Game program and game device
By introducing movable virtual cameras and multiple mobile modes in virtual space games, the problem of diversified character image performance in the prior art is solved, and a richer gaming experience is achieved.
Patent Information
- Application Number
- JP2023043790
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-20
- Publication Date
- 2025-05-12
- Estimated Expiration
- 2043-03-20
AI Technical Summary
In games in virtual space, the way characters are displayed has an impact on players' interests, but the prior art is difficult to effectively diversify the image representation of characters.
By introducing a movable virtual camera into the game, multiple moving modes are adopted (such as modes that connect the two character virtual planes and modes that are parallel to the virtual plane) to capture and display battle scenes between characters in a three-dimensional virtual space.
It realizes diversified image performance in virtual space games, enhancing players' immersive experience and game interests.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program and a game device. [Background technology]
[0002] Some games executed on a computer are fighting games. In fighting games, a character operated by a player (user) and a character operated by another player or a computer (game device) generally fight each other by engaging in fighting techniques to determine the winner. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-081306 A Summary of the Invention [Problem to be solved by the invention]
[0004] In games played in a virtual space, interest in the game is determined by how the characters are displayed.
[0005] The present disclosure aims to diversify image-based presentation in games played in virtual spaces. [Means for solving the problem]
[0006] A first aspect of the present invention provides a computer comprising: a game progression unit that causes a first character and a second character to battle in a three-dimensional virtual space; a virtual camera that captures a moving image of a predetermined range in the virtual space; a display unit that displays the moving image on a display device; Functioning as a The virtual camera is movable within the virtual space; the virtual camera has a first movement mode in which the virtual camera moves so as to face a virtual plane including a straight line connecting the first character and the second character; The game program causes the virtual camera to move in a first movement mode when the battle is started.
[0007] In a first aspect, The virtual camera may continue to capture images of the first character and the second character while moving in the first movement mode.
[0008] In the above aspect, The virtual camera may have a second movement mode in which, during the battle, the virtual camera moves in a direction parallel to the virtual plane while capturing images of the first character and the second character.
[0009] In the above aspect, An up-down direction is defined in the virtual space, The virtual surface may be a surface extending in the vertical direction of the virtual space.
[0010] In the above aspect, The imaging direction of the virtual camera upon completion of movement in the first movement mode may be a direction perpendicular to the virtual plane.
[0011] In the above aspect, The game progression unit may limit a range of movement of the first character and the second character during the battle to only directions along the virtual plane.
[0012] In the above aspect, causing the computer to function as an operation unit that accepts input from a user; the game progression unit moves the first character within the virtual space in response to the input received by the operation unit; the virtual camera has a third movement mode in which the virtual camera moves in the virtual space while following the first character; When a game situation occurs in which the first character and the second character are to fight each other while moving in the third movement mode, the virtual camera may change the movement mode from the third movement mode to the first movement mode.
[0013] In the above aspect, When the battle ends, the virtual camera may change its movement mode to the third movement mode.
[0014] A second aspect is a game device comprising: a storage unit that stores the game program of the above aspect; A control unit that executes the game program; It is a game device equipped with the above. Effect of the Invention
[0015] According to the present disclosure, it is possible to diversify image-based effects in games played in virtual spaces. [Brief description of the drawings]
[0016] [Figure 1] FIG. 2 is a block diagram showing the configuration of the game device. [Diagram 2] FIG. [Diagram 3] FIG. 13 is a diagram showing one frame of a moving image when a first movement mode is completed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] [Embodiment] A game based on this game program is played in a virtual space (three-dimensional). The game based on this game program is a fighting action game in which a player character fights against other player characters or non-player characters in the virtual space. More specifically, the game of this embodiment is a so-called fighting game.
[0018] In this fighting game, a user (player) selects and controls one character (player character). The user controls the player character and can challenge other characters (e.g., non-player characters) to a fight in the virtual space. In a fight, the winner is determined when the vitality value of one of the characters reaches 0, for example.
