Information processing program, information processing method, and information processing device

The information processing program optimally positions ally and enemy characters relative to the player character, enhancing gameplay interactions and reducing interference, thereby improving the gaming experience.

JP2025183877APending Publication Date: 2025-12-17KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2024091809
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-05
Publication Date
2025-12-17

AI Technical Summary

Technical Problem

Existing game systems struggle to place characters other than the player character in appropriate positions, leading to suboptimal gameplay experiences.

Method used

An information processing program that determines the positions of ally and enemy characters based on distances and ranges relative to the player character, ensuring they are positioned appropriately to enhance gameplay interactions.

Benefits of technology

Characters are placed in optimal positions, improving gameplay dynamics and reducing interference during battles and cooperative actions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To obtain an information processing program, an information processing method, and an information processing device capable of disposing a character other than a player character in an appropriate position.SOLUTION: An information processing program acquires distance between a player character operated by a player and a first character other than the player character, determines the position of a second character other than the player character and the first character according to the acquired distance, and allows a computer to execute processing for positioning the second character in the determined position.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]

[0002] Patent document 1 discloses a game system in which multiple players operate their own game devices to move a player character, which is the target of the player's instructions, within a virtual space and play against an enemy character placed within the virtual space. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-269047 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, there are known games in which a player character controlled by a player and characters other than the player character (e.g., enemy characters or ally characters) are depicted on the screen. In such games, it is preferable to place characters other than the player character in appropriate positions so that the player can enjoy the game. For example, a technique has been proposed that determines the position of an enemy character depending on the distance between the player character and the enemy character. Specifically, this technique moves an enemy character located within a certain distance from the player character closer to the player character. However, with such a technique, characters other than the player character may not always be placed in appropriate positions.

[0005] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that are capable of placing characters other than the player character in appropriate positions. [Means for solving the problem]

[0006] The information processing program of the first aspect causes a computer to execute a process of obtaining the distance between a player character operated by a player and a first character other than the player character, determining the positions of the player character and a second character other than the first character based on the obtained distance, and positioning the second character at the determined position.

[0007] The information processing program of the second aspect is the information processing program of the first aspect, wherein the first character is an enemy character of a first type or a character set as a target by the player character, and the second character includes at least one of an enemy character of a second type and an ally character of the player character.

[0008] The information processing program of the third aspect causes a computer to execute a process in the information processing program of the second aspect to determine the position of the ally character to be within a third range, which is a range where a first range, which is the range of distance based on the player character, and a second range, which is the range of distance based on the first type of enemy character, overlap.

[0009] The information processing program of the fourth aspect causes a computer to execute a process in the information processing program of the second or third aspect in which, when the distance is equal to or less than a threshold, the position of the ally character is determined to be within a range of a predetermined distance longer than the distance based on the first type of enemy character.

[0010] An information processing program of a fifth aspect is an information processing program of any one of the second to fourth aspects, which causes a computer to execute a process of determining the position of the second type of enemy character to be outside a third range, which is a range where a first range, which is the range of distance based on the player character, and a second range, which is the range of distance based on the first type of enemy character, overlap.

[0011] A sixth aspect of the information processing program causes a computer to execute a process in which, in the information processing program of the fifth aspect, when the player character and the ally character are about to perform a cooperative action, the computer acquires a second distance between the player character and the ally character, and determines the position of the second type of enemy character to be outside a sixth range, which is the range where a fourth range, which is the range of the second distance based on the player character, and a fifth range, which is the range of the second distance based on the ally character, overlap, and which is also outside the third range.

[0012] An information processing program of a seventh aspect is an information processing program of any one of the second to sixth aspects, in which, when the first type of enemy character is not present within a predetermined distance range based on the player character, the computer is caused to execute a process of determining the position of the second type of enemy character so that the player character and the ally character are shared by multiple second type of enemy characters present within the predetermined distance range.

[0013] The information processing program of the eighth aspect is the information processing program of the seventh aspect, in which the computer executes a process of determining the position of the second type of enemy character each time the number of the second type of enemy character present within the specified distance range increases or decreases.

