Information processing program, information processing method, and game device

JP7631599B1Active Publication Date: 2025-02-18CYGAMES INC
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2024087909
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-30
Publication Date
2025-02-18
Estimated Expiration
2044-05-30

AI Technical Summary

Benefits of technology

【0014】 本発明によれば、プレイヤの興趣性を向上させることができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007631599000001_ABST
    Figure 0007631599000001_ABST
Patent Text Reader

Abstract

To improve the interest of players. [Solution] The information processing program causes a computer to execute the following processes in response to a selection command selected by the player from among a plurality of commands: a process of causing a first character controlled by the player to perform a first action at a first position; when the first action is executed, a process of determining a second position of a second character not controlled by the player; and a process of causing the second character to perform the second action at the determined second position.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, and a game device. [Background technology]

[0002] Patent Document 1 discloses making a game character execute an action for expressing an emotion (an emote). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6144738 Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, there is a demand for increasing the interest of players by allowing characters to execute a wider variety of emotes.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can increase the interest of players. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program includes: In response to a selection command selected by a player from among a plurality of commands, a first character operated by the player is It is a dialogue action or an emotional action. No. 1 special A process for executing an action; The first special determining a second position of a second character not operated by the player when the action is executed; for the second character at the determined second position The dialogue action or the emotion expression action. Second specialA process for executing an action; to be executed by the computer.

[0007] The process of determining the second position includes: The second position may be determined based on the first position.

[0008] The second special The process of executing an action is The first special An orientation of the second character may be determined based on an orientation of the first character in which an action is performed.

[0009] The second special The process of executing an action is The processing may be performed on the second character included in a first range defined based on the position of the first character.

[0010] The process of determining the second position includes: The second special The second position may be determined based on the number of the second characters that are to perform an action.

[0011] A process of organizing a combination including the first character and the second character; on the computer, The second special The process of executing an action is It may be performed on the second character of the combination in which the first character is included.

[0012] In order to solve the above problem, an information processing method includes: One or more computers In response to a selection command selected by a player from among a plurality of commands, a first character operated by the player is It is a dialogue action or an emotional action. No. 1 special A process for executing an action; The first specialdetermining a second position of a second character not operated by the player when the action is executed; for the second character at the determined second position The dialogue action or the emotion expression action. Second special A process for executing an action; Carry out the following.

[0013] In order to solve the above problem, a game device includes: One or more computers; The computer, In response to a selection command selected by a player from among a plurality of commands, a first character operated by the player is It is a dialogue action or an emotional action. No. 1 special A process for executing an action; The first special determining a second position of a second character not operated by the player when the action is executed; for the second character at the determined second position The dialogue action or the emotion expression action. Second special A process for executing an action; Carry out the following. Effect of the Invention

[0014] According to the present invention, it is possible to increase the interest of the player. [Brief description of the drawings]

[0015] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a diagram illustrating the hardware configuration of the game device. [Diagram 3] FIG. 3 is a diagram for explaining the game content. [Figure 4] Fig. 4A is a diagram showing an example of player information, and Fig. 4B is a diagram showing an example of command information. [Diagram 5]Fig. 5A is a first diagram showing an example of a response range set for a character, and Fig. 5B is a first diagram explaining a condition for a character to execute a response action. [Figure 6] FIG. 6A is a second diagram showing an example of a response range set for a character. FIG. 6B is a second diagram explaining a condition for a character to execute a response action. [Figure 7] FIG. 7 is a diagram showing an example of a formation in a group emote. [Figure 8] FIG. 8 is a diagram showing an example of the formation information. [Figure 9] FIG. 9 is a first diagram showing a first example of a group emote. [Figure 10] FIG. 10 is a second diagram showing a second example of a group emote. [Figure 11] FIG. 11 is a diagram illustrating the configuration of a storage device in a game device and its functions as a computer. [Figure 12] FIG. 12 is a flowchart showing an example of the special action execution process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, and other specific values ​​shown in the embodiment are merely examples for ease of understanding, and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid repeated explanations, and elements not directly related to the present invention are not shown.

[0017] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a game device 1, a server 2, and a communication network N having a communication base station Na.

[0018] The game device 1 realizes a so-called 3D action role-playing game (3D action RPG). Here, a case where a 3D action RPG is provided by the game device 1 will be described, but the game provided may be a 2D action RPG. The game provided by the game device 1 is not limited to an action game or a role-playing game, and may be, for example, a shooting game, a racing game, a rhythm game, a simulation game, an adventure game, a puzzle game, or other video games. Hereinafter, such video games may be simply called games. In addition, in this embodiment, solo play by a single player offline and multiplay by multiple players online are possible. In multiplay, for example, up to four players can participate in and play the game at the same time. However, this is not limited to this, and the maximum number of participants in multiplay may be three or less, or five or more.

[0019] Examples of the game device 1 include a dedicated game device for playing games, a mobile phone such as a smartphone, a tablet device, a personal computer, etc. In this embodiment, a case where the game device 1 is configured as a dedicated game device will be described. The game device 1 can be connected to a display 10 via a communication cable, and displays a game screen on the display 10.

[0020] The game device 1 can establish communication with the server 2 via the communication network N. However, the communication function is not essential for the game device 1. Also, here, a display 10 is provided separately from the game device 1, but the game device 1 may include the display 10.

[0021] The server 2 is communicatively connected to a plurality of game devices 1. The server 2 accumulates various pieces of player information for each player playing the game. In addition, the server 2 updates the accumulated player information based on operations input from the game devices 1.

[0022] The communication base station Na is connected to a communication network N and wirelessly transmits and receives information to and from the game device 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the game device 1 and the server 2.

[0023] (Hardware Configuration of Game Device 1) Fig. 2 is a diagram illustrating the hardware configuration of the game device 1. As shown in Fig. 2, the game device 1 includes one or more CPUs (Central Processing Units) 12, one or more storage devices 14, a bus 16, an input / output interface 18, a disk drive 20, a storage unit 22, a communication unit 24, and an input unit 26.

