Program and information processing system
By moving characters and placing objects ahead of their movement direction, the system addresses undesirable object positioning, improving game engagement and reducing processing load, thus enhancing gameplay experience.
Patent Information
- Application Number
- JP2025197321
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-18
- Publication Date
- 2026-02-06
AI Technical Summary
In games where objects are arranged in a virtual space, they may appear in undesirable positions relative to the user's position, reducing game interest.
A system that moves a character in a virtual space based on user input, determines the character's movement direction, places predetermined objects ahead of the character's movement direction, and displays the virtual space with these objects visible to enhance gameplay experience.
Improves the entertainment value of games by ensuring objects are more likely to appear in front of the player, enhancing engagement and reducing the need for retracing steps to acquire desired objects.
Smart Images

Figure 2026020253000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing system. [Background technology]
[0002] In games, it is known that objects are placed in a virtual space and the range seen from a virtual camera in the virtual space is displayed on a display unit (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180234 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in games in which objects are arranged and displayed in a virtual space, the object may appear in an undesirable position relative to the user's position, which could reduce the interest of the game.
[0005] The present invention aims to improve the entertainment value of games. [Means for solving the problem]
[0006] According to one embodiment shown in the present disclosure, Computer, a moving means for moving a character in a virtual space based on information from a user; A determination means for determining a moving direction of the character; a placement means for placing a predetermined object in the virtual space based on the direction of movement of the character identified by the identification means; and a display control means for causing a display means to display an image of the virtual space in which the predetermined object is arranged. Programs are offered. [Effects of the Invention]
[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] FIG. 10 is a diagram illustrating the placement of a specific object based on a movement direction. [Figure 4] FIG. 10 is a diagram for explaining the placement of a specific object based on a moving direction and a destination. [Figure 5] 10 is a flowchart illustrating an example of a process for arranging a specific object based on a movement direction. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0010] <Hardware configuration of information processing system> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.
[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.
[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.
[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.
[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.
[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.
[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.
[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.
[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.
[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a magnetic sensor, or a GPS sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <Functional configuration of information processing system> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.
[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program 221, game information 222, and user information 223.
[0032] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.
[0033] The game program 221 may include a program (a game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10, in addition to the game program executed on the server 20 side. Alternatively, the storage unit 220 may store the game program 221 that is executed on the server 20 side and the program that is executed on the terminal device 10 side.
[0034] The game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various virtual spaces (in other words, game spaces). A virtual space is a space in which objects of characters controllable by a user (hereinafter also referred to as "controllable characters" or "player characters") are placed. The game information 222 also includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the virtual space, and the placement position, size, color, and shape of non-player character (NPC) objects. The game information 222 also includes, for example, setting values of various parameters of non-player characters. Hereinafter, a character object placed in a virtual space may be simply referred to as a "character."
[0035] The user information 223 is information managed for each game account. The user information 223 includes, for example, information about the playable character, information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.
[0036] The control unit 210 controls various processes related to the game by executing a game program 221 stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.
[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.
[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.
[0039] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in the game program 221 in response to a request from the terminal device 10, etc. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to send game information 222 or user information 223. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records in the game information 222 or user information 223.
[0040] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads out game information 222 or user information 223 in accordance with instructions from the server processing unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information 222 or user information 223 in accordance with instructions from the server processing unit 212.
[0041] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game in accordance with instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each of the terminal devices 10. Specifically, the synchronization processing unit 214 simultaneously transmits operation information received from the terminal devices 10 corresponding to each account within a predetermined period (for example, one frame) to each of the terminal devices 10 at predetermined intervals. The operation information is information related to operations input to the terminal devices 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 as needed. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input on one terminal device 10 on the other terminal devices 10.
[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.
[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.
[0044] The game program 121 is a program for realizing a game on the terminal device 10 side. The game information 122 and the user information 123 are data that the control unit 110 refers to when executing the game program 121.
[0045] The game information 122 includes the same information as the game information 222 of the server 20. Therefore, a description of the game information 122 will be omitted here.
[0046] The user information 123 is data relating to the account of the user who uses the terminal device 10, and includes information similar to the above-described user information 223 of the server 20. Therefore, a description of the user information 123 will be omitted here.
[0047] The control unit 110 executes a game program 121 stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.
