GAME PROGRAM, GAME SYSTEM, AND GAME PROCESSING METHOD
The game system enhances multiplayer flexibility by offering selectable play modes that address unfairness and discomfort, ensuring fair progression through timed actions and locked screen scrolling.
Patent Information
- Application Number
- JP2023126361
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-02
- Publication Date
- 2025-02-04
- Estimated Expiration
- 2043-08-02
AI Technical Summary
Multiplayer games lack flexibility in play modes, leading to unfair advantages and discomfort due to uncontrolled player character movements.
Implementing a game system that allows players to select between different play modes, including a race mode where characters can only proceed if they act on a trigger object within a set time, and a normal mode where players can move freely, with features like locked screen scrolling and friend matching to enhance fairness and reduce discomfort.
The system provides a more flexible and fair multiplayer experience by allowing players to choose play modes that prevent early advantages and reduce discomfort, ensuring all players have an equal opportunity to progress through the game.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to information processing for games and the like. [Background technology]
[0002] Conventionally, there have been multiplayer games in which multiple players play a game stage together (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-124286 A Summary of the Invention [Problem to be solved by the invention]
[0004] In multiplayer games, there was a demand for more flexible play mode selection.
[0005] Therefore, an object of the present invention is to provide a game program, a game system, and a game method that enable a play mode to be selected with a higher degree of freedom in a multiplayer game. [Means for solving the problem]
[0006] In order to achieve the above object, for example, the following configuration example can be given.
[0007] A first configuration example is a game program for playing a multiplayer game between a user of a first game device and a user of a second game device matched with the first game device via a network, in which a computer of the first game device is caused to place a first player character whose movement is controlled based on operation data by the user of the first game device, a second player character whose movement is controlled based on operation data by the user of the second game device, and a predetermined trigger object on a game stage, and a multiplayer game with the first player character and the second player character is started in the game stage, and if the second player character acts on the trigger object within a first predetermined time after the first player character acts on the trigger object, the game proceeds in a first mode in which the first player character and the second player character compete for playing results in the game stage, and if the second player character does not act on the trigger object placed in the game stage within a first predetermined time after the first player character acts on the trigger object, the game proceeds in a second mode in which the first player character and the second player character do not compete for playing results.
[0008] According to the above first configuration example, in a multiplayer game, after a game stage starts, each player can select a play mode by operating a player character.
[0009] A second configuration example is the same as the first configuration example, in which the computer further places a third player character on the game stage, the movement of which is controlled based on operation data by a user of a third game device matched with the first game device and the second game device via a network, and causes the player character that acts on a trigger object within a first predetermined time to play in the first mode, and the player character that does not act on a trigger object within the first predetermined time to play in the second mode.
[0010] A third configuration example is the first or second configuration example, in which the computer prevents the player character that has acted on the trigger object from leaving a predetermined area of the game stage until a first predetermined time has elapsed.
[0011] According to the above third configuration example, in the first mode in which playing results are competed, it is possible to prevent a player character from starting to move earlier than other player characters and gaining an advantage in the game, thereby ensuring fairness in the first mode in which playing results are competed.
[0012] A fourth configuration example is the same as the third configuration example, in which the computer locks the scrolling display of the screen of the game stage, thereby making it impossible for the player character that has acted on the trigger object to leave a predetermined area.
[0013] According to the fourth configuration example, it is possible to reduce the sense of discomfort caused by restricting the movement of the player character.
[0014] A fifth configuration example is the first configuration example, wherein the computer ends the first mode after a second predetermined time has elapsed since any player character cleared a game stage in the first mode, even if other player characters have not cleared the game stage.
[0015] According to the fifth configuration example, the first mode can be ended without waiting for the player character who is significantly behind in clearing the game stage.
[0016] A sixth configuration example is the fifth configuration example, in which the computer allows a user of a player character who has not cleared the game stage at the end of the first mode to choose whether to continue game play in the second mode or to end game play.
[0017] According to the sixth configuration example, it is possible to provide a user who has finished the first mode in which playing records are competed with an option to continue the game in the second mode in which playing records are not competed with.
[0018] A seventh configuration example is a configuration example in which, in the above-mentioned first configuration example, matching includes friend matching performed between users who are friends with each other, and random matching performed between random users, and the computer places a trigger object on the game stage only when a multiplayer game is played between users matched by friend matching.
[0019] According to the seventh configuration example, only users who are friends with each other can play the game in the first mode. Effect of the Invention
[0020] According to the present embodiment, it is possible to provide a game program, a game system, and a game method that enable a play mode to be selected with a higher degree of freedom in a multiplayer game. [Brief description of the drawings]
[0021] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 4] FIG. 1 is a diagram for explaining an example of a communication network. [Diagram 5] FIG. 13 is a diagram for explaining an example of a stage selection screen. [Figure 6] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 7] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 8] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 9] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 10] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 11] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 12] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 13] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 14] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 15] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 16] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 17] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 18] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 19] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 20] FIG. 13 is a diagram illustrating an example of a game screen; [Figure 21] FIG. 13 shows an example of various data stored in the DRAM 85. [Figure 22] An example of a flowchart of game processing [Figure 23] An example of a flowchart of game processing [Figure 24] An example of a flowchart of game processing [Diagram 25] An example of a flowchart of game processing DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] An embodiment will be described below.