[0014] An information processing program of a ninth aspect is an information processing program of any one of the second to eighth aspects, in which, if the first type of enemy character is not present within a predetermined distance range based on the player character, the information processing program causes a computer to execute a process of determining, as the position of the second type of enemy character that has set the player character as a target, a seventh range in which the predetermined distance range based on the player character and the predetermined angle range in front of the player character overlap.

[0015] An information processing program of a tenth aspect is an information processing program of any one of the second to ninth aspects, in which, when an index value representing the amount of enemy characters of the second type present within a predetermined distance range based on the player character is less than a threshold value, the information processing program causes the computer to execute a process of determining the position of the enemy characters of the second type so that the index value is greater than or equal to the threshold value.

[0016] An eleventh aspect of the information processing program is the information processing program of the tenth aspect, in which, when the index value is equal to or less than a first threshold, the computer executes a process of moving the second type of enemy character located outside the range of the specified distance within the range of the specified distance until the index value becomes equal to or greater than a second threshold that is smaller than the first threshold.

[0017] An information processing program of a twelfth aspect is the information processing program of the tenth or eleventh aspect, wherein the index value is the number, total volume, or total surface area of ​​the second type of enemy characters.

[0018] An information processing program of a thirteenth aspect is an information processing program of any one of the first to twelfth aspects, which causes a computer to execute a process of determining the position of the second character based on the shooting range of a virtual camera corresponding to the player's field of view in the virtual space and the distance.

[0019] An information processing program of a 14th aspect is an information processing program of any one of the second to 12th aspects, which causes a computer to execute a process to reduce the probability of an attack by an enemy character of the second type on the player character being successful when the player character sets the enemy character of the first type as a target compared to when the enemy character of the first type is not set as a target.

[0020] In a 15th aspect of the information processing method, a computer executes a process of obtaining the distance between a player character operated by a player and a first character other than the player character, determining the positions of the player character and a second character other than the first character based on the obtained distance, and positioning the second character at the determined position.

[0021] An information processing device of a 16th aspect includes a processor, which acquires a distance between a player character operated by a player and a first character other than the player character, determines positions of the player character and a second character other than the first character based on the acquired distance, and positions the second character at the determined position. [Effects of the Invention]

[0022] According to the present disclosure, characters other than the player character can be placed in appropriate positions. [Brief explanation of the drawings]

[0023] [Figure 1] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. [Figure 2] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 3] FIG. 10 is a diagram illustrating an example of a method for determining the position of an ally character. [Figure 4]FIG. 10 is a diagram illustrating an example of a method for determining the position of an enemy character. [Figure 5] FIG. 10 is a diagram illustrating an example of a method for determining the position of an ally character. [Figure 6] FIG. 10 is a diagram illustrating an example of a method for determining the position of an enemy character. [Figure 7] FIG. 10 is a diagram illustrating an example of a method for determining the position of an enemy character. [Figure 8] 10 is a flowchart showing an example of enemy character placement processing. [Figure 9] 10 is a flowchart showing an example of an ally character placement process. DETAILED DESCRIPTION OF THE INVENTION

[0024] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.

[0025] First, the hardware configuration of an information processing device 10 according to this embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a home game console will be described as the information processing device 10. The information processing device 10 is an example of a computer.

[0026] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a memory 12, a storage 13, an external I / F (Interface) 14, a communication I / F 15, and an input I / F 16. The CPU 11, the memory 12, the storage 13, the external I / F 14, the communication I / F 15, and the input I / F 16 are connected to each other via a bus 20 so as to be able to communicate with each other.

[0027] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The memory 12 serves as a working area and temporarily stores programs or data. The storage 13 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and data.

[0028] The storage 13 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads the information processing program 30 from the storage 13 and executes the information processing program 30 using the memory 12 as a work area. Note that the information processing program 30 is not limited to being stored in the storage 13, and may be stored in a recording medium such as an optical disc, a USB (Universal Serial Bus) memory, or an SD memory card. Furthermore, the information processing program 30 may be downloadable to the information processing device 10 via the communication I / F 15.

