L that are placed. For example, the parameters may include data that can identify properties such as whether the terrain objects can be edited by the user, their material (sand, rock, soil, ice, etc.), how fragile they are, and whether they can be joined to other objects, as well as data that can identify the appearance of the terrain objects, such as textures used for the terrain objects, making it possible to set the states of multiple types of terrain objects. In this case, the player character PC may edit the properties and appearance of the terrain objects, thereby updating the parameters that correspond to the edited terrain objects.
[0087] A terrain object may be joined with other adjacent terrain objects to generate or edit an integrated terrain object. For example, when a player character PC performs a predetermined action, multiple terrain objects that are the target of the action may be joined to each other and integrated. In this case, the parameters may include data or the like that can specify whether the terrain objects are joined to each other and integrated, making it possible to set whether the terrain object is joined to other terrain objects and integrated.
[0088] Furthermore, when the terrain object L is destroyed by the player character PC and thereby eliminated from the game space, an item corresponding to the terrain object L (for example, a card item indicating the material of the terrain object L) may be made to appear in the game space. Changing the state of the game space and editing the terrain object in this embodiment may include cases where the terrain object L is eliminated from the game space and the above-mentioned item appears.
[0089] Furthermore, other states of the terrain object may be editable. For example, editing of the terrain object may include changing the shape or type of the terrain object itself placed in the game space, changing the attitude or rotating the terrain object placed in the game space, changing the durability or properties (movability, combineability, etc.) of the terrain object placed in the game space, etc. In this embodiment, these states may be specified by the parameters, and the parameters corresponding to the terrain object may be updated by rewriting the parameters.
[0090] In this embodiment, it is also possible to set a terrain object L to be subjected to a predetermined process in response to a selection action performed by the player character PC. Here, in this embodiment, "setting an object as a target of a predetermined process" means changing from a non-selected state, in which the object is not selected as an object to be subjected to the predetermined process, to a selected state, in which the object is selected. For example, in the game space, a terrain object L surrounded by a selection tool object OBJ generated by the player character PC is set as a target of the predetermined process. Based on a user operation, the player character PC moves in a three-dimensional game space formed by a plurality of terrain objects L, and generates in the game space a selection tool object OBJ whose shape changes based on the movement of the player character PC. Then, when at least one of the terrain objects L is surrounded by the selection tool object OBJ in the game space, the terrain object L is set as a target of the predetermined process. As an example, the predetermined process is a process of associating the terrain object L set as the target of the predetermined process with the player character PC and moving the terrain object L in the game space in response to further movement of the player character PC.
[0091] 9 to 12, an example of the action of the player character PC surrounding the terrain object Lt using the selection tool object OBJ will be described. As shown in FIG. 9, in response to a predetermined user operation (for example, an operation of pressing the operation button 61 (ZR button)), the player character PC performs an action of throwing the tip of the selection tool object OBJ. The selection tool object OBJ is a string-like object whose shape changes so that it stretches out from the player character PC, and when its tip comes into contact with another object or the field, the tip is fixed to a position based on the contact position. For example, in the example of FIG. 9, the selection tool object OBJ is thrown onto a terrain object L that constitutes the game field, and when the tip of the selection tool object OBJ comes into contact with the terrain object L, a first reference point P1 is set at the contact position, and the tip is fixed to the first reference point P1. The selection tool object OBJ is then generated in a shape that extends so as to connect the first reference point P1 and the player character PC.
[0092] The position to which the tip of the selection tool object OBJ is thrown by the player character PC may be a predetermined position based on the position or orientation of the player character PC, or may be a position based on a user operation. In the former case, the position to which the tip of the selection tool object OBJ is thrown may be a position a predetermined distance away directly in front of the player character PC, or may be a position directly below the player character PC. In the latter case, the aim displayed on the display 12 may be moved in accordance with a predetermined user operation (for example, an operation of tilting the analog stick 32 or the analog stick 35 while pressing the operation button 39 (ZL button)), and the tip of the selection tool object OBJ may be thrown toward a position in the game space that overlaps with the aim.
[0093] As shown in FIG. 10, after the first reference point P1 is set, while a predetermined user operation is being continuously performed (for example, while the operation button 61 (ZR button) is being pressed and held or while the operation button 61 is pressed and held down again), the shape of the selection tool object OBJ changes based on the movement of the player character PC, with its tip fixed at the first reference point P1. For example, the selection tool object OBJ changes its shape by rotating, stretching, or deforming around the first reference point P1 so as to form a straight line connecting the first reference point P1 and the destination position of the player character PC, depending on the destination position of the player character PC. Then, in response to contact between the shape-changed selection tool object OBJ and the landform object Lt, a second reference point P2 is further set as a new reference point, with the position of contact as a reference.
[0094] After the second reference point P2 is set, while the predetermined user operation is being continuously performed, the shape of the selection tool object OBJ is further changed based on the movement of the player character PC, with its tip fixed to the first reference point P1 and its middle portion fixed to the second reference point P2. For example, the selection tool object OBJ changes its shape by further rotating, stretching, or deforming about the second reference point P2 so as to form a straight line connecting the second reference point P2 and the destination position of the player character PC, depending on the destination position of the player character PC. Then, in response to re-contact between the selection tool object OBJ whose shape has changed and the terrain object Lt, a third reference point P3 is further set as a new reference point, with the position of re-contact as a reference. After the third reference point P3 is set, while the predetermined user operation is being continuously performed, the shape of the selection tool object OBJ is further changed based on the movement of the player character PC, with its tip fixed to the first reference point P1 and its middle portion fixed to the second reference point P2 and the third reference point P3.
[0095] As shown in FIG. 11 , by continuing the predetermined user operation and moving around the terrain object Lt, the player character PC repeats the process of setting a new reference point based on contact between the terrain object Lt and the selection tool object OBJ, and the terrain object Lt is surrounded by the selection tool object OBJ. In this way, by setting a new reference point based on contact between the terrain object Lt and the selection tool object OBJ, it becomes possible to surround the terrain object Lt with a selection tool object OBJ that has a simple shape and a short length. Then, in the game space, an intersection reference point Px is set at a position where the selection tool objects OBJ surrounding the terrain object Lt overlap (more specifically, a position where they overlap when viewed from a predetermined direction (e.g., up and down) in the game space). Note that when a solid terrain object Lt arranged in a three-dimensional game space is surrounded by string-like selection tool objects OBJ, it is conceivable that the selection tool objects OBJ will be twisted and will not intersect. In this embodiment, by setting the intersection reference point Px at a position where the selection tool objects OBJ overlap when viewed from a predetermined direction in the game space (for example, the up and down direction), it is possible to set the intersection reference point Px even when the selection tool objects OBJ are in a twisted position and do not intersect.
[0096] At this time, a loop shape is established in the selection tool object OBJ that surrounds the landform object Lt, and the establishment of the loop shape may be used as an opportunity to change the display mode of the portion of the selection tool object OBJ that forms the loop shape. As one example, the portion of the selection tool object OBJ that forms the loop shape may be made thicker or its color may be changed.