[0023] [Hardware configuration of information processing system]
[0024] An information processing system (game system, game device) according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. That is, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4. The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.
[0025] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.
[0026] Furthermore, the main unit 2 is equipped with a speaker, and sounds such as sound effects are output from the speaker.
[0027] The main unit 2 also has a left side terminal through which the main unit 2 communicates with the left controller 3 via a wired connection, and a right side terminal through which the main unit 2 communicates with the right controller 4 via a wired connection.
[0028] The main unit 2 also includes a slot. The slot is provided on the upper side of the housing of the main unit 2. The slot has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.).
[0029] The left controller 3 and the right controller 4 each include various operation buttons, etc. The various operation buttons, etc. are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0030] In addition, the left controller 3 and the right controller 4 each have a terminal for wired communication with the main unit 2.
[0031] 2 is a block diagram showing an example of the internal configuration of the main unit 2. The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), for example, or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).
[0032] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.
[0033] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.
[0034] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.
[0035] The main body device 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly communicates) with an external device via a network. In this embodiment, the network communication unit 82 connects to a wireless LAN using a method conforming to the Wi-Fi standard, for example, and performs Internet communication with an external device (another main body device 2). The network communication unit 82 can also perform short-range wireless communication (for example, infrared communication) with another main body device 2.
[0036] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0037] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0038] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. The touch panel controller 86 generates data indicating, for example, the position where a touch input has been performed based on a signal from the touch panel 13, and outputs the data to the processor 81.
[0039] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.
[0040] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.
[0041] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.
[0042] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0043] Fig. 3 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 3 because they are shown in Fig. 2.
[0044] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 3, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.
[0045] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0046] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes a left stick 32. Each button 103 and left stick 32 repeatedly outputs information relating to an operation performed on the button 103 and left stick 32 to the communication control unit 101 at an appropriate timing.
[0047] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104. The left controller 3 also includes an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The acceleration sensor 104 may detect acceleration in one or two axial directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y and z axes shown in FIG. 4). The angular velocity sensor 105 may detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.
[0048] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensors) from each input unit (specifically, each button 103, left stick 32, each sensor 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0049] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. That is, the main unit 2 can determine the operations on the buttons 103 and the left stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or attitude of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).
[0050] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0051] As shown in FIG. 3, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.
[0052] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113, a right stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input units have the same functions as those of the left controller 3, and operate in the same manner.
[0053] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.
[0054] [Games assumed in this embodiment] Next, an overview of game processing (an example of information processing) executed by the game system 1 according to this embodiment will be described. The game assumed in this embodiment is, for example, an action game in which a player object (sometimes called a "player character") that operates according to the operation of a player (user) moves within a virtual space (game space) in which various objects are arranged to achieve a predetermined objective (the objective of reaching a goal point). Specifically, it is an action game in which a player selects a stage to play from a plurality of game stages (sometimes simply called "stages"), and when a plurality of players select the same stage, a multiplay is performed on the selected stage. Note that this game is not limited to an action game, and may be another type of game.
[0055] [Outline of game processing in this embodiment] FIG. 4 is a diagram for explaining an example of a communication network related to the present game processing. In the present game processing, a plurality of game devices (game systems) 1 and a server 130 are communicatively connected via the Internet 131 to execute a multiplayer game. In the present game processing, a multiplayer game can be executed by a maximum of four people (maximum of four game devices). In the present game processing, when a multiplayer game is executed in each game stage, a plurality of game devices 1 are communicatively connected to each other via the Internet 131 (or by short-range wireless communication or the like without the Internet 131), and are communicatively connected to each other without the server 130 to execute a multiplayer game by P2P (Peer to Peer) communication. In the case of a multiplayer game in each game stage, a plurality of game devices 1 may be communicatively connected to each other via the server 130 to execute a multiplayer game.
[0056] In addition, in this game processing, the actions of the characters placed in the virtual space are controlled in response to the player's operation, and the virtual space is photographed (drawn) by a virtual camera and displayed on the screen (display 12) to progress the game. In addition, in this game processing, the player selects a desired stage and plays the game on the selected stage.
