Program, method and information processing device
The program and method enable easy capture of game images in information processing devices by automatically storing images based on player-selected conditions, addressing the challenge of capturing images during character operation without interfering with gameplay.
Patent Information
- Application Number
- JP2024105307
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-28
- Publication Date
- 2025-04-22
- Estimated Expiration
- 2044-06-28
AI Technical Summary
In information processing devices capable of executing games with operable characters, capturing game images while the character is operating can be challenging as it requires simultaneous input for character operation and image capture, potentially interfering with game progress.
A program and method that allow a computer to set conditions selected by the player for character actions, generate game images based on these conditions, and store the images automatically when the conditions are met, enabling easy capture of game images without interrupting gameplay.
This solution allows players to easily capture game images at optimal times based on selected conditions, enhancing gameplay experience by reducing the need for simultaneous input and minimizing interference with game progress.
Smart Images

Figure 0007667356000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a method, and an information processing device. [Background technology]
[0002] Conventionally, information processing devices capable of executing games in which characters are moved have been known. Some of these types of information processing devices are capable of photographing and saving displayed game images based on input from a player (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2024-66435 A Summary of the Invention [Problem to be solved by the invention]
[0004] In this type of information processing device, when a character moves based on the player's input, attempting to capture a game image of the character moving requires simultaneous input to move the character and input to capture the game image, which could disrupt the progress of the game.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to make it possible to easily capture game images of characters in action. [Means for solving the problem]
[0006] (1) One aspect of the present invention relates to a program for a game in which multiple characters, including a first character that is controllable by a player and a second character that is not controllable by the player, are controlled by a computer, the program executing the steps of: setting a condition selected by the player from a plurality of conditions corresponding to the movement of at least one of the multiple characters based on an input from the player; generating a game image in which at least one of the multiple characters moves; and saving the game image based on the fact that the set condition is satisfied.
[0007] In the present invention, game images are saved based on the satisfaction of a condition selected by the player from a number of conditions corresponding to the character's actions, making it easy to capture game images in which the character performs an action corresponding to the condition selected by the player.
[0008] (2) In one aspect of the present invention, when a period of time corresponding to a set condition has elapsed since the set condition was satisfied, a step of saving the game image may be executed.
[0009] In this way, game images in which a character performs an action corresponding to a condition selected by a player can be easily captured at optimal timing according to the action corresponding to the condition selected by the player.
[0010] (3) Another aspect of the present invention relates to a method for a game in which multiple characters, including a first character controllable by a player and a second character not controllable by the player, are controlled by a computer, the method comprising the steps of: setting a condition selected by the player from a plurality of conditions corresponding to the movement of at least one of the multiple characters based on an input from the player; generating a game image in which at least one of the multiple characters moves; and saving the game image based on the satisfaction of the set condition.
[0011] (4) Another aspect of the present invention relates to an information processing device capable of executing a game in which multiple characters, including a first character that can be controlled by a player and a second character that cannot be controlled by the player, set a condition selected by the player from a plurality of conditions corresponding to the movement of at least one of the multiple characters based on an input from the player, generate a game image in which at least one of the multiple characters moves, and save the game image based on the set condition being satisfied.
[0012] (5) Another aspect of the present invention relates to a non-transient computer-readable information storage medium storing a program for a game in which multiple characters, including a first character controllable by a player and a second character not controllable by the player, are controlled by a computer, the program causing a computer to execute the steps of: setting a condition selected by the player from a plurality of conditions corresponding to the movement of at least one of the multiple characters based on an input from the player; generating a game image in which at least one of the multiple characters moves; and saving the game image based on the satisfaction of the set condition. [Brief description of the drawings]
[0013] [Figure 1] 1 is a schematic block diagram showing a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram showing functions of a server device according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a functional block diagram showing functions of a terminal device according to an embodiment of the present invention. [Figure 4] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Diagram 5] FIG. 2 is a diagram illustrating a controller of the terminal device according to the embodiment of the present invention. [Figure 6] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 7] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 8] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 9] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 10] FIG. 1 is a diagram for explaining a method according to an embodiment of the present invention. [Figure 11] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 12] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 13] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 14] FIG. 11 is a diagram showing an image displayed on a terminal device according to the embodiment of the present invention. [Figure 15] 3 is a flowchart showing a process flow according to an embodiment of the present invention. [Figure 16] 3 is a flowchart showing a process flow according to an embodiment of the present invention. [Figure 17] 3 is a flowchart showing a process flow according to an embodiment of the present invention. [Figure 18] 3 is a flowchart showing a process flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] Hereinafter, an embodiment of the present invention will be described. Note that the embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.
[0015] 1. Information Processing System Configuration Fig. 1 is a schematic block diagram showing the configuration of an information processing system 10 according to this embodiment. As shown in Fig. 1, in the information processing system 10, a server device 12 and a plurality of terminal devices 14 are connected by a network 16 such as the Internet, a mobile phone network, a LAN, or a WAN, forming a so-called client-server communication system. Each of the plurality of terminal devices 14 communicates with the server device 12 via the network 16 to transmit and receive various information, and communicates with other terminal devices 14 via the network 16 and the server device 12 to transmit and receive various information.
[0016] The server device 12 includes a processor such as a CPU, a main memory device such as a ROM or a RAM, an external memory device such as a hard disk, an input device such as a keyboard, a display device such as a liquid crystal display, a communication device, etc. In the server device 12, the CPU executes various processes according to programs stored in the main memory device or programs loaded into the main memory device from the external memory device, and receives information from the terminal device 14 and transmits information to the terminal device 14 via the communication device.
[0017] The terminal device 14 may be an information processing device of various forms such as a smartphone, tablet, personal computer, portable game machine, stationary game machine, etc., which also include a processor such as a CPU, a main memory such as a ROM or RAM, an external memory such as a flash memory or a hard disk, an input device such as a touch panel, a keyboard, a microphone, a display device such as a liquid crystal display or an organic EL display, a sound output device such as a speaker, a communication device, etc. In the terminal device 14, the CPU also executes various processes according to a program stored in the main memory or a program loaded from an external memory device to the main memory, and receives information from the server device 12 via the communication device, and transmits information to the server device 12 or to other terminal devices 14.
[0018] Fig. 2 is a functional block diagram showing the functions of the server device 12 of this embodiment. As shown in Fig. 2, the server device 12 of this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that a configuration in which some of the components (units) of Fig. 2 are omitted may be used.
[0019] The server information storage medium 20 stores programs and data for the server information processing unit 40 and the server communication unit 36 to perform various processes, and the functions thereof can be realized by a flash memory, a hard disk, an optical disk (DVD, BD), etc. That is, the server information storage medium 20 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processing of each unit).
[0020] The server storage unit 30 serves as a work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by RAM (main memory), VRAM (video memory), etc. In detail, the server storage unit 30 includes a main storage unit 32 into which programs and data are read from the server information storage medium 20.
[0021] The server communication unit 36 performs various controls for communicating with an external network (e.g., other server devices 12 or terminal devices 14), and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.) or hardware such as a communication ASIC, or a program, etc.
[0022] The server information processing unit 40 performs various processes such as game processing based on the received data received by the server communication unit 36 and various programs and data in the server memory unit 30, using the main memory unit 32 as a work area, and its functions can be realized by hardware such as various processors and ASICs, and programs.
[0023] The server information processing unit 40 includes a server game processing unit 42 and a server communication control unit 48. Note that some of these components may be omitted.
[0024] Based on the received data received by the server communication unit 36, the results of various processes performed by the server information processing unit 40, and the programs and data loaded into the main memory unit 32, the server game processing unit 42 performs processes such as starting a game when a game start condition is satisfied, executing a selected game function from multiple types of game functions, matching multiple players (player identification information, player ID) to form a single group, participating multiple players forming a single group in a multiplayer game, controlling a competitive game, progressing the game, determining by lottery from multiple game media game media such as characters and items to be granted to players, generating an event when an event occurrence condition is satisfied, calculating the game result, and ending the game when a game end condition is satisfied.