[0019] Configuration of the Game Device Hardware Configuration 1 is a block diagram showing the configuration of a game device 5. The game device 5 executes a predetermined game based on a user's operation. The game device 5 has a display 61 (display device), a speaker 62, and a controller 63 either externally connected or built-in.
[0020] The game device 5 may be, for example, a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), or other commercially available device.
[0021] In the game device 5, the game progresses based on the installed game program and game data. The game devices 5 can communicate data with each other using a communication network (not shown) or a short-range wireless communication device (not shown).
[0022] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0023] The network interface 51 is communicatively connected to the communication network in order to transmit and receive various data to and from, for example, other game devices 5 and external server devices (not shown).
[0024] The graphics processing unit 52 renders game images including the player character and various objects in a virtual space (hereinafter, virtual space VS) in a moving image format according to game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61 (e.g., a liquid crystal display). The game images rendered in a moving image format are displayed on the display 61 as a game screen.
[0025] The graphics processing unit 52 displays a predetermined range within the virtual space VS on the display 61. The graphics processing unit 52 determines the display range in response to an instruction from the control unit 56.
[0026] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 reproduces digital game sounds in accordance with instructions from the control unit 56. Specifically, the audio processing unit 53 converts the sound data output by the control unit 56 into an analog signal and outputs it to the speaker 62.
[0027] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. A game player operates various operators such as buttons of the controller 63 to input signals (commands, data, etc.) to the game device 5.
[0028] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. Game data, various programs including a game program, etc. are stored in the storage unit 55. Examples of game data include game media and user account information.
[0029] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.
[0030] <Functional configuration of the control unit 56> The control unit 56 executes a game program to function as a game progression unit 561, a position setting unit 562, and a display unit 563 (see FIG. 1).
[0031] (Game Progression Section 561) The game progression unit 561 progresses the game by controlling the actions of player characters, non-player characters, and predetermined objects within the virtual space VS.
[0032] The game progression unit 561 uses, for example, AI (artificial intelligence) to control the movements of non-player characters. The game progression unit 561 controls the movements of player characters in response to instructions from a user (player). The user's instructions are input to the operation unit 54 by the controller 63. The operation unit 54 sends the input (user's instructions) from the controller 63 to the game progression unit 561.
[0033] For example, the user can instruct the game progression unit 561 to move the player character by operating the controller 63. The user can instruct the game progression unit 561 to perform a challenge action against another character by having the player character perform a predetermined action. Examples of the challenge action include an action in which the player character talks to the opponent character, or an action in which the player character attacks the opponent character.
[0034] In the following, one of the characters in the battle is referred to as a first character C1, and the other character is referred to as a second character C2. The first character C1 is a player character operated by a user. The second character C2 may be a non-player character or a character operated by another user.
[0035] During a match, the user can operate the controller 63 to instruct the game progression unit 561 to perform actions of the first character C1, such as punch attacks and kick attacks.
[0036] Even during a match, the user can instruct the first character C1 to move (retreat, advance, etc.) by operating the controller 63. During a match, the game progression unit 561 limits the range in which the first character C1 and the second character C2 can move to within a first area BA1 described below. During a match, the game progression unit 561 limits the movement direction of the first character C1 and the second character C2 only to directions along (parallel to) a virtual surface S1 (described below).
[0037] (Position setting section 562) The position setting unit 562 reserves a battle location within the virtual space, and places the first character C1 and the second character C2 in the battle location.
[0038] A battle requires a three-dimensional area of a predetermined size (hereinafter referred to as the battle area BA). The position setting unit 562 secures the battle area BA when it is decided to start the battle. Figure 2 shows the battle area BA.
[0039] The battle area BA is a cube with width W, depth D, and height H (see FIG. 2). The battle area BA is made up of a first area BA1 and a second area BA2. Both the first area BA1 and the second area BA2 are cubes.
