Program, information processing method, and information processing system

JP2026085534AActive Publication Date: 2026-05-25CAPCOM CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-11-13
Publication Date
2026-05-25

AI Technical Summary

Technical Problem

Existing game technologies lack the ability to create natural-looking cuts on objects in virtual spaces, leading to issues such as partial object severance and unnatural gameplay scenarios.

Method used

An information processing system that determines a first and second range area affected by an attack action, corrects the second range area if it does not include a pre-set range for the object, and performs cutting or damage processes based on these determinations, allowing for natural-looking cuts and object severance.

Benefits of technology

Enhances gameplay freedom and naturalness by ensuring that cuts are appropriately formed based on attack position, angle, and type, preventing partial object severance and promoting a more immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026085534000001_ABST
    Figure 2026085534000001_ABST
Patent Text Reader

Abstract

To provide a gaming environment that allows players to enjoy the game more naturally and freely. [Solution] The attack range determination means 64 determines the attack range, which is the area in which the character's attack action is performed, based on the character's position during the attack action, the angle of the character during the attack action, and the type of attack action to be performed. The influence range determination means 66 determines the influence range, which is a provisional cutting surface, based on the attack range determined by the attack range determination means 64 and the position and angle of the object that is the target of the attack action. The correction means 80 determines whether the influence range determined by the influence range determination means 66 includes the cuttable range that has been set in advance for the second object. The cutting processing means 70 performs in-game processing to cut the target object according to the cutting surface determined by the correction means 80.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0002] , , , , , ,

[0004] , , ,

[0006] , , , , , ,

[0005] , , ,

[0003] , , , ,

[0001] The present disclosure relates to a program, an information processing method, and an information processing system.

Background Art

[0002] Conventionally, in content such as games using a virtual space, attempts have been made to cause a character to perform an arbitrary action in response to a player's input operation. In this regard, for example, a technique has been disclosed in which a character in a game or the like performs a cutting action to cut (destroy) an object installed in the virtual space (see Non-Patent Document 1, particularly refer to "The chopping of the particular signboard" in "Graphics").

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

[0007] Furthermore, in the first aspect, the program described above may also function as a processing means for performing a process of cutting or damaging the second object within the second range area.

[0008] In addition, in the first aspect, the processing means may change the manner in which it cuts or damages the second object if a portion of the second object to be cut or damaged satisfies predetermined conditions.

[0009] In addition, in the first aspect, the processing means may perform a game process to relax the part of the second object that has been cut or damaged.

[0010] In addition, in the first aspect, the processing means may perform a game process that preferentially eliminates the part of the second object that has been cut or damaged.

[0011] Furthermore, in the first aspect, the correction means may perform the correction such that the area of ​​the second range region after correction is larger than the area of ​​the second range region before correction.

[0012] In addition, in the first aspect, the correction means may perform the correction such that the corrected second range region is closer to the center or center of gravity of the second object than the second range region before the correction.

[0013] Furthermore, the second aspect of this disclosure is, An information processing method executed by an information processing device related to a game, A first range determination step of determining a first range area affected by the attack action of a first object, based on at least the position or coordinates of the first object, A second range determination step of determining a second range area that is affected by the attack operation on the second object, depending on the determined first range area and at least the position or coordinates of the second object, If the second range area does not include the third range area that is pre-set for the second object, a correction step is made to correct the second range area. This is an information processing method that includes [something].

[0014] Furthermore, the third aspect of this disclosure is, An information processing system related to games, A first range determination means for determining a first range area affected by the attack action of a first object, based on at least the position or coordinates of the first object, A second range determination means for determining a second range area affected by the attack operation on the second object, depending on the determined first range area and at least the position or coordinates of the second object, Correction means for correcting the second range area when the second range area does not include the third range area that is pre-set for the second object, It is an information processing system equipped with [the following features].

[0015] An information processing method and information processing system according to one aspect of this disclosure are also provided as an information processing method or information processing system corresponding to a program according to one aspect of this disclosure. [Effects of the Invention]

[0016] According to the present disclosure, a player can provide a game environment in which the player can enjoy more naturally and freely.

