Game program, game processing method, and game device
The game system addresses the lack of strategic depth in baseball games by dynamically evaluating player movements using reference lines or areas, enhancing gameplay engagement and interaction.
Patent Information
- Application Number
- JP2021039875
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-12
- Publication Date
- 2025-07-08
- Estimated Expiration
- 2041-03-12
AI Technical Summary
Existing baseball games lack strategic depth in player operations, as the target areas for gameplay are predetermined, leading to repetitive and less engaging gameplay.
A game system that evaluates player movements by setting criteria based on past operations, using reference lines or areas to assess the direction and position of moving objects, such as a ball, to provide strategic challenges.
Enhances gameplay by requiring strategic operations, increasing engagement and player interaction through dynamic evaluation criteria that adapt to past player actions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game processing method, and a game device.
Background Art
[0002] For example, in a baseball game, there is a game in which the fair zone of a baseball field is divided into 7×7 squares, and bingo is aimed at the place (square) where the batted ball of the batter bounces by the operation of the user (see, for example, Non-Patent Document 1).
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above-described game, since the place (square) at which bingo is aimed is determined in advance, the operation required of the user is a uniform one of aiming at the determined squares.
[0005] One of the objects of some aspects of the present invention is to provide a game program, a game processing method, and a game device that realize a game that requires a more strategic operation.
[0006] Another object of the present invention is to provide a game program, a game processing method, and a game device that enable the effects described in the embodiments described below to be achieved.
Means for Solving the Problems
[0007] In order to solve the above problems, one aspect of the present invention is a game program for causing a computer that executes game processing to perform a step of moving a specific object by a user's operation, and a step of setting an evaluation criterion for evaluating at least a moving direction of the object based on a moving direction of the object moved by the user's operation performed in the past.
[0008] Also, one aspect of the present invention is a game program for causing a computer that executes game processing to perform a step of moving a specific object by a user's operation, and a step of setting an evaluation criterion for evaluating a position after movement of the object based on an area divided based on a position after movement of the object moved by the user's operation performed in the past.
[0009] Also, one aspect of the present invention is a game processing method executed by a computer that executes game processing, the game processing method including a step of moving a specific object by a user's operation, and a step of setting an evaluation criterion for evaluating at least a moving direction of the object based on a moving direction of the object moved by the user's operation performed in the past.
[0010] Also, one aspect of the present invention is a game processing method executed by a computer that executes game processing, the game processing method including a step of moving a specific object by a user's operation, and a step of setting an evaluation criterion for evaluating a position after movement of the object based on an area divided based on a position after movement of the object moved by the user's operation performed in the past.
[0011] Another aspect of the present invention is a game device that executes game processing, comprising an object movement unit that moves a specific object by a user's operation, and an evaluation criterion setting unit that sets an evaluation criterion for evaluating at least the movement direction of the object based on the movement direction of the object that has been moved by the user's operation performed in the past.
[0012] Another aspect of the present invention is a game device that executes game processing, comprising an object movement unit that moves a specific object by a user's operation, and an evaluation criterion setting unit that sets an evaluation criterion for evaluating the position of the object after movement based on a region classified based on the position of the object that has been moved by the user's operation performed in the past.
Brief Description of the Drawings
[0013]
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Mode for Carrying Out the Invention
[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [First Embodiment] First, the first embodiment of the present invention will be described.
[0015] 〔Outline of the Game Device〕 First, an outline of an example of the processing of the game executed by the game device according to the present embodiment will be described. The game according to the present embodiment is a game using a plurality of characters. A character is a game character such as a person, an animal, an object (for example, a vehicle) that appears in the game, and is displayed as an image (character image) on the game screen. Specifically, an example of the game according to the present embodiment is a baseball game including a cultivation part and a battle part.
[0016] The cultivation part is a game part for cultivating characters corresponding to players. In the cultivation part, the abilities of characters can be improved by cultivating the characters. The battle part is a game part in which a team including the characters cultivated in the cultivation part as players plays a baseball game against the opponent team.
[0017] The battle part includes a "game" mode in which an opponent is selected to play a baseball game with another user or the computer, a "tournament" mode in which one participates in a tournament and plays a baseball game against the opponent in a league game or a tournament game, and the like. In addition, the battle part includes a mode for competing in a specific competition (hereinafter referred to as the "mini-game mode") separately from a normal baseball game. In the present embodiment, a "knocker game", which is an example of the mini-game mode, will be described.
[0018] The knocker game is a game in which the user is made to perform a specified number of knocks (i.e., strikes), e.g., 5 times, as a batter, points are added to the knocks evaluated as "good", and the total point score is competed. That is, in this knocker game, the user does not perform the operation of the defensive side, but the operation of the knocking side. A "good" knock means that in a specified number of knocks, a large number of outfielders who catch the hit ball by that knock are moved. Here, the outfielder is an NPC (Non Player Character) that the user does not operate. The outfielder moves in the direction of the hit ball under the control of the computer and catches the ball when it reaches the hit ball. For each knock, a line segment connecting the position where the outfielder catches the hit ball and the position of the home base (hereinafter referred to as the "reference line") is drawn. This reference line is a boundary based on the moving direction and distance of the hit ball by the user's operation, and is an evaluation criterion when evaluating the knock (i.e., the user's operation). That is, this reference line is an evaluation criterion for evaluating the moving direction and distance of the hit ball. When the outfielder catches the next knock, points are added each time the outfielder passes through the reference line (i.e., the boundary) drawn by the previous (until the previous time) knock. The user aims to increase the score by inducing the outfielder with a knock and passing through a large number of reference lines.
[0019] FIG. 1 is a diagram for explaining an example of the knocker game according to the present embodiment. In the knocker game, a game space imitating the ground of a baseball field is displayed on the game screen. The flow of the knocker game will be described in order from FIGS. 1(A) to (E).
[0020] FIG. 1(A) shows the initial state at the start of the knocker game. In this initial state, a reference line L0 is drawn in advance from the position of the home base HB toward the center direction to the position of the outfield fence. That is, the reference line L0 is drawn in the center so as to divide the ground into two parts on the left and right.
[0021] Here, when looking from the position of the home base HB towards the center, the direction to the left of the center is defined as the left direction, and the direction to the right of the center is defined as the right direction. Also, the direction perpendicular to the ground surface is defined as the vertical direction.
[0022] The knocker character C1 is a batter who makes a knock in response to the user's operation. In the illustrated example, the knocker character C1 is a right-handed batter and is located on the left side (third base side) with respect to the reference line L0. The fielder character C2 is an outfielder who catches the hit ball in response to the knock by the knocker character C1 and is an NPC as described above. In the initial state, the fielder character C2 is located on the opposite side of the knocker character C1 with respect to the reference line L0. In the example shown in this figure, the fielder character C2 is located on the right side (right side) with respect to the reference line L0. Let the position of the fielder character C2 in this initial state be "a1". When the fielder character C2 passes the reference line L0 during the first knock, points will be added.
[0023] Figure 1(B) shows a state where the ball object BO (the hit ball of the first ball) knocked by the knocker character C1 due to the user's operation for the first ball is flying in the left direction. The fielder character C2 starts moving from the position of "a1" and moves in the left direction (left direction) towards the direction of the hit ball. At this time, since the fielder character C2 passes the reference line L0 during the movement, points (for example, 10,000 points as line points) are added. The score at this point is 10,000 points.
[0024] Figure 1(C) shows a state where the fielder character C2 reaches and catches the ball object BO (the hit ball) of the first ball and returns the ball towards the home base HB. Assuming that the fielder character C2 returns the ball from the position where it reached the ball object BO (the hit ball), let this reached position be "a2". A new reference line is drawn based on the trajectory of the ball object BO (the returned ball) returned by the fielder character C2 from the position of "a2".
[0025] Figure 1(D) shows the reference line L1 drawn after the fielder character C2 returns the ball from the position of "a2". The reference line L1 is a line segment connecting the position of "a2" where the fielder character C2 reaches the ball object BO (the hit ball) and the home base HB. After returning the ball, the fielder character C2 moves slightly to a position on the left or right side with respect to this reference line L1 based on a predetermined condition. The predetermined condition is, for example, a condition based on the number of reference lines on the left and right of the fielder character C2. For example, with the position of "a2" of the fielder character C2 as the center, it moves slightly towards the side with fewer reference lines on the left and right. In the illustrated example, the number of reference lines on the left with the position of "a2" of the fielder character C2 as the center is 0, and the number of reference lines on the right is 1. Therefore, the fielder character C2 moves to the position of "a3" on the left side of the reference line L1. When the number of reference lines on the left and right is equal, the fielder character C2 may move towards the side with fewer reference lines with the reference line L0 as the center.
[0026] Note that the fielder character C2 may move in the same direction as the direction in which it moved to catch the ball object BO (the hit ball) after returning the ball. That is, the above-mentioned predetermined condition may be a condition based on the moving direction of the fielder character C2 before catching the ball.
[0027] Figure 1(E) shows a state where the ball object BO (the hit ball of the second ball) hit by the knocker character C1 due to the user's operation on the second ball is flying in the right direction. The fielder character C2 starts moving from the position of "a3" and moves rightward (in the right direction) toward the direction of the hit ball. At this time, since the fielder character C2 has passed through two reference lines, the reference line L1 and the reference line L0, during the movement, points (for example, 10,000 points as line points) are added respectively, and a total of two points (for example, 20,000 points) are added. The more reference lines passed through, the more points are added. And at this point, the score is the line points of the first ball (for example, 10,000 points) plus the points of the second ball (for example, 20,000 points), totaling 30,000 points.
