Storage medium having game program stored therein, information processing system, information processing apparatus, and game processing method

By controlling the player character and virtual camera movements and using directional display techniques, the game program effectively communicates acceleration directions to players, improving game clarity and immersion.

JP2026010843APending Publication Date: 2026-01-23NINTENDO CO LTD
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Patent Information

Application Number
JP2024110869
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-10
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing game programs fail to clearly display the direction of acceleration caused by accelerating objects in a manner that is easily understandable to players.

Method used

The game program controls the movement of a player character and a virtual camera to ensure the player character is included in the field of view, sets the direction of an accelerating object along the line of sight or direction from the virtual camera, and uses directional display methods such as texture orientation and scroll direction to indicate the acceleration direction.

Benefits of technology

The acceleration direction is clearly displayed to the player, enhancing understanding and immersion in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To display an acceleration direction by an acceleration object so as to be easily understood by a player.SOLUTION: The information processing system controls the movement of a player character on a field in a virtual space based on an operation input. The information processing system includes the player character in the field of view and controls the movement of the virtual camera in the virtual space so as to follow the player character from behind. For a first object that is placed on a field and is displayed in a display form having directionality in a first direction, the information processing system sets the first direction to a direction along a direction from a virtual camera toward the first object or a direction along a line-of-sight direction of the virtual camera. The information processing system accelerates the player character in a second direction along the front direction of the orientation of the player character in accordance with the contact between the first object and the player character.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

[0001] The present invention relates to a game program, an information processing system, an information processing device, and a game processing method for moving a player character on a field in a virtual space. [Background technology]

[0002] Conventionally, there is a game program for playing a game in which a moving object is moved in a game field in a virtual space (see, for example, Patent Document 1). In such a game, an accelerating object that accelerates the moving object in a predetermined direction may be placed on the course. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-136345 Summary of the Invention [Problem to be solved by the invention]

[0004] It is desirable to display the direction in which the moving object is accelerated by the accelerating object in a manner that is easy for the player to understand.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and a game processing method that can display the direction of acceleration of an accelerating object in a manner that is easy for the player to understand. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (6).

[0007] (1) An example of the present invention is a game program that causes a computer of an information processing device to execute the following processes. - Processing to control the movement of the player character on the field in the virtual space based on operational input Processing to control the movement of a virtual camera in virtual space so that the player character is included in the field of view and follows the player character from behind A process of setting a first direction for a first object that is placed on a field and displayed in a display mode with directionality in a first direction to a direction along the direction from a virtual camera toward the first object or a direction along the line of sight of the virtual camera. A process of accelerating the player character in a second direction along the forward direction of the player character in response to contact between the first object and the player character.

[0008] According to the above configuration (1), by setting the first direction to be along the direction from the virtual camera to the first object or along the line of sight of the virtual camera, the second direction in which the player character is accelerated by the first object can be clearly displayed.

[0009] (2) In the above configuration (1), the game program may further cause the computer to, in the first mode, set a movement range along a predetermined path on the field, move multiple characters including the player character within the movement range, and have the multiple characters race.

[0010] According to the above configuration (2), it is not necessary to set the display mode of the first object for each setting of the course in the race, and the first direction can be made to follow the course without such setting.

[0011] (3) In the above configuration (2), the route may be a route along a road object placed on the field. The game program may cause the computer to set, as the first direction, a direction closer to the line of sight of the virtual camera out of two directions along the road, a forward direction and a backward direction.

[0012] According to the above feature (3), the first object placed on the road can clearly indicate to the player the direction in which the player character should proceed in the race.

[0013] (4) In any of the above configurations (1) to (3), the game program may further cause the computer to control the movement of the player character in the second mode without setting a movement range along a route.

[0014] According to the above configuration (4), in the second mode in which the player can move the player character without any restrictions on the movement range, the player can be made aware that the acceleration direction of the first object is not fixed.

[0015] (5) In any of the configurations (1) to (4) above, the game program may further cause the computer to position the virtual camera in a position in front of the player character in a direction facing the player character during a predetermined period instructed based on the operation input, and set the first direction to a direction along the opposite direction of the line of sight of the virtual camera.

[0016] According to the above configuration (5), an image of the player character looking behind can be presented to the player. In this case, the first direction can be set to be a direction along the accelerating direction of the player character.

[0017] (6) In any of the above configurations (1) to (5), the directional display manner may be at least one of the orientation of a texture used to draw the first object and the scroll direction of the texture.

[0018] According to the above configuration (6), the first object can be displayed in a manner that makes it easy to identify the first direction.

[0019] Another example of the present invention may be an information processing device or an information processing system that executes the processes in (1) to (6) above. Also, another example of the present invention may be a game processing method that executes the processes in (1) to (6) above. [Effects of the Invention]

[0020] According to the above game program, information processing system, information processing device, or game processing method, the direction of acceleration caused by the accelerating object can be displayed in a manner that is easy for the player to understand. [Brief explanation of the drawings]

[0021] [Figure 1] FIG. 1 illustrates an example of a game system. [Figure 2] A block diagram showing an example of the internal configuration of a main unit. [Figure 3] A diagram showing an example of a field in a virtual space [Figure 4] A diagram showing an example of a base area [Figure 5] FIG. 10 is a diagram showing an example of a game image in which a player character running on a field approaches an accelerating object. [Figure 6] FIG. 10 is a diagram showing an example of a game image in a state where a player character has come into contact with an accelerating object and has been accelerated; [Figure 7] A diagram showing an example of how to set the suggested direction of an accelerating object. [Figure 8]FIG. 10 is a diagram showing an example of a suggested direction of an accelerating object in a situation where a player character approaches the accelerating object. [Figure 9] FIG. 10 is a diagram showing an example of a game image in a situation where a player is performing a reversal operation input. [Figure 10] FIG. 10 is a diagram showing an example of a storage area for storing various data used in information processing in the game system 1. [Figure 11] A flowchart showing an example of the flow of game processing executed by the game system 1. [Figure 12] 12 is a sub-flowchart showing an example of a detailed flow of the player character control process in step S5 shown in FIG. 11. DETAILED DESCRIPTION OF THE INVENTION

[0022] [1. Game system configuration] A game system according to an example of this embodiment will be described below. FIG. 1 is a diagram showing an example of a game system. An example of a game system 1 according to this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The left controller 3 and right controller 4 include a plurality of buttons and an analog stick as an example of an operation unit that allows the user to perform inputs.

[0023] The main unit 2 is configured so that the left controller 3 and the right controller 4 can be attached and detached. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2, or the main unit 2 can be used as a separate device from the left controller 3 and the right controller 4. Note that, below, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."