[0048] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.
[0049] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .
[0050] The transmitting / receiving unit 112 transmits and receives various types of data. A specific example will be described below.
[0051] The transmitting / receiving unit 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, synchronization data for supporting the multiplay function, and the like from the server 20. The synchronization data includes, for example, synchronization instruction data for instructing each terminal device 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.
[0052] The transmitting / receiving unit 112 transmits operation information relating to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information relating to an operation input by another user on another terminal device 10.
[0053] The game progression unit 113 executes various processes related to the progression of the game. Specific examples will be explained below.
[0054] The game progression unit 113 defines a virtual space based on information for defining a virtual space, which is included in the game information 122. The game progression unit 113 places objects in the virtual space based on object setting information included in the game information 122. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and controls the objects to perform predetermined actions.
[0055] The game progression unit 113 defines a virtual camera for specifying an area of the virtual space to be presented to the user. The game progression unit 113 places the virtual camera within the virtual space by defining the position and orientation of the virtual camera within the virtual space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.
[0056] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is positioned in the center of the field of view in a specific orientation. In doing so, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a playable character.
[0057] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information 122 and user information 123 according to the progress of the game.
[0058] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.
[0059] The display control unit 114 generates an image that depicts the area of the virtual space that is within the field of view of the virtual camera defined by the game progression unit 113, and the objects that exist in that area, and displays this image on the display unit 18. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.
[0060] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.
[0061] <Processing according to this embodiment> Next, processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing described below by executing a program stored in the information processing system 1. However, at least a part of the processing described below that is performed by the processor 11 may be performed by a processor other than the processor 11. Also, at least a part of the processing described below that is performed by the processor 21 may be performed by a processor other than the processor 21. In other words, the computer that executes the program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.
[0062] In the game of this embodiment, the game progression unit 113 functions as a movement control unit that moves a character in a virtual space based on information from the user. Specifically, when the operation acceptance unit 111 accepts an input operation for moving a player character, for example, an operation of moving a finger in an arbitrary direction while touching the touch screen 16 (i.e., a drag operation), the game progression unit 113 moves the player character in the direction instructed by the user based on operation information related to the input operation. Note that in this case, even if the finger that has been moved in the arbitrary direction is released from the touch screen 16 (in other words, even if the input operation is released), the player character may continue to move in the direction instructed by the user.
[0063] The game progression unit 113 may move a character in a virtual space based on position information indicating the user's position in the real world, which is information from the user. Specifically, for example, the game progression unit 113 may move a player character in a virtual space based on position information indicating the user's position acquired by a GPS sensor serving as the input unit 17. In other words, the configuration according to this embodiment can also be applied to games in which the user's position in the real world is linked to their position in a virtual space.
[0064] The player character includes the user's avatar, etc. In content in which the user enters a virtual space from a first-person perspective, the user (in other words, the player character) may not be displayed on the display unit 18. Even in such cases, the user in the virtual space recognized by the computer can be said to be a character that moves in the virtual space based on information from the user.
[0065] The game progression unit 113 also functions as an identification unit that identifies the movement direction of the character in the virtual space. Specifically, the game progression unit 113 acquires information indicating the direction the player character is facing in the virtual space and information indicating the movement speed of the player character, and identifies the movement direction of the player character based on this information. For example, if the player character is facing east in the virtual space and the movement speed is not "0," the game progression unit 113 identifies the movement direction of the player character as "east." Furthermore, for example, if the player character is facing east in the virtual space but the movement speed is "0," the game progression unit 113 determines that the player character is not moving.
[0066] The game progression unit 113 may determine the movement direction of a character in a virtual space based on information from the user. Specifically, the game progression unit 113 may determine the movement direction of the player character based on an input operation for moving the player character (specifically, operation information related to the input operation). More specifically, for example, the game progression unit 113 may determine the movement direction of the player character as a direction corresponding to a predetermined direction based on the user performing a drag operation in the predetermined direction. Furthermore, for example, if user position information acquired by a GPS sensor indicates that the user is moving in a predetermined direction in the real world, the game progression unit 113 may determine the movement direction of the player character as a direction corresponding to the predetermined direction. Furthermore, for example, the game progression unit 113 may determine the movement direction of the player character based on information indicating the direction the user is facing, acquired by a magnetic sensor or an acceleration sensor. In other words, in games where the direction of movement of a user in the real world and the direction of movement of a player character in a virtual space are linked, determining the direction of movement of the user using a specified sensor can result in determining the direction of movement of the player character.