[0028] Thereafter, the above is repeated. That is, after the fielder character C2 returns the ball from the position where the second ball was caught, a new reference line is drawn connecting the position where the fielder character C2 reached the ball object BO (hit ball) of the second ball and the home base HB. Then, the game proceeds to the knock of the third ball. If reference lines are drawn every time from the first ball to the fourth ball knock, then at the time of the fifth ball knock, a total of five reference lines including the initial reference line L0 are drawn.
[0029] In this way, the more times the fielder character C2 passes through the reference line with each knock, that is, the more the fielder character C2 is moved, the better the evaluation and the more points are added. For example, when the user operates the knocker character C1, skills such as hitting the ball left and right with each knock are required. Therefore, this knocker game can also be said to be a game that competes in the skill of controlling the moving direction of the hit ball by knocking.
[0030] Here, the method of selecting the knocker character and the fielder character will be described. The knocker character is selected by the user from among a plurality of predetermined options. The same options may be presented to all users, or different options may be presented to each user according to the user's play history, the play status of other parts, etc. By presenting the same options to all users, any user can challenge in the same conditions in the mini-game mode regardless of the play history, play status, etc., so the fairness of the game can be maintained. On the other hand, by presenting different options to each user according to the user's play history, play status, etc., the interest is increased, and the motivation to play other parts can be improved. Also, the knocker character may be selectable from among the event characters possessed by the user or the characters cultivated by the user that appear in the cultivation part. The event character is a character that can be acquired by the user by playing in an event conducted within the cultivation part.
[0031] Similar to the knocker character, the fielder character is selected by the user from among a plurality of predetermined options. Regarding the options, the same options may be presented to all users, different options may be presented to each user, or the options may be presented from among the event characters possessed by the user or the characters cultivated by the user. Note that instead of the user selecting the fielder character, a character that uses the defensive ability of the character selected by the user as the knocker character may be operated as the fielder character.
[0032] Hereinafter, the configuration of the game device according to the present embodiment will be described in detail. 〔Configuration of Game System〕 First, the configuration of the game system according to the present embodiment will be described. FIG. 2 is a block diagram showing an example of the configuration of the game system 1 according to the present embodiment. The game system 1 includes a plurality of terminal devices 10-1, 10-2, ···, 10-n (n is a natural number) and a server device 30, and these devices are connected via a communication network NW. Since the terminal devices 10-1, 10-2, ···, 10-n have the same configuration, they will be simply described as the terminal device 10 when not particularly distinguished.
[0033] The terminal device 10 functions as a game device by executing a game control program. For example, the terminal device 10 is a computer device used by a user, and a game machine, a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or a feature phone, etc. can be applied. In the present embodiment, the case where the terminal device 10 is a smartphone will be described as an example.
[0034] The server device 30 manages game data and a game control program necessary for executing the game control program on the terminal device 10. For example, the server device 30 is a computer device managed by a game operation company, and can also be regarded as a system composed of a plurality of server machines, storage, network switches, routers, firewalls, etc.
[0035] The game data managed by the server device 30 is used when the game control program is executed on the terminal device 10, or is transmitted to the terminal device 10 in advance and used. Further, the game data may include advertisement data (information of other games) displayed during the game. For example, the image displayed on the screen (game screen) of the terminal device 10 is a part of the game data.
[0036] The game control program managed by the server device 30 includes part of the game control program. The game control program includes not only those downloaded to the terminal device 10 before the game starts, but also those downloaded to the terminal device 10 after the game starts. Note that the game control program downloaded to the terminal device 10 before the game starts is not limited to those managed by the server device 30, and may be managed by a server device that distributes a program operating on the terminal device 10.
[0037] 〔Hardware Configuration of Terminal Device〕 Next, the configuration of the terminal device 10 according to the present embodiment will be described in detail. FIG. 3 is a diagram showing an example of the hardware configuration of the terminal device 10 according to the present embodiment. The terminal device 10 includes, for example, a communication unit 11, an input unit 12, a display unit 13, an audio output unit 14, a storage unit 15, and a CPU (Central Processing Unit) 16.
[0038] The communication unit 11 is a device that performs communication corresponding to the communication standards of a communication network NW such as a wireless LAN, a wired LAN, or mobile communication (LTE) through which the terminal device 10 and the server device 30 can communicate.
[0039] The input unit 12 is a device that can receive operation information by a user's operation. A typical configuration of the input unit 12 in the present embodiment is, for example, a touch panel that receives operation information by a user's operation on the screen of the display unit 13. Examples of the input unit 12 include physical devices such as buttons, keyboards, and levers for mechanical operations, pointing devices such as touch panels and mice, and recognition devices (microphones, cameras) for recognition by voice or gesture. Further, it may be a non-contact touchless panel, not limited to a contact type touch panel. Also, the input unit 12 may be configured integrally with the terminal device 10, or may be configured as a separate body connected by wire or wirelessly. The input unit 12 outputs an operation signal based on the input operation information.
[0040] The display unit 13 is a display for displaying information such as images and text, and is configured to include, for example, a liquid crystal display panel, an organic EL (ElectroLuminescence) display panel, and the like. Note that the display unit 13 may be configured as a separate body from the terminal device 10, and may be, for example, a television, an external monitor, or a head-mounted display (HMD). In the game processing of the knocker game, various game screens of the knocker game are displayed on the display unit 13.
[0041] The audio output unit 14 is configured to include, for example, a speaker. Further, the audio output unit 14 may be configured to include an audio output terminal that outputs audio to headphones or the like.
[0042] The storage unit 15 includes, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (Electrically Erasable Programmable Read-Only Memory), a ROM (Read-Only Memory), a RAM (Random Access Memory), etc., and stores various information, images, programs, etc. used by the terminal device 10 for processing. Note that the storage unit 15 is not limited to being built into the terminal device 10, and may be an external storage device connected by a digital input / output port such as a USB.
[0043] The CPU 16 executes various programs stored in the storage unit 15 and controls each part of the terminal device 10. Note that the CPU 16 is an example of a processor that executes processing in the terminal device 10.
[0044] Note that the terminal device 10 may be configured to include a camera, a gyro sensor, a GPS (Global Positioning System) chip, an acceleration sensor, a magnetic sensor, an ambient light sensor, a proximity sensor, a fingerprint sensor, etc. (not shown).
[0045] 〔Functional Configuration of Terminal Device〕 Next, with reference to FIG. 4, the functional configuration of the terminal device 10 will be described. FIG. 4 is a block diagram showing an example of the functional configuration of the terminal device 10 according to the present embodiment. The illustrated terminal device 10 includes a control unit 160 as a functional configuration realized by the CPU 16 executing a game program of the knocker game stored in the storage unit 15. The control unit 160 includes an operation reception unit 161, a knock processing unit 162, a hitting control unit 163, a ball-catching control unit 164, an evaluation criterion setting unit 165, an evaluation unit 166, and a display control unit 167.
[0046] The operation reception unit 161 receives an operation on the input unit 12. For example, the operation reception unit 161 acquires an operation signal from the input unit 12 based on a user's operation on the input unit 12. Specifically, in the game process of the knocker game, the operation reception unit 161 acquires an operation signal from the input unit 12 based on an operation for instructing the progress of the game or an operation on the knocker character C1.
[0047] The knock processing unit 162 executes a knock process for causing the user to perform a knock. FIG. 5 is a diagram showing an example of a game screen in the knock process according to the present embodiment. The illustrated knock screen G10 displays a part of a game space imitating the ground of a baseball field. An information display area GF is provided on the knock screen G10. In the information display area GF, the name of this mini-game, "Knocker Game", the score, the remaining number of balls, etc. are displayed.
[0048] The knock screen G10 receives a knock operation by the user. The knock operation is a hitting operation for hitting a pitch from the pitcher. On the knock screen G10, a knocker character C1 that performs a knock (swings a bat) in response to the user's hitting operation and a pitcher character C3 that is an NPC are displayed. When the user operates a "pitch start" button (not shown), the knock processing unit 162 causes the pitcher character C3 to perform a pitching motion.
[0049] The user performs a hitting operation on the ball object BO pitched from the pitcher character C3. The hitting operation includes a hitting position indication operation and a hitting timing indication operation. The hitting position indication operation is an operation for indicating the position where the knocker character C1 swings the bat. The hitting timing indication operation is an operation for indicating the timing when the knocker character C1 swings the bat.
[0050] A cursor P11 is displayed on the home base HB beside the knocker character C1 on the knock screen G10. The cursor P11 indicates the position where the bat passes when the knocker character C1 swings the bat. The cursor P11 includes a core part P12 indicating the part through which the axis of the bat passes. By performing a hitting position indication operation for moving the cursor P11, the knock processing unit 162 can move the hitting position (the position where the bat passes) of the knocker character C1.
[0051] The hitting position indication operation for the user to move the cursor P11 is, for example, an operation of moving a finger while touching the knock screen G10. The position where the finger touches is not limited to the position of the cursor P11 and may be any position on the knock screen G10. The cursor P11 can move within the reach of the bat.
[0052] The hitting timing indication operation for indicating the timing when the knocker character C1 swings the bat is an operation of releasing the finger touching the knock screen G10. At the timing corresponding to the user releasing the finger touching the knock screen G10, the knock processing unit 162 causes the knocker character C1 to swing the bat toward the cursor P11 (hitting position).
[0053] When the user releases the finger touching the knock screen G10 in accordance with the timing when the ball object BO pitched from the pitcher character C3 passes near the home base HB, the knock processing unit 162 determines the hit determination (strike determination) between the bat and the ball object BO based on the positional relationship between the position of the cursor P11 at the timing of releasing the finger and the position of the ball object BO. Then, as a result of the hit determination, if the preset hitting conditions are satisfied, the knock processing unit 162 determines that the bat has hit the ball object BO. For example, if the ball object BO is within the range of the cursor P11 at the timing of releasing the finger, the knock processing unit 162 determines that the bat has hit the ball object BO.