[0024] The CPU 12 runs a program stored in a storage device 14 to control the progress of the game. The storage device 14 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required for controlling the progress of the game. The storage device 14 is connected to the CPU 12 via a bus 16.

[0025] An input / output interface 18 is connected to the bus 16. To the input / output interface 18, a disk drive 20, a storage unit 22, a communication unit 24, and an input unit 26 are connected.

[0026] The disk drive 20 reads a storage medium on which a game program is stored. The storage unit 22 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the game device 1, the storage medium inserted into the disk drive 20 or the programs and data stored in the storage unit 22 are loaded into the storage device 14 (RAM) by the CPU 12.

[0027] The communication unit 24 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 2 via the communication network N. In the game device 1, the programs and the like received from the server 2 can be stored in the storage device 14 or the storage unit 22.

[0028] The input unit 26 is composed of, for example, an analog controller, a touch panel, a button, a keyboard, a mouse, etc., into which the player's operation is input (which accepts the operation). Furthermore, the input unit 26 may be composed of an acceleration sensor that detects tilt or movement, or a microphone that detects the player's voice. In other words, the input unit 26 broadly includes devices that can input the player's intention in a identifiable manner. In this embodiment, an analog controller is provided as the input unit 26.

[0029] An output unit 28 constituted by the above-mentioned display 10 and a speaker, etc., is connected to the input / output interface 18. Note that, although the game device 1 will be described here as not including the output unit 28, the game device 1 may be constituted to include the output unit 28.

[0030] (Game Contents) Next, the content of the game provided by the game device 1 (information processing system S) of this embodiment will be described using an example. As described above, the game device 1 is capable of offline solo play and online multiplay, but here, the game content of online multiplay will be described.

[0031] 3 is a diagram explaining the content of the game. The game device 1 executes a game program to generate a virtual space and a character configured by a 3D model to be placed in the virtual space. The game device 1 also generates an image of the character in the generated virtual space taken from a specific viewpoint by a virtual camera as a game screen 300. The game device 1 then outputs the generated game screen 300 to the output unit 28, and causes the display 10 to display the game screen 300.

[0032] In the example shown in FIG. 3, a plurality of characters are displayed on the game screen 300. Specifically, the game screen 300 displays a character CH1, a character CH2, a character CH3, and a character CH4. Here, the character CH1 is a character (own character) operated by the player (himself). The characters CH2, CH3, and CH4 are non-player characters (NPCs) that are not operated by the player but by a computer. However, the characters CH2, CH3, and CH4 may include characters (other characters) operated by other players (other players). Hereinafter, the characters placed in the virtual space may be collectively referred to as characters CH.

[0033] A player can operate a character CH1, which is a player's own character, by operating an analog controller (not shown). The game device 1 controls the position, orientation, and action of the character CH1 in the virtual space based on operation information input by the player. For example, when the player performs a movement operation of the character CH1, the game device 1 performs control to change the position or orientation of the character CH1 in the virtual space. Also, when the player performs an action operation of the character CH1, the game device 1 performs control to execute an action of the character CH1 in the virtual space. For example, the action includes an attack action, a defense action, an evasion action, a special action, and the like. As a result, the character CH1 moves, changes its orientation, or takes an action on the game screen 300. Similarly, the game device 1 controls the position, orientation, and action of the character CH2, the character CH3, or the character CH4 in the virtual space based on operation information determined by a computer or input by another player.

[0034] Moreover, the player can organize a combination consisting of a plurality of characters by operating the analog controller. For example, the combination can adopt game specifications such as a party or a deck. The combination includes at least the player's own character. In this embodiment, the player can select up to four characters to organize a combination. However, without being limited to this, the player may be able to organize a combination of three or less characters or five or more characters. Organization information (combination information) of the combination organized by the player is stored in the storage unit 22 as a part of the player information. Moreover, the player information including the combination information is transmitted from the game device 1 to the server 2, and is stored and managed in a storage device (not shown) of the server 2.

[0035] FIG. 4A is a diagram showing an example of player information. FIG. 4B is a diagram showing an example of command information. As shown in FIG. 4A, the player information includes player identification information, combination identification information, character identification information, and formation position identification information. The player identification information is associated (linked) with the combination identification information, character identification information, and formation position identification information. Note that the example shown in FIG. 4A shows an example in which one combination identification information is associated with one player identification information. However, this is not limited to this, and a plurality of different combination identification information may be associated with one player identification information. Furthermore, the combination identification information, the character identification information associated with the combination identification information, and the formation position identification information form the combination information.

[0036] The player identification information is, for example, a player ID. The player ID is a unique identifier assigned to each player, and is intended to identify each player individually. Here, the player is set with player identification information of "0001". The combination identification information is, for example, a combination ID. The combination ID is a unique identifier assigned to each combination organized by a player, and is intended to identify each combination individually. Here, the combination organized by a player is set with combination identification information of "0011".

[0037] The character identification information is, for example, a character ID. The character ID is a unique identifier assigned to each character, and is used to identify each character individually. Here, character CH1 is set with character identification information of "0001", character CH2 is set with character identification information of "0052", character CH3 is set with character identification information of "0108", and character CH4 is set with character identification information of "0025".

[0038] The formation position identification information indicates the formation position (formation order) of the character in the combination. The first, second, third, and fourth formation positions (formation order) of the combination are set for the combination. The formation position identification information of "01" is set for the character in the first position of the combination, the formation position identification information of "02" is set for the character in the second position of the combination, the formation position identification information of "03" is set for the character in the third position of the combination, and the formation position identification information of "04" is set for the character in the fourth position of the combination. In this way, by associating the formation position identification information with the character identification information, it is possible to set the formation order of the characters in the combination, and in addition, it is possible to set the formation positions of the characters in the group emote, which will be described in detail later.

[0039] Furthermore, the player can make the character CH1, which is the player's own character, execute an action by operating the analog controller. For example, the player can open a menu 400 on the game screen 300 and select one command from among a plurality of commands displayed in the menu 400. Furthermore, the player can make the character CH1 execute an action corresponding to the selected command by selecting a command.