[0029] The external I / F 14 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a speaker 21 and a display 22 are connected to the external I / F 14.

[0030] The speaker 21 outputs various sounds. The speaker 21 may be integrated with the information processing device 10, or may be integrated with the display 22. The display 22 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various types of information. The display 22 may have an integrated touch panel. Furthermore, the display 22 may be integrated with the information processing device 10.

[0031] The communication I / F 15 is an interface for connecting the information processing device 10 to a network. The communication I / F 15 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0032] The input I / F 16 is an interface for connecting the input device 23 to the information processing device 10. The input device 23 is a game controller having operation buttons and directional keys, a mouse, a keyboard, or the like, and is used for various inputs. A user operates the game using the input device 23. Operation information indicating the content of the input operation performed by the user using the input device 23 is stored in the memory 12. The input device 23 may be integrated with the information processing device 10. Alternatively, the input device 23 may be detachable from the information processing device 10. The number of input devices 23 may be one or more. Alternatively, the input device 23 may be a touch panel integrated with the display 22. In this embodiment, an example in which a game controller is used as the input device 23 will be described.

[0033] The information processing device 10 according to this embodiment provides a game in which a character (hereinafter referred to as a "player character") operated by a player, who is a user of the information processing device 10, cooperates with an ally character to battle an enemy character. In this embodiment, an example will be described in which the ally character and the enemy character are NPCs (Non-Player Characters). A game is a collection of activities and rules for playing or competing. For example, a game is played by a player making full use of strategy and skill to achieve a specific objective. A game is played to achieve various objectives, for example, a competitive objective such as winning, a combat objective such as defeating an enemy, an educational objective such as learning, or a narrative objective such as completing the progression of a scenario. A game may be competitive or non-competitive.

[0034] In this embodiment, the enemy characters include a first type of enemy character and a second type of enemy character. An example of the first type of enemy character is an enemy character set as a boss character. For example, a boss character is a character that clears a stage or a quest when the player character defeats that character. The second type of enemy character is a normal enemy character other than a boss character. The normal enemy character includes an enemy character subordinate to a specific boss character and an enemy character that is not subordinate to a specific boss character. The normal enemy character is also called a weak character or a mob character. The first type of enemy character is an example of a first character other than a player character according to the disclosed technology. The ally character and the second type of enemy character are examples of a second character other than the player character and the first character according to the disclosed technology. Note that the first character may be a character set as a target by the player character. A character set as a target by the player character is a character that the player character is targeting, for example, a character that the player character is aiming at.

[0035] The information processing device 10 according to this embodiment has a function of determining the positions of the ally characters and the second type of enemy characters.

[0036] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 2. As shown in Fig. 2, the information processing device 10 includes an acquisition unit 40, a determination unit 42, and an arrangement unit 44. The CPU 11 executes the information processing program 30, thereby functioning as the acquisition unit 40, the determination unit 42, and the arrangement unit 44.

[0037] As shown in FIG. 3, the acquisition unit 40 acquires a distance D1 between the player character PC and a first type of enemy character E1 (hereinafter simply referred to as "enemy character E1"). In this embodiment, the acquisition unit 40 acquires the distance D1 at each preset timing. Examples of the preset timing include a timing when the distance D1 is changed and a regular timing such as once every predetermined number of frames. Also, as shown in FIG. 4, the acquisition unit 40 acquires a distance D2 between the player character PC and the ally character A1. The distance D2 is an example of a second distance related to the disclosed technology. In this embodiment, the acquisition unit 40 acquires the distance D2 at each preset timing, similar to the distance D1.

[0038] The determination unit 42 determines the position of a second type of enemy character E2 (hereinafter simply referred to as "enemy character E2") and the position of the ally character A1 according to the distance D1 acquired by the acquisition unit 40. In this embodiment, the determination unit 42 determines the positions of the enemy character E2 and the ally character A1 based on the distance D1 and the shooting range V1 of the virtual camera 25 that corresponds to the player's field of view in the virtual space. Note that the determination unit 42 may determine the position of only either the enemy character E2 or the ally character A1. Below, a specific example of a method for determining the positions of the enemy character E2 and the ally character A1 by the determination unit 42 will be described.