[0067] Next, the placement of objects in the virtual space will be described with reference to Fig. 3. In Fig. 3 (and Fig. 4), the movement direction of the player character 31 is indicated by an arrow.
[0068] The game progression unit 113 functions as a placement unit that places a predetermined object (in other words, a specific object 33) in the virtual space based on the direction of movement of the character. The game progression unit 113 controls the specific object 33 so that it is more likely to spawn ahead of the player character 31 in the direction of movement. In other words, in this embodiment, the position at which the specific object 33 is placed is biased further forward in the direction of movement than the position of the player character 31. In further other words, the specific object 33 is more likely to be placed ahead of the player character 31 in the direction of movement than behind it. Note that, here, "more likely to be placed ahead of the player character 31 in the direction of movement than behind it" includes a case where the probability of being placed behind it in the direction of movement is 0%.
[0069] The game progression unit 113 places the specific object 33 within area X indicated by a dashed circle in Figure 3. In other words, the game progression unit 113 places the specific object 33 within area X whose center (in other words, reference position, center of gravity) is forward of the position of the player character 31 in the direction of movement. In other words, in this embodiment, the center of area X in which the specific object 33 is placed is set forward of the position of the player character 31 in the direction of movement. Note that this center does not have to be clearly specified and used in the process of placing the specific object 33 (in other words, it does not have to be prepared as a parameter used in the process), but may be substantially determined as a result of the process.
[0070] In the present embodiment, the game progression unit 113 downloads data of a specific object 33 to be placed in the virtual space from the server 20 at a predetermined timing, and places the specific object 33 in the virtual space. Specifically, the game progression unit 113 communicates with the server 20 every time the player character 31 (in other words, the user) moves a predetermined distance (in other words, requests the server processing unit 212 to send data of the specific object 33), and receives the data of the specific object 33 from the server 20 (in other words, the server processing unit 212). The game progression unit 113 also communicates with the server 20 every time a predetermined time elapses (in other words, requests the server processing unit 212 to send data of the specific object 33), and receives the data of the specific object 33 from the server 20 (in other words, the server processing unit 212). Then, the game progression unit 113 places the specific object 33 in the virtual space based on the received data of the specific object 33.
[0071] That is, the game progression unit 113 requests the server 20 to send data on specific objects 33 at a predetermined timing, acquires data on specific objects 33 within a predetermined range X centered ahead of the position of the player character 31 in the direction of movement based on the request, and places the specific objects 33 in the virtual space based on the acquired data. Note that the data sent based on the request does not include data on specific objects 33 outside the predetermined range X. Note that the predetermined range X may be determined as a result of the placement, and for example, processing to determine the range itself may not be performed.
[0072] In other words, the game progression unit 113 performs processing to place a specific object 33 within a predetermined range X in the virtual space at predetermined intervals. Furthermore, the position of the range X in the virtual space is determined based on the position and movement direction of the player character 31, and is updated at predetermined timing (in other words, at predetermined intervals). Furthermore, in this processing, a specific object 33 is not placed outside the range X. Note that in this processing, the number of specific objects 33 placed within the range X may be multiple or may be one. In this embodiment, multiple specific objects 33 may be placed within the range X.
[0073] Furthermore, the display control unit 114 causes the display unit 18 to display an image of the virtual space in response to instructions from the game progression unit 113. Specifically, the display control unit 114 generates an image depicting objects present in the virtual space within the field of view of the virtual camera defined by the control unit 110, and causes the display unit 18 to display the image. That is, the portion of the range X within which the specific object 33 is located that is included in the field of view of the virtual camera is displayed on the display unit 18. Note that, as shown in FIG. 3 , at least a portion of the range X within which the specific object 33 may be located may be located outside the area displayed on the display unit 18 on the display screen showing the character's movement. Note also that the range X within which the specific object 33 may be located may be displayed in its entirety on the display unit 18 in at least some situations.
