Program, information processing method, and information processing system

The information processing system enables dynamic character splitting by allowing free cutting and transformation of split parts into new objects, addressing the unnatural splitting in existing games and enhancing gameplay realism.

JP2026121427APending Publication Date: 2026-07-24CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2026-05-12
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

Existing game technologies lack the ability to dynamically vary the position of character splitting during an attack, leading to unnatural gameplay scenarios when enemy characters split into multiple parts.

Method used

An information processing system that allows for free cutting of game objects at any position, followed by a performance process that changes the cut or destroyed parts into new objects, and includes a determination mechanism to assess splitting conditions and apply visual effects to simulate natural character splitting.

Benefits of technology

Enhances gameplay realism by allowing dynamic and natural character splitting based on attack position and angle, providing players with a more immersive and natural game environment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a gaming environment that players can enjoy more naturally. [Solution] The cutting means 66 performs a process to cut the target object according to the influence range determined by the influence range determination means 82. The determination means 68 determines whether the enemy character cut by the cutting means 66 satisfies the conditions for splitting. If the determination means 68 determines that the enemy character cut satisfies the conditions for splitting, the effect means 70 performs an effect process that includes all of the body objects of the cut enemy character. The object modification means 72 performs a process to change each of the body objects into objects of a new enemy character while the effect processing of the effect means 70 is being executed.
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Description

Technical Field

[0001] This 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, game processing in which one character splits into two or more characters as a result of an attack action of a character or the like may be employed. For example, according to Non-Patent Document 1, an idea is disclosed in which when an enemy character is attacked at a predetermined part, the target enemy character splits into two (see Non-Patent Document 1).

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the prior art including the technology described in Non-Patent Document 1 above, it is premised that the position where the enemy character splits (which part of the body splits) is always the same. For example, there is a problem that it cannot be applied when the split position of the enemy character is different.

[0005] [[ID=3例]]

[0006] ]] To achieve the above object, a first aspect of the present disclosure is an information processing apparatus for a game, A cutting means that performs a process of cutting or destroying a first object, which is an object in the game, at any position on the body of the first object, A performance means for performing a performance process that includes a second object which is each of at least a part of the body of the first object that has been cut or destroyed, A modification means for changing each of the second objects involved in the aforementioned performance processing to the first object, This is a program designed to function as such.

[0007] Furthermore, in the first aspect, the modification means may change from the second object to the first object during the execution of the performance process.

[0008] Furthermore, in the first aspect, the performance means may perform the performance process which includes all of the second objects.

[0009] Furthermore, in the first aspect, the performance means may perform the performance process which includes only a part of the second object.

[0010] Furthermore, in the first aspect, the program described above may further function as a first range determination means for determining a first range area affected by the attack action of a third object, based on at least the position or coordinates of a third object capable of performing an attack action against the first object, and a second range determination means for determining a second range area affected by the attack action on the first object, based on the determined first range area and at least the position or coordinates of the first object.

[0011] Furthermore, in the first aspect, the program described above may further function as a determination means for determining whether the cut or destroyed object is subject to the splitting process.

[0012] Furthermore, in the first aspect, the performance means may perform the performance process including the second object, which is each of the bodies of the first object.

[0013] Furthermore, the second aspect of this disclosure is, An information processing method executed by an information processing device related to a game, A cutting step in which a process is performed to cut or destroy a first object, which is an object of the game, at any position on the body of the first object, A performance step in which a performance process is performed including a second object which is each of at least a part of the body of the first object that has been cut or destroyed, A modification step of changing each of the second objects involved in the aforementioned performance processing to the first object, 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 cutting means that performs a process of cutting or destroying a first object, which is an object in the game, at any position on the body of the first object, A performance means for performing a performance process that includes a second object which is each of at least a part of the body of the first object that has been cut or destroyed, A modification means for changing each of the second objects involved in the aforementioned performance processing to the first 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 this disclosure, it is possible to provide a game environment that players can enjoy more naturally. [Brief explanation of the drawing]