[0024] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in FIG. 2, the main unit 2 includes a processor 21. The processor 21 is an information processing unit that executes various types of information processing (e.g., game processing) executed in the main unit 2, and includes, for example, a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). The processor 21 may be composed of only a CPU, or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU function. The processor 21 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 26, or an external storage medium inserted into slot 29, etc.).

[0025] The main device 2 also includes a display 12. The display 12 displays images generated by the main device 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device. The display 12 is connected to a processor 21. The processor 21 displays images generated (for example, by executing the above-described information processing) and / or images acquired from the outside on the display 12.

[0026] The main unit 2 also has a left terminal 23, which is a terminal for the main unit 2 to communicate with the left controller 3 via a wired connection, and a right terminal 22, which is a terminal for the main unit 2 to communicate with the right controller 4 via a wired connection.

[0027] The main device 2 also includes flash memory 26 and DRAM (Dynamic Random Access Memory) 27 as examples of internal storage media built into the main device 2. The flash memory 26 and DRAM 27 are connected to the processor 21. The flash memory 26 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 27 is a memory used to temporarily store various types of data used in information processing.

[0028] The main unit 2 includes a slot 29. The slot 29 has a shape that allows a predetermined type of storage medium to be inserted therein. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., save data for a game application, etc.) and / or programs executed by the main unit 2 (e.g., a game program, etc.).

[0029] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 28. The slot I / F 28 is connected to the processor 21. The slot I / F 28 is connected to a slot 29, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 29 in accordance with instructions from the processor 21.

[0030] The processor 21 reads and writes data from and to the flash memory 26, the DRAM 27, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.

[0031] The main unit 2 also includes a network communication unit 24. The network communication unit 24 is connected to the processor 21. The network communication unit 24 communicates with external devices via a network, either wirelessly or via a wired connection. In this embodiment, the network communication unit 24 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 24 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a proprietary protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication," in which data is transmitted and received between multiple main units 2 by communicating directly or indirectly via an access point.

[0032] The main unit 2 includes a controller communication unit 25. The controller communication unit 25 is connected to the processor 21. The controller communication unit 25 performs wireless communication with the left controller 3 and / or right controller 4 when the controller is detached from the main unit 2. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 25 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0033] The processor 21 is connected to the above-mentioned left terminal 23 and right terminal 22. When the processor 21 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 23 and receives operation data from the left controller 3 via the left terminal 23. When the processor 21 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 22 and receives operation data from the right controller 4 via the right terminal 22. In this way, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively.

[0034] In addition to the elements shown in FIG. 2, the main device 2 also includes a battery for supplying power, and an output terminal for outputting images and sounds to a display device other than the display 12 (for example, a television).

[0035] [2. Game examples in the game system] Next, a description will be given of an example of a game executed in the game system 1. The game of this embodiment is a game in which a moving object runs on a field in a virtual space (also called a game space). In this embodiment, a player plays the game by operating the moving object as a player character.

[0036] A moving object is an object that moves on a field. For example, the moving object may be an object that moves on land, such as a car, motorcycle, bicycle, horse, or runner, an object that moves on or underwater, such as a ship, boat, or submarine, or an object that moves through the air, such as an airplane, helicopter, or glider. Furthermore, a character that resembles a person or animal may be used as the moving object, and a game may be played in which the character itself runs or swims.

[0037] In this embodiment, the moving objects include vehicle objects and character objects that ride on them (see FIG. 5). In the following description, a game is played using a moving object, which is a vehicle object that moves on the ground, such as a car, on which a character rides. However, in other embodiments, the moving objects may be only vehicle objects or only character objects. Furthermore, in this embodiment, the moving objects move on the field, but do not necessarily need to be in constant contact with the ground, and may be able to temporarily leave the ground and fly in the air.

[0038] In this embodiment, there are a plurality of types of moving objects that differ in shape, size, power, etc., and the player selects the type of moving object to use as the player character and plays the game.

[0039] FIG. 3 is a diagram showing an example of a field in a virtual space. As shown in FIG. 3, a plurality of base areas A (A1 to A13 in FIG. 3) are set on a field F in the virtual space. In FIG. 3, each base area A is represented by a circle, and each base area A in the field F is an area located at a predetermined position in the virtual space where a plurality of moving objects can race. In each base area A, an intra-base route CA along which the moving objects can move is set. For example, in base area A1, an intra-base route CA1 along which a plurality of moving objects can circumnavigate is set (see FIG. 4). As will be described in detail later, in a predetermined type of game, a player can play a racing game in which moving objects circumnavigate the intra-base route CA set in each base area a predetermined number of times.

[0040] A plurality of base areas are connected by inter-base routes R (e.g., R1 to R16) along which moving objects can move. For example, base area A1 and base area A2 are connected by inter-base route R1. Furthermore, base area A1 and base area A4 are connected by inter-base route R11.

[0041] In the following, an inter-base route R connecting base areas may be simply referred to as a "route R." Also, an intra-base route CA established in a base area may be simply referred to as a "root CA."

[0042] FIG. 4 is a diagram showing an example of a base area A1, and is a diagram showing a portion of an inter-base route connecting the base area A1 with another base area. As shown in FIG. 4, an intra-base route CA1 is provided in the base area A1. The intra-base route CA1 is connected to inter-base routes R1 and R11. In this embodiment, roads are formed along each route. The boundary between the intra-base route CA and the inter-base route R is a continuous road.

[0043] In this embodiment, the game is played in two modes using the above-described field. In the first mode, the player character races along a predetermined path on the field together with other moving objects. Specifically, the game system 1 sets a movement range along a predetermined path on the field, and causes the player character and other moving objects to race within the movement range.

[0044] The movement range may be set to include, for example, a range including a base area and inter-base routes, and a race may be held on a course including an intra-base route CA within the base area and an inter-base route R. A course is a path along which a moving object must travel in a racing game, from a start point to a finish point. The dotted lines in FIG. 3 indicate an example of a race course in the first mode. As shown in FIG. 3, the race course in the first mode may include, for example, multiple base areas and inter-base routes connecting them. In this embodiment, multiple race courses are prepared (for example, the game program includes data on multiple race courses), and the racing game is played on a course selected from the multiple courses using a predetermined method. The multiple race courses may include one route traveling in a predetermined direction and another route traveling in the opposite direction.

[0045] The travel range does not have to include both the base area and the inter-base routes. For example, a range including the base area may be set as the travel range, and the race may be held on a course consisting of intra-base routes within the base area. Alternatively, for example, a range including one or more inter-base routes may be set as the travel range, and the race may be held on a course consisting of the inter-base routes.

