Game processing program, game processing method and game processing device

The game processing program addresses the challenge of generating and posting game screens during gameplay by automating the image generation process based on game progress and object attributes, reducing user effort and enhancing social media engagement.

JP7672649B2Active Publication Date: 2025-05-08GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2021150109
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-15
Publication Date
2025-05-08
Estimated Expiration
2037-07-14

AI Technical Summary

Technical Problem

In action-based games, users face difficulties in generating and posting game screens during gameplay, requiring them to stop the game progress, which limits the operability and usage of this feature.

Method used

A game processing program that uses a control unit to identify game progress, record history, determine image generation conditions based on object positions and attributes, and display selected information on the game screen, allowing for automatic generation and posting of game images without user interruption.

Benefits of technology

This solution reduces the user's effort in generating game images, enables seamless integration of game progress into image generation, and facilitates the posting of diverse game images on social networks, enhancing user engagement and motivation.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To reduce a user's trouble required for generation of a game image.SOLUTION: A user terminal 10 executes a progress situation identification step of identifying a progress situation of a game, a history recording step of recording history information of the game, an image generation condition determination step of determining an image generation condition including a position of a virtual camera on the basis of a position of an object when the identified progress situation of the game satisfies a trigger condition, a selection step of selecting information related to the progress situation of the game in the object when generating an image from history information, and a display control step of generating an image on the basis of an image generation condition and for displaying the image and selected information on a display part.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a game processing program, a game processing method, and a game processing device for providing a game that generates an image of a virtual space. [Background technology]

[0002] Conventionally, video games are known that generate and save game screens in response to user operations. For example, in the video game described in Patent Document 1, a game screen corresponding to each user is displayed on a user terminal operated by the user. Then, when a user performs a shooting operation, a shooting screen, which is a game screen in which objects other than the character operated by the user perform a predetermined action, is displayed on the user terminal. Also, when a user performs a save operation, the shooting screen displayed on the user terminal is saved. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-56114 A Summary of the Invention [Problem to be solved by the invention]

[0004] Incidentally, in the video game shown in Patent Document 1, a screen for shooting is generated in response to a user's operation as a trigger. Therefore, particularly in action games, it is difficult for a user to generate a screen for shooting while playing the game, and the user has to stop playing the game. Also, due to such poor operability, a user cannot easily generate and post a game screen, and the function for posting a game screen has not been widely used. [Means for solving the problem]

[0005] A game processing program that solves the above problem is a program for progressing a game using a control unit that controls objects in a virtual space based on user operation, and causes the control unit to function as a progress status identification unit that identifies the progress status of the game, a history recording unit that records history information of the game, an image generation condition determination unit that determines image generation conditions including a virtual camera position based on the position of the object when the identified game progress status satisfies a trigger condition, a selection unit that selects information related to the game progress status of the object from the history information when generating the image, and a display control unit that generates an image based on the image generation conditions and displays the image and the selected information on a display unit.

[0006] With regard to the above game processing program, it is preferable that the display control unit identifies an area of ​​the generated image occupied by the object included in the image, and displays the selected information in an area excluding the area occupied by the object.

[0007] Regarding the above game processing program, when the object is playing against an opponent, it is preferable that the display control unit extracts a battle history with the opponent and generates the extracted battle history as the selected information.

[0008] In the above game processing program, it is preferable that the display control unit generates a play time of the game as the selected information.

[0009] With regard to the above game processing program, it is preferable that when the display control unit determines that there is no area in which to display the selected information except for the area occupied by the object, the display control unit does not display the selected information.

[0010] In the above game processing program, it is preferable that the image generation condition determination unit obtains information regarding a size of the object, and determines image generation conditions for the image of the virtual space according to the size of the object.

[0011] In the above game processing program, it is preferable that the image generation condition determination unit obtains priorities of a plurality of the objects, and determines the image generation conditions so as to include the object having the highest priority in an image.

[0012] In the above game processing program, it is preferable that the image generation condition determination unit determines the generation conditions for the image of the virtual space so that the object and a predetermined object that is part of a background are included.

[0013] With regard to the above-mentioned game processing program, it is preferable that the control unit further functions as an image providing unit that, when the image includes objects operated by multiple users, transmits the image tagged with each of the users to a server that displays the image so that it can be viewed by an unspecified number of users. In the above game processing program, it is preferable that the image providing unit transmits the image tagged with each of the users to the server that provides a social network service.

[0014] A game processing method that solves the above problem is a method for progressing a game using a control unit that controls objects in a virtual space based on user operation, in which the control unit executes the following steps: a progress status identification step that identifies the progress status of the game; a history recording step that records historical information of the game; an image generation condition determination step that determines image generation conditions including a virtual camera position based on the position of the object if the identified game progress status satisfies a trigger condition; a selection step that selects information related to the game progress status of the object when generating the image from the historical information; and a display control step that generates an image based on the image generation conditions, and displays the image and the selected information on a display unit. A game processing device that solves the above problem is a game processing device equipped with a control unit that controls objects in a virtual space based on user operation, and includes a progress determination unit that determines the progress of the game, a history recording unit that records history information of the game, an image generation condition determination unit that determines image generation conditions including a virtual camera position based on the position of the object when the identified game progress satisfies a trigger condition, a selection unit that selects information related to the game progress of the object from the history information when generating the image, and a display control unit that generates an image based on the image generation conditions, and displays the image and the selected information on a display unit. Effect of the Invention

[0015] According to the present invention, it is possible to reduce the effort required for a user to generate images for a game. [Brief description of the drawings]

