Information Processing Program, Information Processing Apparatus, Information Processing Method, and Information Processing System
Patent Information
- Application Number
- JP2023082536
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-18
- Publication Date
- 2025-06-02
- Estimated Expiration
- 2043-05-18
AI Technical Summary
In games where equipment items are difficult to visually recognize on the play screen, players struggle to instantly determine which parameters are currently being used, especially when the items are small or hidden within the game character.
An information processing program that specifies drawing settings based on the type and number of equipment items being used, using primary and secondary textures to visually represent the equipment on the game screen, allowing players to easily identify the currently equipped items without interrupting gameplay.
Enables players to easily understand which equipment items are being used during gameplay by visually distinguishing them through color and pattern changes in the painted area, enhancing user convenience and engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to drawing processing in game processing. [Background technology]
[0002] Conventionally, games in which parameters used in the game are changed to play have been known (for example, Patent Document 1). For example, the parameters include equipment items equipped to the player character. In this case, by changing the equipment items, the performance of the player character can also be changed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-145071 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned games, it was possible to select and use a plurality of parameters from a plurality of types of parameters (equipment items, etc.).
[0005] However, depending on the game, it may be difficult to instantly confirm and determine which parameter is selected as the parameter to be used in the game from the screen during game play. For example, assume that the above-mentioned equipment item itself is very small in size and cannot be seen on the game play screen. In this case, for example, the user may have to temporarily stop moving the player character and separately display a screen for confirming the equipment, such as a status screen, in order to confirm the equipped items.
[0006] Therefore, an object of the present disclosure is to provide an information processing program, an information processing device, an information processing method, and an information processing system that enable easy visual confirmation of what parameters are currently being used in the game while game play is in progress. [Means for solving the problem]
[0007] In order to achieve the above object, for example, the following configuration example can be given.
[0008] (Configuration 1) Configuration 1 is an information processing program executed in a computer of an information processing device capable of executing a game. The program causes the computer to function as: a used parameter determination means for determining at least one type of parameter from among a plurality of types of parameters as a used parameter to be used in the game; a first rendering setting identification means for identifying, from among the used parameters, a drawing setting corresponding to a type of used parameter that satisfies a first condition as a first rendering setting; a second rendering setting identification means for identifying, from among the used parameters, a drawing setting corresponding to a type of used parameter that satisfies a second condition as a second rendering setting; and a drawing means for drawing, in the game, a first predetermined range in a virtual space based on the first drawing setting and the second drawing setting.
[0009] According to the above configuration example, for the currently used parameters from among the multiple parameters, the first and second drawing settings corresponding to the types of parameters that satisfy a predetermined condition are identified, and the drawing process is performed using these. This allows the user to visually and easily grasp which parameters are currently being used.
[0010] (Configuration 2) Configuration 2 may be such that, in the above configuration 1, the first drawing setting identification means identifies the first drawing setting by identifying a texture corresponding to the type of used parameters that satisfies a first condition, and the second drawing setting identification means identifies the second drawing setting by identifying a texture corresponding to the type of used parameters that satisfies a second condition.
[0011] According to the above configuration example, a texture according to the type of parameter is specified, and two textures are combined and drawn. This allows the user to understand the parameters being used by using a texture image, which is a visually easy-to-understand element.
[0012] (Configuration 3) In the configuration 3, in the above configuration 2, the first rendering setting identification means may identify the first rendering setting by identifying a texture corresponding to the type of the used parameter that satisfies a second condition from a first texture group associated with the first condition. Also, the second rendering setting identification means may identify the second rendering setting by identifying a texture corresponding to the type of the used parameter that satisfies the second condition from a second texture group associated with the second condition.
[0013] According to the above configuration example, since the texture groups are separated into the first rendering setting and the second rendering setting, management of texture images in the development stage becomes easier, and the development load can be reduced.
[0014] (Configuration 4) Configuration 4 may be such that, in any of configurations 1 to 3 above, the first drawing setting identification means treats the utilization parameter having the highest number of parameters determined as the utilization parameter as satisfying the first condition, and the second drawing setting identification means treats the utilization parameter having the second highest number of parameters determined as the utilization parameter as satisfying the second condition.
[0015] According to the above configuration example, for example, when a plurality of first parameters are used as the usage parameters, the drawing setting is specified based on the number of times the parameters are used. This allows drawing to be performed according to the first parameters that are used frequently. Therefore, the user can easily grasp which first parameters are used frequently.
[0016] (Configuration 5) Configuration 5 is any one of configurations 1 to 4, wherein the utilization parameter determination means may determine the utilization parameters based on a user operation.
[0017] According to the above configuration example, the parameters to be used are determined by the user, which makes it easier for the user to visually understand the contents of the parameters to be used that the user himself / herself has selected.
[0018] (Configuration 6) In a sixth aspect of the present invention, in the fifth aspect, the utilization parameter determination means may determine, based on a virtual item utilized in the game, a parameter corresponding to the virtual item as the utilization parameter.
[0019] According to the above configuration example, the user can select the parameters to be used in the form of a virtual item such as an equipment item, etc. This allows the user to select the parameters to be used using a concept that is easy for the user to understand, thereby improving user convenience.
[0020] (Configuration 7) In a seventh aspect of the present invention, in the sixth aspect, the information processing program may further cause the computer to function as a virtual item granting means for granting at least one of the virtual items to the user in accordance with the progress of the game.
[0021] According to the above configuration example, it is possible to increase the number of virtual items owned as the game progresses, and it is possible to visually inform the user which of the multiple virtual items owned by the user is being used as a usage parameter.
[0022] (Configuration 8) In an eighth aspect of the present invention, in the first aspect, the drawing means may draw a first predetermined range set based on a user's operation, based on a first drawing setting and a second drawing setting.
[0023] (Configuration 9) Configuration 9 is the above-mentioned configuration 8, wherein the drawing means draws the second predetermined range, which is set regardless of a user's operation, based on a third drawing setting different from the first drawing setting and the second drawing setting.