[0054] On the other hand, if the ball object BO is outside the range of the cursor P11 at the timing of releasing the finger, or if the timing when the pitched ball object BO passes near the home base HB and the timing when the user releases the finger touching the knock screen G10 are separated by a predetermined time or more, the knock processing unit 162 determines that the bat has not hit the ball object BO (a miss or a foul) and determines a hitting failure.
[0055] Also, when the knock processing unit 162 determines that the bat has hit the ball object BO, it determines the moving direction and acceleration of the hit ball based on the timing when the user releases the finger touching the knock screen G10, the positional relationship between the cursor P11 and the ball object BO, etc. The moving direction includes the angle in the left - right direction (azimuth angle) and the angle in the up - down direction (pitch angle). Note that the moving direction may include only the angle in the left - right direction (azimuth angle) at least. The acceleration is a parameter indicating the strength of the hit ball. The greater the acceleration, the faster and farther the ball object BO moves. Note that the strength of the hit ball may be represented by parameters indicating speed and flying distance.
[0056] Returning to FIG. 4, the hitting control unit 163 (an example of the object movement unit) controls the ball object BO according to the user's hitting operation on the knock screen G10 shown in FIG. 5. For example, the hitting control unit 163 moves the ball object BO based on the movement direction and acceleration of the hit ball determined by the knock processing unit 162.
[0057] Here, referring to FIG. 6, the game field of the knocker game according to the present embodiment will be described. FIG. 6 is an explanatory diagram of the game field of the knocker game according to the present embodiment. In this figure, the parts corresponding to the parts shown in FIG. 1 are given the same reference numerals.
[0058] The ground area FL corresponds to the area imitating the ground of the baseball field shown in FIG. 1 and indicates the fair zone of the baseball field. When the hit ball flies into the foul zone or the home run zone, which are the areas outside the ground area FL, it is determined that the hitting is a failure. Also, even within the ground area FL, if the hit ball stops in the quadrilateral area (diamond area) connecting the four bases of home plate, first base, second base, and third base, it is also determined that the hitting is a failure. This diamond area is hereinafter referred to as the "NG area". That is, the area excluding the NG area in the ground area FL is set as the area where a successful hit is determined (hereinafter referred to as the "OK area"). That is, when the hit ball flies into the OK area, that is, when the hit ball is in the area that can be the defensive range of the outfielder, it is determined that the hitting is successful.
[0059] When the hit ball flies into the OK area, the fielder character C2 moves to catch the ball. On the other hand, when the hit ball flies into the foul zone or the home run zone, or when the hit ball stops in the NG area, the fielder character C2 does not move.
[0060] The ball-catching control unit 164 controls the position, movement, and actions of the fielder character C2, as well as the movement of the ball object BO caused by the return throw of the ball. Specifically, the ball-catching control unit 164 determines the position of the fielder character C2 in the initial state (for example, the position of "a1" shown in FIGS. 1 and 6) according to the position of the knocker character C1. In addition, when the ball object BO moves to the OK area under the control of the hitting control unit 163, the ball-catching control unit 164 moves the fielder character C2 in the direction of reaching the ball object BO.
[0061] In this figure, the moving direction of the ball object BO due to the first hit is indicated by the arrow Y1 and the azimuth angle "-α". Here, regarding the azimuth angle, the reference angle (0 degrees) is set as the direction of the reference line L0, the angle to the left with respect to the reference line L0 is the negative angle, and the angle to the right is the positive angle. Note that the reference angle and the positive and negative directions can be arbitrarily determined. In the first hit, the ball-catching control unit 164 moves the fielder character C2 from the position of "a1" to the position of "a2" where the ball object BO is reached.
[0062] At the position of "a2" where the fielder character C2 reaches the ball object BO, the ball-catching control unit 164 causes the fielder character C2 to catch the ball object BO and return the ball from that position to the home base HB. In addition, the ball-catching control unit 164 moves the ball object BO from the position of "a2" to the home base HB according to the return throw of the fielder character C2. Further, the ball-catching control unit 164 determines the position of the fielder character C2 after the return throw to the position of "a3" where it is slightly moved to the left side with fewer reference lines on the left and right of the fielder character C2 based on the number of reference lines.
[0063] Also, the moving direction of the ball object BO due to the second knock is indicated by an arrow Y2 and an azimuth angle “+β”. The catching control unit 164 moves the fielder character C2 from the position “a3” to the position “a4” that reaches the ball object BO in the second knock. The catching control unit 164 causes the fielder character C2 to catch the ball object BO at the position “a4” where the fielder character C2 reaches the ball object BO, and returns the ball from that position to the home base HB. Also, the catching control unit 164 moves the ball object BO from the position “a4” to the home base HB according to the return ball of the fielder character C2.
[0064] The evaluation criterion setting unit 165 sets a reference line L0 in the initial state. Also, the evaluation criterion setting unit 165 newly sets a reference line based on the moving direction of the hit ball (ball object BO) moved by the user's hitting operation each time there is a knock. That is, the evaluation criterion setting unit 165 sets a reference line for evaluating the next knock based on the moving direction of the ball object BO moved by the user's hitting operation performed in the past (until the previous time).
[0065] Here, it is assumed that the game field shown in FIG. 6 is on an XY coordinate plane with the home base HB as the origin. In this figure, the coordinates of the position of the home base HB are (0,0), the coordinates of the position “a1” are (x1,y1), the coordinates of the position “a2” are (x2,y2), the coordinates of the position “a3” are (x3,y3), and the coordinates of the position “a4” are (x4,y4). Also, the coordinates of the position “k0” at the center (center in the center field direction) of the arc of the outfield fence portion where the boundary between the ground area FL and the home run zone meets are (x0,y0).
[0066] In the initial state, the evaluation criterion setting unit 165 sets, as the reference line L0, a boundary formed by a line segment from the position “coordinates (0,0)” of the home base HB to the position “coordinates (x0,y0)” at the center “k0” of the arc of the outfield fence portion.
[0067] Also, the moving direction of the ball object BO due to the first hit corresponds to the direction from the position of the home base HB (the first reference position) corresponding to the origin of the movement of the ball object BO to the position of "a2" (the second reference position) corresponding to the destination of the movement of the ball object BO. Based on the fact that the fielder character C2 reaches the ball object BO due to the first hit, the evaluation criterion setting unit 165 sets, as the reference line L1, a boundary formed by a line segment from the position of the home base HB "coordinates (0, 0)" to the position of "a2" "coordinates (x2, y2)".
[0068] Note that, as described above, the moving direction of the ball object BO due to the first hit corresponds to the direction from the position of the home base HB (the first reference position) to the position of "a2" (the second reference position) corresponding to the destination of the movement of the ball object BO (that is, the moving direction of the hit ball). However, it may also correspond to the moving direction of the ball object BO due to the first return ball (that is, the direction opposite to the moving direction of the hit ball). That is to say, the moving direction of the ball object BO due to the first hit can also be said to be the direction from the position of "a2" corresponding to the origin of the movement of the ball object BO due to the first return ball to the position of the home base HB corresponding to the destination of the movement of the ball object BO. When the fielder character C2 returns the ball from the position where the fielder character C2 reaches the ball object BO, the moving direction of the hit ball and the moving direction of the return ball are opposite to each other. However, since the boundary based on the moving direction of the hit ball and the boundary based on the moving direction of the return ball are the same, the same reference line is set regardless of which moving direction is used.
[0069] Also, each time the fielder character C2 reaches and catches the ball object BO in response to the movement of the ball object BO due to a hit, the evaluation criterion setting unit 165 adds a reference line serving as an evaluation criterion based on the position of the home base HB (the first reference position) corresponding to the origin of the movement of the ball object BO and the position (the second reference position) corresponding to the destination of the movement of the ball object BO.
[0070] For example, the moving direction of the ball object BO due to the second knock corresponds to the direction from the position of the home base HB corresponding to the origin of the movement of the ball object BO to the position of "a4" corresponding to the destination of the movement of the ball object BO. Based on the fact that the fielder character C2 has reached the ball object BO due to the second knock, the evaluation criterion setting unit 165 sets, as the reference line L2, a boundary formed by a line segment from the position "coordinates (0, 0)" of the home base HB to the position "coordinates (x4, y4)" of "a4".
[0071] Then, each time the evaluation criterion setting unit 165 sets a reference line, it causes the storage unit 15 to store evaluation criterion setting information associating the coordinates of one end of the reference line with the coordinates of the other end. FIG. 7 is a diagram showing a data example of the evaluation criterion setting information according to the present embodiment. In the illustrated evaluation criterion setting information 151, the coordinates of the start point and the end point are associated for each reference line. Here, the coordinates of the position of the home base HB are used as the start point, and the coordinates of the position where the fielder character C2 reaches the ball object BO are used as the end point, but the start point and the end point may be reversed.
[0072] The evaluation unit 166 evaluates a knock by the user's operation. For example, when it is determined that the knock by the user's operation is a hitting failure, the evaluation unit 166 evaluates it as a miss and does not give points. The case where it is determined as a hitting failure is the case where the bat does not hit the ball object BO (a swing and a miss), the case where the hit ball (the ball object BO) flies into the foul zone or the home run zone, or the case where the hit ball (the ball object BO) stops in the NG area.
