Program, method, and information processing apparatus

The program facilitates easy capture of game images by setting conditions for character behavior, addressing the challenge of simultaneous input requirements in capturing moving characters, enhancing gameplay experience.

JP2026006383AActive Publication Date: 2026-01-16CYGAMES INC
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Patent Information

Application Number
JP2024105307
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-28
Publication Date
2026-01-16
Estimated Expiration
2044-06-28

AI Technical Summary

Technical Problem

In information processing devices, capturing game images of moving characters is hindered by the need to simultaneously make inputs to move the character and capture the image, disrupting game progress.

Method used

A program that allows players to set conditions for character behavior, generating and saving game images based on the satisfaction of these conditions, enabling easy capture at optimal times.

Benefits of technology

Enables easy and timely capture of game images of characters performing desired actions, improving gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026006383000001_ABST
    Figure 2026006383000001_ABST
Patent Text Reader

Abstract

To easily photograph a game image when a character moves.SOLUTION: Since a timing at which it is difficult for the player to manually perform photographing, a timing at which the player feels annoyed, and a timing at which the player tends to forget can be set as the plurality of types of timings of recommended photographing, it is possible to easily photograph a game image in which the character performs an action corresponding to the condition selected by the player while concentrating on the game.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] Conventionally, information processing devices capable of executing games in which characters are moved have been known. Some of these types of information processing devices are capable of capturing and saving displayed game images based on input from a player (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2024-66435 Summary of the Invention [Problem to be solved by the invention]

[0004] In this type of information processing device, when a character moves based on input from the player, if you try to capture a game image of the character moving, you need to make inputs to move the character and to capture the game image simultaneously, which could hinder the progress of the game.

[0005] The present invention has been made in view of the above circumstances, and its object is to make it possible to easily capture game images of characters in action. [Means for solving the problem]

[0006] (1) One aspect of the present invention relates to a program for a game in which multiple characters, including a first character that can be controlled by a player and a second character that cannot be controlled by a player, are controlled by a computer, the program causing a computer to execute the steps of: setting a condition selected by the player from multiple conditions corresponding to the behavior of at least one of the multiple characters based on input from the player; generating a game image in which at least one of the multiple characters is in behavior; and saving the game image based on the satisfaction of the set condition.

[0007] In the present invention, game images are saved based on the satisfaction of a condition selected by the player from a plurality of conditions corresponding to the character's actions, so that game images of the character performing an action corresponding to the condition selected by the player can be easily captured.

[0008] (2) In one aspect of the present invention, when a period of time corresponding to a set condition has elapsed since the condition was satisfied, a step of saving the game image may be executed.

[0009] In this way, game images in which a character performs an action corresponding to a condition selected by a player can be easily captured at the optimal timing according to the action corresponding to the condition selected by the player.

[0010] (3) Another aspect of the present invention relates to a method for a game in which multiple characters, including a first character that can be controlled by a player and a second character that cannot be controlled by a player, are controlled by a computer, the method comprising the steps of: setting a condition selected by the player from a plurality of conditions corresponding to the action of at least one of the multiple characters based on an input from the player; generating a game image in which at least one of the multiple characters is in action; and saving the game image based on the satisfaction of the set condition.

[0011] (4) Another aspect of the present invention relates to an information processing device capable of executing a game in which multiple characters, including a first character that can be controlled by a player and a second character that cannot be controlled by a player, are operated, and the information processing device sets a condition selected by the player from multiple conditions corresponding to the operation of at least one of the multiple characters based on the player's input, generates a game image in which at least one of the multiple characters is operating, and saves the game image based on the set condition being satisfied.

[0012] (5) Another aspect of the present invention relates to a non-transitory computer-readable information storage medium that stores a program for a game in which multiple characters, including a first character that can be controlled by a player and a second character that cannot be controlled by a player, are operated by a computer, the program causing a computer to execute the steps of: setting a condition selected by the player from multiple conditions corresponding to the operation of at least one of the multiple characters based on the player's input; generating a game image in which at least one of the multiple characters is operating; and saving the game image based on the satisfaction of the set condition. [Brief explanation of the drawings]

[0013] [Figure 1] 1 is a schematic block diagram illustrating a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a functional block diagram illustrating functions of a server device according to an embodiment of the present invention. [Figure 3] FIG. 2 is a functional block diagram showing functions of a terminal device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 5] FIG. 2 is a diagram illustrating a controller of the terminal device according to the embodiment of the present invention. [Figure 6] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 10] FIG. 1 is a diagram for explaining a method according to an embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 12] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 13] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 14] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 15] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. [Figure 16] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. [Figure 17] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. [Figure 18] 1 is a flowchart illustrating a processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0014] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.

[0015] 1. Information processing system configuration Fig. 1 is a schematic block diagram showing the configuration of an information processing system 10 according to this embodiment. As shown in Fig. 1, in the information processing system 10, a server device 12 and multiple terminal devices 14 are connected via a network 16 such as the Internet, a mobile phone network, a LAN, or a WAN, forming a so-called client-server communication system. Each of the multiple terminal devices 14 communicates with the server device 12 via the network 16 to send and receive various information, and communicates with the other terminal devices 14 via the network 16 and the server device 12 to send and receive various information.

[0016] The server device 12 includes a processor such as a CPU, a main memory such as a ROM or RAM, an external memory such as a hard disk, an input device such as a keyboard, a display device such as an LCD display, a communication device, etc. In the server device 12, the CPU executes various processes according to programs stored in the main memory or programs loaded into the main memory from the external memory, and receives information from the terminal device 14 and transmits information to the terminal device 14 via the communication device.

[0017] The terminal device 14 can be an information processing device of various forms, such as a smartphone, tablet, personal computer, portable game console, or stationary game console, and each of these devices also includes a processor such as a CPU, a main memory such as a ROM or RAM, an external memory such as a flash memory or a hard disk, an input device such as a touch panel, keyboard, or microphone, a display device such as an LCD display or an organic EL display, a sound output device such as a speaker, a communication device, etc. In the terminal device 14, the CPU also executes various processes according to programs stored in the main memory or programs loaded into the main memory from an external memory device, and receives information from the server device 12 via the communication device, and transmits information to the server device 12 or other terminal devices 14.

[0018] Fig. 2 is a functional block diagram showing the functions of the server device 12 of this embodiment. As shown in Fig. 2, the server device 12 of this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that some of the components (units) of Fig. 2 may be omitted.

[0019] The server information storage medium 20 stores programs and data for the server information processing unit 40 and the server communication unit 36 ​​to perform various processes, and its functions can be realized by a flash memory, a hard disk, an optical disc (DVD, BD), etc. In other words, the server information storage medium 20 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0020] The server storage unit 30 serves as a work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by RAM (main memory), VRAM (video memory), etc. In detail, the server storage unit 30 includes a main memory unit 32 into which programs and data are read from the server information storage medium 20.

[0021] The server communication unit 36 ​​performs various controls for communication with an external network (e.g., other server devices 12 or terminal devices 14), and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), or hardware such as a communication ASIC, or programs.

[0022] The server information processing unit 40 performs various processes such as game processing based on the received data received by the server communication unit 36 ​​and various programs and data in the server memory unit 30, using the main memory unit 32 as a work area, and its functions can be realized by hardware such as various processors and ASICs, or programs.

[0023] The server information processing unit 40 includes a server game processing unit 42 and a server communication control unit 48. Note that some of these components may be omitted.

[0024] Based on the received data received by the server communication unit 36, the results of various processes performed by the server information processing unit 40, and the programs and data loaded into the main memory unit 32, the server game processing unit 42 performs processes such as starting a game when a game start condition is met, executing a game function selected from multiple types of game functions, matching multiple players (player identification information, player IDs) to form a single group, having multiple players forming a single group participate in a multiplayer game, controlling a competitive game, progressing the game, determining game media such as characters and items to be given to players by lottery from multiple game media, generating an event when an event occurrence condition is met, calculating the game result, or ending the game when a game end condition is met.