[0024] According to the above configuration example, the drawing content of the first specified range determined by the user and the second specified range set regardless of user operation can be made different, making it easier for the user to distinguish between the two.
[0025] (Configuration 10) In the configuration 10, in the above configuration 1, the game may be a game in which a character object corresponding to a user can be controlled in a virtual space. When the character object is at least within a first predetermined range, a state of the character object may be changed.
[0026] According to the above configuration example, for example, within the first predetermined range, the state of the character object can be changed so as to provide an advantageous effect to the user, thereby making the game more entertaining.
[0027] (Configuration 11) Configuration 11 may further cause the computer to function as color vision aid setting means for setting a setting related to the use of a user's color vision aid based on an operation of the user in any of configurations 1 to 10. When the setting for using the user's color vision aid is valid, the first predetermined range may be drawn based on a fourth drawing setting regardless of the first drawing setting and the second drawing setting.
[0028] According to the above configuration example, when the color vision assistance function is used, drawing can be performed using drawing settings prepared in advance. Effect of the Invention
[0029] According to this embodiment, it is possible to easily visually confirm what parameters are currently being used while game play is in progress. [Brief description of the drawings]
[0030] [Figure 1] A block diagram showing the hardware configuration of the game device 2. [Diagram 2] FIG. 13 is a diagram showing an example of a game screen. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] A diagram showing an example of a primary texture [Diagram 5] A diagram showing an example of a secondary texture [Figure 6] A diagram showing an example of player color [Figure 7] A diagram showing an example of player color [Figure 8] A diagram showing an example of player color [Figure 9] FIG. 13 is a diagram showing an example of a game screen. [Figure 10] FIG. 13 is a diagram showing an example of a game screen. [Figure 11] An example of data stored in the storage unit 22 of the game device 2 [Figure 12] An example of the data structure of the equipment chip correspondence table 510 [Figure 13] 1 is a flowchart showing details of game processing according to the present embodiment. [Figure 14] Flowchart showing details of stage preparation process [Figure 15] Flowchart showing the details of the painting process [Figure 16] Flowchart showing details of drawing process DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0031] An embodiment will be described below.
[0032] [Hardware configuration of information processing device] First, an information processing device for executing information processing according to the present embodiment will be described. The information processing device is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. Furthermore, the information processing according to the present embodiment can also be applied to a game system composed of the above-mentioned game devices and a predetermined server. In the present embodiment, a stationary game device (hereinafter simply referred to as a game device) will be described as an example of the information processing device.
[0033] FIG. 1 is a block diagram showing an example of the internal configuration of the game device 2 according to this embodiment. The game device 2 includes a processor 21. The processor 21 is an information processing unit that executes various information processes executed in the game device 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 21 executes various information processes by executing an information processing program (e.g., a game program) stored in a storage unit 22. The storage unit 22 may be an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium or the like that is inserted into a slot not shown.
[0034] The game device 2 also includes a wireless communication unit 23 for wirelessly communicating with other game devices 2 and a predetermined server device. As the wireless communication, for example, Internet communication or short-distance wireless communication is used.
[0035] The game device 2 also includes a controller communication unit 24 for allowing the game device 2 to communicate with the controller 4 in a wired or wireless manner.
[0036] Furthermore, a display unit 5 (e.g., a television or the like) is connected to the game device 2 via an image / audio output unit 25. The processor 21 outputs images and sounds generated (for example, by executing the above-mentioned information processing) to the display unit 5 via the image / audio output unit 25.
[0037] Next, the controller 4 will be described. Although not shown in the drawings, the controller 4 of this embodiment has a vertically long housing and can be held in a vertically long orientation. The housing has a shape and size that allows it to be held in one hand when held in a vertically long orientation.
[0038] The controller 4 includes at least one analog stick 42, which is an example of a directional input device. The analog stick 42 can be used as a directional input unit capable of inputting a direction. By tilting the analog stick 42, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). The controller 4 also includes a button unit 43 including various operation buttons. For example, the controller 4 may include a plurality of operation buttons on the main surface of the housing.
[0039] The controller 4 also includes an inertial sensor 44. Specifically, the controller 4 includes an acceleration sensor and an angular velocity sensor as the inertial sensor 44. In this embodiment, the acceleration sensor detects the magnitude of acceleration along predetermined three axial directions. Furthermore, the angular velocity sensor detects angular velocity around the predetermined three axes.
[0040] The controller 4 also includes a communication unit 41 for performing wired or wireless communication with the controller communication unit 24. The directional input contents to the analog stick 42, information indicating the pressed state of the button unit 43, and various detection results by the inertial sensor 44 are repeatedly output to the communication unit 41 at appropriate timing and transmitted to the game device 2.
[0041] [Games assumed in this embodiment] Next, the process executed in this embodiment will be described. First, an outline of the game assumed in this embodiment will be described. The game assumed in this embodiment is a game in which the user operates the controller 4 to control a character in a virtual space. FIG. 2 shows an example of a game screen according to this embodiment. FIG. 2 shows a game screen in which a three-dimensional virtual space is drawn from a third-person perspective. The user can operate a player character in the virtual space to paint a predetermined range in the virtual space with ink. Specifically, the user can generate a drawing event by operating the player character to paint the ground or the like in the virtual space. In this embodiment, the drawing event is "firing an ink bullet from an ink gun." By firing the ink bullet, a predetermined color of ink is applied to a predetermined range including the landing position of the ink bullet when the ink bullet is fired from the position of the player character as the starting point in the direction in which the player character is facing. FIG. 3 shows an example of a screen in which a predetermined range is painted with ink of a predetermined color. FIG. 3 shows a state in which a part of the ground in front of the player character is painted with ink of a predetermined color. Hereinafter, the predetermined color painted by the ink bullets fired by the player character will be referred to as the "player color." The colors used as player colors will be described later. Hereinafter, the area painted with the ink will be referred to as the "painted area."