[0025] The server communication control unit 48 causes the server communication unit 36 to communicate with other server devices 12 or terminal devices 14, and performs processing for transmitting and receiving various information. For example, the server communication control unit 48 causes the server communication unit 36 to transmit and receive information necessary for processing to newly register a player in the information processing system 10, information necessary for processing to log a player into the information processing system 10, information necessary for processing to set an opponent player who will cooperate or compete with the logged-in player, and information necessary for processing to synchronize multiple terminal devices 14 and execute a multiplayer game. The server communication control unit 48 also causes the server communication unit 36 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.
[0026] Fig. 3 is a functional block diagram showing functions of the terminal device 14 of this embodiment. As shown in Fig. 3, the terminal device 14 of this embodiment includes a player input detection unit 50, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that a configuration in which some of the components (units) of Fig. 3 are omitted may be used.
[0027] The player input detection unit 50 is for detecting input by the player to the terminal device 14 as player input, and its function can be realized by a touch sensor, a switch, an optical sensor, a variable resistance sensor (potentiometer), an acceleration sensor, a microphone, etc.
[0028] The display unit 52 displays images on a display screen, and the function thereof can be realized by a liquid crystal display, an organic EL display, or the like.
[0029] The sound output unit 54 outputs sound, and the function thereof can be realized by a speaker, headphones, or the like.
[0030] The terminal information storage medium 56 stores programs and data for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and the functions thereof can be realized by a flash memory, a hard disk, an optical disk (DVD, BD), etc. That is, the terminal information storage medium 56 stores programs for making a computer function as each unit of this embodiment (programs for making a computer execute the processes of each unit).
[0031] The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be realized by a RAM (main memory), a VRAM (video memory), etc. In detail, the terminal storage unit 60 includes a main memory unit 62 into which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 into which images to be displayed on the display unit 52 are drawn.
[0032] The terminal communication unit 66 performs various controls for communicating with an external network (e.g., the server device 12 or other terminal devices 14), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0033] In addition, the programs (data) for causing a computer to function as each part of this embodiment may be downloaded from the server device 12 to the terminal information storage medium 56 (or main memory unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and such use of the server device 12 may also be included within the scope of the present invention.
[0034] The terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, and the various programs and data in the terminal memory unit 60, using the main memory unit 62 as a work area, and its functions can be realized by hardware such as various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), ASICs, and programs.
[0035] The terminal information processing unit 100 includes an input receiving unit 102, a terminal game processing unit 110, a display control unit 130, a hit determination unit 140, a character control unit 142, a parameter update unit 144, an image generation unit 146, a sound control unit 150, and a terminal communication control unit 160. Note that some of these units may be omitted.
[0036] The input accepting unit 102 accepts the player input as a valid input according to the situation, or does not accept it as an invalid input, based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data loaded into the main memory unit 62, etc.
[0037] The terminal game processing unit 110 (game processing unit) performs, based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data loaded into the main memory unit 62, etc., a process of starting a game when a game start condition is satisfied, a process of executing a game function selected from a plurality of types of game functions, a process of matching a player (player, player ID) of one's own terminal device 14 with a player (other player, other player ID) of another terminal device 14 to participate in a multiplayer game, a process of controlling a competitive game, a process of progressing the game, a process of generating an event when an event generation condition is satisfied, a process of calculating a game result, a process of photographing a game image, and a process of ending the game when a game end condition is satisfied.
[0038] The display control unit 130 performs display control of images displayed on the display unit 52. Specifically, the display control unit 130 performs display control of the display contents, display modes, display timing, etc. of various objects and pre-rendered images (movie images) based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data loaded into the main memory unit 62, etc.
[0039] For example, object data of various objects such as background objects for displaying backgrounds, effect objects for displaying effects, GUI objects for displaying GUIs (Graphic User Interfaces) such as buttons, character objects for displaying player characters whose movements and actions can be controlled by the player of the player's own terminal device 14, other player characters whose movements and actions can be controlled by players of other terminal devices 14, and one or more non-player characters whose movements and actions are based on a given algorithm, and non-character objects for displaying things other than characters such as buildings, tools, vehicles, terrain, etc., as well as image data of various pre-rendered images are stored in the terminal information storage medium 56.
[0040] The display control unit 130 controls the display of objects and pre-rendered images based on the object data and image data of the pre-rendered images loaded into the main memory unit 62, depending on the type of game function being executed, the progress of the game, etc.
[0041] Here, when displaying a three-dimensional game image, the display control unit 130 performs processing to place, move, or operate objects constituted by primitives such as polygons, free-form surfaces, and two-dimensional images that represent the objects in a virtual three-dimensional space (virtual space) based on the object data loaded into the main memory unit 62. The display control unit 130 also performs processing to control the position, direction (line of sight direction), and angle of view (viewing range) of a virtual camera (viewpoint) for generating an image that can be seen from a given (arbitrary) viewpoint in the virtual three-dimensional space.
[0042] In detail, the display control unit 130 includes an object control unit 132 and a virtual camera control unit 134 .
[0043] The object control unit 132 performs a process of placing various objects composed of primitive surfaces such as polygons in a virtual three-dimensional space. Specifically, the object control unit 132 determines the position and orientation (rotation angle) of an object in the world coordinate system for each frame (1 / 30 seconds) based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the programs and data loaded into the main memory unit 62, and the like, and places the object in the determined position (three-dimensional coordinates) with the determined orientation.
[0044] The object control unit 132 also performs movement calculations and motion calculations (movement or motion simulations) of moving or moving objects such as the player character, other player characters, and non-player characters. Specifically, the object control unit 132 obtains movement information (position, rotation angle, speed, acceleration, etc.) and motion information (position, rotation angle, speed, acceleration, etc. of each part constituting the object) of the object for each frame based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and the movement algorithm, motion algorithm, and motion data loaded into the main memory unit 62, and performs processing to move the object in the virtual three-dimensional space and to move each of the multiple parts constituting the object (animate it). The object control unit 132 also determines whether or not the objects come into contact with each other, and if the objects come into contact with each other, performs processing to restrict the movement and motion of the objects so that the objects do not overlap with each other.
[0045] If the object is a character object, the object control unit 132 controls the character's movement based on the motion data associated with each character. Specifically, the motion data includes the position and rotation angle (rotation angle of a child bone relative to a parent bone) of each bone (part objects, joints, and motion bones that constitute the character object) that constitutes the character's skeleton, and the object control unit 132 controls the character's attack movement, defense movement, evasion movement, movement movement, etc. by moving each bone that constitutes the character's skeleton based on the motion data or by transforming the skeleton shape.
[0046] In addition, when a multiplayer game is being played, player input information corresponding to the player input detected by the player input detection unit 50, position information of the player character, and various parameters of the player or player character are exchanged between multiple matched terminal devices 12 via the server device 12.
[0047] With regard to other player characters, other player information such as player input information of other players transmitted from other terminal devices 14 corresponding to the other player characters, position information of the other player characters, and various parameters of the other players or other player characters is received by the terminal communication unit 66, and processing is performed to move or act the other player character based on the received other player information, the player input detected by the player input detection unit 50, the results of various processes performed by the terminal information processing unit 100, and the object data, movement algorithm, operation algorithm, motion data, etc. of the other player characters loaded into the main memory unit 62.
[0048] With regard to non-player characters, processing is performed to move or act the non-player characters based on other player information received by the terminal communication unit 66, player input detected by the player input detection unit 50, the results of various processes performed by the terminal information processing unit 100, and object data, movement algorithms, operation algorithms, motion data, etc. of the non-player characters loaded into the main memory unit 62.
[0049] As a result, the movements and actions of the player character, other player characters, non-player characters, and enemy characters are synchronized among the multiple terminal devices 14 participating in the multiplayer game.
[0050] The virtual camera control unit 134 performs processing to control a virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in a virtual three-dimensional space. Specifically, based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, the program and virtual camera control data loaded into the main storage unit 62, etc., the virtual camera control unit 134 determines the position, orientation (rotation angle), and angle of view of the virtual camera in the world coordinate system for each frame (1 / 30 seconds), and places the virtual camera at the determined position with the determined orientation and angle of view.