[0025] The server communication control unit 48 causes the server communication unit 36 ​​to communicate with other server devices 12 or terminal devices 14, and performs processing for transmitting and receiving various information. For example, the server communication control unit 48 causes the server communication unit 36 ​​to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to run a multiplayer game. The server communication control unit 48 also causes the server communication unit 36 ​​to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.

[0026] Fig. 3 is a functional block diagram showing the functions of the terminal device 14 of this embodiment. As shown in Fig. 3, the terminal device 14 of this embodiment includes a player input detection unit 50, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that some of the components (units) of Fig. 3 may be omitted.

[0027] The player input detection unit 50 is for detecting inputs made by the player to the terminal device 14 as player inputs, and its function can be realized by a touch sensor, a switch, an optical sensor, a variable resistance sensor (potentiometer), an acceleration sensor, a microphone, etc.

[0028] The display unit 52 displays images on a display screen, and its function can be realized by a liquid crystal display, an organic EL display, or the like.

[0029] The sound output unit 54 outputs sound, and its function can be realized by a speaker, headphones, or the like.

[0030] The terminal information storage medium 56 stores programs and data for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and the functions thereof can be realized by a flash memory, a hard disk, an optical disc (DVD, BD), etc. That is, the terminal information storage medium 56 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0031] The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be realized by RAM (main memory), VRAM (video memory), etc. In detail, the terminal storage unit 60 includes a main memory unit 62 into which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 into which images to be displayed on the display unit 52 are drawn.

[0032] The terminal communication unit 66 performs various controls for communication with an external network (e.g., a server device 12 or another terminal device 14), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0033] In addition, the programs (data) for causing the computer to function as each part of this embodiment may be downloaded from the server device 12 to the terminal information storage medium 56 (or main memory unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and such use of the server device 12 may also be included within the scope of the present invention.

[0034] The terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, and the various programs and data in the terminal storage unit 60, using the main storage unit 62 as a work area, and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), hardware such as ASIC, and programs.

[0035] The terminal information processing unit 100 includes an input receiving unit 102, a terminal game processing unit 110, a display control unit 130, a hit determination unit 140, a character control unit 142, a parameter update unit 144, an image generation unit 146, a sound control unit 150, and a terminal communication control unit 160. Note that some of these units may be omitted.

[0036] The input acceptance unit 102 accepts the player input as a valid input according to the situation, or does not accept it as an invalid input, based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.

[0037] The terminal game processing unit 110 (game processing unit) performs processing such as starting a game when a game start condition is met, executing a game function selected from multiple types of game functions, matching a player (player, player ID) of the terminal device 14 with players (other players, other player IDs) of other terminal devices 14 to participate in a multiplayer game, controlling a competitive game, progressing the game, generating an event when an event generation condition is met, calculating the game result, taking a game image, or ending the game when a game end condition is met, based on the player input detected by the player input detection unit 50, received data received by the terminal communication unit 66, results of various processes performed by the terminal information processing unit 100, and programs and data loaded into the main memory unit 62.

[0038] The display control unit 130 controls the display of images displayed on the display unit 52. Specifically, the display control unit 130 controls the display content, display mode, display timing, etc. of various objects and pre-rendered images (movie images) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.

[0039] For example, the terminal information storage medium 56 stores object data of various objects such as background objects for displaying backgrounds, effect objects for displaying effects, GUI objects for displaying GUIs (Graphical User Interfaces) such as buttons, player characters whose movements and actions can be controlled by the player of the player's own terminal device 14, other player characters whose movements and actions can be controlled by players of other terminal devices 14, and one or more non-player characters whose movements and actions are based on a given algorithm, and non-character objects for displaying objects other than characters such as buildings, tools, vehicles, and terrain, as well as image data of various pre-rendered images.

[0040] The display control unit 130 controls the display of objects and pre-rendered images based on the object data and image data of pre-rendered images loaded into the main memory unit 62, depending on the type of game function being executed, the progress of the game, etc.

[0041] When displaying a three-dimensional game image, the display control unit 130 performs processing to place, move, or operate objects made up of primitives such as polygons, free-form surfaces, and two-dimensional images that represent the objects in a virtual three-dimensional space (virtual space) based on the object data loaded into the main memory unit 62. The display control unit 130 also performs processing to control the position, direction (line-of-sight direction), and angle of view (field of view range) of a virtual camera (viewpoint) to generate an image that can be seen from a given (arbitrary) viewpoint in the virtual three-dimensional space.

[0042] In detail, the display control unit 130 includes an object control unit 132 and a virtual camera control unit 134 .

[0043] The object control unit 132 performs processing to place various objects configured of primitive surfaces such as polygons in a virtual three-dimensional space. Specifically, the object control unit 132 determines the position and orientation (rotation angle) of an object in the world coordinate system for each frame (1 / 30 seconds) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, and programs and data loaded into the main memory unit 62, and places the object at the determined position (three-dimensional coordinates) in the determined orientation.

[0044] The object control unit 132 also performs movement calculations and motion calculations (movement or motion simulations) for moving or moving objects such as the player character, other player characters, and non-player characters. Specifically, the object control unit 132 calculates object movement information (position, rotation angle, speed, acceleration, etc.) and motion information (position, rotation angle, speed, acceleration, etc.) for each frame based on the player input detected by the player input detection unit 50, received data received by the device communication unit 66, results of various processes performed by the device information processing unit 100, and movement algorithms, motion algorithms, and motion data loaded into the main memory unit 62, and performs processing to move the object within the virtual three-dimensional space and to cause each of the multiple parts that make up the object to move (animate). The object control unit 132 also determines whether objects are in contact with each other, and if they are in contact with each other, performs processing to restrict the movement and motion of the objects so that they do not overlap.

[0045] If the object is a character object, the object control unit 132 controls the character's movements based on motion data associated with each character. Specifically, the motion data includes the position and rotation angle (the rotation angle of a child bone relative to a parent bone) of each bone that constitutes the character's skeleton (the part objects, joints, and motion bones that constitute the character object), and the object control unit 132 controls the character's attack movements, defense movements, evasion movements, movement movements, etc. by moving each bone that constitutes the character's skeleton based on the motion data or by deforming the skeleton shape.

[0046] When a multiplayer game is being played, player input information corresponding to the player input detected by the player input detection unit 50, position information of the player character, and various parameters of the player or player character are exchanged between the multiple matched terminal devices 12 via the server device 12.

[0047] With regard to other player characters, the terminal communication unit 66 receives other player information such as player input information of other players transmitted from other terminal devices 14 corresponding to the other player characters, position information of other player characters, and various parameters of other players or other player characters, and performs processing to move or operate the other player characters based on the received other player information, player input detected by the player input detection unit 50, results of various processes performed by the terminal information processing unit 100, and object data, movement algorithms, action algorithms, motion data, etc. of the other player characters loaded into the main memory unit 62.

[0048] With regard to non-player characters, processing is performed to move or operate the non-player characters based on other player information received by the terminal communication unit 66, player input detected by the player input detection unit 50, the results of various processes performed by the terminal information processing unit 100, and non-player character object data, movement algorithms, action algorithms, motion data, etc. loaded into the main memory unit 62.

[0049] As a result, the movements and actions of the player character, other player characters, non-player characters, and enemy characters are synchronized among the multiple terminal devices 14 participating in the multiplayer game.

[0050] The virtual camera control unit 134 performs processing to control a virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the virtual three-dimensional space. Specifically, the virtual camera control unit 134 determines the position, orientation (rotation angle), and angle of view of the virtual camera in the world coordinate system for each frame (1 / 30 seconds) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the program and virtual camera control data loaded into the main memory unit 62, etc., and places the virtual camera at the determined position with the determined orientation and angle of view.

