Information processing system, storage medium having stored therein information processing program, information processing apparatus, and information
By setting designated user areas in virtual spaces to hide objects, the system ensures uninterrupted gameplay by hiding or partially obscuring content, addressing the issue of disruptive visibility in user-created content systems.
Patent Information
- Application Number
- JP2024135777
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-15
- Publication Date
- 2026-02-27
AI Technical Summary
Existing systems that manage user-created content on a server do not provide a mechanism to make reported content invisible to users, leading to potential disruptions in gameplay.
A configuration that allows a designated user area to be set in a virtual space, where objects within this area are hidden from view using a first effect, ensuring uninterrupted gameplay by hiding or partially hiding objects based on camera positioning and user input.
Enables users to continue playing the game without seeing objects within the designated area, minimizing disruptions and facilitating seamless gameplay experiences.
Smart Images

Figure 2026032809000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing system, an information processing program, an information processing device, an information processing method, etc. that perform processing using objects in a virtual space. [Background technology]
[0002] BACKGROUND ART Conventionally, in a game using user-created content created by a user, there is a system that manages content reported by a user on a server in association with report information (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-222561 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the system disclosed in the above Patent Document 1 only manages the content reported by the user on a server, so there is a risk that the reported content may remain displayed.
[0005] Therefore, an object of the present invention is to provide an information processing system, an information processing program, an information processing device, and an information processing method that make it possible to make content, etc. that has been reported by a user invisible to the user. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention may employ the following configurations (1) to (17), for example.
[0007] (1) An example of a configuration of an information processing system of the present invention includes a server and a plurality of information processing terminals connectable to the server. The server stores a state of a first virtual space in which a plurality of objects are arranged, updates the stored state of the first virtual space in response to the state of the objects updated based on user operation input to each of the plurality of information processing terminals, and stores area information indicating the first user area in association with first user information indicating the first user, the area information being a predetermined range in the first virtual space set based on operation input by a first user to a first information processing terminal among the plurality of information processing terminals. A second information processing terminal among the multiple information processing terminals generates a second virtual space in which objects are arranged corresponding to the state within the first virtual space stored in the server, updates the position of at least a virtual camera in the second virtual space based on operation input by a second user to the second information processing terminal, sets a range within the second virtual space corresponding to the area information stored in the server as at least one second user area, designates one of the second user areas as a designated user area based on the operation input by the second user, and, when at least the virtual camera is located outside the designated user area, draws an image of the second virtual space based on the virtual camera by a drawing process that includes a first effect that hides at least a portion of an object arranged inside the designated user area.
[0008] According to the configuration (1) above, based on a user operation input specifying a designated user area, at least a portion of an object placed inside the designated user area can be drawn hidden from the user, so that the user can continue playing the game without seeing the object.
[0009] (2) In the above configuration (1), the second information processing terminal may move the player character from outside the designated user area to inside the designated user area in the second virtual space based on an operation input by the second user.
[0010] According to the above configuration (2), it is possible to prevent the range of movement of the player character from being narrowed due to the designation of the designated user area.
[0011] (3) In the configuration (1) or (2) above, when the virtual camera is located inside the specified user area, the drawing process may draw at least an object hidden by the first effect in a state where it is not hidden by the first effect.
[0012] According to the configuration (3) above, even if an object is at least partially hidden from outside the user-specified area, it is possible to minimize any disruption to gameplay by drawing it without being hidden from inside the user-specified area.
[0013] (4) In the configuration (3) above, the drawing process may perform drawing in a state including a first effect that hides the entire designated user area when the virtual camera is located outside the designated user area, and may perform drawing in a state where the inside of the designated user area is not hidden by the first effect when the virtual camera is located inside the designated user area.
[0014] According to the configuration (4) above, even if a user-specified area is entirely hidden from the outside, it can be drawn without being hidden from inside the user-specified area, thereby preventing any disruption to gameplay.
[0015] (5) In any one of the above configurations (1) to (4), the drawing process may draw when the virtual camera is positioned inside the designated user area, in a state where the outside of the designated user area is not hidden by the first effect.
[0016] According to the above configuration (5), the outside of the designated user area is drawn without being hidden by the first effect, thereby preventing any disruption to game play.
[0017] (6) In any one of the configurations (1) to (5) above, the drawing process may draw, at least when the virtual camera is located outside a second user area that is not designated as a specified user area, the inside of the second user area not being hidden by the first effect.
[0018] According to the above configuration (6), the designated user area and the non-designated user area can be distinguished from each other by the display mode.
[0019] (7) In any one of the above configurations (1) to (6), the drawing process may be performed by setting a transparency lower than a predetermined transparency using a first effect.
[0020] According to the above configuration (7), by performing a drawing process using the first effect that is drawn with a relatively low transparency, it is possible to easily hide at least a portion of an object placed inside the designated user area.
[0021] (8) In the configuration (6) above, the drawing process may draw the inside of the second user area by setting a transparency higher than a low transparency, at least when the virtual camera is located outside the second user area that is not designated as a specified user area.
[0022] According to the above configuration (8), the designated user area and the non-designated user area can be distinguished from each other by the set transparency.
[0023] (9) In any one of the configurations (1) to (8) above, the second information processing terminal may restrict the state of an object placed in the second user area from being updated based on operation input from the second user.
[0024] According to the above configuration (9), even if an object is placed in an area where the state of the object cannot be updated, it can be drawn with at least a part of it hidden.
[0025] (10) In the above configuration (9), the second information processing terminal may set the second user area as a designated user area based on an operation input by the second user to an object arranged within the range of the second user area.
[0026] According to the above configuration (10), the operation of setting the designated user area can be facilitated.
[0027] (11) In the configuration (10) above, the server may update a state in the first virtual space corresponding to a designated object placed based on an operation input by the first user, and may store a range in the first virtual space set based on the placed designated object as a first user area, in association with area information indicating the designated object and the first user area, and the first user information. The second information processing terminal may set a designated user area based on an operation input by the second user with respect to an arbitrary object placed within the range of the second user area, by setting an area defined by the designated object corresponding to the second user area as a target for drawing processing.
[0028] According to the above configuration (11), the operation of setting the designated user area can be facilitated.
[0029] (12) In any one of the configurations (1) to (11) above, updating the state of an object whose state in the first virtual space is updated may include at least one of positioning the object based on user operation input, removing the object based on user operation input, changing the texture of the object based on user operation input, and embedding information into the object based on user operation input.
[0030] According to the above configuration (12), based on user operation input, it is possible to arrange objects in the first virtual space, remove objects in the first virtual space, change the texture of objects in the first virtual space, and embed information into objects in the first virtual space.
[0031] (13) In any one of the configurations (1) to (12) above, a third information processing terminal among the plurality of information processing terminals generates a third virtual space in which objects are arranged in accordance with the state within the first virtual space stored in the server, and sets a range within the third virtual space corresponding to the area information stored in the server as at least one third user area, and even if a second user area corresponding to one of the third user areas is designated as a designated user area by the second information processing terminal, an image of the third virtual space may be drawn in a state in which objects arranged inside the third user area corresponding to the designated user area are not hidden by the first effect.
[0032] According to the configuration of (13) above, in cases where there is no problem for a user other than the user who set the designated user area, or in cases where the designated user area is set incorrectly, it is possible to prevent the game play of the other user from being affected.
[0033] (14) In any one of the configurations (1) to (13) above, a third information processing terminal among the plurality of information processing terminals may generate a third virtual space in which objects are arranged corresponding to the state of the first virtual space stored in the server, update the position of at least a virtual camera in the third virtual space based on operation input by a third user to the third information processing terminal, and set a range in the third virtual space corresponding to the area information stored in the server as at least one third user area, and when a second user area corresponding to one of the third user areas is designated as a designated user area by the second information processing terminal and at least the virtual camera is located outside the third user area corresponding to the designated user area, draw an image of the third virtual space based on the virtual camera by a drawing process including a first effect that hides at least a portion of an object arranged inside the third user area.
[0034] According to the above configuration (14), other users using the same virtual space can continue playing the game without seeing the objects placed inside the designated user area.
[0035] (15) In any one of the configurations (1) to (14) above, the drawing process may, when the virtual camera is positioned outside the designated user area and the player character is located inside the designated user area, and at least a part of the player character is hidden by the first effect, draw an image of the second virtual space based on the virtual camera by displaying an outline of at least a part of the hidden player character that is discernible.
[0036] According to the above configuration (15), the position of the player character can be grasped even if it is inside the designated user area.
[0037] The present invention may also be embodied in the form of an information processing program, an information processing device, and an information processing method. [Effects of the Invention]
[0038] According to the present invention, a user can continue playing a game without seeing at least a part of an object placed inside a designated user area set by the user. [Brief explanation of the drawings]
[0039] [Figure 1] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are attached to the main unit 2. [Figure 2] FIG. 10 shows an example of a state in which the left controller 3 and the right controller 4 are detached from the main unit 2. [Figure 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Figure 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] A block diagram showing an example of the configuration of an information processing system. [Figure 9] FIG. 1 is a block diagram showing an example of the configuration of a server 102. [Figure 10] FIG. 10 is a diagram showing an example of a game image in which multiple player characters PCs are displayed in the same game space. [Figure 11] A diagram showing an example of generating a terrain object La in the game space by moving and joining multiple terrain objects. [Figure 12] FIG. 10 shows an example in which display information Ia of a land object La generated by a first player character PC1 is displayed. [Figure 13] FIG. 10 is a game image showing an example of a first stage of an action in which the first player character PC1 places the first area setting object A1 in the game space. [Figure 14]FIG. 10 is a game image showing an example of a second stage of the action in which the first player character PC1 places the first area setting object A1 in the game space. [Figure 15] FIG. 10 is a diagram showing an example of a game image in which the first player character PC1 is present in the first region R1. [Figure 16] FIG. 10 is a diagram showing an example of a game image in which the second player character PC2 is present in the first area R1. [Figure 17] FIG. 10 is a diagram showing an example of a first area R1 that is set when a first area setting object A1 is placed in the game space. [Figure 18] FIG. 10 is a diagram showing an example of the shape of the first region R1; [Figure 19] FIG. 10 is a diagram showing an example of a game image in which land objects L are arranged in a first region R1. [Figure 20] FIG. 10 is a diagram showing an example of a game image in which the topographical objects L arranged in the first region R1 are hidden. [Figure 21] FIG. 10 is a diagram showing an example of a game image in which a silhouette of a second player character PC2 placed in a first area R1 is displayed. [Figure 22] FIG. 10 is a diagram showing an example of a game image rendered in a state where the inside of the first region R1 is visible when the virtual camera enters the inside of the first region R1. [Figure 23] FIG. 10 is a diagram showing an example of a game image drawn in a state where the outside of the first region R1 is hidden from the inside of the first region R1. [Figure 24] FIG. 10 is a diagram showing an example of a data area set in the DRAM 85 of the game system 1. [Figure 25] A flowchart showing an example of game processing executed by the game system 1. [Figure 26] Subroutine showing an example of the player character control process in step S123 of FIG. 25 [Figure 27] A subroutine showing an example of the notification process in step S147 of FIG. 26. [Figure 28] Subroutine showing an example of another player character control process in step S124 of FIG. 25 [Figure 29] FIG. 10 shows an example of a data area set in the storage unit 105 of the server 102. [Figure 30] 10 is a flowchart showing an example of the first half of a process executed by the server 102. [Figure 31] 10 is a flowchart showing an example of the second half of the process executed by the server 102. DETAILED DESCRIPTION OF THE INVENTION
[0040] A game system according to an example of this embodiment will be described below. An example of the 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 left controller 3 and the right controller 4 are each detachable from the main unit 2. 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. The game system 1 can also be used by separating the main unit 2 from the left controller 3 and the right controller 4 (see FIG. 2). Below, the hardware configuration of the game system 1 according to this embodiment will be described, followed by a description of the control of the game system 1 according to this embodiment.
[0041] As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include operation units that allow the user to perform inputs.
[0042] 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."
[0043] 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular.
[0044] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0045] 3, the main unit 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0046] The main device 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (for example, a resistive type).