Brief Description of Drawings

[0017] [Figure 1] It is a diagram showing an example of the configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] It is a diagram showing an example of the hardware configuration of a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 3] It is a diagram showing an example of the functional configuration of a game device and a server constituting an information processing system according to an embodiment of the present disclosure. [Figure 4] It is a diagram showing an example of an image displayed on a game device according to an information processing system according to an embodiment of the present disclosure. [Figure 5] It is a diagram showing an example of an image displayed on a game device according to an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 4. [Figure 6] It is a diagram for explaining an example of a first function in a game according to an information processing system according to an embodiment of the present disclosure. [Figure 7] It is a diagram showing an example of the flow of various processes executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 8] It is a diagram for explaining an example of a second function in a game according to an information processing system according to an embodiment of the present disclosure. [Figure 9] It is a diagram for explaining an example of a second function in a game according to an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 8. [Figure 10] It is a diagram for explaining an example of a second function in a game according to an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the examples of FIGS. 8 and 9.

Modes for Carrying Out the Invention

[0018] [Embodiment] First, before describing embodiments of the present invention, we will briefly describe the games to which the information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") is applicable. The games to which this system applies (hereinafter referred to as "the game") include, for example, RPGs (Role-Playing Games) and action RPGs. In the game, the player can freely control their character in a virtual space, strengthen their character by repeatedly engaging in battles with enemy characters, and progress through the game. The player also progresses through the game while experiencing events and other elements set within the game.

[0019] Another feature of this game is that players can freely cut objects in the game (such as enemy characters or buildings) by controlling a character within the game. Specifically, players can cut objects by having a character holding a predetermined game medium (such as a sword or katana) perform an attack and hitting an object with the attack. However, an important point is that, unlike Non-Patent Document 1 mentioned above, cutting in this game does not simply separate the already cut object when an attack hits, but rather forms a natural-looking cut surface on the object depending on the type of attack, attack position, and angle of the attack, thereby cutting the object. In other words, in this game, more appropriate and different cut surfaces can be formed depending on the position, trajectory, and angle of the character's attack. The specific configuration of the information processing system related to this system will be described below.

[0020] Figure 1 shows an example of the configuration of an information processing system according to one embodiment of the present disclosure. As shown in Figure 1, this system consists of a game device 1 and a server 2. The game device 1 and the server 2 are interconnected via a predetermined network N, such as the Internet. However, the network N is not a mandatory component; for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc., may be used. Hereafter, when simply referred to as "image," it includes both "moving images" and "still images."

[0021] Game device 1 is used by players who wish to apply the services provided by this system. Game device 1 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Game device 1 performs various processes necessary for the progress of this game.

[0022] Server 2 is managed by the system administrator, etc. Server 2 is composed of a general-purpose PC or similar device. Server 2 communicates with game device 1, etc., and saves and manages various information necessary for the progress of this game.

[0023] Figure 2 shows an example of the hardware configuration of a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0024] As shown in Figure 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0025] The control unit 11 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a microcomputer including semiconductor memory, etc. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.

[0026] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0027] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.

[0028] The input unit 17 is, for example, a game controller, and it inputs various information in response to the player's input operations.

[0029] The memory unit 18 consists of an HDD (Hard Disk Drive) or SSD (Solid State Drive), and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.

[0030] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.

[0031] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.

[0032] Here, the hardware configuration of server 2 includes the control unit 100 and communication unit 110 shown in Figure 3, which will be described later, and the other configurations can be basically the same as the hardware configuration of game device 1.

[0033] Figure 3 shows an example of the functional configuration of a game device and server constituting an information processing system according to one embodiment of the present disclosure. As shown in Figure 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation receiving means 62, an attack range determination means 64, an influence range determination means 66, a cut surface determination means 68, a cutting processing means 70, and an output control means 72 by executing various programs.

[0034] The game processing execution means 60 of the game device 1 performs various processes related to the game. Specifically, the game processing execution means 60 executes the game program and generates 2D or 3D images and sounds related to the game, by reading virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations from the player or other users. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various information related to the game to the server 2 as appropriate.

