Game system, program, and information processing device.
The game system addresses the lack of character interaction in battle royale games by using a virtual camera control unit to adjust parameters and positions, enhancing engagement through character interaction and dense packing around the camera.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BANDAI NAMCO ENTERTAINMENT INC
- Filing Date
- 2026-02-04
- Publication Date
- 2026-05-01
AI Technical Summary
Existing game systems fail to effectively allow multiple characters to interact with a virtual camera and densely pack characters together within the game space, limiting the engagement and interaction opportunities in battle royale games.
A game system with a virtual camera control unit that adjusts parameters and positions of a virtual camera for display and appeal, allowing characters to interact and densely pack around the camera, controlled by timing determination and character actions, and generating display and appeal images.
Enhances character interaction and engagement by adjusting camera parameters and positions based on player and character information, encouraging characters to move towards the camera for interaction, thereby creating a dynamic and engaging gameplay experience.
Smart Images

Figure 2026074166000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system and a program.
Background Art
[0002] Conventionally, in a game in which multiple players participate, there is a so-called battle royale game (also referred to as "battle royale game", "battle royal game", "survival game") in which a predetermined competition area of a game field where each character is placed shrinks, and the player's character fights until the last one remains. It is very popular.
[0003] Also, as a conventional technique, there is a game device (image generation device) that generates an image visible from a virtual camera in a virtual three-dimensional space. For example, some such game devices provide a virtual camera different from the virtual camera for drawing. For example, as a conventional technique, there is a technique for generating and displaying an overhead image of a diorama taken by an overhead virtual camera and a local image at a battle location by a local virtual camera when a battle is being conducted in a diorama (see 0017 of Patent Document 1).
[0004] Also, as a conventional technique, there is a game system in which when a character enters the range of the camera for a certain period of time or more, enemies gather (Non-Patent Document 1).
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Non-Patent Documents
[0006]
Non-Patent Document 1
[0007] However, the local virtual camera technology described in Patent Document 1 above was solely intended to reliably show the player the battle situation at battle locations of interest from the perspective of game development and presentation, and had the drawback that characters present on the game field could not interact with the local virtual camera. In other words, even if characters were drawn in the image captured by the local virtual camera, that image was not reflected in the game development.
[0008] Furthermore, in so-called battle royale games, a method is employed to create a situation where characters are densely packed together and combat spontaneously occurs by narrowing the competition area of the game field where multiple characters are placed in order to advance the game, but it is hoped that a different method will be used to densely pack characters together.
[0009] The present invention was made to solve the above problems, and its objective is to provide a game system and program that allows multiple characters to interact with a specific virtual camera in a game where multiple characters move within the game space, and further allows for the characters to be densely packed together within the game space. [Means for solving the problem]
[0010] (1) In order to solve the above problems, the present invention is A game system that runs a game in which multiple characters move within a game space, A virtual camera control unit is provided, which places a virtual camera for display and a virtual camera for appeal within the aforementioned game space. A display image generation unit generates a display image from the image visible from the virtual camera for display, A timing determination unit that determines a predetermined timing, The present invention relates to a game system comprising a parameter variation unit that, at a predetermined timing, varies parameters associated with a character captured by the virtual camera used for appealing to the public.
[0011] According to the present invention, at a predetermined timing, the parameters associated with the character captured by the appeal virtual camera are changed (for example, the parameters are changed to be advantageous to the player), so that the character can interact with the appeal virtual camera.
[0012] Furthermore, according to the present invention, since the characters will attempt to move towards the virtual camera for appealing in the expectation of parameter changes so that they can be photographed by the virtual camera for appealing, the characters can be densely packed around the virtual camera for appealing. As a result, for example, the game must proceed with the area around the virtual camera for appealing as the main battlefield, thus forcibly creating many opportunities for characters to interact with each other.
[0013] (2) Furthermore, the game system according to the present invention is The virtual camera control unit, The position, orientation, and field of view of the virtual camera used for appealing to the public may be controlled to be changeable.
[0014] According to the present invention, the position, orientation, and field of view of the virtual camera for appealing to the public can be changed and controlled, so that the shooting range of the virtual camera for appealing to the public can be appropriately adjusted.
[0015] (3) Furthermore, the game system according to the present invention is The virtual camera control unit, The position, orientation, and field of view of the virtual camera for appealing to the player may be controlled to change based on at least one of the player's information and the information of each character.
[0016] According to the present invention, the shooting range by the appealing virtual camera can be appropriately adjusted based on at least one of the player's information and the information of each character.
[0017] (4) Also, the game system according to the present invention The virtual camera control unit may associate a non-player character controlled by a computer with the appealing virtual camera, and move the appealing virtual camera in association with the movement of the non-player character.
[0018] According to the present invention, the appealing virtual camera can be moved to an appropriate position.
[0019] (5) Also, the game system according to the present invention may further cause a computer to function as a movement control unit that moves the non-player character based on the progress of the game.
[0020] According to the present invention, based on the progress of the game, for example, the non-player character can be moved to a place where characters are likely to gather, and the appealing virtual camera is also moved in association with the movement of the non-player character, so that the characters can be effectively concentrated.
[0021] (6) Also, the game system according to the present invention The timing determination unit may set the timing when the character faces the appealing virtual camera as the predetermined timing when the character is within the visual field range of the appealing virtual camera.
[0022] According to the present invention, when the character faces the virtual camera used for appealing, the parameters associated with the character captured by the virtual camera are changed. Therefore, the timing of the parameter change can be determined by directional control that changes the character's orientation toward the virtual camera used for appealing.
[0023] (7) Furthermore, the game system according to the present invention is The timing determination unit, When a character is within the field of view of the virtual camera used for appealing, the predetermined timing may be determined based on the actions taken by that character toward other characters.
[0024] According to the present invention, a predetermined timing is determined based on the actions taken by a character towards other characters, thereby encouraging the character to interact with other characters.
[0025] (8) Furthermore, the game system according to the present invention is The aforementioned display image generation unit, When the virtual camera for appealing captures a character, it may generate the display image which includes a capture identification image indicating that the character is being photographed.
[0026] According to the present invention, even when a player is looking at a display image, they can easily recognize whether or not a character is being photographed by the virtual camera used for appeal.
[0027] (9) Furthermore, the game system according to the present invention is The parameter variation unit, During the period based on the predetermined timing, the actions of the character captured by the appeal virtual camera may be analyzed, and parameters associated with the character may be changed based on the character's actions.
[0028] According to the present invention, since the character's actions affect the parameter changes associated with that character, the player becomes aware of the character's actions during filming. As a result, the character is positioned around the virtual camera used for appeal during the character's actions, thus maintaining a period of close proximity.
[0029] (10) Furthermore, the game system according to the present invention is An appeal image generation unit generates an appeal image captured by the aforementioned virtual camera for appeal. You may also want to prepare further.
[0030] According to the present invention, for example, players can see appealing images, which can further enhance the enjoyment of the game.
[0031] (11) Furthermore, the present invention is A program that runs a game in which multiple characters move within a game space, A virtual camera control unit is provided, which places a virtual camera for display and a virtual camera for appeal within the aforementioned game space. A display image generation unit generates a display image from the image visible from the virtual camera for display, A timing determination unit that determines a predetermined timing, The present invention relates to a program that causes a computer to function as a parameter changing unit that changes parameters associated with a character captured by the virtual camera for appeal purposes at a predetermined timing.
[0032] Furthermore, the present invention relates to a computer-readable information storage medium that stores the above-mentioned program. Furthermore, the present invention relates to a server device having the above-mentioned configuration. Furthermore, the present invention relates to a game device having the above-mentioned configuration. [Brief explanation of the drawing]
[0033] [Figure 1] A diagram showing an example of a system configuration illustrating the structure of a game system in one embodiment. [Figure 2] A diagram showing the functional block of a server device in one embodiment. [Figure 3] A diagram showing the functional block of a terminal device in one embodiment. [Figure 4] A diagram showing an example of the arrangement of multiple characters in one embodiment, along with a virtual camera for display and a virtual camera for appeal. [Figure 5] A diagram showing an example of the arrangement of multiple characters in one embodiment, along with a virtual camera for display and a virtual camera for appeal. [Figure 6] An example of a display image for one embodiment. [Figure 7] Figures 7(A), 7(B), and 7(C) are explanatory diagrams of the camera control of a virtual camera for appeal purposes in one embodiment. [Figure 8] An explanatory diagram illustrating the movement of a non-player character M and a virtual camera for appeal purposes in one embodiment. [Figure 9] An example of a display image for one embodiment. [Figure 10] An example of a display image for one embodiment. [Figure 11] An example of a display image for one embodiment. [Figure 12] An example of an appeal image for one embodiment. [Figure 13] An example of a display image for one embodiment. [Figure 14] A diagram illustrating a specific period in one embodiment. [Figure 15] An example of a display image for one embodiment. [Figure 16] A flowchart showing an example of the processing flow related to parameter variation in one embodiment. [Figure 17] A diagram illustrating the control of a virtual camera for appeal purposes in one embodiment. [Modes for carrying out the invention]
[0034] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention.
[0035] [1] Game System First, the overview and general configuration of the game system 1 of this embodiment will be explained using Figure 1. Figure 1 is a diagram showing an example of the system configuration of the game system 1 of this embodiment.
[0036] As shown in Figure 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) can connect to the Internet (an example of a network).