[0047] The main unit 2 is provided with a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.
[0048] The main unit 2 also has a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via a wired connection, and a right terminal 21, which is a terminal for the main unit 2 to communicate with the right controller 4 via a wired connection.
[0049] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 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., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0050] The main unit 2 has a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).
[0051] As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be held in a vertically long orientation when detached from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0052] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit that can input directions. By tilting the analog stick 32, the user can input a direction corresponding to the tilt direction (and input a magnitude corresponding to the tilt angle). Note that instead of an analog stick, the left controller 3 may be equipped with a cross key or a slide stick that can perform slide inputs as a direction input unit. In this embodiment, input can be made by pressing the analog stick 32.
[0053] The left controller 3 is equipped with various operation buttons. The left controller 3 is equipped with four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. The left controller 3 also is equipped with a record button 37 and a - (minus) button 47. The left controller 3 is equipped with a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 is also equipped with a second L button 43 and a second R button 44 on the side of the housing 31 that is attached to the main unit 2. These operation buttons are used to issue instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0054] The left controller 3 also includes a terminal 42 for wired communication between the left controller 3 and the main unit 2.
[0055] As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when detached from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0056] Like the left controller 3, the right controller 4 is equipped with an analog stick 52 as a directional input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may also be equipped with a cross key or a slide stick that allows slide input, instead of an analog stick. Like the left controller 3, the right controller 4 is equipped with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 is also equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the housing 51. Like the left controller 3, the right controller 4 is also equipped with a second L button 65 and a second R button 66.
[0057] The right controller 4 also includes a terminal 64 for wired communication between the right controller 4 and the main unit 2.
[0058] In addition to the configuration shown in Fig. 3, the main device 2 includes the components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.
[0059] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium inserted into slot 23, etc.).
[0060] The main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as examples of internal storage media built into the main device 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.
[0061] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 23 in accordance with instructions from the processor 81.
[0062] The processor 81 reads and writes data from and to the flash memory 84, DRAM 85, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.
[0063] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi (registered trademark) standard as a first communication mode. The network communication unit 82 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 by direct communication between multiple main units 2.
[0064] The main unit 2 is equipped with a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or right controller 4. 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 83 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0065] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27. When performing wired communication with the left controller 3, the processor 81 transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When performing wired communication with the right controller 4, the processor 81 transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When performing wired communication with the right controller 4, the processor 81 transmits data to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4. When an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 or the main unit 2 alone is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0066] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. The main unit 2 can also communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main unit 2 using their own sets of left controllers 3 and right controllers 4. For example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can simultaneously input to the main unit 2 using a second set of left controllers 3 and right controllers 4.
[0067] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside.
[0068] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speakers 88 and the audio input / output terminal 25.
[0069] The main device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each part of the main device 2 (specifically, each part that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on instructions from the processor 81.
[0070] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (for example, a cradle) is connected to lower terminal 27 and power is supplied to main device 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0071] The left controller 3 is equipped with a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7 , the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both via wired communication via the terminal 42 and via wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication between the left controller 3 and the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 communicates wirelessly with the main unit 2 (specifically, with the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.
[0072] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured, for example, by a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0073] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information related to operations performed on the button 103 and analog stick 32 to the communication control unit 101 at appropriate timing.
[0074] The communication control unit 101 acquires information related to the input (specifically, information related to the operation or the detection results from the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a predetermined process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every predetermined time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0075] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. In other words, the main unit 2 can determine the operation of each button 103 and analog stick 32 based on the operation data.
[0076] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0077] As shown in FIG. 7, the right controller 4 is equipped with a communication control unit 111 that communicates with the main unit 2. The right controller 4 also has a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both via wired communication via the terminal 64 and via wireless communication that does not use the terminal 64 (specifically, communication in accordance with the Bluetooth (registered trademark) standard), and controls the method of communication between the right controller 4 and the main unit 2.
[0078] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3 and operate in the same manner.
[0079] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3 and operates in the same manner.
[0080] As described above, in the game system 1 of this embodiment, the left controller 3 and right controller 4 are detachable from the main unit 2. Furthermore, by attaching an all-in-one device in which the left controller 3 and right controller 4 are attached to the main unit 2 or the main unit 2 alone to a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. Note that when using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in which the left controller 3 and right controller 4 are fixed to the main unit 2 (for example, in a mode in which the main unit 2, left controller 3, and right controller 4 are integrated into a single housing).
[0081] Game play is performed using the game space displayed on the display 12 in response to operations such as the operation buttons and sticks of the left controller 3 and / or right controller 4 of the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, game play is possible using a player character PC operating within the game space in response to user operations using the operation buttons and sticks.
[0082] In this embodiment, a game can be executed in which multiple users control their respective player characters and operate them within the same game space. The game is realized by multiple users using a system with multiple modes. As a first example, the game is realized by multiple users each using a game system 1 to control their respective player characters and using an information processing system (e.g., an information processing system in which multiple main units 2 communicate via a network) connected by the network communication units 82 of each game system 1 communicating via a network according to the first communication mode. As a second example, the game is realized by multiple users each using a game system 1 to control their respective player characters and using an information processing system (e.g., an information processing system in which multiple main units 2 communicate directly) connected by the network communication units 82 of each game system 1 communicating directly according to the second communication mode. As a third example, the game is realized by multiple users inputting operation data for operating the left controller 3 and / or right controller 4 into a single main unit 2 and using the single main unit 2 to control each user's player character within the same game space. This embodiment may use any of the systems, but the following description will use an example in which a game is realized using the information processing system of the first example.
[0083] The first example of the information processing system configured by a plurality of game systems 1 and a server 102 will be described with reference to FIG.
[0084] As shown in FIG. 8, an information processing system 100 is constructed by connecting a plurality of game systems 1 (main units 2) and a server 102 via a network 110. The game systems 1 are configured to be connectable to the network 110 by the first communication mode using wireless or wired communication, and form a client-server system with the server 102. For example, the game systems 1 are capable of executing a predetermined application (e.g., a game application). Furthermore, by executing the predetermined application, the game systems 1 establish a connection with the server 102 via the network 110, enabling communication with the server 102.
[0085] As shown in FIG. 9 , the server 102 includes a communication unit 103, a control unit 104, and a storage unit 105. The communication unit 103 communicates with the game system 1 and the like via the network 110 by transmitting and receiving communication packets. For example, the control unit 104 manages the progress of a game between the game system 1, the game space used for the game, reports from users, scores of each user, and information related to billing. The control unit 104 also establishes a communication link with the game system 1 and the like via the communication unit 103 and controls data transmission and route selection on the network 110. When a game is played between multiple game systems 1 (e.g., a game in which multiple users operate corresponding player characters within the same game space), the control unit 104 manages the combination of the game systems 1 playing the game and data communication between the game systems 1. The storage unit 105 stores programs executed by the control unit 104, various data required for the above processing, various data required for communication with the game system 1, and the like. In addition, in the case of a system that requires a predetermined login process to send and receive data using the network 110 or to participate in a game, authentication process for determining whether the user attempting to log in is a legitimate user may be performed in the server 102. Furthermore, the server 102 may be configured from a single server machine or multiple server machines.
[0086] In this embodiment, within the information processing system 100, each game system 1 exchanges operation information via the server 102, whereby a communication game is played in which player characters corresponding to multiple users act within the same game space, using the same game space as a shared space. The operation information exchanged when playing this communication game may be information about the player characters operated by each user using a controller, information about the game space edited by the actions of the player characters, information indicating the content of the operations using the controllers of each user operating each player character, or any other information that allows each user to understand the progress of the game.
[0087] 10 to 23, an overview of an example of game processing performed in the game system 1 constituting the information processing system 100 will be described. First, before describing the overview of the example of game processing, an overview of the game space used in the example of game processing will be described with reference to FIG.
[0088] In this embodiment, the game field in FIG. 10 is made up of a plurality of unit areas. For example, the unit areas are areas obtained by dividing the game field into a square grid when viewed vertically, and each unit area is the same size. Specifically, if an x-axis and a z-axis that are orthogonal to each other are set in the horizontal direction of the game field and a y-axis is set in the vertical direction, a single unit area is an area divided into a grid by a plurality of planes parallel to the xy plane and a plurality of planes parallel to the yz plane. As a result, the game field is configured such that unit areas are arranged side by side in the horizontal direction (specifically, the front-to-back and left-to-right directions) in the game space.
[0089] The shape of the game field is defined in units of terrain objects L (pieces). The terrain objects L are elements that make up the game field, and the shape of the game field can be changed by editing the terrain objects L, such as by moving, adding, or deleting them. The size of one terrain object L in the horizontal direction of the game space is the same as the size of one of the unit areas, and its length in the vertical direction is the same as the length of the unit area in the horizontal direction. The game field may be made up of multiple sections, each made up of multiple unit areas.
[0090] The terrain objects L have a rectangular parallelepiped shape (more specifically, a cubic shape) and are arranged in a grid pattern in the game space to form a game field. As an example, in this embodiment, the game system 1 sets parameters related to the terrain objects L at coordinates set in the game space, and stores parameters indicating whether or not a terrain object L exists at each of a plurality of coordinates. In this way, the game system 1 manages whether or not a terrain object L exists for each coordinate in the game space (i.e., stores the above parameters for each coordinate), thereby being able to define the shape of a plurality of terrain objects L in the game space. Note that the terrain objects L may have uneven surfaces or may have rounded corners.
[0091] In another embodiment, the game system 1 may set parameters for each of the terrain objects L present in the game space. The parameters set for each terrain object L indicate at least the position of the terrain object L in the game space. In this way, the game system 1 manages the position of each terrain object L in the game space (i.e., stores the above parameters for each terrain object L), thereby defining the shape of a plurality of terrain objects L in the game space (shape of the game field).
[0092] In this embodiment, the player character PC performs a predetermined action based on a user operation, thereby editing the terrain object to update the state of the terrain object, etc. For example, updating the state of the terrain object includes placing a new terrain object in the game space, removing a terrain object already placed in the game space, changing the appearance (texture or shape) of a terrain object already placed in the game space, embedding information in a terrain object already placed in the game space, etc.
[0093] Editing a terrain object includes generating a new terrain object by moving and joining terrain objects L arranged in the game space or new terrain objects. Editing a terrain object also includes updating the generated terrain object by moving the generated terrain object, changing its appearance or properties, or joining another terrain object. In this embodiment, the player character PC who edits the terrain object is called an editor. In this embodiment, the number of objects targeted by a single predetermined action of the player character PC is any one of multiple objects (terrain objects), but multiple objects may be targeted simultaneously.
[0094] Editing by moving a terrain object includes at least a mode of updating the parameters of the terrain object, as described below. As one example, when parameters related to a terrain object are set at coordinates in the game space, the parameters at the coordinates in the game space are updated by moving the terrain object, and information indicating the user (player character PC) who updated the parameters of the coordinates using the terrain object is embedded and stored in the terrain object as an editor. As another example, when parameters indicating a position in the game space are set in a terrain object, editing by moving the terrain object updates parameters indicating the position where the terrain object is placed by the movement and parameters indicating the editor.
[0095] In this embodiment, the parameters can be rewritten and updated to erase some of the terrain objects L from the multiple terrain objects L that make up the terrain, thereby updating the state of the terrain objects L and easily changing the terrain in the game space. Similarly to erasing terrain objects L, the parameters can be rewritten and updated to arrange terrain objects L as units, thereby updating the state of the terrain objects and changing the terrain in the game space. In this way, in this embodiment, the parameters can be rewritten and updated to easily update the state of the terrain objects in the game space, and the state of the game space can be updated in accordance with the updated state of the terrain objects. As a first example, the terrain in the game space changes when the player character PC moves or joins parts of the terrain. As a second example, the terrain in the game space changes when the player character PC strikes the terrain, for example, destroying the terrain object L. In this way, the terrain objects function as terrain pieces or terrain blocks that allow the terrain in the game space to be edited.
