Processing program, processing method and processing device
The processing program enhances game dynamics by using adsorption forces to attract and manipulate objects, offering a more engaging gameplay experience through varied attack methods.
Patent Information
- Application Number
- JP2021088091
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-26
- Publication Date
- 2024-12-20
- Estimated Expiration
- 2041-05-26
AI Technical Summary
Existing methods for combining objects onto a spherical object lack interest and have not been applied to dynamic attacks in games.
A processing program that displays objects in a virtual space and utilizes adsorption forces to enable dynamic attacks by attracting and manipulating objects using a magnetic sphere in a game.
Enables dynamic attacks in games using adsorption forces, providing a more engaging and entertaining gameplay experience with varied attack methods.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a processing program, a processing method, and a processing device. [Background technology]
[0002] A game has been proposed in which a spherical object is rolled so that other objects that come into contact with the spherical object combine with the surface of the spherical object, causing it to grow giant like a snowman (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2005-100133 A [Patent Document 2] JP 2003-251068 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the method of rolling a spherical object to combine other objects that come into contact with it on its surface is uniform and uninteresting, and such object-combining technology has never been applied to an attack.
[0005] Therefore, in one aspect, the present disclosure provides a game that enables dynamic attacks using adhesive forces generated in a virtual space. [Means for solving the problem]
[0006] In one embodiment, a processing program is provided that displays objects in a virtual space on a display unit and is executed by a computer that processes a game, the processing program including a process of acquiring adhesion information indicating for each object whether or not it can be attracted to the object by an adhesive force generated in the virtual space, a process of displaying a first object that generates the adhesive force, a process of identifying a second object that is attracted to the first object among the objects in the virtual space by referring to the acquired adhesion information, and a process of displaying a state in which the identified second object is attracted to the object by the adhesive force generated by the first object. Effect of the Invention
[0007] In one aspect, the present disclosure can provide a game that enables dynamic attacks using adhesive forces generated in a virtual space. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram showing a hardware configuration of a server according to the embodiment. [Diagram 3] FIG. 2 is a diagram showing a hardware configuration of a terminal device according to the embodiment. [Figure 4] FIG. 2 is a diagram showing the functional configuration of a server according to the embodiment. [Diagram 5] FIG. 2 is a diagram illustrating an example of a functional configuration of a terminal device according to an embodiment. [Figure 6] 11 is a flowchart showing a game process according to the embodiment. [Figure 7] 4 is a flowchart showing a suction process according to the embodiment. [Figure 8] FIG. 4 is a diagram showing an example of an object table according to the embodiment. [Figure 9] FIG. 13 is a diagram showing an example of a display screen before adsorption of a metal object according to the embodiment. [Figure 10] FIG. 13 is a diagram showing an example of a display screen when a metal object is adsorbed according to the embodiment. [Figure 11]11 is a flowchart showing a release process according to the embodiment. [Figure 12] 11A and 11B are diagrams showing an example of a display screen when an object is released according to the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same functional configurations may be denoted by the same reference numerals to avoid redundant description.
[0010] [Game System] 1 is a diagram showing the configuration of a game system 1 according to an embodiment. The game system 1 according to the embodiment provides various game-related services to users via a network N (e.g., the Internet, etc.). The game system 1 includes a server 10 and a terminal device 30. The server 10 is an example of an information processing device (processing device) that provides various game-related services to the terminal device 30. The server 10 may be a personal computer, a workstation, a cloud computer, etc.
[0011] The terminal device 30 is an example of an information processing device (processing device) used by a user when playing a game. The terminal device 30 may be a smartphone, a personal computer, a portable game device, a game controller, a tablet computer, a wearable computer, or an arcade game device.
[0012] The terminal device 30 requests the server 10 to deliver various information related to the game (such as a game program and game screens). When the server 10 receives a request for delivery of various information from the terminal device 30, it delivers a web page of the game program and game screens to be played on the terminal device 30.
[0013] The terminal device 30 has a web browser function that allows the user to browse a web page that displays a game screen, and thus the terminal device 30 can display a web page including a game screen or the like distributed from the server 10.