[0040] In the example shown in FIG. 3, the multiple commands include command 1, command 2, command 3, and command 4. By selecting command 1, the player can have the character CH1 perform an action corresponding to command 1. Furthermore, by selecting command 2, the player can have the character CH1 perform an action corresponding to command 2. Furthermore, by selecting command 3, the player can have the character CH1 perform an action corresponding to command 3. Furthermore, by selecting command 4, the player can have the character CH1 perform an action corresponding to command 4.

[0041] A command identification information for individually identifying each command is set for each of the multiple commands that the player can select and operate. A command identification information is set for each command. The command identification information is, for example, a command ID, which is a unique identifier assigned to each command. For example, command identification information of "0001" shown in FIG. 4B, which will be described later, is set for command 1 shown in FIG. 3. Furthermore, command identification information of "0002" shown in FIG. 4B is set for command 2 shown in FIG. 3. Furthermore, command identification information of "0003" shown in FIG. 4B is set for command 3 shown in FIG. 3. Furthermore, command identification information of "0004" shown in FIG. 4B is set for command 4 shown in FIG. 3.

[0042] In addition, the command identification information is associated with action identification information for individually identifying each action that the character can execute, as will be described in detail later. The action identification information is, for example, an action ID, which is a unique identifier assigned to each action.

[0043] As shown in FIG. 4B, the command information includes a command identification information and an action identification information. One action identification information is associated with one command identification information. Specifically, the action identification information "0101" is associated with the command identification information "0001". Furthermore, the action identification information "0101" is associated with the command identification information "0002". Furthermore, the action identification information "0101" is associated with the command identification information "0003". Here, the command identification information "0001", "0002", and "0003" are special command identification information used to execute a group emote, which will be described later in detail, and each of them is associated with the same action identification information. In this way, by associating a plurality of different command identification information with the same action identification information, it is possible to change the formation position, motion, etc. of the player's own character and a character other than the player's character in a group emote, which will be described later, according to the player's command selection operation. However, this is not limited to this, and different action identification information may be associated with the command identification information "0001", "0002", and "0003". On the other hand, the command identification information “0004” is associated with the action identification information “0002.” Therefore, the character's action in response to command 4 is different from the character's actions in response to command 1, command 2, and command 3.

[0044] The actions executed by the character CH include various actions such as an attack action, a defense action, an evasion action, and a special action. The attack action, the defense action, and the evasion action are executed, for example, by the player pressing a button on an analog controller. The special action is executed, for example, by the player selecting a command displayed in the menu 400. However, the present invention is not limited to this, and the attack action, the defense action, and the evasion action may be executed by the player selecting a command displayed in the menu 400. The command for executing the action may be assigned, for example, to a button on the analog controller. In this case, the player selects a button on the analog controller to select a command assigned to the button, and various actions such as an attack action, a defense action, an evasion action, and a special action can be executed. The attack action is, for example, an action in which the player's character attacks an enemy character arranged in a virtual space. The defense action is, for example, an action in which the player's character defends against an attack made by an enemy character arranged in a virtual space. The evasion action is, for example, an action in which the player's character evades an attack made by an enemy character arranged in a virtual space.

[0045] A special action is, for example, an action that causes a character placed in a virtual space to execute a dialogue action or an emotion-expressing action (emote). When a dialogue action is executed, a standard phrase is displayed on the game screen 300, and a specific action is executed by the character. Specifically, when a dialogue action is executed, a standard phrase such as "Pleased to meet you" is displayed on the game screen 300, and an action in which the character bows is executed. Also, when a dialogue action is executed, a standard phrase such as "Hello" is displayed on the game screen 300, and an action in which the character greets is executed. On the other hand, an emotion-expressing action butWhen executed, the character performs an action such as a pose, a gesture, or a dance, without displaying a template on the game screen 300.

[0046] Here, when the player's character executes a special action, another character located near the player's character may execute a response action that responds to the special action. For example, when the character CH1 executes a special action, the character CH2 located near the character CH1 may execute a response action. Specifically, when the character CH1 executes a dialogue action, a standard phrase "Thank you for your cooperation" is displayed on the game screen 300, and an action of the character CH1 bowing to the character CH2 is executed. At this time, the character CH2 executes a response action of bowing to the character CH1 in response to the action of the character CH1 bowing. Note that the response action of this embodiment does not involve the display of a standard phrase, and only a specific action by the character is executed. However, the present invention is not limited to this, and the response action may involve not only a specific action by the character, but also the display of a standard phrase.

[0047] Also, when the character CH1 performs an emote action such as a pose, gesture, or dance, the character CH2 located near the character CH1 may perform a response action in response to the action of the character CH1. Specifically, when the character CH1 dances, the character CH2 located near the character CH1 dances together with the character CH1.

[0048] In this way, when a character in the virtual space is nearby and a character performing a special action is present, the character may perform a response action in response to the special action. Here, a response range is set for the character for performing the response action in response to the special action.

[0049] Fig. 5A is a first diagram showing an example of a response range set for a character. Fig. 5B is a first diagram explaining the conditions under which a character executes a response action. Fig. 6A is a second diagram showing an example of a response range set for a character. Fig. 6B is a second diagram explaining the conditions under which a character executes a response action.

[0050] In the example shown in FIG. 5A, a trapezoidal response range R1 is set for a character CH1, which is a player's own character, on the front side of the character CH1. Also, a trapezoidal response range R2 is set for a character CH2, which is a character other than the player's own character, on the front side of the character CH2. The shapes of the response ranges R1 and R2 are not limited to trapezoidal, and may be other shapes, such as triangular, rectangular, polygonal, circular, and elliptical. Also, in this embodiment, the response ranges R1 and R2 have the same shape and size, but are not limited thereto, and the response ranges R1 and R2 may be different shapes or sizes from each other. The response ranges R1 and R2 shown in FIG. 5A are used for actions other than group emotes among special actions, for example, as described in detail later. However, are not limited thereto, and the response ranges R1 and R2 may be used for group emotes.

