Game program and game device

By setting a three-dimensional battle area with specific attributes in the virtual space game and determining the three-dimensional lines used to place characters and virtual cameras, the problem of diversified character image performance in the virtual space game is solved, achieving a more attractive game visual effect.

JP7678350B2Active Publication Date: 2025-05-16CAPCOM CO LTD
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Patent Information

Application Number
JP2023043792
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-20
Publication Date
2025-05-16
Estimated Expiration
2043-03-20

AI Technical Summary

Technical Problem

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.

Method used

By using the position setting unit to set a three-dimensional area in the three-dimensional virtual space that does not contain specific attribute objects as the combat area, and determine a three-dimensional line for placing the characters and virtual cameras within that area, ensuring that the position and viewing angle of the characters and virtual cameras meet certain conditions.

Benefits of technology

The effect of diversified character image performance in virtual space games is achieved, making the game more attractive and visually impactful.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To diversify performances using images in a game played in a virtual space.SOLUTION: In a three-dimensional virtual space, a computer is caused to function as a game progression unit 561 that makes a first character and a second character fight each other, and a position setting unit 562 that sets the positions of the first character and the second character in the virtual space when a match is started. The position setting unit 562, when the match is started, secures a three-dimensional area in the virtual space that does not include an object having a predetermined attribute and has a predetermined size as an area in which the first character and the second character are arranged, and arranges the first character and the second character in the three-dimensional area.SELECTED DRAWING: Figure 1
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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 position setting unit that sets positions of the first character and the second character in the virtual space when the battle is to start; Functioning as a When the battle is started, the position setting unit secures a three-dimensional area in the virtual space that does not include an object having a predetermined attribute and has a predetermined size as an area in which the first character and the second character are to be placed, and places the first character and the second character in the three-dimensional area. It is a game program.

[0007] In a first aspect, The position setting unit is selecting a positioning line which is a line that determines the positions of the first character and the second character when the battle is started, and securing the three-dimensional area so as to include the positioning line; The first character and the second character may be arranged on the positioning line.

[0008] In the above aspect, A straight line that can be used as the positioning straight line to secure the three-dimensional area is associated with a specific area in the virtual space; The position setting unit is determining whether a reference point defined corresponding to the first character is within the specific area; When the reference point exists within the specific region, a first candidate selection may be performed to select a straight line associated with the specific position as a candidate for the positioning straight line.

[0009] In the above aspect, If the three-dimensional area can be secured using a reference line, which is a line connecting the first character and the second character, as the positioning line at the time when the start of the battle is decided, the position setting unit may perform a second candidate selection in which the reference line is selected as a candidate for the positioning line.

[0010] In the above aspect, The position setting unit is determining a plurality of provisional lines which are provisional positioning lines, and attempting to secure the three-dimensional area for each of the provisional lines; A third candidate selection may be performed to select a candidate for the positioning straight line from the provisional straight lines that can secure the three-dimensional area.

[0011] In the above aspect, The virtual space is divided into a plurality of small regions, A straight line is associated with each of the small regions and can be used as the positioning straight line to secure the three-dimensional region; The position setting unit is If a reference point defined corresponding to the first character exists within the small area, a fourth candidate selection may be performed in which a straight line corresponding to the small area in which the reference point exists is selected as a candidate for the positioning straight line.

[0012] In the above aspect, The game progression unit may limit the movement directions of the first character and the second character during the battle to a range along a virtual plane defined within the three-dimensional area.

[0013] In the above aspect, The computer, a virtual camera that captures moving images in the virtual space; a display unit that displays the moving image on a display device; Functioning as a The virtual camera may be oriented perpendicular to the virtual surface during the match.

[0014] In the above aspect, the computer includes: a game progression unit that causes a first character and a second character to battle in a three-dimensional virtual space; a position setting unit that sets positions of the first character and the second character in the virtual space when the battle is to start; Functioning as a The position setting unit is When the battle is started, a three-dimensional area having a predetermined size and not including an object having a predetermined attribute is secured in the virtual space, and positions of the first character and the second character are set within the three-dimensional area; a positioning line that is a line connecting the first character and the second character when the battle is started, and the three-dimensional area is secured so as to include the positioning line; The position setting unit is Attempting to select a candidate for the positioning line by at least one of a first candidate selection, a second candidate selection, and a third candidate selection; If a candidate for the positioning line can be selected by the attempted method, the selected line is determined as the positioning line; If the candidate for the positioning line cannot be selected by the method that has been tried, the positioning line is determined by selecting a fourth candidate. It is a game program.

[0015] 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

[0016] According to the present disclosure, it is possible to diversify image-based effects in games played in virtual spaces. [Brief description of the drawings]

[0017] [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

[0018] [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.

[0019] 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.

[0020] 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.

[0021] 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.

[0022] 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).

[0023] 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.