[0073] In addition, when the ball object BO hits and flies into the OK area, the evaluation unit 166 evaluates based on the moving direction of the ball object BO with respect to the reference line. The moving direction of the ball object BO due to the hit corresponds to the position where the fielder character C2 reaches the ball object BO. The evaluation unit 166 evaluates based on whether the position where the fielder character C2 reaches the ball object BO is on one side or the other side of the reference line. Here, the evaluation unit 166 uses the reference line set in the evaluation criterion setting information 151 shown in FIG. 7 for the evaluation. That is, the evaluation unit 166 evaluates using the preset reference line L0 and the reference line set by the previous (up to the previous time) hit. In the case of the first hit of a ball, only the reference line L0 is used for the evaluation.
[0074] For example, when the fielder character C2 reaches the ball object BO after passing through the reference line in response to the movement of the ball object BO due to the hit, the evaluation unit 166 evaluates to give a higher evaluation than when reaching the ball object BO without passing through the reference line L0. For example, when the fielder character C2 reaches the ball object BO after passing through the reference line, the evaluation unit 166 gives a predetermined point (for example, 10,000 points). On the other hand, when the fielder character C2 reaches the ball object BO without passing through the reference line, the evaluation unit 166 does not give points.
[0075] In addition, when the fielder character C2 reaches the ball object BO without passing through the reference line, the evaluation unit 166 may assign fewer points than when reaching the ball object BO after passing through the reference line. That is, when the user succeeds in hitting, the evaluation unit 166 may give a higher evaluation even if the fielder character C2 does not pass through the reference line than when the hitting fails. In other words, when the fielder character C2 does not reach the ball object BO that moves by a knock, the evaluation unit 166 evaluates it to be lower than when the fielder character C2 reaches the ball object BO at any position. The case where the fielder character C2 does not reach the ball object BO is the case where it is determined that the hitting has failed.
[0076] Further, the evaluation unit 166 evaluates such that the higher the number of times the fielder character C2 passes through the reference line until reaching the ball object BO in response to the movement of the ball object BO by a knock, the higher the evaluation. For example, the evaluation unit 166 assigns a predetermined number of points (for example, 10,000 points) every time the fielder character C2 passes through the reference line until reaching the ball object BO. As a result, the more times the reference line is passed through, the larger the total number of points assigned. Note that the evaluation unit 166 may increase the number of points assigned every time the reference line is passed through. Further, the evaluation unit 166 may assign a predetermined number of points in response to passing through the reference line for the first time, and multiply the assigned points by a predetermined coefficient every time the reference line is passed through thereafter. The predetermined coefficient may be constant or may be different every time the reference line is passed through.
[0077] For example, the fielder character C2 located at "a1" on the right side of the reference line L0 shown in FIG. 6 passes through the reference line L0 in response to the movement of the ball object BO by the first knock and reaches the ball object BO at the position of "a2" on the left side. The evaluation unit 166 determines that the fielder character C2 has passed through the reference line L0 and reached the ball object BO based on the fact that the line segment connecting the coordinates (x1, y1) of the position of "a1" and the coordinates (x2, y2) of the position of "a2" intersects the reference line L0. Then, since the evaluation unit 166 determines that the fielder character C2 has passed through one reference line L0, it awards a predetermined number of points (for example, 10,000 points) corresponding to the number of times the reference line has been passed once.
[0078] Also, the fielder character C2 located at "a3" on the left side of the reference line L1 shown in FIG. 6 passes through the reference line L1 and the reference line L0 in response to the movement of the ball object BO by the second knock and reaches the ball object BO at the position of "a4" on the right side. The evaluation unit 166 determines that the fielder character C2 has passed through the reference line L1 and the reference line L0 and reached the ball object BO based on the fact that the line segment connecting the coordinates (x3, y3) of the position of "a3" and the coordinates (x4, y4) of the position of "a4" intersects the reference line L1 and the reference line L0. Then, since the evaluation unit 166 determines that the fielder character C2 has passed through two reference lines, namely the reference line L1 and the reference line L0, it awards a predetermined number of points (for example, 20,000 points) corresponding to the number of times the reference line has been passed twice.
[0079] Note that when the fielder character C2 reaches the ball object BO and catches the ball, the evaluation unit 166 may additionally give points (for example, bonus points) if the catch is a catch without a bounce. Also, even if the catch is not a catch without a bounce, the evaluation unit 166 may give bonus points according to the time from the bounce to the catch. For example, when the time from the bounce to the catch is within a predetermined time, the evaluation unit 166 may give more points (fewer points than a catch without a bounce) as bonus points the shorter the time from the bounce to the catch.
[0080] Also, the evaluation unit 166 stores the evaluation result in the storage unit 15. FIG. 8 is a diagram showing a data example of the evaluation result information according to the present embodiment. The illustrated evaluation result information 152 associates, for each hit, hitting information, the number of reference lines, points, bonus points, and a score. The hitting information is information indicating hitting success or hitting failure. The number of reference lines is the number of reference lines passed by the fielder character C2 until reaching the ball object BO. The points are the point values given according to the number of reference lines passed. The bonus points are the point values additionally added due to a catch without a bounce or the like. The score is the total of the points.
[0081] An example of the evaluation result information 152 to be illustrated will be described. The first knock indicates that it was a successful hit and the number of reference lines passed by the fielder character C2 before reaching the ball object BO was 1. Therefore, 10,000 points were awarded, and the score at this point was 10,000 points. The second knock indicates that it was a successful hit and the number of reference lines passed by the fielder character C2 before reaching the ball object BO was 2. Therefore, 20,000 points were awarded, and the score at this point is the score of the first knock plus the points of the second knock, which is 30,000 points. The third knock indicates that it was a failed hit. Therefore, the score remains the same as the score at the time of the second knock, which is 30,000 points. The fourth knock indicates that it was a successful hit, but the fielder character C2 did not pass the reference line before reaching the ball object BO. However, a bonus of 10,000 points was awarded for catching the ball without a bounce, and the score is the score of the third knock plus the bonus points of the fourth knock, which is 40,000 points. The fifth knock indicates that it was a successful hit and the number of reference lines passed by the fielder character C2 before reaching the ball object BO was 3. Therefore, 30,000 points were awarded, and the score is the score of the fourth knock plus the points of the fifth knock, which is 70,000 points. When the number of knocks in one knocker game is 5, the score of this fifth knock becomes the final score.
[0082] The display control unit 167 causes the display unit 13 to display game images displayed on the game screen of the knocker game. For example, the display control unit 167 causes the display unit 13 to display game images displayed on various game screens such as the game field of the knocker game (see FIG. 1) and the images displayed on the knock screen (see FIG. 5). For example, the display control unit 167 controls the game images to be displayed on the display unit 13 based on the operations of the user received by the operation reception unit 161, and the transition of the game screen. Further, when causing the display unit 13 to display a game image, the display control unit 167 updates the image at a predetermined frame rate. For example, the display control unit 167 updates, at a predetermined frame rate, the images corresponding to the movement and actions of the knocker character C1, the fielder character C2, the pitcher character C3, the ball object BO, etc. based on the control of the knock processing unit 162, the hitting control unit 163, the catching control unit 164, etc. Further, the display control unit 167 causes the display unit 13 to display the play result of the knocker game. The play result includes the number of times passing the reference line and the score indicating the total points.
[0083] 〔Operation of game processing〕 Next, with reference to FIGS. 9 to 12, the operation of the game processing of the knocker game executed by the CPU 16 of the terminal device 10 will be described. FIG. 9 is a flowchart showing an example of the game processing according to the present embodiment. In the knocker game, a prescribed number of times (for example, 5 times) of knocks are performed in one play.
[0084] When the CPU 16 starts the game processing of the knocker game in response to the operation of the user, it substitutes "1" as the initial value into the variable n for counting the number of knocks (step S110).
[0085] Next, the CPU 16 executes a knock process for causing the user to perform a knock (step S120). In the knock process, the CPU 16 moves the ball object BO by the user's hitting operation. For example, the CPU 16 causes the knock screen G10 shown in FIG. 5 to be displayed on the display unit 13 and accepts the user's hitting operation on the pitched ball object BO. Then, the CPU 16 determines whether the hit is successful or failed based on the user's hitting operation, and if the hit is successful, moves the ball object BO according to the moving direction and acceleration of the hit ball. Details of this knock process will be described later with reference to FIG. 10.
[0086] When the knock process ends, the CPU 16 determines whether the hit is successful based on the determination result in the knock process (step S125). If the CPU 16 determines that the hit is successful (step S125: YES), it proceeds to the catch process in step S130. On the other hand, if the CPU 16 determines that the hit is failed (step S125: NO), it proceeds to the evaluation process in step S140.
[0087] If the CPU 16 determines that the hit is successful in the knock process, it executes the catch process (step S130). In the catch process, the CPU 16 moves the fielder character C2 in the direction of the hit ball, causes the fielder character C2 to catch the ball at the position where the fielder character C2 reaches the hit ball (ball object BO), and sends the caught ball object BO to the home base HB. Details of this catch process will be described later with reference to FIG. 11.
[0088] When the ball-catching process ends, the CPU 16 executes an evaluation process for evaluating a knock by the user's hitting operation (step S140). The CPU 16 evaluates the knock by the user's hitting operation using a reference line for evaluating at least the moving direction of the ball object BO by the user's hitting operation. Specifically, the CPU 16 evaluates whether the fielder character C2 that has moved to catch the ball object BO moved by the user's hitting operation has passed through the reference line set by the past user's hitting operation. The CPU 16 awards points according to passing through the reference line. Details of this evaluation process will be described later with reference to FIG. 12.