[0014] The number of terminal devices 30 connected is not limited to three, and one or more terminal devices 30 may be connected to the server 10. A plurality of servers may cooperate to realize the functions of the server 10. The server 10 may provide an online game in which a plurality of terminal devices 30 connected to the network N are divided into friends and enemies and play against each other. However, the server 10 is not limited to this, and may provide any game, such as sports games such as basketball and tennis, racing games, and city-building games. The server 10 may also provide games using gacha or the like. Games provided by the server 10 include games in which a plurality of users participate together. Note that the server 10 may not be provided, and the terminal device 30 may have the functions of the server 10 described later and execute the game independently without being connected to the network N. Thus, the game system 1 in FIG. 1 is only an example, and various system configuration examples are possible depending on the use and purpose.
[0015] [Server hardware configuration] Next, the hardware configuration of the server 10 will be described with reference to Fig. 2. Fig. 2 is a diagram showing the hardware configuration of the server 10 according to an embodiment. The server 10 has a CPU (Central Processing Unit) 126, a memory 127, and a communication device 128. The CPU 126 controls the server 10. The memory 127 is, for example, a storage medium in the server 10 that is directly accessible by the CPU 126. The communication device 128 is a communication device such as a network card that controls communication.
[0016] The server 10 may be equipped with various microprocessors such as a graphics processing unit (GPU) and a digital signal processor (DSP), and various memories such as a VRAM, a RAM, and a ROM.
[0017] The server 10 has a game management function that provides the terminal device 30 with various game data necessary for playing using the terminal device 30 through arithmetic processing, and controls and manages the execution of game processing performed by the terminal device 30. The game processing is executed by the CPU 126 performing arithmetic processing based on a predetermined game program and data.
[0018] [Terminal device hardware configuration] Next, the hardware configuration of the terminal device 30 will be described with reference to Fig. 3. Fig. 3 is a diagram showing the hardware configuration of the terminal device 30 according to the embodiment. The terminal device 30 has a CPU 121, a memory 122, a communication device 123, an input device 124, and a display device 125. The CPU 121 controls the terminal device 30. The memory 122 is, for example, a storage medium in the terminal device 30 that is directly accessible by the CPU 121. The communication device 123 is a communication device such as a network circuit that controls communication. The input device 124 is an input device such as a camera or a touch panel. The display device 125 is an output device such as a display.
[0019] The terminal device 30 executes a game provided by the server 10. In one example, a user uses the terminal device 30 to play a battle game in which the user fights against an enemy character. The user may cooperate with other terminal devices 30 to battle against the enemy character.
[0020] [Server Functionality Configuration] Next, the functional configuration of the server 10 will be described with reference to Fig. 4. Fig. 4 is a diagram showing the functional configuration of the server 10 according to the embodiment. The server 10 includes a control unit 11, a storage unit 12, and a communication unit 13.
[0021] The control unit 11 transfers data between the various units and controls the server 10. The control unit 11 is realized by the CPU 126 executing a game program stored in a predetermined memory 127.
[0022] The storage unit 12 stores a game program that causes the computer to execute a game, various data, and various information. The storage unit 12 is realized, for example, by a memory 127. The storage unit 12 has a ROM (Read Only Memory), which is a read-only storage area in which the game program is stored, and a RAM (Random Access Memory), which is a rewritable storage area used as a work area for arithmetic processing by the control unit 11. The storage unit 12 is realized, for example, by a non-volatile storage device such as a flash memory or a hard disk. Part or all of the game program may be stored in the RAM.
[0023] Furthermore, the storage unit 12 stores an object table 21. The object table 21 stores information regarding the material, type, adhesion level, priority order, character that owns the object, and reflection characteristics for each object (see FIG. 8). Of the information stored in the object table 21, the material, type, adhesion level, priority order, and character that owns the object for each object are examples of adhesion information that indicates, for each object, whether or not the object can be attracted by an adhesion force generated in the virtual space. Of the information stored in the object table 21, the information regarding reflection characteristics is an example of reflection information that indicates, for each object, whether or not the object can be reflected by an adhesion force generated in the virtual space.
[0024] The communication unit 13 has a function for communicating with the terminal device 30 and other devices. The communication unit 13 has a function as a receiving unit that receives various data transmitted from the terminal device 30, and a function as a transmitting unit that transmits various data to the terminal device 30 in response to a command from the control unit 11. The communication unit 13 is realized by, for example, a network interface card (NIC).