[0037] Users can access the server device 10 from their terminal device 20 to play games transmitted from the server device 10 via the internet. Furthermore, users can communicate with other users by accessing the server device 10 from their terminal device 20.
[0038] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected via the Internet. The server device 10 may also function as an SNS server providing communication-type services. Here, an SNS server may be an information processing device that provides services enabling communication among multiple users.
[0039] Furthermore, if the server device 10 functions as an SNS server, for example, it can provide a game called a social game that is executed using the SNS operating environment (API (Application Programming Interface), platform, etc.) it provides.
[0040] In particular, the server device 10 is capable of providing games on the web browser of the terminal device 20, such as browser games created in various languages including HTML, FLASH, CGI, PHP, Shockwave, Java® applets, and JavaScript® (games that can be launched simply by opening the installation site in a web browser).
[0041] Social games, unlike existing online games, include games that do not require dedicated client software and can be used with only a web browser and an SNS account. Furthermore, the server device 10 has a configuration that allows it to connect with other users' terminals (smartphones, PCs, game consoles, etc.) via a network and provide online games that allow simultaneous online sharing of the same game progress.
[0042] On the other hand, the server device 10 may consist of one (device, processor) or multiple (devices, processors).
[0043] Furthermore, information such as billing information and game information stored in the storage area of the server device 10 (storage unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). Alternatively, when functioning as an SNS server, information such as player information storage unit 146 stored in the storage area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet).
[0044] Specifically, the server device 10 in this embodiment receives input information based on the operation of the user (i.e., the player running the game) of the terminal device 20, and performs game processing based on the received input information. The server device 10 then transmits the game processing result to the terminal device 20, and the terminal device 20 transmits the game processing result received from the server device 10 to the terminal device 20. The device 20 is configured to perform various processes that are made available to the user for viewing.
[0045] The terminal device 20 is an information processing device such as a smartphone, mobile phone, PHS, computer, game device, PDA, portable game console, or image generation device, and is capable of connecting to the server device 10 via a network such as the Internet (WAN) or LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0046] Furthermore, the terminal device 20 is equipped with a web browser capable of viewing web pages (data in HTML format). Specifically, the terminal device 20 is equipped with a communication control function for communicating with the server device 10, a web browser function that performs display control using data received from the server device 10 (web data, data created in HTML format, etc.), and sends user operation data to the server device 10, and performs various processes to provide the game screen to the user, allowing the user to run the game. However, the terminal device 20 may also obtain game control information provided by the server device 10, execute predetermined game processing, and run the game based on the game processing.
[0047] Specifically, when the terminal device 20 requests the server device 10 to play a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 has a configuration that allows it to execute the game by using an API as needed to cause the server device 10, which functions as an SNS server, to perform predetermined processing, or by obtaining the player information storage unit 146 managed by the server device 10, which functions as an SNS server.
[0048] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2. Figure 2 is a diagram showing the functional blocks of the server device 10 of this embodiment. Furthermore, the server device 10 of this embodiment may have a configuration in which some of the components (each part) in Figure 2 are omitted.
[0049] The server device 10 includes an input unit 150 for administrator and other inputs, a display unit 190 for displaying predetermined information, an information storage medium 180 for storing predetermined information, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for mainly performing processing related to the games provided, and a storage unit 140 for mainly storing various data used for games.
[0050] The input unit 150 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 150 in this embodiment is composed of a mouse, keyboard, etc.
[0051] The display unit 190 displays an operation screen for the system administrator. For example, the display unit 190 in this embodiment is composed of a liquid crystal display or the like.
[0052] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function is comprised of optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).
[0053] The communication unit 196 performs various controls for communicating with external parties (e.g., terminals, other servers, or other network systems), and its functions are comprised of hardware such as various processors or communication ASICs, as well as programs.
[0054] The memory unit 140 serves as the work area for the processing unit 100 and the communication unit 196, and its functions are comprised of RAM (VRAM), etc. The information may be managed in a database.
[0055] Furthermore, in addition to the main memory unit 142, the storage unit 140 of this embodiment includes a game data storage unit 144 that stores game information relating to the game, and a player information storage unit 146 that stores player information relating to each player.
[0056] In particular, the game data storage unit 144 stores information about the game space (game field) in which the game is played, information about each character, information about the virtual camera used for appeal, and other settings used in the game.
[0057] Furthermore, the player information storage unit 146 stores information for each player. (1) The player's nickname, player ID, and, if they belong to a team, the name of the team and its ID (hereinafter referred to as "affiliation information"), (2) Information regarding individual and team performance, such as current score, rewards earned, or game time (hereinafter also referred to as "performance information"), (3) Information regarding the characteristics and attributes of the player character and the types of items (including the abilities of the items) that the player character possesses. (4) Information regarding the record of matches against other player characters or other teams in games against other player characters or other teams (hereinafter also referred to as "match record information"), (5) Location information indicating the position of each player or team within the game field. (6) Information on whether or not a player has been eliminated (whether or not the game is over) (hereinafter also referred to as "elimination information"), (7) Information regarding billing, such as billing history and billing amount, This is stored in memory.
[0058] Furthermore, the performance information, match record information, and defeat information included in the player information will be updated at predetermined intervals. For example, predetermined intervals may include every 5 minutes, when the player logs out, at a predetermined time in the game (e.g., 8:00 AM), or when a predetermined event occurs (e.g., when any individual or team match ends).
[0059] The appeal image storage unit 148 stores images (moving images) captured by the virtual camera used for appeals. The server device 10 receives and stores appeal images from any of the terminal devices 20.
[0060] The processing unit 100 performs various processes using the main memory unit 142 within the storage unit 140 as the work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.
[0061] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs that cause the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).
[0062] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium, and also performs various processes such as controlling the transfer of data between each unit. Furthermore, it performs processes to provide various services in response to requests from the terminal device 20.
[0063] Specifically, the processing unit 100 of this embodiment includes at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a timer management unit 107, and an information provision unit 108.
[0064] The communication control unit 101 performs processing to send and receive data with the terminal device 20 via the network. That is, the server device 10 performs various processing based on the information received from the terminal device 20 etc. by the communication control unit 101. In particular, the communication control unit 101 in this embodiment performs processing to transmit information related to the game screen to the player's terminal device 20 based on a request from the player's terminal device 20.
[0065] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs the process of sending data in response to a request from a Web browser 211 installed on the terminal device 20 via a communication protocol such as HTTP (Hypertext Transfer Protocol), and the process of receiving data sent by the Web browser 211 on the terminal device 20.
[0066] In this embodiment, the example is given where the server device 10 also functions as an SNS server, but the server device 10 may be configured separately as a server for games and a server for SNS. Also, the game processing in this embodiment may be partially or entirely performed by the server device 10, or partially performed by the terminal device 20.
[0067] The game management unit 103 works in conjunction with the terminal device 20 and executes various game processes related to the battle royale for each player based on the player's operations input via the terminal device 20.
[0068] The game management unit 103 manages various information related to the game and various information related to virtual cameras (for example, information related to virtual cameras used for promotion), and transmits various information related to the game to each terminal device 20.
[0069] For example, the game management unit 103 performs various processes to impose given constraints on each player's character, depending on the competition area present in the game field (i.e., game space) where the game is played.
[0070] Furthermore, the game management unit 103 performs control over pre-configured characters such as NPCs.
[0071] The timer management unit 107 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 107 works in conjunction with the game management unit 103 and outputs the current time and a preset time to each unit. The timer management unit 107 is also used to synchronize with each terminal device.
[0072] The information provision unit 108 generates various game information and provides it to the terminal device 20 in order to allow the terminal device 20 to process the game.
[0073] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3. Figure 3 is an example of a functional block diagram showing the configuration of the terminal device in this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) in Figure 3 are omitted.
[0074] The input unit 260 is for the player to input operation data, and its function is to This can be achieved using a touch panel or touch panel display. Specifically, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x,y) on a screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x,y) in a contact detection area (touch panel).
[0075] Furthermore, touch operations on the display screen (hereinafter referred to as the "touch panel" unless otherwise specified) 12 may be performed using a fingertip or using an input device such as a stylus.
[0076] Furthermore, the input unit 260 may include buttons, levers, a keyboard, a steering wheel, a microphone, an acceleration sensor, etc., that can input operation information (operation signals) other than the indicated position.
[0077] The memory unit 270 serves as a work area for the processing unit 200 and the communication unit 296, and its functions can be realized by RAM (VRAM) or the like. The memory unit 270 in this embodiment includes a main memory unit 271 used as a work area, an image buffer 272 for storing the final display image, a player information storage unit 273 for displaying information about the player, a game data storage unit 274 for storing various data necessary for running the game, such as table data, and an appeal image storage unit 275 for storing appeal images. Some of these may be omitted, or the memory unit 140 of the server device 10 may constitute some of them.
[0078] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).
[0079] Furthermore, the information storage medium 280 can store programs for making the computer function as each part of this embodiment (programs for causing the computer to execute the processing of each part). The processing unit 200 performs various processing of this embodiment based on the programs (data) stored in the information storage medium 280, as will be described later.
[0080] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, or HMD (head-mounted display), etc.
[0081] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 for the player to perform game operations by using a touch panel display. Here, as the touch panel, for example, a resistive type (4-wire, 5-wire), a capacitive type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type touch panel can be used.
[0082] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker or headphones, etc.
