Program

The program allows for dynamic virtual camera control in games, addressing the need to view character movements from various angles, thereby increasing game interest.

JP2025162307AActive Publication Date: 2025-10-27COLOPL
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024065514
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-15
Publication Date
2025-10-27
Estimated Expiration
2044-04-15

AI Technical Summary

Technical Problem

Users desire to view character movements in games from various angles to increase interest, but existing technologies do not adequately support this functionality.

Method used

A program that controls a virtual camera with switchable modes, allowing it to operate independently or linked to an object in the virtual space, enabling dynamic viewing angles.

Benefits of technology

Enables viewing character movements from multiple angles, enhancing game interest and engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025162307000001_ABST
    Figure 2025162307000001_ABST
Patent Text Reader

Abstract

To make it possible to appreciate movements of a character in a game from a variety of angles and to enhance interest of the game.SOLUTION: A program has a computer to function as control means which controls a virtual camera capable of photographing actions of an object in a virtual space and controls a general mode in which the virtual camera is operated not in association with the object in the virtual space and a special mode in which the virtual camera is operated in association with the object in the virtual space as a photography mode of the virtual camera. The special mode is a photography mode which sets a point of gaze of the virtual camera to a specific object in the virtual space to operate the virtual camera.SELECTED DRAWING: Figure 7
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a program. [Background technology]

[0002] Users who play games have a desire to be able to view the movements of characters in the game from various angles. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-102987 Summary of the Invention [Problem to be solved by the invention]

[0004] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program that allows the movement of characters in a game to be viewed from various angles, thereby increasing the interest in the game. [Means for solving the problem]

[0005] According to one aspect of the present invention, a program is provided that causes a computer to function as a control means for controlling a virtual camera capable of capturing images of the movement of objects in a virtual space, and for controlling the virtual camera's capturing mode to be switchable between a general mode in which the virtual camera operates without being linked to an object in the virtual space, and a special mode in which the virtual camera operates in association with an object in the virtual space, the special mode being a capturing mode in which the virtual camera's focus point is set to a specific object in the virtual space and the virtual camera is operated. [Effects of the Invention]

[0006] The present invention makes it possible to view the movements of characters in a game from various angles, thereby increasing the interest in the game. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a user terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a user terminal. [Figure 5] FIG. 2 is a diagram showing an example of the functional configuration of a server device. [Figure 6] FIG. 10 is a diagram showing an example of a game part. [Figure 7] 10 is a flowchart showing an example of a processing procedure of a game system. [Figure 8] FIG. 10 is a diagram showing an example of a game screen. [Figure 9] FIG. 10 is a diagram showing an example of a game screen. [Figure 10] 10 is a flowchart showing an example of a processing procedure of a game system. [Figure 11] FIG. 10 is a diagram showing an example of a game screen. [Figure 12] FIG. 10 is a diagram showing an example of a game screen. [Figure 13] FIG. 10 is a diagram showing an example of a game screen. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows an example of the configuration of a system according to an embodiment. The system 1 shown in Fig. 1 is a system (hereinafter referred to as game system 1) configured to enable users to play games online, for example. As shown in Fig. 1, the game system 1 includes a user terminal 10 and a server device 20.

[0009] The user terminal 10 is, for example, a portable electronic device used by a user. In this embodiment, it is assumed that the user terminal 10 is, for example, a smartphone, but the user terminal 10 may also be, for example, another portable electronic device such as a tablet terminal or an electronic device such as a personal computer.

[0010] The server device 20 is communicably connected to a plurality of user terminals 10 via a network 30 such as the Internet.

[0011] Although only one user terminal 10 is shown in Figure 1, the game system 1 is assumed to have multiple user terminals 10 used by each of multiple users (i.e., multiple users who can play games provided by the game system 1) who have been pre-registered in the game system 1 (server device 20).

[0012] Fig. 2 shows an example of the hardware configuration of the user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.

[0013] As shown in FIG. 2, the user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.

[0014] The nonvolatile memory 11 stores various programs, including, for example, an operating system (OS) and various application programs that run on the user terminal 10.

[0015] The CPU 12 is a processor for controlling the operation of various components within the user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor or may be composed of multiple processors. The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 to the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.

[0016] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20, etc.).

[0017] The display 15 is a display device for displaying, for example, various screens relating to the game played by the user.

[0018] The touch panel 16 is an input device that detects the position where the user's fingertip or the like touches, and is disposed, for example, on top of the front surface of the display 15.

[0019] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect (accept) various operations performed by the user on the screen.

[0020] Fig. 3 shows an example of the hardware configuration of the server device 20 shown in Fig. 1. As shown in Fig. 3, the server device 20 includes a nonvolatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.

[0021] The nonvolatile memory 21 stores various programs, including, for example, an operating system (OS) and various application programs that run on the server device 20.

[0022] The CPU 22 is a processor for controlling the operation of various components in the server device 20, and executes various programs stored in the nonvolatile memory 21, for example. The CPU 22 may be a single processor or may be composed of multiple processors. The various programs stored in the nonvolatile memory 21 are loaded from the nonvolatile memory 21 to the main memory 23 and executed by the CPU 22, and the programs (application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.

[0023] The wireless communication device 24 is a device for performing wireless communication with external devices (for example, a plurality of user terminals 10, etc.).