[0016] [Figure 1] FIG. 1 is a schematic diagram illustrating a configuration of an apparatus according to a first embodiment. [Diagram 2] FIG. 4 is a schematic diagram showing an example of a data structure of game field information according to the first embodiment. [Diagram 3] 5(a) to 5(c) are schematic diagrams showing an example of a data structure of object information according to the first embodiment. [Figure 4] FIG. 4 is a schematic diagram showing an example of a data structure of game history information according to the first embodiment. [Diagram 5] FIG. 4 is a schematic diagram showing an example of a data structure regarding image generating conditions according to the first embodiment. [Figure 6] 5 is a flowchart showing the procedure of an image transmission process according to the first embodiment. [Figure 7] 5 is a flowchart showing the procedure of a process for determining an image generating condition according to the first embodiment. [Figure 8] 6 is a flowchart showing the procedure of a message determination process according to the first embodiment. [Figure 9]5(a) to 5(d) are schematic diagrams illustrating the generation process of an image of a game field according to the first embodiment. [Figure 10] 5(a) to 5(c) are schematic diagrams showing images of a game field in the first embodiment. [Figure 11] 10 is a flowchart showing the procedure of an image transmission process according to a second embodiment. [Figure 12] 10 is a flowchart showing the procedure of a process for determining image generation conditions according to a second embodiment. [Figure 13] 10 is a flowchart showing the procedure of a process for determining image generation conditions according to a second embodiment. [Figure 14] 10 is a flowchart showing the procedure of a message determination process according to the second embodiment. [Figure 15] 13(a) to 13(d) are schematic diagrams illustrating the generation process of an image of a game field according to a second embodiment. [Figure 16] 13(a) to 13(d) are schematic diagrams illustrating the generation process of an image of a game field according to a second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] (First embodiment) Hereinafter, a game processing program, a game processing method, and a game processing device will be described as a first embodiment. In this embodiment, a case will be described in which a game in which characters fight each other using a user terminal 10 is provided.

[0018] [Configuration of user terminal 10] The user terminal 10 is a computer terminal (game processing device) operated by a user, and is used to input and output information by executing various applications.

[0019] As shown in FIG. 1, the user terminal 10 includes a control unit 20, a storage unit 30, a communication unit 40, and a display unit 50.

[0020] The storage unit 30 stores game field information 31, object information 32, game history information 33, image generation conditions 34, and image generation history 35.

[0021] The game field information 31 is information for drawing the background of the game field, which is a three-dimensional virtual space. As shown in Fig. 2, the game field information 31 includes identification information (field ID) of the game field and attribute information of the terrain elements included in the game field (for example, the type and size of the terrain element, position coordinates within the game field, etc.).

[0022] The object information 32 is information about attributes of objects placed in the game field. As shown in FIG. 3(a), the object information 32 includes information about characters placed as objects in the game field (e.g., the size (height) of the character, etc.). As shown in FIG. 3(b), the object information 32 includes information about objects placed as objects in the game field (e.g., the size of the object, etc.). As shown in FIG. 3(c), the object information 32 includes information about the behavior of the character in the game field (e.g., the behavior of the character corresponding to the user's input operation, etc.). An example of the behavior of the character corresponding to the user's input operation may be, for example, a character walking when the user taps a predetermined position, or a character jumping when the user taps a predetermined position twice in succession (double tap).

[0023] The game history information 33 is history information of characters included in a game scene, and is updated as the game progresses. As shown in Fig. 4, the game history information 33 includes the type of action (action ID) of each character at each game play time, and information on the situation of each character (for example, position coordinates in the game field, battle history, vitality value, amount of damage inflicted on the opponent, etc.).

[0024] The image generation conditions 34 stipulate the conditions for generating, as a still image, an image of the game field optimized according to the attributes of the objects as the game progresses. As shown in FIG. 5, the image generation conditions 34 include information regarding the position, direction, and angle of view that are the viewpoint when generating an image of the game field. The image generation conditions 34 stipulate different conditions according to the attributes of the objects placed in the game field. Furthermore, when the game progress satisfies a predetermined condition (for example, the vitality value of a character becomes "zero"), the image generation conditions 34 are generated according to the game progress.

[0025] The image generation history 35 includes information regarding images of the game field that are generated based on the image generation conditions 34 as the game progresses.

[0026] The control unit 20 functions as a game management unit 21, a display control unit 22, and an SNS processing unit 23 by executing a game processing program.

[0027] The game management unit 21 of the control unit 20 acquires an operation signal from the operation input unit 60 operated by the user. Furthermore, the game management unit 21 uses the acquired operation signal to identify the operation status of the character by the user.

[0028] The game management unit 21 manages the progress of the game by the user. Specifically, first, the game management unit 21 moves the character in the game field based on the operation status of the character by the user. In addition, when the character operated by the user approaches an opponent character, the game management unit 21 executes a battle between the characters.

[0029] Here, the game management unit 21 holds a trigger condition for taking a picture (generating an image). When a game event (for example, attacking, walking, clearing a difficult spot, etc.) matches the content set as the trigger condition, the game management unit 21 determines an image generation condition 34 according to the attributes of an object included in a game scene. An example of the trigger condition is the activation of a special technique such as a killer move by a character operated by a user, or the start of a battle with a "boss" character who is an opponent stronger than a normal enemy character (having high parameter values ​​such as a stamina value and an attacking power). The game management unit 21 also generates an image of the game field based on the image generation condition 34. The game management unit 21 also specifies an area of ​​the generated image excluding the object as an empty space, and adds a message to the empty space. In this case, the game management unit 21 may add a fixed phrase as a message, or may add a message generated based on the game history information 33. The game management unit 21 then adds the image of the game field including the added message to the image generation history 35.

[0030] The display control unit 22 extracts game field information 31 corresponding to the viewpoint of a character operated by a user. Then, the display control unit 22 transmits the extracted game field information 31 as an image signal to the display unit 50. In addition, the display control unit 22 extracts images of the character operated by the user and the opponent character from the object information 32 and transmits them to the display unit 50 as an image signal.

[0031] The SNS processing unit 23 executes a process that utilizes a social network service (SNS). Here, the process reads out an image of the game field generated during the progress of the game from the image generation history 35, and transmits it to the SNS server 100 via the communication unit 40. In this case, the SNS processing unit 23 may obtain the posting history to the SNS and automatically select the posting destination. Also, the user may be allowed to set which SNS to post to. The SNS posting destination may be set as an initial setting by the user, or may be set when the game being played by the user reaches a certain stage (for example, when a stage is completed).

[0032] The communication unit 40 communicates with the server device and other user terminals via the network.

