Game program, game processing method, and game terminal
By integrating a superimposed map and texture effects on the game screen, the game program addresses the challenge of losing sight of the character's position during rapid movements, allowing players to maintain awareness with reduced eye movement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2026-02-24
- Publication Date
- 2026-05-19
AI Technical Summary
In games where characters move quickly within a three-dimensional virtual space, the separate display of characters and radar images can lead to a loss of sight of the character's position, especially during rapid screen changes, making it difficult for players to easily recognize their character's position without excessive eye movement.
A game program that integrates a map showing the character's current position onto the game screen, superimposed on the character, while also applying texture image blurring and color changes based on movement speed and direction, and controlling character movements with specific gestures and conditions.
Enables players to grasp the character's position in the virtual space with minimal eye movement, enhancing gameplay experience by maintaining awareness of character and object positions during rapid movements.
Smart Images

Figure 2026083094000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game processing method, and a game terminal.
Background Art
[0002] In a game where a character moves inside a three-dimensional virtual space, in order for a player to easily recognize the position of the character, the position of the character in the three-dimensional virtual space is displayed on the game screen. For example, Patent Document 1 discloses that a radar image showing the position of a character in a three-dimensional virtual space as seen from above is superimposed on a game image capturing the character moving in the three-dimensional virtual space.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the technique described in Patent Document 1, since the character operated by the player and the radar image are displayed separately, when the player focuses on the character, the confirmation of the radar image becomes sparse, and there is a possibility of losing sight of the position of the character in the three-dimensional virtual space. Such a problem is considered to occur prominently in a game where a character moves quickly inside a three-dimensional virtual space and the game screen changes rapidly.
[0005] Therefore, an object of the present invention is to provide a technique that enables the position of a character in a virtual space to be grasped with less eye movement.
Means for Solving the Problems
[0006] A game program according to one aspect of the present invention is a game program in which a player operates a character in a virtual space, wherein the computer functions as an input means for receiving operations on the character, an operation control means for operating the character in the virtual space based on the operations received by the input means, and a display control means for displaying the character on a game screen that displays a part of the virtual space, and displaying a map showing the character's current position in the virtual space superimposed on the character. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a technology that makes it possible to grasp the position of a character in a virtual space with less eye movement. [Brief explanation of the drawing]
[0008] [Figure 1] This figure shows an example of the system configuration of the game system according to this embodiment. [Figure 2] This shows an example of the game screen for this game. [Figure 3] This shows how the viewpoint on the game screen moves along with the movement of characters and objects. [Figure 4] This figure shows an example of the hardware configuration of a game server and terminal. [Figure 5] This figure shows an example of the functional block structure of a game server. [Figure 6] This figure shows an example of the functional block configuration of a terminal. [Figure 7] This is a diagram showing a concrete example of a map. [Figure 8] This diagram explains where the map is displayed on the game screen. [Figure 9] This figure shows an example of a texture image. [Figure 10] This diagram illustrates an example of determining the color of an object. [Figure 11] This figure shows an example of image data that includes texture images for each color. [Figure 12] This is a diagram illustrating how to extract texture images from image data. [Figure 13] This is a diagram illustrating specific examples of actions that a player can perform. [Figure 14] This diagram illustrates specific examples of conditions for quickly moving a character to a particular location. [Figure 15] This diagram illustrates how to control the character's movement direction at maximum speed. [Figure 16] This diagram shows an example of how items equipped to a character are displayed. [Modes for carrying out the invention]
[0009] A preferred embodiment of the present invention will be described with reference to the attached drawings. In each figure, components with the same reference numerals have the same or similar configuration. In this embodiment, a game in which a character puts a ball into a goal in a virtual three-dimensional space will be described as an example, but this embodiment is not limited to this. This embodiment can also be applied to various ball games, racing games, shooting games, etc.
[0010] <System Configuration> Figure 1 shows an example of the system configuration of the game system 1 according to this embodiment. The game system 1 shown in Figure 1 comprises a game server 10 (game device) and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate via a communication network N such as the Internet, intranet, wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions necessary for the terminal 20 to provide the game, such as managing various information about the player or executing some of the game's processing. The game server 10 may consist of one or more information processing devices, or it may be configured using a virtual server (such as a cloud server).
[0012] The terminal 20 is a terminal that provides games to players, and the players can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device.
[0013] <Game Overview> Next, the overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1 (hereinafter referred to as "this game"), the player operates a character in a transparent sphere in a virtual three-dimensional space (hereinafter referred to as "virtual space"), and a ball (a moving object) that appears in the virtual space is put into a goal (a fixed object) fixedly installed in the virtual space to compete for victory or defeat. The virtual space is provided with a ground (plane), and the character can move freely while rolling or jumping on the ground.