[0025] The control unit 11 has a game execution processing unit 14, an acquisition unit 15, a determination unit 16, a search unit 17, a specification unit 18, and a display control unit 19. The game execution processing unit 14 executes, for example, a fighting game in which a character operated by a user fights against an enemy character. For example, the game executed by the game execution processing unit 14 may be a game in which the enemy character is attacked by the attraction force of a magnetic ball object (hereinafter, also simply referred to as a "magnetic ball") held by the character operated by the user. However, the game executed by the game execution processing unit 14 is not limited to this, and is not limited to a fighting game as long as the game allows attacks by the attraction force against multiple objects appearing in the game. Note that the user's operation includes a controller operation, a touch operation, a gesture operation, and the like. Other objects can be used instead of the magnetic ball object held by the character operated by the user.
[0026] In this specification, an object is a display part displayed in the virtual space, and includes objects such as iron boxes placed on the field (hereinafter also referred to as "stage parts") and objects such as weapons held by enemy characters (hereinafter also referred to as "weapon objects" or "metal weapons"). A magnetic ball is also one of the objects. Metal stage parts and metal weapons are collectively referred to as metal objects.
[0027] An object that generates an adhesive force according to the motion of a character is an example of a first object that generates an adhesive force, and in the following description, a magnetic sphere is used as an example. The first object is not limited to an object held by a character, and may be any object that generates an adhesive force.
[0028] Among the stage parts and weapon objects, objects that can be attracted by adhesive force are examples of the second object. The second object may be at least one of an object containing metal (for example, a stage part such as a metal iron box) placed on the game field and a weapon object containing metal carried by an enemy character.
[0029] The acquisition unit 15 acquires adhesion information indicating whether or not an object can be attracted by an adhesive force generated in the virtual space. The acquisition unit 15 may acquire reflection information indicating whether or not an object can be reflected by an adhesive force generated in the virtual space.
[0030] The determination unit 16 determines whether to perform each of the actions of adhesion, reflection, and release in the process of adhering a specific second object to a first object, the process of reflecting a specific second object from the first object, and the process of releasing a specific second object from the first object. For example, when a plurality of second objects are identified, the determination unit 16 may determine the order of the second objects to be adsorbed by the adhesive force generated by the first object according to an adhesion priority previously set for each object. Also, the upper limit of the number of second objects to be adsorbed may be determined according to the upper limit number 22 stored in the storage unit 12 shown in FIG. 4. Note that "release" means to release adhesion.
[0031] The search unit 17 searches for a second object that will adhere to the first object according to a preset search range. The search range may be set to a different range depending on the type and parameters of the character that has the first object. One example of the search range is determining whether or not an object can be adhered to an object that exists within a radius of xm (x>0) from the magnetic sphere.
[0032] The identifying unit 18 refers to the acquired adhesion information and identifies a second object that is attracted to the first object among the objects in the virtual space within the search range searched by the searching unit 17.
[0033] The display control unit 19 controls the display of the first object generating an adhesive force. The display control unit 19 may control the display of the first object generating an adhesive force according to a character motion according to a user operation. The display control unit 19 displays a state in which the second object identified by the identification unit 18 is attracted to the second object by the adhesive force generated by the first object.
[0034] The display control unit 19 causes the display device 125 to display a virtual space in which objects including the first and second objects appear. The display control unit 19 controls the Web page of the game screen, transmits the Web page of the game screen to the terminal device 30 via the communication unit 13, and displays it on the screen of the terminal device 30.
[0035] [Functional configuration of terminal device] Next, the functional configuration of the terminal device 30 will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the functional configuration of the terminal device according to the embodiment. The terminal device 30 has a control unit 31, a storage unit 32, a communication unit 33, an input unit 34, and a display unit 35.
[0036] The control unit 31 transfers data between the various units and controls the terminal device 30. The control unit 31 is realized by the CPU 121 executing a program stored in a predetermined memory 122.
[0037] The storage unit 32 is connected to the control unit 31 via a bus, and performs processes of referring to, reading, and rewriting stored data in response to commands from the control unit 31. The storage unit 32 is realized by, for example, a flash memory, a hard disk, or the like.
