Game control program, game control method, and game device
The game control system rotates the game world to alter gravity and object relationships, enhancing player engagement through innovative stage structures and gimmicks.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-30
- Publication Date
- 2026-03-12
AI Technical Summary
Action adventure games lack innovative stage structures and gimmicks to enhance player engagement and enjoyment.
A game control system that rotates the game world when a predetermined condition is met, altering the game environment by changing the direction of gravity and object relationships, and displaying the game world in different modes before and after rotation.
Enhances gameplay enjoyment by creating innovative stages with changing environments and interactive gimmicks, providing intuitive player interaction and increased engagement.
Smart Images

Figure 2026044492000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to techniques for controlling games. [Background technology]
[0002] Action adventure games in which the player's character progresses through a three-dimensional stage constructed within a game world while defeating enemy characters are becoming increasingly popular. Summary of the Invention [Problem to be solved by the invention]
[0003] Games are provided that incorporate various ingenious ideas into the stage structure, items and gimmicks placed on the stage, etc. The inventors have come up with a technology for providing a novel game that incorporates completely new ideas.
[0004] The present disclosure has been made in light of these problems, and its purpose is to provide an innovative game. [Means for solving the problem]
[0005] To solve the above problem, a game control program according to one aspect of the present disclosure causes a computer to function as a game control unit that controls a game in a game world in which objects are placed, a display control unit that displays an image of the game world, and a rotation control unit that rotates the game world when a predetermined condition is satisfied. The display control unit displays the image of the game world in different display modes before and after the game world is rotated.
[0006] Another aspect of the present disclosure is a game control method, which causes a computer to execute the steps of controlling a game in a game world in which objects are placed, displaying an image of the game world, rotating the game world when a predetermined condition is satisfied, and displaying the image of the game world in different display modes before and after the game world is rotated.
[0007] Yet another aspect of the present disclosure is a game device. The game device includes a game control unit that controls a game in a game world in which objects are placed, a display control unit that displays an image of the game world, and a rotation control unit that rotates the game world when a predetermined condition is satisfied. The display control unit displays the image of the game world in different display modes before and after the game world is rotated.
[0008] Any combination of the above components, and any transformation of the present invention into a method, device, system, computer program, or recording medium on which a computer program is recorded, are also valid aspects of the present invention. [Effects of the Invention]
[0009] According to the present disclosure, a novel game can be provided. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a diagram showing a usage environment of a game control system according to an embodiment. [Figure 2] 1 is an external view of a head-mounted display according to an embodiment. [Figure 3] FIG. 2 is a functional configuration diagram of a head-mounted display. [Figure 4] FIG. 2 is an external view of the input device. [Figure 5] FIG. 1 is a diagram illustrating a configuration of a game device. [Figure 6] FIG. 2 is a functional configuration diagram of the game device. [Figure 7] FIG. 10 is a diagram illustrating how the rotation control unit rotates the game world. [Figure 8] FIG. 10 is a diagram illustrating how the rotation control unit rotates the game world. [Figure 9] FIG. 2 is a diagram showing an example of a game world and a game screen in a first state. [Figure 10] FIG. 10 is a diagram showing an example of a game world and a game screen in a second state. [Figure 11] 10A and 10B are diagrams showing examples of game screens before and after a rotation control unit rotates the game world. [Figure 12] 10A and 10B are diagrams showing examples of game screens before and after a rotation control unit rotates the game world. [Figure 13] 10A and 10B are diagrams showing examples of game screens before and after a rotation control unit rotates the game world. [Figure 14] 10A and 10B are diagrams showing examples of game screens before and after a rotation control unit rotates the game world. [Figure 15] 10A and 10B are diagrams showing examples of game screens before and after a rotation control unit rotates the game world. [Figure 16] 10A and 10B are diagrams showing examples of game screens before and after a rotation control unit rotates the game world. [Figure 17] 10 is a flowchart showing the steps of a game control method according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0011] A game device according to an embodiment of the present disclosure controls an action-adventure game in which a player controls a player's character to progress through a three-dimensional stage within a game world while defeating enemy characters. In this game, when the player's character presses a switch located in the game world, the game device rotates the game world by 90 degrees. Because the direction of gravity in the game world is maintained before and after the game world is rotated, what was once a wall becomes the ground, what was once the ground becomes a wall, a fence becomes a ladder, a depression in the floor becomes a hole in the wall through which water or other objects contained therein can spill out, and an obstacle blocking the player's character's path becomes a platform for the player's character to climb to higher places. Furthermore, gimmicks that take advantage of these changes caused by the rotation of the game world are placed in the stage. This allows for the creation of innovative stages, thereby increasing the enjoyment of the game.