[0035] The input operation receiving means 62 receives game-related input operations from the player. The information regarding input operations received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick used for the input operation, information regarding the time the input operation was performed, and information regarding the number of times the button was pressed.

[0036] The attack range determination means 64 determines a first range area affected by the attack action of the first object, based on at least the position of the first object. Specifically, the attack range determination means 64 determines the range area in which the character's attack action is performed (hereinafter referred to as the "attack range") based on the character's position during the attack action, the angle of the character during the attack action, the type of attack action performed (e.g., slashing, thrusting, various special moves, etc.). For example, when a character performs an attack action such as "slashing," the range of motion is the area defined by the trajectory of the weapon (e.g., a katana or sword) swung by the character. An example of "position" as used here is the virtual space position coordinates (X, Y, Z) of the target character. Specifically, "the virtual space position coordinates of the target character" include, for example, the position coordinates indicating the character's center, or the position coordinates indicating the relative positions of the character's body objects, such as arms and legs, with respect to the position coordinates indicating the character's center.

[0037] The influence range determination means 66 determines a second range area to which the attack operation affects the second object, based on the determined first range area and at least the position of the second object. Specifically, the influence range determination means 66 determines the range area (hereinafter referred to as the "influence range") which is the original range of influence on the object by the attack operation and serves as a basis for provisional object cutting, based on the attack range determined by the attack range determination means 64 and the position and angle of the object that is the target of the attack operation. Here, the method by which the impact range determination means 66 specifically determines the impact range from the attack range and the position and angle of the object may be any method selected by the administrator of this system, but as one specific implementation method, for example, the method described in Non-Patent Document 2 below may be adopted. [Non-Patent Literature 2] [Reading the Unity Mesh Cut sample (mesh cutting)], [online], [Retrieved October 28, 2024], Internet<https: / / qiita.com / edo_m18 / items / 31961cd19fd19e09b675>

[0038] The cross-section determination means 68 performs appropriate correction processing according to the influence range determined by the influence range determination means 66 to determine the final cross-section of the object. Here, the cross-section determination means 68 is provided with a correction means 80. The correction means 80 corrects the second range area if the second range area does not include the third range area that is pre-set for the second object. Specifically, the correction means 80 determines whether the influence range determined by the influence range determination means 66 includes the range area that is pre-set for the second object (hereinafter referred to as the "cuttable range"). If the influence range does not include the cuttable range, the correction means 80 changes the range area indicated by the influence range so that it includes the cuttable range, and determines the changed range area as the range area that will be used as the basis for cutting the object (hereinafter referred to as the "cutting surface"). On the other hand, if the influence range does include the cuttable range, the correction means 80 determines the current influence range as is and uses it as the cutting surface of the object. Details of the influence range correction by this system will be described later with reference to Figure 6.

[0039] The cutting processing means 70 performs a process to cut or damage the second object within the second range area. Specifically, the cutting processing means 70 performs an in-game process to cut the target object according to the cutting plane determined by the correction means 80. The method by which the cutting processing means 70 specifically cuts the object may be any method selected by the administrator of this system, but for example, the method described in Non-Patent Document 2 above may be adopted, similar to the method for determining the range of influence described above.

[0040] The output control means 72 performs various processes to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.

[0041] As shown in Figure 3, the control unit 100 of server 2 executes various programs, thereby enabling the game information management means 120 to function.

[0042] The game information management means 120 of server 2 manages various information necessary for the game to progress on game device 1 and executes various processes. Specifically, for example, the game information management means 120 performs authentication for account information transmitted from game device 1, and delivers game information in response to download requests for various game information from game device 1.

[0043] Figures 4 and 5 are both diagrams showing examples of images displayed on a game device according to an information processing system according to one embodiment of the present disclosure. In the example shown in Figure 4, an example of a game image is displayed showing that object D1 is being cut by character C1's attack action. In this example, character C1 is standing upright when performing the attack action, and the trajectory of the attack action is a downward swing of the sword from the upper left to the lower right. Therefore, in the situation in Figure 4, as a result of character C1's attack action, a cut surface is formed on object D1 from the upper left to the lower right, slightly above the object D1.

