PROGRAM, INFORMATION PROCESSING METHOD, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING SYSTEM
By introducing computer programs to manage racing scenes and score rankings in racing games, the problem of difficulty in effectively displaying the rankings of each element in the prior art is solved, and better player experience and game entertainment are achieved.
Patent Information
- Application Number
- JP2024100018
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-20
- Publication Date
- 2025-05-01
- Estimated Expiration
- 2044-06-20
AI Technical Summary
In racing games, the prior art is difficult to effectively display the rankings of each element, resulting in poor player experience.
Manage racing scenes and scoring rankings in the game by introducing a computer program into the game. The program will control the order of arrival of each vehicle on the second target after the player completes the first target, and display this process in the game.
It realizes accurately displaying the rankings of each element without affecting the player's gaming experience, enhancing the entertainment and playability of the game.
Smart Images

Figure 0007671395000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, an information processing method, an information processing device, and an information processing system. [Background technology]
[0002] A technology related to the present disclosure is disclosed in Patent Document 1. Patent Document 1 discloses a racing game in which multiple objects are moved along a route toward a goal, and in which players compete for points calculated not based on the order of arrival at the goal, but based on the order of arrival, actions, acquired items, and the like. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-136345 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a game (racing game) in which ranking is performed, there are cases where appropriate ranking notification is not performed. One example of an objective of the present disclosure is to provide a presentation technique that appropriately displays the ranking of each element according to the game development and does not hinder the excitement of the players. [Means for solving the problem]
[0005] According to the present disclosure, Computer, a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the score ranking after the race scene in which at least one of the plurality of objects reaches the first goal; A program is provided to function as a
[0006] Further, according to the present disclosure, One or more computers a game execution step of moving a plurality of objects toward a first goal and updating a score acquired by each of the plurality of objects; a race scene control step of displaying a race scene in which a plurality of the objects move toward the first goal; a score ranking determination step of determining a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control step of displaying a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing method is provided that performs the above.
[0007] Further, according to the present disclosure, a game execution unit that moves a plurality of objects toward a first goal and updates a score acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing device having the following is provided.
[0008] Further, according to the present disclosure, a game execution unit that moves a plurality of objects toward a first goal and updates a score acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing system having the following is provided. Effect of the Invention
[0009] According to one aspect of the present disclosure, a presentation technique is realized that appropriately displays the ranking of each element according to the game progress and does not hinder the excitement of the player. [Brief description of the drawings]
[0010] [Figure 1]FIG. 1 is a diagram illustrating an example of a process executed by an information processing device. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of an information processing device. [Diagram 3] FIG. 3 is an example of a functional block diagram of the information processing device. [Figure 4] FIG. 4 is a diagram showing an example of a screen displayed by the information processing device. [Diagram 5] FIG. 5 is a diagram showing another example of a screen displayed by the information processing device. [Figure 6] FIG. 6 is a diagram showing another example of a screen displayed by the information processing device. [Figure 7] FIG. 7 is a diagram showing another example of a screen displayed by the information processing device. [Figure 8] FIG. 8 is a flowchart showing an example of a process flow of the information processing device. [Figure 9] FIG. 9 is a diagram illustrating another example of the process executed by the information processing device. [Figure 10] FIG. 10 is a diagram illustrating another example of the process executed by the information processing device. [Figure 11] FIG. 11 is a diagram illustrating another example of the process executed by the information processing device. [Figure 12] FIG. 12 is a diagram illustrating another example of the process executed by the information processing device. [Figure 13] FIG. 13 is a diagram showing another example of a screen displayed by the information processing device. [Figure 14] FIG. 14 is a diagram showing another example of a screen displayed by the information processing device. [Figure 15] FIG. 15 is a diagram showing another example of a screen displayed by the information processing device. [Figure 16] FIG. 16 is a diagram for explaining another example of the process executed by the information processing device. [Figure 17] FIG. 17 is a diagram showing another example of a screen displayed by the information processing device. [Figure 18]FIG. 18 is a flowchart showing another example of the flow of processing by the information processing device. [Figure 19] FIG. 19 is a flowchart showing another example of the flow of processing by the information processing device. [Figure 20] FIG. 20 is a flowchart showing another example of the flow of processing by the information processing device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the present disclosure, the drawings relate to one or more embodiments. In all drawings, similar components are denoted by similar reference numerals, and descriptions thereof will be omitted as appropriate.
[0012] <<First embodiment>> <Summary> The information processing device 10 of the first embodiment controls a "racing game in which rankings are determined by the amount of points acquired, not by the order of arrival at the goal." As shown in Fig. 1, the information processing device 10 displays a "goal presentation scene in which multiple objects move toward a second goal" after a "race scene in which multiple objects move toward a first goal." Note that the ratio of the length of the race scene to the goal presentation scene may vary and is not limited to the example shown in the figure.
[0013] A "race scene" is a scene in which a player plays a game while controlling the movements of objects. In a race scene, the movements of objects are controlled by the player. Therefore, the order of arrival of the multiple objects at the first goal and the points acquired vary depending on the operation of the player. Note that there are cases in which the information processing device 10 controls the movements of some of the multiple objects.
[0014] On the other hand, the "goal production scene" is a production scene that notifies the player of the ranking of the multiple objects determined in the race scene in an entertaining manner. In the goal production scene, the movement of the multiple objects is controlled by the information processing device 10. That is, in the goal production scene, the player only sees the production displayed on the screen, and cannot control the movement of the objects displayed on the screen. Therefore, the arrival order of the multiple objects at the second goal is controlled by the information processing device 10 without being influenced by the operation of the player. Then, the information processing device 10 controls the goal production scene so that the multiple objects reach the second goal in the order of the score ranking determined in the race scene.
[0015] In a "racing game in which ranking is determined by the number of points earned, not by the order of arrival at the finish line," there may be a discrepancy between the order of arrival at the finish line and the actual ranking based on the points, such as "I finished the race first, but my actual ranking based on the points was fourth." This discrepancy may cause players to feel uncomfortable, or the value of the goal scene that would normally get players excited may be diminished, resulting in a lack of entertainment value.
[0016] In response to this problem, the information processing device 10 of the first embodiment displays a goal production scene in which multiple objects reach the goal in the order of their actual rankings determined in the race scene, after a race scene in which the player actually plays the game. In this way, by displaying a "goal production scene in which the actual ranking based on the points matches the arrival order at the goal (second goal)" after the race scene, it is possible to eliminate the discomfort caused by the difference between the arrival order at the goal and the actual ranking. In addition, by displaying a goal production scene in which multiple objects reach the goal (second goal) in the order of their actual rankings while competing with each other, rather than informing the player of the actual rankings using a simple method after the race scene, it is possible to enhance the entertainment value.
[0017] <Hardware configuration> An example of the hardware configuration of the information processing device 10 will be described. Each functional unit of the information processing device 10 is realized by any combination of hardware and software. Those skilled in the art will understand that there are various variations in the realization method and device. The software includes programs that are stored in the device before it is shipped, and programs downloaded from recording media such as CDs (Compact Discs) and servers on the Internet.
[0018] 2 is a block diagram illustrating a hardware configuration of an information processing device 10. As shown in FIG. 2, the information processing device 10 has a processor 1A, a memory 2A, an input / output interface 3A, a peripheral circuit 4A, and a bus 5A. The peripheral circuit 4A includes various modules. The information processing device 10 does not have to have the peripheral circuit 4A. Note that the information processing device 10 may be composed of multiple devices that are physically and / or logically separated. In this case, each of the multiple devices can have the above hardware configuration.
[0019] The bus 5A is a data transmission path for the processor 1A, the memory 2A, the peripheral circuit 4A, and the input / output interface 3A to transmit and receive data to each other. The processor 1A is, for example, a central processing unit (CPU) or a graphics processing unit (GPU). The memory 2A is, for example, a random access memory (RAM) or a read only memory (ROM). The input / output interface 3A includes an interface for acquiring information from an input device, an external device, an external server, an external sensor, a camera, etc., and an interface for outputting information to an output device, an external device, an external server, etc. The input / output interface 3A also includes an interface for connecting to a communication network such as the Internet. The input device is, for example, a keyboard, a mouse, a microphone, a physical button, a touch panel, a controller dedicated to a game machine, etc. The output device is, for example, a display, a projection device, a speaker, a printer, a mailer, etc. The processor 1A can issue commands to each module and perform calculations based on the results of those calculations.