[0042] Here, the effect of the painted area will be briefly explained. When the player character is located within the painted area, the player character can receive an advantageous effect. For example, the moving speed of the player character increases within the painted area. Also, for example, when a wall surface is painted with ink, it is possible to climb the wall surface by moving within the painted area. Note that a condition for receiving the advantageous effect may be a change in the state of the player character. For example, when the player character is within the painted area, the player character may be allowed to "transform" by performing a predetermined operation. The transformation may change the image of the player character to an image of a character with a different appearance. Then, the advantageous effect within the painted area may be received only while the character is transformed.
[0043] In addition to the player character, enemy characters (not shown) also exist in the virtual space. The enemy characters also move within the virtual space, and like the player characters, the ground and the like can be painted with a predetermined color (hereinafter referred to as enemy color) corresponding to the enemy character. In an area painted with the enemy color, an adverse effect can occur for the player character. For example, the player character's movement speed can be reduced or the player character can receive damage.
[0044] In this game, the player aims to clear a stage by painting a specific area with ink and defeating enemy characters in the virtual space described above. When the player clears a stage, the player can obtain an item called an "equipment chip," which will be described later, as a reward for clearing the stage.
[0045] [About the expression of ink painting] Next, an outline of the drawing process for expressing the above-mentioned ink painting in this embodiment will be described. First, the stage constructed in the virtual space is roughly divided into a stage polygon mesh (hereinafter referred to as stage mesh) and a collision mesh (hereinafter referred to as collision). The stage mesh is a polygon mesh that constitutes the topography (ground, walls, ceiling) of the stage. The stage mesh is finally drawn with a texture described later. The collision is an element used for contact determination of the above-mentioned characters, ink bullets, etc. In this embodiment, the shape of the collision is the same as that of the stage mesh. Also, the above-mentioned stage mesh and collision are arranged overlapping at exactly the same position. Also, regarding the correspondence relationship between the coordinates of the collision and the stage mesh, a correspondence relationship is defined in advance assuming that both are arranged overlapping at exactly the same position. For example, a correspondence relationship is defined such that the coordinate A in the stage mesh and the coordinate A in the collision have the same coordinate value. Note that the collision is an element that is arranged but not drawn.
[0046] The textures used to draw the stage mesh include a stage texture and a paint texture. The stage texture is a texture for drawing the surface of the terrain of the stage. The correspondence between each vertex of the stage mesh and the UV coordinates of the stage texture is defined in advance. The paint texture is a texture for expressing a painted area painted with ink by the ink bullet. The correspondence between each vertex of the stage mesh and the collision and the UV coordinates of the paint texture is defined in advance. The paint texture is a transparent texture as an initial value. In other words, in the initial state, the entire stage mesh is covered with a transparent paint texture. Then, in a process described later, color information of a part of the paint texture is updated with the player color. The part of the paint texture is an area corresponding to the painted area. Then, the stage mesh is drawn such that the paint texture has priority over the stage texture, thereby expressing a state in which the ground, etc. is painted with ink. In other words, the stage mesh is drawn in such a manner that the paint texture is covered on the stage texture.
[0047] [About equipment chips] Next, the equipment chips will be described. Equipment chips are virtual items that can be equipped to the player character. More precisely, equipment chips are items that can be attached to the ink gun, but here, the ink gun is also considered to be part of the player character, and will be described as a type of equipment for the player character. As described above, equipment chips are given to the user as a reward for clearing a stage. Equipment chips can also be obtained from "treasure chests" and the like that are placed within the stage.
[0048] There are multiple types of equipment chips. In this embodiment, an example will be described in which there are six types of equipment chips. Also, an example will be described in which the player character has ten equipment slots for equipment chips. In addition, in the following description, when describing each of the six types of equipment chips, the letters A to F will be used, and the notations will be "equipment chip A" to "equipment chip F".
[0049] When the equipment chip is equipped to the player character, the performance of the player character can be improved. In this embodiment, the improved performance is classified into six types, and each is associated with one of the six types of equipment chips. In this embodiment, the following six classifications will be described as an example of the classification of the improved performance. That is, the six classifications are "close-range attack performance", "long-range attack performance", "movement performance", "defense performance", "luck performance", and "recovery performance". In addition, the correspondence between the performance and the equipment chips is associated with the equipment chips A to F in the above order. In this embodiment, the improvement value of the performance in each equipment chip is the same value. In other embodiments, the improvement value of the performance in each equipment chip may be different.
[0050] In addition, it is also possible to equip a plurality of the same type of equipment chips. Therefore, the more equipment chips are equipped, the greater the improvement in the corresponding performance can be achieved. For example, four equipment chips A (close-range attack performance), three equipment chips B (long-range attack performance), and one equipment chip F (recovery performance) can be equipped. In this case, the close-range attack performance, long-range attack performance, and recovery performance are all improved, but among them, the improvement in the close-range attack performance is the greatest. Therefore, it is possible to change the performance of the player character, in other words, the personality in terms of combat ability, depending on which type and how many equipment chips are equipped within the 10 equipment slots. For example, the personality of the player character, such as a close-range attack-oriented type or a recovery-oriented type, can be changed by the combination of equipment chips.
[0051] Here, a supplementary explanation will be given regarding the timing of equipping the equipment chip to the player character. In this embodiment, before the stage play begins, an equipment selection screen is displayed. The user can equip the player character with a specified equipment chip from the equipment chips possessed by the user by performing a specified operation on the screen. Once the equipment chip has been equipped and the equipment selection screen is closed, play of the stage begins. Note that, in this embodiment, the equipment chip cannot be changed during play of the stage.