[0044] In contrast, in the example shown in Figure 5, character C2 performs an attack while crouching (lowering their posture), and the trajectory of the attack is such that the sword is swung upwards from the lower left to the upper right. Therefore, in the situation shown in Figure 5, as a result of character C2's attack, a cross-section is formed on object D2 from the lower left to the upper right, slightly below the object D2. Thus, this system can form different cross-sections on the target object depending on the position and posture of the character performing the attack. This functionality allows the system to provide players with a high degree of freedom in gameplay.

[0045] However, such a high degree of freedom in the specifications creates several challenges in terms of game design. Specifically, for example, depending on the relative positions of the character performing the attack and the target object, the attack may hit in an unfavorable position, resulting in only a part of the object's body being severed (for example, only a part of an enemy character's finger being severed). Such situations can lead to problems such as difficulty in determining whether an attack has hit the object or difficulty in feeling the satisfaction of a successful attack. Therefore, this system includes a function to correct the range of effect of attack actions to prevent such situations.

[0046] Figure 6 is a diagram illustrating an example of a first function in a game according to an information processing system according to one embodiment of the present disclosure, namely a function for correcting the range of influence of an attack action. In Figure 6, the target object D3 is shown, and within object D3, range areas E1 to E3, range area NS, and range area RS are displayed. Here, range areas E1 to E3 indicate the range areas that can be cut, which are pre-set for the target object, i.e., the cuttable range. Range area NS indicates a provisional cut surface, i.e., the range of influence, determined according to the positional relationship between a character (not shown) and object D3. Range area RS indicates the range area, i.e., the cut surface, of the target of the modified attack action determined by the correction. In the example shown in Figure 6, the system corrects the range of influence (range region NS), which is determined based on the positional relationship between the character (not shown) and object D3, because the range of cuttable areas (range regions E1 to E3) did not include the range of cuttable areas (for example, near the center of the sphere closest to the influence range before correction), and a new cutting plane (range region RS) is determined.

[0047] Figure 7 shows an example of the processing flow performed by a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0048] In step S1, the input operation receiving means 62 receives input from the player regarding the character's attack action.

[0049] In step S2, the attack range determination means 64 determines the attack range, which is the area in which the character's attack action is performed, based on the character's position during the attack action, the angle of the character during the attack action, the type of attack action to be performed (for example, slashing, thrusting, various special moves, etc.).

[0050] In step S3, the influence range determination means 66 determines the influence range, which is the original range of influence on the object caused by the attack action and is a range area used as a basis for provisional object cutting, based on the attack range determined by the attack range determination means 64 and the position and angle of the object that is the target of the attack action.

[0051] In step S4, the correction means 80 determines whether the influence range determined by the influence range determination means 66 includes a cuttable range which is a range area predetermined for the second object. If the affected area does not include the cuttable area, the correction means 80 determines that step S4 is NO, and the process proceeds to step S5. In contrast, if the affected area includes the area that can be cut, the correction means 80 determines that step S4 is YES, and the process proceeds to step S6.

[0052] In step S5, if the influence range does not include the cuttable range, the correction means 80 modifies the range area indicated by the influence range so that it includes the cuttable range, and determines the modified range area as the cutting plane, which is the range area used as the basis for cutting the object.

[0053] In step S6, if the influence range includes the cuttable range, the correction means 80 determines the current influence range as the cutting surface of the object.

[0054] In step S7, the cutting processing means 70 performs an in-game process to cut the target object according to the cutting plane determined by the correction means 80. This completes the various processes performed by the game device 1.

[0055] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.