[0083] The communication unit 296 performs various controls for communicating with external devices (e.g., host devices or other terminal devices), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0084] The terminal device 20 receives programs and data for operating the computer as each part of this embodiment, which are stored in the information storage medium and storage unit 140 of the server device 10, via the network, and stores the received programs and data in the information storage medium 280 and The data may be stored in the memory unit 270. The case where the terminal device 20 functions by receiving programs and data in this manner can also be included within the scope of the present invention.
[0085] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10, based on input data and programs from the input unit 260.
[0086] In particular, in this embodiment, the game processing includes processes to start the game when the game start conditions are met, processes to advance the game, processes to place objects such as player objects and enemy objects, processes to display objects, processes to calculate the game result, and processes to end the game when the game end conditions are met.
[0087] Furthermore, the processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.
[0088] In particular, the processing unit 200 of this embodiment includes an object space setting unit 210, a display control unit 212, an input reception processing unit 213, a game control unit 214, a game calculation unit 216, a virtual camera control unit 218, a game management unit 219, a timing determination unit 220, an image generation unit 221, and a sound processing unit 230. Alternatively, some of these components may be omitted.
[0089] The object space setting unit 210 performs the process of placing and setting various objects (sprites, billboards, polygons, freeform surfaces or primitive surfaces such as subdivision surfaces) that represent display elements such as objects (player objects, moving objects, enemy objects), movement paths, buildings, trees, pillars, walls, and maps (terrain) in the object space.
[0090] Specifically, the object space setting unit 210 determines the position and rotation angle (synonymous with orientation or direction) of an object (model object), and places the object at that position (X, Y) or (X, Y, Z) with that rotation angle (rotation angle around the X, Y axes) or (rotation angle around the X, Y, Z axes).
[0091] Here, object space includes both so-called virtual two-dimensional space and virtual three-dimensional space. Two-dimensional space is the space in which objects are placed, for example, in two-dimensional coordinates (X,Y), and three-dimensional space is the space in which objects are placed, for example, in three-dimensional coordinates (X,Y,Z).
[0092] When the object space is a two-dimensional space, objects are arranged according to the priority set for each of the multiple objects. For example, objects that you want to appear to be in the background (sprites) are placed in order, and objects that you want to appear to be in the foreground are placed on top of them.
[0093] Furthermore, by placing objects with a large drawing size at the bottom of the image and objects with a small drawing size at the top of the image, it is possible to make the object space corresponding to the top of the screen appear to be in the background, and the object space corresponding to the bottom of the screen appear to be in the foreground.
[0094] Furthermore, if the object space is a 3D space, the objects are placed in the world coordinate system.
[0095] The display control unit 212 displays information necessary for the game on the display unit 290 based on the information transmitted from the server device 10.
[0096] The input receiving processing unit 213 receives input instructions from the player via the input unit 260 and outputs the received input instructions to the game control unit 214. For example, the input receiving processing unit 213 receives movement instructions and action instructions for the character controlled by the player.
[0097] The game control unit 214 executes game processing based on the commands received by the input reception processing unit 213.
[0098] In particular, the game control unit 214 executes control over the target character (i.e., the player character) or control over enemy characters or other associated characters based on various game-related information (game information) transmitted from the server device 10 and commands (i.e., input instructions) received by the input reception processing unit 213.
[0099] Furthermore, the game control unit 214 includes a movement control unit 215. For example, the movement control unit 215 performs movement calculations for moving objects (especially each character) in object space. For example, the movement control unit 215 moves the character controlled by the player based on the player's input. The movement control unit 215 also receives movement information of other players' controlled characters from other players' terminal devices 20 via the server 10 and controls the movement of other players' characters.
[0100] In particular, the movement control unit 215 of this embodiment moves the non-player character based on the progress of the game.
[0101] Furthermore, the game control unit 214 performs processing to move a moving object within the object space or to control the movement (motion, animation) of a moving object, based on game information transmitted from the server device 10 and input data or programs (movement algorithms) and various data (motion data) entered by the player via the input unit 260.
[0102] Specifically, the game control unit 214 of this embodiment performs simulation processing to sequentially determine object movement information (direction of movement, amount of movement, speed of movement, position, rotation angle, or acceleration) and motion information (position or rotation angle of each part object) for each frame. Here, a frame is a unit of time for object movement processing, motion processing (simulation processing), and image generation processing. In this embodiment, the frame rate may be fixed or variable depending on the processing load.
[0103] Furthermore, the game control unit 214 may be executed in conjunction with the server device 10, or part or all of it may be formed in the server device 10.
[0104] The game calculation unit 216 performs various game calculations. In particular, the game calculation unit 216 performs calculations necessary for running the game, such as forming a predetermined object space for a shooting game, forming an object space based on a map, progressing the game according to a pre-set scenario in response to user operations, battling between player objects and enemy objects and other objects, and managing parameters during such battles.
[0105] Furthermore, the game calculation unit 216 includes a parameter variation unit 217. The parameter variation unit 217 varies the parameters associated with the character captured by the virtual camera for appeal at predetermined timings determined by the timing determination unit 220.
[0106] The game calculation unit 216 operates in conjunction with the server device 10, but some or all of it may be located within the server device 10.
[0107] Furthermore, the parameter variation unit 217 may be operated in conjunction with the server device 10, or part or all of it may be formed in the server device 10.
[0108] The virtual camera control unit 218 controls a virtual camera to generate an image of the game space as seen from a given viewpoint that appears to have depth. In this case, the virtual camera control unit 218 performs control processing of a virtual camera (viewpoint) to generate an image as seen from a given (arbitrary) viewpoint in object space. Specifically, it performs processing to control the position (X, Y, Z) or rotation angle (rotation angle around the X, Y, Z axes) of the virtual camera (processing to control the viewpoint position and line of sight direction).
[0109] For example, when using a virtual camera to photograph an object (e.g., a character, a ball, a car) from behind, the position or rotation angle (orientation of the virtual camera) of the virtual camera is controlled so that the virtual camera follows changes in the object's position or rotation.
[0110] In this case, the virtual camera can be controlled based on information such as the object's position, rotation angle, or velocity obtained by the game control unit 214. Alternatively, the virtual camera may be controlled to rotate at a predetermined rotation angle or move along a predetermined path. In this case, the virtual camera is controlled based on virtual camera data used to determine the virtual camera's position (path) or rotation angle.
[0111] Furthermore, a virtual camera may be set as the viewpoint of the player character. If multiple virtual cameras (viewpoints) exist, the above control processing will be performed for each virtual camera.
[0112] In particular, the virtual camera control unit 218 of this embodiment places a virtual camera for display and a virtual camera for appeal within the game space.
[0113] Furthermore, the virtual camera control unit 218 may be operated in conjunction with the server device 10, or part or all of it may be formed in the server device 10.
[0114] The game management unit 219 works in conjunction with the server device 10 and, based on player operations input via the input unit 260, sets the player character and various items to be used in games such as competitive games for each player, and registers them in the player information storage unit 273.
[0115] The timing determination unit 220 determines a predetermined timing. The predetermined timing is the timing that triggers (causes, starts) a change in the parameters of the character (the character captured by the appeal virtual camera CB).
[0116] Furthermore, the timing determination unit 220 may be executed in conjunction with the server device 10, or part or all of it may be formed in the server device 10.
[0117] The image generation unit 221 performs drawing processing based on various information related to image generation transmitted from the server device 10 and the results of various processes (game processing) performed by the processing unit 200. This generates an image, which is then output to the display unit (display) 290.
[0118] In particular, the image generated by the image generation unit 221 may be a so-called two-dimensional image or a so-called three-dimensional image. Specifically, the image generation unit 221 generates an image that is visible from a virtual camera in object space and is displayed on the screen.
[0119] When generating a 2D image, the image generation unit 221 draws objects in order from the lowest priority to the highest priority, and if objects overlap, it overwrites the object with the highest priority.
[0120] Furthermore, when generating a 3D image, the image generation unit 221 of this embodiment first receives object data (model data) containing vertex data (vertex position coordinates, texture coordinates, color data, normal vectors or alpha values, etc.) for each vertex of the object (model), and performs vertex processing based on the vertex data contained in the input object data. When performing vertex processing, vertex generation processing (tessellation, surface subdivision, polygon subdivision) to subdivide the polygon may be performed as needed.
[0121] Furthermore, vertex processing involves geometric processing such as vertex movement, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, perspective transformation, and light source processing. Based on the results of this processing, the given vertex data for the vertices that make up the object is modified (updated, adjusted). Then, rasterization (scan transformation) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with pixels. Following rasterization, pixel processing (fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0122] In pixel processing, various processes such as texture reading (texture mapping), setting / modifying color data, semi-transparent blending, and anti-aliasing are performed to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective-transformed object is output (drawn) to the image buffer 272 (frame buffer, a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, pixel processing performs per-pixel processing to set or modify image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis.
[0123] This generates an image as seen from a virtual camera (a given viewpoint) set up in object space. If multiple virtual cameras (viewpoints) exist, the images seen from each virtual camera can be generated as split images to be displayed on a single screen.
[0124] Furthermore, the vertex and pixel processing performed by the image generation unit 221 may be implemented by hardware that makes the polygon (primitive) rendering process programmable using a shader program written in a shading language, so-called programmable shaders (vertex shaders and pixel shaders). With programmable shaders, the processing at the vertex level and the processing at the pixel level become programmable, which increases the degree of freedom in the rendering process and can significantly improve expressiveness compared to fixed rendering processing by hardware.