[0052] Incidentally, the equipment chips in this embodiment are assumed to be attached to the ink gun as described above. In this regard, there is an aspect that it is difficult to visually grasp which equipment chips are currently equipped and how many of them are equipped on the screen during game play as shown in FIG. 2 (hereinafter, sometimes referred to as a normal play screen). For example, the size of the ink gun is small, so it may be difficult to see. Also, for example, if the equipment chips are attached inside the ink gun, they cannot be seen from the outside. In such a case, it is possible to check the currently equipped equipment chips by displaying a status screen that shows details of the current equipment contents. However, when such a status screen is displayed during the play of a stage, it is possible to perform an operation to display the status screen by temporarily stopping the action of the player character, such as movement or attack. In this case, it may be a situation in which the action of the player character is temporarily stopped, but some users may want to avoid such a situation. For example, in an action game or the like, in a situation where an enemy character is fighting in real time, stopping the action of the player character would create an "opening," so there may be a situation in which there is no time to display the status screen. Therefore, in this embodiment, in order to further improve user convenience in this regard, it is made easier to visually grasp to some extent what the contents of the currently equipped equipment chip are, even on the normal play screen.
[0053] [About equipment chips and player colors] As described above, in order to allow the user to easily visually grasp the contents of the currently equipped equipment chips even on the normal play screen, in this embodiment, the player color painted in the above-mentioned painted area is made different depending on the equipment state of the equipment chips. Specifically, first, among the equipped equipment chips, the type of the equipment chip with the largest number of equipment pieces (hereinafter referred to as the "equipped chip with the highest number of equipment pieces") and the type of the equipment chip with the second largest number of equipment pieces (hereinafter referred to as the "equipped chip with the second highest number of equipment pieces") are determined. Next, a "primary color" is determined based on the type of the equipment chip with the largest number of equipment pieces. Furthermore, a "secondary color" is determined based on the type of the equipment chip with the second largest number of equipment pieces. Then, the above-mentioned player color is set to a content based on the primary color and secondary color, and the above-mentioned painted area is drawn.
[0054] The primary color and secondary color will be described in more detail. In this embodiment, texture data corresponding to the primary color (hereinafter referred to as the primary texture) and texture data corresponding to the secondary color (hereinafter referred to as the secondary texture) are prepared in advance. FIG. 4 shows an example of the primary texture, and FIG. 5 shows an example of the secondary texture. In this embodiment, an example is described in which there are six types of equipment chips, so six textures corresponding to each type of primary texture and secondary texture are prepared. FIGS. 4 and 5 show only three of them. From the left, these are examples of primary textures / secondary textures corresponding to equipment chips A to C, respectively.
[0055] The primary texture is used as the base color of the player color. Therefore, the primary texture is image data composed of a predetermined single color. On the other hand, the secondary texture has contents that can be recognized as a "pattern" in the painted area. In this embodiment, the secondary texture is a texture that shows a pattern composed of lines, and is, for example, a binary image with a white (or transparent) background and black lines.
[0056] In the painted area, a content obtained by combining the primary texture and secondary texture is drawn. An example of a player color drawn in a painted area is shown in Fig. 6 to Fig. 8. Fig. 6 shows an example in which the equipment chip with the highest number of equipment is "Equipment Chip A" and the equipment chip with the second highest number of equipment is "Equipment Chip B". In this case, the primary texture corresponding to equipment chip A is used as the base color, and an image in which the secondary texture corresponding to equipment chip B is combined with this is drawn as the player color.
[0057] Also, Fig. 7 shows an example in which the most equipped equipment chip is "Equipment Chip B" and the second most equipped equipment chip is "Equipment Chip A." In this case, an image is drawn in which the primary texture corresponding to equipment chip B is combined with the secondary texture corresponding to equipment chip A.
[0058] Also, if only one type of equipment chip is equipped, for example, if 10 pieces of equipment chip A are equipped, the painted area may be drawn as shown in Figure 8. When only one type of equipment chip is equipped, both the primary texture and secondary texture corresponding to this one type of chip are used. In the example of Figure 8, an image is drawn in which the primary texture and secondary texture corresponding to equipment chip A are combined.
[0059] As described above, the content of the player color painted in the painted area changes depending on the equipment status of the equipment chip. FIG. 9 and FIG. 10 show an example of a game screen reflecting the processing according to this embodiment. As shown in these figures, even if an ink bullet is shot at the same location in the same scene, if the equipment status of the equipment chip at that time is different, the color and pattern drawn as the painted area will also be different. Therefore, the user can understand the current equipment status of the equipment chip to some extent by visually checking the image of the painted area. In other words, the user can understand the current equipment status to some extent by simply performing an operation performed in the normal game progress on the normal play screen (an ink bullet firing operation in this example) without performing a special operation such as an operation to display the above-mentioned equipment screen. In other words, it becomes easier to visually understand which type of equipment chip is currently being used most without stopping the hand related to the operation such as the movement of the player character or the firing of ink bullets. Therefore, the user can continue playing without temporarily stopping the action of the player character to check the equipment, which leads to improved user convenience.
[0060] In addition, while the player color can change depending on the equipment, the enemy color is a fixed color in this embodiment. For example, black is used as the enemy color. The black color is not used as the player color. This is to make it easier to distinguish between the areas painted by the player character and the areas painted by the enemy character.
[0061] [Details of the game processing in this embodiment] Next, the processing in this embodiment will be described in more detail with reference to FIGS.
[0062] [About data usage] First, various data used in this embodiment will be described. Fig. 11 is a memory map showing an example of various data stored in the storage unit 22 of the game device 2. The storage unit 22 of the game device 2 stores a game program 501, stage data 502, an equipment chip master 507, primary texture group data 508, secondary texture group data 509, an equipment chip correspondence table 510, player character data 511, object data 512, owned item data 513, operation data 514, etc.
[0063] The game program 501 is a program for executing the game processing according to this embodiment, specifically, a program for executing the processing shown in the flowchart of Fig. 13, which will be described later.
[0064] Stage data 502 is data that defines the configuration of the stage. Stage data 502 includes at least stage mesh data 503, collision data 504, stage texture data 505, and paint texture data 506. Note that while Fig. 11 shows a case where there is only one stage data 502, if there are multiple stages, corresponding stage data 502 may be stored for each stage.