[0040] The first area BA1 is an area in which the first character C1 and the second character C2 fight during a battle. The first area BA1 is a cubic area with a width W, a depth D1, and a height H.
[0041] The first area BA1 is secured based on the character arrangement straight line BL. Specifically, the first area BA1 is defined so that the center line of the longitudinal direction of its bottom surface (rectangle) coincides with the character arrangement straight line BL. Two characters are placed on the character arrangement straight line BL at the start of a battle.
[0042] The second area BA2 is an area in which a virtual camera VC (described later) is placed. The second area BA2 is adjacent to the first area BA1 (see FIG. 2). The second area BA2 is an area with a width W, a depth D2, and a height H, where D=D1+D2.
[0043] In this game program, meters (m) are used as the unit of distance in the virtual space VS. In this game program, the size of objects (e.g. characters, buildings, trees, etc.) in the virtual space VS is determined by corresponding a distance of 1.0 in the coordinate system of the virtual space VS to 1.0 meter in the real world. In this game program, the battle area BA has a width W=7m, a depth D=12m, and a height H=5m. Also, D1=3m and D2=9m.
[0044] In addition to characters, various objects are placed in the virtual space VS, such as buildings, trees, and benches.
[0045] Some of these objects can get in the way of a battle. "Getting in the way of a battle" means, for example, interfering with (colliding with) a character during a battle and impeding the character's movements. Also, some objects can get in the way of taking pictures with a virtual camera VC (described later) (blocking the shooting range of the virtual camera VC).
[0046] In the following, an object that gets in the way of a battle or a photoshoot is called an obstruction object. A parameter indicating that the object is an obstruction object (hereinafter, an obstruction parameter) is set for the obstruction object. For example, a building object has an obstruction parameter set.
[0047] The battle area BA must be set so that it does not include any obstruction objects therein. The position setting unit 562 has a function of searching for obstruction objects within the candidate areas of the battle area BA.
[0048] The position setting unit 562 performs an obstruction object search by ray casting. The position setting unit 562 performs ray casting more finely on the candidate area for the first area BA1 than on the candidate area for the second area BA2.
[0049] When the start of the battle is decided, the position setting unit 562 selects a candidate for the character arrangement line BL. Specifically, the position setting unit 562 tries steps 1 to 4 (each of which will be described later) in this order to select the character arrangement line BL. The position setting unit 562 reserves the battle area BA based on the character arrangement line BL candidate in the first successful selection step. The position setting unit 562 places the first character C1 and the second character C2 on the selected character arrangement line BL.
[0050] --Step 1-- In this procedure, the position setting unit 562 checks whether a pre-specified designated line can be selected as the character arrangement line BL. The designated line is a line set in the virtual space VS. The position of the designated line is determined so that the battle area BA can be secured when the designated line is used as the character arrangement line BL.
[0051] The designated straight line is associated with a specific area (hereinafter, referred to as the designated area SA) in the virtual space VS. The designated straight line is associated in advance by the developer of the game program when developing the game program. The designated straight line is prepared as game data.
[0052] In this game program, the designated straight line is positioned so that a specific object (such as a famous building object) becomes the background during the match. In this way, the designated straight line can be used for the presentation of the game.
[0053] In this procedure, the position setting unit 562 judges whether or not the reference point defined for the first character C1 is within the designated area SA. The method of determining the reference point is arbitrary. For example, the reference point can be set to one of the feet of the first character C1.
[0054] If the reference point exists within any of the designated areas SA, the position setting unit 562 selects the designated line corresponding to that designated area SA as a candidate for the character arrangement line BL (selection of the first candidate). If the reference point does not exist within any of the designated areas SA, the selection of the character arrangement line BL according to this procedure has failed.
[0055] --Step 2-- In this procedure, the position setting unit 562 checks whether or not a straight line connecting the two fighting characters (hereinafter referred to as a reference line) can be selected as a candidate for the character arrangement line BL.