[0046] In the second mode, a game is played in which the player character runs freely around the field. In the second mode, unlike the first mode, there is no set course, and the player can move the player character freely around the field. The dashed lines in FIG. 3 indicate an example of a movement path of the player character in the second mode. As shown in FIG. 3, in the second mode, the player character can move without following a route. For example, the player character can move directly between base areas that are not connected by a route, or can cross roads formed along a route. In this embodiment, in the first mode, the range of movement of the player character is limited within the above-mentioned movement range, whereas in the second mode, such a movement range is not set.

[0047] The first mode game and the second mode game may be executable separately. For example, a game of that mode may be started when a player selects one of the modes. The first mode game and the second mode game may be executed consecutively. For example, a second mode game may be started immediately after a first mode racing game ends, allowing a player character who has reached the finish line in the second mode racing game to continue freely running around the field. The first mode racing game may be started when a predetermined condition is met during the second mode game. The predetermined condition may be, for example, a predetermined operation input by the player, or a predetermined time in the game or real time.

[0048] In each game mode, the movement of the player character is controlled based on operation input by the player. For example, the game system 1 changes the moving direction of the player character in response to a directional input by the player, and changes the speed of the player character in response to an acceleration or deceleration operation input by the player. Note that operations related to the player character are not limited to those described above, and other operation inputs may also be possible. For example, the player may be able to input an operation to make the player character use an item. Note that in this embodiment, in addition to operation inputs related to the player character, the player may also be able to input an operation related to the virtual camera (details will be described later).

[0049] The game system 1 controls the movement of a virtual camera in a virtual space to generate a game image including the player character. In this embodiment, the virtual camera is controlled to move in the virtual space so as to include the player character in its field of view and follow the player character from behind. As a result, a game image showing the field as seen from behind the player character is generated and displayed (see FIG. 5). For example, the position of the virtual camera is controlled based on the position and orientation of the player character so as to be a reference position when the player character is seen from behind. Note that the reference position may be, for example, a position a predetermined distance behind the position of the player character and a predetermined height above the position of the player character. Furthermore, the orientation of the virtual camera set at the reference position is set so that it faces the player character from the position of the virtual camera.

[0050] The virtual camera does not need to be always positioned behind the player character. In this embodiment, the game system 1 changes the position of the virtual camera in response to a camera operation input by the player. Specifically, the virtual camera is controlled to rotate and move while maintaining its line of sight toward the player character in response to a directional input by the player. This allows the player to move the virtual camera to a position where the player character can be viewed from the side or the front. In this embodiment, the game system 1 also controls the movement of the virtual camera in response to a flip operation input by the player. In response to the flip operation input, the virtual camera is controlled to a position and orientation where the player character can be viewed from the front (see FIG. 9 ). In this embodiment, the virtual camera maintains the above position and orientation for a period specified by the flip operation input. Note that this period is, for example, a period during which a button for the flip operation input is pressed. Note that in other embodiments, this period may be, for example, a period from when the button for the flip operation input is pressed to when the button is pressed again after the button is released.

[0051] After the camera operation input or inversion operation input is completed, the movement of the virtual camera is controlled so that the player character is included in the field of view and follows the player character from behind, and the virtual camera gradually moves to the above-mentioned reference position.

[0052] In other embodiments, the virtual camera may be controlled to have a so-called first-person perspective, and a game image that does not include the player character may be generated.

[0053] Next, an acceleration object provided on the field will be described. Fig. 5 is a diagram showing an example of a game image in which a player character running on the field approaches an acceleration object. Fig. 6 is a diagram showing an example of a game image in which the player character has come into contact with the acceleration object and has been accelerated. In the examples shown in Figs. 5 and 6, a player character 101 is running on a road object 102 placed on the field, and an acceleration object 103 is placed on the road object 102. Note that although the acceleration object 103 is placed on the road object 102, the acceleration object may be placed at any position on the field.

[0054] An accelerating object is an object that has the function of accelerating a moving object. In the example shown in FIG. 6, the game system 1 accelerates the player character 101 in response to the player character 101 coming into contact with the accelerating object 103. In this embodiment, the player character 101 is in an accelerating state during an acceleration period from the time the player character 101 comes into contact with the accelerating object 103 until a predetermined time has elapsed. In the accelerating state, the player character 101 is controlled to gradually accelerate, and reaches a speed that is faster than the upper limit speed in the normal state (i.e., a state in which the player character is not in an accelerating state). In this embodiment, an effect image (in the example shown in FIG. 6, an effect image of fire spraying backward) that is different from that in the normal state is applied to the player character 101 in the accelerating state.

[0055] In this embodiment, the direction in which the player character 101 is accelerated upon contact with the accelerating object 103 is calculated based on the forward direction relative to the orientation of the player character 101. Specifically, in this embodiment, the acceleration direction of the player character 101 is the forward direction. Calculating the direction in which the player character 101 is accelerated based on the forward direction makes it easier for the player to predict the acceleration direction. Note that the acceleration direction of the player character 101 does not need to coincide with the forward direction, and may be calculated to be a direction along the forward direction. For example, a plurality of designated acceleration directions (e.g., four directions, i.e., forward, backward, left, and right, relative to the accelerating object) may be set for an accelerating object set on the field. In this case, of the plurality of designated acceleration directions, the designated acceleration direction closest to the forward direction at the time when the player character 101 contacted the accelerating object 103 may be set as the acceleration direction of the player character 101.

[0056] Furthermore, in another embodiment, the acceleration direction of the player character 101 may be calculated based on the forward direction based on the moving direction of the player character 101, instead of the forward direction based on the orientation of the player character 101. Note that, for example, when the player character 101 runs while skidding, such as drifting, the forward direction based on the moving direction of the player character 101 is different from the forward direction based on the orientation of the player character 101. Furthermore, in another embodiment, the acceleration direction of the player character 101 may be calculated based on both the forward direction based on the orientation of the player character 101 and the forward direction based on the moving direction of the player character 101. For example, the acceleration direction of the player character 101 may be calculated as a direction intermediate between the forward direction based on the orientation of the player character 101 and the forward direction based on the moving direction of the player character 101.

[0057] When the acceleration period ends, the acceleration state of the player character 101 is released and the player character 101 returns to the normal state. At this time, the speed of the player character 101 changes to a speed equal to or lower than the upper limit speed in the normal state.

[0058] As described above, the player character 101 can temporarily move at a higher speed than normal by coming into contact with the accelerating object 103. In this embodiment, moving objects other than the player character 101 are also controlled to temporarily accelerate in response to coming into contact with the accelerating object, similar to the player character 101.