[0065] Stage mesh data 503 is data relating to the stage mesh. Stage mesh data 503 includes information on the polygon mesh that constitutes the stage, information defining the placement position and orientation in virtual space, etc. The polygon mesh information also includes vertex information that represents the shape of the stage, and information specifying the UV coordinates of the stage texture to be assigned to each vertex.
[0066] The collision data 504 is data that defines the shape of the collision as described above, and the position and orientation of the collision in the virtual space. In this embodiment, the collision data is assumed to be placed in the same position as the stage mesh as described above.
[0067] Stage texture data 505 is data of a texture to be applied to the surface of the stage mesh as described above.
[0068] The paint texture data 506 is data corresponding to the paint texture described above. In this embodiment, a transparent texture is set as the initial value. Also, it is assumed that the correspondence between the coordinates of the collision surface and the UV coordinates in the paint texture is predefined.
[0069] The equipment chip master 507 is data that defines the contents of the equipment chips, and data that defines the improved ability values, etc., for each type of chip.
[0070] The primary texture group data 508 is data of the primary textures described above. In this example, six types of primary textures are used, and therefore six primary texture image data are included in the primary texture group data 508. Furthermore, a primary texture identifier 552 (described later) is assigned to each image data as an identifier for identifying each image.
[0071] The secondary texture group data 509 is data of the secondary textures described above. As with the primary textures, six secondary texture image data are included in the secondary texture group data 509. In addition, each image data is assigned a secondary texture identifier 553, which will be described later.
[0072] The equipment chip correspondence table 510 is data in a table format that defines the correspondence between the equipment chip type, the primary texture, and the secondary texture. FIG. 12 shows an example of the data configuration of the equipment chip correspondence table 510. As shown in FIG. 12, the equipment chip correspondence table 510 has an equipment chip type 551, a primary texture identifier 552, and a secondary texture identifier 553. The equipment chip type 551 indicates one of the above six types of equipment chips. The primary texture identifier 552 and the secondary texture identifier 553 are identifiers for specifying the primary texture image data and the secondary texture image data that are associated with the type of equipment chip specified by the equipment chip type 551.
[0073] 11, next, the player character data 511 is data related to the player character. The player character data 511 includes information indicating the appearance of the player character (e.g., 3D model information, etc.), equipment information indicating the currently equipped equipment chip, information for controlling the operation (e.g., position, orientation, moving speed, animation data, etc.), etc.
[0074] The object data 512 is data related to various objects other than the player character. For example, it is data defining various other objects such as enemy characters and obstacles. The object data 512 includes data indicating the appearance of each object, various parameters used for motion control, and the like.
[0075] The owned item data 513 is data indicating in-game items owned by the user, including the above-mentioned equipment chips.
[0076] The operation data 514 is data indicating the content of an operation performed by the player on the controller 4. The data is transmitted from the controller 4 to the processor 21 at a predetermined time interval, and includes information indicating the pressed states of various buttons, information indicating the input contents to the analog stick, and the like.
[0077] In addition, although not shown in the figure, various data necessary for game processing is also stored in the storage unit 22 as appropriate.
[0078] Next, the game processing in this embodiment will be described in detail. In the following description, the processing related to the painting of the ink by shooting the ink bullets will be mainly described, and detailed description of other various game processing will be omitted. In this embodiment, the flowchart shown below is realized by one or more processors reading and executing the above program stored in one or more memories. Note that this flowchart is merely an example of the processing process. Therefore, the processing order of each step may be changed as long as the same result is obtained. In addition, the values of the variables and the threshold values used in the determination step are merely examples, and other values may be adopted as necessary.
[0079] [Details of the processing performed by Processor 21] 13 is a flowchart showing the game processing according to this embodiment. This processing is started, for example, in response to the user performing an operation to start playing a predetermined stage.
[0080] [Select equipment to use] In FIG. 13, first, in step S1, processor 21 executes processing for allowing the user to select equipment to be used prior to the start of play of a stage. Specifically, processor 21 displays a screen for equipment change as described above. Next, processor 21 executes processing for equipping the player character with a predetermined equipment chip based on a user operation. Furthermore, processor 21 reflects the designated equipment content as equipment information in player character data 511. Then, processor 21 proceeds to the next process in response to an operation to close the equipment change screen.
[0081] [Stage preparation process] Next, in step S2, processor 21 executes a stage preparation process. Fig. 14 is a flowchart showing the details of the stage preparation process. First, in step S11, processor 21 reads stage data 502 from, for example, a game cartridge into storage unit 22. Next, in step S12, processor 21 places the above-mentioned stage mesh and collision in a virtual space based on the read stage data 502, and constructs a stage to be played.
[0082] Next, in step S13, various character objects such as the player character and enemy characters are placed in predetermined positions.
[0083] Next, in step S14, processor 21 determines the type and number of equipment chips equipped on the player character based on the equipment information of player character data 511.
[0084] Next, in step S15, the processor 21 refers to the equipment chip correspondence table 510 and determines a primary texture and a secondary texture based on the type and number of the equipment chips. Specifically, the processor 21 first identifies the equipment chip type 551 with the highest number of equipment and the equipment chip type 551 with the second highest number of equipment. Next, the processor 21 identifies a primary texture identifier 552 associated with the equipment chip type 551 with the highest number of equipment and a secondary texture identifier 553 associated with the equipment chip type 551 with the second highest number of equipment. Then, the processor 21 identifies a texture image to be used as a primary texture from the primary texture group data 508 based on the identified primary texture identifier 552. Similarly, the processor 21 identifies a texture image to be used as a secondary texture from the secondary texture group data 509 based on the identified secondary texture identifier 553. Note that, when there are multiple types of equipment chips with the highest number of equipment, the primary texture and secondary texture are determined based on the order in which they are equipped to the player character. Specifically, the type of equipment chip that is equipped first will be treated as the type of equipment chip with the highest number of equipment equipped, and the type of equipment chip equipped next will be treated as the type of equipment chip with the second highest number of equipment equipped.