[0051] In the example shown in FIG. 5B, the character CH1 executes a special action, and the character CH2 executes a response action to the special action of the character CH1. The condition for the character CH2 to execute the response action is, for example, that the character CH2 is located within the response range R1 of the character CH1 executing the special action, and that the character CH1 is located within the response range R2 of the character CH2. That is, when the character CH2 executing the response action is located within the response range R1 of the character CH1 executing the special action, and the character CH1 executing the special action is located within the response range R2 of the character CH2 executing the response action, the response action of the character CH2 is executed. However, without being limited thereto, the condition for executing the response action may be, for example, that the character CH1 executing the special action is located within the response range R2 of the character CH2 executing the response action. Also, the condition for executing the response action may be, for example, that the character CH2 executing the response action is located within the response range R1 of the character CH1 executing the special action. Also, the condition for executing the response action may include the orientation of the character CH. For example, the condition for executing the response action may include that the character CH2 performing the response action faces the direction of the character CH1 performing the special action. In other words, the response action may be executed only when the character CH2 performing the response action faces the direction of the character CH1 performing the special action.

[0052] In the example shown in FIG. 6A, a circular response range R10 is set for the character CH1 with the character CH1 at the center. A circular response range R20 is set for the character CH2 with the character CH2 at the center. The shapes of the response range R10 and the response range R20 are not limited to a circle, and may be other shapes such as a triangle, a rectangle, a polygon, a trapezoid, or an ellipse. In the present embodiment, the response range R10 and the response range R20 have the same shape and size, but are not limited thereto, and the response range R10 and the response range R20 may have different shapes or sizes. The response ranges R10 and R20 shown in FIG. 6A are used for a group emote among special actions, for example, as described in detail later. However, are not limited thereto, and the response ranges R10 and R20 may be used for actions other than the group emote among special actions.

[0053] In the example shown in FIG. 6B, the character CH1 executes a special action, and the character CH2 executes a response action to the special action of the character CH1. The condition (response condition) for the character CH2 to execute the response action is, as described above, that the character CH2 is located within the response range R10 of the character CH1 who executes the special action, and that the character CH1 is located within the response range R20 of the character CH2. However, the condition is not limited to this, and the condition for executing the response action may be, for example, that the character CH1 who executes the special action is located within the response range R20 of the character CH2 who executes the response action. Also, the condition for executing the response action may be, for example, that the character CH2 who executes the response action is located within the response range R10 of the character CH1 who executes the special action. Also, the condition for executing the response action may include the direction of the character CH. For example, the condition for executing the response action may include that the character CH2 who executes the response action faces the direction of the character CH1 who executes the special action. In other words, the response action may be executed only when the character CH2 who executes the response action faces the direction of the character CH1 who executes the special action.

[0054] The emotes of this embodiment include group emotes in which a plurality of characters perform a specific action as a group. For example, there is a group emote in which the player's character and an NPC or another character dance together in a formation. The group emote includes a special action performed by the player's character and a response action performed by a character other than the player's character. In the group emote, when a special action is performed by the player's character, a response action corresponding to (related to) the special action is performed by a character other than the player's character. The special action and the response action in this group emote are performed, for example, simultaneously. However, without being limited to this, the special action and the response action in the group emote may be performed at different timings.

[0055] FIG. 7 is a diagram showing an example of a formation in a group emote. As shown in FIG. 7, the formation includes formation positions where multiple characters are arranged in a virtual space. In the example shown in FIG. 7, the multiple formation positions include formation positions PO1, PO2, PO3, and PO4. The formation positions PO1, PO2, PO3, and PO4 are positions that are equally spaced from each other and lined up on a straight line. However, this is not limited to this, and the formation positions PO1, PO2, PO3, and PO4 may be positions that are unequally spaced from each other and lined up on a straight line. In addition, the formation positions PO1, PO2, PO3, and PO4 may be positions that are lined up on a curve. The number of formation positions is the same as the maximum number of people that can be organized into a combination by a player. For example, if the maximum number of people in a combination is four, the number of formation positions is four. However, this is not limited to this, and the number of formation positions may be greater or smaller than the maximum number of people in a combination that can be organized by a player.

[0056] The game device 1 sets the formation position of the characters performing the group emote in the virtual space based on the formation information shown in FIG. 8, for example. Here, the formation information includes command identification information and combination information. The command identification information can be specified based on the command selected by the player. For example, when the player selects command 1 shown in FIG. 3, the command identification information of "0001" set in command 1 can be specified. The game device 1 can specify the character identification information and the formation position identification information of the characters organized in the current combination by referring to the combination information and specifying the combination identification information currently set in the player information. Note that the number of characters organized in the current combination can be specified by the number of character identification information associated with the combination identification information. For example, in the example shown in FIG. 4, the character identification information associated with the combination identification information "0011" is four, namely "0001", "0052", "0108", and "0025", so that it can be specified that the number of characters organized in the combination is four.

[0057] Fig. 8 is a diagram showing an example of formation information. As shown in Fig. 8, information on a plurality of patterns of formation positions is set for one command identification information according to the number of characters organized in a combination. Also, information on a plurality of patterns of formation positions is set according to the type of command identification information.

[0058] Specifically, for the command identification information "0001", a plurality of pieces of information regarding the formation positions when the number of characters organized in the combination is "2" are set. For example, for the command identification information "0001", in "Pattern A" when the number of characters organized in the combination is "2", information regarding the formation positions of "center (PL)" and "left" is set. Here, "PL" indicates the formation position of the player's own character operated by the player, for example, the formation position "PO3" shown in FIG. 7. Also, "left" indicates the formation position of the characters other than the player's own character organized in the combination, for example, the formation position "PO2" shown in FIG. 7.

[0059] For the command identification information "0001", information on the formation positions of "center (PL)" and "right" is set in "pattern B" when the number of characters organized in the combination is "2 people". Here, "center (PL)" is, for example, the formation position "PO3" shown in FIG. 7. Also, "right" is, for example, the formation position "PO4" shown in FIG. 7. The formation position to be set, either "pattern A" or "pattern B", is determined by lottery. For example, "50%" is set as the lottery probability for "pattern A", and "50%" is set as the lottery probability for "pattern B".