[0059] The acceleration object 103 is displayed in a directional display manner. Note that the directional display manner may be any manner that suggests a direction in the virtual space to the player. For example, in the example shown in FIGS. 5 and 6, a plurality of arrows 104 that point in the depth direction as seen from the virtual camera are displayed on the surface of the acceleration object 103, and the arrows 104 are displayed scrolling in the depth direction (see the dotted arrows in FIG. 5), thereby suggesting that the acceleration object 103 points in the depth direction. In the above example, the game system 1 renders a texture including the arrows 104 by mapping it onto the acceleration object 103 so that the arrows 104 point in the depth direction and appear to move in the depth direction over time. Note that the directional display manner may be a manner in which the direction is suggested to the player by at least one of the direction indicated by the texture used to render the acceleration object 103 and the scroll direction of the texture. In other words, the acceleration object 103 may be one that suggests a direction by a pattern or design that does not change over time. Alternatively, the acceleration object 103 may be a pattern or design that does not indicate a direction but scrolls in a certain direction over time to indicate the direction. For example, a directional display mode may indicate the direction to the player by the outer shape of the acceleration object 103. For example, the outer shape of the acceleration object 103 may be an arrow shape.

[0060] During the game, the direction indicated by the accelerating object 103 (hereinafter referred to as the "suggested direction") changes depending on the line of sight of the virtual camera. FIG. 7 is a diagram showing an example of a method for setting the suggested direction of the accelerating object 103. FIG. 7 is a diagram showing the field as viewed from above, and in the example shown in FIG. 7, the virtual camera is at position P1 and the line of sight is in the direction of vector V1. Although not shown in FIG. 7, the player character is assumed to be located beyond the line of sight V1 of the virtual camera from the position P1 of the virtual camera.

[0061] In this embodiment, the game system 1 calculates the corrected position P2 based on the camera position P1 of the virtual camera. For example, the corrected position P2=(P2x, P2y, P2z) is calculated according to the following equation (1). (P2x,P2y,P2z)=(P1x,P1y,P1z)-V1*(L+D)*S …(1) In the above formula (1), (P1x, P1y, P1z) are the coordinates of the camera position P1. L is a fixed value determined in advance based on the size of the accelerating object 103, and is, for example, half the length of the accelerating object 103 in the forward / backward direction (in this embodiment, the direction parallel to a vector V3, which will be described later). D is a fixed value determined in advance, and is set to, for example, a value (e.g., 2 m) approximately equal to the size of the player character 101. S indicates the scale of the accelerating object 103. In this embodiment, a basic accelerating object of a predetermined size is prepared, and an accelerating object obtained by enlarging or reducing the basic accelerating object by a scale S is placed on the field. According to the above formula (1), the corrected position P2 is a position obtained by moving the camera position P1 on the opposite side of the line of sight V1 by a distance corresponding to a coefficient that takes into account the size and scale of the accelerating object and the size of the player character. The reason why the three values ​​L, D, and S are used in the above formula (1) will be described later.

[0062] The game system 1 calculates a determination vector V2 based on the corrected position P2 and the position P3 of the accelerating object. The determination vector V2 is calculated as a vector with the corrected position P2 as the viewpoint and the position P3 of the accelerating object as the end point. In this embodiment, the position P3 of the accelerating object is assumed to be the center position of the accelerating object. The position on the accelerating object that is the end point of the determination vector V2 is not limited to the center position, and may be another position on the accelerating object.

[0063] The game system 1 sets a suggested direction based on the determination vector V2 and an object vector V3 indicating the direction of the accelerating object 103. In this embodiment, the suggested direction of the accelerating object 103 is set to one of two directions: a first reference direction and a second reference direction opposite to the first reference direction. In other embodiments, the suggested direction may have three or more reference directions. In this embodiment, the object vector V3 is set to point in the first reference direction of the accelerating object 103. The first reference direction and the second reference direction of the accelerating object may be set in any manner. For example, when the accelerating object is placed on a road object, the first reference direction and the second reference direction of the accelerating object are set to be directions along the direction in which the road extends (see FIG. 7). For example, when the accelerating object is placed on a racecourse in the first mode, the first reference direction of the accelerating object is set to be a direction along the route of the racecourse, toward the finish line. In another embodiment, when the above-mentioned multiple designated acceleration directions are set for the accelerating object, the first reference direction and the second reference direction may each be set to be a direction along one of the multiple designated acceleration directions. Also, the number of possible reference directions for the suggested direction may be the same as the number of designated acceleration directions, and each reference direction may correspond to each designated acceleration direction.

[0064] In this embodiment, of the first and second reference directions, the one closer to the direction of the determination vector V2 is set as the suggested direction of the accelerating object 103. Specifically, the game system 1 calculates the dot product of the determination vector V2 and the object vector V3, and if the dot product is a positive value, sets the suggested direction of the accelerating object 103 to the first reference direction. If the dot product is a negative value, sets the suggested direction of the accelerating object 103 to the second reference direction. In the example shown in FIG. 7, since the dot product of the determination vector V2 and the object vector V3 is a positive value, the suggested direction of the accelerating object 103 is set to the first reference direction. Note that in other embodiments, when the suggested direction of the accelerating object is set from one of three or more types of reference directions, the reference direction closest to the direction of the determination vector V2 among the three or more types of reference directions is set as the suggested direction of the accelerating object.

[0065] As described above, the suggested direction of the accelerating object is set to be a direction along the direction from the virtual camera position to the accelerating object position. In this embodiment, the correction position P2 is used instead of the camera position P1 to calculate the determination vector V2. This is because if the camera position P1 were used as the starting point of the determination vector, the direction of the determination vector would change significantly when the virtual camera passes over the accelerating object, potentially reversing the suggested direction. For example, in the example shown in FIG. 7, when the camera position P1 passes over the accelerating object position P3, the direction of the determination vector is reversed before and after the passage, resulting in a reversal of the suggested direction. At this time, if the accelerating object is within the field of view of the virtual camera, the suggested direction may suddenly be reversed.

[0066] In contrast, in this embodiment, instead of the camera position P1, the determination vector is defined using a correction position P2 located closer to the camera position P1 in the line of sight. That is, the starting point of the determination vector is corrected from the camera position P1 to the correction position P2. This allows the suggested direction to be reversed after the virtual camera passes over the accelerating object (i.e., after the accelerating object leaves the field of view of the virtual camera), thereby reducing the possibility that the suggested direction will be displayed in reverse. For example, the values ​​of L, D, and S may be set so that the correction amount (i.e., the length from the camera position P1 to the correction position P2) is calculated as a position where the correction amount (i.e., the length from the camera position P1 to the correction position P2) is greater than half the length of the accelerating object 103 (specifically, the length in the first reference direction). Note that in other embodiments, it is not necessary to use all three values ​​in the above equation (1), and any one or two of the three values ​​may be used to calculate the correction position P2. For example, in this embodiment, the L is used to adjust the correction amount according to the size of the accelerating object, and the correction amount is adjusted according to the D based on the size of the player character to provide more margin for the correction amount, but in other embodiments, only one of these may be used in the above formula (1). Also, in other embodiments, in the above formula (1), another coefficient may be used instead of at least one of the three values.