[0097] After the intersection reference point Px is set, as the player character PC moves in a direction away from the intersection reference point Px while continuing the predetermined user operation, the selection tool object OBJ further changes its shape while maintaining the loop shape so that a straight line connects the intersection reference point Px and the destination position of the movement. At this time, the display mode of the portion of the selection tool object OBJ from the intersection reference point Px to the player character PC may be changed based on a change in the distance between the intersection reference point Px and the player character PC. As an example, the display mode of the portion may be changed by a shape change similar to that of a spring expanding and contracting in accordance with the distance. Then, when the distance between the intersection reference point Px and the player character PC becomes equal to or greater than a predetermined distance, the predetermined processing is executed, targeting the terrain object Lt surrounded by the selection tool object OBJ as the processing target. In this way, by executing the predetermined processing when the distance between the intersection reference point Px and the player character PC becomes equal to or greater than the predetermined distance, there may arise a case where the distance cannot be maintained due to environmental restrictions in the game space, and the user is prompted to consider what form the selection tool object OBJ should take to surround the terrain object Lt.
[0098] As shown in FIG. 12 , by the above-mentioned predetermined processing, the terrain objects Lt surrounded by the selection tool objects OBJ are associated with the player character PC and move within the game space in accordance with the movement of the player character PC. As an example, by the above-mentioned predetermined processing, the terrain objects Lt surrounded by the selection tool objects OBJ move within the game space so as to be piled up and placed at positions near the player character PC (for example, at the player character PC's hands or feet) in order of decreasing distance from the player character PC. Then, by a subsequent action of the player character PC, the piled up terrain objects Lt may be further lifted and carried, placed on the game field, thrown forward, or the like. As another example, by the above-mentioned predetermined processing, the terrain objects Lt surrounded by the selection tool objects OBJ may move within the game space so as to follow the movement of the player character PC in order of decreasing distance from the player character PC. The distance from the player character PC described above may be the shortest distance in the three-dimensional game space from the reference coordinates set on the player character PC (e.g., the position of the feet or the position of the center of gravity of the body) to the reference coordinates set on the terrain object Lt (e.g., the center position), or the straight-line distance between the reference coordinates on a plane viewed from directly above the game space.
[0099] In other embodiments, the predetermined processing may perform other editing on the terrain object Lt surrounded by the selection tool object OBJ. For example, by performing the predetermined processing, predetermined damage may be inflicted on the terrain object Lt set as the target of the predetermined processing, the terrain object Lt may be destroyed and thereby erased from the game space, the properties, type, state, etc. of the terrain object L may be changed, the display mode, size, shape, etc. of the terrain object L may be changed, or multiple terrain objects Lt may be combined into one terrain object Lt.
[0100] Note that a limit may be placed on the number of terrain objects Lt that are the target of the above-mentioned predetermined process, and may be limited to a predetermined number (for example, 10 or less). As an example, a predetermined number of terrain objects Lt that are associated with the player character PC and move within the game space in accordance with the movement of the player character PC may be extracted in order of proximity to the player character PC. In this case, the non-extracted terrain objects Lt may not move in the above-mentioned predetermined process even if they are surrounded by selection tool objects OBJ, and may maintain their respective placement positions.
[0101] Furthermore, a limit may be placed on the size of the terrain object Lt that is the target of the predetermined processing. In this embodiment, a terrain object Lt that has become relatively large as a result of combining multiple terrain objects may also be the target of the predetermined processing when it is surrounded by selection tool objects OBJ. On the other hand, the size that can be the target of the predetermined processing may be limited to a predetermined size (for example, the size when 10 units of objects are combined) or less.
[0102] Furthermore, if another terrain object L is located directly above or directly below the terrain object Lt that is the target of the above-described predetermined processing, these terrain objects L may also be set as the above-described target, or they may not be set as the above-described target. As a first example, the terrain object L directly above, within a predetermined height range from the terrain object Lt that is positioned so as to overlap with the selection tool object in the horizontal direction, is set as the above-described target, and the terrain object L directly below the surrounded terrain object Lt is not set as the above-described target. As a second example, the terrain objects L directly above and directly below, within a predetermined height range from the terrain object Lt that is positioned so as to overlap with the selection tool object OBJ in the horizontal direction, are each set as the above-described target. As a third example, neither the terrain objects L directly above nor directly below, within a predetermined height range from the terrain object Lt that is positioned so as to overlap with the selection tool object OBJ in the horizontal direction, are set as the above-described target. As a fourth example, the terrain object L immediately below the terrain object Lt that is positioned overlapping the selection tool object OBJ in the horizontal direction and within a predetermined height range is set as the target, and the terrain object L immediately above the surrounded terrain object Lt is not set as the target. Note that in the first, second, and fourth examples, if a terrain object L is located directly above or directly below the terrain object Lt that is positioned overlapping the selection tool object OBJ in the horizontal direction and exceeds the predetermined height range, all of the terrain objects L directly above or directly below the terrain object Lt and the terrain object Lt in the overlapping position may not be set as the target. Furthermore, even if a terrain object L is located within a predetermined height range directly above or directly below the terrain object Lt that is the target of a predetermined process, if there are no consecutive terrain objects L between the terrain object Lt and the terrain object Lt that is the target of the predetermined process, the terrain object L may not be set as the target of the predetermined process. In any example, it is possible to easily set the terrain object to be processed, and the example to be selected may be selected taking into account the characteristics of the game, etc.
[0103] Furthermore, multiple loop shapes of the selection tool object OBJ surrounding the terrain object Lt may be formed. For example, after one loop shape of the selection tool object OBJ surrounding the terrain object Lt is formed, a new reference point may be set by contact between another terrain object Lt and the selection tool object OBJ before the distance from the intersection reference point belonging to that loop shape to the player character PC reaches or exceeds the predetermined distance. This makes it possible to form another loop shape surrounding the other terrain object Lt starting from the new reference point, and multiple loop shapes of the selection tool object OBJ can be formed by the player character PC repeating this operation. In this case, all of the terrain objects Lt surrounded by the multiple loop shapes of the selection tool object OBJ may be set as targets for the predetermined process.
[0104] 13 to 16, a more detailed example of the shape change when the selection tool object OBJ surrounds the land object Lt will be described. Figures 13 and 14 show the shape change of the selection tool object OBJ from when the first reference point P1 is set until the intersection reference point Px is set and the selection tool object OBJ is pulled by the player character PC, as viewed from above in the game space.
[0105] 13, after the first reference point P1 is set in the vicinity of the terrain object Lt, the player character PC moves clockwise around the terrain object Lt while generating a selection tool object OBJ. At this time, the selection tool object OBJ has a shape that connects the first reference point P1 and the player character PC with a straight line, and changes its shape by rotating / expanding / shrinking around the first reference point P1 as the center, so that the other end moves in accordance with the movement of the player character PC.