[0014] Each player moves the ball by colliding the character with the ball, and finally, the player who puts the ball into the opponent's goal wins. This game is provided with various play modes. For example, a mode of competing against a computer, a mode of competing between two players, a mode of competing between two teams of four players, a mode of competing between four players respectively, etc. are provided.
[0015] Figure 2 shows an example of the game screen for this game. The game screen does not display the entire virtual space, but rather renders a predetermined range of the virtual space as viewed from a predetermined viewpoint. The game screen also displays the player's character CA (hereinafter referred to as "player character CA"), the goal G, the ball B, and the map M. Although not shown in Figure 2, if another player's character CA enters the predetermined range, that other player's character CA will also be displayed on the game screen. The player character CA and ball B will generally remain displayed on the center line L that divides the screen left and right while the game is being played. However, under certain conditions, such as when a special attack is activated or a goal is scored (or scored against the player), they may be drawn in a location other than the center line L or disappear from the game screen.
[0016] Here, the predetermined viewpoint is not an arbitrary viewpoint but a fixed viewpoint. Specifically, it is a viewpoint that looks down on the player character CA from an oblique angle, and a viewpoint in which the player character CA and ball B always appear to be aligned on the center line L. In other words, as the player character CA and ball B move within the virtual space, the viewpoint will also move in such a way that neither the player character CA nor ball B deviates from the center line L.
[0017] Figure 3 shows how the viewpoint on the game screen moves along with the movement of the player character CA and ball B. Figure 3 shows the virtual space as viewed from directly above. First, in the state shown on the left of Figure 3, the viewpoint on the game screen is in the L2 direction, moving from the upper right to the lower left. Here, the range of angle α centered on line segment L2 represents the left-right range of the virtual space drawn on the game screen. Note that the magnitude of angle α may be fixed or may change dynamically according to the progress of the game. From this state, when ball B moves to the lower right, transitioning to the state shown on the right of Figure 3, the viewpoint on the game screen moves in the L3 direction, moving from the upper left to the lower right. In this game, since the player character CA and ball B move at high speed within the virtual space, the virtual space drawn on the game screen changes rapidly in accordance with the movement of the player character CA and ball B.
[0018] <Hardware Configuration> Figure 4 shows an example of the hardware configuration of a game server 10 and a terminal 20. The game server 10 and terminal 20 have a CPU (Central Processing Unit) 11, memory, a storage device 12 such as an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication interface 13 for wired or wireless communication, an input device 14 for receiving input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse and / or a microphone. The output device 15 is, for example, a display and / or a speaker.
[0019] <Functional Block Configuration> Figure 5 shows an example of the functional block configuration of the game server 10. The game server 10 includes a communication unit 101, a game control unit 102, and a storage unit 103. The communication unit 101 and the game control unit 102 can be realized by the CPU 11 of the game server 10 executing a program stored in the storage device 12. The program can be stored in a storage medium. The storage medium storing the program may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, but may be a storage medium such as a USB memory or CD-ROM. The storage unit 103 can be realized using the storage device 12 provided by the game server 10.
[0020] The communication unit 101 has the function of sending and receiving information necessary to run this game with the terminal 20. The information necessary to run this game includes, for example, information indicating the current position of each character CA controlled by each player and the current position of ball B.
[0021] The game control unit 102 provides various functions necessary for running the game, which are performed on the game server 10 side. For example, the game control unit 102 provides functions such as transmitting the position information of each player and the position of ball B within the same virtual space to each terminal 20, managing the attribute data of the characters owned by each player, managing various settings made by each player in the game, and backing up the game data held by the terminal 20.
[0022] The memory unit 103 stores the player management database. The player management database manages various data related to each player. Specifically, it stores login information, the player's name displayed on the game screen, information about owned characters (CAs), and information about owned items for each player.
[0023] Figure 6 shows an example of the functional block configuration of terminal 20. Terminal 20 includes an input unit 201, an operation control unit 202, a display control unit 203, a communication unit 204, and a storage unit 205. The input unit 201, the operation control unit 202, the display control unit 203, and the communication unit 204 can be realized by the CPU 11 of terminal 20 executing a program stored in the storage device 12. The storage unit 205 can be realized using the storage device 12 provided by terminal 20. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-temporary storage medium. The non-temporary storage medium is not particularly limited, but may be a storage medium such as a USB memory or CD-ROM. The program may also be a program that is downloaded from an external server via a network and installed in terminal 20.
[0024] The input unit 201 has the function of receiving various inputs from the player. The input unit 201 also has the function of receiving various inputs related to character operation from the player and notifying the operation control unit 202. The input unit 201 may accept operations on its own character CA by detecting operations (touch operations, flick operations, swipe operations, etc.) performed by the player on the screen (touch panel) of the terminal 20, or it may accept operations on its own character CA by detecting when the player presses a button on the game controller.