[0067] Note that the method of calculating the determination vector is not limited to the above. For example, in another embodiment, the determination vector may be calculated as a vector with the camera position P1 as the viewpoint and the accelerating object position P3 as the end point. This allows the suggested direction of the accelerating object to be set so that it is a direction along the direction from the virtual camera position to the accelerating object position, as in the present embodiment. Furthermore, for example, the game system 1 may use the virtual camera's line of sight V1 as the determination vector. This allows the suggested direction of the accelerating object to be set so that it is a direction along the virtual camera's line of sight. This also allows the suggested direction of the accelerating object to be dynamically changed, as in the present embodiment, and thereby makes it possible to clearly display the acceleration direction of the accelerating object.

[0068] The game system 1 displays the accelerating object 103 so as to indicate the suggested direction set as described above. FIG. 8 is a diagram showing an example of the suggested direction of the accelerating object when the player character approaches the accelerating object. (a) in FIG. 8 shows a situation in which the player character 101 approaches the accelerating object 103 from below in the figure, and (b) in FIG. 8 shows a situation in which the player character 101 approaches the accelerating object 103 from above in the figure. In addition, in FIG. 8, the first reference direction of the accelerating object 103 is assumed to be the upward direction in the figure. In the situation shown in (a) in FIG. 8, similar to the situation shown in FIG. 7, the above-mentioned determination vector is oriented close to the first reference direction, so the suggested direction of the accelerating object 103 is set to the first reference direction, and the accelerating object 103 is displayed to indicate the first reference direction. On the other hand, in the situation shown in (b) in FIG. 8, the above-mentioned determination vector is oriented close to the second reference direction, so the suggested direction of the accelerating object 103 is set to the second reference direction, and the accelerating object 103 is displayed to indicate the second reference direction. As described above, in this embodiment, the suggested direction of the accelerating object 103 changes depending on the line of sight of the virtual camera 105, which is based on the accelerating object 103. Also, in this embodiment, considering that the virtual camera 105 moves so as to follow the player character 101 from behind, it can be said that the suggested direction changes depending on the direction from which the player character 101 approaches the accelerating object 103.

[0069] Note that the suggested direction of the accelerating object does not have to match the acceleration direction when the player character accelerates in response to contact with the accelerating object. For example, if the player character 101 continues moving straight from a situation in which the player character faces diagonally with respect to the first reference direction of the accelerating object 103 as shown in FIG. 8(a) and then contacts the accelerating object 103, the acceleration direction will be a forward direction based on the orientation of the player character, that is, a direction diagonal with respect to the first reference direction, as described above. Even if the suggested direction of the accelerating object does not strictly match the acceleration direction of the player character, it can be said that the suggested direction of the accelerating object suggests the acceleration direction of the player character. Therefore, the acceleration direction of the moving object can be clearly displayed to the player by the accelerating object.

[0070] Next, a method for setting a suggested direction when the above-mentioned reversal operation input is performed in relation to the operation of the virtual camera will be described. FIG. 9 is a diagram showing an example of a game image in a situation where a reversal operation input is being performed by the player. In a situation where a reversal operation input is being performed, as shown in FIG. 9, the virtual camera is positioned in front of the player character 101 and facing the player character 101. Note that the game system 1 moves the player character 101 backward in response to a predetermined operation input by the player. For example, in the situation shown in FIG. 9, the accelerating object 103 is positioned behind the player character 101. Therefore, when the player character 101 moves backward from this situation, the player character 101 will enter and come into contact with the accelerating object 103 from behind itself.

[0071] As described above, when the player character 101 approaches the accelerating object 103 from behind while backing up and makes contact with it, the player character 101 is controlled to be in an accelerating state, just as when the player character approaches the accelerating object 103 from the front and makes contact with it. In other words, the player character 101 is controlled to accelerate in the forward direction based on the orientation of the player character 101. Therefore, when the player character 101 moves backward from the situation shown in Fig. 9 and makes contact with the accelerating object 103, the player character 101 accelerates and moves toward the front as viewed from the virtual camera.

[0072] 9, if the suggested direction of the accelerating object 103 is set by the method shown in FIG. 7, the suggested direction will be a direction toward the back with respect to the virtual camera. However, if the player character 101 comes into contact with the accelerating object 103 in this situation, the player character 101 will accelerate and move toward the front as described above. Therefore, if the suggested direction of the accelerating object 103 is set by the method shown in FIG. 7 in the above situation, the suggested direction of the accelerating object 103 will not be a direction along the acceleration direction of the player character 101.

[0073] Therefore, in this embodiment, during a period in which the player is performing a reversing operation input, the game system 1 sets the suggested direction to be a direction along the opposite direction of the line of sight of the virtual camera. Specifically, during the above period, the game system 1 sets the suggested direction to be a direction obtained by reversing the direction set by the method shown in FIG. 7. Accordingly, in the example shown in FIG. 9, the accelerating object 103 is displayed in a manner that indicates the front direction with respect to the virtual camera (see FIG. 9). As a result, the suggested direction of the accelerating object 103 can be set to a direction along the accelerating direction of the player character 101 when the player character 101 comes into contact with the accelerating object 103.

[0074] As described above, in this embodiment, the player can display a game image that shows what is happening behind the player character, and even in this case, the suggested direction of the accelerating object can be set to a direction that is aligned with the acceleration direction of the player character 101.

[0075] In this embodiment, the game system 1 executes the above-described process of setting the suggested direction of the accelerating object in both the first mode and the second mode. In the first mode, a racecourse is set, and the player basically performs an operation to move the player character along the racecourse. Therefore, in the first mode, the line of sight of the virtual camera tends to be a direction along the racecourse. Here, in this embodiment, the suggested direction is automatically set according to the line of sight of the virtual camera as described above. Therefore, in the first mode, when the line of sight of the virtual camera is a direction along the racecourse, the suggested direction of the accelerating object automatically becomes a direction along the racecourse. Therefore, in this embodiment, the developer does not need to manually set the suggested direction of the accelerating object to a direction along the racecourse set in the field; the suggested direction can be set to be a direction along the racecourse without such setting.