[0039] As shown in FIG. 3, the determination unit 42 determines the position of the ally character A1 to be within a range R3 within the shooting range V1, which is a range R1 of distance D1 based on the player character PC and a range R2 of distance D1 based on the enemy character E1. In the example of FIG. 3, the range R3 is shaded with solid diagonal lines. Furthermore, the range R1 of distance D1 based on the player character PC refers to a circular area with a radius of distance D1 and a center of the player character PC. Furthermore, the range R2 of distance D1 based on the enemy character E1 refers to a circular area with a radius of distance D1 and a center of the enemy character E1. The range R1 is an example of a first range related to the disclosed technology, the range R2 is an example of a second range related to the disclosed technology, and the overlapping range between the range R1 and the range R2 is an example of a third range related to the disclosed technology. Each range need not be a perfect circle, but may be an ellipse or a rectangle.

[0040] Furthermore, the determination unit 42 determines the outside of the range R3 as the position of the enemy character E2, thereby making it possible to prevent the enemy character E2 from interfering with the battle between the player character PC and the enemy character E1.

[0041] 4, when the player character PC and ally character A1 are about to execute a cooperative action, the determination unit 42 determines the position of the enemy character E2 to be outside the range R6 where the range R4 of the distance D2 based on the player character PC and the range R5 of the distance D2 based on the ally character A1 overlap, and outside the range R3. This makes it possible to prevent the enemy character E2 from interfering with the cooperative action when the player character PC and ally character A1 are about to execute the cooperative action.

[0042] In the example of FIG. 4, range R6 is shaded with dashed diagonal lines. Furthermore, range R4 at a distance D2 relative to the player character PC refers to a circular area with a radius of distance D2 centered on the player character PC. Furthermore, range R5 at a distance D2 relative to the ally character A1 refers to a circular area with a radius of distance D2 centered on the ally character A1. Range R4 is an example of a fourth range related to the disclosed technology, range R5 is an example of a fifth range related to the disclosed technology, and range R6 is an example of a sixth range related to the disclosed technology. An example of an action in which the player character PC and the ally character A1 cooperate is a cooperative technique in which the player character PC and the ally character A1 cooperate to attack the enemy character E1. The determination unit 42 can determine whether the enemy character E2 is located outside range R3 or outside range R6 using a known method. In this case, for example, the determination unit 42 may determine the position of the enemy character E2 outside the range R3 and outside the range R6 according to the role of the enemy character E2, such as front line, middle line, or rear line.

[0043] 5, when the distance D1 is equal to or less than a threshold, the determination unit 42 determines the position of the ally character A1 to be within a range of a predetermined distance longer than the distance D1 relative to the enemy character E1. The threshold in this case is set, for example, to an upper limit value of the distance at which the player character PC and the enemy character E1 can engage in close combat. This allows the ally character A1 to support the close combat between the player character PC and the enemy character E1 from a direction different from that of the player character PC. In this case, the position of the ally character A1 may be outside at least one of the ranges R1 and R2.

[0044] 6, when an enemy character E1 does not exist within a predetermined distance range based on the player character PC, the determination unit 42 determines the position of the enemy character E2 so that the player character PC and the ally character A1 are shared among multiple enemy characters E2 present within the predetermined distance range. In this embodiment, the determination unit 42 determines the positions of the enemy characters E2 so that the number of enemy characters E1 closest to each of the player character PC and the ally character A1 is equal. This makes it possible to determine the position of the enemy character E2 when no enemy character E1 exists around the player character PC.

[0045] In this case, the determination unit 42 determines the position of the enemy character E2 each time the number of enemy characters E2 present within a predetermined distance range based on the player character PC increases or decreases. This allows the multiple enemy characters E2 to share the role of the player character PC and the ally character A1 even if the number of enemy characters E2 increases or decreases.