[0074] Furthermore, a map window displaying a map of the virtual space may show the position on the map of a specific object 33 that has not yet been displayed on the display screen showing the movement of the character. Such a map window may be displayed in a corner of the display unit 18 while the display screen is being displayed, or may be displayed over the entire display unit 18 by performing a predetermined operation while the display screen is being displayed (in other words, by switching from a state displaying the display screen to a state displaying the map). The map can also be said to display an area wider than the area captured by the virtual camera in the virtual space (in other words, the area displayed on the display screen).
[0075] The timing at which a specific object 33 placed in the virtual space disappears from the virtual space is not particularly limited, but may be, for example, as follows. That is, the game progression unit 113 obtains data of specific objects 33 within a specific range X from the server 20 at a predetermined timing and places them in the virtual space, but at this time, may perform control so that specific objects 33 outside the predetermined range X disappear from the virtual space. In other words, in the virtual space, the specific object 33 is configured to exist only within a predetermined range X determined based on the movement direction of the player character 31, and the predetermined range X may be updated at a predetermined timing (for example, based on at least one of the movement of the player character or the passage of time).
[0076] Here, the difference between a conventional object placement method and the object placement method of this embodiment will be described with reference to FIG. 3 . Conventionally, control was performed to place objects within a range Y indicated by a two-dot chain circle. That is, conventionally, control was performed to place objects within a predetermined range with the position of the player character 31 as the center (in other words, the reference position, the center of gravity). That is, in the conventional method, data of specific objects 33 is acquired evenly throughout the entire 360-degree direction around the player character 31, regardless of the moving direction of the player character 31, and the specific objects 33 are placed. Therefore, processing is performed to place specific objects 33 that are unlikely to be approached by the player character 31, such as those behind the moving direction of the player character 31. For this reason, there has been a problem in that the specific objects 33 may not appear in front of the player character 31 if the internal processing cannot keep up. Specifically, for example, in a configuration in which data of a specific object 33 to be placed in a virtual space is downloaded from the server 20 each time and the specific object 33 is placed, there is a problem that the placement of the specific object 33 cannot keep up with the movement of the player character 31 due to problems with the communication environment, etc., and the specific object 33 may appear in a place that the player character 31 has passed, and the specific object 33 may not appear in front of the player character 31. In addition, there is a problem that, for example, the specific object 33 that the user wants to acquire may appear behind the player's direction of movement, which may require the player to retrace their steps to acquire the specific object 33, thereby reducing the interest of the game. In addition, for example, in the example shown in FIG. 3, the specific object 33 to be placed in front of the player character 31 is present only in half of the range Y (in other words, the semicircular portion).For this reason, for example, in a configuration in which data for a specific object 33 to be placed in a virtual space is downloaded from the server 20 each time the specific object 33 is placed, there is a problem that data needs to be downloaded frequently, and data that is less necessary, such as data behind the player character 31, is also downloaded, resulting in a high frequency of data updates and a large amount of data to be handled. In other words, there is a problem that the processing load related to the placement of the specific object 33 is large.
[0077] In contrast, the placement method of this embodiment can solve some or all of these problems. Also, the placement method of this embodiment makes it easier for the user to encounter the specific object 33.
[0078] Note that the game progression unit 113 as a placement unit may change the range in which a specific object is placed relative to the position of a character, depending on the character's movement speed. For example, when the movement speed of the player character 31 is "0" (in other words, when the movement speed is less than a predetermined speed), the game progression unit 113 may place the specific object 33 within a range centered on the position of the player character 31, as in conventional cases. On the other hand, for example, when the movement speed is not "0" (in other words, when the movement speed is equal to or greater than a predetermined speed), the specific object 33 may be placed within a range centered forward in the direction of movement of the player character 31. Furthermore, the game progression unit 113 may change the range in which the specific object 33 is placed so that the center of the range in which the specific object 33 is placed becomes farther from the player character 31 as the movement speed becomes faster (specifically, so that the range is located further forward in the direction of movement). That is, the game progression unit 113 may change the position of the center of the area in which the specific object 33 is placed (specifically, its position relative to the player character 31, in other words, the distance from the player character 31) in accordance with the movement speed of the player character 31. Furthermore, the game progression unit 113 may change the shape of the area in which the specific object 33 is placed, while keeping the position of the center unchanged or changing it in accordance with the movement speed of the player character 31. Specifically, the game progression unit 113 may expand or contract the area in accordance with the movement speed. Furthermore, for example, the game progression unit 113 may control the shape of the area so that as the movement speed increases, the area becomes more elongated in the movement direction and becomes elliptical, and as the movement speed decreases, the area becomes closer to a perfect circle, and becomes a perfect circle when the player character 31 stops.
