Information processing program, information processing device, and information processing method
The information processing program enhances game operability by prioritizing and maintaining visibility of non-layer objects within the camera's range, addressing the challenge of locking onto optimal targets in action games.
Patent Information
- Application Number
- JP2021129859
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-06
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2040-12-28
AI Technical Summary
Existing action games lack the ability to effectively lock onto the optimal non-layer object from multiple non-layer objects within the player's virtual camera range, leading to reduced operability.
An information processing program that controls the virtual camera and player object in a virtual space, sets priorities among non-layer objects, and restricts the player's operation range within the camera's view, allowing the highest priority object to be locked onto and displayed as a target.
Improves the player's operability by ensuring the optimal non-layer object is consistently visible and targetable, even when outside the camera's initial view, through priority setting and range management.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program, an information processing device, and an information processing method. [Background technology]
[0002] It has been known in the past in action games, shooting games, and the like to set aim at one non-player object from among a plurality of non-player objects (targets) that are targets of attack by a player object and fix that non-player object as the target of attack (i.e., lock on) (e.g., Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-136358 A [Patent Document 2] Patent No. 5019897 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the games described in the above Patent Documents 1 and 2, the player can only lock onto non-player objects displayed on the game screen (i.e., those located within the shooting range of the virtual camera), and cannot necessarily lock onto the optimal non-player object from the player's point of view. For this reason, the player's operability in locking onto a target is not necessarily high.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide an information processing program etc. that can improve the operability of a player when setting aim at one non-player object from among a plurality of non-player objects. [Means for solving the problem]
[0006] In order to achieve the above object, an information processing program according to one embodiment of the present invention is an information processing program executed by a computer of an information processing device which processes information based on an operation on an operation unit and displays an image on a display unit, the information processing program causing the computer to function as: camera control means for controlling a shooting range or shooting direction of a virtual camera in a virtual space; display control means for displaying an image shot by the virtual camera on the display unit; action control means for moving a player object in the virtual space towards a predetermined input direction based on an operation of instructing the predetermined input direction on the operation unit; priority order setting means for setting a priority order for each of a plurality of non-player objects different from the player object; and setting means for comparing the priorities of each of the plurality of non-player objects set by the priority order setting means, and setting the non-player object with the highest priority order as a target object to be aimed at, the action control means limits a motion range of the player object to a predetermined range in the virtual space that is wider than a shooting range of the virtual camera, based on a predetermined condition; The priority setting means sets a priority of the non-player object based on whether or not the non-player object is located within a specific range based on the predetermined input direction. The priority order of the non-player objects is set using different criteria when the movement range of the player object is restricted to the predetermined range by the movement control means and when the movement range is not restricted.
[0007] Another example of the present invention may be an information processing device that executes the information processing program, or may be an information processing method performed in the information processing device. Effect of the Invention
[0008] According to the present invention, it is possible to improve the operability for a player when setting aim at one non-player object from among a plurality of non-player objects. [Brief description of the drawings]
[0009] [Figure 1] 1 is a diagram showing a configuration of an information processing device according to an embodiment of the present invention; [Diagram 2]FIG. 1 is a diagram for explaining an overview of a game according to one embodiment of the present invention. [Diagram 3] 11A and 11B are diagrams for explaining an example of the arrangement of a virtual camera and objects and a display screen outside of combat. [Figure 4] FIG. 13 is a diagram showing an example of a non-battle priority setting table. [Diagram 5] 1A to 1C are diagrams illustrating an example of the arrangement of a virtual camera and objects and a display screen during a battle. [Figure 6] FIG. 13 is a diagram showing an example of an in-battle priority setting table. [Figure 7] 11 is a flowchart illustrating an example of an aim setting process executed by the information processing device. [Figure 8] FIG. 13 is a diagram for explaining an example in which a non-player object on the screen is set as a target object during a battle. [Figure 9] FIG. 11 is a diagram illustrating an example in which the shooting range of the virtual camera is switched during battle. [Figure 10] FIG. 13 is a diagram illustrating an example in which a non-player object outside the screen is set as a target object during a battle. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0011] The information processing program according to this embodiment is applied to a game program for an action game. The action game of this embodiment progresses by operating a player object in a virtual space (game space) and attacking and defeating enemy objects that appear in the virtual space. When the player object attacks an enemy object, the player object sets its sights on one object from among multiple objects including the enemy object, fixes it as the target of attack, and attacks the fixed object. In the following, setting its sights on one object from among multiple objects and fixing it as the target of attack may be referred to as "locking on."
[0012] First, the hardware configuration and functional configuration of an information processing device 1 will be described with reference to Fig. 1. Fig. 1 shows an example of the configuration of an information processing device 1 that executes an information processing program according to this embodiment.
[0013] (Hardware configuration of information processing device 1) The information processing device 1 is a mobile terminal device such as a smartphone or a mobile game device, and includes a control unit 10, an operation unit 11, a display unit 12, a speaker 13, a storage unit 14, and a communication unit 15.
[0014] The operation unit 11 , the display unit 12 , the speaker 13 , the storage unit 14 , and the communication unit 15 are connected to the control unit 10 via a bus 100 .
[0015] The control unit 10 is composed of a CPU (Central Processing Unit), and executes various game processes of the information processing device 1 in accordance with game programs and various game data stored in the storage unit 14.
[0016] The operation unit 11 and the display unit 12 are configured to overlap each other, and function as a touch panel.
[0017] The operation unit 11 is composed of a capacitive or resistive film (pressure-sensitive) position input sensor, and outputs an operation signal based on a touch operation by the player. A touch operation is an operation in which an operating object such as a player's finger or a touch pen is brought into contact with or into close proximity to a touch panel. Touch operations also include a tap operation in which an operating object is brought into contact with or into close proximity to a touch panel once and then immediately released from the contact or proximity, and a swipe operation in which an operating object is brought into contact with or into close proximity to a touch panel and then slid in a predetermined direction.
[0018] The display unit 12 is configured with a display such as a liquid crystal display, and displays images related to the game.
[0019] The speaker 13 outputs sounds and the like related to the game.
[0020] The storage unit 14 is composed of a ROM (Read Only Memory) and a RAM (Random Access Memory), and stores game programs for executing games and various game data.
[0021] The communication unit 15 transmits and receives data to and from a server device (not shown) by communicating via a network such as the Internet, a mobile phone network, or a LAN (Local Area Network). As a result, a game program and various game data are distributed from the server device to the information processing device 1, and the distributed game program and various game data are stored in the storage unit 14 of the information processing device 1. The communication unit 15 may be capable of transmitting and receiving data to and from other information processing devices 1.