[0125] The image generation unit 221 then performs geometry processing, texture mapping, hidden surface removal, alpha blending, and other operations when rendering objects.
[0126] Geometry processing involves performing operations on objects such as coordinate transformation, clipping, perspective projection transformation, and light source calculations. The object data after geometry processing (after perspective projection transformation) includes the position coordinates of the object's vertices, texture coordinates, and color data (luminance). The data, normal vector, or alpha value, etc., are stored in the storage unit 270.
[0127] Texture mapping involves mapping textures (texel values) stored in the texture memory of the memory unit 270 to an object. Specifically, texture coordinates set (assigned) to the vertices of the object are used to read the texture (surface properties such as color (RGB) and alpha value) from the texture memory of the memory unit 270, and the two-dimensional image texture is mapped to the object. In this process, processes such as associating pixels with texels and performing bilinear interpolation as texel interpolation are carried out.
[0128] In this embodiment, when drawing an object, a process of mapping a given texture may be performed. In this case, the color distribution (texel pattern) of the mapped texture can be dynamically changed.
[0129] In this case, textures with different color distributions (pixel patterns) may be dynamically generated, or multiple textures with different color distributions may be prepared in advance and the texture to be used may be dynamically switched. Alternatively, the color distribution of the texture may be changed on an object-by-object basis.
[0130] In the hidden surface removal process, the hidden surface removal process is performed using the Z-buffer method (depth comparison method, Z-test) with a Z-buffer (depth buffer) that stores the Z-value (depth information) of the drawing pixels. That is, when drawing the drawing pixels corresponding to the primitives of an object, the Z-value stored in the Z-buffer is referenced, and the Z-value of the referenced Z-buffer is compared with the Z-value of the drawing pixel of the primitive. If the Z-value of the drawing pixel is the Z-value that is closer to the viewer from the virtual camera (for example, a small Z-value), the drawing process for that drawing pixel is performed, and the Z-value of the Z-buffer is updated to the new Z-value.
[0131] In alpha blending (alpha synthesis), the image generation unit 221 performs a semi-transparent synthesis process (normal alpha blending, additive alpha blending, or subtractive alpha blending, etc.) based on the alpha value (A value). The alpha value is information that can be stored in association with each pixel (texel, dot), and is additional information other than color information. The alpha value can be used as mask information, semi-transparency (equivalent to transparency or opacity), bump information, etc.
[0132] Furthermore, the image generation unit 221 in this embodiment includes a display image generation unit 222 and an appeal image generation unit 223.
[0133] The display image generation unit 222 generates a display image from the image visible from the virtual display camera.
[0134] The appeal image generation unit 223 generates appeal images captured by the appeal virtual camera.
[0135] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292.
[0136] [4] The method of this embodiment [4.1] Overview The game system of this embodiment is a so-called battle royale game (also known as "battle royale game," "battle royale game," or "survival game") in which multiple players participate in a game space where each character (for example, 100 characters) is positioned, and the player's character fights until only one remains. The player who is the last one standing (or the last team remaining) wins.
[0137] The server device 10 constituting the game system 1 of this embodiment works in conjunction with terminal devices 20 operated by each player to form, for example, a game space (i.e., a game field in a virtual three-dimensional space), and within that game field, it is configured to execute competitive games such as shooting games and action games using multiple characters controlled by each player.
[0138] Furthermore, the server device 10 has a configuration in which multiple characters move around within the game space to execute the game, and provides information about the game to the terminal device 20.
[0139] Figure 4 shows an example of the placement of the display virtual camera CA and the appeal virtual camera CB in the XZ plane of the 3D virtual game space (game field) on the terminal device 20 of player P1. CP1 to CP10 are examples of characters participating in the game.
[0140] The terminal device 20 places a display virtual camera CA (first virtual camera) in the game space and generates a display image based on the image seen from the display virtual camera CA. The terminal device 20 also places an appeal virtual camera CB (second virtual camera), separate from the display virtual camera CA, in the game space. The terminal device 20 then generates an appeal image captured by the appeal virtual camera CB.
[0141] Then, at a predetermined timing, the terminal device 20 changes (for example, increases) the parameters associated with the character captured by the appeal virtual camera CB (for example, parameters such as health value and attack power). For example, it changes the parameters to make them advantageous to the player.
[0142] In this way, as shown in Figure 5, the characters CP1, CP2, CP3, CP5, and CP6 will move towards the virtual camera CB in the game space so that they are photographed by the virtual camera CB, and the characters can be densely packed around the virtual camera CB. In other words, even without shrinking the competition area A where the characters can move (and compete), it is possible to change from a sparse state where the characters are spaced far apart to a dense state where the characters are spaced close together. In this embodiment, a competition area A is provided and shrinks over time, but the game may also be played without providing this competition area A.
[0143] As a result, the game must proceed primarily around the virtual camera used for appealing to players, which forces numerous opportunities for characters to interact with each other.
[0144] Therefore, in this embodiment, a mechanism can be created that allows for numerous opportunities for characters to interact with each other through smooth game progression, thereby reducing the processing burden on the game system while revitalizing the game and enhancing its appeal.
[0145] Although there are virtual camera CAs for displaying the viewpoint (first-person or third-person) of each character controlled by multiple players participating in the game, for the sake of explanation, in Figures 4 and 5, only the virtual camera CA for displaying the viewpoint of the character controlled by player P1 is shown.
[0146] In this embodiment, the character may be a character operated by the player, or it may be computer-controlled according to game processing such as a program, and the player may This also applies to NPCs (non-player characters) that are not controlled by the player.
[0147] Furthermore, the game of this embodiment may have a time limit per game (for example, 30 minutes).
[0148] [4.2] Description of the virtual camera for display As shown in Figure 4, the terminal device 20 places a virtual display camera CA within the game space and generates a display image based on the image visible from the virtual display camera CA. For example, in each player's terminal device 20, the virtual display camera CA is placed at the first-person or third-person viewpoint of the character controlled by the player, a display image GA is generated, and displayed on the display unit 290 of the terminal device 20. In other words, the position (viewpoint), orientation, and field of view of the virtual display camera CA differ for each player, and the display image displayed in each terminal device 20 will be different.
[0149] Figure 6 shows an example of a display image GA displayed on the terminal device 20 of player P1. For example, the display image GA is an image generated from a third-person perspective of the character CP1 controlled by player P1. For example, as shown in Figure 6, a map MP is displayed on a part of the display image GA. For example, the mark CBM of the appeal virtual camera CB and the field of view VM of the appeal virtual camera are displayed on the map MP, centered on the mark E1 of the character CP1 controlled by player P1. In addition, the orientation V1 of character CP1 is also displayed at mark E1.
[0150] [4.3] Explanation of the virtual camera for appeal [4.3.1] Shooting range of the virtual camera used for appeals The terminal device 20 generates an appeal image GB captured by the appeal virtual camera CB. The position (viewpoint), orientation (direction of gaze), and field of view of the appeal virtual camera CB within the game space, which are controlled by the virtual camera control unit 218 of the terminal device 20, are common to all players' terminal devices 20.
[0151] In particular, the virtual camera control unit 218 of this embodiment may be configured to control at least one of the position, orientation, and field of view of the appeal virtual camera CB.
[0152] For example, if the server device 10 changes the position of the appeal virtual camera CB, it transmits the changed position to each terminal device 20, and the virtual camera control unit 218 of each terminal device 20 changes and places the appeal virtual camera CB at the changed position.
[0153] Furthermore, for example, if the server device 10 changes the orientation of the appeal virtual camera CB of each terminal device 20, it transmits the changed orientation to each terminal device 20, and the virtual camera control unit 218 changes the orientation of the appeal virtual camera CB to match the changed orientation.
[0154] Furthermore, for example, if the server device 10 changes the field of view of the appeal virtual camera CB of each terminal device 20, it transmits the changed field of view to each terminal device 20, and the virtual camera control unit 218 changes the appeal virtual camera CB to the changed field of view.
[0155] As described above, this embodiment allows for the modification of at least one of the position, orientation, and field of view of the virtual camera used for appealing to appropriately adjust the shooting range of the virtual camera used for appealing.
[0156] Furthermore, the virtual camera control units 218 of the server device 10 and each terminal device 20 control the appeal virtual camera CB based on at least one of the player information and the information of each character. The position, orientation, and field of view may be controlled to be changeable.
[0157] For example, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may change the position of the appeal virtual camera CB to within a predetermined distance (for example, within 10 meters) from the position of the character of the player with the best (or worst) performance among the players.
[0158] Furthermore, for example, the virtual camera control units 218 of the server device 10 and each terminal device 20 may change the orientation of the appeal virtual camera CB so that it faces (targets) the character of the player with the best (or worst) performance among the players. The performance can be the number of other characters defeated by the player's character during the game.
[0159] Furthermore, for example, the virtual camera control units 218 of the server device 10 and each terminal device 20 may change the field of view of the appeal virtual camera CB so that the character of the player with the best performance (or the player with the worst performance) is positioned within the field of view (shooting range).
[0160] Furthermore, as shown in Figure 7(A), for example, the virtual camera control units 218 of the server device 10 and each terminal device 20 may determine equidistant points J1 (center positions) of multiple characters (e.g., CP1, CP2) and change the position of the appeal virtual camera CB to these points J1.