[0051] Here, the orientation of the virtual camera may be controlled by setting a gaze point, which is the point from which the virtual camera looks, in the virtual three-dimensional space, and controlling the orientation of the virtual camera so that it faces the set gaze point. The angle of view of the virtual camera may be controlled by expanding or contracting the angle of view, or by changing the distance between the virtual camera and a screen (projection surface) onto which the object is projected. By narrowing the angle of view of the virtual camera or increasing the distance between the screen and the virtual camera, an image that zooms in on the target object can be generated, and by widening the angle of view of the virtual camera or decreasing the distance between the screen and the virtual camera, an image that zooms back from the target object can be generated.

[0052] The virtual camera control unit 134 also controls the position, orientation, and angle of view of the virtual camera so that the virtual camera follows changes in the position and orientation of the player character who moves and performs actions based on player input, and so that the position, orientation, and angle of view of the virtual camera change based on player input.

[0053] Furthermore, based on virtual camera control data for specifying the position (movement path), orientation, angle of view, and point of interest of the virtual camera, virtual camera control unit 134 controls the position, orientation, and angle of view of the virtual camera so that the virtual camera moves to a predetermined position, moves along a predetermined movement path, rotates at a predetermined rotation angle, or changes to a predetermined angle of view. The virtual camera control data may include the position, rotation angle, angle of view, and point of interest of the virtual camera for each frame, as well as the amount of change, rate of change, and period of change (number of frames) for the position, rotation angle, angle of view, and point of interest of the virtual camera for each frame.

[0054] The hit determination unit 140 determines whether an attack by a certain character has hit another character (collision determination). In detail, an attack range is set for a character's attack action, and when a character performs an attack action, the attack direction is determined based on the character's orientation at that time, and the attack range is set in the determined attack direction. The hit determination unit 140 determines whether the set attack range overlaps with the range of the character being attacked, and if they do, determines that the attack has hit. Character attack actions include a variety of attack actions, such as punching, kicking, and slashing with a sword, which set the attack range near the character, as well as actions such as shooting a gun, breathing fire, and using magic, which move the attack range to a position away from the character.

[0055] The character control unit 142 determines whether or not the various conditions set for each character are satisfied based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, particularly the results of various processes performed by the display control unit 130, and the programs and data loaded into the main memory unit 62, and if the conditions are satisfied, performs processing to control the various states that can be set for each character.

[0056] The parameter update unit 144 updates various parameters corresponding to the player, such as the player's level, experience points, and money, and various parameters corresponding to the character, such as the character's hit points (life, stamina), attack power, and defense power, when an update condition corresponding to the type of parameter is met. For example, if the hit points reach 0, the character becomes inactive, but when it is determined that an attack on a character has hit, the parameter update unit 144 reduces the hit points of the attacked character. Furthermore, when an item or magic that restores hit points is used, the parameter update unit 144 increases the hit points of the character that was the target of the item or magic.

[0057] The image generation unit 146 performs processing to draw a game image in the drawing buffer 64 for each frame based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, in particular the results of various processes performed by the display control unit 130, and the programs and data loaded into the main memory unit 62, thereby generating a game image in which various objects and various pre-rendered images are displayed, and outputs the generated game image to the display unit 52 to display the game image.

[0058] When generating a three-dimensional game image, object data (model data) including vertex data (vertex position coordinates, texture coordinates, color data, normal vector or alpha value, etc.) for each vertex of the object (model) is obtained based on various processing results of the display control unit 130, and vertex processing (shading by a vertex shader) is performed based on the vertex data included in the obtained object data.

[0059] In vertex processing, vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, and other geometric processing are performed in accordance with a vertex processing program (vertex shader program), and based on the results of this processing, the vertex data given for the group of vertices that make up the object is changed (updated, adjusted).

[0060] After vertex processing, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with the pixels. After rasterization, pixel processing (shading by pixel shaders, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).

[0061] In pixel processing, various processes such as texture mapping, hidden surface removal, setting / changing color data, semi-transparent compositing, and anti-aliasing are performed in accordance with the pixel processing program (pixel shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective-transformed object is output (drawn) to the drawing buffer 64 (a buffer that can store image information on a pixel-by-pixel basis; a rendering target). In other words, in pixel processing, per-pixel processing is performed to set or change image information (color value, brightness value, Z value, normal, alpha value, etc.) on a pixel-by-pixel basis. This generates an image that can be seen from a virtual camera (a given viewpoint) in virtual 3D space.

[0062] The sound control unit 150 performs sound processing based on the results of various processes performed in the terminal information processing unit 100, generates game sounds such as music, background music, sound effects, or voice, and outputs the generated game sounds from the sound output unit 54.

[0063] The terminal communication control unit 160 performs processing to cause the terminal communication unit 66 to communicate with the server device 12 or other terminal devices 14 and to transmit and receive various information. For example, the terminal communication control unit 160 causes the terminal communication unit 66 to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to play a multiplayer game. The terminal communication control unit 160 also causes the terminal communication unit 66 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.

[0064] In addition, the server device 12 may be provided with all or part of the functions of the terminal information storage medium 56 of the terminal device 14, all or part of the functions of the terminal memory unit 60, all or part of the functions of the terminal communication unit 66, and all or part of the functions of the terminal information processing unit 100, or the terminal device 14 may be provided with all or part of the functions of the server information storage medium 20 of the server device 12, all or part of the functions of the server memory unit 30, all or part of the functions of the server communication unit 36, and all or part of the functions of the server information processing unit 40.

[0065] 2. Control method of this embodiment The control method of this embodiment will be described in detail below, taking as an example a case where the terminal device 14 is a console video game machine and the game program of this embodiment is applied as a game application for the console video game machine.

[0066] 4 is a diagram showing an example of a game image generated by the game program of this embodiment and displayed in the display area 200 of the display. The game program of this embodiment is configured to be able to execute an action game from a third-person perspective, and generates an image of the player character viewed from above and behind the player character, as shown in FIG. 4, and displays it in the display area 200.

[0067] In the game program of this embodiment, one party is formed with four ally characters, including one player character, and the four ally characters belonging to one party are configured to cooperate and fight against enemy characters, making it possible to play a solo-player game or a multiplayer game. In a multiplayer game, up to four terminal devices 14 can be matched, and in each of the up to four terminal devices 14, the four ally characters belonging to one party, arranged in a common object space, are configured to fight against enemy characters.

[0068] When a solo player game is played, the four ally characters consist of one player character and three non-player characters; when a multiplayer game is played and two terminal devices 14 are matched, the four ally characters consist of one player character, one other player character, and two non-player characters; when three terminal devices 14 are matched, the four ally characters consist of one player character, two other player characters, and one non-player character; and when four terminal devices 14 are matched, the four ally characters consist of one player character and three other player characters.

[0069] In the example of Figure 4, three ally characters are displayed around the player character, one of which is another player character and the other two are non-player characters. In addition, two enemy characters, which are non-player characters, are displayed in front of the player character.

[0070] While viewing the display area 200 shown in FIG. 4, the player uses the controller 202 of the console video game machine shown in FIG. 5 to input movements and actions of the player character, and enjoys the game battling multiple enemy characters that move and act according to a given algorithm.

[0071] As shown in FIG. 5, the controller 202 is provided with a left analog stick 204, a right analog stick 206, multiple buttons 208, a directional pad 210, etc., and the direction and amount of tilt of the left analog stick 204 and the right analog stick 206 are detected by variable resistance sensors.

[0072] When the left analog stick 204 is tilted, it is accepted as a movement input for moving the player character, and the player character moves according to the direction and amount of tilt of the left analog stick 204. When the right analog stick 206 is tilted, it is accepted as a virtual camera input for changing the orientation of the virtual camera, and the orientation of the virtual camera changes according to the direction and amount of tilt of the right analog stick 206.

[0073] When any of the buttons 208 or directional pad 210 is pressed, depending on the type of button 208 pressed or the position on the directional pad 210 pressed, the operation is accepted as an attack input in which the player character attacks an enemy character, or as a jump input in which the player character jumps.