[0022] (Functional configuration of information processing device 1) As shown in FIG. 1, the control unit 10 (CPU) of the information processing device 1 executes a game program distributed from a server device and stored in a memory unit 14, and thereby functions as an operation detection unit 101, a placement unit 102, a virtual camera control unit 103, a player object control unit 104, a priority setting unit 105, a target object setting unit 106, a display control unit 107, and an audio control unit 108.
[0023] The operation detection unit 101 detects an operation signal output based on a touch operation on the operation unit 11 (touch panel). When the operation detection unit 101 detects an operation signal, the operation detection unit 101 identifies the type of operation, for example, in which area of the touch panel a tap operation or a swipe operation is performed.
[0024] The placement unit 102 places a player object operated by a player and non-player objects (enemy objects and physical objects described later) other than the player object in a virtual space (game space), and places a virtual camera that captures images of the virtual space. The placement unit 102 also controls the actions of the non-player objects in the virtual space and changes the placement of the non-player objects.
[0025] The virtual camera control unit 103 controls the shooting range (range corresponding to the angle of view of the virtual camera) and shooting direction (direction of the virtual camera) of the virtual camera in the virtual space. An image corresponding to the shooting range shot by the virtual camera in the virtual space is displayed on the display unit 12.
[0026] Based on the operation signal detected by the operation detection unit 101, the player object control unit 104 controls the action (movement, attack, etc.) of the player object.
[0027] The priority setting unit 105 sets a priority for each of the plurality of non-player objects placed by the placing unit 102 .
[0028] The target object setting unit 106 compares the priorities of the multiple non-player objects set by the priority setting unit 105, and sets the non-player object with the highest priority as the target to lock on to. Note that, hereinafter, the non-player object to be locked on may be referred to as the "target object." Also, a sight image is superimposed on the target object so that it is possible to recognize that it is locked on.
[0029] The display control unit 107 generates an image captured by a virtual camera arranged in a virtual space, and executes a control process for displaying the generated image on the display unit 12.
[0030] The sound control unit 108 generates game sounds such as music, sound effects, character voices, etc., and executes control processing for outputting the generated sounds from the speaker 13.
[0031] (Game Overview) Next, an overview of an action game played on the information processing device 1 will be described with reference to Fig. 2. Fig. 2(A) shows an example of a game screen displayed on the display unit 12 constituting a touch panel, and Fig. 2(B) shows an example of a game operation on the operation unit 11 constituting a touch panel.
[0032] As shown in FIG. 2(A), in the action game of this embodiment, the display unit 12 mainly displays a player object P controlled by the player, and as non-player objects different from the player object P, an operable enemy object E and a stationary object M.
[0033] The player operates the player object P to attack and defeat the enemy object E, and also to attack and destroy the physical object M to acquire items, thereby progressing through the game. A plurality of non-player objects are placed around the player object P, and the player locks on to any one of the plurality of non-player objects by a predetermined operation (a specific operation to be described later). Which one is locked on is determined based on the priority set for each of the plurality of non-player objects, the details of which will be described later.
[0034] A target image T is superimposed on the locked-on non-player object (target object) so that the player can recognize that he or she is locked on. When the player performs an attack operation, the player object P performs an attack action on the target object on which the target image T is superimposed. Specifically, if the target object is an enemy object E, the vitality gauge of the enemy object E is decreased in response to the attack action, and if the target object is a physical object M, the physical object M is destroyed in response to the attack action.
[0035] In the action game of this embodiment, the game situation is switched from outside of combat to during combat at a predetermined timing. When the situation is switched to during combat, the movement range of the player object P is limited to a predetermined range in the virtual space (within a combat area R2, which will be described later with reference to FIG. 5(A)). In addition, when outside of combat, no enemy object E is placed around the player object P as a non-player object, whereas when during combat, an enemy object E is placed around the player object P as a non-player object. Details of the placement of non-player objects when outside of combat and during combat will be described later with reference to FIG. 3 and FIG. 5.
[0036] As shown in FIG. 2(B), in operation unit 11 constituting a touch panel, a touch operation detection area for detecting a touch operation is divided into a first area 11a, a second area 11b, and a third area 11c.
[0037] When a touch operation is detected in the first area 11a, the shooting direction and shooting range of the virtual camera are changed based on the touch operation. Specifically, based on a swipe operation, the shooting direction of the virtual camera is changed toward the sliding direction of the swipe operation.
[0038] When a touch operation is detected in the second area 11b, the moving direction of the player object P is controlled based on the touch operation. Specifically, based on a swipe operation, the movement of the player object P is controlled in the sliding direction of the swipe operation.
[0039] In the third area 11c, a plurality of images such as an icon image indicating "attack" are displayed in a corresponding area of the display unit 12. In the third area 11c, based on a tap operation of touching an icon image, the player object P executes an action indicated by the icon image. For example, based on a tap operation of touching an icon image indicating "attack", the player object P executes an attack on a target object. Note that in this embodiment, based on a tap operation of touching an icon image indicating "attack", any one of a plurality of non-player objects can also be locked on.
[0040] Therefore, the player can change the shooting direction of the virtual camera and change the display screen by swiping in the first area 11a, move the player object P by swiping in the second area 11b, and lock on to one of multiple non-player objects by tapping an icon image indicating "attack" in the third area 11c, and attack the locked-on target object, thereby progressing through the game.
[0041] (Example of virtual camera and non-player object placement outside of combat) Next, an example of the arrangement of the virtual camera and non-player objects outside of battle and an example of a display screen displayed on the display unit 12 at this time will be described with reference to Fig. 3. Fig. 3(A) shows an example of the arrangement of the virtual camera and non-player objects outside of battle, and Fig. 3(B) shows an example of a display screen displayed on the display unit 12 in the example of the arrangement of Fig. 3(A).
[0042] As shown in Fig. 3(A), a player object P and physical objects M1 to M5 as non-player objects are placed in a virtual space VS, and a virtual camera CM is placed behind the player object P. Outside of combat, an enemy object E is not placed as a non-player object.
[0043] Of the physical objects M1 to M5 as non-player objects, the physical objects M1 to M4 are located within a specific distance from the player object P. That is, the physical objects M1 to M4 are located within a circular non-battle area R1 with a specific radius centered on the player object P. In contrast, the physical object M5 is located outside the non-battle area R1.
[0044] Among the physical objects M1 to M5, the physical objects M1 and M2 are located within the shooting range CR of the virtual camera CM. On the other hand, the physical objects M3 to M5 are located outside the shooting range CR. The player object P is located within the shooting range CR.