[0046] Furthermore, as shown in FIG. 7 , when an enemy character E1 does not exist within a predetermined distance range based on the player character PC, the determination unit 42 determines a range R9, where a range R7 of a predetermined distance based on the player character PC overlaps with a range R8 of a predetermined angle in front of the player character PC, as the position of the enemy character E2 that targets the player character PC. In this embodiment, the determination unit 42 determines a range where the range R9 overlaps with the photographing range V1 as the position of the enemy character E2 when the enemy character E1 does not exist within a predetermined distance range based on the player character PC. In the example of FIG. 7 , the range where the range R9 overlaps with the photographing range V1 is shaded with solid diagonal lines. The range R9 is an example of a seventh range according to the disclosed technology.

[0047] Furthermore, when there are no enemy characters E1 within a predetermined distance range from the player character PC and an index value representing the number of enemy characters E2 present within the predetermined distance range is less than a threshold, the determination unit 42 determines the position of the enemy character E2 so that the index value is equal to or greater than the threshold. In this embodiment, when the index value is less than a first threshold, the determination unit 42 determines the position of the enemy character E2 so that the index value is equal to or greater than a second threshold value that is smaller than the first threshold. For example, when the number of enemy characters E1 is used as the index value, if the number of enemy characters E2 present within range R7 shown in FIG. 7 is equal to or less than the first threshold, the determination unit 42 changes the positions of enemy characters E2 present outside range R7 to positions within range R7, thereby making the number of enemy characters E2 present within range R7 equal to or greater than the second threshold.

[0048] Note that the index value representing the quantity of enemy characters E2 is not limited to the number of enemy characters E2, but may be the total volume or total surface area of ​​the enemy characters E2. When the total volume or total surface area of ​​the enemy characters E2 is used as the index value representing the quantity of enemy characters E2, the larger the size of the enemy characters E1 present within a predetermined distance from the player character PC, the fewer the number of enemy characters E1.

[0049] Furthermore, the determination unit 42 determines the hit probability of an attack by the enemy character E2 on the player character PC depending on whether the player character PC has set the enemy character E1 as a target. Specifically, when the player character PC has set the enemy character E1 as a target, the determination unit 42 reduces the hit probability of the attack by the enemy character E2 on the player character PC compared to when the enemy character E1 is not set as a target.

[0050] The placement unit 44 positions the enemy character E2 and the ally character A1 at the positions determined by the determination unit 42. For example, if the enemy character E2 and the ally character A1 are present at the positions determined by the determination unit 42, the placement unit 44 causes the enemy character E2 and the ally character A1 to remain at those positions. On the other hand, if the enemy character E2 and the ally character A1 are not present at the positions determined by the determination unit 42, the placement unit 44 moves the enemy character E2 and the ally character A1 to those positions.

[0051] Specifically, as shown in FIG. 3 as an example, when the determination unit 42 determines that the position of the ally character A1 is within range R3, and when the ally character A1 is outside range R3, the placement unit 44 moves the ally character A1 toward point P1. Point P1 is the midpoint of the line connecting the player character PC and the enemy character E1. Then, when the ally character A1 is located within range R3 and has reached a position within a certain distance from point P1, the placement unit 44 stops the ally character A1.

[0052] Furthermore, when the determination unit 42 determines that the position of the enemy character E2 is outside the range R3 and the enemy character E2 is present within the range R3, the placement unit 44 moves the enemy character E2 toward the outside of the range R3. In this case, the placement unit 44 does not cause the enemy character E2 to perform an attacking action until the enemy character E2 moves outside the range R3.

[0053] Furthermore, when the determination unit 42 determines the position of the enemy character E2 such that the index value is equal to or greater than the threshold, the placement unit 44 moves the enemy characters E2 present outside the range R7 toward the range R7 until the index value of the enemy characters E2 present within the range R7 becomes equal to or greater than a second threshold. In this case, the placement unit 44 may move, among the enemy characters E2 present outside the range R7, the enemy characters E2 farthest from the center or outline of the range R7 toward the range R7 in order. In this case, the placement unit 44 may also move, among the enemy characters E2 present outside the range R7, the enemy characters E2 with the most or least remaining vitality toward the range R7 in order.