[0012] First, an example of the hardware configuration of the game device will be described, followed by a detailed description of the above functions.
[0013] 1 shows the usage environment of a game control system 1 according to an embodiment. The game control system 1 includes a game device 10 that executes a game control program, an input device 6 for inputting player instructions to the game device 10, an imaging device 14 that captures images of the real space around the player, a display device 15 that displays an image of the game world generated by the game device 10, and a head-mounted display 100.
[0014] The game device 10 executes a game control program based on instructions input by the input device 6 or the head-mounted display 100, and the position or posture of the input device 6 or the head-mounted display 100, and generates an image of the game world and transmits it to the display device 15 and the head-mounted display 100.
[0015] The head-mounted display 100 is a display device worn by a player on the head, which displays images on display panels located in front of the player's eyes. The head-mounted display 100 separately displays an image for the left eye on the left-eye display panel and an image for the right eye on the right-eye display panel. These images form parallax images seen from left and right viewpoints, realizing a stereoscopic view. Note that, because the player views the display panels through optical lenses, the game device 10 supplies the head-mounted display 100 with parallax image data that has been corrected for optical distortion caused by the lenses.
[0016] The head mounted display 100 displays an image of the game world generated in the game device 10. The head mounted display 100 also transmits information relating to a user's input to an input device provided in the head mounted display 100 to the game device 10. The head mounted display 100 may be connected to the game device 10 by a wired cable, or may be connected wirelessly via a wireless LAN or the like.
[0017] The input device 6 has a function of transmitting instructions input by the player to the game device 10. In this embodiment, the input device 6 is configured as a wireless controller capable of wireless communication with the game device 10. A wireless connection may be established between the input device 6 and the game device 10 using the Bluetooth (registered trademark) protocol. The input device 6 is not limited to a wireless controller, and may also be a wired controller connected to the game device 10 via a cable. The input device 6 is battery-powered and includes a plurality of buttons, a cross key, an analog stick, a touchpad, and the like for inputting instructions to the game device 10. When the player operates a button or the like on the input device 6, the instruction input resulting from that operation is transmitted to the game device 10 via wireless communication.
[0018] The imaging device 14 is a video camera configured with a CCD imaging element, a CMOS imaging element, or the like, and captures images of real space at predetermined intervals to generate frame images for each interval. The imaging device 14 is connected to the game apparatus 10 via a USB (Universal Serial Bus) or other interface. The images captured by the imaging device 14 are used in the game apparatus 10 to derive the positions and orientations of the input device 6 and the head-mounted display 100. The imaging device 14 may be a distance measuring camera or a stereo camera capable of acquiring distance. In this case, the imaging device 14 can acquire the distance between the imaging device 14 and the input device 6 or the head-mounted display 100, etc.
[0019] In the game control system 1 of this embodiment, the input device 6 and the head-mounted display 100 have a light-emitting unit configured to emit light in multiple colors. During game execution, the light-emitting unit emits light in a color instructed by the game device 10, and is imaged by the imaging device 14. The imaging device 14 images the input device 6, generates frame images, and supplies them to the game device 10. The game device 10 acquires the frame images and derives position information of the light-emitting unit in real space from the position and size of the image of the light-emitting unit in the frame images. The game device 10 may treat the position information as game operation instructions and reflect it in game processing, such as controlling the movement of the player's character.
[0020] The input device 6 and the head mounted display 100 also have an acceleration sensor and a gyro sensor. The detection values of the sensors are transmitted to the game device 10 at predetermined intervals, and the game device 10 acquires the detection values of the sensors to obtain orientation information of the input device 6 and the head mounted display 100 in real space. The game device 10 may handle the orientation information as a game operation instruction and reflect it in the game processing.