[0051] Here, the orientation of the virtual camera may be controlled by setting a gaze point, which is the point the virtual camera looks at, in the virtual three-dimensional space, and controlling the orientation of the virtual camera so that it faces the set gaze point. The angle of view of the virtual camera may be controlled by expanding or contracting the angle of view, or by changing the distance between the virtual camera and a screen (projection surface) on which the object is projected. Note that by narrowing the angle of view of the virtual camera or increasing the distance between the screen and the virtual camera, an image that zooms up on the target object can be generated, and by widening the angle of view of the virtual camera or decreasing the distance between the screen and the virtual camera, an image that zooms back from the target object can be generated.
[0052] In addition, the virtual camera control unit 134 controls the position, orientation, and angle of view of the virtual camera so that the virtual camera follows changes in the position and orientation of the player character who moves and performs actions based on player input, and so that the position, orientation, and angle of view of the virtual camera change based on player input.
[0053] Furthermore, the virtual camera control unit 134 controls the position, orientation, and angle of view of the virtual camera based on virtual camera control data for specifying the position (movement path), orientation, angle of view, and point of view of the virtual camera so that the position of the virtual camera moves to a predetermined position, moves along a predetermined movement path, rotates the orientation of the virtual camera by a predetermined rotation angle, and changes the angle of view of the virtual camera to a predetermined angle of view. The virtual camera control data may include the position, rotation angle, angle of view, and point of view of the virtual camera for each frame, as well as the amount of change, rate of change, and period of change (number of frames) for each frame of the position, rotation angle, angle of view, and point of view of the virtual camera.
[0054] The hit determination unit 140 determines whether an attack of a certain character hits another character (collision determination). In detail, an attack range is set for the attack action of a character, and when a character performs an attack action, the attack direction is determined based on the orientation of the character at that time, and the attack range is set in the determined attack direction, but the hit determination unit 140 determines whether the set attack range overlaps with the range of the character being attacked, and if it does overlap, determines that the attack has hit. The attack action of a character includes a plurality of types of attack actions, such as punching, kicking, slashing with a sword, which set the attack range in the vicinity of the character, as well as shooting a gun, breathing fire, using magic, which move the attack range to a position away from the character.
[0055] The character control unit 142 determines whether or not various conditions set for each character are satisfied based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, in particular the results of various processes performed by the display control unit 130, and the programs and data loaded into the main memory unit 62, and if the conditions are satisfied, performs processing to control the various states that can be set for each character.
[0056] The parameter update unit 144 updates various parameters corresponding to the player, such as the player's level, experience points, and money, and various parameters corresponding to the character, such as the character's hit points (life, stamina), attack power, and defense power, when an update condition according to the type of parameter is met. For example, when hit points reach 0, the character becomes inactive, but when it is determined that an attack on a character has hit, the parameter update unit 144 reduces the hit points of the attacked character. In addition, when an item or magic that restores hit points is used, the parameter update unit 144 increases the hit points of the character that was the target of the item or magic.
[0057] The image generation unit 146 performs a process of drawing a game image in the drawing buffer 64 for each frame based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the terminal information processing unit 100, in particular the results of various processes performed by the display control unit 130, and programs and data loaded into the main memory unit 62, thereby generating a game image in which various objects and various pre-rendered images are displayed, and outputs the generated game image to the display unit 52 to display the game image.
[0058] When generating a three-dimensional game image, object data (model data) including vertex data (vertex position coordinates, texture coordinates, color data, normal vector or alpha value, etc.) for each vertex of the object (model) is obtained based on various processing results of the display control unit 130, and vertex processing (shading using a vertex shader) is performed based on the vertex data included in the obtained object data.
[0059] In vertex processing, vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective transformation, and other geometric processing are performed in accordance with a vertex processing program (vertex shader program), and based on the results of this processing, the vertex data assigned to the group of vertices that make up the object is changed (updated, adjusted).
[0060] After vertex processing, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with the pixels. After rasterization, pixel processing (shading by pixel shader, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0061] In pixel processing, various processes such as texture mapping, hidden surface removal, setting / changing color data, semi-transparent compositing, and anti-aliasing are performed according to a pixel processing program (pixel shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective transformed object is output (drawn) to the drawing buffer 64 (a buffer that can store image information on a pixel-by-pixel basis, a rendering target). In other words, in pixel processing, per-pixel processing is performed to set or change image information (color value, brightness value, Z value, normal, alpha value, etc.) on a pixel-by-pixel basis. This generates an image that can be seen from a virtual camera (a given viewpoint) in a virtual three-dimensional space.
[0062] The sound control unit 150 performs sound processing based on the results of various processes performed in the terminal information processing unit 100, generates game sounds such as music, background music, sound effects, or voice, and outputs the generated game sounds from the sound output unit 54.
[0063] The terminal communication control unit 160 performs processing for making the terminal communication unit 66 communicate with the server device 12 or other terminal devices 14 and transmit and receive various information. For example, the terminal communication control unit 160 makes the terminal communication unit 66 transmit and receive information necessary for processing to newly register a player in the information processing system 10, information necessary for processing to log a player into the information processing system 10, information necessary for processing to set an opponent player who cooperates with or competes with the logged-in player, and information necessary for processing to synchronize a plurality of terminal devices 14 and execute a multiplayer game. The terminal communication control unit 160 also makes the terminal communication unit 66 transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.
[0064] In addition, the server device 12 may be provided with all or part of the functions of the terminal information storage medium 56 of the terminal device 14, all or part of the functions of the terminal memory unit 60, all or part of the functions of the terminal communication unit 66, and all or part of the functions of the terminal information processing unit 100, or the terminal device 14 may be provided with all or part of the functions of the server information storage medium 20 of the server device 12, all or part of the functions of the server memory unit 30, all or part of the functions of the server communication unit 36, and all or part of the functions of the server information processing unit 40.
[0065] 2. Control method of this embodiment The control method of this embodiment will be described in detail below, taking as an example a case in which the terminal device 14 is a console video game machine and the game program of this embodiment is applied as a game application for the console video game machine.
[0066] 4 is a diagram showing an example of a game image generated by the game program of this embodiment and displayed in the display area 200 of the display. The game program of this embodiment is configured to be able to execute an action game from a third-person perspective, and generates an image of the player character viewed from above and behind the player character, as shown in FIG. 4, and displays it in the display area 200.
[0067] In the game program of this embodiment, one party is formed with four ally characters including one player character, and the four ally characters belonging to one party are configured to cooperate with each other to fight against enemy characters, so that a solo player game or a multiplayer game can be executed. In a multiplayer game, a maximum of four terminal devices 14 can be matched, and in each of the maximum of four terminal devices 14, the four ally characters belonging to one party arranged in a common object space are configured to fight against enemy characters.
[0068] When a solo player game is being played, the four allied characters will be one player character and three non-player characters; when a multiplayer game is being played and two terminal devices 14 are matched, the four allied characters will be one player character, one other player character, and two non-player characters; when three terminal devices 14 are matched, the four allied characters will be one player character, two other player characters, and one non-player character; and when four terminal devices 14 are matched, the four allied characters will be one player character and three other player characters.
[0069] In the example of Figure 4, three ally characters are displayed around the player character, one of which is another player character and the other two are non-player characters. In addition, two enemy characters, which are non-player characters, are displayed in front of the player character.
[0070] While looking at the display area 200 shown in FIG. 4, the player uses the controller 202 of the console video game machine shown in FIG. 5 to input information to move and act on the player character, and enjoys the game battling multiple enemy characters that move and act according to a given algorithm.
[0071] As shown in FIG. 5, the controller 202 is provided with a left analog stick 204, a right analog stick 206, a number of buttons 208, a directional pad 210, etc., and the direction and amount in which the left analog stick 204 and the right analog stick 206 are tilted are detected by variable resistance sensors.
[0072] When the left analog stick 204 is tilted, it is accepted as a movement input for moving the player character, and the player character moves according to the direction and amount that the left analog stick 204 is tilted. When the right analog stick 206 is tilted, it is accepted as a virtual camera input for changing the orientation of the virtual camera, and the orientation of the virtual camera changes according to the direction and amount that the right analog stick 206 is tilted.