[0045] Among the physical objects M1 to M5, the physical objects M1 and M3 are disposed within a specific range IR with the player input direction (the direction indicated by the arrow D in FIG. 3) as the central axis. In contrast, the physical objects M2, M4, and M5 are disposed outside the specific range IR. Here, the player input direction is the sliding direction of a swipe operation performed by the player in the second area 11b of the operation unit 11, and therefore corresponds to the moving direction of the player object P. The specific range IR is set, for example, as a range of ±10 degrees with the player input direction as the central axis, but this range may be set appropriately depending on the number of non-player objects to be placed, etc.
[0046] As shown in Fig. 3(A), the non-battle area R1 is set as an area larger than the shooting range CR so as to include the shooting range CR. The non-battle area R1 may be a predetermined range, or may be arbitrarily determined based on the player's operation.
[0047] When non-player objects are arranged around a player object P as shown in FIG. 3(A), the display unit 12 displays the player object P and object objects M1 and M2 arranged within the shooting range CR as shown in FIG. 3(B).
[0048] (Out-of-combat priority setting table) Next, a non-battle priority setting table that is referred to when setting priorities for each of a plurality of non-player objects outside of a battle will be described with reference to Fig. 4. Fig. 4 shows an example of the non-battle priority setting table.
[0049] As shown in Fig. 4, in the non-battle priority setting table, the priority is set based on three reference axes: a specific range IR, a photographing range CR, and a non-battle area R1. For example, when a non-player object is located within the non-battle area R1, within the photographing range CR, and outside the specific range IR, the non-battle priority setting table shown in Fig. 4 is referenced and the second highest priority "2" is set as the priority corresponding to the location of the non-player object.
[0050] Therefore, in the example shown in FIG. 3(A), the highest priority level "1" is set for the physical object M1 that is located in the non-battle area R1, the shooting range CR, and the specific range IR. The second highest priority level "2" is set for the physical object M2 that is located in the non-battle area R1, the shooting range CR, and outside the specific range IR. The third highest priority level "3" is set for the physical object M3 that is located in the non-battle area R1, outside the shooting range CR, and inside the specific range IR. The fourth highest priority level "4" is set for the physical object M4 that is located in the non-battle area R1, outside the shooting range CR, and outside the specific range IR. The lowest priority level "5" is set for the physical object M5 that is located outside the non-battle area R1. Therefore, in the example shown in FIG. 3(A), the physical object M1 that has the highest priority level among the multiple non-player objects (physical objects M1 to M5) is set as the target object.
[0051] (Example of virtual camera and non-player object placement during battle) Next, an example of the arrangement of the virtual camera and non-player objects during a battle, and an example of a display screen displayed on the display unit 12 at this time will be described with reference to Fig. 5. Fig. 5(A) shows an example of the arrangement of the virtual camera and non-player objects during a battle, and Fig. 5(B) shows an example of a display screen displayed on the display unit 12 in the example of the arrangement of Fig. 5(A).
[0052] As shown in FIG. 5(A), within the virtual space VS, a player object P, enemy objects E1, E2, E4, and E5 as non-player objects, and material objects M3, M6, M7, and M8 are placed, and a virtual camera CM is placed behind the player object P.
[0053] During combat, a combat area R2 is formed with the player object P at the center, and the movement range of the player object P is limited within this combat area R2. In this embodiment, the combat area R2 is automatically formed when a predetermined condition is satisfied, specifically, when switching from outside combat to combat. The combat area R2 is, for example, a circular area with the player object P at the center, but may be a variable area that is appropriately changed depending on the terrain on which the player object P and non-player objects are placed. The combat area R2 is set as an area larger than the shooting range CR of the virtual camera CM so as to include the shooting range CR.
[0054] During a battle, all non-player objects are located within the battle area R2, because the movement range of the player object P is limited to within the battle area R2 during a battle.
[0055] Among the non-player objects, the enemy objects E1, E2, and the physical objects M3, M7 are located within the shooting range CR of the virtual camera CM. On the other hand, the enemy objects E4, E5, and the physical objects M6, M8 are located outside the shooting range CR. The player object P is located within the shooting range CR.
[0056] Among the non-player objects, enemy objects E1, E4, and physical objects M3, M6 are located within a specific range IR with the player input direction (the direction indicated by the arrow D in FIG. 5(A)) as the central axis. In contrast, enemy objects E2, E5, and physical objects M7, M8 are located outside the specific range IR.
[0057] When non-player objects are arranged around a player object P as shown in FIG. 5(A), the display unit 12 displays the player object P, enemy objects E1, E2, and object objects M3, M7, which are arranged within the shooting range CR, as shown in FIG. 5(B).
[0058] (In-battle priority setting table) Next, an in-battle priority setting table that is referred to when setting priorities for each of a plurality of non-player objects during a battle will be described with reference to Fig. 6. Fig. 6 shows an example of the in-battle priority setting table.
[0059] As shown in Fig. 6, in the battle priority setting table, the priority is set based on four reference axes, namely, the specific range IR, the photographing range CR, the type of non-player object (enemy object or physical object), and the battle area R2. However, as described above, during a battle, all non-player objects are placed within the battle area R2. For example, if the type of non-player object is an enemy object and the location is within the battle area R2, within the photographing range CR, and outside the specific range IR, the second highest priority "2" is set as the priority corresponding to the type and location of the non-player object by referring to the battle priority setting table shown in Fig. 6.
[0060] Therefore, in the example shown in FIG. 5(A), the enemy object E1 arranged in the battle area R2, the shooting range CR, and the specific range IR is set to the highest priority level "1". The enemy object E2 arranged in the battle area R2, the shooting range CR, and outside the specific range IR is set to the second highest priority level "2". The physical object M3 arranged in the battle area R2, the shooting range CR, and inside the specific range IR is set to the third highest priority level "3". The enemy object E4 arranged in the battle area R2, outside the shooting range CR, and inside the specific range IR is set to the fourth highest priority level "4". The enemy object E5 arranged in the battle area R2, outside the shooting range CR, and outside the specific range IR is set to the fifth highest priority level "5". The physical object M6 arranged in the battle area R2, outside the shooting range CR, and inside the specific range IR is set to the sixth highest priority level "6". Moreover, the seventh highest priority level "7" is set for the physical object M7 that is located within the battle area R2, within the shooting range CR, and outside the specific range IR. The lowest priority level "8" is set for the physical object M8 that is located within the battle area R2, outside the shooting range CR, and outside the specific range IR. Therefore, in the example shown in FIG. 5(A), the enemy object E1 that has the highest priority level among the multiple non-player objects is set as the target object.
[0061] (Aiming process) Next, the aim setting process executed by the control unit 10 (CPU) of the information processing device 1 having the functional configuration of FIG. 1 will be described with reference to FIG. 7. The aim setting process includes a process of setting one non-player object from among a plurality of non-player objects as a target object, a process of superimposing an aim image on the set target object, and the like. The aim setting process shown in FIG. 7 is intended to explain the characteristic process in this embodiment, and does not exclude other processes necessary in the game process.