[0021] The display device 15 displays images generated by the game device 10. The display device 15 may be a television receiver having a display and speakers, or may be a computer display, etc. Because the player views images on the head-mounted display 100, the player wearing the head-mounted display 100 does not need the display device 15. However, providing the display device 15 allows other users to view the images displayed on the display device 15. The game device 10 may display on the display device 15 the same image as the image viewed by the player wearing the head-mounted display 100, or may display a different image. For example, when a player wearing the head-mounted display 100 and another user play a game together, the display device 15 may display a game image from the viewpoint of the character of the other user.
[0022] The game device 10 includes a processing device 11, an output control device 12, and a storage device 13. The processing device 11 receives instruction inputs input by the player to the input device 6, and generates an image to be displayed on the head-mounted display 100. The output control device 12 outputs the image data generated by the processing device 11 to the head-mounted display 100. The storage device 13 stores a display control program used by the processing device 11, data such as images and shapes of the virtual space, control parameters, and various other data.
[0023] The functions of the output control device 12 may be incorporated into the processing device 11. In other words, the game device 10 may be composed of a single processing device 11, or may be composed of the processing device 11 and the output control device 12. In the following, the functions of providing an image of the game world to the head-mounted display 100 will be collectively described as the functions of the game device 10.
[0024] 2 is an external view of the head mounted display 100 according to the embodiment. The head mounted display 100 includes a main body 110, a head contact unit 112, and a light emitting unit 114.
[0025] The main body 110 is equipped with a display, a GPS unit for acquiring position information, a posture sensor, a communication device, etc. The head contact unit 112 may be equipped with a biometric information acquisition sensor that can measure biometric information such as the player's body temperature, pulse rate, blood components, sweating, brain waves, and cerebral blood flow. As described above, the light emitting unit 114 emits light in a color instructed by the game device 10, and functions as a reference for calculating the position of the head mounted display 100 in the image captured by the imaging device 14.
[0026] A camera for capturing an image of the player's eyes may further be provided in the head-mounted display 100. The camera mounted on the head-mounted display 100 can detect the player's line of sight, pupil movement, blinking, and the like.
[0027] 3 is a functional configuration diagram of the head mounted display 100. The head mounted display 100 includes an input interface 122, an output interface 130, a backlight 132, a communication control unit 140, a network adapter 142, an antenna 144, a storage unit 150, a GPS unit 161, a wireless unit 162, an attitude sensor 164, an external input / output terminal interface 170, an external memory 172, a clock unit 180, a display device 190, and a control unit 160.
[0028] 3, each element described as a functional block that performs various processes can be configured in hardware by a circuit block, memory, or other LSI, and in software by a program loaded into memory, etc. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms by hardware alone, software alone, or a combination thereof, and are not limited to any one of them.
[0029] The control unit 160 is a main processor that processes and outputs signals such as image signals and sensor signals, as well as commands and data. The input interface 122 receives operation signals and setting signals from input buttons and the like, and supplies them to the control unit 160. The output interface 130 receives image signals from the control unit 160, and displays them on the display device 190. The backlight 132 supplies backlight to the liquid crystal display that constitutes the display device 190.
[0030] The communication control unit 140 transmits data input from the control unit 160 to the outside by wired or wireless communication via the network adapter 142 or the antenna 144. The communication control unit 140 also receives data from the outside by wired or wireless communication via the network adapter 142 or the antenna 144, and outputs the data to the control unit 160.
[0031] The storage unit 150 temporarily stores data, parameters, operation signals, and the like that are processed by the control unit 160.
[0032] The GPS unit 161 receives location information from a GPS satellite in accordance with an operation signal from the control unit 160 and supplies the information to the control unit 160. The wireless unit 162 receives location information from a wireless base station in accordance with an operation signal from the control unit 160 and supplies the information to the control unit 160.
[0033] The attitude sensor 164 detects attitude information such as the direction and tilt of the main body 110 of the head mounted display 100. The attitude sensor 164 is realized by appropriately combining a gyro sensor, an acceleration sensor, an angular acceleration sensor, and the like.