[0057] FIG. 5 is a diagram for explaining a screen for a player to select a stage to play (sometimes referred to as a "stage selection screen"). In this game processing, in a virtual space for each player to select a stage to play (sometimes referred to as a "stage selection space"), each player character that moves on the ground according to the operation of each player and a circular area for selecting a stage (sometimes referred to as a "stage selection area") are arranged, and the stage selection space is photographed (drawn) by a virtual camera from diagonally above and displayed on the screen of each game device 1. Then, each player can start a game of the stage corresponding to the stage selection area by moving the player character that he / she operates onto the desired stage selection area and performing a predetermined selection operation (for example, pressing a button).
[0058] As shown in FIG. 5, the stage selection screen of the player's game device displays a player character (sometimes called "player's character") 200 operated by a player of the player's game device, player characters (sometimes called "other player characters") 201-205 operated by players of other game devices (sometimes called "other players"), a stage selection area 207 for selecting stage 1, a stage selection area 208 for selecting stage 2, and a stage selection area 209 for selecting stage 3. For ease of understanding, the head of the player's character 200 is marked with A, and the heads of the other player characters 201-205 are marked with B-F, respectively. In addition, in this game process, in the stage selection screen and a stage screen described later, the display area (drawing area) moves so that the player's character is included on the screen of the player's game device as a general rule.
[0059] Figures 6 to 20 are diagrams for explaining the screen of the game stage selected on the stage selection screen described with reference to Figure 5 (sometimes referred to as a "stage screen"). In this game processing, a large number of stages are provided, and a virtual space (sometimes referred to as a "stage space") corresponding to each stage is provided for each game device.
[0060] When a player selects a stage on the stage selection screen described with reference to Fig. 5, the start point of that stage is displayed. Specifically, as shown in Fig. 6 etc., player characters, objects constituting the stage such as blocks and the ground, enemy characters (not shown), etc. are arranged in the stage space. Here, in Fig. 6, four players have selected the same stage, and four player characters 200 to 203 are arranged.
[0061] The stage space is then photographed (rendered) from the side by a virtual camera and displayed on the screen of each game device. In addition, in each stage of this game, the player's character, other player's characters, and enemy characters can move left and right and up and down, but cannot move forward or backward. In other words, they can move within the xy plane shown in FIG. 6. The player operates the player's character to move from a start point to play the stage, and when the player reaches a goal point, the stage is cleared and play of that stage ends, and if the player makes a certain number of mistakes, such as contacting an enemy character, the player fails to clear the stage and play ends.
[0062] In addition, in this game, if all players (maximum of four people) participating in the game of a stage are friends, the players (player characters) can compete in a time race in that stage. A player who does not participate in a time race will aim for the goal of the stage without competing in a time race as usual. A specific explanation will be given below. Note that a friend is a state in which a friend request sent in advance from one player (one player account) to another player (the other player account) is accepted by the other player and the two players become friends (a state in which both player accounts are linked in a friend relationship) when the game process is not being executed.
[0063] FIG. 6 shows a scene in which four players (four players who operate player characters 200-203) who are friends with each other select a stage selection area 1 in the stage selection space (see FIG. 5), and the start point of the stage corresponding to the stage selection area 1 is displayed, and then the player characters 200-203 enter the start point. FIG. 6 also shows a screen (a screen seen by the player who operates the player character 200) of the game device 1 that operates the player character 200. As shown in FIG. 6, in this embodiment, the other player characters are displayed semi-transparently (on the screen of each game device 1). In addition, in each player's game device, the positions and the like (for example, coordinates, direction, posture) of each player character in the stage are synchronized, but the state of the stage is not synchronized. For example, even if an object (for example, a block) is destroyed by the player character of one game device in the stage space of this game device, if the player character of this other game device does not destroy the object, the game proceeds in a state in which the object is not destroyed. However, the state of the race block 210 described below is synchronized on the game device of each player. Note that the above is just an example, and the state of the stage may be synchronized on the game device of each player.
[0064] 6, when four players who are friends enter a stage, a race block 210 (trigger object) for allowing the player characters to enter a race is placed at the start point of the stage. Also, above the race block 210, the text "A race will be held" is displayed, indicating that a race can be held.
[0065] Next, as shown in Fig. 7, when the player character 201 jumps and hits the race block 210 (when it acts on the race block 210), recruitment of members to participate in the race begins (a predetermined recruitment time (e.g., 20 seconds) begins to be subtracted), and the player character 201 is entered into the race. Also, as shown in Fig. 6, the text "Members Wanted" is displayed above the race block 210, and the face of the entered player character 201 is displayed.
[0066] Next, as shown in FIG. 8, the player character 203 jumps and hits the race block 210 (acting on the race block 210; not shown), and then the player character 200 jumps and hits the race block 210 (acting on the race block 210), so that the player character 203 and the player character 200 are entered into the race. Also, as shown in FIG. 8, the faces of the entered player character 203 and the player character 200 are additionally displayed above the race block 210. Also, as shown in FIG. 8, bands 212 are displayed above and below the screen display of the game device 1 that controls the player character (player character 200), so that it is indicated that the player character has entered the race. Note that in this embodiment, even if the entered player character hits the race block 210 again, the entry is not cancelled, but the entry may be cancelled by hitting the entered player race block 210 again. In addition, although an entry is made by hitting in the above description, this is not limited to this. For example, an entry may be made by a player character (or an item used by the player character) touching the race block 210.