[0062] In step S1, the operation detection unit 101 judges whether or not a specific condition is satisfied. Here, the specific condition being satisfied means that the player performs a tap operation of touching an icon image indicating "attack" in the third area 11c of the operation unit 11 as an operation for locking on to one non-player object. Note that, hereinafter, this operation for locking on may be referred to as a specific operation. If the operation detection unit 101 judges that the operation signal output from the operation unit 11 indicates that a specific operation has been performed (step S1; YES), the process proceeds to step S2, and if it is judged that the operation signal does not indicate that a specific operation has been performed (step S1; NO), the process ends.
[0063] In step S2, the operation detection unit 101 identifies a player input direction based on detection of a swipe operation in the second area 11b of the operation unit 11, and stores a specific range IR having the player input direction as a central axis in the storage unit 14. The moving direction of the player object P is controlled based on the player input direction. Also in step S2, the virtual camera control unit 103 stores a shooting range CR of the current virtual camera CM in the storage unit 14.
[0064] In step S3, the priority setting unit 105 judges whether or not the setting of the priority of all the target non-player objects has been completed. Here, the target non-player objects are the enemy object E and the physical object M arranged around the player object P in the virtual space VS. When the priority of the non-player object is set, the priority is stored in the storage unit 14 in association with the non-player object. Therefore, the priority setting unit 105 judges whether or not there is a non-player object whose priority is not associated and stored in the storage unit 14. If the priority setting unit 105 judges that there is a non-player object whose priority is not associated and stored in the storage unit 14 (i.e., the setting of the priority of all the non-player objects has not been completed) (step S3; NO), the process proceeds to step S4, and if it is judged that there is no non-player object whose priority is not associated and stored in the storage unit 14 (i.e., the setting of the priority of all the non-player objects has been completed) (step S3; YES), the process proceeds to step S8.
[0065] In step S4, the priority setting unit 105 selects one non-player object that is not associated with a priority and stored in the memory unit 14 from among the target non-player objects, and obtains information on the position at which the non-player object is located and the type of the non-player object (enemy object or object).
[0066] In step S5, the priority setting unit 105 determines whether or not the current game situation is during combat. Whether or not the current game situation is during combat may be determined, for example, by whether or not a combat mode background or the like indicating that combat is in progress is displayed by the display control unit 107. If the priority setting unit 105 determines that combat is in progress (step S5; YES), the process proceeds to step S6, and if it determines that combat is not in progress (outside combat) (step S5; NO), the process proceeds to step S7.
[0067] In step S6, the priority setting unit 105 sets a priority of the non-player object based on the position and type information of the non-player object acquired in step S4 and the in-battle priority setting table shown in FIG. 6, and stores the priority in the memory unit 14 in association with the non-player object.
[0068] In step S7, the priority setting unit 105 sets a priority of the non-player object based on the position and type information of the non-player object acquired in step S4 and the non-combat priority setting table shown in FIG. 4, and stores the priority in the memory unit 14 in association with the non-player object.
[0069] The processes in steps S4 to S7 are repeated until a YES determination is made in step S3 (that is, until the priority order settings for all non-player objects are completed).
[0070] In step S8, the target object setting unit 106 sets the non-player object associated with the highest priority among the priorities stored in the storage unit 14 as the target object.
[0071] In step S9, the display control unit 107 displays an aim image T so as to be superimposed on the target object.
[0072] In step S10, the display control unit 107 determines whether or not to cancel the setting of the target object. The setting of the target object is canceled when the target object is attacked by the process of step S14 described later and the target object is defeated as a result of a predetermined number of attacks (for example, the vitality gauge becomes 0). The setting of the target object may also be canceled by a predetermined canceling operation by the player. If the display control unit 107 determines that the setting of the target object is to be canceled (step S10; YES), the process proceeds to step S15, and if the display control unit 107 determines that the setting of the target object is not to be canceled (step S10; NO), the process proceeds to step S11.
[0073] In step S11, the virtual camera control unit 103 determines whether the position where the target object is located is within the shooting range CR of the virtual camera CM. If the virtual camera control unit 103 determines that the target object is located within the shooting range CR (step S11; YES), the process proceeds to step S12, and if the virtual camera control unit 103 determines that the target object is located outside the shooting range CR (step S11; NO), the process proceeds to step S13.
[0074] In step S12, the virtual camera control unit 103 controls the shooting range or shooting direction of the virtual camera CM so that the target object in the shooting range CR continues to be included in the shooting range CR. As a result, the target object is included in the shooting range CR unless the setting of the target object is released, and therefore continues to be displayed on the display screen of the display unit 12. Therefore, the player can always view the target object while operating the player object P.
[0075] In step S13, the virtual camera control unit 103 switches the shooting range or shooting direction of the virtual camera CM so that the target object outside the shooting range CR is included in the shooting range CR. As a result, the target object is included in the shooting range CR, and therefore the non-player object that has not been displayed up until now is suddenly displayed as the target object on the display screen of the display unit 12. Therefore, the player can easily lock on to the invisible non-player object outside the screen while operating the player object P, and can also confirm the locked-on target object.
[0076] In steps S12 and S13, the virtual camera control unit 103 controls the shooting range or shooting direction of the virtual camera CM so that not only the target object but also the player object P is included in the shooting range CR, but the player object P may not be included in the shooting range CR.
[0077] In step S14, the player object control unit 104 causes the player object P to execute an attack action against the target object, and the process ends. As described above, the specific operation is an operation for locking on, and at the same time, since it is a tap operation for touching an icon image indicating "attack" in the third area 11c of the operation unit 11, it also functions as an attack operation. Therefore, in step S14, an attack action against the target object is executed based on the fact that it is determined in step S1 that the specific operation (which is also an attack operation in this embodiment) has been performed.
[0078] It should be noted that, through the processes of steps S10 to S14, the target object continues to be displayed on the display screen of the display unit 12 until the setting of the target object is released (for example, until the target object is defeated), and attacks can be made against the target object.
[0079] In step S15, if the target object is defeated, the virtual camera control unit 103 erases the aim image T accordingly, and if the target object is not defeated (for example, if the player performs a specified release operation), it erases only the aim image T.
[0080] In step S16, priority setting section 105 resets the priority settings stored in storage section 14 by the processing in step S6 or S7, and the processing ends.
[0081] As described above, by the player performing a specific operation (which in this embodiment is also an attack operation) once, the setting of a target object (locking on) and the attack against the target object can proceed consecutively, thereby improving the player's operability.