[0060] When the player selects a command displayed in the menu 400, characters to be organized into a combination including the player's own character that satisfies the response conditions of the response ranges R1, R2, R10, and R20 are extracted. If the number of characters other than the extracted player's own character is "2 people", the game device 1 determines the formation position of either "Pattern A" or "Pattern B" by lottery. Then, the player's own character and other characters that satisfy the response conditions of the response ranges R1, R2, R10, and R20, or NPCs are forcibly moved and positioned to the determined formation position, and a group emote is executed at the positioned formation position. The formation positions shown in FIG. 7 are applied to all group emotes. However, the present invention is not limited to this, and the formation positions shown in FIG. 7 may be applied only to a specific part of group emotes.

[0061] Also, for the command identification information "0001", when the number of characters organized in the combination is "3 people", information on the formation positions of "left", "center (PL)", and "right" is set. Here, "center (PL)" indicates the formation position of the player's own character operated by the player, for example, the formation position "PO3" shown in FIG. 7. Also, "right" indicates the formation position of the character set in the formation position identification information "02" shown in FIG. 4, for example, the formation position "PO4" shown in FIG. 7. Also, "left" indicates the formation position of the character set in the formation position identification information "03" shown in FIG. 4, for example, the formation position "PO2" shown in FIG. 7.

[0062] Also, for the command identification information "0001", when the number of characters organized in the combination is "4 people", information on the formation positions of "left", "center", "center (PL)", and "right" is set. Here, "center (PL)" indicates the formation position of the player's own character operated by the player, for example, the formation position "PO3" shown in FIG. 7. Also, "right" indicates the formation position of the character set in the organization position identification information "02" shown in FIG. 4, for example, the formation position "PO4" shown in FIG. 7. Also, "center" indicates the formation position of the character set in the organization position identification information "03" shown in FIG. 4, for example, the formation position "PO2" shown in FIG. 7. Also, "left" indicates the formation position of the character set in the organization position identification information "04" shown in FIG. 4, for example, the formation position "PO1" shown in FIG. 7.

[0063] The formation positions in the command identification information "0002" and "0003" are set in the same manner as in the command identification information "0001". The command identification information "0001", "0002", and "0003" each have different formation positions for setting the player's character in which a special action is executed. Specifically, the command identification information "0001" sets the player's character in the "center" formation position. In contrast, the command identification information "0002" sets the player's character in the "left" formation position. The command identification information "0003" sets the player's character in the "right" formation position. The group emotes executed by the command identification information "0001", "0002", and "0003" are the same. However, the formation positions of the player's character in the group emotes differ depending on the command identification information "0001", "0002", and "0003". In other words, the command identification information "0001", "0002", and "0003" can be said to be identification information for specifying the formation position of the player's character in a specific group emote.

[0064] The formation position set for the character CH1, which is the player's own character, is, for example, the position of the character CH1 in the virtual space at the time when the player selects and operates command 1, command 2, or command 3. However, without being limited thereto, the formation position set for the character CH1, which is the player's own character, may be, for example, a position different from the position of the character CH1 in the virtual space at the time when the player selects and operates command 1, command 2, or command 3. Specifically, the formation position set for the character CH1, which is the player's own character, may be, for example, a position set based on the position of the character CH1 in the virtual space at the time when the player selects and operates command 1, command 2, or command 3. Specifically, the position set based on the position of the character CH1 in the virtual space is, for example, a position separated by a predetermined distance in front, behind, left, or right from the position of the character CH1, which is the reference.

[0065] The formation positions set for the characters CH2, CH3, and CH4 other than the player's character are positions set based on the position and orientation of the character CH1 in the virtual space at the time when the player selects and operates command 1, command 2, or command 3. For example, when the player's character is set to the formation position "PO3", the formation position "PO2" is a position on the left side of the character CH1 in FIG. 7, which is spaced a predetermined distance from the formation position "PO3" in a direction perpendicular to the front direction of the character CH1. The formation position "PO1" is a position on the left side of the character CH1 in FIG. 7, which is spaced a predetermined distance from the formation position "PO2" in a direction perpendicular to the front direction of the character CH1. The formation position "PO4" is a position on the right side of the character CH1 in FIG. 7, which is spaced a predetermined distance from the formation position "PO3" in a direction perpendicular to the front direction of the character CH1.

[0066] In addition, when the number of characters organized in the combination is "3 people" or more, the characters to be arranged other than the player's character and the formation positions in which the characters are arranged are determined based on the arrangement order of the formation positions ("order" in FIG. 8). This arrangement order is set, for example, based on the formation position identification information of the combination information. Specifically, the character CH to which the formation position identification information "02" is set is set to the arrangement order of the circled number "1" of the "order" shown in FIG. 8. Also, the character CH to which the formation position identification information "03" is set is set to the arrangement order of the circled number "2" of the "order" shown in FIG. 8. The character CH to which the formation position identification information "04" is set is set to the arrangement order of the circled number "3" of the "order" shown in FIG. In this way, by setting (specifying) the arrangement order of the formation positions of characters other than the player's character in the formation information, the formation positions of each character in the group emote can be easily set (specified) by utilizing the arrangement order of the characters in the combination.

[0067] In this way, when the player selects a command displayed in the menu 400, the game device 1 extracts characters to be organized into a combination of the player's own characters that satisfies the response conditions of the response ranges R1, R2, R10, and R20. Then, the game device 1 sets the formation position of the extracted characters based on the formation information. The game device 1 also arranges each character in the set formation position and causes each character to execute a group emote. At this time, the direction of the character other than the player's own character is controlled so that the direction is the same as that of the player's own character. The arrangement (movement) of each character to the formation position is performed instantaneously, and a performance process is performed as if the character warps or teleports. However, the arrangement (movement) of each character to the formation position is not limited to this, and the arrangement (movement) of each character to the formation position may be performed by moving the character by walking, running, or the like to the formation position, for example.