[0089] When the evaluation process ends, the CPU 16 sets an evaluation criterion based on the moving direction of the ball object BO moved by the user's hitting operation (step S150). For example, the CPU 16 sets a reference line formed by a line segment from the position of the home base HB to the position where the fielder character C2 reaches the hit ball (the ball object BO) as the evaluation criterion. When setting it as the evaluation criterion, the CPU 16 adds a new reference line to the evaluation criterion setting information 151 shown in FIG. 7, for example, and associates and stores the coordinates of the position of the home base HB as the coordinates of the starting point of the reference line and the coordinates of the position where the fielder character C2 reaches the hit ball as the coordinates of the ending point of the reference line. The reference line set here is added as one of the evaluation criteria used for the evaluation of the next knock.
[0090] The CPU 16 adds 1 to the variable n for counting the number of knocks (step S160). Then, the CPU 16 determines whether the variable n is less than or equal to a specified number (for example, 5) (step S165). If the CPU 16 determines that the variable n is less than or equal to the specified number (for example, 5) (step S165: YES), it returns to the knock process of step S120. On the other hand, if the CPU 16 determines that the variable n has exceeded the specified number (for example, 5) (step S165: YES), since the knock of the specified number of times (for example, 5 times) has ended, it causes the result (such as the final score) to be displayed on the display unit 13 and ends the game process of the knocker game (step S170). For example, the CPU 16 causes at least a part of the information included in the evaluation result information 152 shown in FIG. 8 to be displayed on the display unit 13 as the final result.
[0091] Next, the details of the operation of the knock process in step S120 of FIG. 9 will be described. FIG. 10 is a flowchart showing an example of the knock process according to the present embodiment. In the knock process, the CPU 16 first causes the display unit 13 to display a pitch start image (step S201). The pitch start before image is an image before the pitcher character C3 starts pitching in the knock screen G10 shown in FIG. 5, and an operation button for instructing the start of pitching is displayed.
[0092] The CPU 16 determines whether there has been a pitch start operation (step S203). When the CPU 16 receives a user operation on the operation button for instructing the start of pitching, it determines that there has been a pitch start operation (step S203: YES), and causes the display unit 13 to display a pitch image (see the knock screen G10 shown in FIG. 5) in which the pitcher character C3 pitches (step S205). On the other hand, when the CPU 16 does not receive a user operation on the operation button for instructing the start of pitching, it determines that there is no pitch start operation (step S203: NO), and continues to cause the pitch start before image to be displayed on the display unit 13.
[0093] The CPU 16 determines whether or not it has received a hitting operation by the user within a specified time (step S207). The specified time is a time preset as the time during which a hitting operation can be performed on the pitched ball object BO. For example, the specified time is the time from when the pitcher character C3 starts pitching until the pitched ball object BO reaches a virtual catcher. If the CPU 16 determines that it has not received a hitting operation by the user within the specified time (step S207: NO), it determines that the hit has failed as a missed one (step S221).
[0094] On the other hand, if the CPU 16 has received a hitting operation by the user within the specified time (step S207: YES), it causes the display unit 13 to display a hitting image in which the bat of the knocker character C1 is swung toward the cursor P11 (hitting position) (step S209).
[0095] Next, the CPU 16 performs a hit determination (hitting determination) between the pitched ball object BO and the bat (step S211). If the CPU 16 determines, as a result of performing the hitting determination, that preset hitting conditions are satisfied, it determines that the bat has hit the ball object BO. For example, as described with reference to FIG. 5, the CPU 16 determines that the bat has hit the ball object BO if the ball object BO is within the range of the cursor P11 at the timing when the finger is lifted from the screen during the hitting operation. On the other hand, the CPU 16 determines that the bat has not hit the ball object BO if the ball object BO is outside the range of the cursor P11 at the timing when the finger is lifted from the screen during the hitting operation.
[0096] If the CPU 16 determines, based on the hitting determination in step S211, that the bat has not hit the ball object BO (step S213: NO), it determines that the hit has failed as a swing and a miss (step S221).
[0097] On the other hand, when the CPU 16 determines that the bat has hit the ball object BO based on the hit determination in step S211 (step S213: YES), it determines the moving direction and acceleration of the hit ball (step S215). Then, the CPU 16 starts the movement of the ball object BO based on the moving direction and acceleration of the hit ball determined in step S215 (step S217).
[0098] Next, the CPU 16 determines whether the destination of the ball object BO (hit ball) is in the OK area based on the moving direction and acceleration of the hit ball determined in step S215 (step S219). When the CPU 16 determines that the destination of the hit ball is in the OK area (step S219: YES), it determines that the hit is successful and ends the knock process. Note that even after ending the knock process, the CPU 16 continues the movement of the ball object BO.
[0099] On the other hand, when the CPU 16 determines that the destination of the hit ball is not in the OK area (step S219: NG), it determines that the hit has failed (step S221). A failed hit means that the destination of the hit ball is in the foul zone or the home run zone, or the hit ball stops in the NG area. In this case, the CPU 16 ends the movement of the ball object BO.
[0100] Next, the details of the operation of the ball-catching process in step S130 of FIG. 9 will be described. FIG. 11 is a flowchart showing an example of the ball-catching process according to the present embodiment. The CPU 16 starts moving the fielder character C2 from the initial position in the direction to reach the ball object BO (step S301). At this time, the CPU 16 also continues the movement of the ball object BO started in the knock process.
[0101] The CPU 16 determines whether the fielder character C2 has reached the ball object BO (step S303). For example, the CPU 16 determines that the fielder character C2 has reached the ball object BO when the position of the fielder character C2 and the position of the ball object BO match or are less than a predetermined distance. When the CPU 16 determines that the fielder character C2 has not reached the ball object BO (step S303: NO), it continuously moves the fielder character C2 and the ball object BO and performs the determination process of step S303.
[0102] On the other hand, when the CPU 16 determines that the fielder character C2 has reached the ball object BO (step S303: YES), it causes the display unit 13 to display a catch image indicating the operation of the fielder character C2 catching the ball object BO (step S305).
[0103] Further, the CPU 16 determines whether the fielder character C2 has caught the ball object BO on a no - bound, and stores the determination result in the storage unit 15 (step S307). In step S307, when the CPU 16 has not caught the ball on a no - bound, it may store the time from when the ball bounces until it is caught in the storage unit 15. Also, the CPU 16 stores the coordinates of the initial position of the fielder character C2 and the coordinates of the position (arrival position) where the ball object BO has been reached in the storage unit 15 (step S309).
[0104] In addition, the CPU 16 causes the display unit 13 to display a return - ball image for returning the ball object BO (step S311). The CPU 16 moves the ball object BO from the position where the fielder character C2 has caught it to the home base HB.
[0105] Next, the details of the operation of the evaluation process in step S140 of FIG. 9 will be described. FIG. 12 is a flowchart showing an example of the evaluation process according to the present embodiment. The CPU 16 determines whether a hit is determined to be successful in the knock process shown in FIG. 10 (step S401). When the CPU 16 determines that the hit has failed (S401: NO), it evaluates it as a miss (step S403). The CPU 16 stores information indicating a hit failure in the hit information of the evaluation result information 152 shown in FIG. 8, and stores "0" in the points and bonus points. Also, the CPU 16 stores "0" in the score for the first ball knock, and stores the previous score for the second and subsequent ball knocks. Then, the CPU 16 ends the evaluation process.
[0106] On the other hand, when the CPU 16 determines that the hit is successful (S401: YES), it stores information indicating a hit success in the hit information of the evaluation result information 152 shown in FIG. 8, and determines whether the fielder character C2 has passed the reference line before reaching the ball object BO (step S405). For example, the CPU 16 determines whether the fielder character C2 has passed the reference line based on the coordinates of the start point and end point of the reference line set in the evaluation criterion setting information 151 shown in FIG. 7 and the coordinates of the initial state position and the reach position of the fielder character C2 saved in step S309 of FIG. 11.
[0107] Based on the determination result of step S405, the CPU 16 determines whether the reference line has been passed (step S407). When the CPU 16 determines that the reference line has been passed (step S407: YES), it awards points according to the number of passed reference lines (that is, the number of times the reference line has been passed) (step S409). For example, the CPU 16 stores points corresponding to the number of passed reference lines in the points of the evaluation result information 152 shown in FIG. 8. Then, it proceeds to the process of step S411. Note that even if the same reference line is passed multiple times before the fielder character C2 reaches the ball object BO, the passing of the reference line is counted as one time and points are awarded.
[0108] On the other hand, when the CPU 16 determines that the reference line has not been crossed (step S407: NO), no points are awarded. For example, the CPU 16 stores "0" in the points of the evaluation result information 152 shown in FIG. 8. Then, the process proceeds to step S411.
[0109] Based on the determination result saved in step S307 of FIG. 11, the CPU 16 determines whether it is a no-bound catch (step S411). When the CPU 16 determines that it is a no-bound catch (step S411: YES), bonus points are awarded (step S413). For example, the CPU 16 stores bonus points corresponding to the no-bound catch in the bonus points of the evaluation result information 152 shown in FIG. 8. Then, the process proceeds to step S415. In steps S411 and S413, even when the CPU 16 determines that it is not a no-bound catch, bonus points may be awarded according to the time from when it bounces to when it is caught. In this case, the number of points awarded according to the time from when it bounces to when it is caught is specified in advance, and the CPU 16 awards bonus points based on the time from when it bounces to when it is caught saved in step S307 of FIG. 11 and the above specification.
[0110] On the other hand, when the CPU 16 determines that it is not a no-bound catch (step S411: NO), no bonus points are awarded. For example, the CPU 16 stores "0" in the bonus points of the evaluation result information 152 shown in FIG. 8. Then, the process proceeds to step S415.