[0024] The functional configuration of the game system 1 according to this embodiment will be described below. The game system 1 according to this embodiment has a function of providing a game play environment in which a user can play a game, for example, by the user terminal 10 and the server device 20 operating in cooperation with each other. In this embodiment, the game play environment refers to the environment necessary to play a game in a broad sense, and includes various elements related to the game. An example of a game play environment is a game space (virtual space), etc.

[0025] 4 shows an example of the functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes an operation receiving unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.

[0026] 4 are functional units realized by, for example, a CPU 12 (a computer of the user terminal 10) provided in the user terminal 10 executing the above-described game program 13A (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.

[0027] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).

[0028] The operation reception unit 101 receives user operations (instructions) for playing a game in a game play environment provided by the game system 1. When the user terminal 10 is a smartphone as described above, the operations received by the operation reception unit 101 include operations of touching a fingertip to a touch panel 16 (touch screen display) provided in the user terminal 10 (for example, a tap operation, a drag operation, a flick operation, a swipe operation, etc.).

[0029] The control unit 102 interprets the operation received by the operation receiving unit 101 and executes control to progress the game being played in the game play environment.

[0030] The display processing unit 103 executes processing to display the above-described game play environment and screens (images) according to the progress of the game in accordance with the control of the control unit 102. The user can perform operations to play the game while referring to the screens displayed by the display processing unit 103.

[0031] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play the game, and the game data is data (information) common to the accounts and is referenced when the above-described game program 13A is executed. Specifically, the game data includes, for example, data for defining the game play environment and setting data related to the game. Meanwhile, the user data is data related to the user that is managed for each user account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (i.e., user data related to the user who uses the user terminal 10) includes, for example, data indicating the user's game progress, various points and items acquired by the user, and the like.

[0032] 5 shows an example of the functional configuration of the server device 20. As shown in FIG. 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.

[0033] The storage unit 201 shown in FIG. 5 is realized by the nonvolatile memory 21 shown in FIG. 3 or another storage device (not shown).

[0034] 5 are functional units realized by, for example, a CPU 22 (a computer of the server device 20) provided in the server device 20 executing the above-described game program 23A (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.

[0035] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the above-described user terminal 10. The storage unit 201 also stores user data for each user (i.e., a user to whom an account has been issued) who has been pre-registered in the game system 1 (server device 20).

[0036] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as adding, updating, and deleting game data and user data.

[0037] The game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 (server device 20) to the user terminal 10 and stored in the storage unit 104 included in the user terminal 10. As described above, the game data is common to all users and is therefore transmitted to the user terminals of all users pre-registered in the game system 1, but the user data is transmitted only to the user terminal used by the user corresponding to the user data.

[0038] The control unit 203 controls the processing for realizing the game to be played in the game play environment provided by the game system 1.

[0039] As described above, the game system 1 according to this embodiment provides a game play environment for the user to play a game, and this "provision of a game play environment" is realized by a game program (i.e., a game program 13A executed in the user terminal 10 and a game program 23A executed in the server device 20) that runs on the game system 1. However, the game program according to this embodiment may be a part of the game programs 13A and 23A.

[0040] Furthermore, in the game system 1 according to this embodiment, for example, the server device 20 may have at least some of the functions of the user terminal 10, or the user terminal 10 may have at least some of the functions of the server device 20. Furthermore, the game system 1 may include devices other than the user terminal 10 and the server device 20. That is, the game program according to this embodiment (game programs 13A and 23A) may be executed by the user terminal 10, the server device 20, or another device.

[0041] Here, an overview of the game realized in the game system 1 according to this embodiment will be described. A game realized in the game system 1 according to this embodiment has a form in which one or more characters appear, and at least one of the characters can be moved in accordance with a user's operation. As an example, it is assumed here that the game realized in the game system 1 is an RPG in which the player adventures with various characters appearing in manga, animation (hereinafter simply referred to as animation), games, etc., and challenges various quests that arise in the game in order to complete the quests.

[0042] However, games realized in game system 1 are not limited to a specific genre and may be games of any genre. Games of any genre include, for example, sports games based on sports such as tennis, table tennis, dodgeball, baseball, soccer, and hockey, puzzle games, quiz games, RPGs, quiz RPGs, adventure games, shooting games, simulation games, training games, action games, and location-based games.

[0043] Furthermore, the game system 1 is not limited to a specific play style, and may be a system for executing games of any play style. Games of any play style include, for example, single-play games played by a single user and multi-play games played by multiple users. Multi-play games played by multiple users include, for example, cooperative play games in which multiple users cooperate and competitive games in which multiple users compete against each other.

[0044] 6 is a diagram illustrating an example of a game part included in an RPG provided by the game system 1 according to this embodiment. As shown in FIG. 6, the RPG according to this embodiment includes a main part P1, a quest part P2, and the like.

[0045] The main part P1 is a part where the user performs tasks related to the game progression other than the quest part P2. In the main part P1, for example, the user can set (organize) a party to be used in the quest part P2 in preparation for playing the quest part P2. The party includes, for example, one or more ally characters set by the user as characters to be used. Also, in the main part P1, for example, the user can spin a gacha to obtain characters that can be used in the quest part P2. Furthermore, in the main part P1, the user can, for example, watch videos related to the game scenario (story) that has been unlocked (watched), train characters, use items, view a picture book in which unlocked (acquired) characters and items are registered, manage friends, change game settings, etc.