[0067] Here, if the player's character moves out of the screen display range (the shooting range of the virtual camera in the virtual space) in response to the player's operation, the player's character is not displayed, causing a problem in operation. Therefore, the player's character is usually not allowed to move out of the screen display range in response to the player's operation, and when the player's character moves, the screen is scrolled (the shooting range of the virtual camera moves in the virtual space). However, in this embodiment, as shown in FIG. 9, when the player's character enters a race, the execution of the scroll display of the screen is stopped (locked) so that the player's character cannot move out of the screen display range. In FIG. 9, the player's character (player character 200) that has entered the race advances to the right end of the screen display range, but since the execution of the scroll display of the screen is stopped, it is no longer possible to move out of the screen display range. By doing so, the player character that has entered the race is prohibited from advancing before the start of the race. Note that, instead of stopping the execution of the scroll display of the screen, for example, the player character may not be able to move even if the player operates it. Also, for example, a starting line may be provided and all player characters may be forced to assemble (line up) at the starting line, so that the player characters cannot move even if operated by the player.
[0068] Then, when the above-mentioned predetermined recruitment time (e.g., 20 seconds) has elapsed or when all four (all) player characters (all player characters) have entered the race (the race entry period ends), a countdown display to the start of the race begins. Specifically, as shown in Fig. 10, a traffic light 213 is displayed and a countdown display is performed, and a timer 214 is displayed to measure the time from when the player character starts until he or she reaches the finish line. Note that if the above-mentioned predetermined recruitment time (e.g., 20 seconds) has elapsed with only one player character having entered the race, the state returns to one in which no one has entered (see Fig. 6).
[0069] Next, as shown in Fig. 11, when the countdown display ends and the traffic light 213 changes to display the word "START" and the race starts, the timer 214 starts measuring time, and the screen scroll display is unlocked and the player characters participating in the race can move forward, as shown in Fig. 12. Also, as shown in Figs. 11 and 12, when the race starts, the band 212 is hidden and the word "RACING" is displayed above the race block 210.
[0070] As described above, on the screen of the game device 1 of the player character who has entered the race, the timer 214 measures time and the game proceeds in the race mode (first mode), but on the screen of the game device 1 of the player character who has not entered the race, the game proceeds in the normal mode (second mode) in which the race does not enter a racing state and the race is not held. Note that, as shown in FIG. 13, during the period from when the race countdown starts to when the race ends, even if the player character 202 who has not entered the race hits a race block, the player character 202 cannot participate in the race. Thus, in this embodiment, a configuration is adopted in which two or more races are not executed in parallel in one stage.
[0071] Next, as shown in FIG. 14, the goal tree 215, which the player character grabs to reach the goal, is displayed on the screen by scrolling, in a state before the goal. After that, as shown in FIG. 15, when the other player character 201 enters a predetermined range of the goal tree 215 (for example, within 2 meters from the goal tree 215 in the virtual space), the display gradually changes from semi-transparent to transparent as it approaches the goal tree 215, becomes transparent just before the goal tree 215 is grabbed, and returns to semi-transparent when the goal tree 215 is grabbed. Here, the timing at which the player character grabs the goal tree 215 (the timing at which the player character reaches the goal) may differ between the multiple game terminals 1 that are racing in a multiplay due to communication delays and the like. In this embodiment, by changing the display of the other player character from semi-transparent to transparent just before the player character grabs the goal tree 215 as described above, it is possible to prevent discomfort caused by the difference in goal timing between the game terminals 1.
[0072] 16, when the player's character 200 grabs onto the goal tree 215 and reaches the finish line, the characters "GOAL!!" are displayed, the timer 214 stops measuring time, and the race time of the player's character 200 is finalized. Similarly, in the game device 1 that controls another player's character, when the other player's character grabs onto the goal tree 215 and reaches the finish line, the characters "GOAL!!" are displayed, the timer 214 stops measuring time, and the race time of the other player's character is finalized.
[0073] Next, as shown in FIG. 17, the game goes into a standby state until a predetermined time (for example, 30 seconds) has elapsed since the player character 201 first reached the finish line, and the text "The race will end soon" is displayed.
[0074] Next, as shown in Fig. 18, when player character 203 reaches the finish line and all of the player characters who participated in the race reach the finish line before the above-mentioned predetermined time (e.g., 30 seconds) has elapsed, the race ends, a result display 218 depicting the rankings of the race is displayed, and the results of this race are announced. Here, as described above, the times of each player character are determined on each game device. Then, the times of each player character are notified and shared between game devices, so that the same rankings are displayed on each game device.