[0079] The shape of the range X in which the specific object 33 can be placed is not limited to a circle, and may be any shape. In this embodiment, the range X is circular, but the virtual space in this embodiment is divided into a plurality of hexagonal regions, and the range X is formed by a plurality of hexagonal regions, so it is not a perfect circle.
[0080] As described above, the game progression unit 113 requests the server 20 to transmit data on specific objects 33 at a predetermined timing, acquires data on specific objects 33 within a predetermined range X in the virtual space determined based on the movement direction of the player character 31 based on the request, and places the specific objects 33 within the predetermined range X based on the acquired data. Furthermore, for the specific objects 33 that are placed in the virtual space based on the movement direction of the character (in other words, the data is acquired based on the request), the probability that the total number of specific objects 33 placed ahead of the player character 31 in the movement direction will exceed the total number of specific objects 33 placed behind the player character 31 in the movement direction is higher than the probability that they will be lower. Specifically, in this embodiment, the center position of the predetermined range X can be set ahead of the position of the player character 31, thereby increasing the probability that the former will exceed the latter. Note that the center position may or may not be set ahead of the position of the player character 31 (for example, it may be set at the position of the player character 31 or behind it). Furthermore, the position of the center may have a constant relative positional relationship with the position of the player character 31 regardless of the moving speed of the player character 31 or the like.
[0081] In other words, in this embodiment, when the player character 31 is moving at a predetermined speed, with regard to the data of the specific object 33 obtained from the server 20 at a predetermined timing, the probability that data of the specific object 33 ahead in the moving direction of the player character 31 will be obtained is higher than the probability that data of the specific object 33 behind in the moving direction will be obtained. Note that here, "high probability" includes a case where the lower probability is 0%. Furthermore, "when the player character 31 is moving at a predetermined speed" is not limited to a configuration in which the former probability is higher than the latter probability only when the player character 31 is moving at the predetermined speed, but also includes a configuration in which the former probability is higher than the latter probability even when the player character 31 is not moving at the predetermined speed.
[0082] Note that the player character 31 may be located outside the range X in which the specific object 33 may be located. In other words, for example, when the player character 31 is moving at a predetermined speed, the rear end of the range X may be located ahead of the player character 31 in the direction of movement of the player character 31. In other words, the game progression unit 113 may perform control so that the specific object 33 is located only in front of the player character 31 in at least some situations (for example, in a configuration in which the range X changes depending on the moving speed, a situation in which the player character 31 moves at a predetermined speed or faster and the distance from the player character 31 to the center of the range X becomes long, etc.).
[0083] Note that with respect to a range X whose center is located further forward in the movement direction than the position of the player character 31, the player character 31 may be located within the range X. In other words, if the position at which the specific object 33 is located is biased further forward in the movement direction than the position of the player character 31, the position of the player character 31 may be inside the range X. In other words, the specific object 33 may be located to the side (in other words, in a direction perpendicular to the movement direction) or behind the player character 31 moving in a predetermined direction.
[0084] The specific object 33 may be, for example, a predetermined item (for example, an item that the player character 31 can obtain), a character other than the player character 31 such as an enemy character, an object that provides a predetermined effect (for example, an effect that a predetermined parameter of the player character 31 is restored) when the player character 31 approaches (including when the player character 31 comes into contact with the object), or a background object, etc. The specific object 33 may include only some or all of these objects.
[0085] Furthermore, the game progression unit 113 may place in the virtual space a specific object 33 of a type that corresponds to the parameters of the player character 31. For example, the game progression unit 113 may place a specific object 33 in the virtual space when a predetermined parameter of the player character 31 satisfies a predetermined condition. Specifically, when the vitality value, which is a predetermined parameter of the player character 31, reaches a predetermined value and recovery is required, a specific object 33 that recovers the vitality value (for example, an item or recovery spot) may be placed in the virtual space.