[0082] In this embodiment, the process is ended after an attack action is performed on the target object in step S14, but, for example, the following process may be executed. That is, when there are a plurality of non-player objects, after the attack on the target object is finished in step S14 (the target object is defeated (for example, the vitality gauge becomes 0) or the physical object as the target object is destroyed), the process returns to step S8 and the non-player object with the second priority is set as the target object. Then, in step S9, a target object is displayed with a sight, and a process of determining whether or not an attack operation has been performed after step S10 is added, and if an attack operation has been performed, a process of performing an attack action is executed in step S14. The process of steps S8 to S14 may be continued until all non-player objects are gone.
[0083] (An example of locking on to a non-player object on the screen during battle) Next, an example of a display screen displayed on the display unit 12 when a non-player object on the screen is set as a target object (locked on) during a battle will be described with reference to Fig. 8. Note that the game progresses in the order of (A) -> (B) -> (C) in Fig. 8.
[0084] Now, during a battle, as shown in FIG. 5(A), a player object P, enemy objects E1, E2, E4, E5 as non-player objects, and physical objects M3, M6, M7, M8 are arranged in a virtual space VS, and a virtual camera CM is arranged behind the player object P. At this time, as shown in FIG. 8(A), the display unit 12 displays the player object P, enemy objects E1, E2, and physical objects M3, M7 arranged in a shooting range CR. At this time, it is assumed that the player performs a swipe operation to slide upward in the second area 11b of the operation unit 11 in the player input direction (direction indicated by arrow D) shown in FIG. 5(A) as shown in FIG. 8(A).
[0085] Next, as shown in FIG. 8(B), when the player performs a specific operation (which is also an attack operation) of touching an icon image indicating "attack" in the third area 11c of the operation unit 11, one non-player object is set as a target object from among the multiple non-player objects. Specifically, a specific range IR is set with the player input direction (direction indicated by arrow D) shown in FIG. 5(A) specified corresponding to the sliding direction of the swipe operation shown in FIG. 8(A) as the central axis. Then, for each of the multiple non-player objects shown in FIG. 5(A), a priority is set by referring to the in-battle priority determination table shown in FIG. 6, and the highest priority "1" is set for the enemy object E1. As a result, the non-player object (enemy object E1) displayed (in the screen) on the display unit 12 is set as the target object, and an aiming image T is superimposed on the enemy object E1 as shown in FIG. 8(B).
[0086] Next, based on the player performing a specific operation (which is also an attack operation) in Fig. 8(B), as shown in Fig. 8(C), the player object P attacks the enemy object E1 as a target object on which the aiming image T is superimposed. Note that in the game progress shown in Figs. 8(B) to (C), the player object P and the enemy object E1 as a target object continue to be included within the shooting range CR and thus continue to be displayed on the display unit 12 until the setting of the target object is released. Therefore, the player can always keep a visual of the target object while operating the player object P, which improves the operability of the player.
[0087] As described above, when the player attacks multiple non-player objects, the player can fix (lock on) one non-player object on the screen as the target of the attack by simply performing a tap operation as an attack operation, and can then attack the target object. This improves the operability of the player.
[0088] (An example of how the virtual camera's field of view changes during battle) Next, with reference to FIG. 9, an example in which the shooting range CR of the virtual camera CM is switched during a battle will be described.
[0089] Now, in the current battle, in the positioning situation of the non-player objects shown in Fig. 5(A), it is assumed that the player object P attacks and defeats the enemy objects E1, E2, and E4, and attacks and destroys the physical object M3. Then, by erasing the enemy objects E1, E2, and E4, and the physical object M3, the player object P, the enemy object E5 as a non-player object, and the physical objects M6, M7, and M8 are positioned in the virtual space VS, as shown in Fig. 9(A), and the virtual camera CM is positioned behind the player object P.
[0090] At this time, when a specific operation is performed by the player, a priority order is set for each of the multiple non-player objects shown in FIG. 9(A). Specifically, by referring to the battle priority order setting table shown in FIG. 6, the fifth highest priority order "5" is set for the enemy object E5 that is arranged in the battle area R2, outside the shooting range CR, and outside the specific range IR. The sixth highest priority order "6" is set for the physical object M6 that is arranged in the battle area R2, outside the shooting range CR, and outside the specific range IR. The seventh highest priority order "7" is set for the physical object M7 that is arranged in the battle area R2, inside the shooting range CR, and outside the specific range IR. The lowest priority order "8" is set for the physical object M8 that is arranged in the battle area R2, outside the shooting range CR, and outside the specific range IR. Therefore, in the example shown in FIG. 9(A), the enemy object E5 that has a higher priority order than the other non-player objects among the multiple non-player objects is set as the target object.
[0091] However, as shown in Fig. 9(A), the enemy object E5 is located outside the shooting range CR and is not displayed on the display unit 12. Therefore, when the enemy object E5 is set as a target object, the virtual camera CM changes its shooting direction and shooting position so that the enemy object E5 as a target object is included within the shooting range CR, as shown in Fig. 9(B). As a result, the shooting range CR changes and the enemy object E5 is included within the shooting range CR.
[0092] (An example of locking on to a non-player object off-screen during battle) Next, an example of a display screen displayed on the display unit 12 when a non-player object outside the screen is set as a target object (locked on) during a battle will be described with reference to Fig. 10. Note that the game progresses in the order of (A) -> (B) -> (C) in Fig. 10.
[0093] Assume now that during a battle, as shown in FIG. 9(A), a player object P, an enemy object E5 as a non-player object, and physical objects M6, M7, and M8 are placed in a virtual space VS, and a virtual camera CM is placed behind the player object P. At this time, as shown in FIG. 10(A), the display unit 12 displays the player object P and the physical object M7 placed in the shooting range CR. Also, at this time, it is assumed that the player performs a swipe operation to slide upward in the second area 11b of the operation unit 11 in the player input direction (the direction indicated by the arrow D) shown in FIG. 9(A), as shown in FIG. 10(A).
[0094] Next, as shown in FIG. 10(B), when the player performs a specific operation (which is also an attack operation) of touching an icon image indicating "attack" in the third area 11c of the operation unit 11, one non-player object is set as a target object from among the multiple non-player objects. Specifically, a specific range IR is set with the player input direction (direction indicated by arrow D) shown in FIG. 9(A) specified corresponding to the slide direction of the swipe operation shown in FIG. 10(A) as the central axis. Then, for each of the multiple non-player objects shown in FIG. 9(A), a priority is set by referring to the battle priority determination table shown in FIG. 6, and the priority of the enemy object E5 is set to "5", which is higher than the priority of the other non-player objects. As a result, a non-player object (enemy object E5) that is not displayed on the display unit 12 (outside the screen) is set as a target object. Then, when the enemy object E5 is set as the target object, the shooting direction and shooting position of the virtual camera CM are changed so that the enemy object E5 is included in the shooting range CR, as shown in FIG. 9(B). As a result, as shown in FIG. 10(B), the enemy object E5 is displayed on the display unit 12, and the aim image T is superimposed on the displayed enemy object E5.