[0096] In this embodiment, the state of the terrain object L can be updated by embedding information in the terrain object L and rewriting and updating the parameters in response to a predetermined action performed by the player character PC based on a user operation. As an example, text information based on a user operation can be embedded in a signboard, which is the terrain object L, to update the state of the object. The text information can be embedded in the signboard in any format. For example, the text information can be embedded in a format in which text selected by the user from multiple existing types of text is embedded, or in which text freely entered by the user using a software keyboard is embedded. As another example, image information (e.g., screenshots taken in the game, photos, illustrations, etc. uploaded to a server) can be embedded in the terrain object L or another object to update the state of the object. In these cases, the embedded text information or image information is displayed when the player character approaches the object whose state has been updated, or when a predetermined user operation is performed while the player character is positioned near the object. As a modified example, the text information or image information may always be displayed near the object. As another modified example, character information (free text) can be embedded and displayed in a signboard object different from the terrain object L. Furthermore, as a modified example, audio information may be embedded in the topographical object L or the like.
[0097] Furthermore, in this embodiment, in response to a predetermined action performed by the player character PC based on a user operation, the texture of the terrain object L is changed and the parameters are rewritten and updated, thereby updating the surface state of the terrain object L. For example, the surface state of the terrain object L may be updated based on a texture created by the user within the game, or a texture created outside the game may be uploaded to the server and the surface state of the terrain object L may be updated.
[0098] In this embodiment, other objects different from the terrain object L may also be placed in the game space. Furthermore, the other objects may be editable based on a predetermined action of the player character PC in the game space. In this case, the parameters corresponding to each of the other objects may also include data indicating an editor. As an example of the other objects, decorative objects, which are content that can be worn or equipped by the player character PC in the game space, may be editable based on a predetermined action of the player character PC.
[0099] For example, in response to a user operation input, the player character PC generates a decorative object that can be worn on the head of the player character PC and places it on the terrain in the game space. Here, the user can edit the decorative object by replacing and editing decorative parts having multiple types of parts, and generate a wide variety of decorative objects to appear in the game space.
[0100] Furthermore, decorative objects placed in the game space can be picked up by other player character PCs, received from other player character PCs, or duplicated and removed, allowing the player character PC to wear or store them in accordance with the operations of other users. Furthermore, the player character PC can change and edit the position, posture, shape, appearance, properties, size, etc. of the decorative objects in accordance with user operation input, and the shape and texture of the decorative objects are also updated based on these changes.
[0101] Furthermore, the terrain of the game space in this embodiment may be composed of multiple types of terrain objects with different properties and appearances. In this case, the parameters may include any data that can identify the properties and appearance of the terrain objects L that are placed. For example, the parameters may include data that can identify properties such as the material (e.g., sand, rock, soil, ice), how fragile it is, whether it can be joined to other objects, and data that can identify the appearance (e.g., texture used for the terrain object), making it possible to set the states of multiple types of terrain objects. In this case, the player character PC may edit the properties and appearance of the terrain object, thereby updating the parameters that correspond to the edited terrain object.
[0102] A terrain object may be joined with other adjacent terrain objects to edit the integrated terrain object. For example, when a player character PC performs a predetermined action, multiple terrain objects that are the target of the action may be joined and integrated with each other. In this case, the parameters may include data that can identify whether the terrain objects are joined and integrated with each other, making it possible to set whether the terrain object is joined and integrated with other terrain objects. Editing of terrain objects in this embodiment includes editing by joining and integrating a terrain object with other terrain objects, and editing by releasing the integration. By joining and integrating a terrain object with other adjacent terrain objects, even if there is no other object below at least one of these terrain objects and it is not supported from below, the object not supported from below can maintain its positional relationship (arrangement) without falling, as long as the other terrain object is supported from below.
[0103] Furthermore, when the terrain object L is destroyed by the player character PC and thus eliminated from the game space, an item corresponding to the terrain object L (for example, a card item indicating the material of the terrain object L) may be able to appear in the game space. Changing the state of the game space and editing the terrain object in this embodiment may include cases where the terrain object L is eliminated from the game space and the above-mentioned item appears. Furthermore, a terrain object may be able to be generated from the above-mentioned item, and arranging the terrain object generated from the item in the game space may also be included in editing the terrain object.
[0104] Furthermore, other states of the terrain object may be editable. For example, editing of the terrain object may include changing the shape or type of the terrain object itself placed in the game space, changing the attitude or rotating the terrain object placed in the game space, changing the durability value or properties (movability, joinability, etc.) of the terrain object placed in the game space, etc. In this embodiment, these states may be specified by the parameters, and the parameters corresponding to the terrain object may be updated by rewriting the parameters.
[0105] In this embodiment, a game is played in which a plurality of users operate and move their respective player characters PC using a game space formed by a plurality of terrain objects L. For example, in the example shown in FIG. 10 , a first player character PC1 and a second player character PC2 are placed on a terrain formed by a plurality of terrain objects L. The first player character PC1 is a player character corresponding to a user of the game system 1 (hereinafter referred to as the first user) and moves within the game space in response to the operation of the left controller 3 and / or right controller 4 of the game system 1 by the first user. The second player character PC2 is a player character corresponding to a user of another game system 1 (hereinafter referred to as the second user) and moves within the same game space in which the first player character PC1 is placed in response to the operation of the left controller 3 and / or right controller 4 of the other game system 1 by the second user.
[0106] Multiple users can change the state of the game space by operating their respective player characters PC to edit terrain objects, which are an example of content within the game space. For example, a first user can move a terrain object L corresponding to a position in the game space corresponding to the first user's action, erase a terrain object L corresponding to a position in the game space corresponding to the first user's action, place a new terrain object at a position in the game space corresponding to the first user's action, or duplicate a generated terrain object. Furthermore, a second user can change the state of the game space in the same way as the first player character PC1 by operating a second user's second player character PC2 based on a second user's action.
[0107] In this embodiment, the parameters corresponding to each of the edited terrain objects may include data indicating an editor (arranger). Here, the editor indicates the player character PC who last edited the terrain object in the game space. The editor of the terrain object can view information about the editor, such as a player ID, in response to a predetermined user operation. For example, as shown in FIG. 12 , the editor of the terrain object L is displayed when the user performs an operation to overlap the displayed crosshair T with the terrain object L whose editor the user wants to view. In another embodiment, the editor may be displayed in response to the user performing an operation to view a menu screen. For example, the editor of the terrain object L may be displayed on the menu screen when the user performs an operation to view the menu screen while overlapping the displayed crosshair T with the terrain object L whose editor the user wants to view.
[0108] As shown in FIG. 11 , a staircase-shaped arrangement of land objects L1 is generated by moving multiple land objects. Furthermore, by having the first player character PC1 perform a predetermined action on the multiple land objects L1 arranged in a staircase shape, the multiple land objects L1 can be joined together to generate a single staircase-shaped land object La (see FIG. 12 ). By performing a predetermined action, the first player character PC1 can lift and move the land object L2 or store the land object L2. When the first player character PC1 moves through the game space while lifting or storing the land object L2, the land object L2 moves along with the first player character PC1, and the first player character PC1 can place the land object L2 on another object or combine it with another object by performing a predetermined action. Here, the state in which the first player character PC1 stores an object refers to a state in which the first player character PC1 can carry the object by, for example, turning it into an item without holding or equipping it. In this case, the stored object does not need to be displayed in the game space. The stored object can basically be placed in the game space or used (including equipped or held) in accordance with the operation input of the first user in an appropriate situation. As an example, the first player character PC1 stores an object by putting it in a container such as a pouch or item box. Note that such a container does not need to be displayed. Furthermore, a container such as a pouch or item box may not exist in the game space and may simply have the function of storing objects.
[0109] The terrain object La and the terrain object L1 may be part of a terrain object L that is placed in advance in the game space at the start of the game, or may be placed in advance on the terrain object L separately from the terrain object L, or may be placed in a predetermined position by achieving a predetermined acquisition condition such as the player level reaching a predetermined level or clearing a mission, or may be dropped by another character or placed in response to another character being defeated.
[0110] As shown in FIG. 12 , when the terrain object La becomes the display target by overlapping the crosshair T, display information Ia is displayed, indicating that the first player character PC1 is the editor of the terrain object La. In this embodiment, a memo indicating text information stored by the editor using the terrain object La's function of storing character strings is included in the display information Ia and displayed. For example, in the example of FIG. 12 , the display information Ia displays that the first player character PC1, who is the editor, has stored text information such as "Stairs" and "Feel free to use" as a memo in the terrain object La. Note that the display information Ia may be displayed when the first player character PC1 approaches to a certain extent the terrain object La to which the display information Ia is set, or when the first player character PC1 stands on the terrain object La to which the display information Ia is set.
[0111] In this embodiment, it is also possible for another player character to perform an action of assembling another terrain object OBJL2 to the terrain object La, with the first player character PC1 displayed as the editor, thereby further joining the terrain object L2 to the terrain object La. In this case, the other player character may be displayed as the editor of the portion of the terrain object L2 corresponding to the newly joined terrain object L2. The editor of the portion of the joined terrain object corresponding to the original terrain object La may be the first player character PC1. In other words, in this embodiment, instead of registering only one editor for the terrain object formed by joining the terrain object L2 to the terrain object La, editors may be registered for each individual terrain object that constitutes the terrain object La. In other embodiments, when the terrain object L2 is joined to the terrain object La by the action of the other player character, it is possible to consider that a new terrain object La is generated by joining the terrain object L2 to the terrain object La, and only the other player character may be the editor of the terrain object La.
[0112] Furthermore, in this embodiment, if a terrain object is edited multiple times, the last player character who performed the edit may be set as the editor of the terrain object. Furthermore, objects other than the terrain object may be editable based on a predetermined action of the player character PC in the game space. In this case, for the other edited objects, the parameters corresponding to each object may also include data indicating the editor or text information.
[0113] In this embodiment, it is also possible to change and edit the state of the game space by performing at least one of placing, moving, and erasing a specific object different from the terrain object L. Hereinafter, with reference to Figures 13 and 14, an example of changing the game space using an area setting object, which is an example of the specific object, will be described.
[0114] In FIG. 13, the first player character PC1 is placed on the ground (terrain object L) in the game space while holding a first area setting object A1 in his / her hand. The first player character PC1 can lift and move the first area setting object A1 or put away the first area setting object A1 by performing a predetermined obtaining action (for example, an action of lifting up or putting away the first area setting object A1 placed in the game space). The first player character PC1 moves through the game space while lifting up or putting away the first area setting object A1, thereby moving the first area setting object A1 together with the first player character PC1. Alternatively, the first player character PC1 may push the first area setting object A1 on the ground (terrain object L) in the game space and move through the game space in the direction of the push, thereby moving the first area setting object A1 together with the first player character PC1.
[0115] The first area setting object A1 may be an object that is placed in advance in the game space (on the terrain object L) at the start of the game, or an object that is placed at a predetermined position when a predetermined acquisition condition is met, such as when the player level reaches a predetermined level or when a mission is cleared, or an object that is dropped by another character or placed when another character is defeated, or an object that is obtained from an object that is not an area setting object. Furthermore, the first area setting object A1 may be an object that is transformed from a specific object into the first area setting object A1 when a specific action is performed on the specific object.
[0116] 14, in response to an action instruction operation input by the first user, the first player character PC1 performs a placement action of placing or throwing the first area setting object A1 that the first player character PC1 is holding. As a result, the first area setting object A1 is placed on a terrain object L that constitutes the ground of the game space based on the placement action in response to the user operation input, with the position of the first player character PC1 as the reference. As an example, when the placement action of placing the first area setting object A1 held by the first player character PC1 is performed, the first area setting object A1 is placed and placed so as to come into contact with the terrain object L that is placed immediately in front of the first player character PC1. As another example, when the placement action of throwing the first area setting object A1 held by the first player character PC1 is performed, the first area setting object A1 is thrown and placed in front of the first player character PC1 so as to come into contact with the terrain object L that is placed at a position a predetermined distance away from the first player character PC1 (a distance equivalent to a predetermined number of terrain objects L).
[0117] The function of the first area R1 that is set by placing the first area setting object A1 in the game space will be described with reference to FIGS.