[0033] [Game Processing] Next, a process for transmitting an image of the game field generated during the progress of the game to the SNS server will be described with reference to FIGS.

[0034] First, the control unit 20 of the user terminal 10 determines whether or not a game event matches a trigger condition (step S10). Specifically, the game management unit 21 of the control unit 20 monitors the progress of the game event and compares the progress with a preset trigger condition.

[0035] When the game event matches the trigger condition ("YES" in step S10), the control unit 20 identifies objects included in the game scene (step S20). Specifically, the game management unit 21 of the control unit 20 identifies the position of the character operated by the user in the game field. In addition, the game management unit 21 identifies other objects existing in the vicinity of the character's position using the position information of the object information 32.

[0036] Next, the control unit 20 determines the image generating conditions 34 (step S30).

[0037] 7, in the process of determining the image generation conditions 34, the control unit 20 first identifies the attributes of the object (step S30A). Specifically, the game management unit 21 of the control unit 20 extracts object information 32 about the object identified in the previous step S20, and identifies information about the character, information about the object, and information about the character's behavior included in the game scene.

[0038] Next, the control unit 20 specifies the progress of the game (step S30B). Specifically, the game management unit 21 of the control unit 20 extracts the game history information 33 about the character specified as the object in the previous step S20, and specifies information about the status of the character included in the game scene.

[0039] Next, the control unit 20 judges whether or not the game progress satisfies a predetermined condition (step S30C). Specifically, the game management unit 21 of the control unit 20 judges whether or not the character's situation identified in the previous step S30B is a condition suitable for generating the image generation condition 34. Here, an example of a condition suitable for generating the image generation condition 34 is when the character's vitality value is "zero."

[0040] When the game progress satisfies a predetermined condition ("YES" in step S30C), the control unit 20 generates an image generation condition 34 according to the game progress (step S30D). Specifically, as an example of a condition suitable for generating an image generation condition 34, when a character's vitality value becomes "zero", the game management unit 21 of the control unit 20 generates an image generation condition 34 for generating an image looking down on the character whose vitality value has become "zero" from the position of the opponent character as the viewpoint position.

[0041] On the other hand, if the game progress does not satisfy the predetermined condition ("NO" in step S30C), the control unit 20 selects the image generation condition 34 corresponding to the attribute of the object (step S30E). Specifically, the game management unit 21 of the control unit 20 acquires the character ID, object ID, and action ID as examples of the attributes of the object included in the game scene, and selects the image generation condition 34 corresponding to the combination of the acquired IDs.

[0042] 6, the control unit 20 generates an image of the game field (step S40). Specifically, the game management unit 21 of the control unit 20 extracts information related to the viewpoint position, direction, and angle of view recorded in the image generation conditions 34. Then, in the game field read from the game field information 31, an image is generated from viewpoint coordinates in the game field identified based on the viewpoint position.

[0043] Next, the control unit 20 judges whether or not there is free space in the image of the game field (step S50). Specifically, the game management unit 21 of the control unit 20 identifies the area occupied by the object in the image of the game field by using the position information of the object information 32. Then, it judges whether or not there is free space in the area of ​​the image of the game field excluding the object.

[0044] If it is determined that there is free space (YES in step S50), the control unit 20 determines a message (step S60).

[0045] 8, in the message determination process, the control unit 20 first identifies the attributes of the object (step S60A). Specifically, the game management unit 21 of the control unit 20 extracts object information 32 about the object identified in the previous step S20, and identifies information about the character, information about the object, and information about the character's behavior included in the game scene.

[0046] Next, the control unit 20 specifies the progress of the game (step S60B). Specifically, the game management unit 21 of the control unit 20 extracts the game history information 33 about the character specified as the object in the previous step S20, and specifies information about the status of the character included in the game scene.

[0047] Next, the control unit 20 judges whether the game progress status satisfies a predetermined condition (step S60C). Specifically, the game management unit 21 of the control unit 20 judges whether the character status identified in the previous step S60B is a condition suitable for generating a message. Here, examples of conditions suitable for generating a message include the existence of a battle history with an enemy character and the time spent playing the game to reach the current stage being within the time limit.

[0048] If the game progress satisfies a predetermined condition (if "YES" in step S60C), the control unit 20 generates a message according to the game progress (step S60D). Specifically, when there is a battle history with an enemy character, the game management unit 21 of the control unit 20 generates a message including the number of battles with this enemy character (for example, "Challenge this boss for the Xth time!", etc.). In addition, when the game play time to reach the current stage is within the time limit, the game management unit 21 of the control unit 20 generates a message including the game play time (for example, "It took Y hours to reach this stage!", etc.).

[0049] On the other hand, if the game progress does not satisfy the predetermined condition ("NO" in step S60C), the control unit 20 selects a message corresponding to the object attributes (step S60E). Specifically, the game management unit 21 of the control unit 20 acquires a character ID, an object ID, and an action ID as examples of the attributes of objects included in the game scene, and selects a message corresponding to the combination of the acquired IDs.

[0050] 6, the control unit 20 adds a message to the image of the game field (step S70). Specifically, the game management unit 21 of the control unit 20 adds the message generated as described above to an empty space in the image of the game field.

[0051] On the other hand, if it is determined that there is no free space ("NO" in step S50), the control unit 20 does not add a message to the image of the game field.

[0052] Next, the control unit 20 saves the image of the game field in the storage unit 30 (step S80). Specifically, when there is free space in the image of the game field, the game management unit 21 of the control unit 20 adds the image of the game field with the message added to the image generation history 35. In addition, when there is no free space in the image of the game field, the game management unit 21 adds the image of the game field generated based on the image generation conditions 34 to the image generation history 35.

[0053] Next, the control unit 20 executes posting of the image to the SNS (step S90). Specifically, the SNS processing unit 23 of the control unit 20 reads out the image of the game field generated during the progress of the game from the image generation history 35, and transmits it to the SNS server 100 via the communication unit 40.

[0054] Images of the game field that are generated during the progress of the game will be described with reference to FIGS.