[0095] Next, based on the player performing a specific operation (which is also an attack operation) in FIG. 10(B), as shown in FIG. 10(C), the player object P attacks the enemy object E5 as a target object on which the aiming image T is superimposed. Note that in the game progress shown in FIG. 10(B)-(C), the player object P and the enemy object E5 as a target object continue to be displayed on the display unit 12 until the setting of the target object is released. Therefore, the player can easily lock on to an invisible non-player object outside the screen while operating the player object P, and can also confirm the locked-on target object, thereby improving the operability of the player.
[0096] As described above, when the player attacks multiple non-player objects, the player can fix (lock on) one non-player object outside the screen as the target of the attack by simply performing a tap operation as an attack operation, and can then attack the target object. This improves the operability of the player.
[0097] As described above, according to this embodiment, as described with reference to Fig. 10, a non-player object that is not displayed on the display unit 12 (outside the screen) because it is located outside the shooting range CR during battle can be set (locked on) as a target object. Therefore, since it is possible to lock on to a non-player object without the need for an operation to once display the non-player object on the display unit 12, the operability of the player can be improved.
[0098] Also, as described with reference to FIG. 7 (step S13) and FIG. 9, when a non-player object that is not displayed on the display unit 12 (off the screen) because it is located outside the shooting range CR during a battle is set (locked on) as a target object, the shooting range of the virtual camera CM and the like are switched so that the target object is included in the shooting range CR. Therefore, even if a non-player object that is not displayed on the display unit 12 is set as a target object, the target object can be immediately visually recognized. Also, when a non-player object that is off the screen is set as a target object, a non-player object that has not yet been found (not displayed on the display unit 12) is found (displayed on the display unit 12), so that operability for the player can be improved.
[0099] 7 (step S12) and 8, when a non-player object (within the screen) that is displayed on the display unit 12 by being placed within the shooting range CR during a battle is set (locked on) as a target object, the shooting range of the virtual camera CM and the like are controlled so that the target object continues to be included in the shooting range CR. Therefore, once a non-player object displayed on the display unit 12 is set as a target object, it continues to be displayed on the display unit 12 at all times during the period in which it is set as the target object, making it easier to attack the target object and improving operability for the player.
[0100] As described with reference to Figs. 5 and 6, when switching from outside the battle to during the battle, a battle area R2 is formed, and the movement range of the player object P is limited to within the battle area R2. Then, by setting a priority order for all non-player objects placed within the battle area R2, even non-player objects placed outside the shooting range CR can be set as target objects. In this way, non-player objects placed within the range in which the player object P can move are set as target objects, so that the operability of the player can be improved in the movement and attack operations of the player object.
[0101] As described with reference to FIG. 7, when a specific operation is performed by the player (see step S1), the non-battle priority setting table shown in FIG. 4 or the in-battle priority setting table shown in FIG. 6 is referenced to set a priority for each of a plurality of non-player objects (see steps S3 to S7). Then, the non-player object with the highest priority is set as the target object (see step S8). Therefore, the most suitable non-player object from the player's point of view can be set as the target object, improving the operability of the player.
[0102] 4, 6, and 7 (steps S6 and S7), the priority of the non-player objects is set using different priority setting tables during and outside of combat, that is, when the movement range of the player object P is restricted to within the combat area R2 and when it is not restricted. In this way, the priority of the non-player objects can be set using different criteria depending on the situation (whether the movement of the player object P is restricted or not), so that the most suitable non-player object can be set as the target object, and the operability of the player can be improved.
[0103] 5 and 6, when the movement range of the player object P is limited to within the battle area R2 (during battle), among a plurality of non-player objects (enemy objects E1, E2, material objects M3, M7 shown in FIG. 5) located within the battle area R2 and within the shooting range CR, the priority order ("1", "2") of the enemy objects E1, E2 is set higher than the priority order ("3", "7") of the material objects M3, M7. In this way, the enemy object E can be set as the target object with priority over the material object M, thereby improving the operability of the player in an action game in which the player defeats enemies.
[0104] 5 and 6, when the movement range of the player object P is limited to within the battle area R2 (during combat), among a plurality of enemy objects (enemy objects E1 and E2 shown in FIG. 5) located within the battle area R2 and within the shooting range CR, the priority order ("1") of the enemy object E1 located within the specific range IR is set higher than the priority order ("2") of the enemy object E2 located outside the specific range IR. In this way, even among enemy objects E similarly located within the shooting range CR, the enemy object E closer to the player's input direction can be preferentially set as the target object, so that the target object can be set reflecting the player's operation intention, and the operability of the player can be improved.
[0105] 5 and 6, when the movement range of the player object P is limited to within the battle area R2 (during combat), the priority order ("4", "5") of the enemy object (enemy object E4, E5 shown in FIG. 5) located within the battle area R2 and outside the shooting range CR is set higher than the priority order ("7") of the physical object (physical object M7 shown in FIG. 5) located within the battle area R2, within the shooting range CR, and outside the specific range IR. In this way, even if the enemy object E is located outside the shooting range CR, it can be preferentially set as the target object, thereby improving the operability of the player in the action game of defeating enemies.
[0106] 8 and 10, when one non-player object among a plurality of non-player objects is set as a target object, only the target object is attacked based on the attack operation of the player. In this way, since it is possible to fix (lock on) one target when performing an attacking action, it is possible to improve the operability of the player.
[0107] Although the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and may be modified as in the following modified examples. In addition, multiple modified examples may be combined without departing from the gist of the present invention.
[0108] (Modification) In the above, the predetermined condition for forming the battle area R2 shown in Fig. 5(A) is that the state changes from outside the battle to during the battle, but the predetermined condition is not limited to this. For example, the predetermined condition may be that the battle area R2 is formed when the player performs a specific operation, or that the battle area R2 is formed when a specific non-player object appears.
[0109] In addition, as described above with reference to FIG. 7, the specific condition is established by performing a specific operation for locking on (see step S1), and the specific operation for locking on also functions as an attack operation (see step S14). However, the specific operation and the attack operation may be different operations. For example, the specific operation may be a tap operation (lock-on operation) of touching an icon image indicating "lock-on" in the third area 11c of the operation unit 11. That is, the specific condition is not limited to being established based on the attack operation being performed, and may be established based on the lock-on operation being performed. In this case, for example, a process of determining whether or not an attack operation has been performed is added after step S10 in FIG. 7, and an attack action is performed when an attack operation has been performed.