[0074] The virtual camera is basically placed at a reference position a predetermined distance above and behind the player character's position, and is tilted slightly to the left with respect to the direction of the player character, and as shown in Figure 4, the player character is displayed at a position shifted downward and to the left from the center of the display area 200. When the position or direction of the player character changes, the position and direction of the virtual camera are controlled to follow the changes in the position and direction of the player character.

[0075] 4, a normal input information display 300 showing information about each button 208 shown in Fig. 5 is displayed in the lower right corner of the display area 200. The normal input information display 300 shows the action of the player character corresponding to the input of each button 208, and also includes a button type display 302 showing whether the input of each button 208 is valid. In the example of FIG. 4, the button type display 302 of the button 208 marked with a square mark corresponding to a normal attack and the button type display 302 of the button 208 marked with a triangle mark corresponding to a specific attack are highlighted, indicating that input from the button 208 marked with a square mark corresponding to a normal attack and input from the button 208 marked with a triangle mark corresponding to a specific attack are valid, but the button type display 302 of the button 208 marked with a circle mark corresponding to a special attack and the button type display 302 of the button 208 marked with an x ​​mark corresponding to a jump are not highlighted, indicating that input from the button 208 marked with a circle mark corresponding to a special attack (predetermined action) and input from the button 208 marked with an x ​​mark corresponding to a jump are invalid.

[0076] An ally information display 306 showing information about each ally character is displayed in the upper left corner of the display area 200. The ally information display 306 includes an ally hit point display 308 showing the level, name, and hit points of each ally character, and a specific value display 310 showing a specific value, which is a parameter that, when a predetermined value is reached, enables a specific attack that is more powerful than a normal attack.

[0077] A specific value is set for each ally character, and when an ally character's normal attack hits an enemy character, the specific value of the ally character that hit the enemy character with the normal attack is updated so that it increases. When the specific value of an ally character reaches a predetermined value (e.g., 100), the ally character is set to a specific attack enabled state in which the ally character can execute a specific attack.

[0078] In the example of Figure 4, the specific value display 310 of character A, who is a player character, the specific value display 310 of character B, who is a non-player character, and the specific value display 310 of character D, who is another player character, indicate that their specific values ​​have reached a predetermined value, but the specific value display 310 of character C, who is a non-player character, indicates that their specific value has not reached the predetermined value.

[0079] When the player character is set to a specific attack enabled state, input from the button 208 marked with a triangle is enabled, and the button type display 302 for the button 208 marked with a triangle is highlighted, indicating that input from the button 208 marked with a triangle is enabled. When the button 208 marked with a triangle is pressed in the specific attack enabled state, the player character performs a specific attack.

[0080] When a special attack hits an enemy character, a larger value is subtracted from the enemy character's hit points than when a normal attack hits. When a special attack is performed, regardless of whether the special attack hits the enemy character or not, the special value of the ally character who performed the special attack is reset to its initial value and the ally character is set to a special attack disabled state in which the special attack cannot be performed.

[0081] When the player character is set to a specific attack disabled state, input from the button 208 marked with a triangle is disabled, and the button type display 302 for the button 208 marked with a triangle is not highlighted, indicating that input from the button 208 marked with a triangle is disabled. Even if the button 208 marked with a triangle is pressed in the specific attack disabled state, the player character will not perform a specific attack.

[0082] When a specific attack by an ally character hits an enemy character, the enemy character hit by the specific attack is set to a specific state, and a consecutive specific attack possible period begins during which consecutive specific attacks can be executed on the enemy character in the specific state.

[0083] During one period in which consecutive special attacks are possible, if another ally character lands a second special attack on an enemy character in a special state, a larger value will be subtracted from the hit points of the enemy character in the special state than if the first special attack hits, and if another ally character lands a third special attack on an enemy character in the special state, a larger value will be subtracted from the hit points of the enemy character in the special state than if the second special attack hits, and if another ally character lands a fourth special attack on an enemy character in the special state, a larger value will be subtracted from the hit points of the enemy character in the special state than if the third special attack hits.

[0084] For example, when a normal attack hits, a value based on the attack power of the ally character who landed the normal attack is subtracted from the enemy character's hit points; when the first special attack hits, a value based on the attack power of the ally character who landed the first special attack plus 100 is subtracted from the enemy character's hit points; when the second special attack hits, a value based on the attack power of the ally character who landed the second special attack plus 200 is subtracted from the enemy character's hit points; when the third special attack hits, a value based on the attack power of the ally character who landed the third special attack plus 300 is subtracted from the enemy character's hit points; and when the fourth special attack hits, a value based on the attack power of the ally character who landed the fourth special attack plus 400 is subtracted from the enemy character's hit points.

[0085] The enemy character's special state will be released when the hit points of the enemy character in the special state reach 0, when there are no more ally characters in a special attack possible state, or when the period set as the period during which consecutive special attacks are possible ends.

[0086] In this embodiment, each ally character can immediately perform a specific attack when its own specific value reaches a predetermined value, but if the specific values ​​of other ally characters have not yet reached the predetermined value, multiple ally characters can wait for the specific values ​​of the other ally characters to reach the predetermined value, and then cooperate to perform a specific attack on the same enemy character before the period during which consecutive specific attacks are possible ends, making it easier to defeat the enemy character than if each ally character performed a specific attack alone.

[0087] 4, an enemy information display 312 showing information about each enemy character is displayed near each enemy character. Each enemy information display 312 includes an enemy hit point display 314 showing the hit points of each enemy character, and a special value display 316 showing a special value, which is a parameter that temporarily disables the movement or action of the enemy character when it reaches 0.

[0088] When an attack from an ally character hits an enemy character, the special value of the enemy character that was hit by the attack from the ally character is updated so that it decreases. However, if the enemy character whose special value has decreased continues to not be hit by any further attacks from ally characters, the special value is updated so that it increases over time.

[0089] When the aforementioned special attack hits an enemy character, a larger value is subtracted from the enemy character's special value than when a normal attack hits, just like hit points. Also, if another ally character hits the enemy character with a second special attack during one consecutive special attack period, a larger value is subtracted from the enemy character's special value than when the first special attack hits, and if another ally character hits the enemy character with a third special attack, a larger value is subtracted from the enemy character's special value than when the second special attack hits, and if another ally character hits the enemy character with a fourth special attack, a larger value is subtracted from the enemy character's special value than when the third special attack hits.

[0090] For example, when a normal attack hits, a value based on the attack power of the ally character who hit the normal attack is subtracted from the enemy character's special value; when the first special attack hits, a value based on the attack power of the ally character who hit the first special attack plus 100 is subtracted from the enemy character's special value; when the second special attack hits, a value based on the attack power of the ally character who hit the second special attack plus 200 is subtracted from the enemy character's special value; when the third special attack hits, a value based on the attack power of the ally character who hit the third special attack plus 300 is subtracted from the enemy character's special value; and when the fourth special attack hits, a value based on the attack power of the ally character who hit the fourth special attack plus 400 is subtracted from the enemy character's special value.

[0091] When an enemy character's special value reaches 0 (predetermined conditions are met), it is set to a special state in which it is temporarily unable to move or take action. Enemy characters set to a special state are displayed as stunned and unable to move, as shown in Figure 6. When one enemy character is set to a special state, if an ally character's normal attack hits another enemy character that is not set to a special state, the special values ​​of the other enemy characters are subtracted so that they do not reach 0. In other words, by subtracting the special values ​​of the other enemy characters so that the conditions for setting them to a special state are not met, multiple enemy characters are prevented from being set to a special state at the same time.

[0092] An ally character that exists within a predetermined range of an enemy character that has been set to a special state is set to a special attack available state, which allows the ally character to perform a special attack against the enemy character that has been set to a special state. Even if an ally character that has been set to a special attack available state is hit by an attack from an enemy character, the hit points of the ally character that has been set to the special attack available state do not decrease.

[0093] In the example of Figure 6, when the player character's attack hits the enemy character in the foreground, the special value of the enemy character in the foreground reaches 0, and the enemy character in the foreground is set to a special state. The player character and the ally character on the right are within a predetermined range of the enemy character set to the special state, so they are set to a state where they can perform a special attack.