[0085] Next, in step S16, processor 21 displays on display unit 5 a game image generated based on an image of the constructed virtual space captured by a virtual camera. Since the fill texture is a transparent texture in the initial state as described above, at this point in time, the stage mesh is drawn so that substantially only the stage texture is used. Processor 21 then ends the stage preparation process. This allows stage play to begin.
[0086] Returning to FIG. 13, next, in step S3, processor 21 acquires operation data 514. In the following step S4, processor 21 controls the movements of various character objects. Specifically, first, processor 21 controls the movements of the player character (movement, ink bullet shooting operation, etc.) based on operation data 514. Furthermore, when an ink bullet shooting operation is performed, processor 21 also executes processing for making an ink bullet appear. Processor 21 also appropriately executes processing for enemy character movement control, movement control of fired ink bullets, etc.
[0087] Next, in step S5, processor 21 determines whether or not the ink bullet fired by the player character has collided with the collision, that is, processor 21 performs processing to detect the occurrence of impact. If the result of the determination is that impact has not occurred (NO in step S5), the process proceeds to step S7 described below.
[0088] [Filling process] On the other hand, if a landing has occurred (YES in step S5), in step S6, processor 21 executes a painting process. Fig. 15 is a flowchart showing the details of the painting process. In Fig. 15, first, in step S21, processor 21 identifies the landing coordinates on the collision.
[0089] Next, in step S22, processor 21 determines an area on the collision that corresponds to the paint area. For example, several shape patterns of liquid spreading are prepared in advance, and processor 21 randomly selects one from among them. Then, processor 21 determines an area that corresponds to the paint area by arranging the shape pattern so that the impact position is at the center.
[0090] Next, in step S23, the processor 21 specifies, as a paint area, an area (UV coordinate range) on the paint texture that corresponds to the area on the collision.
[0091] Next, in step S24, processor 21 acquires color information from each of the primary texture and secondary texture. Processor 21 then synthesizes the acquired color information and determines it as a player color. Processor 21 then updates color information of the paint area on the paint texture with the player color. That is, drawing settings are made such that the primary texture and secondary texture are synthesized and pasted onto the paint area.
[0092] Thereafter, processor 21 ends the painting process.
[0093] [Other various processes] Returning to Fig. 13, next, in step S7, other game processing is executed. Specifically, processor 21 appropriately executes impact determination and the above-mentioned painting processing for ink bullets fired by enemy characters. This results in a part of the painting texture being painted with the enemy color. In addition, for example, when an operation is performed to open a treasure chest object placed in the stage, processor 21 executes processing for granting a predetermined equipment chip to the user.
[0094] [Drawing process] Next, in step S8, processor 21 executes a rendering process. Fig. 16 is a flowchart showing the details of the rendering process. In Fig. 16, first, in step S31, processor 81 determines whether or not all polygons constituting the stage mesh have been rendered. If not all polygons have been rendered yet (NO in step S31), in step S32, processor 81 selects a rendering target polygon to be rendered next from among the polygons that have not yet been rendered.
[0095] Next, in step S33, processor 21 determines whether or not all pixels corresponding to the current polygon to be rendered have been rendered. If the result of this determination is that all pixels related to the polygon to be rendered have been rendered (YES in step S33), the process returns to step S31 and the processing is repeated. On the other hand, if all pixels have not yet been rendered (NO in step S33), in step S34, processor 21 selects a pixel to be rendered next from among the unrendered pixels.
[0096] Next, in step S35, the processor 21 acquires color information of the UV coordinates in the stage texture corresponding to the pixel to be drawn. Specifically, the processor 21 first identifies the UV coordinates of the stage texture corresponding to the vertex information of the stage mesh. Then, the processor 21 acquires color information related to the UV coordinates.
[0097] Next, in step S36, processor 21 acquires color information of the UV coordinates in the paint texture corresponding to the pixel to be drawn. Then, processor 21 acquires color information of the specified UV coordinates. As described above, the color information (player color) of the paint texture is set to a color according to the equipment status of the equipment chip.
[0098] Next, in step S37, the processor 21 blends the colors of the UV coordinates acquired from the stage texture and the paint texture to determine the drawing color of the pixel to be drawn. At this time, the blending is performed so that the color of the paint texture is drawn with priority over the color of the stage texture. In other words, the drawing color is determined by overlaying the paint texture on the stage texture. In this embodiment, in terms of blending ratio, the blending is performed so that the color of the stage texture is drawn at a ratio of 0% and the color of the paint texture is drawn at a ratio of 100%. After this, various lighting processes and the like are performed to determine the final drawing color of the pixel related to the stage mesh. Then, the processor 21 draws the pixel to be drawn using the drawing color. After that, the process returns to step S33 and is repeated.
[0099] On the other hand, if it is determined in step S31 that rendering has been completed for all polygons constituting the stage mesh (YES in step S31), then in step S , processor 21 renders various objects such as the player character.
[0100] Next, in step S39, processor 21 synthesizes the image of the virtual space generated by the above-mentioned drawing with an image of the UI part, etc., as necessary, to generate a final game image, and outputs it as a video signal. After that, processor 21 ends the drawing process.
[0101] [Game end determination] Returning to FIG. 13, next, in step S9, processor 21 determines whether or not a condition for ending play of the currently played stage has been satisfied. If not satisfied (NO in step S9), the process returns to step S3 and is repeated. If satisfied (YES in step S9), processor 21 ends the game process. At this time, a process of granting a predetermined equipment chip to the user as a reward for clearing the stage is also appropriately executed. That is, processor 21 also appropriately executes a process of updating owned item data 513.
[0102] This concludes the detailed description of the game processing of this embodiment.
[0103] As described above, in this embodiment, the drawing settings according to the equipment status of the equipment chip are visually reflected in the results of a predetermined action of the player character (in this example, the drawing of the painted area by ink shooting). This allows the user to easily grasp what equipment is currently being used while playing the game, without having to display a separate equipment confirmation screen, etc.