[0086] Furthermore, the game progression unit 113 may place a specific object 33 in the virtual space based on the moving direction of the character only for a predetermined period during the progress of the game. In other words, the game progression unit 113 may control the placement of the specific object 33 so that, during a period during which the player character 31 moves based on information from the user, there is a period during which the specific object 33 is placed based on the moving direction of the player character 31 and a period during which the specific object 33 is not placed based on the moving direction of the player character 31. Specifically, for example, the game progression unit 113 may place a specific object 33 in the virtual space based on the moving direction of the player character 31 only for a specific period from the start of the game (in other words, from the time the player character 31 is placed in the virtual space). For example, a fighting game such as an FPS (First Person Shooter) is known in which, after the game starts, a player searches for items to be used in the game, such as weapons for attacking enemy characters. In this type of game, specific objects 33 as items used in the game may be placed in the virtual space based on the moving direction of the player character 31 for a predetermined period of time after the game has started. This configuration can prevent the player from being unable to find a weapon after the game has started and being killed by an enemy character. In this case, the items used in the game may include those that are placed in the virtual space (in other words, the map) in advance at the start of the game and those that are placed in the virtual space based on the moving direction of the character.
[0087] Furthermore, a specific object 33 placed based on the movement direction of a specific user's player character 31 may be available only to the specific user's player character 31 and may not be available to other users' player characters 31. For example, in a game in which multiple users participate in the same virtual space (e.g., a fighting game such as an FPS, or a massively multiplayer online role-playing game (MMORPG)), there may be an object placed in the virtual space that can be acquired by any user. If a specific object 33 placed based on the movement direction of a specific user's player character 31 were available to any user, there is a risk that the specific object 33 could be snatched by another user before the specific user can acquire it. Therefore, by making such a specific object 33 available only to the specific user's player character 31, such snatching can be prevented. Note that the specific object 33 placed in the virtual space may be visible or invisible to other users.
[0088] Furthermore, the game progression unit 113 may determine the appearance frequency or number of appearances of specific objects 33, which are placed based on the character's movement direction, according to the user's rank. Specifically, for example, the game progression unit 113 may control the appearance frequency or number of appearances so that the lower the rank, the higher the appearance frequency or number of appearances. This configuration makes it possible to assist users who are not familiar with games. Note that the rank can be said to indicate the user's level of proficiency, or to indicate the relative positioning of users among other users. The rank includes what is commonly referred to as a level in general games. Note that the user's rank may be the rank of the user himself or the rank of the player character 31 used by the user, etc.
[0089] Furthermore, the game progression unit 113 may place a specific object 33 in the virtual space based on the character's movement direction and the direction of the destination to which the character is heading. Specifically, as shown in FIG. 4 , when a destination 36 to which the player character 31 is heading has been set, the game progression unit 113 may place the specific object 33 based on, for example, the vector sum of a vector extending from the player character 31 in the direction of movement of the player character 31 and a vector extending from the player character 31 toward the destination 36. In other words, the game progression unit 113 may place the specific object 33 within a predetermined range X centered on a predetermined position that is located ahead of the position of the player character 31 in the movement direction and in the direction of the destination 36. Note that the destination 36 may be set (e.g., automatically or by the user) each time a predetermined mission is completed in the game, for example. This configuration makes it possible to guide the user toward the destination in a natural way, while preventing the game from becoming less interesting due to direct guidance toward the destination.
[0090] (Processing related to object placement) Next, an example of processing for placing a specific object 33 in the virtual space based on the moving direction of the player character 31 will be described with reference to the flowchart shown in FIG.
[0091] First, the game progression unit 113 identifies the movement direction of the player character 31 (Step S101).
[0092] Next, the game progression unit 113 requests the server 20 to send data of the specific object 33, and acquires data of the specific object 33 within a predetermined range X in the virtual space that is determined based on the movement direction of the player character 31 (Step S102).
[0093] Next, the game progression unit 113 places the specific object 33 within a predetermined range X in the virtual space based on the data acquired in step S102 (step S103).
[0094] Next, the game progression unit 113 instructs the display control unit 114 to display an image of the virtual space in which the specific object is placed on the display unit 18 (Step S104). Specifically, in response to the instruction from the game progression unit 113, the display control unit 114 causes the display unit 18 to display an image of the portion of the virtual space in which the specific object 33 is placed that is included in the field of view of the virtual camera.