[0046] As shown in FIG. 6, the quest part P2 includes a story part P21, a battle part P22, and the like. The story part P21 is a part where the game scenario (story) progresses. More specifically, the story part P21 is a part where the story corresponding to the quest attempted by the user progresses. In the story part P21, the user can view video related to the story corresponding to the attempted quest, which video may include still images, video, audio, text, etc. Note that the story progressing in the story part P21 may include, for example, a scene in which the main character, who is the user, converses with a character. In such a conversation scene, the user is presented with multiple options corresponding to the main character's statements, and the story may change (branch) depending on the option selected by the user.

[0047] As described above, the RPG provided by the game system 1 according to this embodiment is a game in which the player adventures with various characters that appear in manga, anime, games, etc., and the user can enjoy an original story unfolding with these characters through story part P21.

[0048] The battle part P22 is a part in which one or more ally characters included in a party set by the user battle (combat) an enemy character. End conditions (victory condition, defeat condition) are set for the battle part P22, and when the end conditions are met, the battle part P22 ends. End conditions include, for example, defeating all enemy characters or defeating a specific enemy character (e.g., a boss character) (victory condition), or all ally characters being annihilated or fleeing (defeat condition), etc.

[0049] In this embodiment, it is assumed that the battle conducted in the battle part P22 is an RTS (Real-time Strategy) style battle. It is also assumed that the battle conducted in the battle part P22 is an auto-battle in which ally characters can fight enemy characters without user operation. However, even if the battle is proceeding automatically in the battle part P22, the user can still instruct the ally characters included in the party to perform various actions. This allows for a semi-auto battle style battle in which the battle is basically proceeded automatically, but also accepts user operation. Details of the battle conducted in the battle part P22 will be described later.

[0050] In this embodiment, the game part may transition from the main part P1 to the quest part P2, or from the quest part P2 to the main part P1. In addition, in the quest part P2, the game part may transition from the story part P21 to the battle part P22, or from the battle part P22 to the story part P21. In addition, the story part P21 and the battle part P22 may transition alternately, for example, like "story part P21, battle part P22, story part P21, ...".

[0051] The RPG in this embodiment may further include game parts other than the various game parts shown in FIG.

[0052] Meanwhile, users who play games have a desire to be able to view the movements of characters in the game from various angles, more specifically, to view the movements (battle action) of their favorite characters (favorite characters) while they are battling from various angles.

[0053] Therefore, the game system according to this embodiment makes it possible to view the movements of characters in the game from various angles, providing a useful mechanism for increasing the interest in the game.

[0054] An example of a processing procedure of the game system 1 according to this embodiment will be described below with reference to the flowchart of FIG. First, when a user operation to start a specific quest (hereinafter referred to as a quest start operation) is accepted in the main part P1 (for example, the game screen 300 described later), the game system 1, for example, in the user terminal 10 (control unit 102), sends a quest start request to the server device 20 and acquires game data corresponding to the above-mentioned specific quest (step S1).

[0055] The quest start request includes, for example, a user ID for identifying the user using the user terminal 10, a quest ID for identifying the above-mentioned predetermined quest, etc. When the server device 20 receives the above-mentioned quest start request, it transmits game data corresponding to the quest identified by the quest ID included in the received quest start request to the user terminal 10 of the user identified by the user ID included in the received quest start request. The game data corresponding to the above-mentioned predetermined quest is data for progressing the above-mentioned predetermined quest, and includes, for example, video data related to the story in the story part P21, data related to the battle settings in the battle part P22, etc.

[0056] Here, with reference to FIG. 8, a game screen 300 will be described as an example of the game screen in the main part P1. As shown in FIG. 8, the game screen 300 includes a party information display area 301 and a quest information display area 302.

[0057] Information about a party challenging a predetermined quest is displayed in party information display area 301. As an example, party information display area 301 displays a menu (multiple selectable numbers) for selecting a party that will challenge the quest, character icons corresponding to one or more ally characters included in the selected party, and the average levels of the one or more ally characters included in the selected party. Note that information about a party that includes one or more ally characters set by a user as characters to be used is stored in storage unit 104, 201 as user data about the user.

[0058] Information about the quest is displayed in the quest information display area 302. As an example, the quest information display area 302 displays the level (recommended level) recommended as the average level when attempting the quest, the reward that can be obtained when the quest is cleared for the first time, and a departure icon 303 for starting the quest.

[0059] The above-mentioned quest start operation includes a user operation of tapping the departure icon 303 on the game screen 300. Note that the quest start operation can also be said to be a user operation for transitioning from the main part P1 to the quest part P2.

[0060] Returning to the explanation of FIG. The game system 1, for example, in the user terminal 10 (control unit 102), transitions the game part from the main part P1 to the quest part P2 based on the game data acquired in the processing of step S1, and starts the above-mentioned specified quest (step S2).

[0061] The following describes the processing procedure of the game system 1 in the battle part P22 out of the story part P21 and the battle part P22 included in the quest part P2.

[0062] In the battle part P22, the game system 1 displays, as a game screen, an image captured by a virtual camera that can move freely within the game space on the display 15 of the user terminal 10. As will be described in detail later, the game system 1 controls the virtual camera's shooting mode so as to be switchable between a general mode in which the virtual camera operates without being linked to an object within the game space, and a special mode in which the virtual camera operates in association with an object within the game space.