[0104] [Variations] In the above embodiment, an example was given in which the user manually selected the equipment chip to be equipped to the player character. In other embodiments, in addition to such manual selection, automatic selection may be performed. For example, a "recommended equipment chip" may be predefined for each stage. If the user owns such equipment chip, the equipment chip may be automatically equipped to the player character before the start of stage play. By performing the drawing process as described above, in the case of manual selection, the user can easily check what equipment chip he or she selected during play. In the case of automatic selection, the user can easily understand what equipment chip was automatically selected.
[0105] In the above embodiment, an "equipment chip" is given as an example of an "item" to be equipped to the player character. In other embodiments, the "item" is not limited to such "items", and for example, the player character may be allowed to select from a plurality of "skills" or "magic" to be used. Then, for an effect image, etc. when the selected skill, etc. is used, the above-mentioned primary texture and secondary texture may be determined according to the above selection, and the effect image, etc. may be drawn using these.
[0106] In the above embodiment, the primary texture is selected from the primary texture group data 508, and the secondary texture is selected from the secondary texture group data 509. That is, the above embodiment shows an example in which the groups of textures to be selected as the base are different, such as a "texture group for base color" and a "texture group for pattern". In other embodiments, the primary texture and the secondary texture may be selected from one texture group. For example, instead of the above-mentioned "base color" and "pattern", texture images of different colors may be selected as the primary texture and the secondary texture from a single texture group containing multiple texture images of a single color. Then, a color obtained by combining the "color" of the selected primary texture and the "color" of the secondary texture may be set as the player color.
[0107] In the above embodiment, two textures, a primary texture and a secondary texture, are specified, and the player color is determined by combining these. In other embodiments, a configuration in which only one texture is used may be used. For example, one texture may be used by adjusting the drawing content by two different drawing settings. The drawing setting content (combination) may be changed according to the equipment status of the equipment chip. As an example of drawing settings, "color" may be set as the first drawing setting, and "brightness" may be set as the second drawing setting. As an example, a case in which a red monochromatic texture image is used is assumed. That is, a case in which a "red" texture image is specified as the first drawing setting is assumed. Even in this case, the second drawing setting may change depending on the equipment status of the equipment chip, and "red" may be drawn with different brightness. As a result, a drawing process may be performed in which the colors are visually recognized as different colors, such as "bright red" and "dark red". In addition, in addition to the brightness, information on "height" (so-called height map) may be used for the drawing settings. In this way, the viscosity of the ink can be expressed by creating height differences in the areas where the ink is applied, and the height differences can be varied depending on the equipment status.
[0108] In the above embodiment, the enemy color is fixed to black as an example. In this regard, in other embodiments, the enemy color may be determined according to the player color. That is, the enemy color may be dynamically changed so that it is easily distinguished from the player color. For example, a predetermined color according to the combination of the primary texture and the secondary texture may be defined in advance as the enemy color. Then, every time the primary texture and the secondary texture are determined, that is, every time the equipment contents are changed, the enemy color may be selected according to the combination.
[0109] In another embodiment, a color vision assistance function may be implemented in the game processing. For example, a predetermined setting screen may be configured to allow the "color vision assistance" to be turned on or off. When the color vision assistance function is set to on, the player color may be determined based on a predetermined color (drawing setting) that is predefined for color vision assistance, regardless of the equipment status of the above-mentioned equipment chip.
[0110] In the above embodiment, the "primary texture" and "secondary texture" are determined based on the number of equipment chips. In other embodiments, the "primary texture" and "secondary texture" may be determined based on the total improvement value or improvement rate of the parameters improved by the equipment chips, rather than the number of equipment. Even in this case, the user can visually grasp the current equipment contents with some degree of ease.
[0111] In addition, in the above example, the "primary texture" and "secondary texture" are determined based on the number of pieces of equipment. In addition, in the case where only one type of equipment chip is equipped, both the "primary texture" and the "secondary texture" use textures corresponding to the type of equipment chip. In this regard, in other embodiments, the following processing may be performed. That is, a predetermined texture image is defined in advance as a "default color". Then, the player character may always be equipped with "only one" equipment chip corresponding to the default color. Also, the control chip corresponding to the default color is invisible to the user, and cannot be removed from the equipment. In other words, it is treated as an internal equipment chip that the user cannot be involved in. In addition, in the case where only one type of equipment chip is equipped, for example, a texture image related to the default color may be used as the secondary texture. More specifically, in the case where only one type of equipment chip is equipped, if two or more equipment chips are equipped, the equipment chip of the default color that is equipped with "only one" will necessarily become the "equipment chip with the second highest number of equipment chips." Also, if only one equipment chip is equipped, both will be the "first most equipped equipment chip", but in this case, the default color equipment chip should be treated as the "second most equipped equipment chip". Also, if no equipment chips are equipped, the texture image of the default color should be used as the "primary texture" and "secondary texture".
[0112] In addition, in the above example, regarding the determination of the "primary texture" and the "secondary texture", if the first condition (the number of equipment pieces is the highest) is satisfied, the second condition (the number of equipment pieces is the second highest) is not satisfied. In other words, as a judgment condition used for determining the "primary texture" and the "secondary texture", a condition that results in an exclusive relationship is exemplified. In this regard, the judgment condition is not limited to such a condition that results in an exclusive relationship. In other embodiments, a condition that may satisfy the first condition while also satisfying the second condition may be used. In this case, for example, in a situation where both the equipment chip A and the equipment chip B satisfy the first condition and the second condition, the types of equipment chips related to the primary texture and the secondary texture may be selected randomly so as not to overlap. In other words, the primary texture and the secondary texture may be determined to correspond to different types of equipment chips.
[0113] In the above embodiment, an example was described in which the ground, walls, and other terrain was painted with ink, but in other embodiments, the object to be painted as described above is not limited to the terrain, and any predetermined range in the virtual space may be the object. For example, the object may be a moving object (the surface thereof).