[0110] In the above, as shown in Figures 3 and 5, the player object P is assumed to be located within the shooting range CR, but it may be located outside the shooting range CR, and the virtual camera CM may be controlled so that at least the target object is located within the shooting range CR.
[0111] Also, as described above with reference to FIG. 3 to FIG. 6, the specific range IR is set with the player input direction as the central axis, and the priority of the non-player objects is set based on the specific range IR. In other words, the priority of the non-player objects is set on the premise that the player input direction is detected. However, when the player input direction is not detected because the player does not perform a swipe operation in the second area 11b of the operation unit 11, the specific range IR may be set with the current direction of the player object P (for example, the direction facing forward) as the central axis. Alternatively, when the player input direction is not detected, it may be considered that the specific range IR is not set and all the non-player objects are located outside the specific range IR. In this case, for example, in the battle priority determination table shown in FIG. 6, any one of the priorities "2", "5", "7", and "8" is set, and the accuracy of setting the priority is lower than when the player input direction is detected, but the control load of the control unit 10 (CPU) and the like can be reduced.
[0112] Also, as described above with reference to FIG. 7, when the setting of the target object is cancelled by defeating the target object (see step S10; YES), the setting of the priority order is reset (see step S16). That is, when one non-player object is set as a target object and the setting of this target object is cancelled, all the priority order settings including the priorities of other non-player objects that have already been set are reset. Therefore, in the above, after the setting of the target object is cancelled, the player performs a specific operation again (a specific condition is established), and the aim setting process shown in FIG. 7 is performed again, and the priority order of each of the multiple non-player objects is set again. However, in another embodiment, when the specific condition is established and a priority order is set for each of the multiple non-player objects, even if the set target object is defeated, the priority order setting may not be reset until all of the multiple non-player objects (or all of the multiple enemy objects E) are defeated. In this case, the setting of the target object may be made switchable based on a specified switching operation performed by the player, and if there is no switching operation, when the setting of the target object is released, a non-player object with a higher priority may be automatically set as the target object based on the priority of other non-player objects that have already been set.
[0113] In addition, as described above with reference to FIG. 3 and FIG. 5, the priority order is set depending on whether the non-player object is located within the specific range IR or outside the specific range IR, and no reference is made to the priority order of multiple non-player objects of the same type that are located within the specific range IR and the shooting range CR. In such a case, even if the non-player objects are located within the same specific range IR, the priority order may be set higher for the non-player object that is located closer to the player input direction. Similarly, with respect to multiple non-player objects that are located within the same shooting range CR under the same other conditions, the priority order may be set higher for the non-player object that is located closer to the player object P.
[0114] In the above, as explained with reference to Fig. 5(A), all non-player objects are placed within the battle area R2 during the battle, but they may be placed outside the battle area R2. In this case, the priority of the non-player objects placed outside the battle area R2 may be set to be the lowest.
[0115] 1, the game program and various game data are distributed from the server device to the information processing device 1 via the communication unit 15, but the game program and various game data may be stored in advance in the storage unit 14 of the information processing device 1. In this case, the configuration of the communication unit 15 may be omitted.
[0116] In the above description, the information processing device 1 shown in FIG. 1 has been described as being a mobile terminal device such as a smartphone, but is not limited to this and may be, for example, a personal computer or a stationary game device.
[0117] In the above description, the information processing device 1 includes the operation unit 11 as shown in FIG. 1, but the operation unit 11 may be provided separately from the information processing device 1. For example, the operation unit 11 may be a game controller, a keyboard, a mouse, or the like that is externally connected to the information processing device 1. Similarly, the display unit 12 may be provided separately from the information processing device 1, and may be, for example, a display device that is externally connected to the information processing device 1. Similarly, the storage unit 14 may be provided separately from the information processing device 1, and may be, for example, an external storage medium such as a flash memory, a magnetic disk, or an optical disk.
[0118] Furthermore, the aim setting process shown in FIG. 7 is merely an example, and for example, the order of each step may be changed, other steps may be added, or some steps may be omitted, without departing from the spirit of the present invention.
[0119] As described above, the embodiment and the modified examples of the present invention have been described, but the present invention also includes various configurations as described below.
[0120] That is, the information processing program is executed by a computer of an information processing device (e.g., information processing device 1) that performs information processing based on an operation on an operation unit (e.g., operation unit 11) and displays an image on a display unit (e.g., display unit 12), and causes the computer to function as a camera control means (e.g., virtual camera control unit 103) that controls the shooting range or shooting direction of a virtual camera in a virtual space, a display control means (e.g., display control unit 107) that displays an image shot by the virtual camera on the display unit, an action control means (e.g., player object control unit 104) that controls the action of a player object in the virtual space based on an operation on the operation unit, and a setting means (e.g., target object setting unit 106) that sets any one of a plurality of non-player objects different from the player object as a target object to be aimed at, and the setting means is capable of setting the non-player object located outside the shooting range of the virtual camera as the target object. According to such a configuration, even a non-player object outside the shooting range of the virtual camera (i.e., not displayed on the display unit) can be set as a target object, so that there is no need to perform an operation to once display the non-player object on the display unit, and the operability of the player can be improved. In addition, since a non-player object not displayed on the display unit can be set as a target object without once displaying it on the display unit, the processing load of the computer can be reduced when setting the target object.
[0121] Furthermore, when the setting means sets the non-player object located outside the shooting range of the virtual camera as the target object, the camera control means switches the shooting range or shooting direction of the virtual camera so that at least the target object is included in the shooting range. With this configuration, even if a non-player object that is not displayed on the display unit because it is located outside the shooting range of the virtual camera is set as the target object, the target object can be immediately viewed. Furthermore, when the target object is set, a non-player object that has not yet been found (off the screen) is found (displayed on the screen), thereby improving the operability of the player.
[0122] Further, the setting means can set the non-player object located within the shooting range of the virtual camera as the target object, and the camera control means, when the setting means sets the non-player object located within the shooting range of the virtual camera as the target object, controls the shooting range or shooting direction of the virtual camera so that at least the target object continues to be included within the shooting range during the period during which the target object is set. According to such a configuration, when a non-player object that is displayed on the display unit because it is located within the shooting range of the virtual camera is set as a target object, it continues to be displayed on the display unit at all times during the period during which it is set as the target object, making it easier to attack the target object, and improving the operability of the player.
[0123] Further, the motion control means limits the motion range of the player object to a predetermined range wider than the shooting range of the virtual camera in the virtual space based on a predetermined condition (e.g., switching from outside combat to in combat), and the setting means can set the non-player object located within the predetermined range but outside the shooting range of the virtual camera as the target object. According to such a configuration, the non-player object that can be set as the target object can be limited to the predetermined range within which the motion of the player object is limited, so that the processing load of the computer can be reduced. Furthermore, since the non-player object within the range in which the player object can move is set as the target object, the operability of the player can be improved in the movement operation and attack operation of the player object.