[0094] When the player character is set to a state in which a special attack is possible, input from the button 208 marked with a circle, shown in Figure 5, is enabled, and the button type display 302 for the button 208 marked with a circle is highlighted, as shown in Figure 6, indicating that input from the button 208 marked with a circle is enabled. When the button 208 marked with a circle is pressed in the special attack possible state, the player character performs a special attack.

[0095] When a special attack hits an enemy character that is set to a special state, a larger value is subtracted from the enemy character's hit points than when a normal attack hits. Normal attacks can hit enemy characters that are not set to a special state, but special attacks cannot. When a special attack is performed, the special attack-enabled state of the ally character that performed the special attack is canceled, regardless of whether the special attack hits the enemy character or not.

[0096] When an enemy character is set to a special state, a special attack period begins during which the character can perform a special attack. When the hit points of the enemy character in a special state reach 0 or the period set as the special attack period ends, the enemy character's special state is released. If there are any ally characters that are not performing special attacks at the time the enemy character's special state is released, the special attack state of the ally characters that are not performing special attacks will be released.

[0097] During the special attack possible period, an ally character may be set to a special attack possible state and a specific attack possible state, but if an ally character performs a specific attack during the special attack possible period, there is a risk that the ally character may gain too much of an advantage, so if there is an ally character that is not performing a special attack at the time a specific attack hits an enemy character in a special state, the specific attack possible state of the ally character that is not performing the special attack will be canceled.

[0098] In this embodiment, when an enemy character's special value reaches 0, if multiple allied characters cooperate to perform a special attack on the same enemy character before the special attack period ends, it will be easier to defeat the enemy character than if each allied character were to perform a special attack alone.

[0099] 4 and 6, a correction information display 318 showing information about parameters that correct the attack power of each ally character is displayed in the center right of the display area 200. The correction information display 318 includes a correction content display 320 showing the content of the correction to the attack power of each ally character, a correction level display 322 showing the correction level, which is a parameter corresponding to the correction content display 320, and a correction point display 324 showing the correction point, which is a parameter whose correction level increases when it reaches its maximum value.

[0100] The bonus points are set for each ally character, and when an ally character's specific or special attack hits an enemy character, the bonus points are updated to increase. When an ally character's normal attack hits an enemy character, the bonus points do not increase.

[0101] For special attacks, the same value is added to the correction points each time the special attack hits an enemy character.

[0102] On the other hand, for special attacks, if another ally character lands a second special attack on an enemy character in a special state during a single special attack available period, a larger value will be added to the correction points than if the special attack were to hit the enemy character the first time, and if another ally character lands a third special attack on an enemy character in a special state, a larger value will be added to the correction points than if the special attack were to hit the enemy character the second time, and if another ally character lands a fourth special attack on an enemy character in a special state, a larger value will be added to the correction points than if the special attack were to hit the enemy character the third time.

[0103] For example, if a special attack hits, 100 will be added to the adjustment points; if the first special attack hits, 100 will be added to the adjustment points; if the second special attack hits, 200 will be added to the adjustment points; if the third special attack hits, 300 will be added to the adjustment points; and if the fourth special attack hits, 400 will be added to the adjustment points.

[0104] Each correction level has a minimum and maximum value for the correction points, and as the correction points increase, the correction level is updated to increase each time the correction points reach the maximum value, and the correction content display 320 is updated to show the content of the correction corresponding to the increased correction level. When the correction level increases, the attack power of each ally character is corrected with the content of the correction corresponding to the increased correction level.

[0105] In the example of Figure 4, it is displayed that the correction level is 2, the correction content is displayed as a correction that increases attack power by 20 percent, the attack power of each ally character is increased by 20 percent, and when an attack of an ally character hits an enemy character, the value to be subtracted from the enemy character's hit points is determined based on the attack power increased by 20 percent.

[0106] On the other hand, in the example of Figure 6, it is displayed that the correction level is 3, the correction content is displayed as a correction that increases attack power by 30 percent, the attack power of each ally character is increased by 30 percent, and when an attack from an ally character hits an enemy character, the value to be subtracted from the enemy character's hit points is determined based on the attack power increased by 30 percent.

[0107] Even if the correction points increase, if the enemy character continues to fail to be hit by further specific attacks or special attacks from ally characters, the correction points are updated to decrease over time. As the correction points decrease, the correction level is updated to decrease each time the correction points reach a minimum value, and the correction content display 320 is updated to show the content of the correction corresponding to the correction level after the decrease. When the correction level decreases, the attack power of each ally character is corrected with the content of the correction corresponding to the correction level after the decrease.

[0108] In this embodiment, if allied characters cooperate to increase the number of specific attacks and special attacks, it is easier to increase correction points and increase attack power than if each character performs specific attacks and special attacks alone.

[0109] In this embodiment, when the correction level reaches its maximum value of 5 and all ally characters belonging to a party perform special attacks, a 12-second special period begins. During the special period, various parameters change to give each ally character an advantage, such as increasing the attack power of each ally character, recovering hit points for each ally character, increasing the effectiveness of each ally character's abilities, shortening the time it takes for each ally character's abilities to be activated, and slowing down the actions of enemy characters.

[0110] As described above, in this embodiment, if allied characters cooperate to perform specific or special attacks on the same enemy character, they can advance the battle to an advantage, thereby providing the player with a variety of motivations for strategic cooperation between allied characters and increasing the player's sense of immersion in the game.

[0111] Furthermore, in this embodiment, a photo mode can be executed while a game is being executed, which can capture a scene from the game being executed and save the image in the terminal information storage medium 56. In detail, when a predetermined button on the controller 202 is pressed while the normal game image shown in FIG. 4 or 6 is being displayed, a main menu image showing various items including starting execution of the photo mode is displayed, and when an input is made to select starting execution of the photo mode while the main menu image is being displayed, the main menu image is erased and a game image during execution of the photo mode is displayed.

[0112] 7 is a diagram showing an example of a game image during execution of photo mode. As shown in FIG. 7, the game image during execution of photo mode displays various objects arranged in a virtual three-dimensional space, similar to a normal game image. However, unlike a normal game image, the normal input information display 300, ally information display 306, enemy information display 312, and correction information display 318 are not displayed, and instead, a shooting setting menu display 400 showing various items related to shooting settings and a specific input information display 402 showing information on processing corresponding to various inputs to the controller 202 in photo mode are displayed. During execution of photo mode, functions dedicated to photo mode are assigned to various inputs to the controller 202.

[0113] The various items on the shooting setting menu display 400 include items related to virtual camera settings such as the virtual camera's angle of view, virtual camera's rotation angle, virtual camera's movement speed, virtual camera's rotation speed, depth of field, close-up blur strength, long-distance blur strength, and focal length; items related to processing and adjustment of the drawn image such as color filter, contrast, painterly style, bloom strength, light direction toward the character, vignette strength, and photo frame; and items related to the shape, movement, and display or non-display of objects placed in the virtual three-dimensional space such as the player character's facial expression, player character emotes, whether the player character is looking at the camera, whether the player character is displayed, and whether a guide character following the player character is displayed.

[0114] While the shooting setting menu display 400 is displayed, pressing the upper or lower part of the directional pad 210 enables the setting value of each item to be changed. When the setting value of each item is changeable, further pressing the upper or lower part of the directional pad 210 changes the selected item, and pressing the left or right part of the directional pad 210 changes the setting value of the selected item. When the setting value of the selected item is changed, the changed setting value is reflected in real time in the displayed game image. On the other hand, when the button 208 with a circular mark is pressed while the setting value of each item is changeable, the state in which the setting value of each item can be changed ends.