[0038] The communication unit 33 communicates with the server 10 via the network N. The communication unit 33 has a function as a receiving unit that receives various data transmitted from the server 10, and The communication unit 13 has a function as a transmission unit that transmits various data to the server 10 in response to a command from the control unit 31. The communication unit 13 is realized by, for example, a network interface card (NIC).
[0039] The input unit 34 allows the user to perform various operations (game operations, etc.) and is realized, for example, by operation buttons, a touch panel, etc. The display unit 35 displays a game screen in response to a command from the control unit 31 and is realized, for example, by a liquid crystal display (LCD) or the like. The display unit 35 displays a Web page of the game screen, which is generated by the server 10 and received by the communication unit 33, on the screen of the terminal device 30.
[0040] [Game Processing] Next, the game processing of the present disclosure will be described with reference to Fig. 6 and Fig. 7. Fig. 6 is a flowchart showing the game processing according to the embodiment. Fig. 7 is a flowchart showing the adsorption processing according to the embodiment. The processing of Fig. 6 and Fig. 7 is executed by the server 10.
[0041] In the game processing of FIG. 6, in step S1, the game execution processing unit 14 displays a plurality of characters including a character operated by a user and an enemy character in a virtual space on the display device 125 of the terminal device 30, for example, and executes a fighting game.
[0042] In step S2, the determination unit 16 determines whether an instruction for an adhesion attack has been given by a user operation. If the determination unit 16 determines that an instruction for an adhesion attack has not been given by a user operation, the process returns to step S1 and the game continues. If the determination unit 16 determines that an instruction for an adhesion attack has been given by a user operation, the display control unit 19 displays a magnetic sphere in step S3. For example, a magnetic sphere that is generated according to the motion of a character operated by a user may be displayed. This allows an enemy character to be attacked by an adhesion attack action using the magnetic sphere.
[0043] In step S4, the search unit 17 searches a preset search range to find metal stage parts and / or metal weapons (metal objects). The preset search range can also be called an attraction range. The search range may be changed depending on how strong the magnetic force of the magnetic sphere is. The search range may be changed depending on the attributes of the character holding the magnetic sphere. The range for capturing attractable stage parts and weapons changes depending on the search range.
[0044] In the example of FIG. 8, the attraction level of the "enemy boss" character is set to level 2, and the attraction level of the "enemy soldier 2-3" character is set to level 1, and the attraction range is changed according to the enemy character. This makes it possible to change the attraction attack range by the magnetic ball. The attraction level is a value that indicates the ease of being attracted, and is predefined, for example, as follows: level 1 means "if the character enters the search range, the weapon can be attracted unconditionally", and level 2 means "even if the character enters the search range, the weapon can only be attracted during an attack action in which the weapon is released, such as by throwing it (the weapon will not be dropped)". In this example, it is defined that the higher the level, the less likely the character is to be attracted, but this is not limiting.
[0045] 6, if the search unit 17 finds no metal stage parts and / or metal weapons in step S4, the process returns to step S1 and continues the game. If the search unit 17 finds metal stage parts and / or metal weapons in step S5, the search unit 17 executes a suction process. Details of the suction process in step S5 will be described with reference to FIG. 7.
[0046] (Adsorption treatment) 7, first, in step S11, the display control unit 19 controls the display so that a metal weapon among the metal objects found in the search range is released from the enemy character's hand and dropped onto the field, and the enemy character is shown barehanded. This allows the attack type of the enemy character that has become barehanded to be changed.
[0047] In step S12, the determination unit 16 determines the order in which the metal stage parts and metal weapons are to be attracted by the attractive force generated by the magnetic ball in accordance with a preset priority order for each object. At that time, the determination unit 16 determines the number of metal stage parts and metal weapons to be attracted up to the upper limit number 22 in accordance with a preset upper limit number 22.
[0048] In step S13, the determination unit 16 attracts the multiple metal stage parts and metal weapons that have been determined to be attracted to the magnetic sphere in the determined order, and forms a mass of metal objects. For example, the next metal object may be attracted to the center of the first attracted metal object (for example, center O in FIG. 10) in a sequentially determined order. In step S14, the display control unit 19 displays the mass of attracted metal objects, ends this process, and returns to the process in FIG. 6.