[0068] FIG. 9 is a first diagram showing a first example of a group emote. FIG. 9 shows an example of a group emote corresponding to command 1 in which command identification information "0001" is set. As shown in FIG. 9, the game device 1 refers to the formation information and sets the character CH1, which is the player's character, to the formation position "PO3". Furthermore, the game device 1 refers to the formation information and sets the character CH2, which is set to the formation position identification information "02", to the formation position "PO4". Furthermore, the game device 1 refers to the formation information and sets the character CH3, which is set to the formation position identification information "03", to the formation position "PO2". Furthermore, the game device 1 refers to the formation information and sets the character CH4, which is set to the formation position identification information "04", to the formation position "PO1".

[0069] Then, the game device 1 causes each character arranged at each formation position to perform a group emote. In the example shown in FIG. 9, the motion of each character in the group emote differs depending on the formation position. For example, in the example shown in FIG. 9, the character CH3 arranged at the formation position "PO2" and the character CH1 arranged at the formation position "PO3" perform a motion of joining hands with the adjacent character. On the other hand, the character CH4 arranged at the formation position "PO1" and the character CH2 arranged at the formation position "PO4" perform a motion of joining one hand with the adjacent character and raising the other hand up. Here, the motions performed by the characters CH2 and CH4 are motions corresponding to (related to) the motions performed by the characters CH1 and CH3. That is, in the group emote, each character performs a common or related motion. However, without being limited thereto, the motions performed by the characters CH2 and CH4 may be motions that do not correspond to (are related to) the motions performed by the characters CH1 and CH3. That is, in the group emote, each character may perform a completely different motion that is not related to each other.

[0070] Here, the information on the group emote associated with the action identification information of the group emote includes information on multiple patterns of actions set according to the formation position. By identifying the characters to be placed at each formation position based on the formation position identification information, it is possible to cause the identified characters to execute the action set according to the formation position. Note that the multiple patterns of actions set according to the formation position may be different depending on the formation position as shown in FIG. 9, or may be the same regardless of the formation position as shown in FIG. 10 described later.

[0071] FIG. 10 is a second diagram showing a second example of a group emote. FIG. 10 shows another example of a group emote corresponding to command 1 in which the command identification information "0001" shown in FIG. 9 is set. As shown in FIG. 10, the game device 1 refers to the formation information and sets the character CH1, which is the player's own character, to the formation position "PO3". Furthermore, the game device 1 refers to the formation information and sets the character CH2, which is set to the formation position identification information "02", to the formation position "PO4". Furthermore, the game device 1 refers to the formation information and sets the character CH3, which is set to the formation position identification information "03", to the formation position "PO2". Furthermore, the game device 1 refers to the formation information and sets the character CH4, which is set to the formation position identification information "04", to the formation position "PO1".

[0072] Then, the game device 1 causes each character arranged at each formation position to perform a group emote. In the example shown in Fig. 10, the motion of each character in the group emote is the same regardless of the formation position. For example, in the example shown in Fig. 10, the character CH1, the character CH2, the character CH3, and the character CH4 all perform the same motion.

[0073] In addition, if an object such as a structure, an NPC set at a fixed position, or a moving NPC is present at a specific formation position in the virtual space, the characters set at that specific formation position will not be positioned. In other words, if an object is present at a specific formation position, the characters set at that specific formation position will not move or perform a group emote.

[0074] In the present embodiment, an example in which a group emote is executed by a character included in a combination organized by a player has been described. However, the present invention is not limited to this, and the group emote may be executed by a player's own character operated by the player and an NPC or other character located near the player's character without being combined. For example, the group emote may be executed by an NPC or other character located within a response range R10 of the character CH1, which is the player's character, shown in FIG. 6B. Here, the size of the response range R10 may be different between the group emote and a special action other than the group emote. Specifically, the size of the response range R10 in the group emote may be set to be larger than the size of the response range R10 in the special action other than the group emote.

[0075] In the present embodiment, an example of a group emote in which the player's character and an NPC or another character dance together in a formation has been described. However, the group emote is not limited to this, and may include a special action performed by the player's character and a response action performed by a character other than the player's character. For example, the group emote may include an attack action performed by the player's character and a character other than the player's character in cooperation with each other.

[0076] As described above, according to this embodiment, a group emote (first action) is executed for the player's own character (first character) at a first position in the formation position in response to a selection command selected by the player from among a plurality of commands. Also, when the group emote (first action) of the player's own character is executed, a second position in the formation position of an NPC or other character (second character) not operated by the player is determined. Then, the group emote (second action) is executed for the NPC or other character at the determined second position. This allows the characters to execute a wider variety of group emotes in response to the type of selection command, thereby improving the interest of the player.

[0077] In addition, the position of the NPC or other character (second character) is determined based on the position of the player's character (first character). This can improve the sense of cooperation or unity of group emotes performed by multiple characters.

[0078] In addition, the orientation of the NPC or other character (second character) is determined based on the orientation of the player's character (first character). This can improve the sense of cooperation or unity of group emotes performed by multiple characters.

[0079] Group emotes are performed on NPCs or other characters (second characters) that are within response ranges (first ranges) R1 and R10 defined based on the position of the player's character (first character). This makes it easier for players to select the characters that will be the targets of group emotes.

[0080] In addition, the position of the NPC or other character (second character) is determined based on the number of NPCs or other characters (second characters) that perform the group emote (second action). This makes it easy to set the formation position that changes depending on the number of characters that perform the group emote.

[0081] The combinations organized by the player include the player's own character (first character) and an NPC or another character (second character). The group emote is then executed for the NPC or other character (second character) in the combination that includes the player's own character (first character). This makes it easier for the player to select the characters that are the targets of the group emote.

[0082] (Functional configuration and control process in game device 1) Next, the functional configuration and control processing of the game device 1 for executing the above game will be described. Note that the following mainly describes in detail the functional configuration and control processing related to the execution processing of special actions, and the description of other configurations and control processing will be omitted.

[0083] 11 is a diagram illustrating the configuration of the storage device 14 in the game device 1 and its functions as a computer. The storage device 14 is provided with a program storage area 14a and a data storage area 14b. When an application is started, the CPU 10 stores a control program (module) in the program storage area 14a.