[0073] When any of the buttons 208 or directional pad 210 is pressed, depending on the type of button 208 pressed or the position on the directional pad 210 pressed, the operation is accepted as an attack input for the player character to attack an enemy character, or as a jump input for the player character to jump.
[0074] The virtual camera is basically placed at a reference position a predetermined distance above and behind the position of the player character, and is oriented so as to be tilted slightly to the left with respect to the orientation of the player character, and as shown in Fig. 4, the player character is displayed at a position shifted downward and to the left from the center of the display area 200. When the position or orientation of the player character changes, the position and orientation of the virtual camera are controlled so as to follow the changes in the position and orientation of the player character.
[0075] 4, a normal input information display 300 showing information on each button 208 shown in Fig. 5 is displayed in the lower right corner of the display area 200. The normal input information display 300 shows the action of the player character corresponding to the input of each button 208, and includes a button type display 302 showing whether the input of each button 208 is valid or not. In the example of FIG. 4, the button type display 302 of the button 208 marked with a square mark corresponding to a normal attack and the button type display 302 of the button 208 marked with a triangular mark corresponding to a specific attack are highlighted, indicating that inputs from the button 208 marked with a square mark corresponding to a normal attack and the button 208 marked with a triangular mark corresponding to a specific attack are valid, but the button type display 302 of the button 208 marked with a circular mark corresponding to a special attack and the button type display 302 of the button 208 marked with a cross mark corresponding to a jump are not highlighted, indicating that inputs from the button 208 marked with a circular mark corresponding to a special attack (predetermined action) and the button 208 marked with a cross mark corresponding to a jump are invalid.
[0076] An ally information display 306 showing information on each ally character is displayed in the upper left corner of the display area 200. The ally information display 306 includes an ally hit point display 308 showing the level, name, and hit points of each ally character, and a specific value display 310 showing a specific value, which is a parameter that enables a specific attack that is more powerful than a normal attack when a predetermined value is reached.
[0077] A special value is set for each ally character, and when an enemy character is hit with a normal attack of any ally character, the special value of the ally character who hit the enemy character with the normal attack is updated so as to increase. When the special value of an ally character reaches a predetermined value (e.g., 100), the ally character is set to a special attack available state in which the ally character can execute a special attack.
[0078] In the example of Figure 4, the specific value display 310 of character A, who is a player character, the specific value display 310 of character B, who is a non-player character, and the specific value display 310 of character D, who is another player character, indicate that their specific values have reached a predetermined value, but the specific value display 310 of character C, who is a non-player character, indicates that their specific value has not reached the predetermined value.
[0079] When the player character is set to a specific attack enabled state, input from the button 208 marked with a triangle is enabled, and the button type display 302 for the button 208 marked with a triangle is highlighted to indicate that input from the button 208 marked with a triangle is enabled. When the button 208 marked with a triangle is pressed in the specific attack enabled state, the player character performs a specific attack.
[0080] When a special attack hits an enemy character, a larger value is subtracted from the enemy character's hit points than when a normal attack hits. When a special attack is performed, regardless of whether the special attack hits the enemy character or not, the special value of the ally character who performed the special attack is reset to the initial value and the special attack is set to a special attack disabled state in which the special attack cannot be performed.
[0081] When the player character is set to the specific attack disabled state, input from the button 208 marked with a triangle is disabled, and the button type display 302 for the button 208 marked with a triangle is not highlighted, indicating that input from the button 208 marked with a triangle is disabled. Even if the button 208 marked with a triangle is pressed in the specific attack disabled state, the player character will not perform a specific attack.
[0082] When a specific attack by an ally character hits an enemy character, the enemy character hit by the specific attack is set to a specific state, and a consecutive specific attack possible period begins during which consecutive specific attacks can be executed on the enemy character in the specific state.
[0083] During one period in which consecutive special attacks are possible, if a second special attack by another ally character hits an enemy character in a special state, a greater value will be subtracted from the hit points of the enemy character in the special state than if the first special attack hits, and if a third special attack by another ally character hits an enemy character in the special state, a greater value will be subtracted from the hit points of the enemy character in the special state than if the second special attack hits, and if a fourth special attack by another ally character hits an enemy character in the special state, a greater value will be subtracted from the hit points of the enemy character in the special state than if the third special attack hits.
[0084] For example, when a normal attack hits, a value based on the attack power of the ally character who made the normal attack is subtracted from the enemy character's hit points; when the first special attack hits, a value based on the attack power of the ally character who made the first special attack plus 100 is subtracted from the enemy character's hit points; when the second special attack hits, a value based on the attack power of the ally character who made the second special attack plus 200 is subtracted from the enemy character's hit points; when the third special attack hits, a value based on the attack power of the ally character who made the third special attack plus 300 is subtracted from the enemy character's hit points; and when the fourth special attack hits, a value based on the attack power of the ally character who made the fourth special attack plus 400 is subtracted from the enemy character's hit points.
[0085] When the hit points of an enemy character in a special state reach 0, when there are no more ally characters in a special attack possible state, or when the period set as the period during which consecutive special attacks are possible ends, the enemy character's special state is released.
[0086] Thus, in this embodiment, each ally character can perform a specific attack immediately when its own specific value reaches a predetermined value, but if the specific values of other ally characters have not yet reached the predetermined value, the ally characters can wait for the specific values of the other ally characters to reach the predetermined value, and then cooperate to perform a specific attack on the same enemy character before the period during which consecutive specific attacks are possible ends, making it easier to defeat the enemy character than if each ally character performed a specific attack alone.
[0087] 4, an enemy information display 312 showing information about each enemy character is displayed near each enemy character. Each enemy information display 312 includes an enemy hit point display 314 showing the hit points of each enemy character, and a special value display 316 showing a special value, which is a parameter that temporarily disables the enemy character's movement or action when it reaches 0.
[0088] When an ally character's attack hits an enemy character, the special value of the enemy character that was hit by the ally character's attack is updated to decrease. However, if the state continues in which the enemy character whose special value has decreased is not hit by any further ally character's attacks, the special value is updated to increase over time.
[0089] When the above-mentioned special attack hits an enemy character, a value greater than that of a normal attack is subtracted from the enemy character's special value, similar to hit points. Also, during one consecutive special attack possible period, if the second special attack by another ally character hits the enemy character, a value greater than that of the first special attack is subtracted from the enemy character's special value, if the third special attack by another ally character hits the enemy character, a value greater than that of the second special attack is subtracted from the enemy character's special value, and if the fourth special attack by another ally character hits the enemy character, a value greater than that of the third special attack is subtracted from the enemy character's special value.
[0090] For example, when a normal attack hits, a value based on the attack power of the ally character who made the normal attack hit is subtracted from the enemy character's special value; when the first special attack hits, a value based on the attack power of the ally character who made the first special attack plus 100 is subtracted from the enemy character's special value; when the second special attack hits, a value based on the attack power of the ally character who made the second special attack hit plus 200 is subtracted from the enemy character's special value; when the third special attack hits, a value based on the attack power of the ally character who made the third special attack hit plus 300 is subtracted from the enemy character's special value; and when the fourth special attack hits, a value based on the attack power of the ally character who made the fourth special attack hit plus 400 is subtracted from the enemy character's special value.
[0091] An enemy character whose special value has reached 0 (a certain condition has been met) is set to a special state in which movement or action is temporarily impossible. An enemy character set to a special state is displayed as stunned and unable to move, as shown in FIG. 6. When any enemy character is set to a special state, if an ally character's normal attack hits another enemy character that is not set to a special state, the special values of the other enemy characters are subtracted so that they do not reach 0. In other words, by subtracting the special values of the other enemy characters so that the conditions for setting the special state are not met, multiple enemy characters are prevented from being set to a special state at the same time.
[0092] An ally character that exists within a predetermined range of an enemy character that has been set to a special state is set to a special attack available state, which allows the ally character to perform a special attack against the enemy character that has been set to a special state. Even if an ally character that has been set to a special attack available state is hit by an attack from an enemy character, the hit points of the ally character that has been set to a special attack available state do not decrease.