[0020] <Configuration of information processing system including information processing device 10> An example of the configuration of an information processing system will be described below, but the present invention is not limited to this example.
[0021] In one example, a plurality of client terminals connected to each other by client-host type communication constitute an information processing system. The information processing device 10 is one of the plurality of client terminals connected to each other by client-host type communication, specifically, a client terminal that functions as a host. Communication between the client terminals may be performed via a server, or may be performed directly without the server. In the case of communication via a server, the information processing system may further include a server. A player operates a client terminal to play a game.
[0022] A "client terminal" refers to a game device, a smartphone, a tablet terminal, a personal computer, a mobile phone, a smart watch, a wearable terminal, etc., but is not limited to these.
[0023] In another example, a server and a client terminal of a server-client system constitute an information processing system. The information processing device 10 is the server of the server-client system. A player plays a game by operating a client terminal.
[0024] In another example, the information processing device 10 is a game device that is not connected to other game devices. A player operates the game device to play a game. In this example, one information processing device 10 constitutes an information processing system.
[0025] <Functional configuration> An example of the functional configuration of the information processing device 10 will be described. Fig. 3 shows an example of a functional block diagram of the information processing device 10. As shown in the figure, the information processing device 10 has a game execution unit 11, a race scene control unit 12, a score ranking determination unit 13, and a goal presentation scene control unit 14.
[0026] The game execution unit 11 controls the game based on operations from one or more players. Specifically, the game execution unit 11 moves a plurality of objects toward a first goal based on operations from the players, and updates the points acquired by each of the plurality of objects. A scene in which the plurality of objects acquire points while moving toward the first goal is called a "race scene."
[0027] A "race scene" is a scene in which a player plays a game while controlling the movements of objects. In a race scene, the movements of objects are controlled by the player. Therefore, the order of arrival of the multiple objects at the first goal and the points acquired vary depending on the operation of the player. Note that there are cases in which the information processing device 10 controls the movements of some of the multiple objects.
[0028] An "object" is an object that is operated by a player and moves in accordance with the player's operation during a race scene. Examples of objects include, but are not limited to, characters, avatars, moving objects such as cars and airplanes, and other objects.
[0029] Among the objects, there may be a non-player object that operates based on the contents of a decision made by the computer without an operation from the player. In this case, the game execution unit 11 moves the non-player object toward the first goal based on the contents of a decision made by the computer without an operation from the player, and updates the score acquired by the non-player object.
[0030] The objects may have different characteristics. In one example, the characteristics are defined in terms of speed, power, stamina, tenacity, intelligence, etc. For example, an evaluation value (e.g., a 5-point evaluation) for each item is defined in advance for each object.
[0031] The "operations that the player can perform" are matters that can be determined for each game. For example, the player may be able to move, accelerate, decelerate, stop, and jump an object. The player may also be able to cause an object to attack other objects, defend against attacks from other objects, obtain items, use items, and use skills.
[0032] "Updating the score" is a concept that includes at least one of adding points and subtracting points.
[0033] The "method of scoring" is an item that can be determined for each game. For example, the game execution unit 11 may award scores to each of a plurality of objects according to the order of arrival at the first goal. In one example, the game execution unit 11 awards higher scores to objects that arrive earlier. The game execution unit 11 may award scores according to the order of arrival only to objects whose order of arrival at the first goal satisfies a score awarding condition (e.g., 1st, 1st to 3rd), or may award scores according to the order of arrival to all objects.
[0034] Also, one or more check points may be provided before the first goal. Then, the game executing unit 11 may award points to each of the multiple objects according to the order in which the objects passed through each of the multiple addition points including the first goal and the check point. In one example, the game executing unit 11 awards higher points to objects that arrive earlier. The game executing unit 11 may award points according to the arrival order only to objects whose arrival order at the addition point satisfies a score awarding condition (e.g., 1st, 1st to 3rd), or may award points according to the arrival order to all objects.
[0035] Furthermore, the game executing unit 11 may give each of the multiple objects a score according to an item acquired before reaching the first goal. The game may be designed so that multiple types of items can be acquired. The game executing unit 11 may give each of the multiple objects a score according to the type of item acquired. In one example, the items are placed on the course. Each of the multiple objects can acquire the item by the player's operation. For example, each of the multiple objects can acquire the item by passing through the position where the item is placed.
[0036] Furthermore, the game executing unit 11 may give each of the plurality of objects points according to damage inflicted on other objects before the first goal is reached. Furthermore, the game executing unit 11 may subtract points from each of the plurality of objects according to damage received from other objects before the first goal is reached.
[0037] The "contents of the course in the race scene" are matters that can be determined for each game. The course in the race scene may be a straight course, a track course, a course set up in a city, or some other type. The course in the race scene may also be an open course or a separate course. The length of the course in the race scene and other course designs may also adopt various contents.
[0038] The race scene control unit 12 causes a display device to display a race scene in which a plurality of objects move toward a first goal. The race scene control unit 12 causes the above-mentioned client terminal or game device to display a screen of the race scene.
[0039] An example of a screen showing a race scene is shown in Figures 4 and 5. Note that the screens shown in the figures are merely examples and are not limiting.
[0040] Figure 4 shows the situation before the race starts, and Figure 5 shows the situation after the first goal is reached.
[0041] In the area 101 of the screen, a timeline showing the progress of the race is shown at the position of mark M. In Fig. 4, mark M is at the position S indicating the start point. In Fig. 5, mark M is at the position G indicating the first goal point L1.
[0042] A plurality of objects A to D are displayed in an area 102 on the screen. In Fig. 4, the plurality of objects A to D are shown lined up on a starting line. In Fig. 5, the plurality of objects A to D are shown moving toward a first goal L1.
[0043] The area 103 on the screen shows the current status of each of the multiple objects. The numerical value associated with each object indicates the score acquired up to now. Since FIG. 4 shows the state before the start, the scores of all objects are "0". FIG. 5 shows the score acquired up to now by each object. In the example of FIG. 5, the score acquired up to now by each object is between 680 and 715. Although not shown, the area 103 on the screen may also show skills, items, etc. that each object can execute.
[0044] Returning to FIG. 3, the score ranking determination unit 13 determines the score ranking of the plurality of objects based on the scores of each of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal.
[0045] For example, if the game is designed so that the race ends when some of the multiple objects (e.g., one, three, etc.) reach the first goal, the scoring ranking determination unit 13 determines the scoring ranking of the multiple objects based on the scores of each of the multiple objects at the time when some of the multiple objects reach the first goal and the race ends.
[0046] On the other hand, if the game is designed so that the race ends when all of the multiple objects reach the first goal, the score ranking determination unit 13 determines the score ranking of the multiple objects based on the scores of each of the multiple objects at the time when all of the multiple objects reach the first goal and the race ends.
[0047] Hereinafter, the point in time when at least one of the multiple objects reaches the first goal and the race ends may be referred to as the "end of the race."
[0048] The scoring ranking determination unit 13 determines the scoring ranking of the multiple objects in descending order of the points acquired, i.e., the points acquired at the end of the race. Depending on the design of the game, the scoring ranking determination unit 13 may determine the scoring ranking of the multiple objects in descending order of the points acquired, i.e., the points acquired at the end of the race.
[0049] The goal presentation scene control unit 14 displays a goal presentation scene in which a plurality of objects move toward the second goal and reach the second goal in the order of the scoring ranking determined by the scoring ranking determination unit 13. The goal presentation scene control unit 14 displays a screen of the goal presentation scene on the above-mentioned client terminal or game device.
[0050] The "goal production scene" is a production scene that notifies the player of the ranking of the multiple objects determined in the race scene in an entertaining manner. In the goal production scene, the movement of the multiple objects is controlled by the information processing device 10. That is, in the goal production scene, the player only sees the production displayed on the screen, and cannot control the movement of the objects displayed on the screen. Therefore, the arrival order of the multiple objects at the second goal is controlled by the information processing device 10 without being influenced by the operation of the player. Then, the information processing device 10 controls the goal production scene so that the multiple objects reach the second goal in the order of the score ranking determined in the race scene.