[0025] The motion control unit 202 has the function of controlling the movement of its own character CA in the virtual space (direction of movement, speed of movement, etc.) based on the operation received from the player by the input unit 201. Specifically, the motion control unit 202 controls the direction of the operation performed by the player on the screen of terminal 20. The control unit 202 controls the movement of the player character CA in the direction of a flick gesture (for example). It also controls the movement of the player character CA so that the faster the flick gesture, the faster the player character CA moves. The motion control unit 202 also controls the movement of ball B in the virtual space (movement speed, direction of movement, movement trajectory, etc.).
[0026] Furthermore, the motion control unit 202 does not always move its own character CA in the direction of the operation performed by the player on the terminal 20's screen. Instead, it may control the character CA to perform a specific action when certain conditions are met. For example, if the character CA is located in a predetermined area in the virtual space and the player performs a specific operation on the game screen (e.g., a downward flick operation), the motion control unit 202 may consider that an operation to move the character CA to a specific point (e.g., the goal) has been performed, and move the character CA to that point.
[0027] Furthermore, if the character CA is moving at a constant speed in a predetermined direction (first direction), the motion control unit 202 may cause the character CA to continue moving at a constant speed in that predetermined direction (first direction) at least until the player performs some operation (for example, touching the screen).
[0028] The display control unit 203 has the function of displaying a game screen on the display that shows at least a part of the virtual space. The display control unit 203 also has the function of displaying the player character CA on the game screen and displaying a map M that shows the current position of the player character CA in the virtual space, overlaid on the player character CA. The display control unit 203 also has the function of displaying a ball B on the game screen and switching the texture image mapped to the surface of the ball B according to the amount of movement of the ball B.
[0029] The communication unit 204 has the function of sending and receiving information necessary to run this game with the server 10. This information necessary to run the game includes, for example, information indicating the current position of the character CA controlled by each player and the current position of the ball.
[0030] The memory unit 205 stores the game data necessary for each functional unit (input unit 201, operation control unit 202, display control unit 203, and communication unit 204) to run the game. The game data includes image data of character CA, image data of ball B, and the game scenario.
[0031] <Processing Procedure> Next, we will explain the specific processing steps performed by Game System 1.
[0032] (Map display) In this game, each character CA and ball B move at high speed within the virtual space, and consequently, the range of the virtual space displayed on the game screen changes rapidly in accordance with the movement of your character CA and ball B. Furthermore, in order to get ball B into the enemy goal G before the opposing player, the player must constantly be aware of not only the position of their own character CA, but also the positions of the enemy characters, their own characters, ball B, and goal G.
[0033] Therefore, in this game, the display control unit 203 of terminal 20 displays a map on the game screen overlaid on the player's character CA, showing the positions of each character, the ball B, and the goal G in the virtual space. This allows the player to quickly grasp the positions of other characters, the ball B, and the goal G while focusing their gaze on their own character CA.
[0034] Figure 7 shows a specific example of Map M. Map M displays the player's character icon CAI1, which shows the current position of the player's own character CA; the ally character icon CAI2, which shows the current position of the ally player's character CA; and the enemy character icons CAI3 and CAI4, which show the current positions of the enemy player's character CA. In addition, Map M displays the ball icon BI, which shows the current position of ball B; the goal icon GI1, which shows the position of the enemy's goal G (the second object targeted by the player and allied players); and the goal icon GI2, which shows the position of the ally's goal G (the first object targeted by the enemy player).
[0035] Furthermore, to make it easier to identify the position of enemy character CAs, enemy character icons CAI3 and CAI4 may be displayed with icons of a different shape from the player's character icon CAI1 and ally character icon CAI2. Alternatively, player character icon CAI1 and ally character icon CAI2 may be arrow-shaped, with the direction of the arrow indicating the direction the player's character CA and ally character are facing. Or, only player character icon CAI1 may be arrow-shaped, and ally character icon CAI2 may simply represent the position, similar to enemy character icons CAI3 and CAI4. Furthermore, to make it easier to recognize the position of the player's character CA, player character icon CAI1 may be displayed with a larger shape than the other character icons.
[0036] Figure 8 is a diagram illustrating the position where map M is displayed on the game screen. Map M displayed on the game screen is shown as being attached to the ground (plane) in the virtual space. The display control unit 203 controls the display position of map M so that point PCA on the ground, which is the point reached by moving vertically from the position of the player character CA toward the ground, coincides with the point on map M where the character icon CAI1 is displayed.
[0037] For example, in game screen A10 shown in Figure 8A, map M is displayed such that the point PCA where the line segment L10 extending vertically from the player character CA towards the ground intersects the ground coincides with the player character icon CAI1. In this state, suppose the player character CA moves in the virtual space towards the enemy goal G1. Figure 8B shows the state after the player character CA has moved. In game screen A11 shown in Figure 8B, map M is also displayed such that the point PCA where the line segment L10 extending vertically from the player character CA towards the ground intersects the ground coincides with the player character icon CAI1. In other words, in game screen A10 shown in Figure 8A and game screen A11 shown in Figure 8B, the display position of the player character CA has not changed, but the display position of map M has moved to the right.