[0115] The specific input information display 402 includes information indicating an input for switching between a free camera mode, in which the virtual camera's point of view changes depending on the position and orientation of the virtual camera, and a character-focused camera mode, in which the virtual camera's point of view is fixed to a character; information indicating an input for switching the character for which the point of view is set in the character-focused camera mode; information indicating an input for moving the virtual camera; information indicating an input for rotating the virtual camera; information indicating an input for zooming in or out the virtual camera; information indicating an input for raising or lowering the virtual camera; information indicating an input for resetting the position of the virtual camera to its initial position; information indicating an input for displaying or hiding the specific input information display 402; information indicating an input for displaying a convenient shooting menu image; information indicating an input for taking a photo; and information indicating an input for exiting photo mode.

[0116] When photo mode is active and a solo player game is being played, the game progress stops, and the movement and actions of not only the player character but also allied characters and enemy characters other than the player character are stopped.

[0117] Furthermore, when the photo mode is being executed and a multiplayer game is being played, the game progress does not stop and the movement and actions of allied characters and enemy characters other than the player character continue because the multiple terminal devices 14 are synchronized. Regarding the player character, when the character focus camera mode is set, the player character can move but cannot attack or defend, and when the free camera mode is set, the player character cannot move, attack, or defend.

[0118] When the photo mode is being executed in another terminal device 14 corresponding to another ally character, a specific icon 404 indicating that the photo mode is being executed is displayed above the head of the ally character corresponding to the other terminal device 14 in which the photo mode is being executed. On the other hand, even when the photo mode is being executed in the player's own terminal device 14, the specific icon 404 is not displayed above the head of the player character.

[0119] While the photo mode is running, the setting values ​​of each item in the photography setting menu display 400 are changed based on input to the controller 202, and each process of the specific input information display 402 is executed. When an input to take a photograph is made, a manually captured game image is saved with the setting values ​​of various items related to the photography settings reflected, based on the game image that was generated at the time the input to take a photograph was made.

[0120] Specifically, when an input to take a photograph is made, the manually captured game image is saved based on the image generated in the main layer corresponding to the image seen from the virtual camera in the virtual 3D space. Therefore, the manually captured game image does not include images generated in the photo mode layer corresponding to the photograph setting menu display 400, the specific input information display 402, the specific icon 404, etc., which are specific to the photo mode.

[0121] Even when photo mode is running, it cannot be used under certain special circumstances, such as when certain effects are being performed, when the main menu image is being displayed, when the virtual camera moves along a predetermined path such as in a vertical shaft, when the player character is forced to move such as in a sand slide, or when the player character is performing a specific action such as operating a cannon.

[0122] If an input to end photo mode is made while photo mode is running, photo mode ends, the shooting setting menu display 400 and the specific input information display 402 are no longer displayed, and the normal input information display 300, ally information display 306, enemy information display 312, and correction information display 318 are displayed, along with the normal game image. If a solo-player game is being played, the game resumes, and the player character, other ally characters, and enemy characters resume movement and action. If a multiplayer game is being played, the player character becomes able to move, attack, and defend.

[0123] Even if no input is made to end photo mode, photo mode will end if a specific event occurs while photo mode is running, such as an enemy boss character making an appearance, if a chapter that becomes selectable after all chapters have been cleared is cleared again, if the player quits the active quest, or if the game is ended. A quest begins execution when a predetermined start condition is met, such as the player character reaching a predetermined start point in the game field or making a selection by the player, and the quest is considered cleared and ends when a predetermined end condition is met, such as the player character reaching a predetermined end point in the game field or defeating an enemy boss character.

[0124] Thus, in this embodiment, while the photo mode is running, the player can operate the controller 202 to change the setting values ​​of each item in the photography setting menu display 400, execute each process in the specific input information display 402, and easily save a game image of their choice at the time the player makes an input to take a photo.

[0125] In this embodiment, even when a solo player game is being played, if the photo mode is activated during a battle with an enemy character, the player must stop operations related to the battle and interrupt the battle, which may reduce the interest of the game. Also, if the photo mode is activated during a multiplayer game, the movement and actions of the player character are restricted while the movement and actions of other ally characters and enemy characters continue, which may hinder the smooth progress of the game.

[0126] Therefore, in this embodiment, an automatic capture mode can be implemented in which a game image is automatically captured of a scene from the game being played when a predetermined condition is met, regardless of input from the player.

[0127] In detail, when an input is made to display the convenient shooting menu image while the game image in photo mode shown in Fig. 7 is displayed, the convenient shooting menu image (not shown) is displayed, and when an input is made to select the automatic shooting settings while the convenient shooting menu image is displayed, the automatic shooting setting image 406 shown in Fig. 8 is displayed. The automatic shooting setting image 406 displays the number of shots, which is the number of times automatic shooting will be performed, and the shooting frequency, which is the frequency with which automatic shooting will be performed, and the number of shots and shooting frequency can be set based on input to the controller 202.

[0128] In this embodiment, the player can select the number of times to take pictures from 5, 10, 15, 20, or infinity, and the shooting frequency from 1 minute intervals, 3 minutes intervals, 5 minutes intervals, 10 minutes intervals, or automatic shooting.

[0129] When an input to start the automatic shooting mode is made while the automatic shooting setting image 406 is displayed, the automatic shooting mode starts and a normal game image is displayed while the automatic shooting mode is in progress. In the normal game image while the automatic shooting mode is in progress, the shooting setting menu display 400 and the specific input information display 402 are not displayed, and instead the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318 are displayed.

[0130] If a solo player game is being played, the game resumes, and the player character, other friendly characters, and enemy characters resume movement and action, or if a multiplayer game is being played, the player character is able to move, attack, and defend.

[0131] Then, based on the set number of shots and the set shooting frequency, normal game images are automatically captured. In the example shown in Figure 8, when an input is made to start the automatic shooting mode, five automatic shots are taken at one-minute intervals.

[0132] Even when the automatic shooting mode is running, if the player is unable to control the player character, such as when a specific effect is being performed, when the main menu image is being displayed, or when moving between phases, the automatic shooting timer that measures the elapsed time in the automatic shooting mode will be paused. When the player is able to control the player character again, the automatic shooting timer will resume counting.

[0133] On the other hand, as shown in FIG. 9, when the shooting frequency is set to automatic shooting in the automatic shooting setting image 406, a shooting timing setting display 408 indicating the timing of automatic shooting is displayed, and the timing of automatic shooting can be set based on input to the controller 202.

[0134] In this embodiment, the player can select the timing for automatic shooting from the following: "when you make a perfect dodge in a pinch" (condition corresponding to the character's action), "when you put the enemy boss character into a special state" (condition corresponding to the character's action), "when the result is displayed," "when you start a quest," "when you successfully destroy a body part" (condition corresponding to the character's action), "when you defeat an enemy" (condition corresponding to the character's action), "when a special period begins" (condition corresponding to the character's action), "when consecutive specific attacks are successful" (condition corresponding to the character's action), "when you clear a quest," "when you start a specific attack" (condition corresponding to the character's action).

[0135] In detail, when the directional pad 210 is pressed while the shooting timing setting display 408 is displayed, the timing of the selected automatic shooting changes according to the position where the directional pad 210 is pressed, and when the button 208 marked with an x ​​is pressed, the selected automatic shooting timing is determined as the automatic shooting timing being set, and a check mark is displayed on the automatic shooting timing being set.

[0136] In the example in Figure 9, check marks are displayed for "When you make a perfect dodge in a pinch," "When you put the enemy boss character into a special state," "When the result is displayed," "When you start a quest," "When you successfully destroy a body part," "When you enter a special period," and "When you start a specific attack," and these are determined as the timing for automatic photography that is currently being set.

[0137] When a check mark is displayed next to any of the automatic shooting timings, if an input to start the automatic shooting mode is made, the selected number of shots will be disabled, the automatic shooting mode will start, and normal game images will be automatically captured based on the set automatic shooting timing. In the example shown in Figure 9, if an input to start the automatic shooting mode is made, automatic shooting will be executed when one of the following conditions (set conditions) is met: "when you make a perfect dodge in a pinch," "when you put an enemy boss character into a special state," "when the result is displayed," "when you start a quest," "when you successfully destroy a body part," "when a special period begins," or "when you start a specific attack."