[0051] The goal presentation scene control unit 14 displays the goal presentation scene after the race scene. More specifically, the goal presentation scene control unit 14 displays the goal presentation scene after "the end of the race when at least one of the objects in the race scene reaches the first goal." The goal presentation scene control unit 14 can determine the content of the goal presentation scene after the end of the race (after the race scene), specifically, the positional relationship between the objects and the moving speed, etc. Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content. The objects that appear in the goal presentation scene are the same as the objects that appeared in the race scene that was displayed immediately before.
[0052] According to the race scene control unit 12 and the goal production scene control unit 14, the goal production scene is displayed after the race scene, as shown in FIG. 1. As shown in FIG. 1, it is preferable to display the goal production scene after the race scene without any other scenes in between. By consecutively displaying the race scene and the goal production scene in this way, it is possible to give the player the feeling that the race involving multiple objects does not end with the race scene, but is connected to the goal production scene. Note that other scenes may be inserted between the race scene and the goal production scene. Even in this way, the action and effect of the information processing device 10 described in the overview section above is realized.
[0053] An example of a screen of a goal production scene is shown in Fig. 6. Fig. 6 shows a state in which a plurality of objects reach the second goal L2 in the order of the scoring rank determined by the scoring rank determination unit 13.
[0054] In this embodiment, various contents may be adopted for the "scene up until the plurality of objects reach the second goal L2" in the goal production scene.
[0055] For example, the goal production scene may transition from FIG. 7 to FIG. 6. In this way, in the goal production scene, there may be a production in which the order of the multiple objects is changed at least once before the multiple objects reach the second goal L2. There are various means for realizing this production. For example, the goal production scene control unit 14 may realize this production by changing the moving speed of each object so that the order is changed randomly. By including such a production, it is possible to increase the excitement of the players watching the goal production scene. In the following embodiment, a means for realizing other productions in the "scene until the multiple objects reach the second goal L2" in the goal production scene will be described.
[0056] The "contents of the course in the goal production scene" are matters that can be determined for each game. The course in the goal production scene may be a straight course, a track course, a course set up in the city, or other. The course in the goal production scene may be an open course or a separate course. The course in the goal production scene may be the same as the course in the race scene, or it may be different. The length of the course in the goal production scene and other course designs may also adopt various contents. In the following embodiment, a specific example of the course in the goal production scene will be described.
[0057] Next, an example of the process flow of the information processing device 10 will be described with reference to the flowchart of Fig. 8. Note that the purpose here is to describe the process flow. Since the details of each process have been described above, the description here will be omitted as appropriate.
[0058] First, the information processing device 10 controls a race scene (S10). That is, the information processing device 10 moves a plurality of objects toward a first goal based on the operation of the player, and updates the points acquired by each of the plurality of objects. Then, the information processing device 10 displays the race scene in which the plurality of objects move toward the first goal on a client terminal or a game device operated by the player.
[0059] After that, the information processing device 10 determines the ranking of the plurality of objects in terms of points (S20). That is, the information processing device 10 determines the ranking of the plurality of objects in terms of points based on the scores of each of the plurality of objects at the end of the race when at least one of the plurality of objects reaches the first goal.
[0060] After that, the information processing device 10 controls a goal presentation scene (S30). That is, the information processing device 10 displays, on the client terminal or the game device operated by the player, a goal presentation scene in which a plurality of objects move toward the second goal after the end of the race (after the race scene) and reach the second goal in the order of the points ranking determined in S20.
[0061] <Action and effect> After a race scene in which the player plays the game while controlling the movements of the objects, the information processing device 10 can display a goal presentation scene in which multiple objects reach a goal (second goal) in the order of the scoring ranking determined in the race scene.
[0062] In a "racing game in which ranking is determined by the number of points earned, not by the order of arrival at the finish line," there may be a discrepancy between the order of arrival at the finish line and the actual ranking based on the points, such as "I finished the race first, but my actual ranking based on the points was fourth." This discrepancy may cause players to feel uncomfortable, or the value of the goal scene that would normally get players excited may be diminished, resulting in a lack of entertainment value.
[0063] In response to this problem, the information processing device 10 displays a goal production scene in which multiple objects reach the goal (second goal) in the order of their actual ranking determined in the race scene, after a race scene in which the player actually plays the game. In this way, by displaying a "goal production scene in which the actual ranking based on the points matches the arrival order at the goal (second goal)" after the race scene, it is possible to eliminate the discomfort caused by the difference between the arrival order at the goal and the actual ranking. In addition, by displaying a goal production scene in which multiple objects reach the goal (second goal) in the order of their actual ranking while competing, rather than informing the player of the actual ranking by a simple method after the race scene, it is possible to enhance the entertainment value.
[0064] <<Second embodiment>> The information processing device 10 of the second embodiment realizes a distinctive effect in the goal scoring scene, which will be described in detail below.
[0065] The goal production scene control unit 14 can execute at least one of the following first to eleventh production controls.
[0066] <First production control> In this example, the goal production scene control unit 14 determines the "positional relationship" of each of the multiple objects in the goal production scene based on the scores of each of the multiple objects at the end of the race when at least one of the multiple objects reaches the first goal.
[0067] The "positional relationship" is a concept that includes either of the following: The display position (position on the course) of each object at each timing until the second goal is reached, or when the second goal is reached. The order in which to place each object at each point in time leading up to the second goal, or when the second goal is reached, or the distance between each object.
[0068] In one example, the goal production scene control unit 14 determines the "movement speed" of each of the multiple objects in the goal production scene based on the score of each of the multiple objects at the end of the race. By controlling the movement speed of each of the multiple objects in the goal production scene, the positional relationship of each of the multiple objects in the goal production scene is controlled.
[0069] For example, the goal production scene control unit 14 can determine a faster moving speed for an object with a higher score at the end of the race. There are various ways to determine a moving speed that satisfies the condition. For example, the goal production scene control unit 14 can set the moving speed of the object with the highest score to a predetermined V max Then, the goal production scene control unit 14 determines the score P max and the score P of the other object (= P / P max ) to calculate the moving speed V of other objects (=V max ×P / P max ) may be determined. Note that this method is merely an example and is not limited to this.
[0070] During the goal production scene, the moving speed of the multiple objects may be constant or variable. For example, the moving speed of the multiple objects may be faster as they approach the second goal, or conversely, the moving speed of the multiple objects may be slower as they approach the second goal. In one example, max The time change of the object with the highest score is defined in advance. The moving speed of the object with the highest score is changed according to the definition. The moving speeds of the other objects are determined by a calculation method using the above ratio.
[0071] The goal presentation scene control unit 14 can determine the moving speeds of the multiple objects in the goal presentation scene after the race finishes (after the race scene). Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.
[0072] In this way, by determining the "positional relationship" of each of the multiple objects in the goal production scene based on the scores of each of the multiple objects at the end of the race when at least one of the multiple objects reaches the first goal, it is possible to perform a production that reflects the result of the race scene in the goal production scene. Specifically, the object that has obtained a higher score reaches the second goal earlier. In this way, it is possible to perform a production that reflects the result of the race scene.
[0073] <Second production control> In this example, the moving speed of each of a plurality of objects in the goal presentation scene is determined by a method different from that of the first presentation control.
[0074] In this example, the goal production scene control unit 14 determines the length of the course to reach the second goal in the goal production scene based on the score (score at the end of the race) of the object with the first place in the scoring ranking.
[0075] For example, if the point ranking of the first-place object is 840 at the end of the race, the goal production scene control unit 14 sets the length of the course to reach the second goal in the goal production scene to 840, as shown in FIG.
[0076] Furthermore, the goal production scene control unit 14 divides the course leading to the second goal in the goal production scene into a number of sections equal to the number of addition points passed in the race scene. As explained in the first embodiment, the addition point is a concept that includes the first goal and the check point. For example, when there are 10 addition points, as shown in FIG. 9, the goal production scene control unit 14 divides the course leading to the second goal in the goal production scene into 10 sections.
[0077] Then, the goal production scene control unit 14 determines the moving speed of each object in each of the multiple sections in the goal production scene based on the points acquired by each object between the multiple addition points in the race scene.