[0118] At least one first area setting object A1 is associated with the first player character PC1. When placed in the game space, the first area setting object A1 has the function of setting a first area R1 associated with the first player character PC1 within the game space. Here, being associated with the first player character PC1 means that the first area R1 can be used only by the first player character PC1 among multiple player characters, or that an effect is imparted only to the first player character PC1. As will be described later, the first area R1 may be displayed in a manner that makes it distinguishable from other areas in the game space. In this embodiment, area information indicating a user area (e.g., the first area R1) set in the game space by a user is managed in association with user information indicating the user who set the user area (e.g., the first user who controls the first player character PC1). Here, the area information includes the ID of the area setting object (e.g., the first area setting object A1) and coordinate information of the area setting object in the game space. In another embodiment, the area information may be information about the range of the user area itself instead of information related to the area setting object. Also, the user information may include information such as the user's account ID and username.
[0119] In this embodiment, editing of the game space is restricted within the first region R1, except for editing within the game space by the first player character PC1. For example, as described above, each player character PC can edit the terrain object L in the game space. However, within the first region R1, editing by characters other than the first player character PC1 who set the first region R1 (including other player characters PC such as the second player character PC2) is restricted, and the right to edit the game space is granted to the first player character PC1. As a first example, within the first region R1, characters other than the first player character PC1 cannot newly place objects (various objects including at least specific objects such as the terrain object L and region setting objects). As a second example, characters other than the first player character PC1 cannot erase the terrain object L or the first region setting object A1 within the first region R1. As a third example, characters other than the first player character PC1 cannot move the terrain object L or the first region setting object A1 within the first region R1. As a fourth example, characters other than the first player character PC1 cannot combine and join multiple objects such as the terrain object L, or cancel the joining of multiple objects that have been combined together. As a fifth example, characters other than the first player character PC1 cannot change the shape or type of the terrain object L itself, change the posture or rotate the terrain object L, or change the durability value or properties (whether it can be moved, whether it can be joined, etc.) of the terrain object L.
[0120] In this way, by granting the first player character PC1 the right to edit the game space within the first area R1, the state of the game space within the first area R1 when the first area setting object A1 was placed or the state of the game space within the first area R1 after it was last changed based on the operation input of the first user is restricted from being further changed by other users. Here, restricting changes to the game space is not limited to restricting changes based on operations by other users, but may also include restricting changes made by characters automatically controlled by a computer (e.g., non-player characters) and changes made by phenomena in the game space that are not caused by character actions (such as collapse due to wind, rain, or vibrations).
[0121] For example, the game image shown in Fig. 15 shows a state in which a first player character PC1 is placed in a "first player area," which is a first area R1 in which a first area setting object A1 is placed. In the first area R1, the first player character PC1 is performing an action to destroy and erase a terrain object L1. Because the first player character PC1 has been granted the right to edit the game space in the first area R1, the first player character PC1 can destroy and erase the terrain object L1 by performing the above action.
[0122] On the other hand, the game image illustrated in FIG. 16 shows that a second player character PC2 is placed in a "first player area" defined by a first player character PC1, which is defined as a first area R1 in which a first area setting object A1 is placed. Within the first area R1, the second player character PC2 is performing an action to destroy and erase a terrain object L1. Because the second player character PC2 does not have editing rights in the game space within the first area R1, the second player character PC2 cannot destroy and erase the terrain object L1 even if he or she performs the action described above. Furthermore, in this embodiment, even if an editor (e.g., the second player character PC2) edits a terrain object L, if the terrain object L is included in a user area (e.g., the first area R1) defined by a player character other than the editor (e.g., the first player character PC1), further editing of the terrain object L is restricted.
[0123] Next, an example of the position, shape, and size of a first region R1 set by placing a first region setting object A1 in the game space will be described with reference to Figures 17 and 18. Note that the upper figures in Figures 17 and 18 are top views of the first region setting object A1 and the first region R1 in the game space as viewed from above, and the lower figures are side views of the first region setting object A1 and the first region R1 in the game space as viewed from the side.
[0124] 17, the first region R1 is set as a region that includes the horizontal position of the first region setting object A1, and when set in a three-dimensional game space, is set so as to include at least a portion of the first region setting object A1 arranged in the game space when viewed from above the game space. Here, including at least a portion of the first region setting object A1 arranged in the game space when viewed from above the game space means that at least the space in which the first region setting object A1 exists in the game space, the space directly above the first region setting object A1 in the game space, and / or the space directly below the first region setting object A1 in the game space are included within the region (within the first region R1). As an example, the first region R1 is formed by a cylindrical space that extends up and down to its height limit, with the vertical line in the game space that passes through the position of the first region setting object A1 as its axis. In this case, the horizontal shape of the first region R1 is circular, and the first region setting object A1 is placed at the center of the circle, so that the first region setting object A1 is contained within the first region R1. Here, the position of the first region setting object A1 may be a point used as a reference for placing the first region setting object A1 in the game space, or may be a point indicating the center of the bottom surface of the first region setting object A1, the center of gravity of the first region setting object A1, the center of the top surface of the first region setting object A1, or the like. In this way, by making the horizontal shape of the first region R1 circular with the first region setting object A1 at its center, the distance from the placement position of the first region setting object A1 to the boundary of the first region R1 is equidistant on the same horizontal plane. Furthermore, setting the first region R1 in a cylindrical shape can reduce the processing load for determining whether or not the first region R1 is within the region, compared to setting it in a polyhedral shape.
[0125] The horizontal extent of the first region R1 is set based on the height H1 in the game space where the first region setting object A1 is placed. As an example, if the game space is defined as having an x-coordinate in the horizontal direction, a y-coordinate in the vertical direction, and a z-coordinate in the depth direction, the "horizontal extent" is the area of the first region R1 extending on the xz plane in the game space, and the "height in the game space" is the y-coordinate of the placement position of the first region setting object A1. For example, if the first region R1 has a horizontal extent centered on the position of the first region setting object A1 and is formed in the above-mentioned cylindrical space, the radius (diameter D1) centered on the position of the first region setting object A1 is set based on the height H1 in the game space where the first region setting object A1 is placed. For example, the horizontal extent of the first region R1 is set to be wider (e.g., proportional to the height H1) the higher the first region setting object A1 is placed.
[0126] Furthermore, the first area setting object A1 that sets the first area R1 is placed in the game space and is thereby placed within the first area R1. In this case, due to the granting of the editing right described above, the first area setting object A1 placed within the first area R1 cannot be moved or erased by any character other than the first player character PC1, and therefore functions as an object associated with the first player character PC1 that can only be used by the first player character PC1.
[0127] Note that the shape of the first region R1 is, for example, a shape other than a cylindrical shape extending to the vertical height limit of the game space, but may also be the shape illustrated in FIG. 18 as another example. As illustrated in FIG. 18, another example shape of the first region R1 is set as a hemispherical cylindrical shape combining a cylinder whose axis is a vertical line in the game space that passes through the position of the first region setting object A1 and a hemisphere whose center is the position of the first region setting object A1 and whose apex is above the first region setting object A1. Specifically, in this example shape of the first region R1, the surface where the cylinder and the hemisphere are combined and joined (the surface indicated by the dashed line in FIG. 18) becomes a horizontal plane that passes through the position of the first region setting object A1 (for example, the center of the bottom surface of the first region setting object A1), and the first region setting object A1 is placed within the first region R1 near the center of this horizontal plane. Even when the first area R1 is set using such other shape examples, the radius (diameter D1) of the circle in the horizontal plane is set to be longer so that the horizontal extent of the first area R1 increases as the height in the game space at which the first area setting object A1 is placed increases.
[0128] The shape of the first region R1 may be any shape that includes a horizontal plane centered at the placement position of the first region setting object A1, a position directly above the placement position, or a position directly below the placement position, and may be a three-dimensional shape such as a cylindrical shape, spherical shape, hemispherical shape, conical shape, elliptical cylinder shape, polygonal prism shape, regular polyhedron shape, semi-regular polyhedron shape, rectangular parallelepiped shape, polygonal pyramid shape, or other polyhedral shape, or a combination of these shapes, extending a predetermined distance upward and / or downward. In these cases, the first region setting object A1 that sets the first region R1 may be placed inside the first region R1 (for example, inside the center of the first region R1 when viewed from above the game space), on the boundary of the first region R1 (for example, the center of the top or bottom surface of the three-dimensional shape or the apex of the three-dimensional shape), or outside the first region R1. In this way, by setting the first region R1 to a shape including a horizontal plane centered on a position based on the arrangement position of the first region setting object A1, it becomes easier to grasp the position of the center of the first region R1.
[0129] Furthermore, when the first area setting object A1 moves in the game space, the first area R1 may also move along with the movement. In this way, by moving the first area setting object A1 to a different position, the first area R1 can be set at a position different from the position where the first area R1 was once set.
[0130] In another embodiment, a user area (e.g., first area R1) set by a user in the game space may be set independently of an area setting object (without placing an area setting object in the game space). As one example, a predetermined range in the game space may be given to the user in exchange for a predetermined item (e.g., in-game currency or points given to the user during the game), and the range may be set as the user area of the user. As another example, a corresponding user area may be given to each user in advance.
[0131] Next, the display mode of the first area R1 in the game space will be described with reference to FIGS.
[0132] In this embodiment, a user playing using the game space can report content in the game space (for example, terrain objects or other objects placed in the game space). For example, in this embodiment, terrain objects L can be freely combined, arranged, and edited, information can be freely embedded in and edited, and the texture of terrain objects L can be freely changed and edited. Therefore, the shape and arrangement of terrain objects, and the information and texture embedded in terrain objects may become content that other users deem inappropriate. When such content that is determined to be inappropriate is placed in the game space, it is preferable to change the way that the content is presented to users who deem it inappropriate.
[0133] In this embodiment, a user may report content that they have determined to be inappropriate. If the content to be reported is determined to be inappropriate, the user may delete the object to be reported, reset the appearance of the object to its default state, or delete information embedded in the object to be reported. It is also possible for a user who feels that the content is inappropriate to delete the content determined to be inappropriate by directly editing the object. However, if the objects that make up the content determined to be inappropriate are located within a user area set by a user, the user who feels that the content is inappropriate does not have editing rights and therefore cannot delete the content determined to be inappropriate. Even if a user reports the content, if it takes time for the content to be determined to be inappropriate, the content determined to be inappropriate may remain.
[0134] In this embodiment, when a report is made that there is content that is judged to be inappropriate, image processing is performed so that at least a portion of the user area in which the content is located becomes invisible to the reporter.
[0135] In Fig. 19, an arrangement of terrain objects is formed by moving a plurality of terrain objects L within a first region R1 set by a first player character PC1 operated by a first user. The arranged terrain objects L are configured by editing the first player character PC1. Here, Fig. 19 illustrates an example of a game image displayed on a display 12 of a second user, and a virtual camera for generating the game image is positioned outside the first region R1. A second player character PC2 operated by the second user is positioned outside the first region R1.
[0136] The internal space of the first region R1 may be displayed in a display manner that allows it to be distinguished from other regions in the game space, even before the above-mentioned notification. As a first example, the space within the first region R1 or the boundary of the first region R1 may be rendered in a color, transparency, brightness, etc. different from that of the other regions (e.g., a light green space) to make it distinguishable from other regions. As a second example, objects belonging to the first region R1 may be rendered in a color, transparency, brightness different from that of the other objects to make it distinguishable from other regions. As a third example, the space within the first region R1 may be brighter than the space outside the first region R1 to make it distinguishable from other regions. For example, in the game space outside the first region R1, it may be impossible to see beyond a predetermined distance, whereas in the game space within the first region R1, it may be possible to see beyond the predetermined distance.