[0034] The external input / output terminal interface 170 is an interface for connecting peripheral devices such as a USB (Universal Serial Bus) controller, etc. The external memory 172 is an external memory such as a flash memory.
[0035] The clock unit 180 sets time information in response to a setting signal from the control unit 160 and supplies the time data to the control unit 160 .
[0036] FIG. 4 is an external view of the input device. FIG. 4(a) shows the external configuration of the top surface of the input device. A user operates the input device 6 by holding the left grip portion 78b with their left hand and the right grip portion 78a with their right hand. The input unit, which includes a directional key 71, analog sticks 77a and 77b, and four operation buttons 76, is provided on the top surface of the housing of the input device 6. The four buttons 72 to 75 are marked with different shapes in different colors to distinguish them from one another. That is, the circle button 72 is marked with a red circle, the cross button 73 with a blue cross, the square button 74 with a purple square, and the triangle button 75 with a green triangle. A touchpad 79 is provided on the flat area on the top surface of the housing between the directional key 71 and the operation buttons 76. The touchpad 79 also functions as a push-button; it sinks downward when pressed by the user and returns to its original position when the user releases their hand.
[0037] A function button 80 is provided between the two analog sticks 77a, 77b. The function button 80 is used to power on the input device 6 and at the same time activate a communication function that connects the input device 6 to the game device 10. After the input device 6 is connected to the game device 10, the function button 80 is also used to display a menu screen on the game device 10.
[0038] The SHARE button 81 is provided between the touchpad 79 and the directional keys 71. The SHARE button 81 is used to input instructions from the user to the OS or system software in the game device 10. The OPTIONS button 82 is provided between the touchpad 79 and the operation buttons 76. The OPTIONS button 82 is used to input instructions from the user to the game being executed on the game device 10. The SHARE button 81 and the OPTIONS button 82 may both be formed as push buttons.
[0039] 4(b) shows the external configuration of the rear side of the input device. A touchpad 79 extends from the top surface of the housing on the upper side of the rear side of the housing of the input device 6, and a horizontally elongated light-emitting unit 85 is provided on the lower side of the rear side of the housing. The light-emitting unit 85 has red (R), green (G), and blue (B) LEDs, and lights up according to light color information transmitted from the game device 10.
[0040] On the rear side of the housing, an upper button 83a, a lower button 84a, and an upper button 83b, a lower button 84b are provided at positions symmetrical in the longitudinal direction. The upper button 83a and the lower button 84a are operated by the index finger and middle finger of the user's right hand, respectively, and the upper button 83b and the lower button 84b are operated by the index finger and middle finger of the user's left hand, respectively. As shown in the figure, the light-emitting unit 85 is provided between the row of upper buttons 83a and 84a on the right side and the row of upper buttons 83b and 84b on the left side. This prevents the light-emitting unit 85 from being hidden by the index finger or middle finger operating each button, allowing the imaging device 14 to optimally capture an image of the illuminated light-emitting unit 85. The upper button 83 may be configured as a push button, and the lower button 84 may be configured as a pivotally supported trigger button.
[0041] 5 shows the configuration of the game device 10. The game device 10 is configured to include a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60. These components function as a processing device 11, an output control device 12, and a storage device 13.
[0042] The main system 60 includes a main CPU (Central Processing Unit), a memory and memory controller as a main storage device, a GPU (Graphics Processing Unit), etc. The GPU is mainly used for processing the display control program. These functions may be configured as a system-on-chip and formed on a single chip. The main CPU has the function of executing the display control program recorded in the auxiliary storage device 2.
[0043] The subsystem 50 includes a sub-CPU, a memory serving as a main storage device, a memory controller, and the like, but does not include a GPU or the function of executing a display control program. The number of circuit gates in the sub-CPU is smaller than that of the main CPU, and the operating power consumption of the sub-CPU is smaller than that of the main CPU. The sub-CPU operates even while the main CPU is in standby mode, and its processing functions are limited to keep power consumption low.
[0044] The main power button 20 is an input unit through which a player performs operational input, and is provided on the front of the housing of the game device 10. The main power button 20 is operated to turn on or off the power supply to the main system 60 of the game device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off.