[0161] Furthermore, as shown in Figure 7(B), for example, the virtual camera control units 218 of the server device 10 and each terminal device 20 may determine an intermediate direction (center direction) J2 based on the direction from the viewpoint (the viewpoint of the appeal virtual camera) toward multiple characters (for example, CP1, CP2), and change the line of sight direction CV of the appeal virtual camera CB to this intermediate direction J2.
[0162] Furthermore, as shown in Figure 7(C), for example, the virtual camera control units 218 of the server device 10 and each terminal device 20 may change the field of view θ of the appeal virtual camera CB (for example, increase the angle) so that the positions of multiple characters (for example, CP1, CP2) are within the field of view.
[0163] Furthermore, information about the virtual camera used for appeal (position, orientation, field of view, etc.) is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20.
[0164] [4.3.2] Description of a battlefield photographer holding a virtual camera for public display. Furthermore, as shown in Figure 8, the virtual camera control units 218 of the server device 10 and each terminal device 20 may be configured to associate (associate) a computer-controlled battlefield photographer M (non-player character) with an appeal virtual camera CB, and to move the appeal virtual camera CB in accordance with the movement of the battlefield photographer M. In other words, the appeal virtual camera CB is positioned to follow the changes in the position of the battlefield photographer M. In this way, realistic shooting can be performed and the appeal virtual camera CB can be moved to an appropriate position.
[0165] The position, orientation, and movement of the battlefield cameraman M within the game space are common to all players' terminal devices 20. The server device 10 transmits information regarding the position, orientation, and movement control of the battlefield camera M to each terminal device 20, and each terminal device 20 controls the position, orientation, and movement of the battlefield cameraman M based on the information received from the server device 10.
[0166] Furthermore, the movement control units 215 of the server device 10 and terminal device 20 move the battlefield photographer M (non-player character) based on the progress of the game.
[0167] For example, the movement control unit 215 of the server device 10 and terminal device 20 moves the battlefield cameraman M so that the character of the top-ranked player is within its shooting range. For example, if the top-ranked player in the game is P1, the battlefield cameraman M is moved to a position 10 meters away from the position of player P1's character CP1, and the appeal virtual camera CB is controlled so that its line of sight is directed towards character CP1. Subsequently, if the top-ranked player changes from player P1 to player P2, the battlefield cameraman M is moved to a position 10 meters away from the position of player P2's character CP2, and the appeal virtual camera CB is controlled so that its line of sight is directed towards character CP2.
[0168] For example, the movement control unit 215 of the server device 10 and terminal device 20 may move the battlefield cameraman M so that the character of the player with the lowest battle record is within its shooting range. For example, if the player with the lowest battle record during the game is P60, the battlefield cameraman M is moved to a position 10 meters away from the position of player P60's character CP60, and the appeal virtual camera CB is controlled so that its line of sight is directed towards character CP60. Subsequently, if the player with the lowest battle record changes from player P60 to player P70, the battlefield cameraman M is moved to a position 10 meters away from the position of player P70's character CP70, and the appeal virtual camera CB is controlled so that its line of sight is directed towards character CP70.
[0169] The movement control units 215 of the server device 10 and terminal device 20 move the battlefield cameraman M to target the location of a specific player's character, such as the highest-ranking or lowest-ranking player. However, the specific player's character may also be the character of the player who possesses the strongest weapon (the weapon with the highest attack power).
[0170] Furthermore, the movement control units 215 of the server device 10 and terminal device 20 may move the battlefield cameraman M and the appeal virtual camera CB that follows the battlefield cameraman to specific locations.Specific locations include, for example, locations where specific events occur, such as the location where supply drops fall in the game space, the center point of the competition area A, a battle site where multiple characters are fighting, the center point of an area with a predetermined number of characters (for example, a circular area with a radius of 300 meters) (the center point of an area with high population density), and the location of a specific item (a location where a powerful weapon exists).In this way, the battlefield cameraman M can be moved to a place where characters tend to gather, and the appeal virtual camera CB that follows the battlefield cameraman's movement can also be moved, making it possible to concentrate characters more densely.
[0171] [4.3.3] Visibility or Invisibility Settings for the Virtual Camera for Appeals The virtual camera control unit 218 may be configured to make the appeal virtual camera CB visible or invisible. For example, the virtual camera control unit 218 can configure the appeal virtual camera CB to be visible or invisible based on instructions from the administrator received from the server device 10 or computer control (CPU control). In other words, although the appeal virtual camera CB is placed in the game space, the player will recognize where the appeal virtual camera CB is located in the game space by checking the display image and map MP generated by the display image generation unit 222.
[0172] The virtual camera control unit 218 sets the flag F1 of the appeal virtual camera CB. F1=1 means visible, and F1=0 means invisible. This flag F1 is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20. The setting value of flag F1 is common to all terminal devices 20.
[0173] Figures 9 and 10 show examples of display images GA displayed on the terminal device 20 of player P1. For example, as shown in Figure 9, the display image generation unit 222 of the terminal device 20 of player P1 generates a display image including the camera object CB, which represents the appeal virtual camera, when the appeal virtual camera is visible (i.e., F1=1) and the camera object CB is within the field of view of the display virtual camera. The visibility of the battlefield photographer M is also controlled by the flag F1.
[0174] On the other hand, as shown in Figure 10, the display image generation unit 222 of the player P1's terminal device 20 generates the display image excluding the camera object CB, which represents the appeal virtual camera, even if the appeal virtual camera is invisible (i.e., F1=0) and the camera object CB is within the display virtual camera's field of view. In other words, the camera object CB cannot be seen by the player P1. Note that even if the appeal virtual camera is invisible (i.e., F1=0), this does not necessarily mean that the appeal virtual camera's shooting is disabled (prohibited). The enabling or disabling of the appeal virtual camera's shooting will be explained next.
[0175] [4.3.4] Enabling or disabling the virtual camera for appeal purposes The virtual camera control unit 218 of the terminal device 20 can enable or disable the appeal virtual camera CB. For example, the virtual camera control unit 218 can enable or disable the appeal virtual camera CB based on instructions from the administrator received from the server device 10 or computer control (CPU control). In this way, the appeal virtual camera CB can be enabled or disabled according to the game situation, and the opportunities for character parameter changes associated with the appeal virtual camera CB can be adjusted. For example, the virtual camera control unit 218 may switch between enabled and disabled alternately at predetermined intervals (for example, every minute).
[0176] The virtual camera control unit 218 of the terminal device 20 sets the flag F2 of the appeal virtual camera CB. F2=1 means enabled, and F2=0 means disabled (shooting prohibited, parameter changes prohibited). The flag F2 is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20. The setting value of flag F2 is common to all terminal devices 20.
[0177] The virtual camera control unit 218 of the terminal device 20 controls the virtual camera to take pictures when the appeal virtual camera is enabled (i.e., when F2=1). On the other hand, when the appeal virtual camera is disabled (i.e., when F2=0), it controls the virtual camera not to take pictures. In other words, it controls the virtual camera not to generate an appeal image.
[0178] If F2=0, the virtual camera for appealing will continue shooting, that is, the generation of appealing images will continue, and parameters related to the character that are captured by the virtual camera CB for appealing may be prevented from changing.
[0179] Figures 9 and 11 show examples of display images GA displayed on the terminal device 20 of player P1. For example, when the appeal virtual camera is visible (i.e., F1=1) and the appeal virtual camera is enabled (i.e., F2=1), the lamp of the camera object CB is lit up as shown in Figure 9. For example, an effect processing is applied to make the lamp of the camera object CB glow red. On the other hand, when the appeal virtual camera is visible (i.e., F1=1) and the appeal virtual camera is disabled (i.e., F2=0), the lamp of the camera object CB is lit up as shown in Figure 11. Remove the lamp. For example, do not apply any effect processing to the lamp of the camera object CB.
[0180] Furthermore, regardless of the F1 and F2 values of the virtual camera used for appealing, the terminal device 20 displays the CBM mark for the virtual camera used for appealing on the map MP. This is to ensure that the player can recognize the location of the virtual camera used for appealing at least by the map MP.
[0181] Furthermore, regardless of the F1 value of the appeal virtual camera, the terminal device 20 displays the field of view VM on the map MP as shown in Figure 9 when the appeal virtual camera is enabled (i.e., F2=1), and hides the field of view VM on the map MP as shown in Figure 11 when the appeal virtual camera is disabled (i.e., F2=0). This is to allow the player to easily recognize whether the appeal virtual camera is enabled or disabled by the display or hiding of the field of view VM.
[0182] [4.3.5] Images taken with a virtual camera for appeal purposes Figure 12 shows an example of an appeal image GB captured by the virtual appeal camera CB. For example, it is an appeal image GB capturing the scene where character CP8 defeats character CP7.
[0183] In this embodiment, the server device 10 transmits the appeal image GB stored in the appeal image storage unit 148 to the terminal device 20 of a player who is not participating in combat, for example, a spectator player. The spectator player's terminal device 20 may then display the appeal image GB received from the server device 10 on the display unit 290. In this way, spectators can view realistic footage taken by the battlefield photographer M, making the viewing experience more enjoyable.
[0184] Furthermore, each player's terminal device 20 participating in the game may display the appeal image GB as a cut-in during the game, or display the appeal image GB as a replay image after the game ends.
[0185] Furthermore, as shown in Figure 13, the display unit of the terminal device 20 of a player participating in the battle (for example, player P1) may superimpose the appeal image GB onto a portion of the display image GA.