[0137] If the second user operating the second player character PC2 feels that the arrangement of the terrain objects L in the first region R1 is inappropriate, the second user can report the terrain objects. In this embodiment, the user can designate any object (including specific objects such as area-setting objects) located in the game space as the report target. For example, when a user operation for reporting is performed by the second user, an object displayed overlapping the aim T, an object located directly below (at the feet of) the second player character PC2, an object located immediately before the second player character PC2, etc. are set as the report target, and report data based on the report target is transmitted to the server 102. As a first example, when the report target is located within a user region set by another user (for example, a terrain object L arranged in the first region R1 illustrated in FIG. 19), report data is transmitted in which the area-setting object that sets the user region is the report target. Note that in the first example, report data may be transmitted in which the range in which the user region is set itself is the report target. As a second example, if the report target is located outside a user area set by another user, report data is transmitted with the object being reported as the report target. In another embodiment, a map image may be displayed in which a predetermined icon is placed at a position corresponding to the coordinates of an area-setting object in the game space. In this case, the area-setting object may be reported as the report target in response to an operation in which the reporter selects an icon corresponding to the area-setting object to be reported from among multiple icons included in the map image. Furthermore, the map image may be an image showing a range corresponding to the user area. In this case, the range indicated by the user area including the coordinates specified in the map image may itself be reported as the report target.In any example, if an object for which no editor is set (an unsigned object that is, for example, an object placed in the game space by default) or an object for which the reporter is the editor is set as the report target, it may be determined that a report error has occurred, and no report data may be transmitted. Note that the conditions for the above-mentioned report error are arbitrary, and even if an object for which no editor is set is set as the report target, if the object is placed within a user area set by another user, report data may be transmitted that targets the area-setting object that sets the user area as the report target.
[0138] Furthermore, when a report target is set according to the first example, the area setting object set as the report target (for example, the ID of the area setting object) is registered in the mute list of the game system 1 of the reporter. Then, the user area set by the area setting object registered in the mute list (first area R1 in the examples of FIGS. 19 to 23) is drawn by a drawing process including an effect that hides at least a part of the user area, and is displayed on the display 12 of the game system 1 of the reporter. Note that the mute list may be stored in each game system 1 for each reporter, or may be stored in the server 102. Furthermore, the mute list may store information about the range of the user area that is the report target, instead of information related to the area setting object.
[0139] For example, when a second user reports an arbitrary object (e.g., one of the terrain objects L included in the array of terrain objects L) located within the first region R1 as a target for reporting, the region setting object A1 that defines the first region R1 is registered in the mute list of the game system 1 of the second user. As a result, as shown in FIG. 20 , when the virtual camera is positioned outside the first region R1, an image of the game space in which a rendering process including an effect that hides at least a portion of the object located within the first region R1 is performed is generated based on the virtual camera. For example, in this embodiment, the interior of the first region R1 is set and rendered with a transparency lower than a predetermined transparency using the above effect. Typically, the first region R1 is rendered using an effect that makes the entire first region R1 completely opaque (transparency 0%) when viewed from outside the first region R1. However, the first region R1 may be rendered using an effect with a transparency lower than a predetermined transparency as long as the transparency is such that the interior of the first region R1 is not visible when viewed from outside the first region R1.
[0140] 20, the arrangement of the terrain objects L arranged in the first area R1 is hidden from the outside of the first area R1 by a drawing process using an effect that hides the inside of the first area R1. Therefore, when a second user reports the arrangement of the terrain objects L as a target for reporting, it will no longer be displayed on the second user's display 12, and therefore it is possible to display a game image in which content determined to be inappropriate is hidden from the reporter.
[0141] In this embodiment, even a player character without editing rights for a user area defined by an area setting object can enter / exit the user area in response to a user operation. For example, in the example shown in FIG. 20, a second player character PC2 positioned outside the first area R1 can move from the outside to the inside of the first area R1. This movement of the second player character PC2 is also possible even after the notification state in which the interior of the first area R1 is hidden by the above-described effect. In this way, by allowing even a player character without editing rights to enter / exit the user area defined by the area setting object, it is possible to prevent the range of action of each player character in the game space from being narrowed.
[0142] As shown in FIG. 21, when the second player character PC2 enters the first region R1 whose interior is hidden by the effect, the second player character PC2 is displayed as a silhouette when the virtual camera is positioned outside the first region R1. Here, the silhouette display is a display that makes at least the outline of the player character's body parts hidden by the effect discernible. In addition to the outline, the body parts within the outline may be displayed in a display manner (e.g., a different color) different from the display manner by the effect. This allows the player character's position in the game space to be grasped even within the user region hidden by the effect. As a modified example, when the second player character PC2 enters the first region R1 whose interior is hidden by the effect, the rendering process using the effect that hides the interior of the first region R1 may not be performed, and the first region R1 may be rendered with the interior visible.
[0143] 22, when both the second player character PC2 and the virtual camera enter the first region R1 whose interior is hidden by the above-mentioned effect, the rendering process using the above-mentioned effect that hides the interior of the first region R1 is not performed, and the interior of the first region R1 is rendered visible. Furthermore, when the virtual camera is positioned inside the first region R1, the rendering process using the above-mentioned effect is not performed on the game space outside the first region R1 as seen from inside the first region R1, and the outside of the first region R1 is rendered visible. Therefore, even if a second user reports the arrangement of terrain objects L as a report target, if the virtual camera (viewpoint) for generating the game image is inside the first region R1, both the entire space inside the first region R1, including the content that the second user judged to be inappropriate and reported as a report target, and the external space as seen from inside the first region R1 are rendered visible. This means that when the virtual camera enters the first area R1, the space inside and outside the first area R1 is rendered visible, thereby minimizing disruption to gameplay.
[0144] Note that when the virtual camera (viewpoint) is inside the first region R1, the space inside or outside the first region R1 after the above notification may be displayed in a manner that makes it distinguishable from other regions in the game space. For example, at least one of the space inside or outside the first region R1 or objects belonging to the first region R1 may be rendered in a color, transparency, or brightness that is different from other regions and other objects, making them distinguishable.
[0145] In another embodiment, when the virtual camera is located inside the first region R1, a rendering process using the above-described effect may be performed on the game space outside the first region R1 as seen from inside the first region R1, and the outside of the first region R1 may be rendered in a hidden state from inside the first region R1. For example, as shown in Fig. 23, when the virtual camera is located inside the first region R1, the interior of the first region R1 may be rendered visible, while the game space outside the first region R1 as seen from inside the first region R1 may be rendered in a hidden state. Note that in this other embodiment, when the second player character PC2 exits outside the first region R1 whose interior is hidden by the above-described effect, the second player character PC2 may be displayed as a silhouette when the virtual camera is located inside the first region R1.
[0146] In this embodiment, a rendering process of hiding the interior of the first region R1 with the above-mentioned effect is performed only in the game image displayed on the display 12 of the game system 1 operated by the reporter who reported the first region R1 as the target of reporting. Therefore, a game image in which the interior of the first region R1 is not hidden with the above-mentioned effect (for example, the image of the first region R1 exemplified in FIG. 19 ) is displayed to each user playing a game using the same game space, except for the reporter. This allows a user who does not feel that the arrangement of the terrain objects L placed inside the first region R1 is inappropriate to see the game image as is, and prevents the game images of other users from being affected by an erroneous report.
[0147] In another embodiment, when a reporter reports a game that targets the first region R1, for example, a rendering process may be performed to hide the interior of the first region R1 with the above-mentioned effect in all game images of users playing a game using the same game space.Furthermore, a rendering process may be performed to hide the interior of the first region R1 with the above-mentioned effect in all game images of users playing a game using the same game space, except for the game image of the user who has set the first region R1 (e.g., the first user).
[0148] Furthermore, when a user area (e.g., the first area R1) whose interior is hidden by the effect is moved, for example, by moving an area setting object (e.g., the area setting object A1) as described above, a rendering process may be performed in which the interior of the user area to which the user area is moved is hidden by the effect in the same manner as before the movement. As a result, at least a portion of the user area that was hidden by the effect before the movement of the user area may become visible. In this case, it is conceivable that at least a portion of the object to be reported (e.g., an array of terrain objects L) becomes visible to the reporter. However, since the portion of the object that has become visible is outside the user area set by another user and is located in a location to which the reporter has editing rights, the reporter may delete it. As another example, the user area that was hidden by the effect before the movement of the user area may remain hidden by the effect even after the user area is moved.
[0149] In the above-described embodiment, an image is displayed in which at least a portion of the objects placed within the user area is hidden by performing a drawing process using an effect that reduces the transparency of the user area below a predetermined transparency, but the user area may be hidden by other drawing processes. For example, an image in which at least a portion of the objects placed within the user area are hidden may be displayed by performing a mosaic process on at least a portion of the user area or a process of filling all of the objects within the user area with a predetermined color (for example, blacking out).
[0150] Furthermore, in the above-described embodiment, an example was used in which the second user reported the arrangement of a plurality of terrain objects L arranged within the first region R1, but the form of the object to be reported is arbitrary. For example, the first player character may perform a predetermined action on the arrangement of the plurality of terrain objects L to join the plurality of terrain objects L to form a single terrain object, which may then become the subject of reporting by the second user. Even in this case, if the joined terrain objects are arranged within the first region R1, reporting data is transmitted in response to a report by the second user, specifying the area setting object A1 that sets the first region R1 as the subject of reporting.
[0151] Furthermore, in this embodiment, when an object located outside a user area set by another user is set as a report target, the state (appearance or settings) of the object itself may be changed. As a first example, if UGC (text information, image information, audio information, etc.) is embedded in the object, the state of the object displayed on the reporter's display 12 or the content of the audio output may be changed by deleting the information or hiding / not outputting the information. As a second example, the state of the object displayed on the reporter's display 12 may be changed by displaying the object in a display mode indicating that the object is a report target (for example, changing the appearance (texture) to indicate that it is made of earth). As a third example, when the object to be reported is composed of multiple objects joined together, the state of the object displayed on the reporter's display 12 may be changed by hiding one of the multiple objects set by an editor. As a fourth example, it may be determined that a report has been made on the above-mentioned section including the object to be reported, and a predetermined process may be executed, such as changing the state within the section depending on the count of the report.
[0152] In this embodiment, if a second user reports an object (e.g., a terrain object L) located within the first region R1 as a report target, and UGC (User Generated Content) such as text information, image information, and audio information is embedded in the object, only the object may be registered in the mute list, and the region-setting object may not be registered in the mute list. In this case, the UGC embedded in the reported object may be hidden / not output, and the drawing process for hiding the interior of the first region R1 may not be performed. The above control may apply only to the game system 1 operated by the reporter, or to all game systems 1 of users playing games using the same game space, or to all game systems 1 excluding the game system 1 of the user (e.g., the first user) who set the first region R1.
[0153] In another embodiment, when a second user reports an object placed in the first region R1 as a report target and the UGC is embedded in the object, the region setting object A1 that sets the first region R1 may be registered in the mute list. In this case, the drawing process that hides the inside of the first region R1 may be performed, so that at least a portion of the UGC display embedded in the reported object is hidden and displayed.
[0154] In another embodiment, when a second user reports an object placed in the first region R1 as a report target and the object has UGC embedded therein, both the object with the embedded UGC and the region setting object A1 that sets the first region 1 may be registered in the mute list. In this case, the drawing process for hiding the inside of the first region R1 may be performed, and the control for hiding / not outputting the UGC embedded in the reported object may be performed.
[0155] Furthermore, in this embodiment, for example, if the user area (e.g., the first area R1) reported by the reporter further satisfies certain conditions, the status of the user area may be changed or the user area may be made editable.
[0156] In determining whether the predetermined condition is satisfied, for example, the predetermined condition may be satisfied when a predetermined number of reports (including one report) are made to the same area-setting object. In this case, the predetermined condition may be satisfied when different reporters make the predetermined number of reports to the same area-setting object.
[0157] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 24. In addition to the data shown in Fig. 24, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.
[0158] The program storage area of the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or right controller 4 or the main unit 2, communication programs for communicating with other devices (the server 102 or other game systems 1), and the like. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium removable from the game system 1 (e.g., a predetermined type of storage medium inserted in the slot 23) and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.
[0159] Furthermore, the data storage area of the DRAM 85 stores various types of data used in processes such as information processing executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, communication data Db, player character data Dc, other player character data Dd, game space data De, report data Df, mute list data Dg, virtual camera data Dh, image data Di, and the like.