[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 for explaining an example of a free cutting function related to a game according to an information processing system according to an embodiment of the present disclosure. [Figure 5] It is a diagram for explaining an example of a free cutting function related to a game according to an information processing system according to an embodiment of the present disclosure, and shows an example different from the example of FIG. 4. [Figure 6] It is a diagram showing an example of a game image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 7] It is a diagram showing an example of a game image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and shows an example different from the example of FIG. 6. [Figure 8] It is a diagram showing an example of a game image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and shows an example different from the examples of FIGS. 6 and 7. [Figure 9] It is a diagram showing an example of the flow of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 10] It is a diagram showing an example of a game image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and shows an example different from the examples of FIGS. 6 to 8. [Mode 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] Here, we will explain the distinctive features that this game may offer. (1) Free cutting In this game, for example, the player may have a function that allows them to freely cut in-game objects (such as enemy characters or buildings) by controlling a character within the game. Specifically, the player can cut an object by having a character holding a predetermined game medium (such as a sword or katana) perform an attack action and hitting the object with the attack action. Importantly, unlike examples such as Non-Patent Document 2 described later (see in particular "Signboard Cutting" in the "Graphics" section of Non-Patent Document 2), the free 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 according to the type of attack action, attack position, and angle of the attack action of the character, allowing the object to be cut at any desired position. [Non-Patent Literature 2][Review of The Legend of Zelda: Ocarina of Time],[online],[Retrieved November 21, 2024],Internet<https: / / gameswolves.hatenadiary.com / entry / 2024 / 03 / 02 / 120000> In other words, in this game, different and more appropriate cross-sections can be formed depending on the position of the player-controlled character during an attack, as well as the trajectory and angle of the attack. (2) Character splitting Furthermore, this game may include a function that causes an enemy character attacked by methods such as (1) free cutting to split if certain conditions are met. In this game, for example, if a certain enemy character is attacked by the player's controlled character (hereinafter simply referred to as "player character") in a part of its body other than a certain part (so-called weak point), after a certain animation process is performed, it will split into two enemy characters.

[0020] In the example of Non-Patent Document 1 mentioned above, there are no variations in the attack actions of the player character, and the position where the enemy character splits is basically always the same. Therefore, even if only a part of the enemy character's body is replaced with a new enemy character object during the splitting process, it is possible to continue the game processing related to the splitting without much disruption. It is thought that most of the conventional technologies, including the technology described in Non-Patent Document 1 mentioned above, employ this method when splitting enemy characters.

[0021] However, in this game, for example, because of the free cutting function (1), the position where the enemy character is cut, that is, the starting point of the split, changes with each attack action. Therefore, in this game, simply replacing a part of the enemy character's body with an object of a new enemy character may result in unnatural game processing. Specifically, for example, there is a possibility that the severed arm may suddenly transform into a new enemy character. For these reasons, in this game, when an enemy character that is the target of splitting is cut, a predetermined visual effect is performed before splitting, making it possible to split the target enemy character in a natural manner.

[0022] 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."

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] The input unit 17 is, for example, a game controller, and it inputs various information in response to the player's input operations.

[0031] 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.

[0032] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.

[0033] 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.

[0034] 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.

[0035] 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, a cutting surface determination means 64, a cutting means 66, a determination means 68, a performance means 70, an object modification means 72, and an output control means 74 by executing various programs.

[0036] 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.

[0037] 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.

[0038] The cutting surface determination means 64 performs various processes related to determining the cutting surface. Here, the cutting surface determination means 64 is provided with an attack range determination means 80 and an influence range determination means 82.

[0039] The attack range determination means 80 determines a first range area affected by the attack action of a third object, based on at least the position or coordinates of a third object capable of performing an attack action against the first object. Specifically, the attack range determination means 80 determines the 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 (for example, 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.

[0040] The influence range determination means 82 determines a second influence range on the first object based on the determined first range range and at least the position or coordinates of the first object. Specifically, the influence range determination means 82 determines the range of influence on the object by the attack operation (hereinafter referred to as the "influence range") based on the attack range determined by the attack range determination means 80 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 82 specifically determines the impact range from the attack range and the position and angle of the objects 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 3 below may be adopted. [Non-Patent Literature 3] [Reading the Unity Mesh Cut sample (mesh cutting)], [online], [Retrieved November 21, 2024], Internet<https: / / qiita.com / edo_m18 / items / 31961cd19fd19e09b675>

[0041] The cutting means 66 performs a process to cut or destroy the first object, which is an object in the game, at any point on the body of the first object. Specifically, the cutting means 66 performs a process to cut the target object according to the influence range determined by the influence range determination means 82. The method by which the cutting means 66 specifically cuts the object may be any method selected by the administrator of this system, for example, the method described in Non-Patent Document 3 above may be adopted, similar to the method for determining the influence range described above.