[0111] The CPU 16 calculates the score based on the value of the points and the value of the bonus points (step S415). For example, the CPU 16 stores the total point value obtained by adding up the point value and the bonus point value of the evaluation result information 152 shown in FIG. 8 in the score.
[0112] Note that the reference line L0 does not necessarily have to be a target for which points are added when the fielder character C2 passes through it. For example, in FIGS. 1 and 6, even if the fielder character C2 passes through the reference line L0 from the position of "a1" and reaches the ball object BO at the position of "a2", points may not be given for passing through the reference line L0. That is, only the reference lines (for example, the reference line L1 in FIG. 1, the reference lines L1 and L2 in FIG. 6) set based on the fielder character C2 reaching the ball object BO may be targets for which points are added when the fielder character C2 passes through them. In this case, the reference line L0 may not be displayed.
[0113] 〔Summary of the First Embodiment〕 As described above, the terminal device 10 (an example of a game device) according to the present embodiment executes game processing by executing a game program. For example, the terminal device 10 moves a ball object BO (an example of a specific object) by a hitting operation (an example of an operation) of the user. Further, the terminal device 10 sets an evaluation criterion (for example, a reference line) for evaluating at least the moving direction of the ball object BO based on the moving direction of the ball object BO moved by the user's hitting operation performed in the past.
[0114] Thereby, since the evaluation criterion itself for evaluating the moving direction of the ball object BO moved by the user's operation changes depending on the past user's operation, the terminal device 10 can realize a game that requires a more strategic operation.
[0115] For example, the terminal device 10 sets a reference line (an example of a boundary) based on the moving direction of the ball object BO moved by the user's hitting operation performed in the past as an evaluation criterion.
[0116] As a result, in the terminal device 10, since the reference line itself for evaluating the moving direction of the ball object BO moved by the user's operation changes due to the past user's operations, a game that requires more strategic operations can be realized.
[0117] As an example, the direction from the first reference position (for example, the position of the home base HB) corresponding to the moving source of the ball object BO moved by the user's hitting operation to the second reference position corresponding to the moving destination of the ball object BO corresponds to the moving direction of the ball object BO. The terminal device 10 sets a reference line formed by a line segment passing through the first reference position and the second reference position as an evaluation criterion.
[0118] As a result, the terminal device 10 can appropriately set the reference line for evaluating the moving direction of the ball object BO moved by the user's operation based on the position of the moving source and the moving destination of the ball object BO.
[0119] For example, the terminal device 10 sets a reference line (boundary) formed by a line segment from the first reference position to the second reference position as an evaluation criterion. This evaluation criterion corresponds to an evaluation criterion for evaluating the moving direction and moving distance of the ball object BO moved by the user's hitting operation.
[0120] As a result, the terminal device 10 can evaluate the moving direction and moving distance of the ball object BO moved by the user's operation by using the line from the position of the moving source to the position of the moving destination of the ball object BO as the reference line.
[0121] In addition, the terminal device 10 moves the fielder character C2 (an example of a character) in the direction to reach the ball object BO in response to the ball object BO moving due to the user's hitting operation. And the second reference position is the position where the fielder character C2 reaches the ball object BO.
[0122] As a result, the terminal device 10 can evaluate using a reference line including the position where the fielder character C2 reaches the ball object BO.
[0123] Further, the terminal device 10 evaluates based on whether the second reference position corresponding to the moving direction of the ball object BO moved by the user's hitting operation is on one side or the other side of the reference line serving as the evaluation criterion.
[0124] As a result, the terminal device 10 can make the evaluation different depending on which side of the reference line the position where the fielder character C2 reaches the ball object BO is. That is, the terminal device 10 can make the evaluation different depending on whether the fielder character C2 has passed through the reference line.
[0125] For example, when the fielder character C2 located on one side of the reference line serving as the evaluation criterion passes through the reference line in response to the movement of the ball object BO by the user's hitting operation and reaches the second reference position on the other side, the terminal device 10 evaluates so as to give a higher evaluation than when reaching the second reference position without passing through the reference line.
[0126] As a result, the terminal device 10 can give a high evaluation (for example, give points) by the user guiding the fielder character C2 by a hitting operation so that the fielder character C2 passes through the reference line.
[0127] Further, each time the fielder character C2 reaches the second reference position in response to the movement of the fielder character C2 by the user's hitting operation, the terminal device 10 adds a reference line serving as an evaluation criterion based on the first reference position and the second reference position. Then, the terminal device 10 evaluates so that the higher the number of times the fielder character C2 passes through the reference line until it reaches the second reference position in response to the movement of the ball object BO by the user's hitting operation, the higher the evaluation.
[0128] As a result, the terminal device 10 can give a higher evaluation (for example, give more points) by the user guiding the fielder character C2 through a batting operation so that the fielder character C2 passes more through the reference line.
[0129] In addition, when the fielder character C2 does not reach the ball object BO that moves by the user's batting operation, the terminal device 10 may evaluate it to be a lower evaluation than when the fielder character C2 reaches the ball object BO at any position.
[0130] As a result, even when the fielder character C2 reaches the ball object BO that has moved by the user's batting operation without passing through the reference line, the terminal device 10 can give a higher evaluation than when the user's batting operation fails.
[0131] Moreover, the game processing method in the terminal device 10 includes a step of moving a ball object BO (an example of a specific object) by a batting operation (an example of an operation) of the user, and a step of setting an evaluation criterion (for example, a reference line) for evaluating at least the moving direction of the ball object BO based on the moving direction of the ball object BO that has moved by a past batting operation of the user.
[0132] As a result, since the evaluation criterion itself for evaluating the moving direction of the ball object BO that has moved by the user's operation changes depending on the past user's operation, the terminal device 10 can realize a game that requires a more strategic operation.
[0133] In this embodiment, it is assumed that the fielder character C2 returns the ball from the position where the fielder character C2 reaches the ball object BO (the hit ball). However, the position where the fielder character C2 reaches the ball object BO and the position where the fielder character C2 returns the ball may be different. In this case, the reference line may be a line segment connecting the position where the fielder character C2 reaches the ball object BO and the home base HB, or a line segment connecting the position where the fielder character C2 returns the ball and the home base HB.
[0134] [Second Embodiment] Next, a second embodiment of the present invention will be described. In the first embodiment, the reference line is a line segment from the first reference position (for example, the position of the home base HB) corresponding to the moving source of the ball object BO moved by the user's hitting operation to the second reference position (for example, the position where the fielder character C2 reaches the ball object BO) corresponding to the moving destination of the ball object BO. However, the present invention is not limited to this. In this embodiment, the reference line is a line segment passing through the first reference position corresponding to the moving source of the ball object BO moved by the user's hitting operation and the second reference position corresponding to the moving destination of the ball object BO, and reaching the outfield fence portion that hits the boundary between the ground area FL and the home run zone beyond that.
[0135] Note that the basic configurations of the game system 1 and the terminal device 10 according to this embodiment are the same as those shown in FIGS. 2, 3, and 4. Therefore, the description thereof is omitted, and here, the differences from the first embodiment will be described.
[0136] FIG. 13 is an explanatory diagram of the game field of the knocker game according to this embodiment. In this figure, the parts corresponding to the parts shown in FIG. 6 are given the same reference numerals.
[0137] Similar to the first embodiment value, in the initial state, the evaluation criterion setting unit 165 sets the boundary formed by the line segment from the position of the home base HB "coordinates (0,0)" to the position of the center "k0" of the arc of the outfield fence portion "coordinates (x0,y0)" as the reference line L0. On the other hand, the evaluation criterion setting unit 165 is different from the first embodiment in setting the reference line for each knock.
[0138] Based on the fact that the fielder character C2 has reached the ball object BO by the first knock, the evaluation criterion setting unit 165 sets the boundary formed by the line segment from the position of the home base HB "coordinates (0,0)" to the position of "k1" in the outfield fence portion "coordinates (x20,y20)" passing through the position of "a2" "coordinates (x2,y2)" as the reference line L1A.
[0139] Also, based on the fact that the fielder character C2 has reached the ball object BO by the second knock, the evaluation criterion setting unit 165 sets the boundary formed by the line segment from the position of the home base HB "coordinates (0,0)" to the position of "k2" in the outfield fence portion "coordinates (x40,y40)" passing through the position of "a4" "coordinates (x4,y4)" as the reference line L2A.
[0140] The evaluation unit 166 evaluates whether the moving direction of the ball object BO moved by the user's hitting operation passes through the reference line before the fielder character C2 reaches the ball object BO. The evaluation unit 166 evaluates the moving direction of the ball object BO moved by the user's hitting operation, which is different from the first embodiment in that the moving distance is not an evaluation target.
[0141] Note that the reference line L0 does not necessarily have to be a target for which points are added when the fielder character C2 passes through it. For example, in FIG. 13, even if the fielder character C2 passes through the reference line L0 from the position of "a1" and reaches the ball object BO at the position of "a2", points may not be given for passing through the reference line L0. That is, only the reference lines (for example, the reference line L1 and the reference line L2 in FIG. 13) set based on the ball object BO reaching the fielder character C2 may be targets for which points are added when the fielder character passes through them. In this case, the reference line L0 may not be displayed.
[0142] 〔Summary of the Second Embodiment〕 As described above, the terminal device 10 (an example of a game device) according to the present embodiment executes game processing by executing a game program. For example, the terminal device 10 moves a ball object BO (an example of a specific object) by a hitting operation (an example of an operation) of the user. Further, the terminal device 10 sets an evaluation criterion (for example, a reference line) for evaluating at least the moving direction of the ball object BO based on the moving direction of the ball object BO moved by a past hitting operation of the user.