[0055] 9(a) shows a schematic diagram of the positional relationship of objects S1 to S4 on a game field in a certain game scene. As shown in the figure, the game management unit 21 of the control unit 20 sets an image viewed from a virtual camera X1 as a play screen.

[0056] 9(b), in this embodiment, the display control unit 22 of the control unit 20 displays an image of objects S1 to S4 on the game field viewed from the front on the display unit 50 as a play screen. In this case, the display control unit 22 of the control unit 20 displays, on the display unit 50, an object S1 (structure) placed as an object on the game field, an object S2 (ally character) operated by the user, and opponent objects S3 and S4 (enemy characters).

[0057] Furthermore, as shown in FIG. 9(a), the game management unit 21 of the control unit 20 sets an image viewed from a virtual camera X2 on the game field as a generated screen.

[0058] 9(c), in this embodiment, the game management unit 21 of the control unit 20 sets, as the generated screen, an image of a viewpoint in which the objects on the game field are viewed obliquely with the object operated by the user at the center. In this case, the game management unit 21 of the control unit 20 sets, as the generated screen, an image including an object S2 (ally character) operated by the user and an object S3 (enemy character) facing the object S2.

[0059] Also, as shown in Fig. 9(d), the game management unit 21 of the control unit 20 identifies an empty space from the generation screen shown in Fig. 9(c) and adds a message to the identified empty space. In this case, the game management unit 21 of the control unit 20 generates a message M1 based on the game history information 33. Specifically, if an object S2 (ally character) has previously been defeated by an opponent object S3 (enemy character) during the progress of the game, the game management unit 21 of the control unit 20 generates a message M1 reflecting the content of that defeat. Then, the game management unit 21 of the control unit 20 adds the generated message M1 near the object S2 (ally character) operated by the user.

[0060] Another example of an image of a game field generated during the progress of a game will be described with reference to FIGS. 10(a) to (c).

[0061] 10(a) is an example of determining image generation conditions 34 according to the size of objects included in a game scene. In this case, the game management unit 21 of the control unit 20 generates an image of the game field from a viewpoint looking up at the opponent's object S3α, because the size of the object S2 (ally character) operated by the user is larger than the size of the opponent's object S3α (enemy character).

[0062] 10(b) is an example of determining image generation conditions 34 according to the relative positions of multiple objects included in a game scene. In this case, the game management unit 21 of the control unit 20 generates an image of the game field from a viewpoint in which the object S2 (ally character) operated by the user and the opponent object S3β (enemy character) are viewed from the side.

[0063] 10(c) is an example of determining image generation conditions 34 according to the attributes of objects included in a game scene and the background of the game field. In this case, the game management unit 21 of the control unit 20 generates an image of the game field so as to include a topographical element ST (sun) that forms the background of the game field, while viewing an object S2 (ally character) operated by the user and an opponent object S3γ (enemy character) from the side.

[0064] As described above, according to the first embodiment, the following effects can be obtained. (1-1) In the above first embodiment, when a game scene matches the content set as the trigger condition, the image generation conditions 34 are determined according to the attributes of the objects included in the game scene. Then, an image of the game field including the objects is generated using the determined image generation conditions 34. This makes it possible to automatically generate an image of the game field including the objects without relying on user operations.

[0065] (1-2) In the first embodiment, the image generation conditions 34 are determined according to the size of the objects included in the game scene, the relative positions of the objects, and the background of the game field. This allows the image of the game field to be rich in diversity.

[0066] (1-3) In the first embodiment, the message M1 is displayed in an area excluding objects included in the image of the game field. This allows the message M1 to be displayed without interfering with the objects included in the image of the game field. Also, by adding a message in addition to the game scene, it becomes easier for other users to understand what kind of scene it is. Also, when a message is added automatically, it is possible to save the user who posts the message some effort.

[0067] (1-4) In the first embodiment, the image generation conditions 34 are generated based on the attributes of objects that change as the game progresses, in addition to the attributes of objects that are preset in the storage unit 30. This allows for a wide variety of images of the game field to be generated in accordance with the attributes of objects.

[0068] (1-5) In the first embodiment, the message M1 is generated based on the game history information 33 accumulated in the course of the game. This makes it possible to provide a wide variety of messages M1 to be displayed on the image of the game field.

[0069] (1-6) By allowing other users to see the diverse images posted on SNS, not only users who have already played the game but also users who have not yet played the game can be motivated to play the game.

[0070] Second embodiment Next, a second embodiment that embodies the game processing program, the game processing method, and the game processing device will be described. Note that the second embodiment is a configuration in which the image generation condition determination process and the message determination process are partially changed, so that the same parts are given the same reference numerals and detailed descriptions thereof will be omitted.

[0071] The game of this embodiment is similar to the first embodiment in that an image of the game field is generated as the game progresses. In this embodiment, a game is assumed in which two users play simultaneously, and objects (ally characters) operated by each user are placed in a common game field. Then, image generation conditions are determined according to the relative positions of the objects in the game field. Specifically, when the objects are close to each other in the game field, image generation conditions are determined so as to include both objects. On the other hand, when the objects are far apart in the game field, image generation conditions are determined so as to include only the object operated by one user.

[0072] First, as shown in FIG. 11, the control unit 20 of the user terminal 10 determines whether or not a game event matches a trigger condition, similar to step S10 (step S110).

[0073] If the game event matches the trigger condition ("YES" in step S110), the control unit 20 identifies objects included in the game scene (step S120), similar to step S20.

[0074] Next, the control unit 20 identifies users who operate each object included in the game scene (step S130). Specifically, the game management unit 21 of the control unit 20 identifies users who operate each object by communicating with user terminals 10 operated by other users via the communication unit 40.

[0075] Next, the control unit 20 judges whether or not there are a plurality of users (step S140). Specifically, the game management unit 21 of the control unit 20 calculates the number of identified users.

[0076] If there are multiple users (YES in step S140), the control unit 20 determines whether the objects operated by the users are close to each other (step S150). Specifically, the game management unit 21 of the control unit 20 extracts the object information 32 about the objects operated by the users, and identifies the position coordinates of each object in the game field. Then, the distance between the objects in the game field is compared with a threshold value.