[0093] In the example of Figure 6, when the player character's attack hits the enemy character in the foreground, the special value of the enemy character in the foreground reaches 0, and the enemy character in the foreground is set to a special state. The player character and the ally character on the right are within a predetermined range of the enemy character set to the special state, so they are set to a state where a special attack is possible.
[0094] When the player character is set to a state in which a special attack is possible, input from the button 208 marked with a circular mark as shown in Fig. 5 is enabled, and the button type display 302 for the button 208 marked with a circular mark is highlighted as shown in Fig. 6, indicating that input from the button 208 marked with a circular mark is enabled. When the button 208 marked with a circular mark is pressed in the special attack possible state, the player character performs a special attack.
[0095] When a special attack hits an enemy character that is set to a special state, a larger value is subtracted from the enemy character's hit points than when a normal attack hits. Enemy characters that are not set to a special state can be hit with normal attacks, but cannot be hit with special attacks. When a special attack is performed, the special attack-enabled state of the ally character that performed the special attack is canceled, regardless of whether the special attack hits the enemy character or not.
[0096] When an enemy character is set to a special state, a special attack period begins during which the enemy character can execute a special attack. When the hit points of the enemy character in a special state reach 0 or the period set as the special attack period ends, the enemy character's special state is released. If there are any ally characters that are not performing a special attack at the time the enemy character's special state is released, the special attack state of the ally characters that are not performing a special attack is released.
[0097] During the period when a special attack is possible, an ally character may be set to a state where both a special attack is possible and a specific attack is possible; however, if an ally character performs a specific attack during the period when a special attack is possible, there is a risk that the ally character may gain too much of an advantage. Therefore, if there is an ally character that is not performing a special attack at the time that a specific attack hits an enemy character in a special state, the specific attack possible state of the ally character not performing the special attack is cancelled.
[0098] Thus, in this embodiment, when an enemy character's special value reaches 0, if multiple ally characters cooperate to launch a special attack on the same enemy character before the special attack period ends, it will be easier to defeat the enemy character than if each ally character were to launch a special attack alone.
[0099] 4 and 6, a correction information display 318 showing information on parameters that correct the attack power of each ally character is displayed in the center right of the display area 200. The correction information display 318 includes a correction content display 320 showing the content of the correction of the attack power of each ally character, a correction level display 322 showing the correction level which is the parameter corresponding to the correction content display 320, and a correction point display 324 showing the correction point which is a parameter whose correction level increases when it reaches a maximum value.
[0100] The bonus points are set for each ally character, and when an ally character's special attack or special attack hits an enemy character, the bonus points are updated to increase. When an enemy character is hit with a normal attack, the bonus points do not increase.
[0101] For special attacks, the same value is added to the correction points each time the special attack hits an enemy character.
[0102] On the other hand, with regard to special attacks, if, during one special attack possible period, a second special attack by another ally character hits an enemy character in a special state, a larger value is added to the correction points than if the first special attack hits, and if a third special attack by another ally character hits an enemy character in a special state, a larger value is added to the correction points than if the second special attack hits, and if a fourth special attack by another ally character hits an enemy character in a special state, a larger value is added to the correction points than if the third special attack hits.
[0103] For example, when a special attack hits, 100 is added to the adjustment points, when the first special attack hits, 100 is added to the adjustment points, when the second special attack hits, 200 is added to the adjustment points, when the third special attack hits, 300 is added to the adjustment points, and when the fourth special attack hits, 400 is added to the adjustment points.
[0104] A minimum and maximum value of the correction points are set for each correction level, and as the correction points increase, the correction level is updated to increase each time the correction points reach the maximum value, and the correction content display 320 is updated to show the content of the correction corresponding to the increased correction level. When the correction level increases, the attack power of each ally character is corrected with the content of the correction corresponding to the increased correction level.
[0105] In the example of Figure 4, the correction level is displayed as 2, the correction content is displayed as increasing attack power by 20 percent, the attack power of each ally character is increased by 20 percent, and when an attack of an ally character hits an enemy character, the value to be subtracted from the enemy character's hit points is determined based on the attack power increased by 20 percent.
[0106] On the other hand, in the example of Figure 6, the correction level is displayed as 3, the correction content is displayed as increasing the attack power by 30 percent, the attack power of each ally character is increased by 30 percent, and when an attack of an ally character hits an enemy character, the value to be subtracted from the enemy character's hit points is determined based on the attack power increased by 30 percent.
[0107] Even if the correction points increase, if the enemy character continues to not be hit by further specific attacks or special attacks of the ally characters, the correction points are updated to decrease over time. When the correction points decrease, the correction level is updated to decrease each time the correction points reach a minimum value, and the correction content display 320 is updated to show the content of the correction corresponding to the correction level after the decrease. When the correction level decreases, the attack power of each ally character is corrected with the content of the correction corresponding to the correction level after the decrease.
[0108] In this embodiment, if allied characters cooperate to increase the number of specific attacks or special attacks, it is easier to increase correction points and increase attack power than if each character performed specific attacks or special attacks alone.
[0109] In this embodiment, when the correction level reaches the maximum value of 5 and all ally characters belonging to one party perform a special attack, a 12-second special period begins. During the special period, various parameters change to give each ally character an advantage, such as increasing the attack power of each ally character, recovering hit points for each ally character, increasing the effect of each ally character's ability, shortening the time until each ally character's ability can be activated, and slowing down the actions of enemy characters.
[0110] As described above, in this embodiment, if allied characters cooperate to perform specific or special attacks on the same enemy character, the battle can be advanced to an advantage, thereby providing the player with a multifaceted motivation for strategic cooperation between allied characters and increasing the player's sense of immersion in the game.
[0111] Furthermore, in this embodiment, a photo mode can be executed while a game is being executed, which can capture a scene from the game being executed and save it as an image in the terminal information storage medium 56. In detail, when a predetermined button on the controller 202 is pressed while the normal game image shown in Fig. 4 or 6 is being displayed, a main menu image showing various items including starting execution of the photo mode is displayed, and when an input is made to select starting execution of the photo mode while the main menu image is being displayed, the main menu image is erased and a game image during execution of the photo mode is displayed.
[0112] 7 is a diagram showing an example of a game image during execution of the photo mode. As shown in FIG. 7, in the game image during execution of the photo mode, various objects arranged in a virtual three-dimensional space are displayed, similarly to a normal game image, but unlike the normal game image, the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318 are not displayed, and instead, a shooting setting menu display 400 showing various items related to shooting settings and a specific input information display 402 showing information on processing corresponding to various inputs to the controller 202 in the photo mode are displayed. During execution of the photo mode, functions dedicated to the photo mode are assigned to various inputs to the controller 202.
[0113] The various items on the shooting setting menu display 400 include items related to virtual camera settings such as the virtual camera's angle of view, the virtual camera's rotation angle, the virtual camera's movement speed, the virtual camera's rotation speed, depth of field, close-range blur intensity, long-range blur intensity, and focal length; items related to processing and adjustment of drawn images such as color filters, contrast, painterly style, bloom intensity, light direction toward the character, vignette intensity, and photo frames; and items related to the shape, movement, and display status of objects placed in the virtual three-dimensional space, such as the player character's facial expression, the player character's emotes, whether the player character is looking at the camera, whether the player character is displayed, and whether a guide character following the player character is displayed.
[0114] When the shooting setting menu display 400 is displayed, pressing the upper or lower part of the directional pad 210 enables the setting value of each item to be changed, and when the upper or lower part of the directional pad 210 is pressed again in the state in which the setting value of each item can be changed, the selected item changes, and when the left or right part of the directional pad 210 is pressed, the setting value of the selected item changes. When the setting value of the selected item is changed, the changed setting value is reflected in real time in the displayed game image. On the other hand, when the button 208 with the circular mark is pressed in the state in which the setting value of each item can be changed, the state in which the setting value of each item can be changed ends.