[0056] The position setting unit 562 determines a reference line based on the positions of the two characters at the time when the start of the battle is decided. If the battle area BA can be secured using the reference line as the character arrangement line BL, the position setting unit 562 selects the reference line as a candidate for the character arrangement line BL (selection of a second candidate).
[0057] Specifically, the position setting unit 562 assumes that the reference line is the character arrangement line BL and determines a provisional first area BA1. Furthermore, the position setting unit 562 provisionally determines a second area BA2 adjacent to the first area BA1. In other words, the position setting unit 562 determines the provisional battle area BA using the reference line.
[0058] The position setting unit 562 performs an obstruction object search in the provisionally determined battle area BA. If no obstruction object is found by the obstruction object search, the position setting unit 562 determines that the battle area BA can be secured using the reference line as the character arrangement line BL. If an obstruction object is found by the obstruction object search, the selection of the character arrangement line BL according to this procedure has failed.
[0059] --Step 3-- In this procedure, the position setting unit 562 determines a plurality of provisional lines that are provisional character arrangement lines BL, and checks whether or not it is possible to select one candidate character arrangement line BL from among the provisional lines. Specifically, the position setting unit 562 checks for each provisional line whether or not it is possible to secure a battle area BA using the provisional line as the character arrangement line BL.
[0060] There is no limitation on how to create the provisional lines. In this example, the position setting unit 562 rotates the reference line to create multiple provisional lines. The rotation center of the reference line is the midpoint between the first character C1 and the second character C2. The rotation axis is oriented in the vertical direction in the virtual space VS.
[0061] In this game program, the position setting unit 562 creates seven provisional lines, which form angles of -60°, -45°, -30°, 30°, 45°, 60°, and 90° with respect to the reference line, respectively.
[0062] In this procedure, the position setting unit 562 also searches for obstruction objects in the provisionally determined battle area BA for each provisional line. If obstruction objects are found in all of the provisionally determined battle areas BA, the selection of the character arrangement line BL according to this procedure has failed.
[0063] As a result of the obstruction object search, it is assumed that one or more provisional lines are found as candidates for the character arrangement line BL. In this case, the position setting unit 562 selects one of the one or more candidates as a candidate for the character arrangement line BL (third candidate selection).
[0064] The developer may arbitrarily determine a method for selecting one of the multiple character arrangement straight line BL candidates. For example, the position setting unit 562 selects, from among the multiple candidates, the one that can maximize the distance between the first character C1 and the second character C2 (the one that can maximize the section where no obstruction object exists) as one character arrangement straight line BL candidate.
[0065] --Step 4-- In step 4, the position setting unit 562 checks whether a straight line set in advance by the developer of the game program (a pre-set straight line, described later) can be selected as the character arrangement straight line BL. Step 4 is similar to step 1 in that a straight line candidate for the character arrangement straight line BL is set in the virtual space VS in advance by the developer. However, step 4 differs from step 1 in the placement location of the straight line set by the developer (pre-set straight line).
[0066] In the virtual space VS, the ground is divided into multiple small areas (2D areas). All areas in which the character can move are divided into small areas. In this example, the small areas are 1m x 1m.
[0067] Each small area is associated in advance with a line (hereinafter referred to as a preset line) that can be used as a character placement line BL to secure a battle area BA. The small areas and the preset lines are prepared in advance as game data by the developer when developing the game program.
[0068] The developer of this game program performs ray casting for each small area in advance when developing the game program, and determines the character placement line BL that can secure the battle area BA. The calculation results are included in the game data, for example, in the form of a table (hereinafter referred to as a line search table). The line search table is configured so that it can be searched using position information in the virtual space VS.