[0042] The determination means 68 determines whether the cut or destroyed object is subject to the splitting process. Specifically, the determination means 68 determines whether the enemy character cut by the cutting means 66 satisfies the conditions for splitting. Here, the conditions for splitting are, for example, whether the enemy character is divisible in this game, and whether the player character's attack action satisfies the conditions for splitting (for example, cutting a part other than the weak point). In this embodiment, for example, the determination means 68 determines that the conditions for splitting are satisfied if the cut enemy character is an enemy character that is divisible in this game, and the player character's attack action cuts a part other than the enemy character's weak point.

[0043] The performance means 70 performs a performance process that includes a second object which is each of at least the body parts of the first object that has been cut or destroyed. Specifically, if the determination means 68 determines that the cut enemy character has met the conditions for splitting, the performance means 70 performs a performance process (hereinafter referred to as "effect processing") that includes all of each of the body parts of the cut enemy character (hereinafter referred to as "body objects"). Here, the predetermined visual effect can be any visual effect that can cover the body object, but in this embodiment, it will be described as a visual effect that covers and hides the body object with bubbles that mimic biological cells.

[0044] The object modification means 72 changes each of the second objects involved in the performance processing to the first object. Specifically, while the performance processing of the performance means 70 is being executed, the object modification means 72 performs a process to change each of the body objects to a new enemy character object.

[0045] The output control means 74 performs various processes to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.

[0046] 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.

[0047] 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.

[0048] First, we will briefly explain the process related to free cutting in this game with reference to Figures 4 and 5. Figures 4 and 5 are diagrams illustrating an example of a free cutting function related to a game in an information processing system according to one embodiment of this 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.

[0049] 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.

[0050] Next, the process related to character splitting will be briefly explained with reference to Figures 6 to 8. Figures 6 to 8 are all examples of game images displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure. In the example in Figure 6, object ED1 and object ED2, which are the body objects of the enemy character that have been cut by the free cutting method described above, are displayed. As mentioned above, in this game, free cutting can be performed by the player character's attack actions, and in the example in Figure 6, the enemy character, which is not shown in the illustration, has been cut by the player character's attack action, resulting in object ED1 and object ED2, which are the body objects of the enemy character, being placed in the virtual space. In contrast, in the example in Figure 7, a division effect is displayed in the location where objects ED1 and ED2 were placed in Figure 6. Specifically, in the example in Figure 7, a bubble effect that mimics the process of cell division is displayed, covering objects ED1 and ED2. In the example shown in Figure 8, the result of the character splitting is the display of the newly split enemy characters E1 and E2. This system applies an effect to the body object of the severed enemy character, making it invisible to the player. Then, it transforms the body object into an object of the enemy character used for restoration, thereby achieving the splitting of the enemy character. By performing this process, this system can present the in-game process of character splitting to the player in a more natural flow.

[0051] Figure 9 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.

[0052] In step S1, the input operation receiving means 62 receives input from the player regarding the character's attack action.

[0053] In step S2, the attack range determination means 80 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.).

[0054] In step S3, the influence range determination means 82 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 80 and the position and angle of the object that is the target of the attack action.

[0055] In step S4, the cutting means 66 performs a process of cutting the target object according to the influence range determined by the influence range determination means 82.

[0056] In step S5, the determination means 68 determines whether the enemy character cut by the cutting means 66 satisfies the conditions for splitting. If the severed enemy character does not meet the conditions for splitting, the determination means 68 determines step S5 to be NO, and the process returns to step S1. In response to this, if the severed enemy character satisfies the conditions for splitting, the determination means 68 determines step S5 as YES, and the process proceeds to step S6.

[0057] In step S6, if the determination means 68 determines that the severed enemy character satisfies the conditions for splitting, the effect means 70 performs an effect process that includes all of the body objects of the severed enemy character.

[0058] In step S7, the object modification means 72 performs a process to change each of the body objects into new enemy character objects while the effect processing of the performance means 70 is being executed. This completes the various processes performed by the game device 1.