[0078] The first section of the goal presentation scene (section 1 in Figure 9; hereafter referred to as the "first section of the goal presentation scene") corresponds to the section from the start of the race scene to the first addition point (hereafter referred to as the "first section of the race scene"). And the nth section of the goal presentation scene (hereafter referred to as the "nth section of the goal presentation scene") corresponds to the section from the (n-1)th addition point to the nth addition point of the race scene (hereafter referred to as the "nth section of the race scene"). Here, n is an integer of 2 or greater.
[0079] The goal rendering scene control unit 14 determines the moving speed of each object in the first section of the goal rendering scene (section 1 in FIG. 9) based on the points that each object has acquired in the first section of the race scene.
[0080] For example, the goal production scene control unit 14 can increase the moving speed of an object in the first section of the goal production scene as the object acquires a higher score in the first section of the race scene. There are various ways to determine the moving speed that satisfies the condition. For example, the goal production scene control unit 14 can increase the moving speed of the object that acquires the highest score in the first section of the race scene by a predetermined U max The goal production scene control unit 14 may then determine the score M obtained by the object in the first section of the race scene. max and the score M that other objects have earned in the first section of the race scene (= M / M max ) to calculate the moving speed U of other objects (=U max ×M / M max ) may be determined. Note that this method is merely an example and is not limited to this.
[0081] Furthermore, the goal presentation scene control unit 14 determines the moving speed of each object in the nth section of the goal presentation scene (sections 2 to 10 in FIG. 9) based on the points each object has acquired in the nth section of the race scene. The goal presentation scene control unit 14 can determine the moving speed of each object in the nth section of the goal presentation scene using a method similar to the method for determining the moving speed of each object in the first section of the goal presentation scene described above.
[0082] A specific example of the above-mentioned moving speed determination method will be described with reference to FIG. 10. FIG. 10 shows the scores that each of the objects A to D has acquired in each of the sections of the race scene. As shown in FIG. 10, the information processing device 10 can store the scores that each of the objects A to D has acquired in each of the sections of the race scene. In FIG. 10, there are ten addition points in the race scene. The scores that each of the objects A to D has acquired in each of the ten sections of the race scene are shown. The total shown in the figure is the total of the scores acquired in each of the ten sections of the race scene. The ranking shown in the figure shows the score ranking of the multiple objects determined based on the scores (the total shown in the figure) of each of the multiple objects at the end of the race when at least one of the multiple objects has reached the first goal. In FIG. 10, it is shown that the object A has acquired 100 points in the first section of the race scene.
[0083] In the example of FIG. 10, the goal production scene control unit 14 sets the moving speed of the object A that has acquired the highest score in the first section of the race scene to a predetermined U max Then, the goal production scene control unit 14 determines the moving speed of object B to be U based on the ratio (=80 / 100) of the points acquired by objects A and B in the first section of the race scene. max ×80 / 100. The goal production scene control unit 14 determines the moving speed of object C as U × 80 / 100 based on the ratio of the points acquired by objects A and C in the first section of the race scene (=60 / 100). max×60 / 100. The goal production scene control unit 14 also determines the moving speed of object D to be U based on the ratio (=40 / 100) of the points acquired by objects A and D in the first section of the race scene. max The result is ×40 / 100.
[0084] Similarly, in the second section of the goal production scene, the goal production scene control unit 14 controls the moving speed of the object B, which has obtained the highest score in the second section of the race scene, to be equal to or lower than a predetermined U max Then, the goal presentation scene control unit 14 determines the moving speed of the object A as U max ×80 / 100. The goal production scene control unit 14 determines the moving speed of the object C as U max ×60 / 100. The goal production scene control unit 14 determines the moving speed of the object D as U max The result is ×40 / 100.
[0085] The goal presentation scene control unit 14 can determine the moving speeds of the multiple objects in the goal presentation scene after the race finishes (after the race scene). Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.
[0086] By determining the movement speed of each object in the goal production scene using this method, it is possible to produce a production in the goal production scene that reflects the progress of each object's score acquisition in the race scene.
[0087] <Third Production Control> In this example, the goal presentation scene control unit 14 selects either the first determination method or the second determination method for each object, and determines the movement speed in the goal presentation scene by the selected determination method.
[0088] In one example, the goal production scene control unit 14 randomly selects either the first determination method or the second determination method for each object. For example, the goal production scene control unit 14 may select either the first determination method or the second determination method by a lottery in which the probability of selecting the first determination method is 50% and the probability of selecting the second determination method is 50%. Note that the lottery probabilities illustrated here are merely examples, and other values may be adopted.
[0089] As a result of the selection by the goal presentation scene control unit 14, all objects may be determined by the same determination method (the first determination method or the second determination method), or objects may be determined by different determination methods.
[0090] The first determination method is the method of determining the moving speed described in the first performance control or the method of determining the moving speed described in the second performance control. That is, in the first determination method, the goal performance scene control unit 14 determines the moving speed of the object based on the content of the race scene.
[0091] Next, the second determination method will be described. In the second determination method, the goal rendering scene control unit 14 determines the moving speed of each of the multiple objects in the goal rendering scene based on a predetermined parameter that is predefined for each object. That is, in the second determination method, the goal rendering scene control unit 14 determines the moving speed of the object based on the characteristics of each object that are predefined, regardless of the content of the race scene.
[0092] An example of a parameter is "running style." Running style is indicated by characteristics such as "leader," "leading," "overtake," and "chasing." Evaluation values (e.g., 5-point evaluation) for each of these characteristics are defined in advance for each object (e.g., lead 5, leading 4, overtake 2, chasing 2). Then, based on the contents of the definition, the goal production scene control unit 14 determines the running style to be applied to the object for which the second determination method has been selected. For example, the goal production scene control unit 14 can determine the running style with the highest evaluation value as the running style to be applied to that object.
[0093] In this example, the performance contents in the goal performance scene are determined in advance for each leg type. The goal performance scene control unit 14 determines the moving speed and position of the object for which the second determination method is selected according to the performance contents. That is, the goal performance scene control unit 14 determines the moving speed and position of the object for which the second determination method is selected so as to be in accordance with the performance contents.
[0094] Below, an example of the presentation content in the goal presentation scene determined for each running style is shown, but the present invention is not limited to this example.
[0095] Escape: From the start of the goal scene, the player will stay right next to the front row regardless of the score relationship (big or small, or the difference between them, etc.) with other objects. If the player is already in the front row, the player will maintain that position.
[0096] Leading: In a specified scene in the latter half of the goal performance scene, the running position continues to be raised to at least the second place position. When three or more objects are performing a leading performance, the objects will specify the slowest line as the second place position and run side by side.
[0097] Passing: In a specified scene in the latter half of the goal performance scene, the running position is adjusted so that the object does not move forward from the third place. When three or more objects are performing a passing performance, the objects will specify the third place line as the front row and run side by side.
[0098] Pursuit: In the first half of the goal performance scene, the car maintains the last position of 4th place regardless of the accumulated points. Then, in the second half of the goal performance scene, the car moves steadily forward, formally reflecting the points gained in the race scene. For example, in the second half of the goal performance scene, the moving speed is determined by the first determination method.
[0099] Note that there are various definitions of the "predetermined scene in the second half" and the "predetermined scene in the first half". For example, in the case where a goal presentation scene is composed of a corner scene and a straight line scene arranged in this order as described later, the straight line scene can be defined as the predetermined scene in the second half, and the corner scene can be defined as the predetermined scene in the first half.
[0100] The goal presentation scene control unit 14 can select either the first or second determination method for each object after the race ends (after the race scene) and determine the movement speed in the goal presentation scene by the selected determination method. Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.
[0101] In this way, by determining the movement speed of each of the multiple objects using various methods, the content of the presentation in the goal presentation scene can be made unpredictable. As a result, the arrival order at the second goal (ranking based on the score) can be made unpredictable. By using such a presentation, it is possible to increase the excitement of the players watching the goal presentation scene. In addition, by setting the movement speed and position based on the parameters set for each object, it is possible to perform a presentation that does not destroy the worldview of the game that is formed based on the characteristics of each of the multiple objects.
[0102] <The fourth production control> In this example, the goal presentation scene control unit 14 makes the length of the relatively first half section in the goal presentation scene longer than the length of the relatively second half section.