[0160] The operation data Da is operation data acquired appropriately from the left controller 3 and / or right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or right controller 4 and the main unit 2 includes information (specifically, information about the operation) related to inputs from the input units (specifically, each button, analog stick, touch panel). In this embodiment, operation data is acquired from the left controller 3 and / or right controller 4 and the main unit 2, and the acquired operation data is used to update the operation data Da as appropriate. The update cycle of the operation data Da may be every frame, which is the cycle of processing executed by the game system 1, which will be described later, or may be every cycle in which the operation data is acquired.
[0161] The communication data Db includes transmission data to be transmitted to other devices (the server 102 or another game system 1) and received data received from other devices. For example, the transmission data includes information on the actions, status, etc. of the player character PC operated by a user of the game system 1, information on notifications, information on the game space changed by the actions of the player character PC, etc. The received data includes information on the actions, status, etc. of another player character PC operated by a user of another game system 1, information on the game space changed by the actions of the other player character PC, etc.
[0162] The player character data Dc is data indicating parameters such as the position, orientation, posture, action, status, ability, and remaining energy in the game space of a player character (hereinafter referred to as a first player character PC1) operated by a user of the game system 1. The other player character data Dd is data indicating parameters such as the position, orientation, posture, action, status, ability, and remaining energy in the game space of each of other player characters (hereinafter referred to as a second player character PC2) operated by a user of another game system 1.
[0163] The game space data De is data that indicates the state of the game space. For example, the game space data De has parameters related to the state of a terrain object and parameters related to the state of a decorative object set for each coordinate set in the game space, and for each of a plurality of coordinates, parameters indicating whether an object (terrain object, decorative object, specific object, etc.) exists at the coordinate, the type and state (including an editor, embedded information, and texture) of the existing object, etc. are stored.
[0164] The report data Df is data relating to data indicating the target of a report to be made by a user of the game system 1.
[0165] The mute list data Dg is data indicating the objects to be hidden and drawn in response to a notification, and is data indicating a list in which the IDs of area setting objects set as notification targets and the IDs of objects set as notification targets are registered.
[0166] The virtual camera data Dh is data that indicates the position, direction, angle of view, etc. of a virtual camera placed in the game space.
[0167] The image data Di is data for displaying images (eg, images of each player character PC, images of various objects, map images, background images, etc.) on a display screen (eg, the display 12 of the main device 2).
[0168] Next, a detailed example of game processing, which is an example of information processing in this embodiment, will be described with reference to Figures 25 to 28. In this embodiment, the series of processes shown in Figures 25 to 28 are performed by the processor 81 executing a predetermined application program (game program), communication program, etc. included in the various programs Pa. In addition, the game processing shown in Figures 25 to 28 can be started at any timing.
[0169] 25 to 28 are merely examples. The order of the steps may be changed, or other processes may be executed in addition to (or instead of) the steps, as long as the same results are obtained. In this embodiment, the steps of the flowcharts are described as being executed by the processor 81. However, some of the steps in the flowcharts may be executed by a processor other than the processor 81 or a dedicated circuit. Some of the processes executed by the main unit 2 may be executed by another information processing device capable of communicating with the main unit 2 (for example, the server 102 or another game system 1 capable of communicating with the main unit 2 via a network). That is, the processes shown in FIGS. 25 to 28 may be executed by a plurality of information processing devices, including the main unit 2, working together.
[0170] In FIG. 25, the processor 81 performs initial settings for the game processing (step S121) and proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for performing the processing described below and updates each piece of data. As an example, when logging in to the server 102 is required to start a game in which multiple users participate, the processor 81 performs login processing with the server 102 in response to a login operation indicated by operation data Da. The processor 81 acquires data related to the game space assigned to the user through the login processing and constructs the game space based on the acquired data. The processor 81 then places a first player character PC1 in a predetermined posture, a virtual camera, and the like at default positions in the game space, and updates the player character data Dc, the game space data De, and the virtual camera data Dh. The processor 81 also sets the game space data De by setting a user area based on the position of a specific object associated with the first player character PC1 in the game space (for example, when the game is first started, the specific object is placed at a default position, and when the game is resumed midway, the specific object is set to the state before the game was interrupted based on data obtained in the login processing, etc.).
[0171] Next, processor 81 acquires operation data from left controller 3, right controller 4, and / or main unit 2, updates operation data Da (step S122), and proceeds to the next step.
[0172] Processor 81 then performs player character control processing (step S123), and proceeds to the next step. Hereinafter, the player character control processing in step S123 will be described with reference to FIG.
[0173] 26, processor 81 performs processing to set the movement of first player character PC1 (step S141), and proceeds to the next step. For example, processor 81 sets the position, direction, posture, movement, state, and the like of first player character PC1 based on the operation input indicated by operation data Da and virtual physical calculations in the game space (for example, virtual inertia and gravity), and updates player character data Dc.
[0174] Next, processor 81 determines whether an action for editing an object (such as a land object, a decorative object, or a specific object) is set for first player character PC1 (step S142). If an action for editing an object is set, processor 81 proceeds to step S143. On the other hand, if an action for editing an object is not set, processor 81 proceeds to step S144.
[0175] In step S143, processor 81 performs a process of editing objects in the game space, and then proceeds to step S144. For example, processor 81 edits an object to be edited in the game space (such as a terrain object, a decorative object, or a specific object) based on the action of the set first player character PC1, and updates parameters of the object according to the editing, thereby updating the game space data De. Furthermore, processor 81 sets the editor of the edited object to the first player character PC1, and updates the game space data De. As an example, if an area-setting object in the game space is edited in step S143, processor 81 updates parameters of the area-setting object based on the editing, and sets a user area (e.g., a first area R1) of the user operating the first player character PC1 according to the arrangement of the area-setting object, thereby updating the game space data De. As described above, editing an object includes updating various states of the object, such as creating, moving, erasing, duplicating, joining, changing the appearance, and embedding information, but detailed description thereof will be omitted here.
[0176] In step S144, processor 81 determines whether the set action of first player character PC1 is another action. If another action is set, processor 81 proceeds to step S145. On the other hand, if another action is not set, processor 81 proceeds to step S146.
[0177] In step S145, processor 81 performs other control processing, and proceeds to step S146. As an example, when an operation instruction to display and move aim T is given with reference to operation data Da, processor 81 moves the position of aim T in accordance with the operation instruction and performs settings to display display information I of an object that is displayed overlapping with aim T (see FIGS. 12 and 19).
[0178] In step S146, processor 81 determines whether or not the user is performing an operation to report. For example, processor 81 refers to the operation input indicated by operation data Da, and if an operation to report is being performed, makes a positive determination in step S146. Then, if an operation to report is being performed, processor 81 proceeds to the process of step S147. On the other hand, if an operation to report is not being performed, processor 81 ends the process of this subroutine.
[0179] In step S147, processor 81 performs a notification process and ends the process of this subroutine. The notification process in step S147 will be described below with reference to FIG.
[0180] 27, processor 81 sets a target to be reported (step S151) and proceeds to the next step. For example, processor 81 sets an object based on the position of first player character PC1 (for example, an object placed at the feet or immediately in front of the first player character PC1) or an object that is displayed overlapping with aim T as the target to be reported.
[0181] Next, processor 81 acquires information about the report target (step S152) and proceeds to the next step. For example, processor 81 refers to game space data De and acquires, as information about the report target, the position in the game space of the object set as the report target, data about the user area in which the object is placed, the user ID of the editor of the object, etc.
[0182] Next, the processor 81 determines whether the notification target is located within the user area (step S153). For example, if the notification target is located within the user area, the processor 81 proceeds to step S154. On the other hand, if the notification target is not located within the user area, the processor 81 proceeds to step S155.
[0183] In step S154, processor 81 sets the area setting object as a report target, acquires information about the area setting object, and proceeds to step S156. For example, processor 81 references the game space data De and sets the area setting object that sets the user area in which the object to be reported set in step S151 is placed, as a new report target. Then, processor 81 references the game space data De and acquires information such as the ID of the area setting object set as the new report target and the user ID of the user (editor) who placed the area setting object.
[0184] Meanwhile, in step S155, the processor 81 determines whether or not any editors other than the user of the own device are registered in the information to be reported acquired in step S152. If any editors other than the user of the own device are registered, the processor 81 proceeds to step S156. On the other hand, if the user of the own device is registered as an editor, or if no editor is registered, the processor 81 ends the processing of this subroutine. In this case, the processor 81 may notify the user that the report has failed by setting an image indicating that the report has failed and controlling the display of the image in step S126, which will be described later.
[0185] In step S156, the processor 81 acquires other report information related to the object to be reported acquired in step S152, and proceeds to the next step.
[0186] Next, processor 81 acquires the user's reason for reporting (step S157) and proceeds to the next step. For example, processor 81 presents the user with options for the reason for reporting, prompts the user to select from the options, and acquires the user's reason for reporting based on the selected option. Note that in this embodiment, the reason for reporting may be fixed to one (for example, the reason for reporting that the object is determined to be inappropriate), and in this case, the processing in step S157 may be omitted.
[0187] Next, processor 81 determines whether or not the area setting object is set as a report target (step S158). If the area setting object is set as a report target, processor 81 proceeds to step S159. On the other hand, if the area setting object is not set as a report target, processor 81 proceeds to step S160.
[0188] In step S159, processor 81 reports information about the area setting object set as the report target to server 102, and proceeds to step S161. For example, processor 81 references game space data De and sets information such as the ID of the area setting object set as the report target in report data Df. Processor 81 then transmits the set report data Df as transmission data to server 102 in communication processing in step S127, which will be described later, to report the report.
[0189] Meanwhile, in step S160, processor 81 reports information about the object set as the report target to server 102, and proceeds to step S161. For example, processor 81 references game space data De and sets information about the coordinates of the object in the game space, etc., in report data Df. Then, processor 81 transmits the set report data Df as transmission data to server 102 in communication processing in step S127, which will be described later, to report the information.
[0190] In step S161, processor 81 determines whether or not an area-setting object set by another user is set as a target for reporting. If an area-setting object set by another user is set as a target for reporting, processor 81 proceeds to step S162. On the other hand, if an object other than an area-setting object or an area-setting object set by the user of the own device is set as a target for reporting, processor 81 proceeds to step S163.
[0191] In step S162, the processor 81 registers the area setting object set as the notification target in the mute list, and ends the processing of this subroutine. For example, the processor 81 registers the ID of the area setting object set as the notification target in the mute list, and updates the mute list data Dg.
[0192] On the other hand, in step S163, processor 81 performs processing to update the state of the object to be reported, and ends the processing of this subroutine. For example, processor 81 changes the state (appearance) of the object itself that was set as the object to be reported in step S151 above, and updates the game space data De. As a first example, processor 81 deletes or hides / does not output UGC (text information, image information, audio information, etc.) embedded in the object to be reported, and updates the game space data De of the object. As a second example, processor 81 changes the display mode of the object to be reported to indicate that it is the object to be reported (for example, changes the appearance to indicate that it is made of earth), and updates the game space data De of the object. As a third example, if the object to be reported is composed of multiple objects joined together, processor 81 hides the object that is set by the editor among the multiple objects, and updates the game space data De of the object.
[0193] 25, after the player character control process in step S123 above, processor 81 performs another player character control process (step S124), and proceeds to step S125. Hereinafter, the other player character control process in step S124 above will be described with reference to FIG.
[0194] 28, processor 81 determines whether the processing of steps S162 to S166 has been completed for all other player characters PC placed in the game space (step S161). If processor 81 determines that the processing of steps S162 to S166 has not been completed for any of the other player characters PC, processor 81 proceeds to step S162. On the other hand, if processor 81 determines that the processing of steps S162 to S166 has been completed for all other player characters PC, processor 81 ends the processing of this subroutine.
[0195] In step S162, processor 81 selects, from among the other player characters PC placed in the game space, a player character PC for which the processing of steps S162 to S166 has not been completed, and proceeds to the next step.