[0038] Next, the display control unit 203 rotates the map M on the game screen so that the direction L12 (first direction) from the player character CA to the location of the enemy goal G1 is the same as the direction L11 connecting the current position of the player character icon CA1 to the goal icon GI1 indicating the enemy goal's position on the map M.
[0039] For example, suppose that when ball B moves near the opponent's goal G, the game screen transitions from a state where the opponent's goal G is not shown (Figure 8B) to a state where the opponent's goal G is shown (Figure 8C). In this case, as shown in game screen A12 in Figure 8C, map M rotates so that the direction L12 where the opponent's goal G is located in game screen A12 and the direction L11 connecting the current position of character icon CA1 to goal icon GI1 indicating the opponent's goal position are in the same direction.
[0040] (Ball B blur effect, Ball B color switching) In this game, the game screen is made more realistic by applying a process to represent the magnitude of object movement when rendering ball B. Any process can be used to represent the magnitude of object movement, but blurring is one example. For convenience, the following explanation will assume that blurring is the process used to represent the magnitude of object movement.
[0041] The game data stored in the memory unit 205 includes a set of texture images containing multiple texture images with different blur effects, which are associated with a threshold indicating the range of motion of ball B. Each texture image in the set of texture images is processed so that the blur effect increases as the amount of motion of the ball increases. The display control unit 203 compares the amount of motion of ball B with the threshold and expresses the blur effect by mapping the texture image corresponding to the amount of motion of ball B onto the surface of ball B, which is represented by polygons. In this embodiment, the amount of motion of the ball is intended to be the ball's movement speed, but is not limited to this. For example, the amount of motion of the ball may be the ball's rotation speed.
[0042] Figure 9 shows an example of a set of texture images. Figure 9A shows an example of a texture image without blurring (first texture image), and Figure 9B shows an example of a texture image with blurring (second texture image). In the texture image shown in Figure 9A, the surface pattern of ball B is clearly depicted, while in the texture image shown in Figure 9B, the surface pattern of ball B is depicted in a blurred state.
[0043] When using the set of texture images shown in Figure 9, the display control unit 203 maps the unblurred texture image to ball B if the amount of movement of ball B is less than a predetermined amount, and maps the blurred texture image to ball B if the amount of movement of ball B is equal to or greater than the predetermined amount.
[0044] Note that the example in Figure 9 is merely one example and is not limited to it. For example, a set of texture images could be prepared that includes a texture image to be used when ball B is stationary (a sharp image), a texture image to be used when ball B is moving at a moderate speed (a slightly blurred image), and a texture image to be used when ball B is moving at maximum speed (a blurred image).
[0045] In this embodiment, multiple sets of texture images with different colors may be prepared, and the display control unit 203 may select a set of texture images according to the game progress to change the color of ball B in accordance with the game progress, in addition to the blur effect.
[0046] For example, the display control unit 203 may map a color texture image to ball B that corresponds to the attribute of the character that last changed the movement of ball B (all characters, including the player character CA, allied characters, and enemy characters). Here, changing the movement of ball B includes both changing the movement speed or direction of ball B by having a character collide with ball B, and changing the movement speed or direction of ball B by having an object moved by a character collide with ball B. Therefore, the character that last changed the movement of ball B is the character if the last thing that collided with ball B was a character, and the character that last moved the object if the last thing that collided with ball B was an object. The character's attribute may be, for example, an image color assigned to each character, or the team color of the team to which the character belongs.
[0047] Figure 10 illustrates an example of determining the color of ball B. For example, let's assume that the team to which the player character CA belongs has the team color red, and the team to which the enemy character belongs has the team color blue. If the player character CA directly touches ball B, the display control unit 203 selects a set of red texture images, which is the team color of the player character CA, extracts a texture image from that set corresponding to the amount of movement of ball B, and maps it to ball B. Also, if a bullet W touches ball B, and the character that last moved the bullet W was an enemy character (for example, if the character that touched the bullet W or the character that fired the bullet W was an enemy character), the display control unit 203 selects a set of blue texture images, which is the team color of the enemy character, extracts a texture image from that set corresponding to the amount of movement of ball B, and maps it to ball B.
[0048] Here, each texture image included in the set of texture images is contained within a single image data, and the display control unit 203 may extract a texture image corresponding to the amount of movement of ball B from the image data and map it to ball B.
[0049] For example, as shown in Figure 11, image data consisting of a set of black texture images, a set of red texture images, a set of blue texture images, a set of purple texture images, a set of yellow texture images, and a set of green texture images are illustrated. The left side of Figure 11 shows image data containing the texture image that the display control unit 203 is currently mapping to ball B (black in the example in Figure 11), and the right side of Figure 11 shows candidate image data that the display control unit 203 will use when changing the color of ball B (other than black in the example in Figure 11). In addition, among the image data of each color, the texture image on the left is a texture image without a blur effect, and the texture image on the right is a texture image with a blur effect.