[0103] For example, the goal presentation scene control unit 14 can divide the course in the goal presentation scene into multiple sections as shown in Figure 9, and then make predetermined adjustments as shown in Figure 11 to make the length of the relatively first section in the goal presentation scene longer than the length of the relatively second section.
[0104] It should be noted that there are various ways of making the adjustments as long as the result that "the length of the first half of the goal scene is relatively longer than the length of the second half of the goal scene" is achieved.
[0105] In one example, the goal presentation scene control unit 14 can realize the adjustment by using a previously prepared calculation formula. One example of the calculation formula is Y=(1-X 2 ). FIG. 12 shows a graph of the formula. Y is the ratio of the length of the adjusted section. X is an adjustment value that takes a value between 0 and 1. A different X value is set for each section. A smaller X value is set for the section that is relatively closer to the front. In one example, the X value is a value obtained by multiplying the serial number of each section by a predetermined coefficient. The predetermined coefficient is, for example, a value obtained by dividing 1 by the number of sections, but is not limited to this. For example, when the number of sections is 5, the coefficient value is 0.2 (=1 / 5). The X value of the first section is 0.2 (=0.2×1). The X value of the second section is 0.4 (=0.2×2).
[0106] If the length of the first half of the goal production scene is relatively longer than that of the second half, the influence (weight) of the score progression in the first half becomes greater than that of the second half. In this way, a dynamic overtaking and overtaking development involving multiple objects is more likely to occur in the first half than in the second half (because the first half appears to progress faster even with the same score). If a monotonous development continues in the first half of the goal production scene, a user watching the scene may get bored with the development and lose interest in the goal production scene. By generating such a dynamic overtaking and overtaking development in the first half of the goal production scene, this inconvenience can be suppressed. In addition, when the seventh production control described later is adopted, when multiple objects pass a predetermined position in the second half, a "position of the second goal where no object exists" may be displayed on the screen. Even if a dynamic overtaking and overtaking development involving multiple objects occurs at a timing when such an object is not displayed on the screen, the player cannot watch it. Therefore, by configuring as described above, a dynamic overtaking and overtaking development involving multiple objects can be more likely to occur in the first half of the goal production scene.
[0107] <The fifth production control> In this example, the goal presentation scene control unit 14 configures the course in the goal presentation scene with a “corner scene” and a “straight line scene.” For example, the goal presentation scene control unit 14 transitions the goal presentation scene as shown in FIG. 13 (corner scene) → FIG. 7 (straight line scene) → FIG. 6 (straight line scene).
[0108] By configuring the course of the goal performance scene with corner scenes and straight scenes, it is possible to realize a performance that simulates the goal scene of a track race. As a result, it is possible to increase the excitement of the player. Also, it is possible to smoothly transition from the race scene to the goal performance scene.
[0109] <6th Production Control> In this example, the course for the race scene and the goal rendering scene is an open course. The goal rendering scene control unit 14 determines the arrangement order (course positions) of the multiple objects at the start of the goal rendering scene based on the arrival order at the first goal in the race scene.
[0110] For example, as shown in Fig. 14, the goal production scene control unit 14 can position an object on the inner course that reaches the first goal in the race scene earlier. In the example of Fig. 14, the order of arrival at the first goal in the race scene is C→A→B→D. And, as shown in Fig. 14, the arrangement order (course positions) of multiple objects at the start of the goal production scene is C→A→B→D from the inside course.
[0111] The goal production scene control unit 14 can determine the order (course positions) of a plurality of objects at the start of the goal production scene after the end of the race (after the race scene). Then, the goal production scene control unit 14 can display the goal production scene with the determined contents.
[0112] In this way, by setting the order of multiple objects (course positions) at the start of the goal production scene to an order that reflects the order in which they reach the first goal in the race scene, a sense of unity is created between the race scene and the goal production scene, giving the player the sensation that they are one continuous scene.
[0113] <7th Production Control> In this example, the goal production scene control unit 14 switches the scene displayed on the screen from "the position where the object is present" to "the position of the second goal where no object is yet present" just before the object reaches the second goal, and performs a production in which the objects appear there in sequence.
[0114] For example, the goal presentation scene control unit 14 transitions the goal presentation scene as follows: Fig. 13 (position where the object exists) → Fig. 7 (position where the object exists) → Fig. 15 (position of the second goal where no object exists yet) → Fig. 6 (position of the second goal where the object has appeared). After displaying the screen of Fig. 15, the goal presentation scene control unit 14 fixes the position and direction of the camera, and can display the object coming into the frame on the screen.
[0115] In addition, the goal presentation scene control unit 14 may transition the goal presentation scene as follows: Figure 7 (position where the object is present) → Figure 15 (position of the second goal where no object is present yet) → Figure 6 (position of the second goal where the object has appeared).
[0116] It should be noted that, even while the "position of the second goal where no object exists yet" is displayed on the screen, the multiple objects continue to move toward the second goal based on the movement speed and display position determined by the first to third performance controls, etc. Then, each of the multiple objects comes into the frame of the displayed screen at the timing when it reaches the "position of the second goal where no object exists yet" displayed on the screen.
[0117] In this way, by switching the scene displayed on the screen from "the position where the object exists" to "the position of the second goal where no object exists yet," it is possible to create an effect where the ranking is unclear. This gives the player a sense of suspense as to "in what order will the objects appear at the position of the second goal where no object exists yet?"
[0118] <8th Production Control> In this example, the goal production scene control unit 14 reduces the moving speed of the multiple objects to realize a slow-motion scene just before the object ranked first in the points (the leading object) reaches the second goal. By inserting a slow-motion scene just before the second goal in this way, it is possible to enhance the entertainment value and increase the excitement of the player in the goal scene. There are various times when the slow-motion scene starts, but for example, it can be the time when the object ranked first in the points (the leading object) has finished running up to S% of the total length of the course of the goal production scene. The value of S can be, for example, 93, 94, 95, 96, 97%, etc., but is not limited to these.
[0119] <9th Production Control> In this example, the goal effect scene control unit 14 performs a distinctive effect immediately before the second goal is scored.
[0120] The goal production scene control unit 14 corrects the positional relationship of the multiple objects after the first timing when the leading object reaches a predetermined point on the course to reach the second goal. The leading object may be the object ranked first in the points, or may be an object not ranked first in the points.
[0121] Specifically, when the difference in score (score at the end of the race in the race scene) between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking is equal to or greater than a first threshold value, the goal production scene control unit 14 increases the difference (distance on the course) between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking over time after the first timing. By controlling in this way, it is possible to create a sense of the first-place object being far ahead of the rest. The goal production scene control unit 14 can perform a production according to the final score (total score in the race scene), regardless of the score difference in the relevant section.
[0122] Furthermore, if the difference in score (score at the end of the race in the race scene) between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking is less than a second threshold value, the goal production scene control unit 14 reduces the difference (distance on the course) between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking over time after the first timing. By controlling in this way, it is possible to produce a close race between the object ranked first in the scoring ranking and the other objects. The goal production scene control unit 14 can perform a production according to the final score (total score in the race scene), regardless of the score difference in the relevant section.
[0123] The "predetermined point" for determining the first timing is a point that is determined in advance on the course of the goal production scene. For example, the predetermined point can be a point where Q% of the total length of the course of the goal production scene has been run. The value of Q can be, for example, 93, 94, 95, 96, 97%, etc., but is not limited to these.
[0124] The goal presentation scene control unit 14 can determine the content of a characteristic presentation immediately before the second goal after the race finishes (after the race scene). Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.
[0125] <10th Production Control> In this example, the goal effect scene control unit 14 performs a distinctive effect immediately before the second goal is scored.
[0126] The goal production scene control unit 14 corrects the moving speeds of the multiple objects after the object ranked first in the points (the leading object) reaches a predetermined point on the course leading to the second goal.
[0127] Specifically, when the difference in score (score at the end of the race in the race scene) between the object ranked first in the scoring order and the object ranked second or lower in the scoring order is equal to or greater than a first threshold value, the goal production scene control unit 14 reduces the movement speed of the object ranked second or lower in the scoring order after the first timing. The movement speed of the object ranked first in the scoring order may be the same as before, or may be increased after the first timing. By controlling in this manner, it is possible to create a sense of the first-place object being far ahead of the rest.