[0143] Thereby, since the evaluation criterion itself for evaluating the moving direction of the ball object BO moved by the user's operation changes according to the past user's operation, the terminal device 10 can realize a game that requires a more strategic operation.
[0144] For example, the terminal device 10 sets, as an evaluation criterion, a reference line (an example of a boundary) based on the moving direction of the ball object BO moved by a past hitting operation of the user.
[0145] Thereby, since the reference line itself for evaluating the moving direction of the ball object BO moved by the user's operation changes according to the past user's operation, the terminal device 10 can realize a game that requires a more strategic operation.
[0146] As an example, the direction from the first reference position (for example, the position of the home base HB) corresponding to the moving source of the ball object BO moved by the user's hitting operation to the second reference position corresponding to the moving destination of the ball object BO corresponds to the moving direction of the ball object BO. The terminal device 10 sets a reference line formed by a line segment passing through the first reference position and the second reference position as an evaluation criterion.
[0147] Thereby, the terminal device 10 can appropriately set a reference line for evaluating the moving direction of the ball object BO moved by the user's hitting operation from the position of the moving source and the position of the moving destination of the ball object BO.
[0148] Similar to the first embodiment, the fielder character C2 may return the ball from the position where the fielder character C2 reached the ball object BO (the hit ball), or the position where the fielder character C2 reached the ball object BO and the position where the fielder character C2 returned the ball may be different. That is, the reference line may be a line segment passing through the position where the fielder character C2 reached the ball object BO and the home base HB, or a line segment passing through the position where the fielder character C2 returned the ball and the home base HB.
[0149] [Third Embodiment] Next, a third embodiment of the present invention will be described. In the first and second embodiments, a reference line serving as an evaluation criterion was set based on the moving direction of the ball object BO. However, in this embodiment, an example will be described in which a region serving as an evaluation criterion is set based on a region divided based on the position of the ball object BO after movement. The region serving as this evaluation criterion will be referred to as the "reference region" hereinafter. For example, as in the example described in the second embodiment, when the reference line set for each knock is a line segment up to the outfield fence portion instead of the position where the fielder character C2 reaches the ball object BO, an OK area will be divided for each knock. Therefore, in this embodiment, the region where the OK area is divided for each knock is set as the reference region, and evaluation is performed based on whether the fielder character C2 moves to another reference region before reaching the ball object BO. Thereby, it is possible to perform an evaluation equivalent to whether the fielder character C2 passes the reference line before reaching the ball object BO in the second embodiment.
[0150] Referring to FIG. 14, the flow of the knocker game when the reference region is used as the evaluation criterion will be described. FIG. 14 is a diagram for explaining an example of the knocker game according to this embodiment. This figure is obtained by changing a part of the example of the knocker game according to the first embodiment shown in FIG. 1 to the example of the knocker game according to this embodiment, and the same reference numerals are given to the parts corresponding to each part of FIG. 1. The flow of the knocker game according to this embodiment will be described in order from FIGS. 14(A) to (E).
[0151] Figure 14(A) shows the initial state at the start of the knocker game. In this initial state, the ground is divided into a reference area R1 on the right side and a reference area R2 on the left side of a line segment D0 that extends from the position of the home base HB towards the center and reaches the position of the outfield fence in advance. When knocking the first ball, points are added when the fielder character C2 moves from one of the areas of the reference area R1 and the reference area R2 to the other area. In the example shown, since the initial position of the fielder character C2 is "a1" within the reference area R1, points are added when the fielder character C2 moves to the reference area R2 when reaching the hit ball.
[0152] Figure 14(B) shows a state where the ball object BO (the first ball hit) knocked by the knocker character C1 due to the user's operation for the first ball is flying in the left direction. The fielder character C2 starts moving from the position of "a1" and moves in the left direction (the left direction) towards the direction of the hit ball. At this time, since the fielder character C2 moves from the reference area R1 to the reference area R2 during the movement, points (for example, 10,000 points as line points) are added. The score at this point becomes 10,000 points.
[0153] Figure 14(C) shows a state where the fielder character C2 reaches and catches the first ball object BO (the hit ball) and returns the ball towards the home base HB. Assuming that the fielder character C2 returns the ball from the position where the fielder character C2 reached the ball object BO (the hit ball), this reached position is designated as "a2". When the fielder character C2 returns the ball object BO from the position of "a2", a new reference area is divided.
[0154] FIG. 14(D) shows that the reference area R2 in FIGS. 14(A) to (C) is newly divided into a reference area R2 and a reference area R3 by a line segment D1 passing through the position of "a2" where the fielder character C2 reaches the ball object BO (hit ball) and the home base HB. That is, in FIG. 14(D), it is divided into three reference areas, a reference area R1, a reference area R2, and a reference area R3 by the line segment D0 and the line segment D1. After the throwback, the fielder character C2 moves a little to the position of the reference area R3 on the left side or the reference area R2 on the right side with respect to this line segment D1 based on a predetermined condition. The predetermined condition is, for example, a condition based on the number of reference areas on the left and right of the fielder character C2. For example, it moves a little to the side with fewer reference areas on the left and right around the position of "a2" of the fielder character C2. In the illustrated example, the number of reference areas on the left side around the position of "a2" of the fielder character C2 is 1, and the number of reference areas on the right side is 2. Therefore, the fielder character C2 moves to the position of "a3" in the reference area R3 on the left side of the position of "a2". When the number of reference areas on the left and right is equal, the fielder character C2 may move to the side with fewer reference areas around the central line segment D0.
[0155] Note that the fielder character C2 may move in the same direction as the direction in which it moved to catch the ball object BO (hit ball) after the throwback. That is, the above predetermined condition may be a condition based on the moving direction of the fielder character C2 before catching the ball.
[0156] Figure 14(E) shows a state where the ball object BO (the hit ball of the second ball) hit by the knocker character C1 due to the user's operation on the second ball is flying in the right direction. The fielder character C2 starts moving from the position of "a3" and moves rightward (in the right direction) toward the direction of the hit ball. At this time, since the fielder character C2 has moved twice from the reference area R3 to the reference area R2 and then from the reference area R2 to the reference area R1 during the movement, two points (for example, 20,000 points as line points) are added. The more times the reference area changes, the more points are added. And the score at this point, combined with the line points of the first ball, becomes 30,000 points in total.
[0157] After that, the above process is repeated. That is, after the fielder character C2 returns the ball after catching the second ball at the position where the second ball was caught, the reference area R1 in Figures 14(A) to (D) is newly divided into two reference areas by the line segment passing through the position where the fielder character C2 reaches the ball object BO (the hit ball) of the second ball and the home base HB. Then, it shifts to the knock of the third ball. When the reference area is divided every time from the first ball to the fourth ball knock, at the time of the fifth ball knock, it will be divided into six reference areas.
[0158] FIG. 15 is an explanatory diagram of the game field of the knocker game according to the present embodiment. In this figure, the parts corresponding to the parts shown in FIG. 13 are given the same reference numerals. This figure shows an example in which the reference areas are divided for each of the first ball knock and the second ball knock, and are divided into a total of four reference areas. The moving direction of the hit ball of the knock and the movement of the fielder character C2 are the same as the example shown in FIG. 13, and an example is shown when the reference area is used as the evaluation criterion instead of the reference line. Here, in the ground area FL, the foul line on the first base side is referred to as the first base side foul line F1, the boundary between the OK area and the home run zone (outfield fence part) is referred to as the outfield boundary line F2, and the foul line on the third base side is referred to as the third base side foul line F3, respectively. Also, among the boundaries between the NG area and the OK area, the boundary between the first base and the second base is referred to as the first infield boundary line F4, and the boundary between the second base and the third base is referred to as the second infield boundary line F5, respectively.
[0159] The line segment D0 is a line segment from the position of the home base HB, "coordinates (0, 0)", to the position of the center "k0" of the outfield boundary line F2, "coordinates (x0, y0)". The line segment D1 is a line segment from the position of the home base HB, "coordinates (0, 0)", passing through the position of "a2", "coordinates (x2, y2)", to the position of "k1" of the outfield boundary line F2, "coordinates (x20, y20)". The line segment D2 is a line segment from the position of the home base HB, "coordinates (0, 0)", passing through the position of "a4", "coordinates (x4, y4)", to the position of "k2" of the outfield boundary line F2, "coordinates (x40, y40)".
[0160] The reference area R1 is the area between the line segment D0 and the line segment D2 in the OK area. That is, the reference area R1 is the area within the range surrounded by the line segment D0, the line segment D2, the outfield boundary line F2, and the first infield boundary line F4. The reference area R2 is the area between the line segment D0 and the line segment D1 in the OK area. That is, the reference area R1 is the area within the range surrounded by the line segment D0, the line segment D1, the outfield boundary line F2, and the second infield boundary line F5. The reference area R3 is the area between the line segment D1 and the third base side foul line F3 within the OK area. That is, the reference area R3 is the area within the range surrounded by the line segment D1, the third base side foul line F3, the outfield boundary line F2, and the second infield boundary line F5. The reference area R4 is the area between the line segment D2 and the first base side foul line F1 within the OK area. That is, the reference area R4 is the area within the range surrounded by the line segment D2, the first base side foul line F1, the outfield boundary line F2, and the first infield boundary line F4.