[0138] Fig. 10 is a diagram showing details of the timing of automatic shooting. As shown in Fig. 10, when "when a perfect dodge is made in a pinch" is determined as the timing of automatic shooting currently set, automatic shooting will be performed when 0.1 seconds (the period corresponding to the satisfied condition) has elapsed since the player character or another ally character made a perfect dodge to avoid an enemy character's attack during a predetermined period immediately before the enemy character's attack hits the player character or another ally character when the player character's hit points are less than 30%.

[0139] Additionally, if "When the enemy boss character is put into a special state" is determined as the timing for automatic photography, the automatic photography will occur 0.5 seconds (the period corresponding to the condition that was met) after the enemy boss character is put into a special state by an attack from the player character or another ally character.

[0140] Furthermore, if "When the result is displayed" is determined as the timing for automatic photography in the settings, after a quest is cleared, the performance displaying the quest result ends, and the automatic photography will be performed 1.0 seconds (the period corresponding to the condition that was met) after the time when input to transition to the next image becomes possible. The result can show the game results, performance, evaluation, etc. of the player character and other allied characters in the cleared quest.

[0141] Also, if "When the quest starts" is determined as the timing for the automatic photo shoot setting, the photo will be taken automatically 1.0 second (the period corresponding to the condition that was met) after the quest starts.

[0142] Additionally, if "When you successfully destroy a body part" is determined as the timing for automatic photography, the photo will be taken automatically 0.35 seconds (the period corresponding to the condition that was met) after the reward for destroying an enemy character's body part through the player character's attack is determined.

[0143] Furthermore, if "when an enemy is defeated" is determined as the timing for automatic shooting, automatic shooting will begin when half the duration of the slow-motion effect that occurs when an enemy character is defeated by an attack from the player character or another ally character (the period corresponding to the fulfilled condition) has elapsed. For example, if the slow-motion effect is executed for 3 seconds, automatic shooting will begin 1.5 seconds after the start of the slow-motion effect.

[0144] In addition, if "when the special period begins" is determined as the timing for automatic shooting during the setting, automatic shooting will occur 0.1 seconds (the period corresponding to the condition that was met) after the special period begins.

[0145] Additionally, if "When consecutive specific attacks are successful" is set as the timing for automatic shooting, automatic shooting will occur when consecutive specific attacks are successful and the enemy character begins to perform the motion that represents their reaction when they receive damage.

[0146] Also, if "When a quest is cleared" is set as the timing for automatic photo shooting, the photo will be taken automatically 1.0 second (the period corresponding to the condition that was met) after the quest is cleared and the standard message for when the quest is cleared is displayed.

[0147] Additionally, if "When you start a specific attack" is set as the timing for automatic photo shooting, the photo will be taken automatically when the starting technique of the player character's specific attack hits the enemy character and the enemy character reacts to the damage.

[0148] While the automatic capture mode is being executed, regardless of input to the controller 202, when the time to perform the set automatic capture arrives either because the automatic capture timer counts the period corresponding to the set capture frequency or because the set automatic capture timing arrives, an automatically captured game image is saved based on the game image that is being generated at the time the set automatic capture timing arrives. Because the automatically captured game image is saved based on the normal game image while the automatic capture mode is being executed, the setting values ​​of the various items related to the capture settings are not reflected in the automatically captured game image.

[0149] In detail, when the time arrives to perform the automatic shooting that is being set, the automatically captured game image is saved based on the image generated in the main layer corresponding to the image seen from the virtual camera in the virtual three-dimensional space, and the images generated in the information display layers corresponding to the normal input information display 300, ally information display 306, enemy information display 312, correction information display 318, etc. Therefore, the automatically captured game image includes the images generated in the information display layers.

[0150] Fig. 11 is a diagram showing an example of a game image that is displayed when automatic shooting is performed. When automatic shooting is performed, a white effect is displayed around the edges of the game image for one second, and if the captured game image is successfully saved, a success icon 410 indicating that the captured game image was successfully saved and a thumbnail image 412 of the captured game image are displayed for three seconds, as shown in Fig. 11. Then, as shown in Fig. 12, the thumbnail image 412 is erased, and the success icon 410 and a success message 414 indicating that the captured game image was successfully saved are displayed for three seconds.

[0151] On the other hand, if the captured game image fails to be saved, a failure icon 416 indicating that the captured game image has failed to be saved and a thumbnail image 412 of the captured game image are displayed for three seconds, as shown in Fig. 13. Then, as shown in Fig. 14, while thumbnail image 412 remains displayed, failure icon 416 and a failure message 418 indicating that the captured game image has failed to be saved are displayed for three seconds.

[0152] Even when the automatic capture mode is being executed, if a predetermined button on the controller 202 is pressed while the game is being executed, the main menu image is displayed, but while the automatic capture mode is being executed, information indicating an input for terminating the automatic capture mode is displayed on the main menu image. When an input for terminating the automatic capture mode is executed, the automatic capture mode ends and the normal game image is displayed.

[0153] Even if no input is made to end the automatic photographing mode, when automatic photographing is performed for the set number of times, a message indicating that the automatic photographing mode is to be ended because automatic photographing has been performed for the set number of times is displayed, and the automatic photographing mode is ended.

[0154] Furthermore, if the storage capacity of the storage destination for captured game images becomes insufficient during execution of the automatic photography mode and the game images can no longer be saved, a message indicating that the automatic photography mode will be terminated due to insufficient storage capacity is displayed, and the automatic photography mode ends.

[0155] Additionally, if two consecutive game images taken during automatic shooting mode fail to be saved, a message indicating that automatic shooting mode will be terminated due to a failure to save the game images is displayed, and the automatic shooting mode ends.

[0156] Additionally, if the game is ended, another player is forced to leave, or a communication error occurs while the automatic shooting mode is running, the automatic shooting mode will end.

[0157] When an input is made to select the start of album mode while the main menu image is displayed, the main menu image is erased, album mode is started, and thumbnail images of the saved game images are displayed. When an input is made to select one of the thumbnail images while the album mode is running, the game image corresponding to the selected thumbnail image is displayed. The saved game images can also be displayed as ordinary image files outside the game or on another terminal device 14.

[0158] If the saved game image is a manually captured game image, it does not include the normal input information display 300, the ally information display 306, the enemy information display 312, the correction information display 318, the shooting setting menu display 400, the specific input information display 402, the specific icon 404, etc. In other words, the manually captured game image is saved in a state in which the shooting setting menu display 400, the specific input information display 402, the specific icon 404, etc., that were displayed at the time the input for shooting was made have been deleted. On the other hand, if the game image is automatically captured, it includes the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318, but does not include the shooting setting menu display 400, the specific input information display 402, the specific icon 404, etc. In other words, the automatically captured game image is saved in a state in which the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318 were not deleted from the game image that was displayed at the time the automatic shooting was made. Note that both manually captured and automatically captured game images include a copyright notice indicating information related to the copyright of the game image. In other words, both manually captured and automatically captured game images are saved with a copyright notice added.

[0159] In this embodiment, game images are automatically captured when certain conditions are met, so that game images can be captured without interfering with the smooth progress of the game, even during a battle with an enemy character or while a multiplayer game is being played.

[0160] In particular, in this embodiment, multiple types of automatic shooting timing can be set to include timings that would be difficult for the player to manually shoot, timings that would be bothersome, and timings that the player would likely forget, so that the player can easily capture game images in which a character performs actions that correspond to the conditions selected by the player while concentrating on the game.

[0161] The flow of processing performed by the terminal information processing unit 100 of the terminal device 14 of this embodiment will be described below with reference to the flowcharts of FIGS.

[0162] 15, first, when the game starts, a normal game image is displayed (step S100). When a predetermined button on the controller 202 is pressed while the normal game image is displayed, a main menu image is displayed (step S102). When an input to close the main menu image is performed while the main menu image is displayed, the normal game image is displayed (step S100). Furthermore, when an input to select the start of photo mode execution is performed while the main menu image is displayed, a game image during execution of photo mode is displayed (step S104).