[0075] On the other hand, if the above-mentioned predetermined time (e.g., 30 seconds) has elapsed since the first player character 201 reached the goal before the player character 203 reaches the goal, as shown in FIG. 19, the image of the course is hidden on the screen of the game device that operates the player character 203, and the race ends, and the text "The race has ended", a result display 218, a button 219 with the text "Continue", a button 220 with the text "Leave the course", and a cursor 221 are displayed. Then, when the player operates the cursor 221 to designate the button 219 with the text "Continue" and press a predetermined button, the game continues in a normal mode (second mode) in which no race is performed from the position of the course (stage) at the time the race ended. On the other hand, when the player operates the cursor 221 to designate the button 220 with the text "Leave the course" and press a predetermined button, the player character 203 leaves the course (stage) and returns to the stage selection space (see FIG. 5). In FIG. 19, the player character 203(D) who finished the race before reaching the finish line is not displayed in the result display 218, but the player character 203 may also be displayed in the result display 218 (together with the text display "No record").
[0076] Next, as shown in Fig. 20, after the scene in Fig. 18 where the goal has been reached (race mode (first mode)) changes to normal mode (second mode), the player character who has reached the goal exits the course (stage). Specifically, as shown in Fig. 20, after the scene switches to a state in which the player character has reached the goal by grasping at the goal tree 222 in normal mode and the text "Course Cleared" is displayed (normal mode), the player character enters the exit gate 223. The player character who has entered the exit gate 223 returns to the stage selection space (see Fig. 5).
[0077] [Details of information processing in this embodiment] Next, the information processing of this embodiment will be described in detail with reference to FIGS.
[0078] [About data usage] Various data used in this game processing will be described. Fig. 21 shows an example of data stored in the DRAM 85 of the game system 1. As shown in Fig. 21, the DRAM 85 is provided with at least a program memory area 301 and a data memory area 302. The program memory area 301 stores a game program 401. The data memory area 302 stores game control data 402, image data 408, virtual camera control data 409, operation data 410, transmission data 411, reception data 412, etc. The game control data 402 includes object data 403.
[0079] The game program 401 is a game program for executing the game processing.
[0080] The object data 403 is data on objects placed in the virtual space, such as a player character, an enemy character, an item, the ground, a block, a rock, a stone, a tree, a building, etc. The object data 403 also includes data on the coordinates (position), direction, posture, state, etc. of the object.
[0081] Image data 408 is image data such as background and virtual effects.
[0082] The virtual camera control data 409 is data for controlling the movement of a virtual camera placed in a virtual space, specifically, data for specifying the position, attitude, angle of view, imaging direction, etc. of the virtual camera.
[0083] The operation data 410 is data indicating the contents of operations performed on the left controller 3 and the right controller 4. For example, it includes data indicating the input states of the movements and posture changes of the left controller 3 and the right controller 4, and the pressed states of various buttons. The contents of the operation data are updated at a predetermined cycle based on signals from the left controller 3 and the right controller 4.
[0084] The transmission data 411 is data to be transmitted to other game systems 1, and includes at least information for identifying the transmission source and the contents of the operation data 410. The transmission data 411 includes data related to the player's character (data indicating coordinates (position), posture, state, etc.) to be transmitted to other game systems 1 (or servers) of the multiplayer partners.
[0085] The received data 412 is data for transmission received from other game systems 1 and stored so as to be identifiable for each other game system 1 (i.e., the sender). The received data 412 includes data relating to other player characters (data indicating coordinates (position), posture, state, etc.) received from other game systems 1 (or servers) of the multiplayer opponents.
[0086] The received data 413 is data indicating the accounts of other players who are linked to the player's account as friends (i.e., data indicating the players who are friends of the player). The received data 413 is data received from the server (see FIG. 4) when the game is started, for example.
[0087] Additionally, the DRAM 85 stores various types of data used in the game processing as necessary.
[0088] [Details about game processing] Next, details of the game processing according to this embodiment will be described with reference to a flowchart. Figures 22 to 25 are examples of flowcharts showing details of the game processing according to this embodiment.
[0089] First, when the game processing starts, in step S100 of Figure 22, processor 81 performs a stage selection processing which will be described later with reference to Figure 23. After that, the processing proceeds to step S200.
[0090] In step S200, processor 81 performs a stage execution process, which will be described later with reference to Figures 24 and 25. After that, the process returns to step S100.
[0091] 23 is an example of a flowchart showing details of the stage selection process, which will be described below with reference to FIG.
[0092] First, in step S101, processor 81 determines whether or not a movement operation of the player character has been performed, based on operation data 410. If the determination is YES, the process proceeds to step S102, and if the determination is NO, the process proceeds to step S103.
[0093] In step S102, processor 81 moves the player's character based on the operation in step S101. Processor 81 also transmits the position, posture, and the like of the player's character to other game systems 1 (other game devices) that are the partners in the multiplayer. Thereafter, the process returns to step S101. Through the processes of steps S101 and S102, each player's character moves in the stage selection space in response to the operation of each player (see FIG. 5).