[0045] The system controller 24 detects when the player presses the main power button 20. When the main power button 20 is pressed while the main power is in the off state, the system controller 24 interprets this pressing operation as an "on instruction," and when the main power button 20 is pressed while the main power is in the on state, the system controller 24 interprets this pressing operation as an "off instruction."
[0046] The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24, the subsystem 50, and the main system 60.
[0047] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that, like a southbridge, transfers information between devices. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.
[0048] The media drive 32 is a drive device that is driven by mounting a ROM medium 44 on which application software such as games and license information are recorded, and that reads programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disc, a magneto-optical disc, or a Blu-ray disc.
[0049] The USB module 34 is a module that connects to an external device via a USB cable. The USB module 34 may be connected to an auxiliary storage device and the imaging device 14 via a USB cable. The flash memory 36 is an auxiliary storage device that constitutes internal storage. The wireless communication module 38 wirelessly communicates with, for example, the input device 6 using a communication protocol such as Bluetooth (registered trademark) or IEEE802.11. The wireless communication module 38 may be compatible with a digital mobile phone system. The wired communication module 40 communicates with an external device via a wired connection and connects to an external network via, for example, an AP 8.
[0050] 6 is a functional configuration diagram of the game device 10. The processing device 11 of the game device 10 includes an instruction input acquisition unit 311, a game control unit 312, an object control unit 313, a rotation control unit 314, a display control unit 315, and a gimmick control unit 316. The storage device 13 of the game device 10 includes a data storage unit 360.
[0051] The functionality of the components in gaming device 10 may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), a CPU (a Central Processing Unit), conventional circuitry, and / or combinations thereof, configured or programmed to perform the functions described herein. A processor is considered to be circuitry or processing circuitry that includes transistors and other circuits. A processor may also be a programmed processor that executes a program stored in a memory.
[0052] In this specification, a circuit, unit, or means is hardware that is programmed to realize or performs the described functions, which may be any hardware disclosed herein or any hardware known to be programmed to realize or perform the described functions.
[0053] If the hardware is a processor that is considered to be a type of circuitry, the circuitry, means, or unit is a combination of hardware and software used to configure the hardware and / or processor.
[0054] The instruction input acquisition unit 311 acquires an instruction input from the player that is accepted by the input device 6 or the head mounted display 100.
[0055] The game control unit 312 executes a game control program to control the game. The game control unit 312 controls the actions of the player's character, such as movement, acceleration, jumping, swimming, flying, and item collection, in accordance with the player's input instructions acquired by the instruction input acquisition unit 311, and manages the position and state of the player's character. The game control unit 312 manages the game scenario, stage progression, the player's character's attribute values such as stamina, magic, and level, possessions, number of remaining lives, score, etc. In this embodiment, the game control unit 312 controls an action adventure game in which the player's character progresses while defeating enemy characters placed on a three-dimensionally constructed stage within a game world.
[0056] The object control unit 313 controls objects such as enemy characters and items placed in the game world. The object control unit 313 controls the movement of movable objects such as enemy characters and non-player characters, and manages their positions and states. The object control unit 313 determines whether a bullet fired by the player's character hits an enemy character, and if the bullet hits an enemy character, updates the state of the enemy character. The object control unit 313 manages the states of immovable objects such as items. When the player's character picks up an item, the object control unit 313 grants the player a benefit from the item.
[0057] The display control unit 315 sets the viewpoint position and line of sight direction, and generates an image of the game world by rendering three-dimensional shape data of the game world in which objects are placed. The display control unit 315 generates a game screen including an image of the game world and information about the game, and transmits it to the display device 15 and the head-mounted display 100 for display. The display control unit 315 changes the viewpoint position or line of sight direction in accordance with an instruction input by the player acquired by the instruction input acquisition unit 311. The display control unit 315 generates an image of the game world and updates the display at time intervals corresponding to the refresh rates of the display device 15 and the head-mounted display 100.