[0063] The general mode is a shooting mode in which the virtual camera is operated to shoot an overhead image of objects in the game space (a shooting mode in which objects in the game space are shot from a bird's-eye view), and may be rephrased as a "bird's-eye view mode." The special mode is a shooting mode in which a focus point is set on a specific object in the game space and the virtual camera is operated (a shooting mode in which a focus point is set on a specific object in the game space and an image of the specific object is shot), and may be rephrased as a "focus point mode." From another perspective, the general mode may be rephrased as a shooting mode in which the position of the virtual camera can be moved in response to a user operation (for example, a swipe operation), and the special mode may be rephrased as a shooting mode in which the position of the virtual camera cannot be moved in response to a user operation.

[0064] When the battle in the battle part P22 starts, the game system 1 places a virtual camera for capturing images of the game space at an initial position in, for example, the user terminal 10 (control unit 102), and starts capturing images of the game space (step S3).

[0065] Here, it is assumed that the shooting mode of the virtual camera starts from the bird's-eye view mode when shooting of the game space is started, but this is not limited thereto, and the shooting mode of the virtual camera may start from the gaze point mode. The shooting mode of the virtual camera that starts from when shooting of the game space is started may be set by the user. Furthermore, if the shooting mode of the virtual camera starts from the gaze point mode when shooting of the game space is started, the user may further set which object in the game space the gaze point will be set on. Such user settings regarding the shooting mode of the virtual camera are stored in the storage unit 104, 201, for example, as user data of the user.

[0066] During a battle (for example, on game screen 400, which will be described later), when a user operation to switch the shooting mode of the virtual camera from the overhead mode to the point of interest mode is accepted, game system 1 switches the shooting mode of the virtual camera from the overhead mode to the point of interest mode, for example, on user terminal 10 (control unit 102) (step S4). Details of the process of switching the shooting mode of the virtual camera to the point of interest mode will be described later.

[0067] Here, with reference to FIG. 9, a game screen 400 will be described as an example of the game screen in the battle part P22. Game screen 400 is a game screen that is displayed when the virtual camera is in bird's-eye view mode, and includes a character object 401, a character icon 402, a camera icon 403, and a double speed icon 404, as shown in FIG.

[0068] The character objects 401 include ally objects 401a1 to 401a4 corresponding to ally characters and enemy objects 401e1 to 401e3 corresponding to enemy characters. Note that, although Fig. 9 shows the game screen 400 including four ally objects 401a1 to 401a4 and three enemy objects 401e1 to 401e3 as the character objects 401, the present invention is not limited to this, and the game screen may include more or fewer ally objects and enemy objects.

[0069] In the following, when there is no need to particularly distinguish between the ally objects 401a1 to 401a4, these ally objects will be simply referred to as ally objects 401a. Similarly, when there is no need to particularly distinguish between the enemy objects 401e1 to 401e3, these enemy objects will be simply referred to as enemy objects 401e.

[0070] Character icon 402 is an icon for indicating the state of ally object 401a. For example, character icon 402a1 indicates the state of ally object 401a1. Similarly, character icon 402a2 indicates the state of ally object 401a2, character icon 402a3 indicates the state of ally object 401a3, and character icon 402a4 indicates the state of ally object 401a4. Note that in this embodiment, a case will be described in which only character icon 402 corresponding to ally object 401a is included on the game screen, but this is not limiting, and the game screen may further include character icon 402 corresponding to enemy object 401e.

[0071] Each character icon 402 is associated with at least a gauge icon 411 indicating the remaining amount of hit points (HP) and a job icon 412 indicating the job, as elements for indicating the state of the corresponding ally object 401a.

[0072] Hit points are one of the in-game character's statuses, and determine whether the character is alive or dead (when hit points are zero). Jobs are the occupations assigned to in-game characters, such as swordsman, thief, wizard, or priest, and determine the character's status and the skills that the character can use.

[0073] Note that character icon 402 may be further associated with other icons (e.g., strengthening icon 413, etc.), such as character icon 402a2 shown in FIG. 9. Strengthening icon 413 is an icon associated when a character's status is strengthened, for example, by using a skill. Examples of a strengthened status include an increased attack power state, an increased defense power state, and an increased recovery power state. Note that, although not shown here, one of the other icons described above may further include a weakening icon, etc., associated when a character's status is weakened. Examples of a weakened status include a decreased attack power state, a decreased defense power state, a decreased recovery power state, and a state in which an abnormal status such as poison or paralysis has been inflicted.

[0074] Camera icon 403 is an icon for changing (switching) the shooting mode of the virtual camera. For example, the shooting mode of the virtual camera is a bird's-eye view mode when camera icon 403 is in an off state, and a focus mode when camera icon 403 is in an on state. A user operation for switching the shooting mode of the virtual camera from the bird's-eye view mode to the focus mode includes a user operation of tapping camera icon 403 when camera icon 403 is in an off state. Note that, as described above, game screen 400 is a game screen when the shooting mode of the virtual camera is in the bird's-eye view mode, and therefore camera icon 403 is in an off state as shown in FIG. 9.

[0075] As described above, the overhead mode is a shooting mode in which the virtual camera is operated to shoot an overhead image of objects in the game space. In the overhead mode, the virtual camera moves its position so as to include the ally object 401a in the shooting range while maintaining a certain distance from the character object 401 in the game space. Note that the certain distance may be set by the user as one of the user settings related to the shooting mode of the virtual camera.