[0076] For example, the acceleration object is set so that the first reference direction and the second reference direction are directions along the roads of the racecourse. In this case, the suggested direction of the acceleration object is either the forward direction or the backward direction along the roads of the racecourse, whichever is closer to the line of sight of the virtual camera. In this way, the suggested direction of the acceleration object is a direction along the racecourse, so it is possible to clearly suggest to the player the direction in which the player character should proceed in the race. Furthermore, the suggested direction of the acceleration object can suggest the direction in which the path of the racecourse extends.

[0077] Furthermore, in the second mode, the player can freely move the player character on the field, and therefore the line of sight direction of the virtual camera can also vary. In this embodiment, as described above, the suggested direction of the accelerating object changes depending on the line of sight direction of the virtual camera relative to the accelerating object. Therefore, the player recognizes that the suggested direction of the accelerating object changes dynamically during the game in the second mode, and this embodiment allows the player to recognize that the acceleration direction of the accelerating object is not fixed. Furthermore, the suggested direction can suggest to the player the general acceleration direction of the accelerating object.

[0078] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to Figures 10 to 12. Figure 10 is a diagram showing an example of a storage area that stores various data used in information processing in the game system 1. Each piece of data shown in Figure 10 is stored, for example, in a storage medium accessible by the main unit 2 (for example, flash memory 26, DRAM 27, and / or a memory card inserted in slot 29, etc.).

[0079] 10, the game system 1 stores a game program. The game program is a program for executing game processing (each process shown in FIGS. 11 and 12) executed by the main unit 2. When the processor 21 of the main unit 2 executes the game program, each process described below is executed in the game system 1.

[0080] 10, the game system 1 stores player character data, camera data, and accelerating object data. In addition to these data, the game system 1 may also store data related to objects that appear on the field (for example, moving objects that participate in the racing game in the first mode). At the start of the game, each of the above data is set to content that indicates an initial state.

[0081] The player character data indicates information related to the player character. In this embodiment, the player character data includes position data, direction data, speed data, and status data. The position data indicates the position of the player character on the field. The direction data indicates the orientation (also called posture) of the player character on the field. The speed data indicates the current speed of the player character. The status data indicates whether the player character is in the normal state or the accelerating state described above. In addition to the above data, the player character data may also include data on items that the player character can use.

[0082] The camera data indicates information related to the virtual camera, including, for example, data indicating the position, orientation, and viewing angle of the virtual camera.

[0083] The accelerating object data indicates information about the accelerating object. The accelerating object data is stored for each accelerating object placed on the field. In this embodiment, the accelerating object data includes suggested direction data that indicates a suggested direction. Note that the game system 1 stores, as data related to the accelerating object, data indicating the position of the accelerating object placed on the field, data indicating the scale described above, and the like. These data may be included in the game program.

[0084] 11 is a flowchart showing an example of the flow of game processing executed by the game system 1. The execution of the game processing is started in response to an instruction to start the game by a player, for example, during execution of the game program.

[0085] In the present embodiment, the processor 21 of the main unit 2 executes the game program stored in the game system 1, thereby performing the processing of each step shown in Figures 11 and 12. If the game system 1 is capable of communicating with another information processing device (e.g., a server), some of the processing of each step shown in Figures 11 and 12 may be performed in the other information processing device. The processing of each step shown in Figures 11 and 12 is merely an example, and the order of the processing of each step may be reversed, or another process may be performed in addition to (or instead of) the processing of each step, as long as the same results are obtained.

[0086] 11 and 12, using a memory (for example, the DRAM 27 or a memory provided in the SoC). The processor 21 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in a subsequent processing step, reads the information from the memory and uses it.

[0087] 11, processor 21 sets the mode of the game to be executed from the first mode and the second mode. The method of setting the mode is arbitrary, but processor 21, for example, accepts an operation input for selecting a mode and sets the mode selected by the player as the mode of the game to be executed. Following step S1, the process of step S2 is executed.

[0088] In step S2, processor 21 determines whether the mode to be executed is the first mode. If the determination result of step S2 is positive, the process of step S3 is executed. On the other hand, if the determination result of step S2 is negative, the process of step S4 is executed.

[0089] In step S3, processor 21 sets a race course to be used in the racing game in the first mode. Specifically, processor 21 sets the above-mentioned movement range within the field and sets a race course within the movement range. Note that one race course is selected in a predetermined manner from those prepared in advance in the game program. The method for selecting the race course is arbitrary; for example, the player may select the race course, or, when consecutive racing games are played, the next race course may be selected based on the race course of the previously played racing game. Following step S3, the processing of step S4 is executed.

[0090] In the first mode, the game starts after the movement range in which the player character can move is set by the process of step S3, and the processes of steps S4 to S10 described below are executed. On the other hand, in the second mode, the process of step S3 is not executed, so the game starts without setting the movement range, and the processes of steps S4 to S10 are executed.

[0091] In step S4, processor 21 acquires the operation data indicating an operation input by the player. Specifically, processor 21 acquires the operation data received from each controller via controller communication unit 83 and / or each of terminals 17 and 21. Following step S4, the process of step S5 is executed.

[0092] In step S5, processor 21 executes a player character control process for controlling a player character. In the player character control process, movement of the player character is controlled based on an operation input by the player. Details of the player character control process in step S5 will be described below with reference to FIG. 12.

[0093] FIG. 12 is a sub-flowchart showing an example of the detailed flow of the player character control processing in step S5 shown in FIG. 11. In the player character control processing, first, in step S11, processor 21 determines whether or not the player character has contacted an accelerating object. The determination processing in step S11 is performed based on position data of player character data stored in memory and data indicating the position of the accelerating object. The specific method of determination in step S11 is arbitrary. For example, processor 21 may perform contact determination using a collision detection region set for the player character and a collision detection region set for the accelerating object. Alternatively, processor 21 may perform the above determination based on whether or not the position of the player character indicated by the position data is included in the region on the accelerating object. If the determination result in step S11 is positive, processing in step S12 is executed. On the other hand, if the determination result in step S11 is negative, processing in step S13 is executed.

[0094] In step S12, processor 21 sets the player character to an accelerating state. Specifically, processor 21 updates the state data stored in memory to content indicating the accelerating state. It is assumed that, at the start of the game processing, state data indicating the normal state is stored in memory. If the player character has already been set to the accelerating state at the time of step S12, the state data is not updated, and the accelerating state of the player character is maintained. Furthermore, if the player character is changed from the normal state to the accelerating state in the processing of step S12, processor 21 starts counting the elapsed time since the player character entered the accelerating state. Following step S12, the processing of step S13 is executed.