[0077] Then, if the objects operated by the user are close to each other (YES in step S150), the control unit 20 determines the image generating conditions 34 by the first method (step S160).

[0078] 12, in the process of determining the image generation conditions 34 by the first method, the control unit 20 first identifies the attributes of objects for multiple users (step S160A). Specifically, the game management unit 21 of the control unit 20 identifies information on the characters operated by the multiple users identified in the previous step S130 and information on the character's actions from the object information 32. In addition, information on objects located in the vicinity of the characters operated by each user is identified from the object information 32.

[0079] Next, the control unit 20 identifies the game progress statuses of the multiple users (step S160B). Specifically, the game management unit 21 of the control unit 20 extracts game history information 33 about the characters operated by the multiple users identified in the previous step S130, and identifies information about the status of the characters operated by each user.

[0080] Next, the control unit 20 judges whether or not the game progress status satisfies a predetermined condition (step S160C). Specifically, the game management unit 21 of the control unit 20 judges whether or not at least one of the statuses of the characters operated by each user specified in the previous step S160B is a condition suitable for generating the image generation condition 34.

[0081] If the game progress status that satisfies the predetermined condition is included (if "YES" in step S160C), the control unit 20 generates image generation conditions 34 according to the game progress status that satisfies the predetermined condition (step S160D). Specifically, when the status of the character operated by at least one user is suitable for generating image generation conditions 34, the game management unit 21 of the control unit 20 generates image generation conditions 34 for generating an image suitable for the status of the character. In this case, the game management unit 21 of the control unit 20 uses the attributes of the objects for the multiple users identified in the previous step S160A, and generates image generation conditions 34 so that the characters operated by both users are included in the image.

[0082] On the other hand, if the game progress status that satisfies the predetermined condition is not included (if "NO" in step S160C), the control unit 20 selects the image generation condition 34 corresponding to the object attributes of the multiple users (step S160E). Specifically, the game management unit 21 of the control unit 20 acquires the character ID, object ID, and action ID as examples of the object attributes of the multiple users identified in the previous step S160A, and selects the image generation condition 34 corresponding to the combination of the acquired IDs.

[0083] Returning to FIG. 11, if the objects operated by the user are separated from each other ("NO" in step S150), the control unit 20 determines the image generating condition 34 by the second method (step S170).

[0084] 13, in the process of determining the image generation conditions 34 by the second method, the control unit 20 first identifies the attributes of the object for the first user (step S170A). Specifically, the game management unit 21 of the control unit 20 identifies information on the character operated by the first user identified in the previous step S130 and information on the character's behavior from the object information 32. In addition, information on the object located near the character operated by the first user is identified from the object information 32.

[0085] Next, the control unit 20 identifies the progress of the game for the first user (step S170B). Specifically, the game management unit 21 of the control unit 20 extracts the game history information 33 for the character operated by the first user identified in the previous step S130, and identifies information regarding the status of the character operated by the first user.

[0086] Next, the control unit 20 determines whether the game progress status satisfies a predetermined condition (step S170C). Specifically, the game management unit 21 of the control unit 20 determines whether the status of the character operated by the first user specified in the previous step S170B satisfies a condition suitable for generating the image generation condition 34.

[0087] When the progress of the game satisfies a predetermined condition ("YES" in step S170C), the control unit 20 generates image generation conditions 34 according to the progress of the game (step S170D). Specifically, when the situation of the character operated by the first user satisfies a condition suitable for generating image generation conditions 34, the game management unit 21 of the control unit 20 generates image generation conditions 34 for generating an image suitable for the situation of the character. In this case, the game management unit 21 of the control unit 20 uses the attributes of the object for the first user identified in the previous step S170A and generates image generation conditions 34 so as to include the character operated by the first user in the image.

[0088] On the other hand, if the game progress does not satisfy the predetermined condition (if "NO" in step S170C), the control unit 20 selects the image generation condition 34 corresponding to the attributes of the object for the first user (step S170E). Specifically, the game management unit 21 of the control unit 20 acquires the character ID, object ID, and action ID as an example of the attributes of the object for the first user identified in the previous step S170A, and selects the image generation condition 34 corresponding to the combination of the acquired IDs.

[0089] Returning to FIG. 11, the control unit 20 generates an image of the game field in the same manner as in step S40 (step S180).

[0090] Next, the control unit 20 determines whether or not there is free space in the image of the game field, similarly to step S50 (step S190).

[0091] If it is determined that there is free space (YES in step S190), the control unit 20 determines a message (step S200).

[0092] 14, in the message determination process, the control unit 20 first determines whether or not the image generation conditions 34 have been determined by the first method (step S200A). Specifically, the game management unit 21 of the control unit 20 determines whether or not there are multiple users and whether or not the objects operated by each user are in close proximity to each other.

[0093] When the image generation conditions 34 are determined by the first method (YES in step S200A), the control unit 20 specifies the attributes of objects for the multiple users (step S200B). Specifically, the game management unit 21 of the control unit 20 specifies information on the characters operated by the multiple users specified in the previous step S130 and information on the character's actions from the object information 32. In addition, the game management unit 21 specifies information on objects located in the vicinity of the characters operated by each user from the object information 32.

[0094] Next, the control unit 20 identifies the game progress statuses of the multiple users (step S200C). Specifically, the game management unit 21 of the control unit 20 extracts game history information 33 about the characters operated by the multiple users identified in the previous step S130, and identifies information about the status of the characters operated by each user.

[0095] Next, the control unit 20 determines whether or not the game progress status satisfies a predetermined condition (step S200D). Specifically, the game management unit 21 of the control unit 20 determines whether or not at least one of the statuses of the characters operated by each user identified in the previous step S200C is a condition suitable for generating a message.

[0096] If the game progress status that satisfies the predetermined condition is included (if "YES" in step S200D), control unit 20 generates a message according to the game progress status that satisfies the predetermined condition (step S200E). Specifically, when the status of the character operated by at least one of the users is suitable for generating a message, game management unit 21 of control unit 20 generates a message suitable for the status of the character.