[0024] 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).

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] <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).

[0032] (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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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).

[0038] (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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] In addition to characters, various objects are placed in the virtual space VS, such as buildings, trees, and benches.

[0046] 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).

[0047] 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.

[0048] 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.

[0049] 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.

[0050] 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.

[0051] --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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] --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.

[0057] 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).

[0058] 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.

[0059] 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.

[0060] --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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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).

[0065] 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.

[0066] --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).

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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).

[0071] 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).

[0072] (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).

[0073] 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."

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] To summarize the above, this aspect is a game program that causes a computer to function as a game progression unit that pits a first character against a second character in a three-dimensional virtual space, and a position setting unit that sets the positions of the first character and the second character in the virtual space when the match starts, and when the match starts, the position setting unit secures a three-dimensional area in the virtual space that does not contain any objects having a predetermined attribute and has a predetermined size as an area for placing the first character and the second character, and places the first character and the second character within the three-dimensional area.

[0096] Effects of this embodiment In this embodiment, when a battle is started, a battle area BA in which the first character C1 and the second character C2 are placed is secured in the virtual space. In other words, in this embodiment, there is no need to provide a dedicated area for battles or to move the characters there, and the transition to battle mode can be made seamlessly in the virtual space. In this embodiment, it is possible to diversify the presentation of images in a game played in a virtual space.

[0097] [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.

[0098] The virtual camera VC may capture images of the characters during a battle from directly above.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] 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.

[0106] 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.

[0107] 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.

[0108] 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]

[0109] 5. Gaming Devices 54 Control 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 position setting unit that sets positions of the first character and the second character in the virtual space when the battle is to start; Functioning as a The position setting unit is when the battle is started, a three-dimensional area not including any object having a predetermined attribute and having a predetermined size is secured in the virtual space as an area in which the first character and the second character are to be placed, and the first character and the second character are placed in the three-dimensional area; selecting a positioning line which is a line that determines the positions of the first character and the second character when the battle is started, and securing the three-dimensional area so as to include the positioning line; The first character and the second character are arranged on the positioning line; The game progression unit includes: moving the first character in the virtual space in response to an operation input by a user; During the battle, the movement directions of the first character and the second character are limited to a range along a virtual plane defined within the three-dimensional area. Game program.

2. In the game program of claim 1, A straight line that can be used as the positioning straight line to secure the three-dimensional area is associated with a specific area in the virtual space; The position setting unit is determining whether a reference point defined corresponding to the first character is within the specific area; When the reference point is present within the specific region, a first candidate selection is performed to select a straight line associated with the specific position as a candidate for the positioning straight line. Game program.

3. In the game program of claim 1, When the three-dimensional area can be secured by using a reference line, which is a line connecting the first character and the second character, as the positioning line at the time when the start of the battle is decided, the position setting unit performs a second candidate selection for selecting the reference line as a candidate for the positioning line. Game program.

4. In the game program of claim 1, The position setting unit is determining a plurality of provisional lines which are provisional positioning lines, and attempting to secure the three-dimensional area for each of the provisional lines; A third candidate selection is performed to select a candidate for the positioning line from among the provisional lines that can secure the three-dimensional area. Game program.

5. In the game program of claim 1, The virtual space is divided into a plurality of small regions, A straight line is associated with each of the small regions and can be used as the positioning straight line to secure the three-dimensional region; The position setting unit is When a reference point defined corresponding to the first character exists within the small area, a fourth candidate selection is performed to select a straight line corresponding to the small area in which the reference point exists as a candidate for the positioning straight line. Game program.

6. In the game program of claim 1, The computer, a virtual camera that captures moving images in the virtual space; a display unit that displays the moving image on a display device; Functioning as a The virtual camera is oriented orthogonal to the virtual plane during the match. Game program.

7. Computer, a game progression unit that causes a first character and a second character to battle in a three-dimensional virtual space; a position setting unit that sets positions of the first character and the second character in the virtual space when the battle is to start; Functioning as a The position setting unit is When the battle is started, a three-dimensional area having a predetermined size and not including any object having a predetermined attribute is secured in the virtual space, and positions of the first character and the second character are set within the three-dimensional area; a positioning line that is a line connecting the first character and the second character when the battle is started, and the three-dimensional area is secured so as to include the positioning line; The position setting unit is Attempting to select a candidate for the positioning straight line by at least one of a first candidate selection method according to claim 2, a second candidate selection method according to claim 3, and a third candidate selection method according to claim 4; If a candidate for the positioning line can be selected by the attempted method, the selected line is determined as the positioning line; In the case where the candidate for the positioning line cannot be selected by the tried methods, the positioning line is determined by a fourth candidate selection method according to claim 5. Game program.

8. A storage unit that stores the game program of claim 1; A control unit that executes the game program; A game device comprising:

Citation Information

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