[0095] In step S13, processor 21 determines whether the player character is in an accelerating state. The determination process in step S13 is performed based on the state data of the player character data stored in memory. If the determination result in step S13 is positive, the process in step S14 is executed. On the other hand, if the determination result in step S13 is negative, the process in step S16, which will be described later, is executed.

[0096] In step S14, processor 21 determines whether the time elapsed since the player character entered the accelerating state has exceeded a predetermined time. If the determination result in step S14 is positive, the process proceeds to step S15. On the other hand, if the determination result in step S14 is negative, the process proceeds to step S17, which will be described later.

[0097] In step S15, processor 21 sets the player character to the normal state. Specifically, processor 21 updates the state data stored in memory to content indicating the normal state. Following step S15, the process of step S16 is executed.

[0098] In step S16, processor 21 controls the speed of the player character in the normal state. This speed control is performed based on the operation data acquired in step S1. Specifically, when the player performs an acceleration operation input, the current speed of the player character is increased up to the upper limit speed in the normal state. When the player performs a deceleration operation input, the current speed of the player character is decreased. When neither an acceleration operation input nor a deceleration operation input is performed, the current speed of the player character is decreased by a smaller amount than when a deceleration operation input is performed. In step S16, processor 21 updates the speed data stored in memory to content indicating the speed obtained as described above. Following step S16, the process of step S18 is executed.

[0099] In step S17, processor 21 controls the speed of the player character in an accelerating state. Specifically, the speed of the player character is calculated so as to increase the current speed by a predetermined amount or rate. In step S16, processor 21 updates the speed data stored in memory to content indicating the speed calculated as described above. Following step S17, the process of step S18 is executed.

[0100] In step S18, processor 21 calculates the position and orientation of the player character. As a result, the player character moves to the calculated position and assumes the calculated orientation. The position and orientation are calculated based on the position data and orientation data stored in memory (i.e., the current position and orientation of the player character), the speed calculated in the processing of step S16 or S17, and the operation data acquired in step S1 (specifically, the directional input for changing the moving direction of the player character). For example, processor 21 determines the new position of the player character as a position obtained by moving the current position of the player character by a distance corresponding to the speed in a direction obtained by changing the current orientation of the player character in accordance with the directional input. Also, processor 21 determines the new orientation of the player character as a direction obtained by changing the current orientation of the player character in accordance with the directional input. Processor 21 updates the position data and orientation data stored in memory to indicate the new position and orientation. After step S18, processor 21 ends the player character control process.

[0101] Returning to the description of FIG. 11, in step S6 following step S5, processor 21 controls objects other than the player character. For example, the other objects are controlled based on rules predetermined in the game program. In the first mode, moving objects participating in the racing game are controlled to accelerate when they come into contact with an accelerating object, just like the player character. In the second mode, when moving objects other than the player character appear, the other moving objects may also be controlled to accelerate when they come into contact with an accelerating object. Following step S6, the process of step S7 is executed.

[0102] In step S7, processor 21 sets the virtual camera. As described above, if no operation input related to the virtual camera has been performed, the position and orientation of the virtual camera are calculated to be a position and orientation that follows the player character from behind. Furthermore, if the above-mentioned camera operation input is performed, the position and orientation of the virtual camera are calculated to rotate and move in accordance with the input while maintaining the line of sight toward the player character. Furthermore, if the above-mentioned inversion operation input is performed, the position and orientation of the virtual camera are calculated to be a position and orientation that views the player character from the front. Processor 21 updates the camera data stored in memory to indicate the content calculated as described above. Following step S7, the process of step S8 is executed.

[0103] In step S8, processor 21 sets a suggested direction for the accelerating object. Specifically, the suggested direction is set according to the method described above in [2. Example of a Game in a Game System] based on the position and orientation of the virtual camera set in step S7. If multiple accelerating objects are placed on the field, processor 21 sets a suggested direction for each accelerating object in the processing of step S8. However, in the processing of step S8, processor 21 does not have to set a suggested direction for all accelerating objects on the field. For example, processor 21 may set a suggested direction for an accelerating object to be drawn among the accelerating objects on the field (for example, an accelerating object located within the field of view of the virtual camera and within a predetermined distance from the virtual camera). Processor 21 updates the suggested direction data stored in memory to indicate the set suggested direction. Following step S8, the processing of step S9 is executed.

[0104] In step S9, processor 21 generates a game image and displays it on the display device. Specifically, based on the virtual camera set in step S8, processor 21 draws in the frame buffer a game image showing the field as seen from the position of the virtual camera in the direction of the virtual camera. Here, with regard to the drawing of the accelerating object, texture mapping is performed so that the accelerating object appears to suggest the suggested direction set for the accelerating object in step S8. The game image drawn in the frame buffer is output to the display device, whereby the game image is displayed on the display device. Note that the display device to which the game image is output may be the display 12 of the main unit 2, or may be a monitor connected to the main unit 2 and separate from the display 12. In this embodiment, a processing loop of a series of steps S4 to S10, including step S9, is repeatedly executed once every predetermined time. As a result, the displayed game image is updated once per frame time. Following step S9, the processing of step S10 is executed.

[0105] In step S10, processor 81 determines whether or not to end the game processing. For example, processor 81 determines to end the game when a predetermined operation input for ending the game is performed by the player, or when a condition for ending the game (for example, the game is cleared or the game is over) is satisfied. If the determination result in step S10 is negative, the processing of step S4 is executed again. Thereafter, the series of processing from steps S4 to S10 is repeatedly executed until it is determined in step S10 that the game should be ended. On the other hand, if the determination result in step S10 is positive, processor 81 ends the game processing shown in FIG. 11.

[0106] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the suggested direction of the accelerating object is set to a direction along the direction from the virtual camera toward the accelerating object or a direction along the line of sight of the virtual camera, thereby making it possible to clearly display the acceleration direction of the accelerating object. In this embodiment, by changing the suggested direction depending on the positional relationship between the accelerating object and the virtual camera, it is possible to suggest to the player that the accelerating object can accelerate in various directions. Furthermore, for example, in this embodiment, before the player character comes into contact with the accelerating object, it is possible to notify the player in which direction the player character will be accelerated if the player character continues to move forward and comes into contact with the accelerating object.

[0107] In the above embodiment, the game system 1 is capable of executing a game in the first mode and a game in the second mode, but in other embodiments, the game system 1 may be capable of executing a game in only one of the modes. The game system 1 is not limited to racing games, and may be capable of executing any type of game in which a player character moves around a field.

[0108] In the above embodiment, when a process is executed using data and / or a program in an information processing device, part of the data and / or the program required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data and / or the program received from the other information processing device and the data and / or the program stored in the information processing device.