[0094] In step S103, processor 81 determines whether or not the player character has moved to any of the stage selection positions in the stage selection space, based on object data 403, etc. If this determination is YES, the process proceeds to step S104, and if this determination is NO, the process proceeds to step S105.
[0095] In step S104, processor 81 determines to execute a stage corresponding to the stage selection position to which the player's character has moved in step S103. That is, it determines to execute a game stage selected by the player by operating the player's character. Thereafter, the process proceeds to step S200 in Figure 22, and the game of the stage selected by the player in step S103 is started.
[0096] In step S105, processor 81 determines whether or not a predetermined game ending operation has been performed, based on operation data 410. If the determination is YES, the game processing ends, and if the determination is NO, the processing returns to step S101.
[0097] 24 and 25 are an example of a flowchart showing details of the stage execution process, which will be described below with reference to FIGS.
[0098] 24, processor 81 determines whether or not all players who will play the stage (the same stage) determined in step S104 of Fig. 23 are friends with each other, based on friend data 413. If the determination in step S201 is YES, the process proceeds to step S202, and if the determination is NO, the process proceeds to step S220.
[0099] In step S202, processor 81 causes the player to enter the stage (see FIG. 6). Processor 81 also places race block 210 (trigger object) on the stage for the player character to enter a race. After that, the process proceeds to step S203.
[0100] In step S203, processor 81 determines whether or not a race start condition is satisfied. As described with reference to Fig. 7 and Fig. 8, the race start condition is a condition that at least one player character acts on race block 210 or all other player characters act on race block 210 within a predetermined recruitment time (e.g., 20 seconds) after the first player character acts on race block 210 (after entry into the race). If the determination in step S203 is YES, the process proceeds to step S204, and if the determination is NO, the process proceeds to step S221.
[0101] In step S204, processor 81 determines whether or not the player's character has entered the race (has already acted on race block 210). If the determination in step S204 is YES, the process proceeds to step S206, and if the determination is NO, the process proceeds to step S221. Here, as described with reference to FIG. 9, when the player's character has entered the race, the screen scroll display is locked and the player's character is controlled so as not to move beyond the screen display range.
[0102] In step S205, the processor 81 performs a countdown to the start of the race as described with reference to FIG. 10. After that, the process proceeds to step S206.
[0103] In step S206, in response to completion of the countdown in step S205, processor 81 starts the race as described with reference to FIGS. 11 and 12, and unlocks the screen scrolling display to enable the player's character to move forward.
[0104] In step S207, processor 81 performs race mode processing to progress the game in the race mode (first mode). After that, the processing proceeds to step S208.
[0105] In step S208, processor 81 determines whether the race has ended before the player character reaches the finish line. The race ends when a race end condition is satisfied, as will be described later in the description of step S213 in FIG. 25. If the determination in step S208 is YES, the process proceeds to step S230, and if the determination is NO, the process proceeds to step S209.
[0106] In step S209, processor 81 determines whether or not the player character has reached the goal (see FIG. 14). If the determination in step S209 is YES, the process proceeds to step S210, and if the determination is NO, the process returns to step S207.
[0107] In step S210, processor 81 gradually makes the other player characters immediately before reaching the goal transparent, as described with reference to Figure 15. Thereafter, the process proceeds to step S211 in Figure 25.
[0108] In step S211 in FIG. 25, processor 81 waits until the player's character reaches the goal (NO), and when the player's character reaches the goal (YES), processor 81 transfers the process to step S212.
[0109] In step S212, processor 81 determines the time for the player character and performs an effect of the player character reaching a goal, as described with reference to Fig. 16. After that, the process proceeds to step S213.
[0110] In step S213, processor 81 waits until the race end condition is satisfied (NO), and when the race end condition is satisfied (YES), proceeds to step S214. As described with reference to Figures 17 to 19, the race end condition is that all player characters who participated in the race reach the finish line before a predetermined waiting time (e.g., 30 seconds) has elapsed since the first player character reaches the finish line, or that a predetermined waiting time has elapsed before all player characters who participated in the race reach the finish line after the first player character reaches the finish line.
[0111] In step S214, processor 81 ends the race and displays the results of the race, as described with reference to Figure 18. After that, the process proceeds to step S224 in Figure 24.
[0112] If the determination in step S201 is NO, in step S220, processor 81 causes the player to enter the stage (see FIG. 6). However, in this case, processor 81 has not placed race block 210 for the player character to enter the race on the stage. Then, the process proceeds to step S221.
[0113] In step S221, processor 81 performs normal mode processing to progress the game in the normal mode (second mode). After that, the processing proceeds to step S222.