[0097] On the other hand, if the game progress status does not satisfy the predetermined condition (if "NO" in step S200D), the control unit 20 selects a message corresponding to the attributes of the objects for the multiple users (step S200F). Specifically, the game management unit 21 of the control unit 20 acquires a character ID, an object ID, and an action ID as examples of the attributes of the objects for the multiple users identified in the previous step S130, and selects a message corresponding to the combination of the acquired IDs.

[0098] Furthermore, when the image generation conditions 34 have not been determined by the first method (when "NO" in step S200A), that is, when the image generation conditions 34 have been determined by the second method, the control unit 20 specifies the attributes of the object for the first user (step S200G). Specifically, the game management unit 21 of the control unit 20 specifies information on the character operated by the first user specified in the previous step S130 and information on the character's behavior from the object information 32. Furthermore, information on the object located in the vicinity of the character operated by the first user is specified from the object information 32.

[0099] Next, the control unit 20 identifies the progress of the game for the first user (step S200H). Specifically, the game management unit 21 of the control unit 20 extracts the game history information 33 for the character operated by the first user identified in the previous step S130, and identifies information on the status of the character operated by the first user.

[0100] Next, the control unit 20 determines whether the game progress status satisfies a predetermined condition (step S200I). Specifically, the game management unit 21 of the control unit 20 determines whether the status of the character operated by the first user identified in the previous step S200H satisfies a condition suitable for generating a message.

[0101] If the game progress satisfies a predetermined condition (if "YES" in step S200I), the control unit 20 generates a message according to the game progress (step S200J). Specifically, when the situation of the character operated by the first user is suitable for generating a message, the game management unit 21 of the control unit 20 generates a message suitable for the situation of the character.

[0102] On the other hand, if the game progress does not satisfy the predetermined condition (if "NO" in step S200I), the control unit 20 selects a message corresponding to the attributes of the object for the first user (step S200K). Specifically, the game management unit 21 of the control unit 20 acquires a character ID, an object ID, and an action ID as examples of the attributes of the object for the first user identified in the previous step S130, and selects a message corresponding to the combination of the acquired IDs.

[0103] Returning to FIG. 11, the control unit 20 also adds a message to the image of the game field (step S210), similar to step S70.

[0104] On the other hand, if it is determined that there is no free space ("NO" in step S190), the control unit 20 does not add a message to the image of the game field.

[0105] Next, the control unit 20 stores the image of the game field in the same manner as in step S80 (step S220).

[0106] Next, the control unit 20 judges whether the image of the game field includes objects operated by multiple users (step S230). Specifically, the SNS processing unit 23 of the control unit 20 refers to the object information 32 associated with the image of the game field to identify the users operating each object. Then, it judges whether the objects are operated by multiple users.

[0107] If the image of the game field includes objects operated by multiple users (YES in step S230), the control unit 20 tags the users and posts the image to the SNS (step S240). Specifically, the SNS processing unit 23 of the control unit 20 reads the image of the game field generated during the progress of the game from the image generation history 35, and extracts information about the specified user from the image of the game field. Then, the information about the user is associated with the image of the game field and transmitted to the SNS server 100 via the communication unit 40.

[0108] On the other hand, if the image of the game field does not include objects operated by multiple users (if "NO" in step S230), the control unit 20 executes posting of the image to the SNS (step S250). Specifically, the SNS processing unit 23 of the control unit 20 reads the image of the game field generated during the progress of the game from the image generation history 35, and transmits it to the SNS server 100 via the communication unit 40.

[0109] With reference to FIGS. 15(a) to (d), an image of a game field that is generated when objects operated by a plurality of users are close to each other will be described.

[0110] 15(a) shows a schematic diagram of the positional relationship of objects S11 to S15 on a game field in a certain game scene. As shown in the figure, the game management unit 21 of the control unit 20 sets an image viewed from a virtual camera X11 as a play screen.

[0111] 15(b), in this embodiment, the display control unit 22 of the control unit 20 displays an image of the objects S11 to S15 on the game field viewed from the front on the display unit 50 as a play screen. In this case, the display control unit 22 of the control unit 20 displays on the display unit 50 an object S11 (structure) placed as an object on the game field, an object S12 (ally character) operated by a first user, an object S13 (ally character) operated by a second user, and opponent objects S14 and S15 (enemy characters).

[0112] Moreover, as shown in FIG. 15(a), the game management unit 21 of the control unit 20 sets an image viewed from a virtual camera X12 on the game field as a generated screen.

[0113] 15(c), in this embodiment, the game management unit 21 of the control unit 20 sets an image of an oblique viewpoint of the objects on the game field based on the relative positions of the object S12 operated by the first user and the object S13 operated by the second user as the generated screen. In this case, the game management unit 21 of the control unit 20 sets an image including the object S12 (ally character) operated by the first user and the object S13 (ally character) operated by the second user as the generated screen.

[0114] Also, as shown in FIG. 15(d), the game management unit 21 of the control unit 20 identifies an empty space from the generation screen shown in FIG. 15(c) and adds a message M2 to the identified empty space. In this case, the game management unit 21 of the control unit 20 generates the message M2 using information about the second user. Specifically, when an object S12 (ally character) operated by the first user and an object S13 (ally character) operated by the second user simultaneously attack opponent objects S14, S15 (enemy characters), the game management unit 21 of the control unit 20 generates a message M2 reflecting the content of the attack. Then, the game management unit 21 of the control unit 20 adds the generated message M2 near the object S12 (ally character) operated by the first user.

[0115] Next, with reference to Figs. 16(a) to (d), an image of a game field that is generated when objects operated by a plurality of users are separated from each other will be described.

[0116] 16(a) shows a schematic diagram of the positional relationship of objects S11 to S15 on a game field in a certain game scene. As shown in the figure, the game management unit 21 of the control unit 20 sets an image viewed from a virtual camera X11 as a play screen.