[0076] The double speed icon 404 is an icon for changing (switching) the speed at which the battle part P22 progresses. For example, when the double speed icon 404 is in an OFF state, the battle part P22 progresses in a normal mode in which the character object 401 moves at a normal speed (constant speed), and when the double speed icon 404 is in an ON state, the battle part P22 progresses in a double speed mode in which the character object 401 moves at a speed faster than the normal speed (for example, double speed).

[0077] The user can instruct the ally object 401a to perform various actions on the game screen 400. More specifically, on the game screen 400, the user can instruct the ally object 401a1, which is marked with a circular marker M, to perform various actions.

[0078] The marker M is attached to the character object 401 selected by the user as a target for instructing various actions. For example, the user may perform an operation of tapping on the ally object 401a to which the user wishes to instruct various actions, thereby selecting the ally object 401a as a target for instructions of various actions and attaching the marker M to the ally object 401a. Furthermore, for example, the user may perform an operation of tapping on the character icon 402 corresponding to the ally object 401a to which the user wishes to instruct various actions, thereby selecting the ally object 401a as a target for instructions of various actions and attaching the marker M to the ally object 401a.

[0079] With a predetermined ally object 401a selected as the instruction target, the user can instruct the predetermined ally object 401a to attack the enemy object 401e by tapping the enemy object 401e. With a predetermined ally object 401a selected as the instruction target, the user can instruct the predetermined ally object 401a to move in the predetermined direction by flicking in the predetermined direction. With a predetermined ally object 401a selected as the instruction target, the user can instruct the predetermined ally object 401a to use a skill or an item by performing an operation to use a skill or an item. Additionally, with a predetermined ally object 401a selected as the instruction target, the user can instruct the predetermined ally object 401a to perform various actions by performing an operation to instruct the predetermined ally object 401a to perform various actions.

[0080] Here, the process of switching the shooting mode of the virtual camera to the focus point mode (the process of step S4 described above) will be described in detail with reference to the flowchart of FIG. When a user operation to switch the virtual camera's shooting mode from a bird's-eye view mode to a gaze point mode is accepted on the game screen 400 shown in FIG. 9, the game system 1, for example, on the user terminal 10 (control unit 102), randomly selects one of the ally objects 401a in a surviving state as a target for setting the gaze point, and sets the gaze point on the selected ally object 401a (step S11).

[0081] Next, the game system 1 controls the operation of the virtual camera in, for example, the user terminal 10 (control unit 102) so that the virtual camera gradually approaches the ally object 401a from above the ally object 401a for which the point of interest has been set by the processing of step S11 (step S12). When controlling the virtual camera to gradually approach the ally object 401a, a technique called "zoom in" may be used, in which the focal length of the virtual camera is changed to gradually approach the ally object 401a, or a technique called "dolly in" may be used, in which the position of the virtual camera is changed (moved closer) to gradually approach the ally object 401a. Game screens 500A and 500B when the operation of the virtual camera is controlled as in the processing of step S12 will be described later.

[0082] The game system 1 determines whether a first time period (e.g., 3 to 5 seconds) has elapsed since the user terminal 10 (control unit 102) started to control the operation of the virtual camera as in the process of step S12 (step S13). If it is determined that the first time period has not elapsed (NO in step S13), the process of step S12 is repeatedly executed.

[0083] On the other hand, if it is determined that the first time period has elapsed (YES in step S13), the game system 1 controls the operation of the virtual camera in, for example, the user terminal 10 (control unit 102) so as to capture an image of the ally object 401a, for which the point of interest has been set by the processing in step S11, in an emphatic manner (step S14). Note that the game screen 600 when the operation of the virtual camera is controlled as in the processing in step S14 will be described later.

[0084] The game system 1 determines whether a second time period (e.g., 3 to 5 seconds) has elapsed since the user terminal 10 (control unit 102) started to control the operation of the virtual camera as in the process of step S14 (step S15). If it is determined that the second time period has not elapsed (NO in step S15), the process of step S14 is repeatedly executed.

[0085] On the other hand, if it is determined that the second time period has elapsed (YES in step S15), the game system 1, for example, in the user terminal 10 (control unit 102), executes the process of step S11 again, targeting an ally object 401a other than the ally object 401a for which the point of gaze has been set by the current process of step S11. In this way, in the point of gaze mode, the processes of steps S11 to S15 are repeatedly executed. Note that by executing the process of step S11 again for an ally object 401a other than the ally object 401a for which the point of gaze has been set by the current process of step S11, the user can view and enjoy the battle actions of various ally objects 401a.

[0086] The first and second times may be set to the same number of seconds or different numbers of seconds. The first and second times may be set by the user as one of the user settings related to the shooting mode of the virtual camera. The order of the processing of steps S12 and S13 and the processing of steps S14 and S15 may be reversed.

[0087] Furthermore, the processing of step S12 described above may be replaced by processing for controlling the operation of the virtual camera so as to gradually pull the virtual camera away from the ally object 401a for which the point of gaze is set, toward above the ally object 401a. Alternatively, separate from the processing of step S12 described above, control may be further performed to gradually pull the virtual camera away from the ally object 401a. When controlling the virtual camera to gradually pull away from the ally object 401a, a technique called "zoom out" may be used in which the focal length of the virtual camera is changed to gradually pull the virtual camera away from the ally object 401a, or a technique called "dolly out" may be used in which the position of the virtual camera is changed (moved away) to gradually pull the virtual camera away from the ally object 401a.