[0095] The game progression unit 113 repeatedly performs the processes of steps S101 to S104 at predetermined intervals. That is, the predetermined range X changes in accordance with the movement of the player character 31.
[0096] The configuration according to this embodiment may be applied to any game, including role-playing games, FPS games, and other games in which players fight enemy characters, racing games, adventure games, games in which the user's position in the real world is linked to the position of a character in a virtual space, games in which a user watches or appreciates a specific event in a virtual space, and games in which users can interact with other users in a virtual space. The configuration according to this embodiment may be applied to a system that provides a virtual space in which characters can move.
[0097] The present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the spirit of the present invention. Within the scope of the present invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the processing flow described in this specification is merely an example, and the order and configuration of each process may be different.
[0098] <Additional Notes> The matters described in the above embodiment can also be described as follows:
[0099] (Appendix 1) Computer, a movement means (e.g., a game progression unit 113) that moves a character in a virtual space based on information from a user; Identification means (for example, the game progression unit 113) for identifying the character's movement direction; placement means (e.g., the game progression unit 113) that places a predetermined object in the virtual space based on the movement direction of the character identified by the identification means; and a display control means (for example, the display control unit 114) that causes a display means to display an image of the virtual space in which the predetermined object is arranged. program. According to this configuration, the predetermined object is positioned based on the direction of movement of the character, making it easier for the user to encounter the predetermined object, thereby improving the entertainment value of the game.
[0100] (Appendix 2) The placement means requests a server to transmit data of the predetermined object at a predetermined timing, acquires data of the predetermined object within a predetermined range in the virtual space determined based on the direction of movement of the character based on the request, and places the predetermined object within the predetermined range based on the acquired data. The program described in Appendix 1. With this configuration, for example, data about objects that should be provided to the user as a priority, such as objects ahead in the direction of movement, can be obtained, and data about objects with a lower priority can be avoided, thereby reducing the processing load for placing specified objects.
[0101] (Appendix 3) The placement means changes the range in which the predetermined object is placed relative to the position of the character in accordance with the moving speed of the character. 1. A program as described in Appendix 1 or 2. With this configuration, the predetermined object is placed at a position according to the character's movement speed, making it easier for the user to encounter the predetermined object, thereby increasing the interest of the game.
[0102] (Appendix 4) The placement means places the predetermined object in the virtual space when predetermined parameters of the character satisfy predetermined conditions. 1. A program as described in Appendix 1 or 2. With this configuration, when the parameters of the character satisfy a predetermined condition, an object appropriate for the situation can be provided based on the direction of movement of the character, thereby increasing the entertainment value of the game.
[0103] (Appendix 5) The placement means places the predetermined object in the virtual space based on the direction of movement of the character and the direction of the destination to which the character is heading. 1. A program as described in Appendix 1 or 2. This configuration makes it possible to guide the user to the destination in a natural way, while preventing the game's enjoyment from being reduced by direct guidance to the destination.
[0104] (Appendix 6) a movement means (e.g., a game progression unit 113) that moves a character in a virtual space based on information from a user; Identification means (for example, the game progression unit 113) for identifying the character's movement direction; placement means (e.g., the game progression unit 113) that places a predetermined object in the virtual space based on the movement direction of the character identified by the identification means; a display control means (for example, a display control unit 114) that causes a display means to display an image of the virtual space in which the predetermined object is arranged. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]
[0105] 1 Information processing system, 2 Network, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 31 Player character, 33 Specific object, 36 Destination, 110 Control unit, 111 Operation acceptance unit, 112 Transmission and reception unit, 113 Game progression unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmission and reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit
Claims
1. Computer, a moving means for moving a character in a virtual space based on information from a user; and a placement means for placing a predetermined object in the virtual space, The placement means places the predetermined object in a specific range based on the position of the character when the moving speed is less than a predetermined speed, and does not place the predetermined object in the specific range when the moving speed is equal to or greater than the predetermined speed. program.
2. a moving means for moving a character in a virtual space based on information from a user; an arrangement means for arranging a predetermined object in the virtual space, The placement means places the predetermined object in a specific range based on the position of the character when the moving speed is less than a predetermined speed, and does not place the predetermined object in the specific range when the moving speed is equal to or greater than the predetermined speed. Information processing system.
Citation Information
Patent Citations
Program, method, and information processing device
JP2022180234A