[0163] When an input to end the photo mode is made while a game image is being displayed during execution of the photo mode, a normal game image is displayed (step S100).Furthermore, when an input to display a convenient photography menu image is made while a game image is being displayed during execution of the photo mode, a convenient photography menu image is displayed (step S106).

[0164] When an input to close the convenient shooting menu image is made while the convenient shooting menu image is displayed, a game image showing the photo mode in progress is displayed (step S104).Furthermore, when an input to select the automatic shooting setting is made while the convenient shooting menu image is displayed, an automatic shooting setting image 406 is displayed (step S108).

[0165] When an input is made to close the automatic shooting setting image 406 while the automatic shooting setting image 406 is displayed, a convenient shooting menu image is displayed (step S106). Also, when an input is made to start the automatic shooting mode while the automatic shooting setting image 406 is displayed, a normal game image during execution of the automatic shooting mode is displayed (step S110).

[0166] When a predetermined button on the controller 202 is pressed while a normal game image is being displayed during execution of the automatic shooting mode, a main menu image during execution of the automatic shooting mode is displayed (step S112), and when an input is made to close the main menu image while the main menu image is being displayed during execution of the automatic shooting mode, a normal game image during execution of the automatic shooting mode is displayed (step S110).Furthermore, when an input is made to end the automatic shooting mode while the main menu image is being displayed during execution of the automatic shooting mode, a normal game image is displayed (step S100).

[0167] 16, when the directional pad 210 is pressed (Y in step S122) while the shooting timing setting display 408 is displayed (Y in step S120), the selected timing of automatic shooting is changed (step S124). When the button 208 marked with an x ​​is pressed (Y in step S126), if a check mark is displayed next to the selected timing of automatic shooting (Y in step S128), the selected timing of automatic shooting is determined to be the timing of automatic shooting that is not currently set (step S130), and the check mark next to the selected timing of automatic shooting is hidden (step S132). On the other hand, if a check mark is not displayed next to the selected timing of automatic shooting (N in step S128), the selected timing of automatic shooting is determined to be the timing of automatic shooting that is currently set (step S134), and a check mark is displayed next to the selected timing of automatic shooting (step S136).

[0168] When an input to start the automatic shooting mode is made (Y in step S138), the automatic shooting mode starts (step S140).

[0169] In the manual shooting process shown in FIG. 17, when a game image is displayed during execution of photo mode (Y in step S200) and an input to shoot is made (Y in step S202), a manually captured game image is saved based on the game image generated in the main layer, excluding the game image generated in the photo mode layer (step S204).

[0170] In the automatic shooting process shown in FIG. 18, when a normal game image is displayed during execution of the automatic shooting mode (Y in step S210), and the timing for the set automatic shooting arrives (Y in step S212), an automatically captured game image is saved (step S214) based on the game image generated in the main layer and the game image generated in the information display layer.

[0171] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and modifications are introduced below. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as a method for realizing the present invention.

[0172] The specific value may be increased when at least one of a normal attack, a specific attack, and a special attack hits. A predetermined value may be subtracted from the specific value of an ally character that performed a specific attack. If any enemy character is set to a special state, the special value of the other enemy character may not be subtracted even if the attack of the ally character hits another enemy character.

[0173] An ally character set to a special attack target state may be set to have the special attack target state canceled when the ally character moves out of a predetermined range from an enemy character in a special state, or may not be set to have the special attack target state canceled even when the ally character moves out of the predetermined range.When an enemy character is set to a special state, all ally characters may be set to a special attack available state regardless of whether they are within a predetermined range from an enemy character in a special state.Even an ally character set to a special attack available state may have its hit points reduced when it is hit by an attack from an enemy character.

[0174] Even if a special attack hits an enemy character in a special state, the enemy character's special state may not be released, and the special attack available period may not end. During the special attack available period, inputs corresponding to the special attack may be disabled. Even if the special attack available period has not ended, the enemy character's special state may be released when there are no more ally characters in a special attack available state, i.e., when all ally characters have performed special attacks during the special attack available period.

[0175] Each time a special attack hits an enemy character, a value based on the attack power of the ally character that hit the special attack may be added to the correction points, or the same value may be added to the correction points.

[0176] When the correction level increases, the defensive power and other parameters of the ally character may be changed to give the ally character an advantage, or the offensive power, defensive power and other parameters of the enemy character may be changed to give the enemy character a disadvantage, depending on the correction content corresponding to the increased correction level.

[0177] The manually captured game images and automatically captured game images may be still images or may be videos captured over a predetermined period of time.

[0178] The multiple conditions corresponding to the character's actions may be conditions that are fulfilled as a result of the player character's actions, or conditions that are fulfilled as a result of the actions of another allied character, or conditions that are fulfilled as a result of the action of an enemy character, or conditions that are fulfilled as a result of the player character's actions and the actions of one or more other allied characters, or conditions that are fulfilled as a result of the player character's actions and the actions of one or more enemy characters, or conditions that are fulfilled as a result of the player character's actions and the actions of one or more other allied characters and the actions of one or more enemy characters, or conditions that are fulfilled as a result of the player character's actions and the actions of one or more other allied characters and the actions of one or more enemy characters.

[0179] The automatically captured game images may be saved based on the game images generated in the main layer while excluding the game images generated in the information display layer, so that the automatically captured game images do not include images generated in the information display layer.

[0180] The present invention may be applied to a solo-player game. The present invention may be applied to various games, such as fighting games and racing games. The present invention may be applied to a smartphone (information processing device) or an arcade game device (information processing device) installed in a store. Even when the present invention is applied to a smartphone or an arcade game device, the terminal devices may be smartphones or arcade game devices, and multiple terminal devices may communicate with a server device. In this case, the present invention may be applied to the terminal devices or the server device. The present invention may be applied to a terminal device that performs peer-to-peer (PtoP) communication with other terminal devices without going through a server device, or to a standalone game device that is not connected to a server device. [Explanation of symbols]

[0181] 10 Information processing system, 12 Server equipment, 14 Terminal equipment, 16 Network, 20 Server information storage medium, 30 Server storage unit, 36 Server communication unit, 40 server information processing unit, 42 server game processing unit, 48 server communication control unit, 50 player input detection unit, 52 display unit, 54 sound output unit, 56 terminal information storage medium, 60 terminal storage unit, 62 main storage unit, 64 drawing buffer, 66 terminal communication unit, 100 terminal information processing unit, 102 input receiving unit, 110 terminal game processing unit, 130 display control unit, 132 object control unit, 134 virtual camera control unit, 140 hit determination unit, 142 character control unit, 144 parameter update unit, 146 image generation unit, 150 sound control unit, 160 terminal communication control unit

Claims

1. A program for a game in which a plurality of characters including a first character that can be controlled by a player and a second character that cannot be controlled by a player are operated by a computer, the program comprising: setting a condition selected by the player from a plurality of conditions corresponding to an action of at least one of the plurality of characters based on an input from the player; generating a game image in which at least one of the plurality of characters is in action; a program that executes a step of saving the game image based on whether a set condition is satisfied;

2. In claim 1, a program that executes a step of saving the game image when a period of time corresponding to the set condition has elapsed since the condition was satisfied;

3. 1. A method for a game in which a plurality of characters including a first character that is controllable by a player and a second character that is not controllable by a player, the method comprising: setting a condition selected by the player from a plurality of conditions corresponding to an action of at least one of the plurality of characters based on an input from the player; generating a game image in which at least one of the plurality of characters is in action; A method for causing a step of saving the game image based on whether a set condition is satisfied.

4. An information processing device capable of executing a game in which a plurality of characters including a first character operable by a player and a second character not operable by a player are operated, setting a condition selected by the player from a plurality of conditions corresponding to an action of at least one of the plurality of characters based on an input from the player; generating a game image in which at least one of the plurality of characters is in action; An information processing device that saves the game image based on whether a set condition is satisfied.

Citation Information

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