[0088] Returning to the explanation of FIG. When a user operation to switch the shooting mode of the virtual camera from the point of interest mode to the bird's-eye view mode is received during a battle (for example, game screens 500A, 500B, 600 described below), game system 1 switches the shooting mode of the virtual camera from the point of interest mode to the bird's-eye view mode, for example, on user terminal 10 (control unit 102) (step S5). Although details will be described later, the user operation to switch the shooting mode of the virtual camera from the point of interest mode to the bird's-eye view mode further includes a user operation to instruct ally object 401a to perform various actions, in addition to a user operation to tap camera icon 403 when camera icon 403 is in an on state.

[0089] Thereafter, the game system 1 repeatedly executes the processes of steps S4 and S5 in response to the user's operation. When the end condition set for the battle part P22 is satisfied, the game system 1 ends the battle part P22 (step S6) in, for example, the user terminal 10 (control unit 102), and ends the process here.

[0090] 7 and 10, the shooting modes of the virtual camera in the battle part P22 have been described, but the present invention is not limited thereto, and the shooting modes of the virtual camera described above may be applied as shooting modes of the virtual camera in other game parts. Also, while FIGS. 7 and 10 assume that the processes of steps S1 to S6 and steps S11 to S15 are primarily performed by the user terminal 10 (control unit 102), at least some of the processes of steps S1 to S6 and S11 to S15 may be performed on the server device 20 side (e.g., control unit 203). In other words, the processes shown in FIGS. 7 and 10 may be processes that are executed by at least the entire game system 1.

[0091] 11 and 12, game screens 500A and 500B will be described when the operation of the virtual camera is controlled as in the process of step S12 described above. Note that it is assumed here that the point of gaze is set on the ally object 401a2 by the process of step S11 described above.

[0092] 11 is a game screen when control of the operation of the virtual camera begins as in the process of step S12 described above, and game screen 500B shown in Fig. 12 is a game screen several seconds after game screen 500A, that is, a game screen captured with the virtual camera closer to ally object 401a2 than when game screen 500A was captured. Note that, as described above, game screens 500A and 500B are game screens when the virtual camera is in the focus mode, and therefore camera icon 403 is in the on state as shown in Figs.

[0093] The focus point mode is a shooting mode that makes it possible to view the movements (battle actions) of the ally object 401a while it is fighting from various angles. In other words, the focus point mode can be said to be a shooting mode that makes it possible to enjoy (enjoy) the battle actions of the ally object 401a, but it can also be said to be a shooting mode that makes it difficult to grasp the battle situation (for example, it makes it difficult to grasp the situation of other ally objects 401a for which a focus point is not set) and makes it difficult to perform various actions on the ally object 401a.

[0094] For this reason, as described above with respect to the processing of step S5, when a user operation (e.g., a flick operation, a swipe operation, a tap operation, a double tap operation, or the like) intended to instruct the ally object 401a to perform various actions is received in the focus mode, the game system 1 executes processing to immediately switch the shooting mode of the virtual camera to the bird's-eye view mode, which makes it easier to grasp the battle situation and to instruct the ally object 401a to perform various actions than in the focus mode. This allows the game system 1 to view the battle action from various angles while ensuring operability in the battle, thereby increasing the interest in the game. Note that, here, the processing to switch from the focus mode to the bird's-eye view mode is executed when a user operation intended to instruct the ally object 401a to perform various actions is received in the focus mode. However, the present invention is not limited to this. The processing to switch from the focus mode to the bird's-eye view mode may be executed, for example, when a gyro sensor built into the user terminal 10 detects a tilt of a predetermined amount or more from a stationary state in the focus mode.

[0095] By controlling the operation of the virtual camera as in the process of step S12 described above, the game system 1 can display, on the display 15 of the user terminal 10, a game screen such as game screens 500A and 500B, which has the ally object 401a2, for which the point of gaze is set, at the center while also allowing the user to grasp the surroundings of the ally object 401a2. In this way, the game system 1 can provide the user with a realistic effect in which the user gradually moves closer to the ally object 401a, while providing the user with the surroundings of the ally object 401a, for which the point of gaze is set.

[0096] As described above, by providing the user with the state of the periphery of the ally object 401a, the user can grasp the battle situation around the ally object 401a, and can therefore determine whether it is better to instruct the ally object 401a to perform various actions, or whether it is okay to continue enjoying the realistic presentation. If it is determined that it is better to instruct the ally object 401a to perform various actions, the user can immediately return to the bird's-eye view mode and instruct the ally object 401a to perform various actions, as described above, by performing an operation to instruct the ally object 401a to perform various actions.

[0097] Next, a description will be given of the game screen 600 when the operation of the virtual camera is controlled as in the process of step S14 described above, with reference to Fig. 13. It is assumed here that the point of interest is set on the ally object 401a2 by the process of step S11. As described above, the game screen 600 is a game screen when the shooting mode of the virtual camera is the point of interest mode, and therefore, as shown in Fig. 13, the camera icon 403 is in an ON state.