[0059] 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.

[0060] [Other embodiments] Here, with reference to Figure 10, other embodiments of the effect processing applied to this system will be described. In the above-described embodiment, an example of bubble effect processing mimicking cell division was explained, but this is merely an example, and this system may perform effect processing in other forms. Specifically, in the example in Figure 10, this system performs effect processing mimicking smoke. Thus, this system is not limited to bubble effect processing mimicking cell division or smoke effect processing, but may perform any other arbitrary effect processing to realize character splitting.

[0061] 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.

[0062] Furthermore, in the embodiments described above, the system was described as applying effect processing to cover all of the severed parts of the enemy character's body (for example, object ED1 and object ED2), but it is not limited to this. The system may perform effect processing that does not cover all of the severed enemy character's body objects (covering only parts of them).

[0063] Furthermore, although not explained in the above embodiment, the system performs an effect that covers (includes) all of the severed body objects of an enemy character when the following effect processing is performed: The system performs an effect that is larger than the volume of each of the severed body objects. The system also performs an effect that ensures that each of the body objects is not visible in the game image from the virtual camera that is the player's viewpoint. When these conditions are met, the system is deemed to have performed an effect that covers (includes) all of the severed body objects of an enemy character. However, as stated above, it is optional and not limited whether the system performs an effect that covers (includes) all of the severed body objects of an enemy character or an effect that does not cover all of them (covers only a part of them). Furthermore, it is preferable that this system not only makes the size of the effect processing larger than the range of the severed body object, but also larger than the range of the new enemy character (as a whole) after splitting. By adopting this specification, the system can completely hide the entire process of splitting the enemy character within the effect processing, and present it to the player as a more natural process.

[0064] Furthermore, although not explained in the embodiments described above, when this system performs effect processing that does not cover all (but only a part) of a body object, for example, the range area for effect processing may be determined according to the coordinates and angle of the body object's position. This allows the system to perform effect processing in a range area that is just right for each body object. Therefore, it is thought that this system can achieve character splitting without any sense of incongruity even if the effect processing is only applied around the cut surface, for example, by matching the position coordinates and angles of the body object before the change and the new enemy character object after the change.

[0065] Furthermore, although the above-described embodiment has been explained as changing each of the body objects into a new enemy character object during the execution of the effect processing, it is not limited to this. The system may change each of the body objects into a new enemy character object before or after the effect processing is performed.

[0066] Furthermore, although not explained in the above embodiments, this system has been described as performing character splitting and effect processing on all body objects that satisfy the conditions for splitting, but it is not limited to this. Depending on the condition of the body object, for example, if only the hands or feet are severed, the system may exclude them from character splitting and effect processing. Specifically, for example, this system may target only the body object including the torso of an enemy character for character splitting and effect processing. Note that this system may not target body objects that do not include the torso (for example, hands or feet) for splitting, and may simply make them disappear. Also, this system may, for example, adopt these conditions as one of the conditions for splitting.

[0067] Furthermore, in the embodiments described above, the system was explained as splitting when an enemy character is cut (attacked) anywhere other than its weak point, but it is not limited to this. The system may, for example, split when an enemy character is cut (attacked) at its weak point. In this case, if the system has the free cutting function described above, the weak point of the enemy character will also be cut in a different manner each time, so for example, the enemy character may split if the cut area includes (or does not include) the area that is the enemy's weak point.

[0068] Furthermore, although the above-described embodiments (especially the embodiment in Figure 8) have been described assuming that the enemy character before splitting and the enemy character after splitting are basically the same, this is not limited to these embodiments. This system may make the enemy character before splitting and the enemy character after splitting different. Specifically, for example, this system may change the size of the enemy character after splitting. You may change the color of the enemy character after it splits, change its abilities (change its parameters), or change the impression of the enemy character after it splits (make it look stronger, weaker, etc.).

[0069] 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.

[0070] 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.

[0071] 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. In this case, the system may either split the enemy character on Player B's game screen while it is hidden by the effect processing when Player A splits the enemy character, or it may only perform the effect processing on Player A's game screen.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] Furthermore, the computer may be a computer built into dedicated hardware. Also, the computer may be a computer capable of performing 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.

[0077] 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.

[0078] 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.

[0079] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0080] 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.