[0186] The server device 10 may receive an appeal image generated by a terminal device 20 of a given participating player (for example, P1) and store it in the appeal image storage unit 148, or the server device 10 itself may generate an appeal image based on information from a virtual camera for appeals and store it in the appeal image storage unit 148.
[0187] For example, as shown in Figure 14, the appeal image generation unit 223 of each player's terminal device 20 generates appeal images captured by the appeal virtual camera CB between the start of the game TS and the end of the game TE, and stores the appeal images (as a moving image consisting of multiple appeal images) in the appeal image storage unit 275.
[0188] Furthermore, the appeal image generation unit 223 of each player's terminal device 20 may store appeal images only during the period when the appeal virtual camera CB is active, or it may store appeal images regardless of whether the appeal virtual camera CB is active or inactive.
[0189] [4.4] Predetermined timing and parameter variation The timing determination unit 220 of this embodiment determines a predetermined timing. Here, "predetermined "Timing" refers to the timing for changing the parameters of a character (a character captured by a virtual camera CB for appeal purposes), or in other words, the timing that triggers (causes, initiations) the change in those parameters.
[0190] The parameter variation unit 217 then varies the parameters associated with the character captured by the virtual camera for appeal at predetermined timings. The parameter variations remain in effect until the game ends (until the player becomes the winner or until it's game over), but the variation in the number of predetermined items (such as recovery items) may be permanent. For example, if the number of recovery items increases by one, they may be made available for use in the next game.
[0191] Furthermore, the parameter variation unit 217 varies the parameters when the virtual camera CB for appeal is set to be enabled (when F2=1).
[0192] [4.4.1] Timing when it enters the field of view For example, the timing determination unit 220 sets the timing when a character enters the field of view of the virtual camera CB for appeal as a predetermined timing TA, and the parameter variation unit 217 changes (for example, increases) the parameters associated with the character (health value, attack power, defense power, number of bullets equipped, number of recovery items, character movement speed, etc.) at the predetermined timing TA. For example, the timing when player P1's character CP1 enters the field of view of the virtual camera CB for appeal is set as a predetermined timing TA, and at the predetermined timing TA, a predetermined recovery value (for example, 10) is added to the health value (HP value) of character CP1 to control the game so that character CP1 can proceed to an advantage. Note that when character CP1 enters the field of view of the virtual camera CB for appeal, it may mean that a representative point (center point) of character CP1 enters the field of view, or it may mean that all or part of character CP1 enters the field of view.
[0193] [4.4.2] Timing of facing the virtual camera Furthermore, the timing determination unit 220 may set a predetermined timing TA as the timing at which the character turns towards the appeal virtual camera CB when the character is within the field of view of the appeal virtual camera CB, and the parameter variation unit 217 may vary the parameters associated with the character at the predetermined timing TA. In this way, the timing for varying the parameters can be determined by directional control that changes the character's orientation toward the appeal virtual camera CB.
[0194] Furthermore, for example, there is a risk that character CP1 may be attacked by another character (for example, character CP2) the moment it turns towards the virtual camera CB used for appealing. Therefore, according to this embodiment, a sense of tension is created for player P1, resulting in a highly engaging game.
[0195] [4.4.3] Timing based on actions taken by a character towards another character Furthermore, for example, when character CP1 is within the field of view of the appeal virtual camera CB, the timing determination unit 220 may determine a predetermined timing TA based on the action taken by character CP1 towards another character CP2, and the parameter variation unit 217 may vary the parameters associated with character CP1 at the predetermined timing TA. In this way, since the predetermined timing TA is determined based on the action taken by character CP1 towards another character CP2, it is possible to encourage character CP1 to interact with other character CP2.
[0196] Examples of "actions taken by character CP1 towards other character CP2" include: (1) when character CP1 and character CP2 exchange weapons, (2) character CP If 1 and character CP2 become friends, (3) for example, if character CP1 and character CP2 are allies (teammates) before the game starts, and character CP1 helps character CP2 (for example, if character CP1 defeats character CP3 when character CP2 is under attack from character CP3), or (4) for example, if character CP1 and character CP2 are allies (teammates) before the game starts, and character CP1 is helped by character CP2 (for example, if character CP2 defeats character CP3 when character CP1 is under attack from character CP3).
[0197] [4.4.4] Timing when the specified conditions are met Furthermore, for example, the timing determination unit 220 may set a predetermined timing TA as the timing at which a character CP1 satisfies a predetermined condition (shooting condition) when the character CP1 is within the field of view of the virtual camera CB for appeal, and the parameter variation unit 217 may vary the parameters associated with the character CP1 at the predetermined timing TA.
[0198] Examples of predetermined conditions include (1) when character CP1 defeats a predetermined number of characters (for example, 3), (2) when character CP1 helps an ally character CP2, and (3) when character CP1 is helped by an ally character CP2.
[0199] The display image generation unit 222 may also display the content of the predetermined conditions in the display image. In this way, the player can take actions that satisfy the predetermined conditions.
[0200] [4.4.5] Specific Examples of Parameter Variation Control The parameter variation unit 217 may analyze the actions of the character captured by the appeal virtual camera during a period based on a predetermined timing TA, and vary the parameters associated with the character based on the character's actions (for example, actions such as attacking, defeating an opponent, or helping an ally character). In this way, the character's actions affect the parameter variations associated with that character, so the player becomes aware of the character's actions while being filmed. As a result, it is possible to encourage the player to position the character around the appeal virtual camera during character actions, and maintain a period of close proximity.
[0201] As shown in Figure 14, a specific period is defined based on a predetermined timing TA. For example, the specific period is the period TX (e.g., 5 minutes) from the predetermined timing TA (e.g., the timing when the object enters the field of view of the virtual camera CB for appeal) to the predetermined time point TB.
[0202] Furthermore, the specified period may be the period TY (for example, the past 5 minutes) of the point TC that is a predetermined period prior to the predetermined timing TA. Note that the specified period may also include the period before and after the predetermined timing TA.
[0203] Furthermore, the parameter adjustment unit 217 may analyze the character's behavior and adjust the parameters associated with the character based on that behavior, even if a character that has entered the field of view of the appeal virtual camera CB temporarily moves outside the field of view of the appeal virtual camera CB during the specified period.
[0204] For example, the parameter adjustment unit 217 controls the number of attack items (e.g., the number of bullets) that character CP1 possesses if character CP1 defeats a predetermined number of characters within a specific period.
[0205] Furthermore, for example, the parameter variation unit 217 controls the number of recovery items that character CP1 possesses (e.g., the number of herbs possessed) to increase if character CP1 helps an ally character CP2, or if character CP1 is helped by an ally character CP2, within a specific period of time.
[0206] Furthermore, for example, the parameter adjustment unit 217 controls the character CP1 to either increase its stealth ability (surprise attack ability) or grant it the ability to avoid being seen by other characters if the character CP1 defeats another character CP5 from behind within a specific period of time.
[0207] For example, this is controlled by a flag F3 that indicates whether or not the character has the ability to stay out of the line of sight of other characters. In other words, if character CP1 knocks down another character CP5 from behind within a specific period, the parameter variation unit 217 updates flag F3 of character CP1 to 1, controlling character CP1 so that it does not enter the line of sight of other characters (i.e., within the field of view of the virtual camera used for displaying the other player's first-person or third-person view) (or so that it is not drawn).
[0208] This flag F3 is set for each character and shared by each terminal device 20. Parameter changes in this embodiment include changes in flag F3. The duration of the ability to avoid being seen by other characters (flag F3=1) may be controlled to be limited to a predetermined period (e.g., 30 seconds). Flag F3 is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20. The setting value of flag F3 for each character is common to all terminal devices 20.
[0209] Furthermore, for example, the parameter adjustment unit 217 controls the walking speed (movement speed) of character CP1 to increase if character CP1 is attacked by another character CP4 within a specific period and successfully escapes the attack.
[0210] Furthermore, analyzing the actions of a character captured by a virtual camera for appeal purposes may involve analyzing the character's actions from the captured appeal images, or it may involve analyzing the character's game result history, operation input history, and character location information history.
[0211] [4.5] Image identifying a photo taken by a virtual camera for publicity purposes. The display image generation unit 222 may generate a display image that includes a shooting identification image indicating that the character is being photographed when the appeal virtual camera CB photographs the character. In addition, when the appeal virtual camera is enabled (i.e., F2=1), the display image generation unit 222 generates a display image that includes a shooting identification image indicating that the character is being photographed.
[0212] For example, at the timing TA when player P1's character CP1 enters the field of view of the appeal virtual camera CB, the terminal device 20 of player P1 generates a display image including the captured identification image and displays it on the display unit. Then, for example, when player P1 moves out of the field of view of the appeal virtual camera CB, the captured identification image is erased, and a normal display image is generated and displayed on the display unit. In addition, if the appeal virtual camera is disabled, the captured identification image is erased, and a normal display image is generated and displayed on the display unit.
[0213] Figure 15 shows an example of a display image GA displayed on the terminal device 20 of player P1. When the character CP1 of player P1 is within the field of view of the appeal virtual camera CB, a display image including a shooting identification image as shown in Figure 15 is displayed on the display unit. For example, the text indicator SE of REC (REC is an abbreviation for RECORD, meaning "recording") and light The HUD (Head-Up Display) image containing the LI is used as the capture identification image. The display image generation unit 222 controls the display to superimpose the capture identification image onto the display image.