[0050] Figure 12 is a diagram illustrating a method for extracting a texture image from a single image data. Region R1 shown in A of Figure 12 represents a region expressed in UV coordinates, which is used when extracting a texture image without a blur effect from the image data. In other words, when the display control unit 203 maps a texture image without a blur effect to ball B, it extracts the texture from the region shown in A of Figure 12 and maps it to ball B, which is represented by polygons. Similarly, region R2 shown in B of Figure 12 represents a region expressed in UV coordinates, which is used when extracting a texture image with a blur effect from the image data. In other words, when the display control unit 203 maps a texture image with a blur effect to ball B, it extracts the texture from the region shown in B of Figure 12 and maps it to ball B, which is represented by polygons.
[0051] (Character movement controls) In this game, when a player touches the game screen and moves their finger in a predetermined direction (including so-called flick and swipe gestures, but for convenience, referred to as "flick gestures" in the following explanation), the player's character CA will move in the direction the player moved their finger on the screen. However, depending on the game situation, it may be desirable to quickly move the character CA towards a specific point rather than in the direction the player is moving their finger.
[0052] Therefore, when the player performs a specific action while the player's character CA, which is being controlled by the player, is located in a predetermined area in the virtual space, the motion control unit 202 considers that an action to move the character CA to a specific location has been performed, and moves the character CA to that location. The specific location may be a fixed location such as the team's goal or the player's own goal, or it may be a moving location such as the location of the ball, the location of an enemy character, or the location of a teammate character.
[0053] Figure 13 is a diagram illustrating specific examples of operations performed by the player. For example, suppose the player touches point T on the game screen and then flicks in the F1 direction. In this case, the motion control unit 202 moves the player's character CA in the F1 direction. On the other hand, suppose the player touches point T on the game screen and then flicks in the F2 direction. If the F2 direction is within a predetermined angle (angle α) centered on the direction L20 which is directly downwards from point T on the ground, the motion control unit 202 moves the player's character CA to a specified point instead of in the F2 direction.
[0054] Note that the specific operation shown in Figure 13 is merely an example and is not limited to the example in Figure 13. For example, the specific operation could be that the player flicks approximately upwards, approximately to the right, or approximately to the left. Alternatively, the player could tap the game screen a predetermined number of times.
[0055] Alternatively, a specific operation may be a flick operation in a specific direction (a flick operation within a predetermined angle, as explained in Figure 13) performed consecutively a predetermined number of times within a predetermined time. In this case, if the flick operation in a specific direction is performed only once, the character CA may move in that specific direction, and if the flick operation in a specific direction is performed consecutively a predetermined number of times within a predetermined time, the character CA may move toward a specific point.
[0056] Furthermore, multiple specific directions may be defined, and a specific point to which the character moves may be defined for each of these specific directions. For example, if a flick operation is performed to the right (or if a flick operation to the right is performed a predetermined number of times consecutively within a predetermined time), the character may move towards the ball, and if a flick operation is performed downwards (or if a flick operation downwards is performed a predetermined number of times consecutively within a predetermined time), the character may move towards the player's own goal. The point to which the player's character CA moves when a flick operation is performed in a particular direction may be customizable for each player.
[0057] Figure 14 is a diagram illustrating a specific example of the conditions for moving a character to a particular location. Figure 14 shows a top-down view of the virtual space. It is assumed that the area to the left of the dotted line in the virtual space shown in Figure 14 is the enemy player's territory (second territory), and the area to the right of the dotted line is the friendly player's territory (meaning the player's own territory in a 1v1 match, and the same applies in the following explanation) (first territory). The character controlled by the player is designated as player character CA1, and the character allied to player character CA1 is designated as friendly character CA2. Characters CA3 and CA4 are assumed to be enemy characters. Goal G1 is the enemy's goal (the second object targeted by the player and / or friendly players), and Goal G2 is the friendly's goal (the first object targeted by the enemy player). The specific location is assumed to be Goal G2. Goal G1 is located in the enemy player's territory, and Goal G2 is located in the friendly player's territory.
[0058] For example, as shown in Figure 14A, the motion control unit 202 may move the player's character CA1 toward the goal G2 if the player is in the enemy player's territory and performs a specific action. This makes it possible to quickly move the player's character CA toward their own goal G2, even if the player's character CA is in the enemy player's territory.
[0059] As another example, the motion control unit 202 may, as shown in Figure 14A, move the player's character CA1 toward the goal G2 when the player's character CA1 is in the enemy player's territory, the ball B is within a predetermined distance (d1) from the goal G2, and the player performs a specific action. This allows the player's character CA to be moved quickly, for example, only when the battle situation has deteriorated significantly, thereby suppressing player errors.