[0058] The rotation control unit 314 rotates the game world when a predetermined condition is met. The predetermined condition includes performing an action on a switch placed in the game world that has the function of rotating the game world. The action may be a behavior of the player's character, such as touching, pressing, hitting, kicking, or shooting a switch. The predetermined condition may include the player's character moving to a predetermined position or area, an attribute value such as the player's character's level exceeding a predetermined value, or the time in the game world or in real life reaching a predetermined time.
[0059] The display control unit 315 displays an image of the game world in different display modes before and after the rotation control unit 314 rotates the game world. The display control unit 315 may change the brightness, color, and theme of the game world, as well as the brightness, color, size, shape, and style of objects placed in the game world, before and after the game world is rotated. The display control unit 315 may display the game world in a display mode that matches the respective worldviews, with a first state before the game world is rotated being a daytime world and a second state after the game world is rotated being a nighttime world. For example, in the first state, the lighting may be set to bright when generating an image of the game world and the sun may be displayed on the game screen, and in the second state, the lighting may be set to dark when generating an image of the game world and the moon may be displayed on the game screen. This allows the player to visually easily distinguish between the first state before rotation and the second state after rotation, thereby providing appropriate support to the player.
[0060] The gimmick control unit 316 controls gimmicks arranged in the game world. The gimmick control unit 316 controls gimmicks such as changing the locations that the player's character can go to or changing the functions of objects in accordance with changes in the relationship between the three-dimensional structure of the game world and the direction of gravity, which occurs when the rotation control unit 314 rotates the game world. For example, the gimmick control unit 316 controls gimmicks such as changing the same object between a fence and a ladder, changing between an obstacle that blocks the player's character's path and a platform that the player's character can use to climb to higher places, or turning a depression in the ground into a hole in the wall so that contents such as water can spill out.
[0061] If the input device 6 or the head-mounted display 100 is equipped with an eccentric motor, a linear vibrator, a piezoelectric element, or the like and is capable of providing haptic feedback to the player, the gimmick control unit 316 may provide the player with haptic feedback from the input device 6 or the head-mounted display 100 that is different from that from other locations at locations where gimmicks or switches are provided. The gimmick control unit 316 may provide the player with haptic feedback from the input device 6 or the head-mounted display 100 in a manner that allows the player to intuitively understand the surface texture, material, type and material of objects present inside the locations where the gimmicks or switches are provided. This can improve the interest and accessibility of the game.
[0062] 7 and 8 are diagrams illustrating how the rotation control unit 314 rotates the game world. Fig. 7 shows an example of the game world and game screen 400 in a first state. Fig. 8 shows an example of the game world and game screen 400 in a second state.
[0063] In the first state, the game screen 400 displays a bright game world, like daytime, with a player's character 401a, a switch 402a, and a sun 403. In the game world in the first state, a player's character 401b exists on an object 410, which is the ground, and a switch 402b is provided on an object 411, which is a wall.
[0064] In the game world in the first state, when the player's character 401b presses the switch 402b, the rotation control unit 314 rotates the game world 90 degrees counterclockwise around a rotation axis 421 near the switch 402b. In this example, the player's character 401b himself presses the switch 402b, so the rotation axis 421 is near the player's character. If the game world were rotated around a rotation axis far away from the player's character 401b, the player's character would move a lot, making it difficult for the player to understand the situation around them. However, by rotating the game world around the rotation axis 421 near the player's character 401b and the switch 402b, it is possible to reduce player confusion.
[0065] In the second state, the game screen 400 displays a dark game world, such as at night, with a player's character 401a, a switch 402a, and a moon 404. In the game world in the second state, an object 411, which was a wall in the first state, has become the ground, with a player's character 401b standing on top of it. In addition, an object 410, which was the ground in the first state, has become a wall.
[0066] In this way, when player's character 401b jumps and presses switch 402b, rotation control unit 314 rotates the game world 90 degrees counterclockwise while player's character 401b is in the air so that switch 402b, which is provided on object 411 and was a wall in the first state, becomes the ground, causing player's character 401b to land on object 411, which has now become the ground. From player's character 401b's perspective, when switch 402b is pressed, the game world rotates as if it were falling toward the wall due to the force of the switch. This makes it easier for the player to grasp the changes in the three-dimensional structure of the game world before and after the rotation, thereby providing appropriate support to the player. Furthermore, it is possible to provide an innovative game while maintaining the game worldview.