[0214] On the other hand, as shown in Figure 9, if the player P1's character CP1 is not within the field of view of the virtual camera CB, the display image shown on the player P1's terminal device 20 is controlled not to display the captured identification image.
[0215] Furthermore, even when the appeal virtual camera is invisible (F1=0), if player P1's character CP1 is within the field of view of the appeal virtual camera CB, the capture identification image will be displayed. In this way, player P1 can easily recognize whether or not character CP1 is being captured by the appeal virtual camera, even if the appeal virtual camera is not visible.
[0216] Furthermore, the system controls the display of the capture identification image when the appeal virtual camera is enabled (F2=1), and when the appeal virtual camera is disabled (F2=0), it prevents the display of the capture identification image even if player P1's character CP1 is within the field of view of the appeal virtual camera CB. In short, the system controls the display of the capture identification image only when there is a possibility of parameter changes in character CP1.
[0217] [4.6] Explanation of game progression In this embodiment, the game system 1 involves a server device 10 transmitting the game start time to each terminal device 20, and the game starting simultaneously. All player characters participating in the game move within the same game space. The starting point of the game can be determined by randomly placing characters in a large game space, or by starting from any point based on player input. Each player controls their character using their own terminal device 20.
[0218] The game space is filled with items such as weapons, armor, and vehicles that are useful for combat and survival. At the start of the game, each player's character has only minimal equipment, so characters must search for these items while avoiding being defeated by other characters. In some games, players can take equipment (for example, guns and ammunition) from defeated characters. Players also aim to be the last one standing, the "winner," while moving their character without leaving the competition area A (also known as the safe zone), which shrinks over time.
[0219] Let's specifically explain the scenes where characters fight other characters. First, at the start of the game, each player's character has an initial health value (for example, 100), and when attacked by an enemy, the damage value is subtracted from the character's health value.
[0220] For example, let's say character CP1 has a health value of 100. If character CP1 is attacked by character CP5, for example, if character CP5's attack power is 50 and character CP1's defense power is 20, the damage value will be 30. Subtract 30 from character CP1's health value and update it to 70.
[0221] For example, if character CP5 continues to shoot character CP1 until character CP1's health reaches 0, character CP1 becomes the loser (game over). Also, character CP5 is considered to have defeated character CP1, and 1 is added to the number of characters defeated (also called the kill count).
[0222] The game space's competition area A changes every 5 minutes: a circle with a radius of 500 meters and center point K, a circle with a radius of 400 meters and center point K, a circle with a radius of 300 meters and center point K, and a circle with a radius of 200 meters. The size of the circle gradually shrinks over time, such as a circle with a center point K, or a circle with a radius of 100 meters and a center point K. Player characters are forced to move to smaller areas, which increases the likelihood of contact with other players. The game ends when only one (or one team) remains, and rewards may be given based on the length of time survived.
[0223] [4.7] Flowchart Next, the parameter change processing flow in the terminal device 20 of this embodiment will be explained using Figure 16. For the sake of explanation, the parameter change processing flow of the character CP1, which is the target of player P1's operation, will be explained in the terminal device 20 of player P1.
[0224] First, it is determined whether the virtual camera for appealing is enabled or not (Step S1). If the virtual camera for appealing is enabled (Y in Step S1), it is determined whether character CP1 is within the field of view of the virtual camera for appealing (Step S2).
[0225] When character CP1 enters the field of view of the virtual camera used for appealing (Y in step S2), the timing at which character CP1 enters the field of view of the virtual camera used for appealing is set as the predetermined timing (step S3).
[0226] Next, it is determined whether character CP1 has defeated a predetermined number of characters within a predetermined period based on a predetermined timing (step S4). If character CP1 has defeated a predetermined number of characters within a predetermined period based on a predetermined timing (Y in step S4), the parameters of character CP1 are changed (step S5).
[0227] Then, it is determined whether the game has ended or not (step S6). If the game has ended (step S6, Y), the process ends. The game has ended if, for example, character CP1 is the last one standing and becomes the winner, or if character CP1 is out of the game. On the other hand, if the game has not ended (step S6, N), the process returns to step S1.
[0228] [5] Application examples [5.1] Virtual camera for appeal [5.1.1] Multiple virtual cameras for appeal The appealing virtual cameras in this embodiment may be arranged in multiple game spaces. For example, as shown in Figure 17, the virtual camera control unit 218 may arrange the appealing virtual cameras CB1, CB2, CB3, and CB4 on the circumference of a circle with radius R at its center point Q, so that the characters gather in a given area (planned dense area) AR of the circle. In other words, the virtual camera control unit 218 arranges the appealing virtual cameras CB1, CB2, CB3, and CB4 so as to surround a predetermined area of the characters.
[0229] Furthermore, the virtual camera control unit 218 controls the orientation (line of sight) of each appealing virtual camera CB1, CB2, CB3, and CB4 so that their orientations (directions of sight) point towards, for example, the center point Q. In other words, the virtual camera control unit 218 controls the orientation of the appealing virtual cameras CB1, CB2, CB3, and CB4 so that a predetermined area AR of the character becomes the target area for shooting.
[0230] [5.1.2] Virtual camera for promotional purposes that allows you to view 360 degrees The virtual camera used for promotion in this embodiment may be a virtual camera with an ultra-wide field of view, having a horizontal field of view of 360 degrees.
[0231] [5.1.3] Depth limitation of the field of view of the virtual camera used for appeals. The virtual camera for appeal in this embodiment may have its field of view depth limited. For example, the field of view in the depth direction of the virtual camera for appeal may be set to the range from the viewpoint (0) to point ZA (a predetermined depth value) where the Z value (depth value) = 100. In this way, the presence of characters far from the virtual camera for appeal can be ignored, and the processing load can be reduced.
[0232] [5.1.4] A method of selecting a character to be photographed and moving a virtual camera for promotional purposes. In this embodiment, a specific character may be selected from among multiple characters participating in the game (competing), and the virtual camera for appealing may be moved so that the selected character is within the field of view of the virtual camera for appealing.
[0233] For example, a specific character might be a character wearing a special costume, or a character possessing a special item (a marker object).
[0234] Furthermore, in this embodiment, the character to be photographed may be determined from among multiple characters participating in the game in a random order, a predetermined order (by battle record), or according to a predetermined rule, and the virtual camera for appealing may be moved so that the character to be photographed is within the field of view of the virtual camera for appealing. The predetermined rule is a rule such as, if the character to be photographed passes by another character (for example, if the distance between the character and the other character is within 3 meters), the other character will be made the target of the photograph.
[0235] [5.2] Parameter variation [5.2.1] Example of parameter reduction The parameter variation unit 217 of this embodiment may decrease parameters associated with the character (such as health value, attack power, defense power, number of equipped bullets, number of recovery items, character movement speed, etc.) at a predetermined timing TA.
[0236] For example, the parameter adjustment unit 217 of this embodiment controls the character CP1 to reduce its attack power if the character CP1 has defeated a predetermined number of characters (e.g., 3) consecutively using a specific attack method (e.g., a sniping attack) within a specific period of time. In this way, it is possible to prevent the character from repeatedly using a specific attack method and to encourage the character to use a variety of attack variations.
[0237] [5.3] When multiple characters are within the field of view of the appeal virtual camera CB [5.3.1] Targets of the virtual camera CB used for appeals In this embodiment, the virtual camera control unit 218, when multiple characters are present within the field of view of the appeal virtual camera CB, determines one character from among the multiple characters to be the character to be focused on, and controls the appeal virtual camera CB to focus on the determined character.
[0238] To explain the method for determining the character to focus on, for example, the virtual camera control unit 218 determines the character with the highest parameter value to be the character to focus on. Specifically, for example, the character with the highest number of other characters defeated (KILL count) is chosen as the character to focus on.
[0239] For example, if multiple characters CP1 and CP2 are within the field of view of the appeal virtual camera CB, and character CP1 has defeated "1" character and character CP2 has defeated "0" characters, the virtual camera control unit 218 will... The character CP1 is designated as the character to be focused on, and the line of sight of the appealing virtual camera CB is set to the direction in which character CP1 is located, thereby controlling the appealing virtual camera CB to focus on character CP1.
[0240] This approach increases the player's motivation to raise the parameters of the character they are controlling, further enhancing the game's appeal.
[0241] [5.3.2] Parameter variation When multiple characters are within the field of view of the virtual camera CB for appeal, and the parameters associated with these multiple characters are to be varied, the parameter variation amount for each of the multiple characters is calculated by dividing a predetermined total variation amount by the number of characters (rounded down or rounded up).
[0242] For example, when a character CP1 is within the field of view of the virtual camera CB for appeal, the parameter variation unit 217 will change the health value associated with that character CP1 at a predetermined timing, by adding the total variation amount "10" to the health values associated with the multiple character CP1s.
[0243] On the other hand, when multiple characters CP1 and CP2 are within the field of view of the virtual camera CB for appeal, the parameter fluctuation unit 217, when it fluctuates the health values associated with the multiple characters CP1 and CP2 at a predetermined timing, adds "5", which is the total fluctuation amount "10" divided by two, to the health values associated with the characters CP1 and CP2.
[0244] This approach makes it advantageous to have fewer characters captured by the virtual camera used for appealing to players, encouraging them to pay attention to the number of characters captured by the virtual camera and further enhancing the game's appeal.