[0084] The control programs include a virtual space generation program 500 and a character control program 502. Note that the above programs are merely examples, and many other programs are stored in the program storage area 14a.

[0085] The data storage area 14b is provided with a player information storage area 600 and a game information storage area 602 as storage areas for storing data. The player information storage area 600 stores player information shown in FIG. 4A. The game information storage area 602 stores game information for generating a virtual space and each character, command information shown in FIG. 4B, formation information shown in FIG. 8, and the like. Note that the above storage areas are merely examples, and the data storage area 14b is provided with many other storage areas. The storage areas are provided with many tables.

[0086] The CPU 10 runs each program stored in the program storage area 14a and updates data in each storage unit in the data storage area 14b. The CPU 10 runs each program stored in the program storage area 14a, causing the game device 1 (computer) to function as a device-side control unit 1A. The device-side control unit 1A includes a virtual space generation unit 500a and a character control unit 502a.

[0087] Specifically, CPU 10 runs virtual space generation program 500, causing the computer to function as virtual space generation unit 500a. Similarly, CPU 10 runs character control program 502, causing the computer to function as character control unit 502a.

[0088] The virtual space generating unit 500a generates a virtual space and performs processing for placing objects (such as the player's own character, other characters, NPCs, and structures) configured as 3D models within the virtual space.

[0089] The character control unit 502a controls the position, orientation, and action of the character in the virtual space.

[0090] (Explanation of special action execution process) Next, the processes executed by the above-mentioned control units will be described. Note that, in the following, the processes related to the special action will be described, and the explanation of the other processes will be omitted.

[0091] 12 is a flowchart showing an example of the special action execution process. The character control unit 502a judges whether or not any command has been selected by the player using an analog controller (not shown) (S100). If no command has been selected (NO in S100), the character control unit 502a ends the special action execution process.

[0092] When a command is selected (YES in S100), the character control unit 502a judges the command identification information of the command selected by the player (S102). Then, the character control unit 502a judges the action identification information associated with the command identification information, and judges whether the action corresponding to the action identification information is a special action (S104). When the action corresponding to the action identification information is not a special action (NO in S104), the character control unit 502a ends the special action execution process.

[0093] If the action corresponding to the action identification information is a special action (YES in S104), the character control unit 502a determines whether or not the action is a group emote among the special actions (S106).

[0094] If the action is a group emote among the special actions (YES in S106), the character control unit 502a executes a response range expansion process to expand the response ranges R1, R2, R10, and R20 set for the character CH (S108). For example, the character control unit 502a executes a process to expand the areas of the response ranges R1, R2, R10, and R20 by two times. However, without being limited to this, the areas of the response ranges R1, R2, R10, and R20 may be expanded by a range of more than one time and less than two times, or may be expanded by more than two times. By expanding the areas of the response ranges R1, R2, R10, and R20 in the group emote, it is possible to perform emotes with more characters than special actions other than the group emote. Note that the response range expansion process S108 is not essential, and the response range expansion process S108 may be omitted in the special action execution process. In other words, the response ranges R1, R2, R10, and R20 do not need to be expanded.

[0095] The character control unit 502a executes a character extraction process to extract a character CH other than the player's character that is organized into a combination of the player's character that satisfies the response conditions of the expanded response ranges R1, R2, R10, and R20 (S110). In the character extraction process, the character control unit 502a acquires information on the position and orientation of the player's character, for example. It also acquires information on the position, orientation, and type of the character CH other than the player's character. The information on the type of the character CH other than the player's character includes, for example, information indicating the type of NPC that is set at a fixed position in the virtual space, or information indicating the type of NPC whose position fluctuates (moves) in the virtual space.

[0096] The character control unit 502a executes a character extraction process based on information regarding the position and orientation of the player's character, information regarding the expanded response ranges R1, R10 of the player's character, and information regarding the position, orientation, and type of a character CH other than the player's character.

[0097] The character control unit 502a sets the arrangement order of the formation positions in the group emote of the characters CH extracted by the character extraction process (S112). This arrangement order is set, for example, based on the formation position identification information of the combination information. Specifically, the character CH to which the formation position identification information "02" is set is set in the arrangement order of the circled numbers "1" of the "order" shown in FIG. 8. Also, the character CH to which the formation position identification information "03" is set is set in the arrangement order of the circled numbers "2" of the "order" shown in FIG. 8. The character CH to which the formation position identification information "04" is set is set in the arrangement order of the circled numbers "3" of the "order" shown in FIG. 8. However, the arrangement order is not limited to this, and may be set, for example, in the order of random selection from among the extracted characters CH. Also, the arrangement order may be set, for example, in the order of closeness to the player's character from among the extracted characters CH.

[0098] The character control unit 502a executes a formation position setting process (S114) for setting the formation positions of the player's character and the extracted characters with reference to the formation information shown in Fig. 8. The contents of the formation position setting process are described in detail in Fig. 8, and therefore will not be described in detail here.

[0099] The character control unit 502a executes character position control to place (change) the positions of the player's character and the extracted characters to the formation positions set by the formation position setting process (S116). In the character position control, as described above, if an object such as a structure exists at the set formation position, the change (movement) of the position of the character CH to the formation position is restricted. In other words, if an object exists at the set formation position, the character CH is not moved to the formation position. However, if no object exists at the set formation position, the character CH is moved to the formation position.

[0100] After changing the position of each character to the formation position, the character control unit 502a executes a waiting time determination process to determine whether the waiting time of the extracted character CH is 0 or not (S118). Here, a waiting time is set for each character to wait before executing a special action or a response action. For example, the waiting time is the time from when the player's character starts a special action to when another character starts a response action. Also, the waiting time is the time from when the player selects a command to when the player's character starts a special action.

[0101] Specifically, the waiting time is, for example, 1 second. However, the waiting time is not limited to this, and may be set to 0 seconds. The waiting time may be set to a number of seconds within a range of 0 to less than 1 second, or a number of seconds longer than 1 second. The waiting time may be set to a uniform number of seconds for all characters CH, or may be set to a different number of seconds for each character CH. If the waiting time is not 0 (NO in S118), the character control unit 502a subtracts the time measured by a timer (not shown) from the waiting time, and sequentially determines whether the waiting time is 0 or not.