[0098] By controlling the operation of the virtual camera as in the processing of step S14 described above, the game system 1 can display, on the display 15 of the user terminal 10, a game screen featuring the ally object 401a2 on which the gaze point is set, such as game screen 600 (in other words, a game screen that emphasizes the ally object 401a2 on which the gaze point is set).

[0099] The game screen 600 is a game screen when the operation of the virtual camera is controlled to photograph the ally object 401a2, for which the point of interest is set, from the left lateral direction in an emphatic manner, but the game screen obtained by "emphatically photographing" the ally object 401a2 is not limited to this. In this specification, "emphatically photographing" refers to effectively photographing a cool or cute appearance of the ally object 401a, for which the point of interest is set, and examples thereof include, but are not limited to, photographing the ally object 401a from a predetermined direction (front, back, side, etc.), photographing the ally object 401a from a predetermined angle (high angle, low angle, horizontal angle, etc.), moving the virtual camera so as to rotate around the ally object 401a and photographing it, and moving the virtual camera from the feet of the ally object 401a toward the face and photographing it.

[0100] Note that how to photograph the ally object 401a, for which the point of interest is set, in an emphatic manner may be set by the user as one of the user settings related to the shooting mode of the virtual camera. Furthermore, the position at which the point of interest is set (i.e., at which position on the ally object 401a the point of interest is set) may also be set by the user as one of the user settings related to the shooting mode of the virtual camera. This makes it possible to satisfy the needs of various users, such as a user who wants to view the battle action of the ally object 401a from the front, a user who wants to view it from the back, a user who wants to view it from the side, a user who wants to view it from a high angle, a user who wants to view it from a low angle, and a user who wants to view the battle action of the ally object 401a by focusing only on a predetermined part of the ally object 401a, and to realize shooting that suits the user's preferences.

[0101] As shown in FIG. 13, the game screen 600 includes icons ic1 to ic3 corresponding to the ally objects 401a1, 401a3, and 401a4, respectively, other than the ally object 401a2 for which the point of gaze is set.

[0102] Icon ic1 includes a character icon of ally object 401a1 and an arrow icon, and indicates that ally object 401a1 is at the tip of the arrow (i.e., ally object 401a1 is located to the right and rear of ally object 401a2, for which the point of gaze is set). Icon ic2 includes a character icon of ally object 401a3 and an arrow icon, and indicates that ally object 401a3 is at the tip of the arrow (i.e., ally object 401a3 is located to the left of ally object 401a2, for which the point of gaze is set). Icon ic3 includes a character icon of ally object 401a4 and an arrow icon, and indicates that ally object 401a4 is at the tip of the arrow (i.e., ally object 401a4 is located to the rear of ally object 401a2, for which the point of gaze is set). This allows the user to grasp the positions of the other ally objects 401a1, 401a3, and 401a4 even while watching the battle action of the ally object 401a2 to which the gaze point is set, which can be useful in determining, for example, whether or not it is appropriate to instruct the other ally objects 401a1, 401a3, and 401a4 to perform various actions.

[0103] In the embodiment described above, game system 1 switches the shooting mode of the virtual camera from the bird's-eye view mode to the point-of-regard mode when camera icon 403 is turned on in response to a user's operation. However, this is not limited to this. Game system 1 may switch the shooting mode of the virtual camera from the bird's-eye view mode to the point-of-regard mode when both camera icon 403 and double-speed icon 404 are turned on in response to a user's operation. Alternatively, game system 1 may switch the shooting mode of the virtual camera from the bird's-eye view mode to the point-of-regard mode when double-speed icon 404 is turned on in response to a user's operation. Furthermore, game system 1 may accept a user's operation on camera icon 403 only when double-speed icon 404 is turned on.

[0104] Furthermore, in this embodiment, it is assumed that there is no change in the state (alive state or dead state) of the ally objects 401a other than the ally object 401a for which the point of interest is set when the shooting mode of the virtual camera is in the point of interest mode. However, for example, when the shooting mode of the virtual camera is in the point of interest mode and the state of a predetermined ally object 401a other than the ally object 401a for which the point of interest is set changes (for example, from alive state to dead state), the game system 1 may execute a process of temporarily changing the target of shooting of the virtual camera from the ally object 401a for which the point of interest is set to the predetermined ally object 401a, and then returning the target of shooting of the virtual camera to the ally object 401a for which the point of interest is set after a predetermined time has elapsed. In this way, the game system 1 can notify the user that there has been a change in the state of the ally object 401a other than the ally object 401a for which the point of interest is set when the shooting mode of the virtual camera is in the point of interest mode.

[0105] As described above, the game system 1 according to this embodiment controls a virtual camera capable of capturing images of the movements of objects (character objects) in a virtual space (game space), and controls the virtual camera to switch between a general mode (bird's-eye view mode) in which the virtual camera operates without being linked to an object in the virtual space, and a special mode (gazing point mode) in which the virtual camera operates in association with an object in the virtual space, with the virtual camera's gaze point set at a specific object in the virtual space.

[0106] This allows the movement of the characters in the game to be viewed from various angles, making the game more interesting.

[0107] The present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be created by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined.