[0115] The specific input information display 402 includes information indicating an input for switching between a free camera mode, in which the virtual camera's point of gaze changes depending on the position and orientation of the virtual camera, and a character gaze camera mode, in which the virtual camera's point of gaze is fixed to a character, information indicating an input for switching the character for which the point of gaze is set in the character gaze camera mode, information indicating an input for moving the virtual camera, information indicating an input for rotating the virtual camera, information indicating an input for zooming in or out the virtual camera, information indicating an input for raising or lowering the virtual camera, information indicating an input for resetting the position of the virtual camera to an initial position, information indicating an input for displaying or hiding the specific input information display 402, information indicating an input for displaying a convenient shooting menu image, information indicating an input for shooting, and information indicating an input for exiting photo mode.
[0116] When photo mode is being executed and a solo player game is being played, progress of the game stops, and movement and actions of not only the player character, but also allied characters and enemy characters other than the player character, stop.
[0117] Furthermore, when the photo mode is being executed and a multiplayer game is being executed, the progress of the game does not stop and the movement and actions of friendly characters and enemy characters other than the player character continue because the multiple terminal devices 14 are synchronized. Regarding the player character, when the character focusing camera mode is set, the player character can move but cannot attack or defend, and when the free camera mode is set, the player character cannot move, attack, or defend.
[0118] When the photo mode is being executed in another terminal device 14 corresponding to another ally character, a specific icon 404 indicating that the photo mode is being executed is displayed above the head of the ally character corresponding to the other terminal device 14 in which the photo mode is being executed. On the other hand, even if the photo mode is being executed in the player's own terminal device 14, the specific icon 404 is not displayed above the head of the player character.
[0119] During execution of the photo mode, the setting values of each item in the photography setting menu display 400 are changed based on the input to the controller 202, and each process of the specific input information display 402 is executed. When an input for photographing is made, a manually photographed game image is saved with the setting values of various items related to the photography settings reflected based on the game image generated at the time the input for photographing was made.
[0120] In detail, the manually captured game image is saved based on the image generated in the main layer corresponding to the image seen from the virtual camera in the virtual 3D space at the time of input for capturing the image. Therefore, the manually captured game image does not include images generated in the photo mode layer corresponding to the capture setting menu display 400, the specific input information display 402, the specific icon 404, etc., which are specific to the photo mode.
[0121] Even when photo mode is running, it cannot be used under some special circumstances, such as when certain effects are being performed, when the main menu image is being displayed, when the virtual camera moves along a specific path such as in a vertical shaft, when the player character is forced to move such as when sliding on sand, or when the player character is performing a specific action such as operating a cannon.
[0122] When an input is made to end the photo mode while the photo mode is being executed, the photo mode ends, the shooting setting menu display 400 and the specific input information display 402 are no longer displayed, and the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318 are displayed, and a normal game image is displayed. Then, if a solo player game is being executed, the game progress is resumed, and the movement and actions of the player character, other ally characters, and enemy characters are resumed. Also, if a multiplayer game is being executed, the player character becomes able to move, attack, and defend.
[0123] Even if no input is made to end the photo mode, the photo mode will end if, during the photo mode execution, a specific event occurs, such as an enemy boss character making an appearance, a chapter that becomes selectable after all chapters have been cleared is cleared again, the active quest is withdrawn, or the game is ended. Note that a quest begins to be executed when a predetermined start condition is met, such as the player character reaching a predetermined start point in the game field or being selected by the player, and ends as the quest being cleared when a predetermined end condition is met, such as the player character reaching a predetermined end point in the game field or defeating an enemy boss character.
[0124] Thus, in this embodiment, while the photo mode is being executed, the player can operate the controller 202 to change the setting values of each item in the shooting setting menu display 400, execute each process of the specific input information display 402, and easily save a game image of his / her preference at the time when the player makes an input to take a photograph.
[0125] In this embodiment, even when a solo player game is being played, if the photo mode is executed during a battle with an enemy character, the player must stop operations related to the battle and interrupt the battle, which may reduce the interest of the game. Also, if the photo mode is executed during a multiplayer game, the movement and actions of the player character are restricted while the movement and actions of other ally characters and enemy characters continue, which may hinder the smooth progress of the game.
[0126] Therefore, in this embodiment, an automatic capture mode can be executed in which a game image is automatically captured of a scene in the game being played when a predetermined condition is met, regardless of input from the player.
[0127] In detail, when an input is made to display the convenient photography menu image while the game image in the photo mode shown in Fig. 7 is being displayed, a convenient photography menu image (not shown) is displayed, and when an input is made to select settings for automatic photography while the convenient photography menu image is displayed, an automatic photography setting image 406 shown in Fig. 8 is displayed. The automatic photography setting image 406 displays the number of times to take automatic photography and the photography frequency, which is the frequency with which automatic photography is performed, and the number of times to take photography and the photography frequency can be set based on an input to the controller 202.
[0128] In this embodiment, the player can select the number of times to shoot from 5, 10, 15, 20, or infinity, and the shooting frequency from 1 minute intervals, 3 minute intervals, 5 minute intervals, 10 minute intervals, or automatic shooting.
[0129] When an input to start the automatic shooting mode is made while the automatic shooting setting image 406 is displayed, the automatic shooting mode starts and a normal game image during execution of the automatic shooting mode is displayed. In the normal game image during execution of the automatic shooting mode, the shooting setting menu display 400 and the specific input information display 402 are not displayed, and the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318 are displayed.
[0130] If a solo player game is being played, the game resumes and the player character, other friendly characters, and enemy characters resume movement and action, or if a multiplayer game is being played, the player character is able to move, attack, and defend.
[0131] Then, normal game images are automatically captured based on the set number of captures and the set capture frequency. In the example shown in Figure 8, when an input is made to start the automatic capture mode, five automatic captures are executed at one-minute intervals.
[0132] Even when the automatic shooting mode is in progress, if the player is in an inoperable state where they cannot control their player character, such as while a specific effect is being performed, while the main menu image is being displayed, or while moving between phases, the automatic shooting timer that measures the elapsed time in the automatic shooting mode will be paused. When the player is able to control the player character again, the automatic shooting timer will resume counting.
[0133] On the other hand, as shown in FIG. 9, when the shooting frequency is set to automatic shooting in the automatic shooting setting image 406, a shooting timing setting display 408 indicating the timing of automatic shooting is displayed, and the timing of automatic shooting can be set based on an input to the controller 202.
[0134] In this embodiment, the player can select the timing for automatic shooting from among "when you make a perfect dodge in a pinch" (condition corresponding to the character's action), "when you put the enemy boss character into a special state" (condition corresponding to the character's action), "when the result is displayed," "when a quest begins," "when you successfully destroy a body part" (condition corresponding to the character's action), "when you defeat an enemy" (condition corresponding to the character's action), "when a special period begins" (condition corresponding to the character's action), "when consecutive specific attacks are successful" (condition corresponding to the character's action), "when a quest is cleared," and "when you start a specific attack" (condition corresponding to the character's action).
[0135] In detail, when the directional pad 210 is pressed while the shooting timing setting display 408 is displayed, the timing of the selected automatic shooting changes according to the position pressed on the directional pad 210, and when the button 208 marked with an x is pressed, the selected automatic shooting timing is determined as the currently set automatic shooting timing, and a check mark is displayed on the currently set automatic shooting timing.
[0136] In the example in Figure 9, check marks are displayed for each of the following: "When you make a perfect dodge in a pinch," "When you put an enemy boss character into a special state," "When the result is displayed," "When you start a quest," "When you successfully destroy a body part," "When a special period begins," and "When you start a specific attack," and these are determined as the timing for the automatic photo shoot that is currently being set.
[0137] When an input is made to start the automatic shooting mode with a check mark displayed at any of the automatic shooting timings, the selected number of shots is disabled, the automatic shooting mode is started, and a normal game image is automatically captured based on the set automatic shooting timing. In the example shown in Fig. 9, when an input is made to start the automatic shooting mode, automatic shooting is executed based on the fulfillment of one of the following conditions (set conditions): "When you make a perfect dodge in a pinch," "When you put an enemy boss character into a special state," "When the result is displayed," "When you start a quest," "When you successfully destroy a body part," "When a special period begins," or "When you start a specific attack."