[0060] Furthermore, as shown in Figure 14B, the motion control unit 202 may move the player's character CA1 toward the goal G2 when the player's character CA1 is located in the enemy player's territory, all enemy characters (characters CA3 and CA4) and the ball B are located in the friendly player's territory, and the player performs a specific action.
[0061] Furthermore, as shown in Figure 14C, the motion control unit 202 may move the player's character CA1 toward goal G2 when the player is located in the allied player's territory and performs a specific action.
[0062] Furthermore, as shown in Figure 14C, the motion control unit 202 may move the player's character CA1 toward the goal G2 when the player's character CA1 is located in the friendly player's territory, all enemy characters are located closer to the goal G2 than the player's character CA1, and the player performs a specific action.
[0063] As another example, the motion control unit 202 may move the player's character CA1 toward goal G2 when the player's character CA1 is located in the enemy player's (or friendly player's) territory, the last character to touch ball B is an enemy character, and the player performs a specific action.
[0064] As another example, the motion control unit 202 moves the player character CA1 toward goal G2 if the player is located in the enemy player's (or friendly player's) territory and performs a specific action, and moves the player character CA1 toward goal G1 if the player is located in the friendly player's territory and performs a specific action. You may also move it towards (or towards the opponent's penalty area).
[0065] (Character movement control at maximum speed) In this game, the player controls their own character CA in a virtual space and must score the ball B into the enemy's goal G before the enemy character can get the ball B into their own goal G. To achieve this, the player will likely need to keep their character CA moving at maximum speed.
[0066] Therefore, the motion control unit 202 ensures that when the player's character CA is moving at maximum speed in the first direction, the character CA continues to move at maximum speed in that first direction until the player touches the game screen (i.e., while the player is not performing any operations).
[0067] Furthermore, when the player performs a flick gesture in the second direction on the game screen while the player's character CA is moving at maximum speed in the first direction, the motion control unit 202 switches whether the player's character CA changes direction to the second direction while maintaining maximum speed, or changes direction to the second direction and slows down, depending on the content of the flick gesture or the game situation.
[0068] More specifically, when the player performs a flick operation in the second direction while the player's character CA is moving at maximum speed in the first direction, the motion control unit 202 switches between changing the direction of movement of the player's character CA to the second direction while maintaining the character's movement speed at maximum speed, or changing the direction of movement of the player's character CA to the second direction and decelerating the movement speed, based on at least one of the following: the angle difference between the first and second directions, the strength of the flick operation, and the presence of a specific object (intended to be a ball B, a fence, wall, item, etc. placed in the virtual space) that the character can touch within a predetermined range toward the second direction.
[0069] (Specific example 1) For example, the motion control unit 202 may operate the character CA to change its direction of movement to the second direction while maintaining its maximum speed if the angle difference between the first direction and the second direction is within a predetermined angle. Alternatively, if the angle difference between the first direction and the second direction exceeds a predetermined angle, the motion control unit 202 may operate the character CA to change its direction of movement to the second direction and then decelerate its movement speed.
[0070] Figure 15 is a diagram illustrating a method for controlling the character's movement direction at maximum speed. In Figure 15, the character CA is assumed to be moving at maximum speed in the L30 direction. The user is assumed to have performed a flick operation in the F5 or F6 direction, starting from point T. The L31 direction, starting from point T, is assumed to be the same direction as L30. Direction F5 is assumed to be within a predetermined angle (angle α) centered on direction L31, while direction F6 is assumed to be outside the predetermined angle (angle α) centered on direction L31.
[0071] For example, if the user flicks in the F5 direction while the player's character CA is moving at maximum speed in the L30 direction, the character CA will change direction of movement to the F5 direction while maintaining maximum speed. Also, if the user flicks in the F6 direction while the character CA is moving at maximum speed in the L30 direction, the character CA will change direction of movement to the F5 direction and gradually decelerate from maximum speed.
[0072] This means that, for example, if a player is moving their character CA at full speed towards the enemy goal but is slightly off-target, they can fine-tune the direction of their character CA's movement with a single flick gesture in the desired direction.
[0073] Furthermore, for example, if a player is moving their character CA at full speed towards the enemy's goal, but suddenly needs to move in a different direction, the player can change the direction of their character CA's movement and stop moving at maximum speed simply by flicking once in the direction they want to move.
[0074] (Specific example 2) The motion control unit 202 may, if the strength of the flick operation in the second direction is less than a predetermined strength, cause the character CA to change its direction of movement to the second direction while maintaining its movement speed at the maximum speed. Alternatively, if the strength of the flick operation in the second direction is equal to or greater than the predetermined strength, the motion control unit 202 may cause the character CA to change its direction of movement to the second direction and decelerate its movement speed.