[0106] 13, as the player character PC moves, the selection tool object OBJ connecting the first reference point P1 and the player character PC comes into contact with the lower left corner of the land object Lt. Then, a contact point is set at the corner of the land object Lt that the selection tool object OBJ comes into contact with.
[0107] In the lower diagram of FIG. 13 , in this embodiment, when a contact point is set by the selection tool object OBJ coming into contact with the terrain object Lt, a new reference point is set at a position (offset position) away from the terrain object Lt. For example, as shown in FIG. 15 , an offset position is set for each terrain object Lt. Here, the offset position is set at a position a predetermined distance away from the outer surface of the terrain object Lt in the normal direction. Then, when a contact point is set on the outer surface of the terrain object Lt, a new reference point is set at an offset position a predetermined distance away from the contact point in the normal direction. In the example of the lower diagram of FIG. 13 , a second reference point P2 is set as a new reference point at an offset position a predetermined distance away from the set contact point at a corner of the terrain object Lt in the normal direction. Note that the apparent contact point displayed when the selection tool object OBJ and the terrain object Lt come into contact may be a reference point set at the offset position, or may not be the reference point (for example, it may be displayed at the position where the selection tool object OBJ and the terrain object Lt actually come into contact). In the latter case, the calculation reference point used in the processing and the visual contact point displayed at the position where the selection tool object OBJ and the terrain object Lt come into contact may be set separately at different positions.
[0108] Typically, the selection tool object OBJ comes into contact with a corner (end) of the terrain object Lt, but it may also come into contact with a position other than the corner (end) of the terrain object Lt. For example, the tip of the selection tool object OBJ that the player character PC throws first may come into contact with the outer surface of the terrain object Lt, causing a contact point to be set at a position other than the corner (end) of the terrain object Lt. In this case, even if a contact point is set at a position other than the corner (end) of the terrain object Lt, a new reference point (for example, a first reference point P1) is set at an offset position that is a predetermined distance away from the contact point in the normal direction.
[0109] 13, after the second reference point P2 is set at the offset position of the land object Lt, the player character PC further moves clockwise around the land object Lt. At this time, the selection tool object OBJ has a shape that connects the first reference point P1 to the player character PC via the second reference point P2 with a straight line, and the part on the player character PC side rotates / expands / contracts around the second reference point P2, thereby changing its shape so that the other end moves in accordance with the movement of the player character PC.
[0110] In the upper diagram of FIG. 14 , as the player character PC moves, the portion of the selection tool object OBJ connecting the second reference point P2 and the player character PC further comes into contact with the lower right corner of the terrain object Lt, and a contact point is set at that corner. Then, a third reference point P3 is set as a new reference point at an offset position a predetermined distance away from the contact point in the normal direction. At this time, the selection tool object OBJ has a shape that connects the first reference point P1 to the player character PC via the second reference point P2 and the third reference point P3, each with a straight line. Then, as the player character PC further moves clockwise around the terrain object Lt, the portion on the player character PC side rotates / expands / contracts around the third reference point P3, thereby changing its shape so that the other end moves in accordance with the movement of the player character PC.
[0111] 14, a fourth reference point P4 and a fifth reference point P5 are set near the upper right corner and the upper left corner of the land object Lt, similar to the second reference point P2 and the third reference point P3. Thereafter, when the player character PC moves to a position that straddles the portion of the selection tool object OBJ between the first reference point P1 and the second reference point P2, an intersection reference point Px is set at a position where the selection tool objects OBJ overlap when viewed from the top and bottom of the game space. As a result, the selection tool objects OBJ form a loop shape that surrounds the land object Lt via the intersection reference point Px and the second to fifth reference points P2 to P5, and the land object Lt surrounded by the loop-shaped selection tool objects OBJ is set as the target of the above-mentioned predetermined processing.
[0112] In the lower diagram of Fig. 14, after the intersection reference point Px is set, the player character PC moves in a direction away from the intersection reference point Px. At this time, the selection tool object OBJ maintains the above-mentioned loop shape surrounding the landform object Lt and assumes a shape that connects the intersection reference point Px and the player character PC with a straight line, and changes its shape so that the other end moves in accordance with the movement of the player character PC by rotating / expanding the part on the player character PC side around the intersection reference point Px. Then, when the distance between the intersection reference point Px and the player character PC becomes equal to or greater than a predetermined distance, the above-mentioned predetermined processing is executed, with the landform object Lt surrounded by the selection tool object OBJ as the processing target.
[0113] In this embodiment, each reference point P is set at an offset position away from the terrain object Lt with which the selection tool object OBJ comes into contact. This reduces the number of times the selection tool object OBJ comes into contact with the terrain object Lt when surrounding the terrain object Lt, thereby reducing the processing load for setting the reference point P. For example, as shown in the upper diagram of FIG. 14 , after the second reference point P2 is set, the selection tool object OBJ is maintained apart from the terrain object Lt until a contact point for setting the third reference point P3 is generated, thereby preventing repeated contact with the outer surface of the terrain object Lt other than the corners (edges). This is also true for other outer surfaces of the terrain object Lt, and a similar effect can be expected for any terrain object L that is composed of a polyhedron.
[0114] In other embodiments, the contact position where the selection tool object OBJ comes into contact with the land object Lt may be set as the reference point.
[0115] Furthermore, in this embodiment, the set reference points may be released. As a first example, by ending the user operation (for example, an operation of pressing and holding the operation button 61 (ZR button)) that causes the above-mentioned selection tool object OBJ to appear, all set reference points are released and the state in which the selection tool object OBJ is used is ended. For example, in response to the end of the above-mentioned user operation, the player character PC enters a state in which the selection tool object OBJ is stored, or the selection tool object OBJ is erased from the game space, and the state in which the selection tool object OBJ is used is ended.
[0116] As a second example, as illustrated in FIG. 16 , the most recently set reference point may be canceled in response to the movement of the player character PC. As an example, in the upper diagram of FIG. 16 , similar to the upper diagram of FIG. 14 , the selection tool object OBJ has a shape in which straight lines connect the first reference point P1 to the player character PC via the second reference point P2 and the third reference point P3. In this state, if the player character PC moves counterclockwise around the terrain object Lt surrounded by the selection tool object OBJ, no obstacle such as the terrain object Lt is interposed between the player character PC and the reference point set two points earlier (i.e., the second reference point P2). In this way, when no obstacle is interposed between the player character PC and the reference point set two points earlier, it is determined that the condition for canceling the most recent reference point is satisfied, and the most recently set reference point (i.e., the third reference point P3) may be canceled. Note that the obstacle may be a tangible virtual object such as the terrain object Lt, or an offset range set for the virtual object. In the former case, in the example of Fig. 16, the condition for canceling the latest reference point is satisfied when the land object Lt is no longer present between the second reference point P2 and the player character PC. In the latter case, in the example of Fig. 16, the condition for canceling the latest reference point is satisfied when the offset range of the land object Lt is no longer present between the second reference point P2 and the player character PC.