[0049] The priority order may be set, for example, in the order of stage parts and metal weapons. Fig. 9 is a diagram showing an example of a display screen before the metal stage parts and metal weapons are adsorbed according to the embodiment. Fig. 10 is a diagram showing an example of a display screen when the metal stage parts and metal weapons are adsorbed according to the embodiment.
[0050] When it is determined that an instruction for a suction attack (an instruction to make the enemy character drop its weapon) has been given by the user (step S2 in FIG. 6), the character 100 operated by the user is displayed holding a magnetic ball 105 (step S3 in FIG. 6), as shown in FIG. 9. In the example in FIG. 9, enemy characters 200-204 are holding metal weapons 200a-204a around the character 100. In addition, a metal stage part 110 is placed on the ground.
[0051] In FIG. 10, the state is displayed in which the metal stage parts 110 and the metal weapons 200a to 204a found as a result of the search in step S4 in FIG. 6 are attracted in order of priority by the attraction force generated by the magnetic sphere 105. In the example of FIG. 10, the metal stage part 110 with the highest priority is attracted first, and the metal weapons 200a to 203a are attracted in order of priority around the stage part 110. In the example of FIG. 10, since the upper limit number is 5, five metal objects, the stage parts 110 and the metal weapons 200a to 203a, are displayed, and the metal weapon 204a with the lowest priority is not attracted. The objects such as the metal weapon 204a that are not attracted may be left lying on the ground or may be picked up by the enemy who dropped the weapon. In addition, the enemy character 200 whose metal weapon has been taken away is left bare-handed. This allows an attack action to be performed by collecting metal objects by the action of magnetic force, and a dynamic game can be provided in which a wide range of attacks can be performed by the attraction force generated in the virtual space. In addition, a highly entertaining game can be provided with a variety of attacking techniques, such as the reflex processing and release processing described below.
[0052] Returning to Fig. 6, after the adsorption process in step S5 (see Fig. 7), in step S6, the determination unit 16 determines whether or not there is a reflective object among the adsorbed metal objects. The determination unit 16 obtains information on the reflective properties of each object (reflection information) set in the object table 21 in Fig. 8, and determines which objects among the adsorbed metal objects have reflective properties.
[0053] When the determination unit 16 determines that there is a reflective object among the adsorbed metal objects by referring to the acquired reflection information, the display control unit 19 controls the display so that the object to be reflected among the adsorbed metal objects is reflected by the adsorption force generated by the magnetic sphere 105. As a result, among the adsorbed metal objects, metal objects with reflective properties perform a reflective action immediately after being adsorbed, at the moment of being adsorbed.
[0054] By using this reflex action, new attacks can be performed. For example, the character 100 shown in Fig. 10 can catch a metal axe object thrown by an enemy boss character using the attraction of the magnetic ball 105, and then immediately throw the metal axe object back at the enemy boss character, thus performing a reflex attack.
[0055] If it is determined in step S6 that there is no object to be reflected or after the reflection process in step S7, the process proceeds to step S8, where the determination unit 16 determines whether the magnetic ball has been discarded. The determination unit 16 waits until the magnetic ball has been discarded, and if it is determined that the magnetic ball has been discarded, it performs a release process in step S9, and then returns to step S1 to continue the game. Details of the release process in step S9 will be described with reference to Fig. 11. Fig. 11 is a flowchart showing the release process according to the embodiment.
[0056] (Release Processing) In the release process of Fig. 11, first, in step S21, the identification unit 18 identifies the type of metal object. If the identification unit 18 identifies that the type of metal object is a stage part, the process proceeds to step S22, and the display control unit 19 causes the display (indicated by dotted lines in Fig. 10) that shows the magnetic sphere 105 and the adhesive force emanating from the magnetic sphere 105 shown in Fig. 10 to disappear, and displays an animation in which the identified stage part is destroyed.
[0057] Next, in step S25, the determination unit 16 determines whether there are any other adsorbed metal objects, and if there are no other metal objects, ends this process, and if there are other metal objects, returns to step S21 to determine the type of the other metal objects.