[0102] Then, if the waiting time is 0 (YES in S118), the character control unit 502a executes a first action control to make each character arranged at the formation position perform a group emote, and ends the special action execution process (S120). For example, the character control unit 502a makes each character execute a group emote as shown in FIG. 9 and FIG. 10. In the first action control, for example, a character other than the player's character is arranged (moved) to a formation position near the player's character, and the orientation of the character other than the player's character is controlled so that the character faces the same direction as the player's character. In the first action control, the player's character is controlled to execute a special action (group emote). Also, a character other than the player's character is controlled to execute a response action (group emote).

[0103] On the other hand, if the special action is other than the group emote in S106 (NO in S106), the character control unit 502a executes a character extraction process to extract a character CH other than the player's character that satisfies the response conditions of the response ranges R1, R2, R10, and R20 (S122). This character extraction process is the same as the character extraction process described in S110, and therefore a detailed description of the contents will be omitted here.

[0104] The character control unit 502a executes a second action control to make the player's character perform a special action corresponding to the command selected and operated by the player (S124). In the second action control, for example, the direction of the player's character is controlled so that the player's character faces the extracted specific character, and the special action is executed.

[0105] Meanwhile, the character control unit 502a executes a waiting time determination process to determine whether or not the waiting time of the extracted character CH is 0 (S126). This waiting time determination process is similar to the waiting time determination process described in S118, and therefore a detailed description thereof will be omitted here.

[0106] If the waiting time is 0 (YES in S126), the character control unit 502a executes a third action control to make the extracted character CH perform a special action, and ends the special action execution process (S128). In the third action control, for example, the direction of the specific character is controlled so that the specific character faces the player's character, and a response action is executed. In this response action, for example, an action corresponding to one action identification information randomly selected from a plurality of action identification information is executed. However, the present invention is not limited to this, and the response action may be, for example, an action corresponding to a specific action identification information.

[0107] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope of the present invention.

[0108] Furthermore, the game screens described above are merely examples, and the game screens explained using the figures can be modified in design as appropriate.

[0109] In the above embodiment, the special action execution process is executed in the game device 1. However, the special action execution process may be executed in the server 2, or may be executed by the game device 1 and the server 2 in cooperation with each other.

[0110] In any case, the information processing program may cause one or more computers to carry out the following processes.

[0111] (Computer-Performed Processing) A process (S114, S120, as an example in the embodiment) of causing a first character (character CH1, as an example in the embodiment) controlled by the player to execute a first action (a group emote, as an example in the embodiment) at a first position (formation position PO3, as an example in the embodiment) in response to a selection command selected by the player from among a plurality of commands (command 1, command 2, command 3 in the embodiment).

[0112] When a first action is executed, a process of determining a second position (in an embodiment, as an example, a formation position PO4) of a second character (in an embodiment, as an example, a character CH2) not controlled by the player, and a process of causing the second character to execute a second action (in an embodiment, as an example, a group emote) at the determined second position (in an embodiment, as an example, S114, S120).

[0113] The process of determining the second position may determine the second position based on the first position.

[0114] The process of executing the second action may determine the orientation of the second character based on the orientation of the first character in which the first action is executed.

[0115] The process of executing the second action may be executed for a second character included in a first range (in the embodiment, response ranges R1, R10 as an example) defined based on the position of the first character.

[0116] The process of determining the second position may determine the second position based on the number of second characters that are to perform the second action.

[0117] The process of causing a computer to perform a process of organizing a combination including a first character and a second character, and the process of performing a second action may be performed on the second character of the combination including the first character.

[0118] In the above embodiment, the information processing program for implementing the game may be stored in a non-transitory computer-readable storage medium. Furthermore, the above embodiment may be an information processing method for implementing each function and each step shown in the flowchart. [Explanation of symbols]

[0119] 1. Game device 2 Server S Information Processing System

Claims

1. a process of causing a first character operated by a player to execute a first special action, which is a dialogue action or an emotion expressing action, at a first position in response to a selection command selected by the player from among a plurality of commands; determining a second position of a second character not operated by the player when the first special action is executed; a process of causing the second character to execute a second special action, which is the dialogue action or the emotion expressing action, at the determined second position; to cause a computer to execute Information processing program.

2. The process of determining the second position includes: determining the second position based on the first position; The information processing program according to claim 1 .

3. The process of executing the second special action includes: determining a direction of the second character based on a direction of the first character when the first special action is executed; The information processing program according to claim 1 .

4. The process of executing the second special action includes: is executed on the second character included in a first range defined based on the position of the first character; The information processing program according to claim 1 .

5. The process of determining the second position includes: determining the second position based on the number of the second characters that are to execute the second special action; The information processing program according to claim 1 .

6. A process of organizing a combination including the first character and the second character; on the computer, The process of executing the second special action includes: is performed on the second character of the combination in which the first character is included. The information processing program according to any one of claims 1 to 5.

7. One or more computers a process of causing a first character operated by a player to execute a first special action, which is a dialogue action or an emotion expressing action, at a first position in response to a selection command selected by the player from among a plurality of commands; determining a second position of a second character not operated by the player when the first special action is executed; a process of causing the second character to execute a second special action, which is the dialogue action or the emotion expressing action, at the determined second position; To carry out Information processing methods.

8. One or more computers; The computer, a process of causing a first character operated by a player to execute a first special action, which is a dialogue action or an emotion expressing action, at a first position in response to a selection command selected by the player from among a plurality of commands; determining a second position of a second character not operated by the player when the first special action is executed; a process of causing the second character to execute a second special action, which is the dialogue action or the emotion expressing action, at the determined second position; To carry out Gaming device.

Citation Information

Patent Citations

  • Sealed material of metal and glass

    JP1986044738A

  • Game program and computer readable record medium having the same recorded and game apparatus

    JP2004237071A

  • Program, information memory medium and game apparatus

    JP2005224281A

  • Game program, recording medium, and computer

    JP2010155055A

  • Game program and game device

    JP2012061091A