[0117] In other embodiments, the position of the intersection reference point Px once set may change. As is clear from the middle and bottom diagrams of FIG. 14 , once set, the intersection reference point Px in the above embodiment does not change its position as the player character PC moves after the setting, and its position is fixed in the game space. In contrast, as shown in FIG. 17 , in other embodiments, the position of the intersection reference point Px once set moves in accordance with the movement of the player character PC. As a result, the selection tool object OBJ forms a loop shape surrounding the terrain object Lt via the movable intersection reference point Px and the second to fifth reference points P2 to P5, and the terrain object Lt surrounded by the loop-shaped selection tool object OBJ is set as the target of the predetermined processing. Even when the intersection reference point Px moves in this way, the predetermined processing may be executed on the target terrain object Lt when the distance between the movable intersection reference point Px and the player character PC becomes equal to or greater than a predetermined distance.
[0118] 17, as in the middle diagram of FIG. 14, when the player character PC moves to a position that straddles the portion between the first reference point P1 and the second reference point P2 of the selection tool object OBJ, an intersection reference point Px is set at the position where the selection tool objects OBJ overlap as viewed from the top-bottom direction of the game space. In this embodiment, the portion on the player character PC's side then rotates / expands / contracts around the fifth reference point P5, changing its shape so that the other end moves in accordance with the movement of the player character PC, thereby changing the position where the selection tool objects OBJ overlap. Specifically, the position where the selection tool objects OBJ overlap is the position where the straight line connecting the first reference point P1 and the second reference point P2 and the straight line connecting the fifth reference point P5 and the player character PC intersect as viewed from the top-bottom direction of the game space, and changes in accordance with the movement of the player character PC.
[0119] 17, after the intersection reference point Px has been set, if the player character PC further moves clockwise around the landform object Lt surrounded by the selection tool object OBJ, the part connecting the fifth reference point P5 and the player character PC also rotates clockwise around the fifth reference point P5. Then, as viewed from the top-bottom direction of the game space, the position where the part between the first reference point P1 and the second reference point P2 of the selection tool object OBJ intersects with the part connecting the fifth reference point P5 and the player character PC moves in the direction from the first reference point P1 to the second reference point P2, and therefore the intersection reference point Px set at the intersecting position also moves.
[0120] 17, after the intersection reference point Px has been set, if the player character PC moves counterclockwise around the land object Lt surrounded by the selection tool object OBJ, the part connecting the fifth reference point P5 and the player character PC also rotates counterclockwise around the fifth reference point P5. Then, since the position of intersection moves in the direction from the second reference point P2 to the first reference point P1, the intersection reference point Px set at the position of intersection also moves.
[0121] In another embodiment, the reference point of the selection tool object OBJ may be set based on a predetermined user operation. For example, as shown in Fig. 18 , while a user operation for generating the selection tool object OBJ is continuously performed (for example, while an operation for pressing and holding the operation button 61 (ZR button) is being performed), a new reference point may be set at the position of the player character PC in response to another user operation (an operation for pressing a reference point setting button (for example, the operation button 53 (A button))) being performed while the player character PC is moving.
[0122] For example, as shown in the upper diagram of FIG. 18 , after a first reference point P1 is set near a terrain object Lt, the player character PC moves clockwise around the terrain object Lt while generating a selection tool object OBJ. At this time, the selection tool object OBJ has a shape that connects the first reference point P1 and the player character PC with a straight line, and by rotating / expanding around the first reference point P1, the shape changes so that the other end moves in accordance with the movement of the player character PC. Then, in response to a user operation of pressing the reference point setting button, a second reference point P2 is set as a new reference point at a position directly below the player character PC in the game space. As a result, the selection tool object OBJ is placed in the game space in a shape that connects the first reference point P1 and the second reference point P2 with a straight line.
[0123] As shown in the middle diagram of FIG. 18 , after the second reference point P2 is set, the player character PC continues to move clockwise around the terrain object Lt. At this time, the selection tool object OBJ assumes a shape in which straight lines connect the first reference point P1 to the player character PC via the second reference point P2, and the part of the selection tool object OBJ on the player character PC side rotates / extends around the second reference point P2, changing its shape so that the other end moves in accordance with the movement of the player character PC. Then, in response to a user operation of pressing the reference point setting button a second time, a third reference point P3 is set as a new reference point at a position directly below the player character PC in the game space. As a result, the selection tool object OBJ is placed in the game space in a shape in which straight lines connect the first reference point P1 to the third reference point P3 via the second reference point P2.
[0124] As shown in the lower diagram of FIG. 18 , after the third reference point P3 is set, the player character PC further moves clockwise around the terrain object Lt. At this time, the selection tool object OBJ has a shape in which straight lines connect the first reference point P1 to the player character PC via the second reference point P2 and the third reference point P3, and the part of the selection tool object OBJ on the player character PC side rotates / extends around the third reference point P3, thereby changing its shape so that the other end moves in accordance with the movement of the player character PC. As such, in this other embodiment, the reference points may be set based on a user operation of pressing a reference point setting button, regardless of contact between the selection tool object OBJ and the terrain object Lt. Even when the reference points are set based on a user operation of pressing the reference point setting button, an intersection reference point Px is set at a position where the selection tool objects OBJ surrounding the terrain object Lt overlap each other. When the selection tool object OBJ forms a loop shape surrounding the terrain object Lt via the reference points, the terrain object Lt surrounded by the loop-shaped selection tool object OBJ is set as the target of the predetermined processing. Note that in this other embodiment, a reference point may also be set based on contact between the selection tool object OBJ and the terrain object Lt. In other words, while a reference point is being set based on a user operation of pressing a reference point setting button, if the selection tool object OBJ comes into contact with the terrain object Lt while the player character PC is moving, the reference point may also be set based on the contact position described above.
[0125] In another embodiment, the shape of the selection tool object OBJ may be changed according to the movement path of the player character PC in the game space after the first reference point P1 is set. For example, as shown in the upper, middle, and lower diagrams in FIG. 19 , after the first reference point P1 is set near the terrain object Lt, the player character PC moves clockwise around the terrain object Lt while generating the selection tool object OBJ. At this time, the selection tool object OBJ is placed in the game space in a shape that follows the movement path of the player character PC from the first reference point P1 to the current location of the player character PC after the first reference point P1 was set. In this way, even when the selection tool object OBJ is generated along the movement path of the player character PC, an intersection reference point Px is set at a position where the selection tool objects OBJ surrounding the terrain object Lt overlap each other, and when the selection tool object OBJ forms a loop shape surrounding the terrain object Lt, the terrain object Lt surrounded by the loop-shaped selection tool object OBJ is set as the target of the predetermined processing.