[0058] If the identification unit 18 identifies the type of metal object as a weapon, the process proceeds to step S23, and the display control unit 19 causes the display of the adhesive force to disappear, and displays the mass of adsorbed metal object being released outward from the center O of the mass, for example in a radial trajectory, and falling.
[0059] Fig. 12 is a diagram showing an example of a display screen when an object is released according to the embodiment. For example, when the magnetic ball 105 is dropped from the hand of the character 100 in response to a user's operation, the adhesive force generated by the magnetic ball 105 disappears, and all of the adsorbed metal stage parts and weapons are released as shown in Fig. 12. At this time, an animation of the stage part 110 being destroyed is displayed, and the metal weapons 200a to 204a are displayed falling radially.
[0060] Returning to Fig. 11, when the released weapon falls, in step S24 the display control unit 19 displays the weapon so that it gradually aligns its vertical axis with the normal direction of the ground as it falls. "Gradually aligning the vertical axis of the weapon with the normal direction of the ground as it falls" means that the angle between the vector W and the vertical axis becomes smaller for each frame. When the determination unit 16 determines in step S25 that there is no other metal object, this process ends.
[0061] 10, in this release operation, the falling state of multiple metal weapons may be displayed as tracing trajectories from the center O of the mass of metal objects attracted to the magnetic sphere 105 outward. The trajectories may be radial.
[0062] 12 shows the vertical axes Z0 to Z3 of each of the released metal weapons 200a to 203a that pass through the center of each of the metal weapons. The display control unit 19 displays the falling motion of each of the metal weapons 200a to 203a so that the vertical axes Z0 to Z3 of each of the metal weapons 200a to 203a approach a vector W in the normal direction of the ground in the virtual space on which the metal weapons are falling.
[0063] In this way, when the magnetic ball is discarded (disappeared), the attracted metal object is released. At this time, the chunks of the metal object scatter from the center outwards. In this way, the falling of a metal weapon can be made to look natural by interpolating the direction of the metal weapon's vertical axis to the normal direction of the ground directly below the metal weapon, rather than using physical simulation. This causes the metal weapon to gradually fall so that its vertical axis is aligned with the normal direction of the ground, and at the final point of its fall, vector W and the vertical axis coincide, making it possible to render the metal weapon falling to the ground in virtual space more naturally. Furthermore, as no physical simulation is performed, the processing load can be reduced.
[0064] The shape of the weapon itself and the shape and dimensions of the collision of the enemy character's weapons vary from weapon to weapon. Therefore, the final point of the fall may be adjusted depending on the shape of the weapon. For example, if the final point of the fall is determined to be when the center point or center of gravity of the weapon falls to a position parallel to the ground, then for weapons with thick handles, a process can be performed to raise the final point of the fall above the ground, so that the weapon does not sink into the ground.
[0065] As described above, according to the processing program, processing method, and processing device of one embodiment, metallic weapons and stage parts can be selected and any number of them can be attracted to the magnetic ball, thereby providing a game that allows dynamic attacks by the attraction force generated in the virtual space.
[0066] Although the processing program, the processing method, and the processing device have been described above with reference to the above-mentioned embodiments, the processing program, the processing method, and the processing device according to the present disclosure are not limited to the above-mentioned embodiments, and various modifications and improvements are possible within the scope of the present disclosure. Furthermore, when there are a plurality of the above-mentioned embodiments and modifications, they can be combined within a range that does not contradict each other. [Explanation of symbols]
[0067] 1. Game System 10 Server 11 Control section 12 Storage section 13. Communications Department 14 Game execution processing unit 15 Acquisition Department 16 Judgment section 17 Exploration Department 18 Specific section 19 Display control section 21 Object Table 30 Terminal Equipment 31 Control Unit 32 Storage section 33 Communications Department 34 Input section 35 Display section
Claims
1. A processing program for causing a computer to execute a game processing program that displays an object in a virtual space on a display unit, A process of acquiring adhesion information indicating whether or not an object can be attracted to the object by an adhesive force generated in the virtual space; a process of displaying a first object generating the adhesive force; A process of identifying a second object that is attached to the first object among the objects in the virtual space by referring to the obtained adhesion information; a process of attracting the second objects by the attraction force generated by the first object in order up to a preset upper limit number in accordance with a priority order of attraction preset for each object, when the number of the identified second objects is multiple; and displaying a state in which the second object is attracted to the first object by an attractive force generated by the first object.