[0117] 16(b), in this embodiment, the display control unit 22 of the control unit 20 displays an image of the objects S11 to S15 on the game field viewed from the front on the display unit 50 as a play screen. In this case, the display control unit 22 of the control unit 20 displays on the display unit 50 an object S11 (structure) placed as an object on the game field, an object S12 (ally character) operated by a first user, an object S13 (ally character) operated by a second user, and opponent objects S14 and S15 (enemy characters).

[0118] Moreover, as shown in FIG. 16(a), the game management unit 21 of the control unit 20 sets an image viewed from a virtual camera X13 on the game field as a generated screen.

[0119] 16(c), in this embodiment, the game management unit 21 of the control unit 20 sets, as the generated screen, an image of an oblique viewpoint of the object on the game field based on the position of the object S12 operated by the first user. In this case, the game management unit 21 of the control unit 20 sets, as the generated screen, an image including the object S12 (ally character) operated by the first user, without including the object S13 (ally character) operated by the second user.

[0120] Also, as shown in Fig. 16(d), the game management unit 21 of the control unit 20 identifies an empty space from the generation screen shown in Fig. 16(c) and adds a message M3 to the identified empty space. In this case, the game management unit 21 of the control unit 20 generates the message M3 based on the attributes of the object S12 operated by the first user. Specifically, when the object S12 (ally character) operated by the first user activates a special move, the game management unit 21 of the control unit 20 generates a message M3 reflecting the contents of the special move. Then, the game management unit 21 of the control unit 20 adds the generated message M3 near the object S12 (ally character) operated by the first user.

[0121] As described above, according to the second embodiment, in addition to the effects described in the first embodiment, the effects listed below can be obtained. (2-1) In the second embodiment, the image generation conditions 34 are determined so that objects operated by multiple users in the game field are included in the image. This makes it possible to generate an image of the game field that shows the relationships between objects in the game scene.

[0122] (2-2) In the second embodiment, the objects to be included in the image are determined according to the relative positions of the objects operated by the multiple users. This makes it possible to change the combination of objects to be included in the image of the game field according to the game scene.

[0123] (2-3) In the second embodiment, other users who operate objects included in a game scene are identified, and the images of the game field are sent to the SNS server 100 with the other users tagged. Therefore, the images of the game field can be sent in a manner that associates a plurality of users with each other. This allows the images of the game field to be spread on the SNS.

[0124] (2-4) In the second embodiment, other users can be motivated to play the game by checking the diverse images posted on the SNS.

[0125] Each of the above-described embodiments can be modified as follows. In the above second embodiment, a case where a game is provided for two users to play has been described, but a game may be provided for three or more users to play. In this case, when three or more objects operated by users are close to each other, the control unit 20 may determine the image generation conditions 34 so that all of these objects are included in the image. This makes it possible to generate an image of a game field that can be shared by many users.

[0126] In the second embodiment, the image of the game field is sent to the SNS server 100 with other users who operate the object S13 included in the game scene being tagged. The method of sending the image of the game field is not limited to the method of tagging other users. For example, the control unit 20 may send the image of the game field to a shared folder of an external server shared among a plurality of users. In addition, the control unit 20 may change the SNS server 100 to which the image of the game field is sent for each target user. This makes it easier for each user to manage the image of the game field. As a result, each user has more opportunities to view the image of the game field, which can motivate them to play the game.

[0127] In the second embodiment, the objects to be included in the image are determined according to the relative positions of the objects operated by the multiple users. The method of determining the objects to be included in the image is not limited to the method based on the relative positions of the objects. For example, the control unit 20 may set a priority as an attribute of the object and determine the image generation condition 34 so that the object with the highest priority is included in the image. The control unit 20 may also determine the image generation condition 34 without considering the relative positions of the objects in the game field. In this case, the control unit 20 may determine the image generation condition 34 so that the objects operated by the multiple users are included in the image. This makes it possible to generate an image in which multiple users form a party and play a game, regardless of the relative positions of the objects in the game field. Then, when such an image is posted on an SNS, it is possible to motivate the viewers to play the game. Also, the image generation condition 34 may be determined so that only the objects operated by one user are included in the image. This makes it possible to generate an image in which a single user plays a game in a play style for each user, regardless of the relative positions of the objects in the game field. Then, when such an image is posted on an SNS, it is possible to motivate the viewers to play the game.

[0128] In each of the above embodiments, a message is generated based on the game history information 33 accumulated during the progress of the game. The method of generating a message is not limited to a method based on the game history information 33. For example, the control unit 20 may generate a message based on a user's behavior history identified through an information processing terminal, such as the user's posting history on SNS or internet browsing history. This makes it possible to generate a message that matches the characteristics of the user.

[0129] In each of the above embodiments, the message is displayed in an area excluding the object included in the image of the game field. The method of determining the display position of the message is not limited to a method based on the area of ​​the object in the image. For example, the control unit 20 may narrow down the display position of the message from the free space in the image of the game field according to the attributes of the object. This can optimize the display position of the message and enhance the presentation effect of the game. Furthermore, the control unit 20 may determine the display position of the message according to the attributes of the object without considering the area of ​​the object in the image. This can display the message without being limited by the number of characters.

[0130] In the above embodiments, a message is added when there is free space in the image of the game field. However, the control unit 20 may not add a message to the image of the game field regardless of whether there is free space or not. This makes it possible to generate an image of the game field with high artistic quality, like a photographer's photograph, without the image of the game field being obstructed by the message display.

[0131] In the above embodiments, the parameters of the object operated by the user (e.g., the position and size of the object) are applied as the attributes of the object used to determine the image generation conditions 34. However, the type of item used by the object operated by the user in a battle (e.g., an axe or a bow) can also be applied as the attributes of the object used to determine the image generation conditions 34. In this case, the area affected by the effect of the item can be taken into account in the image generation conditions. For example, in an image of the moment after the bow is shot, the angle of view can be widened so that both the character who drew the bow and the shot arrow are included in the image. Conversely, in the case of an item that is held and used by a character, such as an axe, an image can be generated with an angle of view closer to the character. This allows images of a more diverse game field to be generated.