[0081] 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 cutting means (e.g., cutting means 66) that performs a process of cutting or destroying a first object, which is an object in the game, at any position on the body of the first object, A performance means (e.g., performance means 70) that performs a performance process including a second object which is each of at least a part of the body of the first object that has been cut or destroyed, A modification means (for example, an object modification means 72) for changing each of the second objects involved in the aforementioned performance processing to the first object, Any program that functions as such will suffice.

[0082] In other words, for example, the cutting means 66 functions as a cutting means. The performance device 70 functions as a performance device. The object modification means 72 functions as a modification means.

[0083] This allows players to experience more natural presentation in the game. [Explanation of symbols]

[0084] 1 Game device 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64 Cut plane determination means 80. Means for determining the attack range 82 Means for determining the scope of influence 66 Cutting means 68 Judgment means 70 Direction means 72 Object modification means 74 Output control means 2 servers 100 Control Unit 120 Game Information Management Methods

Claims

1. The information processing device used in games A cutting means that performs a process of cutting or destroying the body of a first object, which is an object of the game, at an arbitrary position determined by the input operation of the game, A first determination means for determining whether the first object cut or destroyed by the cutting means satisfies a first condition regarding whether or not the first object is an object to be split, A second determination means for determining whether the cutting or destruction by the cutting means satisfies a second condition regarding whether or not the cutting or destruction by the cutting means includes a weak area which is a set range on a part of the body of the first object, If the first determination means determines that the first condition is met and the second determination means determines that the second condition is met, the performance means performs a performance process to cover or conceal the second object, which is at least a part of the body of the first object that has been cut or destroyed. A modification means for changing each of the second objects involved in the aforementioned performance processing to a first object, A program that makes it function as such.

2. The performance means terminates the performance process when the modification means has finished modifying the second object to the first object. The program according to claim 1.

3. A first range determination means for determining a first range area affected by the attack action of a third object, based on at least the position or coordinates of a third object capable of performing an attack action against the first object, The second range determination means further functions to determine a second range area in which the attack action on the first object is affected, depending on the determined first range area and at least the position or coordinates of the first object. The second determination means determines that the second condition is satisfied if the second range region determined by the second range determination means does not include the weak area, and determines that the second condition is not satisfied if the second range region includes the weak area. The program according to claim 1.

4. This further functions as a third determination means for determining whether the second object satisfies a third condition regarding whether or not the first object does not contain the main body portion. The aforementioned performance means, when the third determination means determines that the third condition is met, executes a performance that causes the second object to disappear. The program according to claim 1.

5. If the third determination means determines that the third condition is met, the aforementioned performance means will not perform the performance process of covering or hiding the second object with the first object that has been cut or destroyed, but will leave it as is in the game. The program according to claim 4.

6. An information processing method executed by an information processing device related to a game, A cutting step is performed to cut or destroy the body of a first object, which is an object of the game, at an arbitrary position determined by the input operation of the game. A first determination step for determining whether the first object cut or destroyed by the cutting step satisfies a first condition regarding whether or not the first object is an object to be split, A second determination step to determine whether the cutting or destruction by the cutting step satisfies a second condition regarding whether the cutting or destruction by the cutting step includes a weak area which is a set range on a part of the body of the first object, If the first determination step determines that the first condition is met and the second determination step determines that the second condition is met, the performance means performs a performance process to cover or conceal the second object, which is at least one of the body parts of the first object that has been cut or destroyed. A modification step of changing each of the second objects involved in the aforementioned performance processing to a first object, Information processing methods including

7. An information processing system related to games, A cutting means that performs a process of cutting or destroying the body of a first object, which is an object of the game, at an arbitrary position determined by the input operation of the game, A first determination means for determining whether the first object cut or destroyed by the cutting means satisfies a first condition regarding whether or not the first object is an object to be split, A second determination means for determining whether the cutting or destruction by the cutting means satisfies a second condition regarding whether or not the cutting or destruction by the cutting means includes a weak area which is a set range on a part of the body of the first object, If the first determination means determines that the first condition is met and the second determination means determines that the second condition is met, the performance means performs a performance process to cover or conceal the second object, which is at least a part of the body of the first object that has been cut or destroyed. A modification means for changing each of the second objects involved in the aforementioned performance processing to a first object, An information processing system equipped with the following features.