[0138] Fig. 10 is a diagram showing details of the timing of automatic shooting. As shown in Fig. 10, when "when a perfect dodge is made in a pinch" is determined as the timing of automatic shooting during the setting, automatic shooting is performed when 0.1 seconds (the period corresponding to the satisfied condition) has elapsed since the time when a perfect dodge is made to avoid an enemy character's attack during a predetermined period immediately before an enemy character's attack hits the player character or another ally character while the hit points of the player character or another ally character are less than 30%.
[0139] In addition, if "When the enemy boss character is put into a special state" is determined as the timing for the automatic photo shoot, the automatic photo shoot will occur 0.5 seconds (the period corresponding to the condition that was met) after the enemy boss character is put into a special state by an attack from the player character or another ally character.
[0140] In addition, if "when the result is displayed" is determined as the timing of the automatic shooting setting, the automatic shooting will be performed 1.0 second (the period corresponding to the satisfied condition) after the performance of displaying the quest result after clearing the quest has ended and the input to transition to the next image becomes possible. The result can show the game results, grades, evaluations, etc. of the player character and other ally characters in the cleared quest.
[0141] In addition, if "When a quest begins" is determined as the timing for the automatic shooting setting, the automatic shooting will occur 1.0 second (the period corresponding to the condition that was met) after the quest begins.
[0142] In addition, if "When you successfully destroy a body part" is determined as the timing for the automatic photo shoot, the photo will be taken automatically 0.35 seconds (the period corresponding to the condition that was met) after the reward for destroying an enemy character's body part with the player character's attack has been determined.
[0143] In addition, if "when an enemy is defeated" is determined as the timing of the automatic shooting setting, automatic shooting will be performed when half the period of the slow motion effect that is performed when an enemy character is defeated by an attack by the player character or another ally character (the period corresponding to the satisfied condition) has elapsed. For example, if the slow motion effect is performed for 3 seconds, automatic shooting will be performed 1.5 seconds after the start of the slow motion effect.
[0144] In addition, if "when the special period begins" is determined as the timing for the automatic shooting setting, automatic shooting will occur 0.1 seconds (the period corresponding to the condition that was met) after the special period begins.
[0145] In addition, if "when consecutive specific attacks are successful" is determined as the timing for the automatic shooting setting, the automatic shooting will occur when the consecutive specific attacks are successful and the enemy character begins to execute the motion that represents a reaction when it receives damage.
[0146] In addition, if "When a quest is cleared" is determined as the timing for the automatic shooting setting, the automatic shooting will occur 1.0 second (the period corresponding to the condition that was met) after the quest is cleared and the standard message displayed when the quest is cleared.
[0147] In addition, if "when I start a specific attack" is determined as the timing for the automatic photo shoot, the photo will be taken automatically when the starting technique of the player character's specific attack hits the enemy character and the enemy character reacts to the damage.
[0148] During execution of the automatic capture mode, regardless of input to the controller 202, when the time to perform the set automatic capture arrives either because the automatic capture timer counts a period corresponding to the set capture frequency or because the set automatic capture timing arrives, an automatically captured game image is saved based on the game image that is being generated at the time when the set automatic capture timing arrives. Since an automatically captured game image is saved based on a normal game image during execution of the automatic capture mode, the setting values of various items related to the capture settings are not reflected in the automatically captured game image.
[0149] In detail, when the timing for performing the set automatic shooting arrives, the automatically captured game image is saved based on the image generated in the main layer corresponding to the image seen from the virtual camera in the virtual three-dimensional space and the images generated in the information display layer corresponding to the normal input information display 300, the ally information display 306, the enemy information display 312, the correction information display 318, etc. Therefore, the automatically captured game image includes the images generated in the information display layer.
[0150] Fig. 11 is a diagram showing an example of a game image displayed when automatic shooting is performed. When automatic shooting is performed, a white effect is displayed around the edge of the game image for one second, and when the captured game image is successfully saved, as shown in Fig. 11, a success icon 410 indicating that the captured game image has been successfully saved and a reduced image 412 of the captured game image are displayed for three seconds. Then, as shown in Fig. 12, the reduced image 412 is erased, and the success icon 410 and a success message 414 indicating that the captured game image has been successfully saved are displayed for three seconds.
[0151] On the other hand, if the captured game image fails to be saved, a failure icon 416 indicating that the captured game image has failed to be saved and a reduced image 412 of the captured game image are displayed for three seconds, as shown in Fig. 13. Then, as shown in Fig. 14, while the reduced image 412 remains displayed, failure icon 416 and a failure message 418 indicating that the captured game image has failed to be saved are displayed for three seconds.
[0152] Even when the automatic capture mode is being executed, if a predetermined button on the controller 202 is pressed while the game is being executed, the main menu image is displayed, but while the automatic capture mode is being executed, information indicating an input for terminating the automatic capture mode is displayed on the main menu image. When an input for terminating the automatic capture mode is executed, the automatic capture mode ends and a normal game image is displayed.
[0153] Even if no input is made to end the automatic photography mode, when automatic photography is performed for the number of times being set, a message is displayed indicating that the automatic photography mode is to be ended because automatic photography has been performed for the number of times being set, and the automatic photography mode is ended.
[0154] Furthermore, if the capacity of the storage destination for captured game images becomes insufficient while the automatic shooting mode is being executed and the game images can no longer be saved, a message is displayed indicating that the automatic shooting mode will be terminated due to insufficient storage capacity, and the automatic shooting mode ends.
[0155] Furthermore, if saving two consecutive game images fails while the automatic capture mode is in progress, a message is displayed indicating that the automatic capture mode will be terminated due to failure to save the game images, and the automatic capture mode ends.
[0156] Furthermore, if the game is ended, another player is forced to leave, or a communication error occurs while the automatic shooting mode is in progress, the automatic shooting mode will end.
[0157] When an input is made to select the start of the album mode while the main menu image is displayed, the main menu image is erased, the album mode is started, and thumbnail images of the saved game images are displayed. When an input is made to select any thumbnail image while the album mode is being executed, the game image corresponding to the selected thumbnail image is displayed. The saved game images can be displayed as general image files outside the game or on other terminal devices 14.
[0158] When the saved game image is a manually captured game image, the normal input information display 300, the ally information display 306, the enemy information display 312, the correction information display 318, the shooting setting menu display 400, the specific input information display 402, the specific icon 404, etc. are not included. In other words, the manually captured game image is saved in a state in which the shooting setting menu display 400, the specific input information display 402, the specific icon 404, etc. are deleted from the game image displayed at the time when the input for shooting is performed. On the other hand, when the game image is automatically captured, the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318 are included, but the shooting setting menu display 400, the specific input information display 402, the specific icon 404, etc. are not included. In other words, the automatically captured game image is saved in a state in which the normal input information display 300, the ally information display 306, the enemy information display 312, and the correction information display 318 are not deleted from the game image displayed at the time when the automatic shooting is performed. Note that whether the game image is manually captured or automatically captured, a copyright notice indicating information regarding the copyright of the game image is included. In other words, both the manually captured game image and the automatically captured game image are saved with a copyright notice added.
[0159] Thus, in this embodiment, game images are automatically captured when certain conditions are met, so that game images can be captured without disrupting the smooth progress of the game, even during a battle with an enemy character or while a multiplayer game is being played.
[0160] In particular, in this embodiment, multiple types of automatic shooting timing can be set to accommodate timings that would be difficult for the player to take a picture manually, timings that would be bothersome, or timings that the player would likely forget, making it possible for the player to easily take game images in which a character performs an action corresponding to the conditions selected by the player while concentrating on the game.
[0161] The flow of processing performed by the terminal information processing unit 100 of the terminal device 14 of this embodiment will be described below with reference to the flowcharts of FIGS.
[0162] In the image transition process shown in Fig. 15, first, when the game starts, a normal game image is displayed (step S100). When a predetermined button on the controller 202 is pressed while the normal game image is displayed, a main menu image is displayed (step S102). When an input is made to close the main menu image while the main menu image is displayed, a normal game image is displayed (step S100). When an input is made to select the start of a photo mode while the main menu image is displayed, a game image of the photo mode being executed is displayed (step S104).