[0056] [Other embodiments] Here, with reference to Figures 8 to 10, the second function of this system will be explained. As mentioned above, this system can freely form a cutting surface according to the position and posture of the character performing an attack action, so depending on the nature of the formed cutting surface, unnatural processing may occur in the progress of the game. In other words, if this system simply cuts (divides) an object based on the cutting surface, the cut part may be processed as an unintended object and displayed on the game image in an unnatural way. For example, when the upper body object and lower body object of an enemy character are cut, a part of the upper body's arm may also be cut. In such a case, if the cut arm is processed as part of the lower body object, it is highly likely that it will be processed in an unnatural way, such as the cut arm appearing to float in mid-air, or the arm appearing to move together with the movement of the lower body falling. In this regard, this system can address such problems by employing functions such as the following. Specifically, if a character is cut in a situation like the example in Figure 8, simply cutting (dividing) the object based on the cutting surface often results in many parts constituting the entire object being cut (divided), such as the upper body object, lower body object, left arm object, and right arm object, as shown in Figure 9. However, as mentioned above, allowing such object cutting (division) may lead to unnatural processing in subsequent game processing. Therefore, this system can, for example, set the upper body object and the left and right arm objects as objects that cannot be cut, as shown in Figure 10, and prohibit object cutting (division) regardless of the resulting cutting surface. By having such a function, this system can achieve object cutting (division) in a more natural way.

[0057] Furthermore, regarding the problem described above where simply cutting (dividing) an object based on the cutting surface results in unnatural processing in some of the cut (divided) objects, this system may address this problem by utilizing functions other than those shown in Figures 8 to 10. Specifically, this system may perform game processing that simulates the loss of strength in a severed part of an object's body (such as so-called ragdoll processing). For example, if a part of an object's body, such as an arm or a leg, is severed, this system can be configured to make those parts fall as if they have lost strength. This prevents unnatural game processing, such as a severed arm floating in mid-air, and allows for natural game processing. Furthermore, this system may perform game processing that causes a part of a severed object's body (for example, a severed arm) to disappear in conjunction with the death animation of the severed object. Specifically, for example, if a character dies due to the game's specifications and disappears through a predetermined animation process, this system prioritizes the disappearance process for the severed body parts of the object over the unsevered objects or parts of objects. This prevents unnatural game processing and allows for natural gameplay. Furthermore, in cases where a person is cut into, for example, an upper body (the part furthest from the ground) and a lower body (the part closer to the ground), this system may prioritize the removal of the upper body, which is further from the ground. Furthermore, this system may, for example, prioritize the removal process based on the volume of each object when an object is cut in two. For example, if an object's right leg is cut off, this system may prioritize the removal of the smaller object (e.g., the right leg) and not prioritize the removal of the larger object (the main body part including the left leg), or vice versa. In this way, this system may be able to create a greater impact on the player by creating a time difference in the removal process based on the volume of the parts of the severed body object. Furthermore, when performing the disappearance process described above, this system may, for example, execute the disappearance process as soon as a part of the object's body is severed (without waiting for it to fall to the ground, etc.).

[0058] Furthermore, although the details of the specific processing performed by this system for correction are omitted in the above-described embodiment (particularly the embodiment in Figure 6), the correction of the cross-section may be performed considering the following points, for example. This system may assign a priority to each of the range regions that constitute the cuttable area (for example, the range region of the sphere included in the influence range in Figure 6), and preferentially correct the cut surface near the range region with the highest priority. Furthermore, this system may correct the cross-section by considering the distance from the object's center or center of gravity. Alternatively, this system may correct the cross-section by combining the two criteria described above: the priority of each range region and the distance from the object's center or center of gravity.

[0059] Furthermore, this system may correct the cross-section considering the following points. Specifically, for example, this system may correct the cross-section so that the area of ​​the affected area after correction is larger than the area of ​​the affected area before correction. Furthermore, this system may correct the cutting plane so that, for example, the area of ​​influence after correction is closer to the center or centroid of the object than the area of ​​influence before correction. While such correction is not mandatory in this system, performing such correction can consistently improve the appearance of the object's cut.

[0060] Furthermore, although the above embodiments have described the system as cutting objects within a game, it is not limited to this. The system may use methods other than cutting, as long as it separates an object into two or more parts or makes a part of the object disappear. Specifically, for example, the system may separate or make disappear an object into two or more parts by means of separation, cutting, destruction, dismantling, crushing, or disappearance.