[0114] In step S222, processor 81 determines whether or not the player character playing in normal mode has reached the goal point and cleared the course. If the determination in step S222 is YES, the process proceeds to step S223, and if the determination is NO, the process returns to step S221.
[0115] In step S233, processor 81 performs a course clear presentation in the normal mode (see FIG. 20). After that, the process proceeds to step S224.
[0116] In step S224, processor 81 displays that the player character who has reached the goal (cleared the course) is exiting the stage, as described with reference to Fig. 20. After that, the process returns to step S100 in Fig. 22.
[0117] If the determination in step S208 is YES, in step S230, processor 81 stops the race display and performs race result display and selection display, as described with reference to Fig. 19. Thereafter, the process proceeds to step S231.
[0118] In step S231, processor 81 determines whether or not the player has selected “Continue” as described with reference to Fig. 19. If the determination in step S231 is YES, the process returns to step S221 and the game continues in the normal mode, and if the determination is NO, the process proceeds to step S233.
[0119] In step S232, processor 81 determines whether or not the player has selected “Leave the course” as described with reference to Fig. 19. If the determination in step S232 is YES, the process proceeds to step S233, and if this determination is NO, the process returns to step S231.
[0120] In step S233, the processor 81 ends the stage as described with reference to Fig. 19. After that, the process returns to step S100 in Fig. 22.
[0121] As described above, according to this embodiment, when friends enter a stage to play a game together, they can race by performing an operation to enter the race at the starting point of the stage (e.g., FIG. 8) (S201 to S210 in FIG. 24, FIG. 25), whereas they can play the normal game without participating in a race by not performing the operation to enter (NO at S204 in FIG. 24, S221 to S223).
[0122] [Variations] In the above embodiment, an example is given in which a multiplayer partner is determined by each player selecting a stage to participate in on a stage selection screen (FIGS. 5, 6, etc.). However, this is not limited to this, and a multiplayer partner may be determined by matching by a server or the like. In this case, friend matching, in which only friends of each other are matched to play multiplayer games, and random matching, in which random players are matched to play multiplayer games, may be performed, and race blocks may be placed on the stage in friend matching (S202 in FIG. 24), while race blocks may not be placed on the stage in random matching (S220 in FIG. 24).
[0123] In the above embodiment, the type of race mode is a race mode in which the time required to reach the goal is competed for, but the present invention is not limited to this and may be a race mode in which the score is competed for.
[0124] In the above embodiment, an example has been given in which entries to the race are possible up until the start of the countdown to the race start (FIG. 10). However, this is not limited to this, and entries to the race may be possible up until the race start (FIG. 11).
[0125] In the above embodiment, the series of processes related to the game processing is executed by a single game device. In another embodiment, the series of processes may be executed in an information processing system consisting of a plurality of information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a part of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a main part of the series of processes may be executed by the server device, and a part of the processes may be executed by the terminal device. In the above information processing system, the server system may be composed of a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices. Also, a so-called cloud gaming configuration may be used. For example, the game device may be configured to send operation data indicating a user's operation to a predetermined server, and various game processes may be executed in the server, and the execution results may be streamed to the game device as video and audio.
[0126] Although the present embodiment and the modified examples have been described above, these descriptions are merely illustrative in every respect and are not intended to limit the scope of the present embodiment and the modified examples. It goes without saying that various improvements and modifications can be made to the present embodiment and the modified examples. [Explanation of symbols]
[0127] 1. Game System 3, 4 Controller 12 Display 81 Processor 85 DRAM 200, 201, 202, 204, 205 Player characters 210 Race Block
Claims
1. A game program for playing a multiplayer game between a user of a first game device and a user of a second game device that is matched with the first game device via a network, comprising: A computer of the first game device, placing, on a game stage, a first player character whose movement is controlled based on operation data by a user of the first game device, a second player character whose movement is controlled based on operation data by a user of the second game device, and a predetermined trigger object; starting the multiplayer game by the first player character and the second player character in the game stage; when the second player character acts on the trigger object within a first predetermined time period that is started by the first player character acting on the trigger object, proceeding with a game in a first mode in which the first player character and the second player character compete with each other in playing results in the game stage; a game program for progressing a game in a second mode in which the first player character and the second player character do not compete with each other in playing results if the second player character does not act on the trigger object within the first predetermined time;
2. The computer includes: further placing, on the game stage, a third player character whose movement is controlled based on operation data by a user of a third game device matched with the first game device and the second game device via the network; causing a player character that has acted on the trigger object within the first predetermined time period to play in a first mode; 2. The game program according to claim 1, wherein a player character that has not acted on the trigger object within the first predetermined time is made to play in a second mode.
3. The computer includes:
3. The game program according to claim 1, further comprising: preventing a player character that has acted on said trigger object from leaving a predetermined area of said game stage until said first predetermined time has elapsed.
4. The computer includes:
4. The game program according to claim 3, wherein scrolling display of the screen of the game stage is locked, thereby making it impossible for the player character that has acted on the trigger object to leave the predetermined area.