[0196] Next, processor 81 sets the action of the other player character PC being the processing target based on communication data Db (step S163) and proceeds to the next step. For example, processor 81 acquires information about the other player character PC being the processing target, received via server 102 from the game system 1 of the other user who is operating the other player character PC being the processing target, from communication data Db, sets the action of the other player character PC based on the information, and updates the other player character data Dd. Note that in the game system 1 of the other user, processing including step S123 is performed with the player character PC operated by the other user as the processing target, and communication data generated in accordance with the processing results is transmitted from the game system 1 via server 102. Then, in step S127 described later, data transmitted from the game system 1 of the other user via server 102 is appropriately received and stored in communication data Db, and the data stored in communication data Db is used in the processing of step S163 and the processing of steps S164 to S166 described later.
[0197] Next, processor 81 determines, based on communication data Db, whether the game space has been changed by the action of the other player character PC being processed (step S164). For example, processor 81 determines, based on information about the game space received via server 102 from the game system 1 of the other user who is operating the other player character PC being processed, whether the game space has been changed by the other player character PC. If processor 81 determines that the game space has been changed by the action of the other player character PC being processed, processor 81 proceeds to step S165. On the other hand, if processor 81 determines that the game space has not been changed by the action of the other player character PC being processed, processor 81 proceeds to step S166.
[0198] In step S165, the processor 81 performs processing to change the game space based on the action of the other player character PC being processed, based on the communication data Db, and then proceeds to step S166. For example, the processor 81 acquires, from the communication data Db, information about the game space changed by the action of the other player character PC being processed, received via the server 102 from the game system 1 of the other user who is operating the other player character PC being processed. Then, based on the information, the processor 81 updates the game space data De by updating parameters at coordinates within the game space related to objects edited by the action of the other player character PC being processed. As an example, if an area-setting object has been edited in the game space by the action of the other player character PC being processed, the processor 81 sets a user area based on the position of the area-setting object and updates the game space data De.
[0199] In step S166, processor 81 performs other processes for the other player character PC that is the processing target, and then returns to step S161 to repeat the process.
[0200] 25, after the other player character control process in step S124, processor 81 performs server instruction process (step S125) and proceeds to the next step. For example, when processor 81 has received instruction data from server 102 with reference to communication data Db, processor 81 performs processing based on the instruction data. As one example, when processor 81 has received violation handling instruction data from server 102, processor 81 updates the state of the game space based on the violation handling instruction data, thereby updating game space data De.
[0201] Next, the processor 81 performs a drawing process (step S126) and proceeds to the next step. In this embodiment, the processor 81 controls the display 12 to display an image of the game space and a notification image that reflect the results of the processes in steps S122 to S125. As an example, the processor 81 sets a game space including each object, user area, aim, text information, image information, etc., based on the results of the processes and the game space data De. The processor 81 also places and operates each player character PC in the game space based on the player character data Dc and the other player character data Dd. The processor 81 also sets the position and / or orientation of a virtual camera for generating a display image based on the virtual camera data Dh, and places the virtual camera in the game space. The processor 81 then generates an image of the game space as seen from the set virtual camera, and controls the display 12 to display the game space image. The processor 81 may also execute a process to control the movement of the virtual camera in the game space based on the position and orientation of the first player character PC1, thereby updating the virtual camera data Dh. The processor 81 may move the virtual camera based on the operation data Da to update the virtual camera data Dh.
[0202] Also, in step S126, the processor 81 performs drawing processing based on the mute list. For example, the processor 81 performs drawing processing on a user area set by an area-setting object registered in the mute list indicated by the mute list data Dg, including an effect that hides the inside of the user area when viewed from the outside of the user area. As an example, when the position of the virtual camera indicated by the virtual camera data Dh is located outside the user area, the processor 81 generates an image of the game space including the user area as seen from the virtual camera by performing drawing processing using an effect that hides the inside of the user area, thereby generating an image of the game space in which the inside of the user area is hidden, and controls displaying the game space image on the display 12 (see FIG. 20). Also, when the position of the virtual camera indicated by the virtual camera data Dh is located inside the user area, the processor 81 generates an image of the game space in which both the inside and outside of the user area are visible without performing drawing processing using the effect, and controls displaying the game space image on the display 12 (see FIG. 22). When the first player character PC1 is positioned in a position where at least a portion of the first player character PC1 is hidden by the above-mentioned effect, the processor 81 performs a drawing process in which the parts of the first player character PC1 that are hidden by the effect are displayed as a silhouette (see FIG. 21).
[0203] Next, the processor 81 performs communication processing (step S127) and proceeds to the next step. For example, the processor 81 prepares transmission data to be transmitted to the server 102, stores the data in communication data Db, and transmits the data to the server 102. The processor 81 also stores received data received from the server 102 in the communication data Db. As an example, the processor 81 prepares information related to the movement, state, etc. of the player character PC (first player character PC1) operated by the user based on the player character data Dc, and stores the information in the communication data Db as part of the transmission data. The processor 81 also prepares information related to objects edited by the player character PC operated by the user, information related to a user area associated with the player character PC operated by the user, etc., as information related to the game space changed by the movement of the player character PC, based on the game space data De, and stores the information in the communication data Db as part of the transmission data. The processor 81 also stores data related to the target of notification stored in the notification data Df in the communication data Db as part of the transmission data.
[0204] Next, processor 81 determines whether or not to end the game processing (step S128). Conditions for ending the game processing in step S128 above include, for example, that a condition for ending the game processing is satisfied, that the user has performed an operation to end the game processing, or that the user has performed an operation to log off. If processor 81 does not want to end the game processing, it returns to step S122 above and repeats the process. If processor 81 wants to end the game processing, it transmits data indicating that the game will be ended (logged off) to server 102, and ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S128 are repeatedly executed until it is determined in step S128 that the process should be ended.
[0205] Next, the data and programs stored in storage unit 105 of server 102 will be described with reference to Fig. 29. In addition to the data shown in Fig. 29, server 102 also stores data used in other processes, but detailed description thereof will be omitted.
[0206] 29, the data storage area of the storage unit 105 stores communication data Dm, login data Dn, game space data Do, report data Dp, violation response instruction data Dq, etc. Also, the program storage area of the storage unit 105 stores various programs Pb for realizing the above processing.
[0207] The communication data Dm stores received data received from each of the plurality of game systems 1, and also stores transmission data to be transmitted to each of the plurality of game systems 1.
[0208] The login data Dn is data used in the login process for each user of the game system 1. The login data Dn includes the ID and password for each user that are confirmed in the login process, as well as data indicating the login / logout status, login history, and game space in which the logged-in user is allowed to participate.
[0209] The game space data Do is data that indicates the state of each game space and the state of the player character PC based on data regarding the player character PC received from each game system 1, data regarding objects and user areas in each game space received from each game system 1, etc.
[0210] The report data Dp is data for managing the target of a report reported by a user.
[0211] The violation handling instruction data Dq is data indicating how to handle a reported target when the reported target violates a predetermined rule.
[0212] Next, the details of the processing performed by the server 102 will be described with reference to Figures 30 and 31. Here, the flowcharts shown in Figures 30 and 31 mainly describe the above-mentioned game processing, among the processing in the information processing system 100, in which a game space is shared and played by player characters PCs operated by multiple users, and detailed descriptions of other processing not directly related to these processing will be omitted. Also, in Figures 30 and 31, each step performed by the control unit 104 is abbreviated as "S."
[0213] 30 and 31 are merely examples, and the order of the steps may be changed, or other processes may be executed in addition to and / or instead of the steps, as long as the same results are obtained. Also, in this embodiment, the processing of each step in the flowcharts is described as being executed by the control unit 104 (CPU), but the processing of some steps in the flowcharts may be executed by the control unit 104, and the processing of other steps may be executed by a processor or dedicated circuit other than the control unit 104, or the processing of all steps in the flowcharts may be executed by a processor or dedicated circuit other than the control unit 104.
[0214] In FIG. 30, the control unit 104 of the server 102 receives transmission data transmitted from each game system 1, stores the data in communication data Dm (step S201), and proceeds to the next step.
[0215] Next, the control unit 104 determines whether the data received in step S201 above is data indicating login / logoff (step S202). If the data is login data or logoff data, the control unit 104 proceeds to step S203. On the other hand, if the data is neither login data nor logoff data, the control unit 104 proceeds to step S204.
[0216] In step S203, the control unit 104 performs login / logoff processing and proceeds to the next step. As an example, the control unit 104 determines whether to permit login for the user of the game system 1 that transmitted the login data. If the control unit 104 permits login, the control unit 104 sets the user of the game system 1 that transmitted the login data to a logged-in state and updates the login data Dn. The control unit 104 then references the login data Dn and the game space data Do to select a game space in which the user who transmitted the login data will participate, sets transmission data indicating login permission, the game space that the user is permitted to participate in, and information about the game space in communication data Dm, and transmits the login data to the game system 1 of the user. As another example, the control unit sets the user of the game system 1 that transmitted the logoff data to a logged-off state and updates the login data Dn. The control unit 104 then sets transmission data indicating that the player character PC operated by the logged-off user should disappear from the game space in communication data Dm, and transmits the communication data to the game system 1 of the user associated with the game space in which the user participated.
[0217] In step S204, the control unit 104 determines whether the data received in step S201 is game play data. If the data is game play data, the control unit 104 proceeds to step S205. On the other hand, if the data is not game play data, the control unit 104 proceeds to step S211 (see FIG. 31).
[0218] In step S205, the control unit 104 performs game space data management processing and proceeds to the next step. For example, the control unit 104 updates the state of each game space and the state of the player character PC based on data related to the player character PC and data related to objects and user areas in the game space indicated by the received game play data, thereby updating the game space data Do.
[0219] Next, the control unit 104 performs a process of transmitting the game space data (step S206), and proceeds to step S211 (see FIG. 31). For example, the control unit 104 sets data on the game space and the state of the player character PC updated based on the game play data of each user received in step S201 as transmission data to be transmitted to the game systems 1 of each user participating in the game play using the game space in communication data Dm, and transmits the data to the game systems 1 of the users.
[0220] 31, in step S211, the control unit 104 refers to the communication data Dm and determines whether or not notification data has been acquired from the game system 1. If notification data has been acquired, the control unit 104 proceeds to step S212. On the other hand, if notification data has not been acquired, the control unit 104 returns to step S201 and repeats the process.
[0221] In step S212, the control unit 104 performs a report data management process and proceeds to the next step. For example, based on the received report data, the control unit 104 stores the report data necessary for the violation determination process, such as the location and ID of the report target, in the report data Dp.
[0222] Next, the control unit 104 performs a violation determination process (step S213) and proceeds to the next step. For example, the control unit 104 extracts a report target that violates a predetermined rule by determining whether the report target reported by the reporter satisfies a predetermined condition. The violation determination process may be performed automatically based on a predetermined condition, or may be performed by an administrator of the server 102.
[0223] Next, the control unit 104 determines whether the report target has violated a predetermined rule based on the result of the violation determination process in step S213 (step S214). If the report target has violated a predetermined rule, the control unit 104 proceeds to step S215. On the other hand, if the report target has not violated a predetermined rule, the control unit 104 returns to step S201 and repeats the process.
[0224] In step S215, the control unit 104 performs a violation handling process, and then returns to step S201 to repeat the process. As an example, the control unit 104 cancels the setting of the user area that has been reported, i.e., deletes the user area and updates the game space data Do, and sets violation handling instruction data instructing each game system 1 to perform the update in the communication data Dm and transmits the data. Furthermore, the control unit 104 may update the game space data Do by deleting all objects that are placed in the user area edited by the user who set the user area that has been reported, or by restoring the arrangement states of the objects placed in the user area to their initial states or the state before the user area was set, and may also update the game space data Do by setting violation handling instruction data instructing each game system 1 to perform the update in the communication data Dm and transmit the data.
[0225] At least a part of the processing executed by the game system 1 described above may be executed by the server 102 or another device. At least a part of the processing executed by the server 102 described above may be executed by the game system 1 or another device. As an example, at least a part of the reporting processing in step S147 described above may be executed by the server 102, or at least a part of the processing related to the reporting data in steps S211 to S215 described above may be executed by the game system 1. As another example, the processing of storing and managing the editor of an edited object (terrain object, decorative object) may be managed by the game system 1, with the object and the editor associated with each other each time the editing is performed, or may be managed by the server 102, with the object and the editor associated with each other each time the server 102 receives data indicating that the editing has been performed.