[0061] Furthermore, although not described in the embodiments described above, this game may be run on any hardware, such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0062] Furthermore, although not explained in the embodiments described above, the content of the games covered by this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.

[0063] Furthermore, although the above-described embodiment assumed that the game is intended for single-player gameplay, it is not limited to this. The game may be a so-called multiplayer game in which multiple players participate, not just a solo game.

[0064] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.

[0065] Specifically, for example, this system may consist of multiple game devices 1 connected by a method such as P2P (Peer to Peer), and various processes executed on the server 2 of the above embodiment may be performed by other game devices 1. In other words, the server 2 is not an essential component of this system and is not limited to it.

[0066] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.

[0067] Furthermore, when a series of processes are executed by software, the programs that make up that software are installed on a computer or other device from a network or storage medium.

[0068] Furthermore, the computer may be one that is built into dedicated hardware. Also, the computer may be one that can perform various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.

[0069] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.

[0070] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.

[0071] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0072] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.

[0073] In summary, the information processing system to which this disclosure applies can take various forms having the following configurations. The information processing device used in games A first range determination means (e.g., attack range determination means 64) that determines a first range area affected by the attack action of the first object based on at least the position or coordinates of the first object, A second range determination means (e.g., influence range determination means 66) determines the second range area to which the attack action on the second object is affected, depending on the determined first range area and at least the position or coordinates of the second object, If the second range area does not include the third range area that is pre-set for the second object, a correction means (for example, a correction means 80) for correcting the second range area, Any program that functions as such will suffice.

[0074] In other words, for example, the attack range determination means 64 functions as a first range determination means. For example, the influence range determination means 66 functions as a second range determination means. For example, the correction means 80 functions as a correction means.

[0075] This allows players to enjoy games with greater freedom and experience more natural presentation. [Explanation of Symbols]

[0076] 1 Game device 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64. Means for determining the attack range 66 Means for determining the scope of influence 68 Cut plane determination means 80 Correction means 70 Cutting processing means 72 Output control means 2 servers 100 Control Unit 120 Game Information Management Methods

Claims

1. The information processing device used in games A first range determination means for determining a first range area affected by the attack action of a first object, based on at least the position or coordinates of the first object, A second range determination means for determining the second range area affected by the attack operation on the second object, based on the determined first range area and at least the position or coordinates of the second object, Correction means for correcting the second range area when the second range area does not include the third range area that is pre-set for the second object, A program that makes it function as such.

2. Further functioning as a processing means for performing a process of cutting or damaging the second object in the second range area, The program according to claim 1.

3. The processing means changes the manner in which the second object is cut or damaged if a part of the second object to be cut or damaged satisfies predetermined conditions. The program according to claim 2.

4. The processing means performs a game process to relax the part of the second object that has been cut or damaged. The program according to claim 2.

5. The processing means executes a game process that preferentially eliminates the part of the second object that has been cut or damaged. The program according to claim 2.

6. The correction means performs the correction such that the area of ​​the second range region after correction is larger than the area of ​​the second range region before correction. The program according to claim 2.

7. The correction means performs the correction such that the corrected second range region is closer to the center or center of gravity of the second object than the second range region before the correction. The program according to claim 2.

8. An information processing method executed by an information processing device related to a game, A first range determination step of determining a first range area affected by the attack action of the first object, based on at least the position or coordinates of the first object, A second range determination step of determining a second range area that is affected by the attack operation on the second object, depending on the determined first range area and at least the position or coordinates of the second object, If the second range area does not include the third range area that is pre-set for the second object, a correction step is made to correct the second range area. Information processing methods including

9. An information processing system related to games, A first range determination means for determining a first range area affected by the attack action of a first object, based on at least the position or coordinates of the first object, A second range determination means for determining the second range area affected by the attack operation on the second object, based on the determined first range area and at least the position or coordinates of the second object, Correction means for correcting the second range area when the second range area does not include the third range area that is pre-set for the second object, An information processing system equipped with the following features.