[0069] In step 4, the position setting unit 562 searches the line search table using information on the reference point (e.g., position information on the reference point) defined corresponding to the first character C1. Since all areas in which the characters can move are divided into small areas, one or more character arrangement line BL candidates are always found near the first character C1 in step 4. The position setting unit 562 selects one character arrangement line BL candidate from the one or more character arrangement line BL candidates (fourth candidate selection).
[0070] The developer may arbitrarily determine a method for selecting one of the multiple character arrangement straight line BL candidates. For example, the position setting unit 562 selects one character arrangement straight line BL candidate that can maximize the distance between the first character C1 and the second character C2 (one that can maximize the section where no obstruction object exists).
[0071] (Display section 563) The display unit 563 cuts out a predetermined range in the virtual space VS as a display range and generates a game image (moving image). The display unit 563 controls the graphics processing unit 52 to display the generated moving image on the display 61 (display device).
[0072] In order to generate a moving image, the display unit 563 sets a virtual camera (hereinafter referred to as a virtual camera VC) in the virtual space VS. The display unit 563 generates a 3D image (moving image) by capturing an image of the virtual space VS with the virtual camera VC. Hereinafter, the "generation of a moving image" by the display unit 563 may be expressed as "capturing with the virtual camera VC."
[0073] The display unit 563 can set the installation position, shooting direction (hereinafter, shooting direction SD), angle of view, etc., for the virtual camera VC. The display unit 563 determines the range of the virtual space VS to be cut out as the display range according to the settings of the virtual camera VC, such as the position, shooting direction, and angle of view, of the virtual camera VC.
[0074] The display unit 563 sends the generated moving images to the graphics processing unit 52. The graphics processing unit 52 displays the moving images sent from the display unit 563 on the display 61.
[0075] The display unit 563 moves the installation position and shooting direction SD of the virtual camera VC according to the game situation. For example, while the player character (first character C1) is moving on foot in the virtual space VS, the virtual camera VC moves from behind the first character C1, following the first character C1.
[0076] During a match, the virtual camera VC is set up within the second area BA2. During a match, the virtual camera VC takes pictures facing the direction of a virtual plane S1 (see FIG. 2) defined within the first area BA1. The virtual plane S1 is a virtual flat surface that includes the character arrangement straight line BL and extends in the vertical direction of the virtual space VS. The virtual plane S1 is a rectangle with a width W and a height H, and is entirely contained within the first area BA1.
[0077] Under the control of the display unit 563, the virtual camera VC may move in a first movement mode M1 or a second movement mode M2, which will be described below.
[0078] The first movement mode M1 is executed when it is determined that a match is to start. In the first movement mode M1, the virtual camera VC moves from its current position to a position within the second area BA2 where the virtual surface S1 can be photographed in its entirety.
[0079] In the first movement mode M1, the virtual camera VC changes the shooting direction so that the shooting direction SD (see FIG. 2) is perpendicular to the virtual plane S1 when the first movement mode M1 is completed. The virtual camera VC continues to shoot the first character C1 and the second character C2 even during the movement in the first movement mode M1.
[0080] The second movement mode M2 is implemented during a match. In the second movement mode M2, the virtual camera VC moves only in a direction parallel to the virtual surface S1 while photographing the first character C1 and the second character C2.
[0081] Example of operation When the game starts, the game progression unit 561 moves the player character (first character C1) within the virtual space VS in response to the user's (game player's) operation of the controller 63. The game progression unit 561 also moves objects such as non-player characters in the virtual space VS as necessary.
[0082] The display unit 563 displays the actions of the first character C1 and other non-player characters on the display 61. The position of the virtual camera VC at this time is behind the first character C1. The virtual camera VC moves following the movement of the first character C1.
[0083] As the game progresses, it is assumed that the user causes the first character C1 to challenge a battle by operating the controller 63. The virtual camera VC captures an image of the challenge being made.
[0084] During the challenge, in addition to the first character C1, the opponent character (second character C2) is also photographed by the virtual camera VC. At this time, the moving image displayed on the display 61 is recognized by the user as three-dimensional.