[0126] Furthermore, in this embodiment, in response to a user operation to make the selection tool object OBJ appear (for example, an operation of pressing and holding the operation button 61 (ZR button)), the selection tool object OBJ appears in the game space, and the selection tool object OBJ can be stretched, deformed, or rotated by subsequent movements of the player character PC, thereby changing its shape. In another embodiment, in response to a user operation to make the selection tool object OBJ appear, the selection tool object OBJ can be made to appear in the game space, and the selection tool object OBJ can be further regenerated by subsequent movements of the player character PC, thereby changing its shape.
[0127] Furthermore, in the above-described embodiment, a terrain object Lt is exemplified as an object that becomes the target of the predetermined processing when surrounded by selection tool objects OBJ. However, the target object may be another object. Furthermore, in other embodiments, the game space may include specific objects that are not the target of the predetermined processing even when surrounded by selection tool objects OBJ. Examples of specific objects include objects with a load of a predetermined weight or more applied directly above them, objects for which editing is prohibited, objects located in areas where editing is prohibited, and objects that are larger than a predetermined size. For example, if the specific object is included among objects surrounded by selection tool objects OBJ, objects excluding the specific object may be set as the target of the predetermined processing, or all objects surrounded by selection tool objects OBJ may be set as not the target of the predetermined processing.
[0128] Furthermore, in the above-described embodiment, an example was used in which the player character PC circles around the terrain object Lt desired to be set as the target of the predetermined process in the front, back, left, and right directions, thereby surrounding the terrain object Lt with selection tool objects OBJ. However, the target of the predetermined process may also be set by the player character PC circling around the terrain object Lt in other directions. For example, the terrain object surrounded by the selection tool objects OBJ may be set as the target by the player character PC circling around the terrain object Lt desired to be set as the target of the predetermined process in the up, down, left, and right directions or the up, down, front, back, and forth directions. In this case, the intersection reference point Px of the selection tool object OBJ may be set at a position where the selection tool objects OBJ overlap each other when viewed from the depth direction or the left and right direction of the game space.
[0129] Furthermore, as described above, a plurality of loop shapes may be formed for the selection tool object OBJ, and the manner in which the target of the predetermined process is set using the plurality of formed loop shapes may be appropriately selected taking into consideration the characteristics of the game, etc. For example, when a plurality of overlapping loop shapes are formed, a landform object Lt included in the range in which the loop shapes are combined may be set as the target of the predetermined process.
[0130] For example, an example will be described in which a plurality of overlapping loop shapes are formed by a selection tool object OBJ, as shown in Fig. 20. In Fig. 20, after a first reference point P1 is set, the player character PC moves around the landform objects Lt1 to Lt4 while generating the selection tool object OBJ. Specifically, after setting the first reference point P1, the player character PC sets a second reference point P2 and a third reference point P3 by contact between the landform object Lt1 and the selection tool object OBJ, sets a fourth reference point P4 by contact between the landform object Lt2 and the selection tool object OBJ, sets a fifth reference point P5 and a sixth reference point P6 by contact between the landform object Lt3 and the selection tool object OBJ, and sets a seventh reference point P7 by contact between the landform object Lt4 and the selection tool object OBJ. At this time, a first intersection reference point Px1 is set by the intersection of the part of the selection tool object OBJ between the first reference point P1 and the second reference point P2 with the part of the selection tool object OBJ between the fourth reference point P4 and the fifth reference point P5, then a second intersection reference point Px2 is set by the intersection of the part of the selection tool object OBJ between the first reference point P1 and the second reference point P2 with the part of the selection tool object OBJ between the sixth reference point P6 and the seventh reference point P7, and then a third intersection reference point Px3 is set by the intersection of the part of the selection tool object OBJ between the third reference point P3 and the fourth reference point P4 with the part of the selection tool object OBJ between the sixth reference point P6 and the seventh reference point P7.
[0131] In this embodiment, the reference points set in this manner are managed in the chronological order in which they were set, along with their setting positions. That is, in the example of FIG. 20, information on the reference points P1 → P2 → P2 → P3 → P4 → Px1 → P5 → P6 → Px2 → Px3 → P7 is stored in this order. Also, in this embodiment, the loop shape formed by the shape of the selection tool object OBJ is managed in the order in which it was established, along with the reference points that constitute the loop shape. That is, in this embodiment, when loop shape A is established by setting the first intersection reference point Px1, loop shape A is managed along with the reference points (P2, P3, P4, Px1) that constitute loop shape A. Thereafter, when loop shape B is established by setting the second intersection reference point Px2, loop shape B is managed along with the reference points (P2, P3, P4, (Px1,) P5, P6, Px2) that constitute loop shape B. Thereafter, when a loop shape C is established by setting a third intersection reference point Px3, the loop shape C is managed together with the reference points (P4, (Px1), P5, P6, (Px2,) Px3) that constitute the loop shape C. Note that the intersection reference point Px is a position set from the intersection of two portions on the selection tool object OBJ, and therefore two pieces of information indicating the intersection positions at each portion may be managed. For example, the intersection reference point Px1 is set by passing through the portion of the selection tool object OBJ between the reference points P1 and P2 after the reference point P4 is set. However, since the intersection reference point Px1 eventually becomes a reference point that is also set on the selection tool object OBJ between the reference points P1 and P2, it may also be recorded between the reference points P1 and P2, as shown in parentheses in FIG. 20 . Similarly, the intersection reference point Px2 may also be recorded immediately before the reference point P2, and the intersection reference point Px3 may also be recorded between the reference points P3 and P4, as shown in parentheses in FIG. 20 .
[0132] When a plurality of loop shapes A to C are established in this way, the land object Lt included in the range obtained by combining these loop shapes A to C is set as the target of the predetermined processing. In the example of Fig. 20, the loop shape A+B+C surrounded by reference points P2, P3, Px3, P4, Px1, P5, P6, and Px2 is set as the combined range, and the land objects Lt1 to Lt3 included in this range are set as the target of the predetermined processing.
[0133] Furthermore, the target of the predetermined process may be set without being surrounded by the selection tool objects OBJ. For example, in response to an operation of pressing the operation button 61 (ZR button), the tip of the selection tool object OBJ thrown by the player character PC comes into contact with the outer surface of the terrain object Lt, whereby a first reference point P1 is set at the contact position and the tip is fixed. In this case, the terrain object Lt to which the tip of the selection tool object OBJ is fixed can be set as the target of the predetermined process even if it is not surrounded by the selection tool objects OBJ. Specifically, when the distance between the first reference point P1 set on the outer surface of the terrain object Lt and the player character PC becomes equal to or greater than a predetermined distance (more specifically, when the player character PC retreats by more than a predetermined distance in a direction away from the outer surface of the terrain object Lt on which the first reference point P1 is set), the predetermined process is executed for the terrain object Lt alone. In this case, the predetermined distance for executing the predetermined process may be set longer as the distance from the position of the player character PC when the first reference point P1 is set to the first reference point P1 increases.