[0114] In the above embodiment, the case where a series of game processes is executed by a single game device 2 has been described. In another embodiment, the series of processes may be executed in an information processing system consisting of a plurality of information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a part of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, a main part of the series of processes may be executed by the server device, and a part of the processes may be executed by the terminal device. In the above information processing system, the server system may be composed of a plurality of information processing devices, and the processes to be executed on the server side may be shared and executed by the plurality of information processing devices. Also, a so-called cloud gaming configuration may be used. For example, the game device 2 may be configured to send operation data indicating a user's operation to a predetermined server, and various game processes may be executed in the server, and the execution results may be streamed to the game device 2 as video and audio. [Explanation of symbols]
[0115] 2. Gaming Devices 4. Controller 5 Display section 21 Processors 22 Memory section 23 Wireless Communication Department 24 Controller communication section 25 Video and audio output section
Claims
1. An information processing program executed on a computer of an information processing device capable of executing a game, a utilization parameter determination means for determining at least one type of parameter from among a plurality of types of parameters as a utilization parameter to be used in the game; a first drawing setting identification means for identifying, as a first drawing setting, a drawing setting corresponding to a type of a parameter to be used that satisfies a first condition among the parameters to be used; a second rendering setting identification means for identifying, from among the parameters to be used, a rendering setting corresponding to a type of the parameter to be used that satisfies a second condition as a second rendering setting; a rendering means for rendering, in the game, a first predetermined range in a virtual space based on the first rendering setting and the second rendering setting; An information processing program that causes the computer to function as follows.
2. the first rendering setting identification means identifies the first rendering setting by identifying a texture corresponding to the type of the utilization parameter that satisfies the first condition; The information processing program according to claim 1 , wherein the second rendering setting identification means identifies the second rendering setting by identifying a texture corresponding to the type of the used parameter that satisfies the second condition.
3. the first rendering setting identification means identifies the first rendering setting by identifying a texture corresponding to the type of the utilization parameter that satisfies the second condition from a first texture group associated with the first condition; The information processing program according to claim 2 , wherein the second rendering setting identification means identifies the second rendering setting by identifying a texture corresponding to the type of the used parameter that satisfies the second condition from a second texture group associated with the second condition.
4. the first drawing setting specifying means treats a parameter having the highest number of parameters determined as the use parameter as satisfying the first condition; The information processing program according to claim 1 , wherein the second rendering setting specification means treats a parameter having a second highest number of parameters determined as the parameter to be used as satisfying the second condition.
5. 2. The information processing program according to claim 1, wherein said usage parameter determination means determines said usage parameters based on a user's operation.
6. 6. The information processing program according to claim 5, wherein the utilization parameter determination means determines, based on a virtual item utilized in the game, the parameter corresponding to the virtual item as the utilization parameter.
7. The information processing program according to claim 6 , further causing the computer to function as a virtual item granting means for granting at least one of the virtual items to the user in accordance with the progress of the game.
8. The information processing program according to claim 1 , wherein the drawing means draws the first predetermined range, which is set based on a user's operation, based on the first drawing setting and the second drawing setting.
9. The information processing program according to claim 8 , wherein the drawing means draws a second predetermined range, which is set regardless of the user's operation, based on a third drawing setting different from the first drawing setting and the second drawing setting.
10. the game is a game in which a character object corresponding to the user can be controlled within the virtual space, The information processing program according to claim 1 , further causing the computer to function as a state changing means for changing a state of the character object when the character object is at least within the first predetermined range.
11. making the computer further function as a color vision aid setting means for setting a setting related to the use of the color vision aid by the user based on an operation by the user; 2 . The information processing program according to claim 1 , wherein the drawing means draws the first predetermined range based on a fourth drawing setting regardless of the first drawing setting and the second drawing setting when a setting for using a color vision aid for the user is enabled.
12. a utilization parameter determination means for determining at least one type of parameter from among a plurality of types of parameters as a utilization parameter to be used in the game; a first drawing setting identification means for identifying, as a first drawing setting, a drawing setting corresponding to a type of a parameter to be used that satisfies a first condition among the parameters to be used; a second rendering setting identification means for identifying, from among the parameters to be used, a rendering setting corresponding to a type of the parameter to be used that satisfies a second condition as a second rendering setting; a rendering means for rendering, in the game, a first predetermined range in a virtual space based on the first rendering setting and the second rendering setting; An information processing system comprising:
13. An information processing method executed by a computer of an information processing device, The computer includes: determining at least one type of parameter from among a plurality of types of parameters as a usage parameter to be used in the game; Identifying, as a first rendering setting, a rendering setting corresponding to a type of the usage parameter that satisfies a first condition among the usage parameters; identifying, as a second rendering setting, a rendering setting corresponding to a type of the usage parameter that satisfies a second condition among the usage parameters; An information processing method in which, in the game, a first specified range in a virtual space is rendered based on the first rendering setting and the second rendering setting.
14. a utilization parameter determination means for determining at least one type of parameter from among a plurality of types of parameters as a utilization parameter to be used in the game; a first drawing setting identification means for identifying, as a first drawing setting, a drawing setting corresponding to a type of a parameter to be used that satisfies a first condition among the parameters to be used; a second rendering setting identification means for identifying, from among the parameters to be used, a rendering setting corresponding to a type of the parameter to be used that satisfies a second condition as a second rendering setting; a rendering means for rendering, in the game, a first predetermined range in a virtual space based on the first rendering setting and the second rendering setting; An information processing device comprising:
15. An information processing program executed on a computer of an information processing device capable of executing a game, a utilization parameter determination means for determining at least one parameter among the at least three types of parameters as a utilization parameter to be utilized in the game; a first texture specifying means for specifying, when a parameter satisfies a first condition among the parameters, a texture corresponding to the type of the parameter as a first texture; a second texture specifying means for specifying, when a parameter satisfies a second condition among the parameters, a texture corresponding to the type of the parameter as a second texture; a rendering means for rendering a predetermined range in a virtual space in the game using the first texture and the second texture; An information processing program that causes the computer to function as follows.