[0109] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, or may not execute some of the processes executed in the above embodiments. For example, to obtain a certain processing result in the above embodiments, the information processing system may have a configuration for obtaining the processing result and execute the process for obtaining the processing result, but may not have other configurations or may not execute other processes. [Industrial Applicability]

[0110] The above embodiment can be used as, for example, a game system or a game program for the purpose of displaying the direction of acceleration of an accelerating object in an easy-to-understand manner for the player. [Explanation of symbols]

[0111] 1. Game System 21 processors 101 Player Character 102 Road Objects 103 Accelerated Objects 105 Virtual Camera

Claims

1. The computer of the information processing device Based on the operation input, the movement of the player character is controlled on a field in the virtual space; controlling the movement of a virtual camera in the virtual space so as to include the player character in its field of view and follow the player character from behind; for a first object that is placed on the field and displayed in a display mode having directionality in a first direction, setting the first direction to a direction along a direction from the virtual camera toward the first object or a direction along a line of sight of the virtual camera; a game program for accelerating the player character in a second direction along a forward direction of the player character's orientation in response to contact between the first object and the player character;

2. The computer further comprises: In the first mode, setting a movement range along a predetermined path on the field; 2. The game program according to claim 1, wherein a plurality of characters including the player character are moved within the movement range, and a race is carried out by the plurality of characters.

3. the path is a path along a road object arranged on the field, The computer, 3. The game program according to claim 2, wherein, for the first object placed on the road object, a direction closer to the line of sight of the virtual camera is set as the first direction out of two directions, a forward direction and a backward direction, along the road.

4. The computer further comprises: In the second mode, 4. The game program according to claim 3, wherein the movement of the player character is controlled without setting a movement range along the path.

5. The computer further comprises: During a predetermined period instructed based on an operation input, disposing the virtual camera in a position in front of the player character and facing the player character; The game program according to claim 1 , wherein the first direction is set to a direction along a direction opposite to a line of sight of the virtual camera.

6. 6. The game program according to claim 1, wherein the directional display mode is at least one of a direction of a texture used to draw the first object and a scroll direction of the texture.

7. Controlling the movement of a player character on a field in a virtual space based on an operation input; controlling the movement of a virtual camera in the virtual space so as to include the player character in its field of view and follow the player character from behind; for a first object that is placed on the field and displayed in a display mode having directionality in a first direction, setting the first direction to a direction along a direction from the virtual camera toward the first object or a direction along a line of sight of the virtual camera; an information processing system that accelerates the player character in a second direction along a forward direction of the player character's orientation in response to contact between the first object and the player character;

8. The information processing system further comprises: In the first mode, A movement range is set on the field along a predetermined path, 8. The information processing system according to claim 7, wherein a plurality of characters including the player character are moved within the movement range, and a race is carried out by the plurality of characters.

9. the path is a path along a road object arranged on the field, The information processing system includes:

9. The information processing system according to claim 8, wherein, for the first object arranged on the road object, a direction closer to a line of sight of the virtual camera is set as the first direction out of two directions, a forward direction and a backward direction, along the road.

10. The information processing system further comprises: In the second mode, 10. The information processing system according to claim 9, wherein the movement of the player character is controlled without setting a movement range along the path.

11. The information processing system further comprises: During a predetermined period instructed based on an operation input, the virtual camera is positioned in front of the player character in a direction facing the player character; The information processing system according to claim 7 , wherein the first direction is set to a direction along an opposite direction to the line of sight of the virtual camera.

12. 12. The information processing system according to claim 7, wherein the directional display mode is at least one of a direction of a texture used to draw the first object and a scroll direction of the texture.

13. An information processing device including a processor, The processor: Controlling the movement of a player character on a field in a virtual space based on an operation input; controlling the movement of a virtual camera in the virtual space so as to include the player character in its field of view and follow the player character from behind; for a first object that is placed on the field and displayed in a display mode having directionality in a first direction, setting the first direction to a direction along a direction from the virtual camera toward the first object or a direction along a line of sight of the virtual camera; The information processing device accelerates the player character in a second direction along a forward direction of the player character's orientation in response to contact between the first object and the player character.

14. The processor further comprises: In the first mode, A movement range is set on the field along a predetermined path, The information processing apparatus according to claim 13, wherein a plurality of characters including the player character are moved within the movement range, and a race is carried out by the plurality of characters.

15. the path is a path along a road object arranged on the field, The processor:

15. The information processing device according to claim 14, wherein, for the first object arranged on the road object, a direction closer to a line of sight of the virtual camera is set as the first direction out of two directions, a forward direction and a backward direction along the road.

16. The processor further comprises: In the second mode, The information processing device according to claim 15, wherein the movement of the player character is controlled without setting a movement range along the path.

17. The processor further comprises: During a predetermined period instructed based on an operation input, the virtual camera is positioned in front of the player character in a direction facing the player character; The information processing apparatus according to claim 13 , wherein the first direction is set to a direction along an opposite direction to a line of sight of the virtual camera.

18. 18. The information processing apparatus according to claim 13, wherein the directional display mode is at least one of a direction of a texture used to draw the first object and a scroll direction of the texture.

19. Information processing systems, Based on the operation input, the movement of the player character is controlled on a field in the virtual space; controlling the movement of a virtual camera in the virtual space so as to include the player character in its field of view and follow the player character from behind; for a first object that is placed on the field and displayed in a display mode having directionality in a first direction, setting the first direction to a direction along a direction from the virtual camera toward the first object or a direction along a line of sight of the virtual camera; A game processing method comprising: accelerating the player character in a second direction along a forward direction of the player character's orientation in response to contact between the first object and the player character.

20. The information processing system further includes: In the first mode, setting a movement range along a predetermined path on the field; 20. A game processing method according to claim 19, further comprising the steps of: moving a plurality of characters including the player character within the movement range; and causing the plurality of characters to race.

21. the path is a path along a road object placed on the field, The information processing system, 21. The game processing method according to claim 20, wherein, for the first object placed on the road object, a direction closer to a line of sight of the virtual camera is set as the first direction out of two directions, a forward direction and a backward direction, along the road.

22. The information processing system further includes: In the second mode, 22. A game processing method according to claim 21, wherein the movement of the player character is controlled without setting a movement range along the path.

23. The information processing system further includes: During a predetermined period instructed based on an operation input, disposing the virtual camera in a position in front of the player character and facing the player character; 20. The game processing method according to claim 19, wherein the first direction is set to a direction along an opposite direction to a line of sight of the virtual camera.

24. 24. The game processing method according to claim 19, wherein the directional display mode is at least one of a direction of a texture used to draw the first object and a scroll direction of the texture.

Citation Information

Patent Citations

  • Game program, information processing system, and information processing method

    JP2023136345A