[0134] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 21. In addition to the data shown in Fig. 21, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.
[0135] The program storage area of the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or right controller 4 or the main unit 2. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium removable from the game system 1 (e.g., a predetermined type of storage medium inserted in the slot 23) and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.
[0136] Furthermore, the data storage area of the DRAM 85 stores various types of data used in processes such as information processing executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, player character data Db, selection tool object data Dc, selection target data Dd, other object data De, selection flag data Df, lift flag data Dg, virtual camera data Dh, image data Di, and the like.
[0137] The operation data Da is operation data acquired appropriately from the left controller 3 and / or right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or right controller 4 and the main unit 2 includes information (specifically, information about the operation) related to inputs from the input units (specifically, each button, analog stick, touch panel). In this embodiment, operation data is acquired from the left controller 3 and / or right controller 4 and the main unit 2, and the acquired operation data is used to update the operation data Da as appropriate. The update cycle of the operation data Da may be every frame, which is the cycle of processing executed by the game system 1, which will be described later, or may be every cycle in which the operation data is acquired.
[0138] The player character data Db is data indicating parameters such as the position, orientation, posture, movement, state, ability, and remaining energy of the player character PC operated by the user of the game system 1 in the game space.
[0139] The selection tool object data Dc is data that indicates parameters such as the reference points, shape, placement position, and display mode of the selection tool object OBJ in the game space.
[0140] The selection object data Dd is data indicating an object (for example, a landform object) that has become a selection object by being surrounded by the selection tool object OBJ.
[0141] The other object data De is data indicating parameters such as the placement position, placement direction, placement posture, action, state, type, and offset position of each other object (for example, a terrain object) in the game space.
[0142] The selection flag data Df is data indicating a selection flag that is set to ON when the selection tool object OBJ is used. The lift flag data Dg is data indicating a lift flag that is set to ON when the object that is the target of processing is lifted and moved.
[0143] The virtual camera data Dh is data that indicates the position, direction, angle of view, etc. of a virtual camera placed in the game space.
[0144] The image data Di is data for displaying images (e.g., an image of the player character PC, an image of the selection tool object OBJ, images of various objects, a map image, a background image, etc.) on a display screen (e.g., the display 12 of the main unit 2).
[0145] Next, a detailed example of game processing, which is an example of information processing in this embodiment, will be described with reference to Figures 22 to 25. In this embodiment, the series of processes shown in Figures 22 to 25 are performed by the processor 81 executing a predetermined application program (game program), a communication program, etc. included in the various programs Pa. In addition, the game processing shown in Figures 22 to 25 can be started at any timing.
[0146] 22 to 25 are merely examples, and the order of the steps may be changed, or other processes may be executed in addition to (or instead of) the processes of the steps, as long as the same results are obtained. Furthermore, in this embodiment, the processes of the steps of the flowcharts are described as being executed by the processor 81, but the processes of some of the steps in the flowcharts may be executed by a processor other than the processor 81 or a dedicated circuit. Furthermore, some of the processes executed in the main unit 2 may be executed by another information processing device capable of communicating with the main unit 2. That is, the processes shown in FIGS. 22 to 25 may be executed by a plurality of information processing devices, including the main unit 2, working together.
[0147] In FIG. 22, processor 81 performs initial settings in game processing (step S121) and proceeds to the next step. For example, in the initial settings, processor 81 initializes parameters for performing the processing described below and updates each piece of data. As one example, processor 81 places a player character PC and a virtual camera, etc., in a predetermined posture at default positions in the game space, and updates player character data Db and virtual camera data Dh. Processor 81 also sets each object in the game space and sets other object data De.
[0148] Next, processor 81 acquires operation data from left controller 3, right controller 4, and / or main unit 2, updates operation data Da (step S122), and proceeds to the next step.
[0149] Processor 81 then performs player character control processing (step S123), and proceeds to the next step. Hereinafter, the player character control processing in step S123 will be described with reference to FIG.
[0150] 23, processor 81 performs processing to set the movement of the player character PC (step S141) and proceeds to the next step. For example, processor 81 sets the position, direction, posture, movement, state, and the like of the player character PC based on the operation input indicated by operation data Da, virtual physical operations in the game space (e.g., virtual inertia and gravity), and influences from other objects (e.g., attacks from other characters), and updates player character data Db.
[0151] Next, the processor 81 determines whether the selection flag is set to on (step S142). For example, if the selection flag indicated by the selection flag data Df is set to on, the processor 81 makes a positive determination in the above step S142. If the selection flag is set to off, the processor 81 proceeds to step S143. On the other hand, if the selection flag is set to on, the processor 81 proceeds to step S147.
[0152] In step S143, processor 81 determines whether or not to start a selection action. As an example, processor 81 makes a positive determination in step S143 when a user operation (for example, an operation of pressing and holding operation button 61 (ZR button)) for performing an action in which player character PC uses selection tool object OBJ to select an object is started, with reference to operation data Da. Then, if processor 81 determines to start a selection action, it proceeds to step S144. On the other hand, if processor 81 determines not to start a selection action, it ends the processing of this subroutine.
[0153] In step S144, processor 81 sets the first reference point and proceeds to the next step. For example, processor 81 references player character data Db, sets the first reference point at a predetermined position based on the position of the player character PC, and updates selection tool object data Dc.
[0154] Next, processor 81 sets the selection flag to ON to update selection flag data Df (step S145), and proceeds to the next step.
[0155] Next, the processor 81 sets a selection tool object OBJ that connects the first reference point and the player character PC (step S146), and ends the processing of this subroutine. For example, the processor 81 references the player character data Db and the selection tool object data Dc, changes the selection tool object OBJ to a shape that connects the player character PC and the first reference point set in step S144, and updates the selection tool object data Dc. Note that when making the selection tool object OBJ that connects the player character PC and the first reference point appear, the tip of the selection tool object OBJ may be thrown from the player character PC, and an action may be initiated in which the tip reaches the first reference point in the game space. After the action has started, the player character PC and the selection tool object OBJ may be controlled by the processing of step S141 and step S181, which will be described later, to perform the action for a certain period of time.
[0156] In step S147, processor 81 determines whether or not to end the selection action. As an example, processor 81 makes an affirmative determination in step S147 above when, with reference to operation data Da, a user operation (for example, an operation of pressing and holding operation button 61 (ZR button)) for performing an action in which player character PC uses selection tool object OBJ to select an object has ended. If processor 81 then decides not to end the selection action, it proceeds to step S148. On the other hand, if processor 81 decides to end the selection action, it proceeds to step S167 (see FIG. 24).
[0157] In step S148, the processor 81 determines whether the selection tool object OBJ has been updated. For example, if a change occurs in the shape or the like of the selection tool object OBJ due to the movement of the player character PC or the like, the processor 81 makes an affirmative determination in step S148. If the selection tool object OBJ has been updated, the processor 81 proceeds to the process of step S149. On the other hand, if the selection tool object OBJ has not been updated, the processor 81 ends the process of this subroutine.