[0128] Furthermore, when the difference in score (score at the end of the race in the race scene) between the object ranked first in the scoring order and the object ranked second or lower in the scoring order is less than a second threshold value, the goal production scene control unit 14 increases the moving speed of the object ranked second or lower in the scoring order after the first timing. The moving speed of the object ranked first in the scoring order may be the same as before, or may be decreased after the first timing. By controlling in this manner, it is possible to produce a close race between the object ranked first in the scoring order and other objects. The goal production scene control unit 14 can control the moving speed of the object ranked second or lower in the scoring order so that "the object ranked second or lower in the scoring order reaches the second goal at almost the same time as the object ranked first in the scoring order" and "the object ranked second or lower in the scoring order does not overtake the object ranked first in the scoring order."
[0129] Incidentally, the "predetermined point" for determining the first timing is a point that is determined in advance on the course of the goal production scene. For example, the predetermined point can be a point where Q% of the total length of the course of the goal production scene has been run. The value of Q can be, for example, 95, 96, 97%, etc., but is not limited to these.
[0130] The goal presentation scene control unit 14 can determine the content of a characteristic presentation immediately before the second goal after the race finishes (after the race scene). Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.
[0131] <11th Production Control> In this example, the goal production scene control unit 14 determines the positional relationship of the multiple objects at the time when the object ranked first in the points ranking reaches the second goal, using the following characteristic method.
[0132] First, the goal production scene control unit 14 defines a plurality of positions l1 to l8 in front of the second goal L2 as shown in Fig. 16. The number of positions to be determined is not limited to the eight shown in the figure. A position a predetermined distance d away from the second goal L2 is defined as position l1, a position a predetermined distance d away from position l1 is defined as position l2, a position a predetermined distance d away from position l2 is defined as position l3, and so on.
[0133] Then, the goal production scene control unit 14 determines the position of the object ranked second in scoring at the time when the object ranked first in scoring reaches the second goal L2 based on the difference in score between the object ranked first and the object ranked second (score at the end of the race in the race scene).
[0134] Specifically, if the score difference is within a threshold, position l1, one line behind the second goal L2, is determined as the position of the object ranked second in points at the time the object ranked first in points reaches the second goal L2.
[0135] On the other hand, if the score difference is greater than the threshold, position l2, two lines behind the second goal L2, is determined as the position of the object ranked second in points when the object ranked first in points reaches the second goal L2.
[0136] Note that, here, the position of the object ranked second in points has been determined to be one line behind the second goal L2 and two lines behind the second goal L2, but the number of lines behind is a design matter and is not limited to this example.
[0137] In addition, in this embodiment, the score difference between the object ranked first and the object ranked second is classified into two states, and the position of the object ranked second is determined according to each state, but this is not limiting. The score difference between the object ranked first and the object ranked second may be classified into three or more states, and the position of the object ranked second may be determined according to each state.
[0138] The goal production scene control unit 14 similarly determines the positions of the objects ranked third or lower in the scoring order.
[0139] In other words, the goal production scene control unit 14 determines the position of the object ranked third in scoring at the time when the object ranked first in scoring reaches the second goal L2 based on the difference in score (score at the end of the race in the race scene) between the object ranked second and the object ranked third in scoring.
[0140] Specifically, if the score difference is within a threshold, a position one line behind the position of the object ranked second in the scoring ranking is determined as the position of the object ranked third in the scoring ranking when the object ranked first in the scoring ranking reaches the second goal L2. For example, if l1 is determined as the position of the object ranked second in the scoring ranking when the object ranked first in the scoring ranking reaches the second goal L2, then if the score difference between the object ranked second and the object ranked third in the scoring ranking is within a threshold, the goal production scene control unit 14 determines position l2 as the position of the object ranked third in the scoring ranking.
[0141] On the other hand, if the score difference is greater than the threshold, a position two lines behind the position of the object in second place in the scoring ranking is determined as the position of the object in third place in the scoring ranking at the time when the object in first place in the scoring ranking reaches the second goal L2. For example, if l1 is determined as the position of the object in second place in the scoring ranking at the time when the object in first place in the scoring ranking reaches the second goal L2, if the score difference between the object in second place and the object in third place in the scoring ranking is greater than the threshold, the goal production scene control unit 14 determines position l3 as the position of the object in third place in the scoring ranking.
[0142] In this way, the goal production scene control unit 14 can change the positional relationship of the plurality of objects at the time when the object ranked first in the scoring order reaches the second goal to a state that reflects the score relationship of the plurality of objects.
[0143] The goal presentation scene control unit 14 can determine the positional relationship of the multiple objects when the object with the first place in the points ranking reaches the second goal after the race ends (after the race scene). Then, the goal presentation scene control unit 14 can display the goal presentation scene with the determined content.
[0144] Other configurations of the information processing device 10 of this embodiment are similar to those of the information processing device 10 of the first embodiment.
[0145] According to the information processing device 10 of this embodiment, the same advantageous effects as those of the information processing device 10 of the first embodiment are achieved.
[0146] Furthermore, the information processing device 10 of the present embodiment can execute at least one of the characteristic first to eleventh performance controls described above in a goal performance scene. With such an information processing device 10, the performance effect of the goal performance scene can be further improved. The performance effects realized by each performance control are as described above.
[0147] <<Third embodiment>> The information processing device 10 of the third embodiment realizes distinctive effects in the race scene, which will be described in detail below.
[0148] The race scene control unit 12 can display the points that each of the multiple objects has acquired up to now (see area 103) as shown in Figures 4 and 5. In the latter half of the race scene including the point where the object reaches the first goal, the race scene control unit 12 can hide the points that each of the multiple objects has acquired up to now as shown in Figure 17.
[0149] There are various timings for hiding the score. For example, the timing for hiding the score may be when the leading object has run R% of the total length of the course in the race scene. The value of R may be, for example, 70, 75, 80, 85, 90%, etc., but is not limited to these.
[0150] Other configurations of the information processing device 10 of this embodiment are similar to those of the information processing device 10 of the first and second embodiments.
[0151] According to the information processing device 10 of this embodiment, the same action and effect as the information processing device 10 of the first and second embodiments is realized. In addition, by hiding the points acquired up to now by each of the plurality of objects in the latter half of the race scene, it becomes difficult to know who is the top scorer thereafter. By displaying the goal production scene in this state, it is possible to increase the excitement of the player in the goal production scene.
[0152] <<Example>> An embodiment of the information processing device 10 will be described below with reference to the flowchart in Fig. 18. Note that this embodiment is merely an example, and the present invention is not limited to this.
[0153] First, the information processing device 10 starts a race scene based on the player's operation (S100). After that, the game execution unit 11 and the race scene control unit 12 control the race scene by moving objects based on the player's operation, and display the race scene on a display device (such as a client terminal or a game device) (S101).
[0154] In the race scene, the game executing unit 11 moves a plurality of objects toward a first goal based on the player's operation, and updates the points acquired by each of the plurality of objects.
[0155] Note that players compete not for finishing order in the race (finishing order at the first goal), but for points at the end of the race.
[0156] There are two ways to earn points: Acquiring items - Passing through a points of accumulation
[0157] In the race scene, multiple checkpoints are set on the way to the first goal. The multiple checkpoints and the first goal are points of addition. To get a high score, each player aims to obtain as many items as possible and pass the points of addition in the fastest order. In order to get a high score, players are required to perform control actions according to the situation. Since the order of points is determined based on the score at the time of arrival at the first goal, there is a possibility that the order of points at the first goal and the actual order (order of points) may differ.
[0158] During the race scene, the race scene control unit 12 displays the points that each of the multiple objects has acquired up to now (see area 103), as shown in Figures 4 and 5. Then, in the second half of the race scene, including the time when the object reaches the first goal, the race scene control unit 12 does not display the points that each of the multiple objects has acquired up to now, as shown in Figure 17.
[0159] There are various timings for hiding the score. For example, the timing for hiding the score may be when the leading object has run R% of the total length of the course in the race scene. The value of R may be, for example, 70, 75, 80, 85, 90%, etc., but is not limited to these.
[0160] When at least one of the plurality of objects reaches the first goal and the race ends (Yes in S102), the scoring ranking determination unit 13 determines the scoring ranking of the plurality of objects based on the scores of each of the plurality of objects at the end of the race (S103). The game execution unit 11 and the race scene control unit 12 continue the process of S101 while the race does not end (No in S102).