[0226] In this way, in this embodiment, based on a user's report, at least a portion of the reported user area can be drawn in a manner that is hidden from the user, allowing the user to continue playing the game without seeing the target of the report.
[0227] Furthermore, if a terrain object L is dug out of the ground and a shape deemed inappropriate is generated, it may be difficult to determine the target of the report because there is no terrain object L edited by the editor. Furthermore, if a portion of content composed of multiple terrain objects L, etc., is reported, it is possible that the state deemed inappropriate will remain even if that portion is improved. Furthermore, there may be cases where the reporter feels that the content is inappropriate but other users do not see the problem, or where a mistaken report is made. In such cases, deleting the reported target, resetting the reported target to the default, or penalizing the editor of the reported content may put users other than the reporter at a disadvantage. Furthermore, if content created by multiple editors is reported, penalizing users who did not intentionally create the inappropriate content also puts those users at a disadvantage.
[0228] On the other hand, as described above, if content determined to be inappropriate is placed within a user area (e.g., within the first area R1) set by a certain user (e.g., the first user), the inappropriate content will remain in the game space even if the user attempts to destroy the content because the user does not have editing rights within the user area. If the content determined to be inappropriate is placed outside the user area set by the other user, the user can deal with it themselves. However, for content placed within the user area set by the other user, it may be necessary to take measures to make the content invisible to the reporter. In this embodiment, based on a user's report, at least a portion of the reported user area can be drawn while being hidden from the user. Therefore, even in the case described above, the user can continue playing the game without seeing the reported target while preventing users other than the reporter from being put in a disadvantageous situation.
[0229] Note that, although the present embodiment uses examples in which data is managed for the player character PC and related processing is performed for the actions of the player character PC, these examples are equivalent to performing processing for the user operating the player character PC. As an example, the present embodiment uses an example in which the player character PC is registered as an editor of an object, but the user operating the player character PC (more specifically, a user ID, which is an identifier assigned to the user) may be registered in association with the object. In this case, even if a user uses multiple player characters PCs in the same game space, when reports are sent to each of the multiple player characters PCs, the reports may be accumulated for one user. In other words, an object edited by a player character PC can be said to be an object associated with the user operating the player character PC.
[0230] Furthermore, in this embodiment, an example is used in which objects (terrain objects, decorative objects) are edited by the actions of the player character PC, but the objects may also be edited in response to user operations without the intervention of the player character PC. For example, an object associated with a user may be edited at a specified position by a user instruction operation in which the user directly specifies a position (coordinates) in the game space. In this case, a player character operated by the user may not appear in the game space, and an editor for the object may be registered in response to an operation instruction to perform a predetermined action on the object directly specified by the user.
[0231] Furthermore, the game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.), etc.
[0232] Furthermore, although the above description uses an example in which information processing (game processing) is performed by the game system 1, at least some of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be able to communicate with yet another device (e.g., a server, another information processing device, another image display device, another game device, or another mobile terminal), the above processing steps may be executed in cooperation with the other device. In this way, by executing at least some of the above processing steps in another device, processing similar to the above-described processing becomes possible. Furthermore, the above-described information processing may be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. Furthermore, in the above embodiment, information processing can be performed by the processor 81 of the game system 1 executing a predetermined program, but some or all of the above processing may be performed by a dedicated circuit provided in the game system 1.
[0233] According to the above-described modified example, the present invention can also be realized in a so-called cloud computing system configuration, or in a distributed wide area network or local network system configuration. For example, in a distributed local network system configuration, the above processing can be performed cooperatively between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). Note that in these system configurations, there is no particular limitation on which device performs the above processing, and it goes without saying that the present invention can be realized regardless of the processing division.
[0234] Furthermore, the processing order, setting values, conditions used for judgment, etc. used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other orders, values, and conditions. Furthermore, the examples of operation buttons used in the above-described operations are also merely examples, and may be realized by operations using other operation buttons. Furthermore, there may be multiple operation buttons with similar functions (for example, pressing any of operation buttons 33 to 36 (cross button) or pressing operation button 53 (A button) results in an operation of giving a high rating (like), etc.).
[0235] The program may be supplied to the game system 1 or the server 102 via an external storage medium such as an external memory, or may be supplied to the device via a wired or wireless communication line. The program may also be pre-recorded in a non-volatile storage device within the device. The information storage medium for storing the program may be a non-volatile memory, a CD-ROM, a DVD, or similar optical disk-shaped storage media, a flexible disk, a hard disk, a magneto-optical disk, or a magnetic tape. The information storage medium for storing the program may also be a volatile memory for storing the program. Such a storage medium may be a recording medium readable by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the program from such a recording medium.
[0236] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. Furthermore, those skilled in the art will understand that, from the description of specific embodiments of the present invention, they will be able to implement equivalents based on the description of the present invention and common technical knowledge. Furthermore, unless otherwise specified, it should be understood that the terms used in this specification are used in the same sense as commonly used in the art. Therefore, unless otherwise defined, all technical and technical terms used in this specification have the same meaning as commonly understood by those skilled in the art to which this invention belongs. In the event of any conflict, the present specification (including definitions) will prevail. [Industrial Applicability]
[0237] As described above, the present invention can be used as an information processing system, an information processing program, an information processing device, an information processing method, etc., that can make it possible to hide content, etc. that has been reported by a user from the user. [Explanation of symbols]
[0238] 1. Information processing system 2...Main unit 3...Left controller 4...Right controller 11. Housing 12...Display 13...Touch panel 32, 52...Analog stick 42, 64...Terminals 81...Processor 82...Network Communication Department 83...Controller communication section 85...DRAM 101, 111...Communication control unit 102...Server 103…Communications Department 104...Control unit 105...Storage section
Claims
1. An information processing system including a server and a plurality of information processing terminals connectable to the server, The server storing a state in a first virtual space in which a plurality of objects are arranged; updating the stored state in the first virtual space in accordance with the state of the object updated based on user operation input to each of the plurality of information processing terminals; a predetermined range in the first virtual space that is set based on an operation input by a first user to a first information processing terminal among the plurality of information processing terminals is defined as at least one first user area, and area information indicating the first user area is stored in association with first user information indicating the first user; a second information processing terminal among the plurality of information processing terminals, generating a second virtual space in which the object is arranged in accordance with the state in the first virtual space stored in the server; updating a position of at least a virtual camera in the second virtual space based on an operation input by a second user to the second information processing terminal; setting a range in the second virtual space corresponding to the area information stored in the server as at least one second user area; designating one of the second user areas as a designated user area based on an operation input by the second user; An information processing system that, when at least the virtual camera is located outside the designated user area, draws an image of the second virtual space based on the virtual camera using a drawing process that includes a first effect that hides at least a portion of the object located inside the designated user area.
2. 2. The information processing system according to claim 1, wherein the second information processing terminal moves the player character from outside the designated user area to inside the designated user area in the second virtual space based on an operation input by the second user.
3. The information processing system according to claim 1 , wherein the drawing process draws the object hidden by at least the first effect in a state where it is not hidden by the first effect when the virtual camera is located inside the specified user area.
4. The drawing process includes: When the virtual camera is located outside the designated user area, rendering is performed in a state including the first effect that hides the entire designated user area; The information processing system according to claim 3 , wherein when the virtual camera is positioned inside the designated user area, the inside of the designated user area is drawn in a state where it is not hidden by the first effect.
5. The information processing system according to claim 1 , wherein, when the virtual camera is positioned inside the designated user area, the drawing process draws the area outside the designated user area in a state where the area outside the designated user area is not hidden by the first effect.
6. 2. The information processing system of claim 1, wherein the drawing process draws the inside of the second user area so that it is not hidden by the first effect, at least when the virtual camera is located outside the second user area that is not specified as the designated user area.
7. The information processing system according to claim 1 , wherein the drawing process draws the image by setting a transparency lower than a predetermined transparency by the first effect.
8. The information processing system of claim 6, wherein the drawing process draws the inside of the second user area by setting a transparency higher than the low transparency at least when the virtual camera is located outside the second user area that is not specified as the designated user area.
9. The information processing system according to claim 1 , wherein the second information processing terminal restricts updating of a state of an object arranged in the second user area based on an operation input by the second user.
10. 10. The information processing system according to claim 9, wherein the second information processing terminal sets the second user area as the designated user area based on an operation input by the second user with respect to an object placed within the range of the second user area.
11. The server updating a state in the first virtual space in accordance with a designated object placed based on an operation input by the first user; a range in the first virtual space that is set based on the placed designated object is defined as a first user area, and area information indicating the designated object and the first user area is stored in association with the first user information; The second information processing terminal The information processing system of claim 10, wherein the designated user area is set by setting the range of the designated object corresponding to the second user area as the target of the drawing process based on the second user's operation input for any object placed within the range of the second user area.
12. 2. The information processing system of claim 1, wherein updating the state of the object whose state in the first virtual space is updated includes at least one of positioning the object based on the user operation input, removing the object based on the user operation input, changing the texture of the object based on the user operation input, and embedding information into the object based on the user operation input.
13. a third information processing terminal among the plurality of information processing terminals, generating a third virtual space in which the object is arranged in accordance with the state in the first virtual space stored in the server; setting a range in the third virtual space corresponding to the area information stored in the server as at least one third user area; The information processing system of claim 1, wherein even when the second user area corresponding to one of the third user areas is designated as the designated user area by the second information processing terminal, an image of the third virtual space is drawn in a state in which the object placed inside the third user area corresponding to the designated user area is not hidden by the first effect.
14. a third information processing terminal among the plurality of information processing terminals, generating a third virtual space in which the object is arranged in accordance with the state in the first virtual space stored in the server; updating a position of at least a virtual camera in the third virtual space based on an operation input by a third user to the third information processing terminal; setting a range in the third virtual space corresponding to the area information stored in the server as at least one third user area; The information processing system of claim 1, wherein when the second information processing terminal designates a second user area corresponding to one of the third user areas as the designated user area, and at least the virtual camera is located outside the third user area corresponding to the designated user area, an image of the third virtual space is drawn based on the virtual camera by a drawing process including the first effect in which at least a portion of the object placed inside the third user area is hidden.
15. 2. The information processing system of claim 1, wherein the drawing process, when the virtual camera is positioned outside the designated user area and a player character is positioned inside the designated user area, and at least a portion of the player character is hidden by the first effect, draws an image of the second virtual space based on the virtual camera by displaying an outline of at least a part of the hidden player character that is discernible.
16. The computer of the information processing device updating the position of at least a virtual camera in a virtual space based on an operation input by a user of the information processing device; designating one of the other user areas set by a user of the other information processing device as a designated user area based on an operation input by the user of the information processing device; An information processing program that draws an image of the virtual space based on the virtual camera by a drawing process that includes a first effect that hides at least a portion of the object placed inside the designated user area when at least the virtual camera is located outside the designated user area.
17. An information processing device including a processor, The processor: updating the position of at least a virtual camera in a virtual space based on an operation input by a user of the information processing device; designating one of the other user areas set by a user of the other information processing device as a designated user area based on an operation input by the user of the information processing device; An information processing device that, when at least the virtual camera is located outside the designated user area, draws an image of the virtual space based on the virtual camera by a drawing process that includes a first effect that hides at least a portion of the object placed inside the designated user area.
18. An information processing method executed by an information processing system including a plurality of information processing devices, The information processing device includes: updating the position of at least a virtual camera in a virtual space based on an operation input by a user of the information processing device; designating one of the other user areas set by a user of the other information processing device as a designated user area based on an operation input by the user of the information processing device; An information processing method in which, when at least the virtual camera is located outside the designated user area, an image of the virtual space is drawn based on the virtual camera by a drawing process including a first effect in which at least a portion of the object placed inside the designated user area is hidden.
Citation Information
Patent Citations
System and method for providing quiz game capable of presenting quiz created by user
JP2015222561A