[0163] When an input is made to end the photo mode while a game image during photo mode is being displayed, a normal game image is displayed (step S100).When an input is made to display a convenient photography menu image while a game image during photo mode is being displayed, a convenient photography menu image is displayed (step S106).
[0164] When the convenient shooting menu image is displayed and an input is made to close the convenient shooting menu image, a game image showing the photo mode in progress is displayed (step S104). Also, when the convenient shooting menu image is displayed and an input is made to select the automatic shooting settings, an automatic shooting setting image 406 is displayed (step S108).
[0165] When an input is made to close the automatic shooting setting image 406 while the automatic shooting setting image 406 is displayed, a convenient shooting menu image is displayed (step S106). Also, when an input is made to start the automatic shooting mode while the automatic shooting setting image 406 is displayed, a normal game image during execution of the automatic shooting mode is displayed (step S110).
[0166] When a predetermined button on the controller 202 is pressed while a normal game image is being displayed during the automatic shooting mode, a main menu image is displayed during the automatic shooting mode (step S112), and when an input is made to close the main menu image while the automatic shooting mode is being displayed during the automatic shooting mode, a normal game image is displayed during the automatic shooting mode (step S110). Also, when an input is made to end the automatic shooting mode while a main menu image is being displayed during the automatic shooting mode, a normal game image is displayed (step S100).
[0167] In the photographing timing setting process shown in Fig. 16, when the photographing timing setting display 408 is displayed (Y in step S120) and the directional pad 210 is pressed (Y in step S122), the selected timing of the automatic photographing is changed (step S124). When the button 208 with the cross mark is pressed (Y in step S126), if a check mark is displayed at the selected timing of the automatic photographing (Y in step S128), the selected timing of the automatic photographing is determined as the timing of the automatic photographing that is not set (step S130), and the check mark at the selected timing of the automatic photographing is hidden (step S132). On the other hand, if a check mark is not displayed at the selected timing of the automatic photographing (N in step S128), the selected timing of the automatic photographing is determined as the timing of the automatic photographing that is set (step S134), and a check mark is displayed at the selected timing of the automatic photographing (step S136).
[0168] When an input for starting the automatic shooting mode is made (Y in step S138), the automatic shooting mode starts (step S140).
[0169] In the manual shooting process shown in FIG. 17, when a game image is displayed while photo mode is being executed (Y in step S200) and an input is made to shoot (Y in step S202), a manually captured game image is saved based on the game image generated in the main layer while excluding the game image generated in the photo mode layer (step S204).
[0170] In the automatic shooting process shown in FIG. 18, when a normal game image is displayed during execution of the automatic shooting mode (Y in step S210), and the timing for automatic shooting that has been set arrives (Y in step S212), an automatically captured game image is saved based on the game image generated in the main layer and the game image generated in the information display layer (step S214).
[0171] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and the following modifications are introduced. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and used as a method for realizing the present invention.
[0172] The specific value may be increased when at least one of a normal attack, a specific attack, and a special attack hits. A predetermined value may be subtracted from the specific value of an ally character who performed a specific attack. When any enemy character is set to a special state, the special value of the other enemy characters may not be subtracted even if the attack of an ally character hits another enemy character.
[0173] An ally character set to a special attack target state may have the special attack target state cancelled when it moves out of a specified range from an enemy character in a special state, or may not be cancelled even if it moves out of the specified range. When an enemy character is set to a special state, all ally characters may be set to a special attack capable state, regardless of whether they are within a specified range from an enemy character in a special state. Even an ally character set to a special attack capable state may have its hit points reduced when it is hit by an attack from an enemy character.
[0174] Even if a special attack hits an enemy character in a special state, the enemy character's special state may not be released and the special attack available period may not end. During the special attack available period, inputs corresponding to the special attack may be disabled. Even if the special attack available period has not ended, the enemy character's special state may be released when there are no ally characters in a special attack available state, that is, when all ally characters perform special attacks during the special attack available period.
[0175] Each time a special attack hits an enemy character, a value based on the attack power of the ally character that hit the special attack may be added to the correction points, or the same value may be added to the correction points.
[0176] When the correction level increases, the content of the correction corresponding to the increased correction level may change the defensive power and other parameters of an ally character to an advantage of the ally character, or may change the offensive power, defensive power and other parameters of an enemy character to a disadvantage of the enemy character.
[0177] The manually captured game images and the automatically captured game images may be still images or videos captured over a predetermined period of time.
[0178] The multiple conditions corresponding to the character's actions may be conditions that are met as a result of the player character's actions, or conditions that are met as a result of the actions of other allied characters, or conditions that are met as a result of the actions of an enemy character, or conditions that are met as a result of the player character's actions and the actions of one or more other allied characters, or conditions that are met as a result of the player character's actions and the actions of one or more enemy characters, or conditions that are met as a result of the player character's actions and the actions of one or more other allied characters and the actions of one or more enemy characters, or conditions that are met as a result of the player character's actions and the actions of one or more other allied characters and the actions of one or more enemy characters.
[0179] The automatically captured game images may be saved based on the game images generated in the main layer while excluding the game images generated in the information display layer, so that the automatically captured game images do not include images generated in the information display layer.
[0180] The present invention may be applied to a game for a solo player. The present invention may be applied to various games such as fighting games and racing games. The present invention may be applied to a smartphone (information processing device) or an arcade game device (information processing device) installed in a store. Even when the present invention is applied to a smartphone or an arcade game device, the terminal device may be a smartphone or an arcade game device, and multiple terminal devices may communicate with a server device. In this case, the present invention can be applied to the terminal device or the server device. The present invention may be applied to a terminal device that performs peer-to-peer (PtoP) communication with other terminal devices without going through a server device, or to a standalone game device that is not connected to a server device. [Explanation of symbols]
[0181] 10 Information processing system, 12 Server device, 14 Terminal device, 16 Network, 20 server information storage medium, 30 server storage unit, 36 server communication unit, 40 server information processing unit, 42 server game processing unit, 48 server communication control unit, 50 player input detection unit, 52 display unit, 54 sound output unit, 56 terminal information storage medium, 60 terminal storage unit, 62 main storage unit, 64 drawing buffer, 66 terminal communication unit, 100 terminal information processing unit, 102 input receiving unit, 110 terminal game processing unit, 130 display control unit, 132 object control unit, 134 virtual camera control unit, 140 hit determination unit, 142 character control unit, 144 parameter update unit, 146 image generation unit, 150 sound control unit, 160 terminal communication control unit
Claims
1. A program for a game in which a plurality of characters including a first character operable by a player and a second character not operable by the player is operated by a computer, the program comprising: setting a condition selected by the player from a plurality of conditions corresponding to an action of at least one of the plurality of characters based on an input from the player; generating a game image in which at least one of the plurality of characters is in motion; A program that executes a step of saving, as a still image, the game image at a point in time when a period of time corresponding to a set condition has elapsed since the set condition was satisfied.
2. In claim 1, when the game image is successfully saved, displaying a success indication indicating that the game image has been successfully saved; a program that executes a step of displaying a failure message indicating that saving of the game image has failed when saving of the game image has failed;
3. 1. A method for a game in which a player controls a plurality of characters, including a first character that is controllable by a player and a second character that is not controllable by a player, the method comprising: setting a condition selected by the player from a plurality of conditions corresponding to an action of at least one of the plurality of characters based on an input from the player; generating a game image in which at least one of the plurality of characters is in motion; The method causes a user to execute a step of saving, as a still image, the game image at a point in time when a period of time corresponding to a set condition has elapsed since the set condition was satisfied.
4. An information processing device capable of executing a game in which a plurality of characters including a first character operable by a player and a second character not operable by the player are operated, setting a condition selected by the player from a plurality of conditions corresponding to an action of at least one of the plurality of characters based on an input by the player; generating a game image in which at least one of the plurality of characters is in motion; The information processing device stores, as a still image, the game image at a point in time when a period of time corresponding to a set condition has elapsed since the set condition was satisfied.
Citation Information
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