[0158] In step S149, processor 81 performs a selection tool update process, and proceeds to step S150. Hereinafter, the selection tool update process in step S149 will be described with reference to FIG.
[0159] 25, processor 81 updates selection tool object OBJ (step S181) and proceeds to the next step. For example, processor 81 references player character data Db and selection tool object data Dc, and changes selection tool object OBJ to a shape that connects reference points that are set earlier and later in order with a straight line, and connects the most recently set reference point and the post-action player character PC with a straight line, thereby updating the selection tool object data Dc.
[0160] Next, processor 81 determines whether to cancel the reference point (step S182). For example, if a condition for canceling the most recently set reference point (for example, no obstacle exists between the player character PC and the reference point set two points earlier) is satisfied, processor 81 makes an affirmative determination in step S182. If processor 81 decides to cancel the reference point, processor 81 proceeds to step S183. On the other hand, if processor 81 does not decide to cancel the reference point, processor 81 proceeds to step S184.
[0161] In step S183, the processor 81 cancels the most recently set reference point, and proceeds to step S184. For example, the processor 81 deletes data indicating the most recently set reference point from among the reference points indicated by the selection tool object data Dc.
[0162] In step S184, the processor 81 determines whether the selection tool object OBJ has newly come into contact with another object. If the selection tool object OBJ has newly come into contact with another object, the processor 81 proceeds to step S185. On the other hand, if the selection tool object OBJ has not newly come into contact with another object, the processor 81 ends the processing of this subroutine.
[0163] In step S185, the processor 81 sets a new reference point based on the new contact position, and ends the processing of this subroutine. For example, the processor 81 sets a new reference point at an offset position that is a predetermined distance away in the normal direction from the new contact position with the other object, and updates the selection tool object data Dc.
[0164] 23, after the selection tool update process in step S149, the processor 81 determines whether the selection tool object OBJ is in a state of surrounding another object (step S150). For example, if an intersection reference point has already been set in the selection tool object data Dc, or if the selection tool objects OBJ are newly in a state of intersecting each other, the processor 81 makes a positive determination in step S150. If the selection tool object OBJ is in a surrounding state, the processor 81 proceeds to the process in step S151. On the other hand, if the selection tool object OBJ is not in a surrounding state, the processor 81 ends the process of this subroutine.
[0165] In step S151, processor 81 changes the state so that the selection tool object OBJ selects another object, and proceeds to step S161 (see FIG. 24). For example, when the selection tool objects OBJ newly intersect with each other, processor 81 sets the position of the intersection as seen from the top and bottom of the game space as the intersection reference point, and updates the selection tool object data Dc. Furthermore, processor 81 references the selection tool object data Dc and the other object data De, selects an object (for example, a terrain object Lt) surrounded by the selection tool object OBJ as a selection target, and updates the selection target data Dd using the selection target. Furthermore, processor 81 changes the display mode of the loop-shaped portion of the selection tool object OBJ surrounding the selection target and the portion from the intersection reference point Px to the player character PC from the normal display mode, and updates the selection tool object data Dc.
[0166] 24, in step S161, processor 81 determines whether or not to perform a lifting action. For example, processor 81 references player character data Db and selection tool object data Dc, and when the distance between the intersection reference point and the player character PC is equal to or greater than a predetermined distance, processor 81 makes an affirmative determination in step S161. If processor 81 determines to perform a lifting action, processor 81 proceeds to the process of step S162. On the other hand, if processor 81 determines not to perform a lifting action, processor 81 ends the process of this subroutine.
[0167] In step S162, processor 81 refers to selection target data Dd and determines whether the number of objects set as selection targets is within a predetermined number. On the other hand, if the number of objects set as selection targets is not within the predetermined number, processor 81 proceeds to step S163. If the number of objects set as selection targets is within the predetermined number, processor 81 proceeds to step S165.
[0168] In step S163, processor 81 extracts a predetermined number of objects from the objects set as selection targets, and proceeds to the next step. For example, processor 81 references selection target data Dd and extracts a predetermined number of objects from the objects set as selection targets in order of proximity to player character PC.
[0169] Processor 81 then removes the objects not extracted in step S163 from the objects set as selection targets, updates selection target data Dd (step S164), and proceeds to step S165.
[0170] In step S165, processor 81 refers to selection target data Dd, sets the object set as the selection target as a target object for the lifting action, and proceeds to the next step.
[0171] Next, processor 81 sets the lift flag to ON to update lift flag data Dg (step S166), and proceeds to the next step.
[0172] Next, processor 81 erases the selection target indicated in selection target data Dd, thereby changing the selection target to an unselected state (step S167), and proceeds to the next step.
[0173] Next, processor 81 erases the data relating to the selection tool object OBJ indicated by the selection tool object data Dc (step S168), and proceeds to the next step.
[0174] Next, processor 81 sets the selection flag to OFF to update selection flag data Df (step S169), and ends the processing of this subroutine.
[0175] 22, after the player character control process in step S123 above, processor 81 performs another object control process (step S124), and proceeds to the next step. For example, processor 81 moves the objects set as target objects for the lifting action in step S165 above in the game space so that they are piled up and placed at positions near the player character PC in order of closest distance from the player character PC, and updates the other object data De based on the respective positions after the movement.
[0176] Next, the processor 81 performs a drawing process (step S125) and proceeds to the next step. In this embodiment, the processor 81 controls the display 12 to display an image of the game space that reflects the results of the processes in steps S121 to S124. As an example, the processor 81 sets a game space including objects such as the terrain object L based on other object data De and the results of the processes. The processor 81 also places and operates the player character PC, selection tool object OBJ, and the like in the game space based on the player character data Db and the selection tool object data Dc. The processor 81 also sets the position and / or orientation of a virtual camera for generating a display image based on the virtual camera data Dh and places the virtual camera in the game space. The processor 81 then generates an image of the game space as seen from the set virtual camera and controls the display 12 to display the game space image. The processor 81 may also execute a process to control the movement of the virtual camera in the game space based on the position and orientation of the player character PC, thereby updating the virtual camera data Dh. Furthermore, the processor 81 may move the virtual camera based on the operation data Da to update the virtual camera data Dh.
[0177] Next, processor 81 determines whether or not to end the game processing (step S126). Conditions for ending the game processing in step S126 above include, for example, a condition for ending the game processing being satisfied, or the user performing an operation to end the game processing. If processor 81 does not end the game processing, it returns to step S122 above and repeats the process. If processor 81 ends the game processing, it ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S126 is repeatedly executed until it is determined in step S126 that the process should end.
[0178] Thus, in this embodiment, when a terrain object Lt is surrounded by selection tool objects OBJ in the game space, the terrain object Lt is set as the target of a predetermined processing, making it easy to set the object to be processed.