[0075] For example, in the example shown in Figure 15, if the user performs a flick operation in the F5 direction with less than a predetermined strength while the player character CA is moving at maximum speed in the L30 direction, the player character CA will change its direction of movement to the F5 direction while maintaining maximum speed. Also, if the user performs a flick operation in the F6 direction with a predetermined strength or greater while the player character CA is moving at maximum speed in the L30 direction, the player character CA will change its direction of movement to the F5 direction and gradually decelerate its movement speed from maximum speed.
[0076] This means that, for example, if a player is moving their character CA at full speed towards the enemy goal but is slightly off-target, they can fine-tune the direction of their character CA's movement by simply flicking it lightly in the direction they want it to go.
[0077] Furthermore, for example, if a player is moving their character CA at full speed towards the enemy's goal, but suddenly needs to move in a different direction, the player can simply flick their character CA strongly in the direction they want to move, thereby changing the direction of their character CA's movement and stopping its movement at maximum speed.
[0078] The strength of a flick gesture may also be defined by the amount of movement during the flick (the distance between the starting and ending points of the touch). For example, a flick gesture with a movement amount less than a predetermined distance may be defined as a weak flick gesture, and a flick gesture with a movement amount greater than or equal to a predetermined distance may be defined as a strong flick gesture.
[0079] Alternatively, the strength of a flick gesture may be defined by the speed of the flick gesture (the speed from the start of the touch to the end of the touch). For example, a flick gesture with a speed below a predetermined speed may be defined as a weak flick gesture, and a flick gesture with a speed equal to or greater than the predetermined speed may be defined as a strong flick gesture.
[0080] Alternatively, the strength of a flick operation may be defined by the amount and speed of the flick operation. For example, a weak flick operation may be defined as one in which the amount of movement of the flick operation is less than a predetermined distance and the speed of the flick operation is less than a predetermined speed, while a strong flick operation may be defined as one in which the amount of movement of the flick operation is greater than or equal to a predetermined distance, or the speed of the flick operation is greater than or equal to a predetermined speed.
[0081] Alternatively, the strength of a flick gesture may be defined by the pressure applied to the touch panel during the flick gesture. For example, a flick gesture with pressure below a predetermined value may be defined as a weak flick gesture, and a flick gesture with pressure equal to or greater than a predetermined value may be defined as a strong flick gesture.
[0082] (Specific example 3) The motion control unit 202 may, if there are no specific objects (such as a ball or a fence indicating the range of the virtual space) that the player's character CA can touch within a predetermined range from the second direction in which the player performed a flick operation, operate the character CA to change its direction of movement to the second direction while maintaining its speed at maximum speed.
[0083] Furthermore, the motion control unit 202 may, if a specific object (such as a ball or a fence indicating the extent of a virtual space) that the player's character CA can touch exists within a predetermined range from the second direction in which the player performed a flick operation, cause the player's character CA to change its direction of movement to the second direction and slow down its movement speed.
[0084] For example, in the example shown in Figure 15, if the user performs a flick operation in the F6 direction at a speed below a predetermined speed while the player character CA is moving at maximum speed in the L30 direction, and there are no balls, fences, etc. in the F6 direction, the player character CA will change its direction of movement to the F6 direction while maintaining maximum speed. Also, if the user performs a flick operation in the F6 direction at a speed above a predetermined speed while the player character CA is moving at maximum speed in the L30 direction, and there are balls, fences, etc. in the F6 direction, the player character CA will change its direction of movement to the F6 direction and gradually decelerate its movement speed from maximum speed.
[0085] This means that, for example, if you want to change direction while moving your character CA towards the opponent's goal at full speed, but there are no objects such as the ball or fences, you can simply flick your character CA in the direction you want to move, and change only the direction of movement while moving your character CA at maximum speed.
[0086] Furthermore, for example, if you were moving your character CA at full speed towards the opponent's goal, but the ball is approaching and you want to change direction towards the ball, the player can change the direction of their character CA's movement and slow it down simply by strongly flicking it towards the ball.
[0087] The process described above is not limited to when your character's CA is moving at "maximum speed," but can also be applied when your character's CA is moving at a constant speed. Furthermore, maximum speed may include not only the maximum speed under normal circumstances (when no items that increase maximum speed are used and no skills that increase maximum speed are activated), but also the maximum speed when items that increase maximum speed are used, and the maximum speed when skills that increase maximum speed are activated. In addition, maximum speed may be defined as the upper limit of the character's movement speed achieved by a predetermined action (for example, a flick operation).
[0088] (Character skills) In this game, you can equip your character CA with multiple items that can improve your character CA's skills (abilities). Examples of your character CA's skills include acceleration, maximum movement speed, and shooting accuracy. Items, on the other hand, include items that improve acceleration, items that improve shooting accuracy, and so on.
[0089] Figure 16 shows an example of how items equipped to a character are displayed. As shown in Figure 16, one wheel-shaped object is displayed to the left rear and one to the right rear of the player character CA displayed on the game screen. Each object further contains areas S1, S2, S3, S4, and S5. Area S1 displays the items currently equipped to the player character CA, while areas S2 to S5 display items that the player character CA possesses but is not currently equipped with. The player can select items to equip from their possessed items by manipulating the game screen.