[0245] [5.4] Video streaming The game system of this embodiment may use a video distribution service (video distribution server) to distribute videos of gameplay to viewers. In this case, the video may include appeal images. The number of viewers may be displayed on the appeal images.
[0246] [5.5] Examples of Game System Applications [5.5.1] Application examples of server device 10 The server device 10 may perform some or all of the processing that the terminal device 20 in this embodiment performs.
[0247] For example, this embodiment may be a server device that runs a game in which multiple characters move within a game space, and is characterized by comprising: a virtual camera control unit that places a virtual camera for display and a virtual camera for appealing within the game space; a display image generation unit that generates images visible from the virtual camera for display as display images; a timing determination unit that determines a predetermined timing; and a parameter variation unit that changes parameters associated with the character captured by the virtual camera for appealing at the predetermined timing.
[0248] For example, the server device 10 may function as an object space setting unit 110, a display control unit 112, a game control unit 114, a movement control unit 115, a game arithmetic unit 116, a parameter variation unit 217, a virtual camera control unit 118, a timing determination unit 120, an image generation unit 121, a display image generation unit 122, an appeal image generation unit 123, and a sound processing unit 130.
[0249] Further, the storage unit 140 of the server device 10 may include a drawing buffer 172.
[0250] The communication control unit 201 transmits information related to the game, information on the generated image, etc. to the terminal device 20. Also, the communication control unit 201 receives input information (e.g., commands, operations, information related to operation history) received from the terminal device 20 from the terminal device 20.
[0251] The object space setting unit 110 of the server device 10 is the same as the object space setting unit 210 of the terminal device 20, so the description is omitted. Note that although the server device 10 sets the object space in common for all players, the object space may be set for each player.
[0252] The display control unit 112 of the server device 10 performs control to display the image generated by the image generation unit 双121 and information related to the image on the display unit 190 of the terminal device 20. The specific processing is the same as that of the display control unit 212 of the terminal device 20, so the description is omitted. Note that "control to display" means that the server 20 controls the display on the game screen in the game device (terminal device) 10. For example, when the server device 10 generates "control information" to be displayed on the game screen of the terminal device 20 and transmits it to the terminal device 20, when the terminal device 20 receives the "control information" from the server 20, the terminal device 20 displays the game screen based on the "control information".
[0253] The specific processing of the game control unit 114 of the server device 10 is the same as that of the game control unit 214 of the terminal device 20, so the description thereof is omitted. Note that the server device 10 performs game control for each player based on the information (input information and commands) received from the player's terminal device 20.
[0254] The specific processing of the movement control unit 115 of the server device 10 is the same as that of the movement control unit 215 of the terminal device 20, so the description thereof is omitted. Note that the server device 10 performs movement control for each player.
[0255] The specific processing of the game arithmetic unit 116 of the server device 10 is the same as that of the game arithmetic unit 216 of the terminal device 20, so the description thereof is omitted. Note that the server device 10 performs game arithmetic for each player.
[0256] The parameter variation unit 117 of the server device 10 is the same as the parameter variation unit 217 of the terminal device 20, so the description thereof is omitted. Note that the server device 10 performs control to vary parameters for each player.
[0257] The virtual camera control unit 118 of the server device 10 is the same as the virtual camera control unit 218 of the terminal device 20, so the description thereof is omitted. Note that the server device 10 performs control of the virtual camera (for example, control of the display virtual camera) for each player. Note that the server device 10 performs common control for each player regarding the control of the appeal virtual camera.
[0258] The game management unit 103 of the server device may perform the same processing as the game management unit 219 of the terminal device 20. Note that the server device 10 performs game management for each player.
[0259] The timing determination unit 120 of the server device 10 is the same as the timing determination unit 220 of the terminal device 20, so the description thereof is omitted. Note that the server device 10 performs processing to determine a predetermined timing for each player. ning.
[0260] The image generation unit 121 of the server device 10 is the same as the image generation unit 221 of the terminal device 20, so its description is omitted. The server device 10 generates an image for each player.
[0261] The display image generation unit 122 of the server device 10 is the same as the display image generation unit 222 of the terminal device 20, so its description is omitted. The server device 10 generates a display image for each player.
[0262] The appeal image generation unit 123 of the server device 10 is the same as the appeal image generation unit 223 of the terminal device 20, so its description is omitted. Although the server device 10 generates a common appeal image for all players, it may also generate an appeal image for each player. The generated appeal images are stored in the appeal image storage unit 148.
[0263] The specific processing of the sound processing unit 130 of the server device 10 is the same as that of the sound processing unit 230 of the terminal device 20. The sound processing unit 130 of the server 20 controls the output of sound to the sound output unit 292 of the terminal device 20.
[0264] In addition, "storing in the server device 10" means storing in the storage unit 140 of the server device 10, but it may also be stored in the storage unit 270 of the terminal device 20. In addition, the storage unit 140 of the server device 10 may be a concept that includes the information storage medium 180 of the server device 10.
[0265] [5.5.2] Game device The terminal device 20 in this embodiment may be a game device 20 that operates as a standalone device.
[0266] For example, this embodiment may be a game device that executes a game in which multiple characters move within a game space, and is characterized by comprising: a virtual camera control unit that places a virtual camera for display and a virtual camera for appeal within the game space; a display image generation unit that generates images visible from the virtual camera for display as display images; a timing determination unit that determines a predetermined timing; and a parameter variation unit that changes parameters associated with the character captured by the virtual camera for appeal at the predetermined timing.
[0267] [6] Others The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited in the specification or drawings as broad or synonymous terms can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
[0268] In this embodiment, the game is not limited to action RPGs. For example, it can be used in action games, fighting games, sports games and other competitive games, role-playing games (RPGs), and other simulation games.
[0269] The present invention includes configurations that are substantially identical to those described in the embodiments (for example, configurations with the same function, method, and result, or configurations with the same purpose and effect). Furthermore, the present invention includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. Furthermore, the present invention includes configurations that produce the same effects or achieve the same purpose as those described in the embodiments. Furthermore, the present invention includes configurations that add known technology to the configurations described in the embodiments.
[0270] As described above, embodiments of the present invention have been explained in detail, but it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novel aspects and effects of the present invention. Therefore, all such modifications are included within the scope of the present invention. [Explanation of symbols]
[0271] 10 Server device 20 Terminal device 100 Processing unit 101 Communication control unit 102 Web processing unit 103 Game management unit 107 Timer management unit 108 Information providing unit 140 Memory unit 142 Main memory unit 144 Game data memory unit 146 Player information memory unit 148 Appeal image memory unit 180 Information storage medium 196 Communication unit 150 Input unit 190 Display unit<00性0979>200 Processing unit 210 Object space setting unit 212 Display control unit 213 Input reception processing unit 214 Game control unit 215 Movement control unit 216 Game arithmetic unit 296 Communications Department CA display virtual camera CB Virtual Camera for Appeal
Claims
1. A game system that runs a game in which multiple characters move within a game space, A virtual camera control unit is provided, which places a virtual camera for display and a virtual camera for appeal within the aforementioned game space. A display image generation unit generates a display image from the image visible from the virtual camera for display, A timing determination unit that determines a predetermined timing, A game system characterized by comprising a parameter variation unit that, at a predetermined timing, varies parameters associated with a character captured by the virtual camera for appealing to the public.
2. In claim 1, The virtual camera control unit, A game system characterized by being able to change at least one of the position, orientation, and field of view of the virtual camera used for appealing to the audience.
3. In claim 2, The virtual camera control unit, A game system characterized by controlling the position, orientation, and field of view of at least one of the virtual camera used for appealing to change based on player information and information on each character.
4. In any of claims 1 to 3, The virtual camera control unit, A game system characterized by associating a computer-controlled non-player character with the virtual camera for appeal purposes, and moving the virtual camera for appeal purposes in correspondence with the movement of the non-player character.
5. In claim 4, A game system characterized in that the computer further functions as a movement control unit that moves the non-player character based on the progress of the game.
6. In any of claims 1 to 5, The timing determination unit, A game system characterized in that, when a character is within the field of view of the virtual camera for appealing, the timing at which the character turns towards the virtual camera for appealing is set to the predetermined timing.
7. In any of claims 1 to 6, The timing determination unit, A game system characterized in that, when a character is within the field of view of the virtual camera used for appealing to an audience, the predetermined timing is determined based on the action taken by that character toward another character.
8. In any of claims 1 to 7, The aforementioned display image generation unit, The game system is characterized in that when the virtual camera for appealing captures a character, it generates the display image which includes a capture identification image indicating that the character is being captured. Tem.
9. In any of claims 1 to 8, The parameter variation unit, A game system characterized by analyzing the actions of the character captured by the virtual camera for appeal during a period based on the predetermined timing, and changing the parameters associated with the character based on the character's actions.
10. In any of claims 1 to 9, A game system further comprising an appeal image generation unit that generates appeal images captured by the aforementioned virtual camera for appeal.
11. A program that runs a game in which multiple characters move within a game space, A virtual camera control unit is provided, which places a virtual camera for display and a virtual camera for appeal within the aforementioned game space. A display image generation unit generates a display image from the image visible from the virtual camera for display, A timing determination unit that determines a predetermined timing, A program characterized by causing a computer to function as a parameter variation unit that changes parameters associated with a character captured by the virtual camera for appeal at the predetermined timing.
Citation Information
Patent Citations
Program, information storage medium, game device and server device
JP4136910B2