[0085] When the start of a battle is decided, the position setting unit 562 tries steps 1 to 4 of selecting a character arrangement line BL in this order. For example, if the position setting unit 562 succeeds in selecting a character arrangement line BL in any of steps 1, 3, or 4, it becomes necessary to move the first character C1, the second character C2, and the virtual camera VC. If the position setting unit 562 succeeds in selecting a character arrangement line BL in step 2, it becomes necessary to move only the virtual camera VC.
[0086] At the start of the match, display unit 563 moves virtual camera VC. The movement of virtual camera VC at the start of the match is in first movement mode M1.
[0087] At the start of a battle, it may be necessary to move the first character C1 and the second character C2. When it is necessary to move the first character C1 and the second character C2, the position setting unit 562 moves the first character C1 and the second character C2 in parallel with the movement of the virtual camera VC in the first movement mode M1. Specifically, the position setting unit 562 places the first character C1 and the second character C2 within the first area BA1 and on the character placement straight line BL.
[0088] The virtual camera VC captures the two characters that will be fighting even while they are moving in the first movement mode M1. Therefore, in this game program, a seamless video is generated from the time the challenge to the fight is made to the completion of the first movement mode M1.
[0089] 3 shows one frame of a moving image at the completion of the first movement mode M1. At the completion of the first movement mode M1, the first character C1 and the second character C2 are positioned on the character positioning line BL.
[0090] As shown in Fig. 3, multiple buildings BLD are displayed in the background. The buildings BLD are an example of objects. When the character placement line BL is selected as the first candidate, the background (for example, a famous building object) according to the developer's intention is displayed.
[0091] In Fig. 3, the building BLD is set with an obstruction parameter. In Fig. 3, the building BLD is outside the battle area BA. Therefore, the building BLD does not interfere with the battle.
[0092] At the completion of the first movement mode M1, the shooting direction SD of the virtual camera VC is perpendicular to the virtual plane S1. Therefore, at the completion of the first movement mode M1, even though the virtual camera VC is shooting a three-dimensional space, the moving images shot by the virtual camera VC appear to be two-dimensional images.
[0093] The movement of the virtual camera VC during the match is the second movement mode M2. In the second movement mode M2, the virtual camera VC moves only in a direction parallel to the virtual surface S1 while capturing images of the first character C1 and the second character C2 by the display unit 563. During the match, the game progression unit 561 restricts the movement direction of the first character C1 and the second character C2 to a direction along the virtual surface S1. Therefore, the moving image during the match appears to be a two-dimensional moving image.
[0094] To summarize the above, the present embodiment is a game program which causes a computer to function as a game progression unit 561 which pits a first character against a second character in a three-dimensional virtual space, a virtual camera VC which captures moving images of a predetermined range in the virtual space, and a display unit 563 which displays the moving images on a display device, wherein the virtual camera VC is movable within the virtual space, the virtual camera VC has a first movement mode M1 which moves so as to face a virtual plane including a straight line connecting the first character and the second character, and the virtual camera moves in the first movement mode M1 when the battle begins.
[0095] Effects of this embodiment In this embodiment, when the first movement mode M1 is completed, the video images captured by the virtual camera VC appear as two-dimensional images, even though the virtual camera VC is capturing images of a three-dimensional space. According to this embodiment, it is possible to diversify the effects of images in a game played in a virtual space.
[0096] [Other embodiments] The position and shooting direction of the virtual camera VC are merely examples. For example, the shooting direction SD during a match does not have to be perpendicular to the virtual plane S1.
[0097] The virtual camera VC may capture images of the characters during a battle from directly above.
[0098] The game program may be implemented as a game program for a so-called online game. When the game program is for an online game, the processing performed by the game device 5 may be performed by the server side instead of the game device 5, or the processing may be shared between the server side and the client (game device 5) side.