[0054] Next, the operation of the information processing device 10 will be described with reference to Figures 8 and 9. The CPU 11 executes the information processing program 30, whereby the enemy character placement process shown in Figure 8 and the ally character placement process shown in Figure 9 are executed.

[0055] In step S10 of Figure 8, the determination unit 42 determines whether or not an enemy character E1 is present within a predetermined distance range based on the player character PC. If this determination is positive, the processing proceeds to step S12. In step S12, the acquisition unit 40 acquires a distance D1 between the player character PC and the enemy character E1. The acquisition unit 40 also acquires a distance D2 between the player character PC and the ally character A1.

[0056] In step S14, the determination unit 42 determines whether the player character PC and the ally character A1 are about to execute a cooperative action. If this determination is affirmative, the process proceeds to step S16. In step S16, the determination unit 42 determines the position of the enemy character E2 to be outside range R6 and outside range R3. When the process of step S16 ends, the process proceeds to step S20.

[0057] If the determination in step S14 is a negative determination, the process proceeds to step S18. In step S18, the determination unit 42 determines the position of the enemy character E2 to be outside the range R3. When the process of step S18 ends, the process proceeds to step S20.

[0058] In step S20, the placement unit 44 positions the enemy character E2 at the position determined in step S16 or step S18. In step S22, the determination unit 42 determines whether the player character PC has set the enemy character E1 as the target. If this determination is affirmative, the processing proceeds to step S24.

[0059] In step S24, the determination unit 42 reduces the probability that an attack by the enemy character E2 against the player character PC will hit the enemy character E1 compared to when the player character PC has not set the enemy character E1 as a target. When the processing of step S24 ends, the processing returns to step S10. If the determination in step S22 is negative, the processing of step S24 is not executed, and the processing returns to step S10.

[0060] If the determination in step S10 is negative, the process proceeds to step S26. In step S26, the determination unit 42 determines the positions of the enemy characters E2 so that the player character PC and the ally characters A1 are shared among the multiple enemy characters E2 present within a predetermined distance range based on the player character PC. In this case, the determination unit 42 determines range R9 as the position of the enemy characters E2 that have set the player character PC as their target. Furthermore, if an index value representing the number of enemy characters E2 present within the predetermined distance range is less than a threshold, the determination unit 42 determines the positions of the enemy characters E2 so that the index value is equal to or greater than the threshold. The process of step S26 is executed each time the number of enemy characters E2 present within the predetermined distance range based on the player character PC increases or decreases.

[0061] In step S28, the placement unit 44 positions the enemy character E2 at the position determined in step S26. When the processing of step S28 ends, the processing returns to step S10.

[0062] The above-described processing of steps S10 to S28 is executed at a predetermined time interval, for example, once every predetermined number of frames.

[0063] In step S40 of FIG. 9, the acquisition unit 40 acquires the distance D1 between the player character PC and the enemy character E1. In step S42, the determination unit 42 determines whether the distance D1 exceeds a threshold value. If this determination is positive, the processing proceeds to step S44. In step S44, the determination unit 42 determines the position of the ally character A1 to be within range R3. When the processing of step S44 ends, the processing proceeds to step S48.

[0064] If the distance D1 is equal to or less than the threshold, the determination in step S40 is negative, and the process proceeds to step S46. In step S46, the determination unit 42 determines the position of the ally character A1 to be within a range of a predetermined distance longer than the distance D1 from the enemy character E1. When the process of step S46 ends, the process proceeds to step S48. In step S48, the placement unit 44 positions the ally character A1 at the position determined in step S44 or step S46. When the process of step S48 ends, the process returns to step S40.

[0065] The above-described processing of steps S40 to S48 is executed at a predetermined time interval, for example, once every predetermined number of frames.

[0066] As described above, according to this embodiment, characters other than the player character can be placed in appropriate positions. Characters other than the player character can include at least one of enemy characters and ally characters.