5. The computer includes:
2. The game program according to claim 1, wherein in the first mode, after a second predetermined time has elapsed since any one of the player characters cleared the game stage, the first mode is ended even if the other player characters have not cleared the game stage.
6. The computer includes:
6. The game program according to claim 5, wherein a user of a player character who has not cleared the game stage at the end of the first mode is prompted to select whether to continue game play in the second mode or to end game play.
7. The matching includes friend matching performed between users who are friends with each other, and random matching performed between random users, The computer includes: The game program according to claim 1 , wherein the trigger object is placed on the game stage only when the multiplayer game is played between users matched through the friend matching.
8. A game system in which a multiplayer game is played between a user of a first game device and a user of a second game device matched with the first game device via a network, comprising: The processor of the first game device comprises: a first player character whose movement is controlled based on operation data by a user of the first game device, a second player character whose movement is controlled based on operation data by a user of the second game device, and a predetermined trigger object are arranged on a game stage; starting the multiplayer game by the first player character and the second player character in the game stage; when the second player character acts on the trigger object within a first predetermined time period that is started by the first player character acting on the trigger object, proceeding with a game in a first mode in which the first player character and the second player character compete with each other in playing results in the game stage; If the second player character does not act on the trigger object within the first predetermined time, the game proceeds in a second mode in which the first player character and the second player character do not compete with each other in playing results.
9. The processor, a third player character whose movement is controlled based on operation data by a user of a third game device matched with the first game device and the second game device via the network is further placed on the game stage; causing a player character that has acted on the trigger object within the first predetermined time period to play in a first mode; 9. The game system according to claim 8, wherein a player character that does not act on the trigger object within the first predetermined time is made to play in a second mode.
10. The processor, 10. The game system according to claim 8, wherein the player character who has acted on the trigger object is prevented from leaving a predetermined area of the game stage until the first predetermined time has elapsed.
11. The processor, 11. The game system according to claim 10, wherein scrolling display of the screen of the game stage is locked, thereby making it impossible for the player character that has acted on the trigger object to leave the predetermined area.
12. The processor, 9. The game system according to claim 8, wherein in the first mode, after a second predetermined time has elapsed since any one of the player characters cleared the game stage, the first mode is ended even if the other player characters have not cleared the game stage.
13. The processor, 13. The game system according to claim 12, wherein a user of a player character who has not cleared the game stage at the end of the first mode is allowed to select whether to continue game play in the second mode or to end game play.
14. The matching includes friend matching performed between users who are friends with each other, and random matching performed between random users, The processor, The game system according to claim 8 , wherein the trigger object is placed on the game stage only when the multiplayer game is played between users matched by the friend matching.
15. 1. A game processing method for playing a multiplayer game between a user of a first game device and a user of a second game device matched with the first game device via a network, comprising: A computer of the first game device, placing, on a game stage, a first player character whose movement is controlled based on operation data by a user of the first game device, a second player character whose movement is controlled based on operation data by a user of the second game device, and a predetermined trigger object; starting the multiplayer game by the first player character and the second player character in the game stage; when the second player character acts on the trigger object within a first predetermined time period that is started by the first player character acting on the trigger object, proceeding with a game in a first mode in which the first player character and the second player character compete with each other in playing results in the game stage; A game processing method, in which if the second player character does not act on the trigger object within the first predetermined time, the game is progressed in a second mode in which the first player character and the second player character do not compete with each other in playing results.
16. The computer includes: further placing, on the game stage, a third player character whose movement is controlled based on operation data by a user of a third game device matched with the first game device and the second game device via the network; causing a player character that has acted on the trigger object within the first predetermined time period to play in a first mode; The game processing method according to claim 15, further comprising making a player character that has not acted on the trigger object within the first predetermined time period play in a second mode.
17. The computer includes:
17. The game processing method according to claim 15, further comprising preventing a player character that has acted on said trigger object from leaving a predetermined area of said game stage until said first predetermined time has elapsed.
18. The computer includes:
18. The game processing method according to claim 17, further comprising locking scrolling display of the screen of the game stage, thereby making it impossible for the player character that has acted on the trigger object to leave the predetermined area.
19. The computer includes:
16. The game processing method according to claim 15, wherein in the first mode, after a second predetermined time has elapsed since any one of the player characters cleared the game stage, the first mode is ended even if other player characters have not cleared the game stage.
20. The computer includes:
20. The game processing method according to claim 19, further comprising prompting a user of a player character who has not cleared the game stage at the end of the first mode to select whether to continue game play in the second mode or to end game play.
21. The matching includes friend matching performed between users who are friends with each other, and random matching performed between random users, The computer includes: The game processing method according to claim 15 , wherein the trigger object is placed on the game stage only when the multiplayer game is played between users matched through the friend matching.
Citation Information
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