[0124] The computer is further made to function as a priority setting means (e.g., a priority setting unit 105) for setting a priority for each of the plurality of non-player objects based on an operation (e.g., a specific operation) on the operation unit, and the setting means compares the priorities of each of the plurality of non-player objects set by the priority setting means and sets the non-player object with the highest priority as the target object. With this configuration, the most suitable non-player object from the player's perspective can be set as the target object, thereby improving the operability of the player.
[0125] Furthermore, the priority setting means sets the priority of the non-player objects using different criteria (e.g., different priority setting tables) when the motion range of the player object is limited to the predetermined range by the motion control means (e.g., during combat) and when the motion range is not limited (e.g., outside combat). With this configuration, the most suitable non-player object can be set as the target object depending on the situation, thereby improving the operability of the player.
[0126] Further, the non-player objects include an enemy object that can move and a stationary physical object, and the priority setting means, when the motion range of the player object is limited to the predetermined range by the motion control means, sets a priority for each of the non-player objects that are located within the predetermined range, and sets the priority of the enemy object, among the non-player objects that are located within the shooting range of the virtual camera, to be higher than the priority of the physical object. According to such a configuration, the enemy object can be set as a target object with priority over the physical object, thereby improving the operability of the player in an action game in which enemies are defeated.
[0127] Further, the motion control means moves the player object towards a predetermined input direction based on an operation of instructing a predetermined input direction on the operation unit, and the priority setting means sets the priority of the enemy objects that are located within a specific range based on the predetermined input direction, among the plurality of enemy objects located within a shooting range of the virtual camera, to be higher than the priority of the enemy objects that are located outside the specific range. According to such a configuration, enemy objects located within a specific range can be set as target objects with priority over enemy objects located outside the specific range, thereby reflecting the player's operational intention and improving the operability of the player.
[0128] Furthermore, the priority setting means sets the priority of an enemy object located outside the shooting range of the virtual camera higher than the priority of an object located within the shooting range of the virtual camera but outside the specific range. With this configuration, even if an enemy object is located outside the shooting range of the virtual camera, it can be set as a target object with priority, thereby improving the operability of a player in an action game in which the player defeats enemies.
[0129] Furthermore, when the target object is set by the setting means, the action control means causes the player object to execute an attack action against the target object based on an operation (e.g., an attack operation) on the operation unit. With this configuration, it is possible to fix (lock on) one attack target when performing an attack action, thereby improving the operability of the player.
[0130] The present invention can also be applied to an information processing method and an information processing program.
[0131] Although the present invention has been described above, the above description is merely an example of the present invention, and various improvements and modifications may be made. Furthermore, the effects described in the present embodiment are merely a list of preferred effects resulting from the present invention, and the effects of the present invention are not limited to these. [Explanation of symbols]
[0132] 1. Information processing device 10 Control section 11 Control section 12 Display section 13 Speaker 14 Storage section 15 Communications Department 100 Bus 101 Operation detection unit 102 Placement section 103 Virtual camera control unit 104 Player object control unit 105 Priority Setting Unit 106 Target object setting section 107 Display control section 108 Audio control section
Claims
1. An information processing program executed by a computer of an information processing device that performs information processing based on an operation on an operation unit and displays an image on a display unit, The computer, a camera control means for controlling a shooting range or a shooting direction of a virtual camera in a virtual space; a display control means for causing an image captured by the virtual camera to be displayed on the display unit; an action control means for causing a player object in the virtual space to move toward a predetermined input direction based on an operation of the operation unit to designate the predetermined input direction; a priority setting means for setting a priority of each of a plurality of non-player objects different from the player object; a setting means for comparing the priorities of the non-player objects set by the priority setting means and setting the non-player object having the highest priority as a target object to be aimed at; the action control means limits a motion range of the player object to a predetermined range in the virtual space that is wider than a shooting range of the virtual camera, based on a predetermined condition; The priority setting means setting a priority order for the non-player objects based on whether or not the non-player objects are located within a specific range based on the predetermined input direction; an information processing program for setting a priority order of the non-player objects using different criteria when the motion range of the player object is restricted to the predetermined range by the motion control means and when the motion range is not restricted;
2. the non-player objects include movable enemy objects and stationary object objects; 2. The information processing program according to claim 1, wherein said priority setting means sets the priority of said non-player object based on whether said non-player object is said enemy object or said physical object.
3. 3. The information processing program according to claim 1, wherein said action control means, when said non-player object is set as said target object, controls the action of said player object so as to exert a predetermined effect on said target object.
4. An information processing device that performs information processing based on an operation on an operation unit and displays an image on a display unit, a camera control means for controlling a shooting range or a shooting direction of a virtual camera in a virtual space; a display control means for causing an image captured by the virtual camera to be displayed on the display unit; an action control means for causing a player object in the virtual space to move toward a predetermined input direction based on an operation of the operation unit to designate the predetermined input direction; a priority setting means for setting a priority of each of a plurality of non-player objects different from the player object; a setting means for comparing the priorities of the non-player objects set by the priority setting means and setting the non-player object having the highest priority as a target object to be aimed at, the action control means limits a motion range of the player object to a predetermined range in the virtual space that is wider than a shooting range of the virtual camera, based on a predetermined condition; The priority setting means setting a priority order for the non-player objects based on whether or not the non-player objects are located within a specific range based on the predetermined input direction; an information processing device which sets a priority order of the non-player objects using different criteria when the action range of the player object is restricted to the predetermined range by the action control means and when the action range is not restricted.
5. An information processing method executed by a computer of an information processing device that performs information processing based on an operation on an operation unit and displays an image on a display unit, comprising: The computer, a camera control step of controlling a shooting range or a shooting direction of a virtual camera in a virtual space; a display control step of displaying an image captured by the virtual camera on the display unit; an action control step of causing a player object in the virtual space to move toward a predetermined input direction based on an operation of the operation unit to instruct the predetermined input direction; a priority order setting step of setting a priority order for each of a plurality of non-player objects different from the player object; a setting step of comparing the priorities of the non-player objects set in the priority setting step, and setting the non-player object having the highest priority as a target object to be aimed at, In the action control step, a motion range of the player object is limited to a predetermined range in the virtual space that is wider than a shooting range of the virtual camera based on a predetermined condition; In the priority setting step, setting a priority order for the non-player objects based on whether or not the non-player objects are located within a specific range based on the predetermined input direction; an information processing method in which, in the action control step, a priority order of the non-player objects is set using different criteria when the action range of the player object is restricted to the predetermined range and when it is not restricted.
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