[0132] In the above embodiments, information on the position, direction, and angle of view of the viewpoint when generating an image was determined as the image generation conditions 34 according to the attributes of the objects included in the game scene. That is, the composition when generating an image was determined according to the attributes of the objects included in the game scene. The information determined as the image generation conditions 34 is not limited to information on the composition of the image. For example, the control unit 20 may determine the generation timing of an image during the progress of the game according to the attributes of the objects included in the game scene. In this case, the control unit 20 may determine the generation timing of the image in addition to the composition of the image according to the attributes of the objects included in the game scene. Also, the control unit 20 may determine the generation timing of the image according to the attributes of the objects while the composition of the image is manually set by the player. Also, the control unit 20 may automatically generate the image generation conditions 34 according to the attributes of the objects, while manually determining the message to be displayed, or conversely, may manually set the image generation conditions 34 while automatically determining the message to be displayed according to the attributes of the objects.

[0133] In the above embodiments, the image of the game field is generated as a still image, but the image of the game field may be generated as a moving image. This allows a more realistic and attractive image of the game field to be posted on SNS.

[0134] In each of the above embodiments, at least a part of the operations and processes executed by the user terminal may be executed by a server device connected to the user terminal. For example, the processes such as display control of various screens and control of various GUIs displayed on the user terminal may be executed by either the server device or the user terminal. In addition, the processes such as display control of various screens and control of various GUIs may be executed by the server device and the user terminal in cooperation. That is, a part of various game screens may be a web display displayed on the user terminal based on data generated by the server device, and a part of the game screen may be a native display displayed by a native application installed on the user terminal. In this way, the game according to each of the above embodiments may be a hybrid game in which the server device and the user terminal are responsible for a part of each of the processes.

[0135] An information processing device such as a computer or a mobile phone can be suitably used to function as the server device or user terminal according to each of the above embodiments. Such an information processing device can be realized by storing a program describing the processing contents for realizing each function of the server device or user terminal according to the embodiment in a storage unit of the information processing device, and reading and executing the program by a CPU of the information processing device.

[0136] In the above embodiments, a game in which objects compete against each other has been described as an example of a game, but the present invention can be applied to other games, such as a simulation game in which the game field unfolds from the viewpoint of an object placed in the game field. In other words, the present invention can be applied to any game in which objects in a game field are controlled. The technical ideas that can be understood from the above-described embodiment and other examples will be described below. [1] A program for progressing through a game using a control unit that controls game media in a virtual space, The control unit, Obtaining information associated with the game medium; When a predetermined event occurs, determining a condition for generating an image of a virtual space in accordance with information associated with the game medium; A game processing program characterized by functioning as a means for generating an image including the game medium using the generation conditions. [2] The game processing program described in [1], characterized in that the control unit obtains information regarding the size of the game medium as information associated with the game medium, and determines the generation conditions based on the size of the game medium. [3] The game processing program described in [1] or [2], characterized in that the control unit determines the generation conditions according to the relative positions of the multiple game media. [4] The game processing program described in any one of [1] to [3], characterized in that the control unit determines the generation conditions based on the attributes of the game medium and the background of the virtual space. [5] The game processing program described in any one of [1] to [4], characterized in that the control unit determines the generation conditions based on at least one of information associated with the game medium that is pre-set in a memory unit and information associated with the game medium that changes as the game progresses. [6] The game processing program described in any one of [1] to [5], characterized in that the control unit displays the game medium operated by multiple users in a common virtual space and determines the generation conditions so that the game medium operated by the multiple users in the virtual space is included in an image. [7] The game processing program described in [6], characterized in that the control unit determines the game media to be included in the image based on the multiple game media included in the game scene. [8] The game processing program described in any one of [1] to [7], characterized in that the control unit displays a message in an area excluding the game medium included in the image. [9] The game processing program described in [8], wherein the control unit generates the message based on data accumulated during the progress of the game.

[10] The game processing program described in any one of [1] to [9], characterized in that the control unit identifies other users who are operating the game medium and transmits the image as common information with the other users.

[11] A method for progressing through a game using a control unit that controls a game medium in a virtual space, comprising: The control unit: Obtaining information associated with the game medium; When a predetermined event occurs, determining a condition for generating an image of a virtual space in accordance with information associated with the game medium; A game processing method comprising: generating an image including the game medium using the generation conditions.

[12] A game processing device including a control unit for controlling a game medium in a virtual space, The control unit: Obtaining information associated with the game medium; When a predetermined event occurs, determining a condition for generating an image of a virtual space in accordance with information associated with the game medium; A game processing device that generates an image including the game medium using the generation conditions. [Explanation of symbols]

[0137] 10...user terminal, 20...control unit, 21...game management unit, 22...display control unit, 23...SNS processing unit, 30...memory unit, 31...game field information, 32...object information, 33...game history information, 34...image generation conditions, 35...image generation history, 40...communication unit, 50...display unit, 60...operation input unit, 100...SNS server.

Claims

[Claim 1] A program for progressing through a game using a control unit that controls an object in a virtual space based on a user's operation, The control unit, a means for recording history information of the game including information regarding actions of a character object which is the object operated by the user, and updating the history information in accordance with the progress of the game; a means for identifying, when an event of the game satisfies a trigger condition, the object located in a game field of the game in progress, a character object which is the object operated by the user, and an object other than the character object included in the virtual space; a means for generating image generation conditions based on information regarding the status of the character object included in game history information updated in accordance with the progress of the game when the progress of the game satisfies a predetermined condition, and for selecting one condition from a plurality of image generation conditions selected in accordance with attributes of the object located in the game field, the image generation conditions including a position, direction, and angle of view of a virtual camera and pre-recorded in a storage unit, based on a combination of an identifier of the specified character object, an identifier of an object other than the character object included in the virtual space, and an identifier of a type of action of the character object based on the history information when the progress of the game does not satisfy the predetermined condition; means for generating an image of the game field based on the image generation conditions; specifying an area occupied by the object in the image of the game field, determining whether or not there is an empty space other than the area occupied by the object, and making the said function as a means for adding a message based on the history information to the empty space; Game processing program.

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