[0067] In the above embodiment, various processes executed by the CPU 11 after reading software (programs) may be executed by various processors other than a CPU. Examples of such processors include programmable logic devices (PLDs) whose circuit configuration can be changed after fabrication, such as field-programmable gate arrays (FPGAs), and dedicated electrical circuits, such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to execute specific processes. Furthermore, various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]

[0068] 10. Information processing equipment 11 CPU 30 Information Processing Program 40 Acquisition Department 42 Decision Section 44 Placement section

Claims

1. obtaining a distance between a player character operated by a player and a first character other than the player character; determining a position of a second character other than the player character and the first character according to the acquired distance; Positioning the second character at the determined position An information processing program that causes a computer to execute a process.

2. the first character is a first type of enemy character or a character set as a target by the player character, The second characters include at least one of a second type of enemy character and an ally character of the player character. The information processing program according to claim 1 .

3. The position of the ally character is determined to be within a third range, which is a range where a first range, which is the range of distance based on the player character, and a second range, which is the range of distance based on the first type of enemy character, overlap.

3. The information processing program according to claim 2, for causing a computer to execute the process.

4. If the distance is equal to or less than a threshold, the position of the ally character is determined to be within a range of a predetermined distance longer than the distance based on the first type of enemy character.

4. The information processing program according to claim 2, for causing a computer to execute the process.

5. The position of the second type of enemy character is determined to be outside a third range, which is a range where a first range, which is the range of distance based on the player character, and a second range, which is the range of distance based on the first type of enemy character, overlap.

3. The information processing program according to claim 2, for causing a computer to execute the process.

6. If the player character and the ally character are about to execute a cooperative action, a second distance between the player character and the ally character is acquired; The position of the second type enemy character is determined to be outside a sixth range, which is a range where a fourth range that is the second distance range based on the player character and a fifth range that is the second distance range based on the ally character overlap, and outside the third range.

6. The information processing program according to claim 5, for causing a computer to execute the process.

7. When the first type of enemy character does not exist within a range of a predetermined distance based on the player character, the position of the second type of enemy character is determined so that the player character and the ally character are shared by the plurality of second type of enemy characters that exist within the range of the predetermined distance.

3. The information processing program according to claim 2, for causing a computer to execute the process.

8. determining the position of the second type of enemy character each time the number of the second type of enemy character present within the predetermined distance increases or decreases; 8. The information processing program according to claim 7, for causing a computer to execute the process.

9. If the first type of enemy character does not exist within a range of a predetermined distance based on the player character, a seventh range in which the range of a predetermined distance based on the player character and the range of a predetermined angle in front of the player character overlap is determined as the position of the second type of enemy character that has set the player character as a target.

3. The information processing program according to claim 2, for causing a computer to execute the process.

10. When an index value representing the amount of enemy characters of the second type present within a predetermined distance range based on the player character is less than a threshold, the position of the enemy characters of the second type is determined so that the index value is equal to or greater than the threshold.

3. The information processing program according to claim 2, for causing a computer to execute the process.

11. When the index value is equal to or less than a first threshold, the enemy character of the second type located outside the range of the predetermined distance is moved within the range of the predetermined distance until the index value becomes equal to or greater than a second threshold that is smaller than the first threshold.

11. The information processing program according to claim 10, for causing a computer to execute the process.

12. The index value is the number of enemy characters of the second type, the total volume, or the total surface area.

12. The information processing program according to claim 10 or 11.

13. The position of the second character is determined based on the shooting range of a virtual camera corresponding to the field of view of the player in the virtual space and the distance.

4. The information processing program according to claim 1, for causing a computer to execute the process.

14. When the player character sets the first type of enemy character as a target, the probability of a hit of an attack by the second type of enemy character against the player character is reduced compared to when the first type of enemy character is not set as a target.

3. The information processing program according to claim 2, for causing a computer to execute the process.

15. obtaining a distance between a player character operated by a player and a first character other than the player character; determining a position of a second character other than the player character and the first character according to the acquired distance; Positioning the second character at the determined position An information processing method in which processing is performed by a computer.

16. a processor, the processor comprising: obtaining a distance between a player character operated by a player and a first character other than the player character; determining a position of a second character other than the player character and the first character according to the acquired distance; Positioning the second character at the determined position Information processing device.

Citation Information

Patent Citations

  • Game device, game processing method, and program

    JP2010269047A