[0099] The position of the virtual camera VC may be set to the position of the character's viewpoint (head) instead of being located behind the character. In other words, the game program may function as a so-called first person view game.
[0100] A mode may be provided in which the position and direction of the virtual camera VC can be changed in response to a user operation. During execution of the first movement mode M1 and the second movement mode M2, it is desirable to restrict the operation of the virtual camera VC by the user.
[0101] The game program may be implemented so that when the player character is attacked by another character during a non-battle situation, it is determined that a battle should begin.
[0102] When the virtual camera VC is moved in the first movement mode M1, the screen may be darkened or a predetermined effect video or image (such as an image indicating the start of a battle) may be displayed. This allows the user to play the game without being aware of the unnaturalness of the virtual camera VC or character moving at the start of a battle.
[0103] The method of determining the rotation center in step 3 is merely an example. The rotation center may be set based on the position of either character C1 or C2. The provisional line in step 3 may be, for example, a line obtained by translating the reference line in either direction. The provisional line in step 3 may be created, for example, by connecting a point near either character C1 or C2 to another point selected at random.
[0104] There are no limitations on the shape of the three-dimensional area (battle area BA) as long as it can be secured based on the character arrangement straight line BL. The three-dimensional area can be, for example, a sphere, a hemisphere, or the like.
[0105] After the battle is over, the positions of the characters C1 and C2 may remain as they were at the time the battle ended, or may be returned to the positions they had before the battle.
[0106] Three or more characters may be placed within the three-dimensional area at the start of the battle. A third character may be placed within the three-dimensional area during the battle.
[0107] Even when these other embodiments are adopted, the effects of the present aspect are exhibited. In addition, this embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]
[0108] 5. Gaming Devices 54 Operation section 55 Storage section 56 Control Unit (Computer) 61 Display (display device) 561 Game Progression Department 563 Display section C1 First character C2 Second character M1 First Movement Mode M2 Second Movement Mode S1 Virtual Surface VC Virtual Camera VS Virtual Space
Claims
1. Computer, a game progression unit that causes a first character and a second character to battle in a three-dimensional virtual space; a virtual camera that captures a moving image of a predetermined range in the virtual space; a display unit that displays the moving image on a display device; Function as a The virtual camera is movable within the virtual space; the virtual camera has a first movement mode in which the virtual camera moves in a direction capable of photographing the first character and the second character and toward a virtual plane including a straight line connecting the first character and the second character; the virtual camera moves in a first movement mode when the battle is started; the game progression unit causes the first character to move within the virtual space in response to a user's operation input; The game progression unit limits a range of movement of the first character and the second character during the battle to only a direction along the virtual plane. Game program.
2. In the program of claim 1, The virtual camera continues capturing images of the first character and the second character while moving in the first movement mode. Game program.
3. In the game program according to claim 1 or 2, The virtual camera has a second movement mode in which the virtual camera moves in a direction parallel to the virtual plane while capturing images of the first character and the second character during the battle. Game program.
4. In the game program according to claim 1 or 2, An up-down direction is defined in the virtual space, The virtual surface is a surface extending in the vertical direction of the virtual space. Game program.
5. In the game program according to claim 1 or 2, The imaging direction of the virtual camera at the time of completing the movement in the first movement mode is a direction perpendicular to the virtual plane. Game program.
6. In the game program according to claim 1 or 2, causing the computer to function as an operation unit that accepts input from a user; the game progression unit moves the first character within the virtual space in response to the input received by the operation unit; the virtual camera has a third movement mode in which the virtual camera moves in the virtual space while following the first character; When a game situation occurs in which the first character and the second character fight each other while the virtual camera is moving in the third movement mode, the movement mode is changed from the third movement mode to the first movement mode. Game program.
7. In the game program of claim 6, When the battle is over, the virtual camera changes the movement mode to the third movement mode. Game program.
8. A storage unit that stores the game program according to claim 1 or 2; A control unit that executes the game program; A game device comprising:
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