[0161] After the scoring order is determined, the goal production scene control unit 14 determines the production contents for the goal production scene (S104).
[0162] The process of S104 will be specifically described with reference to FIG. 19. First, the goal production scene control unit 14 determines the length of the course to reach the second goal (S200). The goal production scene control unit 14 determines the length of the course to reach the second goal in the goal production scene based on the score of the object ranked first in the score (score at the end of the race in the race scene). For example, if the score of the object ranked first in the score is 840 as shown in FIG. 10, the goal production scene control unit 14 sets the length of the course to reach the second goal in the goal production scene to 840 as shown in FIG. 9.
[0163] The course in the goal production scene is composed of "corner scenes" and "straight scenes." 50% of the first half are corner scenes, and 50% of the second half are straight scenes. If the length of the course to reach the second goal in the goal production scene is 840, the first 420 are corner scenes, and the second 420 are straight scenes.
[0164] Next, the goal production scene control unit 14 divides the course to reach the second goal by the total number of addition points passed in the race scene, thereby dividing the course into multiple sections (S201). For example, if there are 10 addition points, the goal production scene control unit 14 divides the course to reach the second goal in the goal production scene into 10 sections, as shown in Fig. 9. The addition point is a concept that includes the first goal and the check point.
[0165] Next, the goal performance scene control unit 14 adjusts the lengths of the sections divided in S201 so that the front section is longer than the rear section (S202). The adjustment method is as described in the fourth performance control of the second embodiment.
[0166] Next, the goal presentation scene control unit 14 determines the position and movement speed of the object in the goal presentation scene (S203). Specifically, the goal presentation scene control unit 14 determines the following contents.
[0167] "The order of multiple objects at the start of a goal scene" The goal production scene control unit 14 determines the arrangement order (course positions) of multiple objects at the start of the goal production scene based on the arrival order of the first goal in the race scene. Specifically, the goal production scene control unit 14 places an object on the inner course that arrives earlier at the first goal in the race scene. If the arrival order of the first goal in the race scene is C→A→B→D, the goal production scene control unit 14 arranges multiple objects in the order of C→A→B→D from the inside course at the start of the goal production scene, as shown in FIG.
[0168] "Velocity of multiple objects in goal-making scenes" The goal presentation scene control unit 14 selects either the first determination method or the second determination method for each object, and determines the movement speed in the goal presentation scene by the selected determination method.
[0169] The goal production scene control unit 14 randomly selects either the first determination method or the second determination method for each object. For example, the goal production scene control unit 14 selects either the first determination method or the second determination method by a lottery in which the probability of selecting the first determination method is 50% and the probability of selecting the second determination method is 50%.
[0170] In the first determination method, the goal production scene control unit 14 determines the moving speed of each object in each of the multiple sections in the goal production scene based on the points acquired by each object between the multiple adding points. The details are as described in the second production control of the second embodiment.
[0171] On the other hand, in the second determination method, the goal performance scene control unit 14 determines the moving speed of each object based on the parameters (leg quality) of each object. The details are as described in the third performance control of the second embodiment.
[0172] "The performance just before the second goal" The performance starts after the first timing when the leading object reaches a predetermined point on the course leading to the second goal. The predetermined point is a point where 94% of the total length of the course of the goal performance scene has been run. The leading object may be the object with the highest score ranking, or may be an object that is not the highest score ranking.
[0173] When the difference in score (score at the end of the race in the race scene) between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking is equal to or greater than a first threshold value, the goal production scene control unit 14 reduces the movement speed of the object ranked second or lower in the scoring ranking after the first timing. Note that, after the first timing, the goal production scene control unit 14 makes the movement speed of the object ranked first in the scoring ranking the same as its movement speed up until that point. With this control, after the first timing, the difference between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking increases over time.
[0174] On the other hand, when the difference in score (score at the end of the race in the race scene) between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking is less than the second threshold value, the goal production scene control unit 14 increases the moving speed of the object ranked second or lower in the scoring ranking after the first timing. Note that, after the first timing, the goal production scene control unit 14 makes the moving speed of the object ranked first in the scoring ranking the same as its moving speed up until that point. By this control, after the first timing, the difference between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking becomes smaller over time. Note that, the goal production scene control unit 14 determines the moving speed of the object ranked second or lower in the scoring ranking so that "the object ranked second or lower in the scoring ranking reaches the second goal at almost the same time as the object ranked first in the scoring ranking" and "the object ranked second or lower in the scoring ranking does not overtake the object ranked first in the scoring ranking."
[0175] Returning to FIG. 18, after S104, the goal production scene control unit 14 causes a display device (client terminal, game device, etc.) to display a goal production scene with the production content determined in S104 (S105).
[0176] The process of S105 will be specifically described with reference to FIG. 20. First, the goal production scene control unit 14 starts displaying a corner scene (S300). Next, when the leading object reaches 50% of the course, the goal production scene control unit 14 starts displaying a straight scene (S301). Then, when the leading object reaches 94% of the course, the goal production scene control unit 14 switches the camera position to the second goal (S302). The leading object may be an object ranked first in points, or an object not ranked first in points. Also, the leading object at 50% of the course and the leading object at 94% of the course may be the same object, or may be different objects. The positions and moving speeds of the objects are determined in S104.
[0177] By switching the camera position to the second goal in S302, the scene displayed on the screen changes from the previous "state where an object is present" (see FIG. 7) to "state where no object is present yet" (see FIG. 15). After that, the goal performance scene control unit 14 fixes the position and direction of the camera, and displays the object coming into the frame on a screen where no object is present yet, as shown in FIG.
[0178] After the leading object reaches 94% of the course, the goal production scene control unit 14 corrects the moving speed based on the score difference between the first ranked object and the second ranked or lower objects (S303). Specifically, the goal production scene control unit 14 performs the correction according to the content determined in the above "production just before the second goal".
[0179] Then, the goal production scene control unit 14 executes the production just before the second goal by displaying the object whose moving speed has been corrected on the screen (S304). That is, the object whose moving speed has been corrected comes into the frame at the moving speed corrected in S303 on a screen on which no object yet exists as shown in Fig. 15. The goal production scene control unit 14 can display in slow motion (slow playback) the state in which the object comes into the frame on a screen on which no object yet exists as shown in Fig. 15 and then moves towards the second goal.
[0180] Although the present disclosure has been described above with reference to the embodiments, the present disclosure is not limited to the above-mentioned embodiments. Various modifications that can be understood by a person skilled in the art can be made to the configuration and details of the present disclosure within the scope of the present disclosure. Furthermore, each embodiment can be appropriately combined with other embodiments.
[0181] In addition, in the flowcharts used in the above description, multiple steps (processes) are described in order. However, the order of the steps performed in each embodiment is not limited to the order described. In each embodiment, the order of the steps shown in the figures can be changed as long as it does not cause any problems in terms of the content.
[0182] <<Modifications>> <Variation 1> The information processing device 10 is not limited to the above example, but can also be applied to other games involving the two elements of speed and score.
[0183] For example, the information processing device 10 can be applied to a shooting game in which players compete over shooting accuracy and speed.
[0184] In this shooting game, "shooting all targets to be shot at (for example, if there are 10 targets in total, shooting all 10)" corresponds to the above-mentioned "first goal." A player who shoots all targets to be shot at first reaches the first goal first.
[0185] In this shooting game, points can be obtained by shooting targets. For example, a high score can be obtained by shooting a specific part of the body. Players compete for points. In such a shooting game, the above-mentioned goal production scene can be used to notify the players of the ranking of points determined based on the points.
[0186] <Variation 2> The information processing device 10 of the second modification has a function of controlling a game in which each player competes for points acquired during play. The information processing device 10 displays the points acquired by each player up to that point while the players are playing the game, and makes the displayed points invisible when a predetermined timing arrives during the game.
[0187] There is no limitation on the genre of the game controlled by the information processing device 10. The games described in the above embodiment and modification 1 are merely examples, and the invention is not limited to these.