[0090] When your character CA moves, an animation is displayed showing areas S2 to S4 rotating around area S1. Furthermore, the distance between your character CA and each of the wheel-shaped objects changes according to your character CA's movement speed. Specifically, the faster your character CA moves, the greater the distance between your character CA and each of the wheel-shaped objects. In other words, the faster your character CA moves, the more the wheel-shaped objects appear to lag behind.
[0091] <Summary> According to the embodiment described above, in a game in which each character CA and ball B move around in various ways in a virtual space, the map M is displayed superimposed on the player's character CA. This makes it possible for the player to grasp the position of their character CA in the virtual space with less eye movement.
[0092] Furthermore, according to this embodiment, multiple texture images with different blur effects are prepared in advance, and the texture image corresponding to the amount of movement of ball B is mapped to ball B. This makes it possible to achieve the blur effect on ball B with less processing load.
[0093] Furthermore, according to this embodiment, if the player's character CA is located in a predetermined area (for example, the enemy's territory) and the player performs a specific action, the player's character CA will be moved toward a specific point (for example, the team's goal). This makes it possible to move the player's character CA toward a specific point more reliably in situations where it is necessary to move the character CA to that specific point quickly.
[0094] Furthermore, according to this embodiment, while the player's character CA is moving at maximum speed, the character CA will continue to move at maximum speed unless the player specifically takes action. This allows the player to move the character at high speed with fewer inputs. It also enhances the sense of exhilaration in the game and increases its enjoyment.
[0095] Furthermore, according to this embodiment, when the player character CA is moving at maximum speed, it is possible to change only the direction of movement of the player character CA with simple operations, or to change the direction of movement of the player character CA while slowing it down. This makes it possible to control the character more accurately even when the character is moving at high speed.
[0096] The embodiments described above are provided to facilitate understanding of the present invention and are not intended to limit its interpretation. The flowcharts, sequences, elements, and their arrangement, materials, conditions, shapes, and sizes described in the embodiments are not limited to those exemplified and can be modified as appropriate. Furthermore, configurations shown in different embodiments can be partially substituted or combined.
[0097] For example, the game according to this embodiment may be a game that utilizes AR technology to display characters and various objects superimposed on real space. In other words, the virtual space according to this embodiment may include an AR space that utilizes real space. [Explanation of symbols]
[0098] 1...Game system, 10...Game server, 11...CPU, 12...Storage device, 13...Communication interface, 14...Input device, 15...Output device, 20...Terminal, 101...Communication unit, 102...Game control unit, 103...Storage unit, 201...Input unit, 202...Operation control unit, 203...Display control unit, 204...Communication unit, 205...Storage unit, 325...Display control unit
Claims
1. A game program in which the player controls a character in a virtual space, Computers, An input means for receiving operations on the aforementioned character, An operation control means for operating the character in the virtual space based on the operation received by the input means, A display control means that displays the character within a game screen that displays a portion of the virtual space, and displays a map showing the character's current position within the virtual space, superimposed on the character; A game program that makes things work.
2. A plane is provided in the aforementioned virtual space. The aforementioned map is displayed attached to the plane in the game screen. The game program according to claim 1.
3. The display control means displays the map on the game screen such that a first point on the plane, which is moved vertically from the character's position toward the plane, coincides with a second point on the map that indicates the character's position. The game program according to claim 2.
4. The map displays the locations of objects fixed in the virtual space. The display control means rotates the map so that the first direction, which is the direction in which the object exists on the game screen, and the direction connecting the character's current position to the object's position on the map are the same direction. The game program according to any one of claims 1 to 3.
5. The fixed object includes a first object targeted by an enemy player and a second object targeted by the player and the player's allied players. The map displays the first object and the second object in an identifiable manner. The game program according to claim 4.
6. The map displays the position of the character controlled by the player and the position of characters controlled by other players in the virtual space. The game program according to any one of claims 1 to 5.
7. The map displays the positions of the player's character and the enemy character in a way that allows for identification. The game program according to any one of claims 1 to 6.
8. A game processing method executed by a terminal in a game in which a player controls a character in a virtual space, The step of accepting an operation on the aforementioned character, Based on the operation received in the aforementioned receiving step, the step of operating the character in the virtual space, The steps include: displaying the character within a game screen that displays a portion of the virtual space, and displaying a map showing the character's current location within the virtual space, superimposed on the character; A game processing method that includes this.
9. A game terminal that runs a game in which the player controls a character in a virtual space, An input unit that accepts operations on the aforementioned character, Based on the operation received by the input unit, an operation control unit operates the character in the virtual space, A display control unit displays the character within a game screen that displays a portion of the virtual space, and overlays a map showing the character's current position within the virtual space with the character. A gaming device.