[0179] The game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, smartphone, personal computer, camera, tablet, etc.).
[0180] Furthermore, although the above description uses an example in which information processing (game processing) is performed by the game system 1, at least some of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be able to communicate with yet another device (e.g., a server, another information processing device, another image display device, another game device, or another mobile terminal), the above processing steps may be executed in cooperation with the other device. In this way, by executing at least some of the above processing steps in another device, processing similar to the above-described processing becomes possible. Furthermore, the above-described information processing may be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. Furthermore, in the above embodiment, information processing can be performed by the processor 81 of the game system 1 executing a predetermined program, but some or all of the above processing may be performed by a dedicated circuit provided in the game system 1.
[0181] According to the above-described modified example, the present invention can also be realized in a so-called cloud computing system configuration, or in a distributed wide area network or local network system configuration. For example, in a distributed local network system configuration, the above processing can be performed cooperatively between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). Note that in these system configurations, there is no particular limitation on which device performs the above processing, and it goes without saying that the present invention can be realized regardless of the processing division.
[0182] Furthermore, the processing order, setting values, conditions used for judgment, etc. used in the above-described information processing are merely examples, and it goes without saying that the present embodiment can be realized with other orders, values, conditions, etc. Furthermore, the examples of operation buttons used in the above-described operations are merely examples, and the present embodiment can be realized by operations using other operation buttons.
[0183] The program may be supplied to the game system 1 not only through an external storage medium such as an external memory, but also through a wired or wireless communication line. The program may be pre-recorded in a nonvolatile storage device within the device. The information storage medium for storing the program may be a nonvolatile memory, a CD-ROM, a DVD, or similar optical disk-shaped storage media, a flexible disk, a hard disk, a magneto-optical disk, or a magnetic tape. The information storage medium for storing the program may also be a volatile memory for storing the program. Such a storage medium may be a recording medium readable by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the program from such a recording medium.
[0184] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. Furthermore, those skilled in the art will understand that, from the description of specific embodiments of the present invention, they will be able to implement equivalents based on the description of the present invention and common technical knowledge. Furthermore, unless otherwise specified, it should be understood that the terms used in this specification are used in the same sense as commonly used in the art. Therefore, unless otherwise defined, all technical and technical terms used in this specification have the same meaning as commonly understood by those skilled in the art to which this invention belongs. In the event of any conflict, the present specification (including definitions) will prevail. [Industrial Applicability]
[0185] As described above, the present invention can be used as a game program, a game system, a game device, a game processing method, etc., which can easily set objects to be processed. [Explanation of symbols]
[0186] 1. Information processing system 2...Main unit 3...Left controller 4...Right controller 11. Housing 12...Display 13...Touch panel 32, 52...Analog stick 42, 64...Terminals 81...Processor 82...Network Communication Department 83...Controller communication section 85...DRAM 101, 111...Communication control unit 102...Server 103…Communications Department 104...Control unit 105...Storage section
Claims
1. The computer of the information processing device moving a player character in a three-dimensional virtual space based on a first operation input; generating a first object in the three-dimensional virtual space, the first object being an object connecting the player character and a reference point set at a position corresponding to a second operation input, the first object changing its shape based on movement of the player character; a game program that, when a second object is surrounded by the first objects in the three-dimensional virtual space, sets the second object as a target for a predetermined process;
2. further causing the computer to set a new reference point at a position different from the reference point based on the position of the player character; The game program according to claim 1 , wherein the shape of the first object is changed so that straight lines connect the plurality of reference points and the player character.
3. changing a shape of the first object so as to connect the reference point with the destination position of the player character by at least one of rotating the first object around the reference point and changing a length of the first object to the reference point, according to the destination position of the player character; The game program according to claim 2 , further comprising: setting a new reference point in response to the first object whose shape has changed coming into contact with the second object.
4. The game program according to claim 3 , wherein the new reference point is set at a position away from the second object in response to the first object coming into contact with the second object.
5. The game program according to claim 1 , wherein the predetermined process is executed on the second object set as the target based on further movement of the player character.
6. 6. The game program according to claim 5, wherein the predetermined processing is processing for associating the second object set as the target with the player character and moving the second object in a three-dimensional virtual space in accordance with further movement of the player character.
7. 2. The game program according to claim 1, wherein the predetermined processing is executed based on the fact that the distance between the player character and a position where the first objects surrounding the second object overlap when viewed from a predetermined direction in the three-dimensional virtual space becomes equal to or greater than a predetermined distance.
8. 8. The game program according to claim 7, wherein, when a position where the first objects overlap when viewed from the predetermined direction changes in response to movement of the player character causing a part of the first object connecting the reference point and the player character to move, the predetermined processing is executed using the changed overlapping position.
9. 9. The game program according to claim 7, wherein the display mode of the first object at least in a portion connecting the overlapping position and the player character is changed based on a change in the distance between the overlapping position and the player character.
10. 2. The game program according to claim 1, wherein when the second object is surrounded by the first object, the display mode of the first object is changed to a mode different from the display mode of the first object when the second object is not surrounding the first object.
11. 2. The game program of claim 1, further comprising: setting the reference point at a position based on the second object that satisfies a predetermined condition in response to the second operation input; and causing the computer to execute the predetermined processing with the second object as the target when the player character moves a predetermined distance or more in a direction away from the second object.
12. further causing the computer to set a new reference point at a position different from the reference point based on a third operation input; The game program according to claim 1 , wherein the shape of the first object is changed so that straight lines connect the plurality of reference points and the player character.
13. 2. The game program according to claim 1, further comprising: changing a shape of the first object in accordance with a moving path of the player character after the reference point is set in the three-dimensional virtual space.
14. A gaming system including a processor, The processor: moving a player character in a three-dimensional virtual space based on a first operation input; generating a first object in the three-dimensional virtual space, the first object being an object that connects the player character with a reference point that is set at a position corresponding to a second operation input, the first object changing in shape based on movement of the player character; When a second object is surrounded by the first object in the three-dimensional virtual space, the second object is set as a target for a predetermined process.
15. A gaming device equipped with a processor, The processor: moving a player character in a three-dimensional virtual space based on a first operation input; generating a first object in the three-dimensional virtual space, the first object being an object that connects the player character with a reference point that is set at a position corresponding to a second operation input, the first object changing in shape based on movement of the player character; When a second object is surrounded by the first objects in the three-dimensional virtual space, the second object is set as a target for a predetermined process.
16. A game processing method executed by an information processing system, comprising: The information processing system includes: moving a player character in a three-dimensional virtual space based on a first operation input; generating a first object in the three-dimensional virtual space, the first object being an object that connects the player character with a reference point that is set at a position corresponding to a second operation input, the first object changing in shape based on movement of the player character; When a second object is surrounded by the first objects in the three-dimensional virtual space, the second object is set as a target for a predetermined process.
Citation Information
Patent Citations
Information processing program, information processing device, information processing system, and information processing method
JP2023166049A