[0067] The game world also includes a switch for rotating the game world from the second state to the first state, thereby switching the game world between the first state and the second state. In another example, the rotation control 314 may rotate the game world clockwise or counterclockwise in 90° increments, 180°, or any other rotation angle.
[0068] FIG. 9 shows an example of a game world and a game screen 400 in a first state. FIG. 10 shows an example of a game world and a game screen 400 in a second state. Object 412 placed in the game world is transparent and therefore not displayed on the game screen 400 in the first state, which is daytime. However, in the second state, which is nighttime, it is illuminated by moonlight and displayed on the game screen 400. In this way, objects placed in the game world may include objects that are displayed only in either the first state before rotation or the second state after rotation. This allows for items that can only be obtained in one of the states or locations that can only be reached in one of the states, thereby increasing the interest of the game. Furthermore, because the moon is displayed on the surface of switch 402, the player can intuitively understand that switch 402 is a switch for switching to the second state, which is nighttime.
[0069] 11 and 12 show examples of the game screen before and after the rotation control unit 314 rotates the game world. When the switch 402 located in the upper left of the player's character 401 is pressed in the first state shown in Fig. 11, the rotation control unit 314 rotates the game world 90° counterclockwise around the rotation axis near the switch 402. In the second state shown in Fig. 12, the player's character 401 can climb up to the upper right using objects that were on the ground in the first state.
[0070] 13 and 14 show examples of game screens before and after the rotation control unit 314 rotates the game world. In the first state shown in FIG. 13, the gimmick control unit 316 rotates the object 413 around a horizontal rotation axis. The object 413 serves as an obstacle blocking the advance of the player's character 401. When the switch 402 located ahead of the object 413 is pressed, the rotation control unit 314 rotates the game world 90 degrees counterclockwise around the rotation axis near the switch 402. In the second state shown in FIG. 14, the gimmick control unit 316 rotates the object 413 around a vertical rotation axis. The object 413 serves as a stepping stone for the player's character 401, so the player's character 401 can use the stepping stone to climb to the upper left.
[0071] 15 and 16 show examples of game screens before and after the rotation control unit 314 rotates the game world. In the first state shown in FIG. 15, an object 414, which is a depression in the ground, is filled with water to form a pond. When a switch 402 located in the upper right corner of the player's character 401 is pressed, the rotation control unit 314 rotates the game world 90 degrees counterclockwise around the rotation axis near the switch 402. In the second state shown in FIG. 16, the object 414 is a hole in the wall. The gimmick control unit 316 spills the water that was filled in the object 414 to the outside. The inside of the object 414 becomes hollow, allowing the player's character to enter the object 414. Note that a sun is displayed on the surface of the switch 402, allowing the player to intuitively understand that this switch 402 is used to switch to the first state, which is daytime.
[0072] 17 is a flowchart showing the steps of the game control method of this embodiment. The game control unit 312 controls the game in the game world (S10). The display control unit 315 displays an image of the game world (S12). If a predetermined condition for rotating the game world is met (Y in S14), the rotation control unit 314 rotates the game world (S16). If the predetermined condition is not met (N in S14), step S16 is skipped. The above steps are repeated while the game is being played.
[0073] The present invention has been described above based on the embodiments. The above embodiments are merely examples, and it will be understood by those skilled in the art that various modifications are possible in the combination of the respective components and treatment processes, and that such modifications are also within the scope of the present invention.