[0188] The predetermined timing is determined in advance. The predetermined timing may be a timing occurring at the end of the game, or may be another timing. If the game play time is fixed, the predetermined timing may be a timing when the remaining time reaches a predetermined value. Alternatively, the predetermined timing may be a timing when a predetermined event occurs that is designed to appear at the end of the game. Note that the examples given here are merely examples, and are not limited to these examples. After the predetermined timing, the information processing device 10 can continue to hide the score until the game ends.
[0189] After the game ends, the information processing device 10 notifies the players of the score ranking determined based on the scores of each player at the time the game ends. The notification means is not limited, and various means can be adopted. The goal presentation scene described in the above embodiment may be adopted. Alternatively, the ranking may simply be displayed on a screen.
[0190] By providing such a function to hide the scores, it becomes difficult to know who is the top scorer after a certain timing, which increases the excitement of the players when the score rankings are announced thereafter.
[0191] A part or all of the above-described embodiments can be described as, but is not limited to, the following supplementary notes. 1. Connect your computer to a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the score ranking after the race scene in which at least one of the plurality of objects reaches the first goal; A program that functions as a 2. The goal production scene control unit: The program described in 1, further comprising determining the positional relationship of each of the plurality of objects in the goal production scene based on the score of each of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal. 3. The game execution unit: The program described in 1 or 2, which awards points to each of the multiple objects according to the order in which they passed through at least one check point set before the first goal and each of multiple addition points including the first goal. 4. The goal production scene control unit: Dividing a course in the goal production scene up to the second goal into a number of sections equal to the number of the addition points passed through, The program described in 3, wherein the moving speed of each of the objects in each of the multiple sections in the goal production scene is determined based on the points acquired by each of the objects between the multiple addition points. 5. The goal production scene control unit: 5. The program according to 4, further comprising determining the length of a course to reach the second goal in the goal presentation scene based on the score of the object ranked first in the scoring order. 6. The goal production scene control unit: 6. The program according to 4 or 5, wherein the length of the first half of the section is made longer than the length of the second half of the section. 7. The goal production scene control unit: The program according to any one of 1 to 6, further comprising: correcting the positional relationships of the plurality of objects after a first timing when the object ranked first in the score ranking reaches a predetermined point on the course leading to the second goal. 8. The goal production scene control unit: when the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is equal to or greater than a first threshold value, increasing the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking over time after the first timing; 8. The program described in 7, further comprising: if the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is less than a second threshold, after the first timing, the difference between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is reduced over time. 9. The goal production scene control unit: 9. The program according to any one of 1 to 8, further comprising: correcting the moving speeds of the plurality of objects after the object ranked first in the score ranking reaches a predetermined point on the course leading to the second goal. 10. The goal production scene control unit: when a difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is equal to or greater than a first threshold value, reducing a moving speed of the object ranked second or lower in the score ranking after the first timing; The program described in 9, further comprising: when the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is less than a second threshold, increasing the movement speed of the object ranked second or lower in the score ranking after the first timing. 11. In the race scene, at least one check point set before the first goal and a plurality of addition points including the first goal are set, The goal production scene control unit: selecting either a first determination method or a second determination method for each of the objects, and determining a moving speed in the goal presentation scene using the selected determination method; In the first determination method, a course in the goal production scene leading to the second goal is divided into a number of sections equal to the number of the addition points passed, and a moving speed of each of the objects in each of the plurality of sections in the goal production scene is determined based on the points acquired by each of the objects between the plurality of addition points; 11. The program according to any one of 2 to 10, wherein the second determination method determines the moving speed of each of the plurality of objects in the goal presentation scene based on a predetermined parameter that is determined in advance for each of the objects. 12. One or more computers: a game execution step of moving a plurality of objects toward a first goal and updating a score acquired by each of the plurality of objects; a race scene control step of displaying a race scene in which a plurality of the objects move toward the first goal; a score ranking determination step of determining a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control step of displaying a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing method for performing the above. 13. A game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing device having the above configuration. 14. A game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing system having the above configuration. [Explanation of symbols]
[0192] 10. Information processing device 11 Game Execution Unit 12 Race scene control section 13. Scoring and Ranking Division 14 Goal Scene Control Unit 1A Processor 2A Memory 3A input / output I / F 4A Peripheral circuit 5A Bus
Claims
1. Computer, a game execution unit that moves a plurality of objects toward a first goal and updates the points acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays, after the race scene in which at least one of the plurality of objects reaches the first goal, a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the scoring ranking; A program that functions as a
2. The goal production scene control unit:
2. The program according to claim 1, wherein a positional relationship between each of the plurality of objects in the goal presentation scene is determined based on the score of each of the plurality of objects at the time when at least one of the plurality of objects reaches the first goal.
3. The game execution unit is The program according to claim 1, wherein each of the plurality of objects is awarded points according to the order in which it passed through at least one check point set before the first goal and each of a plurality of addition points including the first goal.
4. The goal production scene control unit: Dividing a course in the goal production scene up to the second goal into a number of sections equal to the number of the addition points passed through, 4. The program according to claim 3, wherein a moving speed of each of the objects in each of the sections in the goal production scene is determined based on the points acquired by each of the objects between the adding points.
5. The goal production scene control unit:
5. The program according to claim 4, further comprising: determining a length of a course to reach the second goal in the goal presentation scene based on the score of the object ranked first in the scoring order.
6. The goal production scene control unit:
5. The program according to claim 4, wherein a length of the first half of the section is relatively longer than a length of the second half of the section.
7. The goal production scene control unit:
2. The program according to claim 1, wherein the positional relationships of the plurality of objects are corrected after a first timing at which the object ranked first in the score ranking reaches a predetermined point on a course leading to the second goal.
8. The goal production scene control unit: when a difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is equal to or greater than a first threshold value, after the first timing, a distance between the object ranked first in the score ranking and the object ranked second or lower in the score ranking on a course along which the plurality of objects move toward the second goal is increased over time; The program of claim 7, wherein, when the difference in score between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking is less than a second threshold, after the first timing, the distance between the object ranked first in the scoring ranking and the object ranked second or lower in the scoring ranking on the course along which the multiple objects move toward the second goal is reduced over time.
9. The goal production scene control unit:
2. The program according to claim 1, wherein the moving speeds of the plurality of objects are corrected after the object ranked first in the score ranking reaches a predetermined point on the course leading to the second goal.
10. The goal production scene control unit: when a difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is equal to or greater than a first threshold value, after a first timing at which the object ranked first in the score ranking reaches a predetermined point on a course to reach the second goal, reducing a moving speed of the object ranked second or lower in the score ranking; The program described in claim 9, wherein when the difference in score between the object ranked first in the score ranking and the object ranked second or lower in the score ranking is less than a second threshold, the movement speed of the object ranked second or lower in the score ranking is increased after the first timing.
11. In the race scene, at least one check point set before the first goal and a plurality of addition points including the first goal are set, The goal production scene control unit: selecting either a first determination method or a second determination method for each of the objects, and determining a moving speed in the goal presentation scene using the selected determination method; In the first determination method, a course in the goal production scene leading to the second goal is divided into a number of sections equal to the number of the addition points passed, and a moving speed of each of the objects in each of the plurality of sections in the goal production scene is determined based on the points acquired by each of the objects between the plurality of addition points; 11. The program according to claim 2, wherein in the second determination method, the moving speed of each of the plurality of objects in the goal presentation scene is determined based on a predetermined parameter that is determined in advance for each of the objects.
12. One or more computers a game execution step of moving a plurality of objects toward a first goal and updating a score acquired by each of the plurality of objects; a race scene control step of displaying a race scene in which a plurality of the objects move toward the first goal; a score ranking determination step of determining a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control step of displaying a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the points ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing method for performing the above.
13. a game execution unit that moves a plurality of objects toward a first goal and updates a score acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the score ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing device having the above configuration.
14. a game execution unit that moves a plurality of objects toward a first goal and updates a score acquired by each of the plurality of objects; a race scene control unit that displays a race scene in which a plurality of the objects move toward the first goal; a score ranking determination unit that determines a score ranking of the plurality of objects based on the scores of each of the plurality of objects at a time when at least one of the plurality of objects reaches the first goal; a goal presentation scene control unit that displays a goal presentation scene in which the plurality of objects move toward a second goal and reach the second goal in the order of the score ranking after the race scene in which at least one of the plurality of objects reaches the first goal; An information processing system having the above configuration.
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