[0108] "Addendum" Some of the features of the present invention are summarized below. "assignment" For example, the objective is to make it possible to view the movements of characters in a game from various angles, thereby increasing the interest in the game. "Solution" (1) Computer, Controlling a virtual camera that can capture the movement of objects in the virtual space; a control unit that controls the virtual camera so as to be switchable between a general mode in which the virtual camera is operated without being linked to an object in the virtual space and a special mode in which the virtual camera is operated by being linked to an object in the virtual space, The special mode is a shooting mode in which a focus point of a virtual camera is set on a specific object in a virtual space and the virtual camera is operated. (2) The general mode is a shooting mode in which an object in a virtual space is shot from a bird's-eye view, The special modes include a first special mode in which the specific object is photographed from above while gradually approaching the specific object, and a second special mode in which the specific object is photographed in an emphatic manner. (1) The program described in (1). (3) The general mode is a shooting mode in which an object in a virtual space is shot from a bird's-eye view, The special modes include a first special mode in which the camera gradually pulls back from the specific object toward above the specific object to capture the image, and a second special mode in which the camera captures the specific object in an emphatic manner. (1) The program described in (1). (4) The control means When the shooting mode of the virtual camera is switched from the general mode to the special mode, one of the objects in the virtual space is randomly selected as a specific object, setting a gaze point of a virtual camera on the selected specific object, and taking photographs in the first special mode and the second special mode; When the selected specific object has been photographed in the first special mode and the second special mode, one of the objects in the virtual space other than the selected specific object is randomly selected as the next specific object. The program according to (2) or (3). (5) The general mode is a shooting mode in which a predetermined action can be instructed to an object in response to a user's operation. (1) The program described in (1). (6) The control means when a user operation to instruct an object to perform a predetermined action is accepted while the virtual camera is operating in the special mode, the shooting mode of the virtual camera is switched from the special mode to the general mode; (5) The program described in (5). (7) the general mode is a shooting mode in which the position of a virtual camera can be moved in response to a user operation, The special mode is a shooting mode in which the position of the virtual camera cannot be moved in response to a user operation. The program according to (5) or (6). (8) the object movement is a movement of a character object in a battle between character objects in a virtual space, The battle can proceed without user operation. (1) The program described in (1). The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. "effect" According to the configurations (1) to (8), for example, a virtual camera capable of capturing images of the movements of objects in a virtual space is controlled, and the image capturing mode of the virtual camera is switchably controlled between a general mode in which the virtual camera is operated without being linked to any object in the virtual space, and a special mode in which the virtual camera is operated in association with an object in the virtual space, with the virtual camera's gaze point set at a specific object in the virtual space, thereby making it possible to view the movements of characters in the game from various angles, thereby achieving the effect of increasing the interest in the game. The configuration (2) has the effect of, for example, providing the user with a realistic effect. The configuration (4) has the effect of allowing the user to enjoy watching the movements of various characters in the game, for example. The configurations (5) and (6) have the effect of, for example, ensuring ease of operation during battles while enabling the player to view the battle action from various angles, thereby increasing the interest in the game. [Explanation of symbols]

[0109] 1...game system, 10...user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...server device, 21...non-volatile memory, 22...CPU, 23...main memory, 23A...game program, 24...wireless communication device, 101...operation reception unit, 102...control unit, 103...display processing unit, 104...storage unit, 201...storage unit, 202...data management unit, 203...control unit.

Claims

1. Computer, Controlling a virtual camera that can capture the movement of objects in the virtual space; a control unit that controls the virtual camera so as to be switchable between a general mode in which the virtual camera is operated without being linked to an object in the virtual space and a special mode in which the virtual camera is operated by being linked to an object in the virtual space, The special mode is a shooting mode in which a focus point of a virtual camera is set on a specific object in a virtual space and the virtual camera is operated.

2. The general mode is a shooting mode in which an object in a virtual space is shot from a bird's-eye view, The special mode includes a first special mode in which the specific object is photographed from above while gradually approaching the specific object, and a second special mode in which the specific object is photographed in an emphatic manner. The program according to claim 1.

3. The general mode is a shooting mode in which an object in a virtual space is shot from a bird's-eye view, The special modes include a first special mode in which the camera gradually pulls back from the specific object toward above the specific object to capture the image, and a second special mode in which the camera captures the specific object in an emphatic manner. The program according to claim 1.

4. The control means When the shooting mode of the virtual camera is switched from the general mode to the special mode, one of the objects in the virtual space is randomly selected as a specific object; setting a gaze point of a virtual camera to the selected specific object, and taking photographs in the first special mode and the second special mode; when the selected specific object has been photographed in the first special mode and the second special mode, randomly selecting one of the objects in the virtual space other than the specific object as the next specific object; The program according to claim 2 or 3.

5. The general mode is a shooting mode in which a predetermined action can be instructed to an object in response to a user's operation. The program according to claim 1.

6. The control means when a user operation to instruct an object to perform a predetermined action is accepted while the virtual camera is operating in the special mode, the shooting mode of the virtual camera is switched from the special mode to the general mode; The program according to claim 5.

7. the general mode is a shooting mode in which the position of a virtual camera can be moved in response to a user operation, The special mode is a shooting mode in which the position of the virtual camera cannot be moved in response to a user operation. The program according to claim 5 or 6.

8. the object movement is a movement of a character object in a battle between character objects in a virtual space, The battle can proceed without user operation. The program according to claim 1.

Citation Information

Patent Citations

  • Information processing method, apparatus, and program for causing computer to execute information processing method

    JP2018102987A