[0074] The present disclosure may include the following aspects. [Item 1] A function for controlling a game in a game world in which objects are placed; displaying an image of said game world; a function of rotating the game world when a predetermined condition is met; a function of displaying an image of the game world in a different display manner before and after the game world is rotated; A non-transitory recording medium that records a program to make a computer realize the above. [Item 2] The function of controlling the game is to maintain the direction of gravity acting on the object before and after the game world is rotated. Item 1. A recording medium according to item 1. [Item 3] The rotation function rotates the game world around a rotation axis near the position of the player's character controlled by the game control unit. Item 1. A recording medium according to item 1. [Item 4] The predetermined condition includes executing an action on a switch that is placed in the game world and has a function of rotating the game world. Item 1. A recording medium according to item 1. [Item 5] The rotation function rotates the game world around a rotation axis near the switch. Item 4. The recording medium according to item 4. [Item 6] the switch is provided on a wall disposed in the game world, The rotating function rotates the game world by 90 degrees around a rotation axis near the switch so that the wall on which the switch is provided becomes the ground. Item 4. The recording medium according to item 4. [Item 7] An object that was ground in the game world before rotation becomes a wall in the game world after rotation. Item 1. A recording medium according to item 1. [Item 8] An object that was a fence in the game world before rotation becomes a ladder in the game world after rotation. Item 1. A recording medium according to item 1. [Item 9] Objects that were obstacles in the game world before the rotation become stepping stones in the game world after the rotation. Item 1. A recording medium according to item 1. [Item 10] A depression placed on the ground in the game world before rotation becomes a hole in the wall in the game world after rotation, causing the contents to fall out. Item 1. A recording medium according to item 1. [Item 11] The object includes an object that is displayed only in either the pre-rotation game world or the post-rotation game world. Item 1. A recording medium according to item 1. [Item 12] 1. A method of controlling a game, comprising: Controlling a game in a game world where objects are placed; displaying an image of the game world; rotating the game world when a predetermined condition is met; an image of the game world is displayed in a different display manner before and after the game world is rotated; Game control method. [Item 13] A gaming device comprising a circuit configured to: The circuitry comprises: Controlling a game in a game world where objects are placed; displaying an image of the game world; rotating the game world when a predetermined condition is met; an image of the game world is displayed in a different display manner before and after the game world is rotated; Game device. [Explanation of symbols]
[0075] 1 Game control system, 10 Game device, 100 Head-mounted display, 311 Instruction input acquisition unit, 312 Game control unit, 313 Object control unit, 314 Rotation control unit, 315 Display control unit, 316 Gimmick control unit.
Claims
1. Computer, a game control unit that controls a game in a game world in which objects are placed; a display control unit that displays an image of the game world; a rotation control unit that rotates the game world when a predetermined condition is satisfied; It functions as The display control unit displays an image of the game world in a different display mode before and after the game world is rotated. Game control program.
2. The game control unit maintains the direction of gravity acting on the object before and after the game world is rotated. The game control program according to claim 1 .
3. The rotation control unit rotates the game world around a rotation axis near the position of the player's character controlled by the game control unit. The game control program according to claim 1 .
4. The predetermined condition includes executing an action on a switch that is placed in the game world and has a function of rotating the game world. The game control program according to claim 1 .
5. The rotation control unit rotates the game world around a rotation axis near the switch.
5. The game control program according to claim 4.
6. the switch is provided on a wall disposed in the game world, The rotation control unit rotates the game world by 90 degrees around a rotation axis near the switch so that the wall on which the switch is provided becomes the ground. The game control program according to claim 4.
7. An object that was ground in the game world before rotation becomes a wall in the game world after rotation. The game control program according to any one of claims 1 to 6.
8. An object that was a fence in the game world before rotation becomes a ladder in the game world after rotation. The game control program according to any one of claims 1 to 6.
9. Objects that were obstacles in the game world before the rotation become stepping stones in the game world after the rotation. The game control program according to any one of claims 1 to 6.
10. A depression placed on the ground in the game world before rotation becomes a hole in the wall in the game world after rotation, causing the contents to fall out. The game control program according to any one of claims 1 to 6.
11. The object includes an object that is displayed only in either the pre-rotation game world or the post-rotation game world. The game control program according to any one of claims 1 to 6.
12. On the computer, controlling a game in a game world in which the object is placed; displaying an image of the game world; rotating the game world when a predetermined condition is satisfied; displaying an image of the game world in a different display manner before and after the game world is rotated; A game control method for executing the above.
13. a game control unit that controls a game in a game world in which objects are placed; a display control unit that displays an image of the game world; a rotation control unit that rotates the game world when a predetermined condition is satisfied; Equipped with The display control unit displays an image of the game world in a different display mode before and after the game world is rotated. Game device.