2. A processing program for displaying objects in a virtual space on a display unit and for causing a computer that processes a game to execute the program, A process of acquiring adhesion information indicating whether or not an object can be attracted to the object by an adhesive force generated in the virtual space; a process of displaying a first object generating the adhesive force; A process of identifying a second object that is attached to the first object among the objects in the virtual space by referring to the obtained adhesion information; a process of displaying a state in which the specified second object is attracted to the first object by an attractive force generated by the first object; acquiring reflection information indicating whether or not reflection is possible due to an adhesive force generated in the virtual space for each object; and referring to the acquired reflection information, displaying in a reflected manner the second object that should be reflected among the second objects attracted to the first object by the adhesive force generated by the first object.
3. A processing program for displaying objects in a virtual space on a display unit and for causing a computer that processes a game to execute the program, A process of acquiring adhesion information indicating whether or not an object can be attracted to the object by an adhesive force generated in the virtual space; a process of displaying a first object generating the adhesive force; A process of identifying a second object that is attached to the first object among the objects in the virtual space by referring to the obtained adhesion information; a process of displaying a state in which the specified second object is attracted to the first object by an attractive force generated by the first object; a process of eliminating the adhesive force of the first object in response to a user operation and displaying the second object that is attached to the first object as if it were being released, The process of displaying the release includes a processing program that identifies centers of multiple second objects adsorbed to the first object, and displays the second objects and / or pieces of the destroyed second objects as if they are tracing a trajectory from the center outward.
4. A processing program for displaying objects in a virtual space on a display unit and for causing a computer that processes a game to execute the program, A process of acquiring adhesion information indicating whether or not an object can be attracted to the object by an adhesive force generated in the virtual space; a process of displaying a first object generating the adhesive force; A process of identifying a second object that is attached to the first object among the objects in the virtual space by referring to the obtained adhesion information; a process of displaying a state in which the specified second object is attracted to the first object by an attractive force generated by the first object; a process of eliminating the adhesive force of the first object in response to a user operation and displaying the second object that is attached to the first object as if it were being released, A processing program that displays an action of the second object falling so that a virtual line passing through a center of the second object released from the first object and perpendicular to the second object approaches a normal vector of the ground in the virtual space on which the second object falls.
5. the identified second object is at least one of an object containing metal placed on a game field and a weapon object containing metal carried by an enemy character; The processing program according to any one of claims 1 to 4.
6. causing the computer to execute a process of searching a preset search range and identifying a second object that is attracted to the first object; The processing program according to any one of claims 1 to 5.
7. causing the computer to execute a process of eliminating the adhesive force of the first object in response to a user operation and displaying the second object that is attached to the first object as if it were being released; The processing program according to claim 1 or 2.
8. A processing method executed by a computer that processes a game by displaying an object in a virtual space on a display unit, comprising: A process of acquiring adhesion information indicating whether or not an object can be attracted to the object by an adhesive force generated in the virtual space; a process of displaying a first object generating the adhesive force; A process of identifying a second object that is attached to the first object among the objects in the virtual space by referring to the obtained adhesion information; a process of attracting the second objects by the attraction force generated by the first object in order up to a preset upper limit number in accordance with a priority order of attraction preset for each object, when the number of the identified second objects is multiple; and displaying a state in which the second object is attracted to the first object by an attractive force generated by the first object.
9. A processing device that displays an object in a virtual space on a display unit and processes a game, an acquisition unit that acquires adhesion information indicating whether or not an object can be attracted to the object by an adhesive force generated in the virtual space; a display control unit that displays a first object generating an adhesive force; an identification unit that identifies a second object that is attracted to the first object among the objects in the virtual space by referring to the obtained adhesion information; a determination unit that, when a plurality of the identified second objects are identified, attracts the second objects in order by an attractive force generated by the first object, up to a preset upper limit number, in accordance with a priority order of attraction preset for each object; The display control unit displays a state in which the second object is attracted to the first object by an adhesive force generated by the first object.
Citation Information
Patent Citations
Game information, information storage medium and game device
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Program, recording medium, method for calculating polygon plane, and game machine
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Program, information storage medium and game device
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