[0161] In the initial state, the area combining the illustrated reference area R1 and the reference area R4 is the reference area R1, and the area combining the reference area R2 and the reference area R3 is the reference area R2. Based on the fact that the fielder character C2 reaches the ball object BO by the first knock, the evaluation criterion setting unit 165 divides and sets the reference area R2 in the initial state into the reference area R2 and the reference area R3 as illustrated. Also, based on the fact that the fielder character C2 reaches the ball object BO by the second knock, the evaluation criterion setting unit 165 divides and sets the reference area R1 in the initial state into the reference area R1 and the reference area R4 as illustrated. The setting information of the reference area is stored in the storage unit 15 instead of the setting information of the reference line of the evaluation criterion setting information 151 shown in FIG. 7.
[0162] FIG. 16 is a diagram showing a data example of the evaluation criterion setting information according to the present embodiment. In the illustrated evaluation criterion setting information 151A, reference area information regarding the range of the reference area is associated with each reference area. The reference area information includes, for example, the coordinate information of the line segments composed of straight lines or curves that are the ends (boundaries with other areas) of each reference area. For example, the reference area information of the reference area R1 shown in FIG. 16 includes the coordinate information for each of the line segment D0, the line segment D2, the outfield boundary line F2, and the first infield boundary line F4.
[0163] The evaluation unit 166 evaluates the position of the ball object BO moved by the user's hitting operation, i.e., the user's hitting operation, based on whether the fielder character C2 moves to another reference area before reaching the ball object BO. In addition, the evaluation unit 166 performs the above evaluation based on the number of times the fielder character C2 moves to another reference area (i.e., the number of times the reference area changes) before reaching the ball object BO. In this way, even when using the reference area as the evaluation criterion, the evaluation of the knock by the user's hitting operation can be performed in the same manner as when using the reference line.
[0164] FIG. 17 is a diagram showing a data example of the evaluation result information according to the present embodiment. The illustrated evaluation result information 152A associates hitting information, the number of times of moving to another reference area, points, bonus points, and scores for each knock. The number of times of moving to another reference area is the number of times the fielder character C2 moves to another reference area (i.e., the number of times the reference area changes) before reaching the ball object BO. The hitting information, points, bonus points, and scores are the same as those in the example shown in FIG. 8.
[0165] In addition, the game process according to the present embodiment can be similarly applied to the game processes shown in FIGS. 9 to 12 by changing the evaluation criterion from the reference line to the reference area. Here, a detailed example of the present embodiment regarding the evaluation process in step S140 of FIG. 9 will be described.
[0166] FIG. 18 is a flowchart showing an example of the evaluation process according to the present embodiment. In this figure, the processes corresponding to the processes shown in FIG. 12 are given the same reference numerals, and the description thereof is omitted. For FIG. 12, the processes of steps S405A, S407A, and S409A are different.
[0167] When it is determined that the hit is successful (S401: YES), the CPU 16 stores information indicating a successful hit in the hit information of the evaluation result information 152A shown in FIG. 17, and determines whether the fielder character C2 has moved to another reference area before reaching the ball object BO (step S405A). For example, the CPU 16 determines whether the fielder character C2 has moved to another reference area based on the reference area information set in the evaluation criterion setting information 151A shown in FIG. 16 and the coordinates of the position of the fielder character C2 before movement and the position where it has reached the ball object BO.
[0168] Based on the determination result of step S405A, the CPU 16 determines whether the fielder character C2 has moved to another reference area (step S407A). When the CPU 16 determines that the fielder character C2 has moved to another reference area (step S407A: YES), it assigns points according to the number of times of movement to another reference area (that is, the number of times the reference area has changed) (step S409A). For example, the CPU 16 stores the points corresponding to the number of times of movement to another reference area in the points of the evaluation result information 152A shown in FIG. 17. Then, the process proceeds to step S411.
[0169] On the other hand, when the CPU 16 determines that the fielder character C2 has not moved to another reference area (step S407A: NO), it does not assign points. For example, the CPU 16 stores "0" in the points of the evaluation result information 152A shown in FIG. 17. Then, the process proceeds to step S411.
[0170] In this embodiment, as shown in FIGS. 14 and 15, an example in which the reference area R1 and the reference area R2 are divided by the line segment D0 in the initial state has been described. However, the reference area may not exist in the initial state. That is, the reference area may be divided only by the line segment (for example, the line segment D1 in FIG. 14, the line segment D1 and the line segment D2 in FIG. 15) set when the fielder character C2 reaches the ball object BO. In this case, the line segment D0 may not be displayed.
[0171] 〔Summary of the Third Embodiment〕 As described above, the terminal device 10 (an example of a game device) according to the present embodiment moves the ball object BO (an example of a specific object) by a hitting operation (an example of an operation) of the user. Further, the terminal device 10 sets an evaluation criterion for evaluating the position of the ball object BO after the movement based on a reference area (an example of an area) divided based on the position of the ball object BO after the movement that has been moved by the hitting operation of the user performed in the past.
[0172] Thereby, since the evaluation criterion itself for evaluating the moving direction of the ball object BO moved by the user's operation changes depending on the past operations of the user in the terminal device 10, it is possible to realize a game that requires a more strategic operation.
[0173] For example, the terminal device 10 sets, as an evaluation criterion, a reference area divided by a line segment passing through a first reference position corresponding to the moving origin of the ball object BO (for example, the position of the home base HB) and a second reference position corresponding to the moving destination of the ball object BO (for example, the position where the fielder character C2 reaches the ball object BO).
[0174] Thereby, the terminal device 10 can appropriately set a reference area for evaluating the position of the ball object BO after the movement moved by the hitting operation of the user based on the position of the moving origin and the moving destination of the ball object BO.
[0175] Further, the game processing method in the terminal device 10 includes a step of moving the ball object BO (an example of a specific object) by a hitting operation (an example of an operation) of the user, and a step of setting an evaluation criterion for evaluating the position of the ball object BO after the movement based on a reference area (an example of an area) divided based on the position of the ball object BO after the movement that has been moved by the hitting operation of the user performed in the past.
[0176] As a result, in the terminal device 10, since the evaluation criteria itself for evaluating the moving direction of the ball object BO moved by the user's operation changes according to the past user's operations, it is possible to realize a game that requires more strategic operations.
[0177] Note that, similar to the first and second embodiments, it is also possible that the fielder character C2 returns the ball as if the fielder character C2 reached the position of the ball object BO (the hit ball), or the position where the fielder character C2 reached the ball object BO and the position where the fielder character C2 returned the ball may be different. That is, the line segment that divides the reference area may be a line segment passing through the position where the fielder character C2 reached the ball object BO and the home base HB, or a line segment passing through the position where the fielder character C2 returned the ball and the home base HB.
[0178] [Fourth Embodiment] Next, a fourth embodiment of the present invention will be described. In the third embodiment, an example was described in which a reference area divided by a line segment passing through the first reference position corresponding to the moving origin of the ball object BO moved by the user's hitting operation (for example, the position of the home base HB) and the second reference position corresponding to the moving destination of the ball object BO (for example, the position where the fielder character C2 reached the ball object BO) is set as an evaluation criterion. However, the reference area may be divided by other than the line segment. For example, a region within a predetermined range including the position where the fielder character C2 reached the ball object BO may be set as the reference area.
[0179] FIG. 19 is an explanatory diagram of a game field of the knocker game according to the present embodiment. In this figure, the parts corresponding to the parts shown in FIG. 15 are given the same reference numerals. In the illustrated example, an example is shown in which a circular range with a predetermined radius centered on the position of the fielder character C2 is used as a reference area. The reference area RC0 is a reference area set in the initial state, and is set as a circular range centered on the position "a1" of the fielder character C2 in the initial state. The reference area RC1 is set as a circular range centered on the position "a2" where the fielder character C2 reaches the ball object BO by the first knock.
[0180] For example, in the reference area information regarding the reference area according to the present embodiment (see the evaluation criterion setting information 151A in FIG. 16), the center coordinates and radius indicating the circular range are associated with each reference area. The center coordinates are the coordinates of the position of the fielder character C2 in the initial state, the coordinates of the position where the fielder character C2 reaches the ball object BO, and the like. Also, the radius may be a preset fixed value, or may be different values in the initial state and other than the initial state. Further, the radius may be randomly set each time the fielder character C2 reaches the ball object BO, or may be set according to the distance until the fielder character C2 reaches the ball object BO. For example, the longer the distance until the fielder character C2 reaches the ball object BO, the smaller the radius may be set.
[0181] The evaluation unit 166 may evaluate the position of the ball object BO moved by the user's hitting operation, that is, the user's hitting operation, depending on whether the fielder character C2 goes out of the current reference area or moves to another reference area before the fielder character C2 reaches the ball object BO.
[0182] In the present embodiment, as shown in FIG. 18, an example in which the reference region RC0 is set in the initial state has been described. However, the reference region may not exist in the initial state. That is, the reference region (for example, the reference region RC1 in FIG. 19) may be set only when the fielder character C2 reaches the ball object BO.
[0183] [Summary of the Fourth Embodiment] As described above, the terminal device 10 (an example of a game device) according to the present embodiment moves the ball object BO (an example of a specific object) by a hitting operation (an example of an operation) of the user. Further, the terminal device 10 sets an evaluation criterion for evaluating the position of the ball object BO after the movement based on a reference region (an example of a region) divided based on the position of the ball object BO moved by a hitting operation of the user performed in the past.
[0184] Thereby, since the evaluation criterion itself for evaluating the moving direction of the ball object BO moved by the user's operation changes depending on the past user's operation, the terminal device 10 can realize a game that requires a more strategic operation.
[0185] Further, the game processing method in the terminal device 10 includes a step of moving the ball object BO (an example of a specific object) by a hitting operation (an example of an operation) of the user, and an evaluation criterion for evaluating the position of the ball object BO after the movement is set based on a reference region (an example of a region) divided based on the position of the ball object BO moved by a hitting operation of the user performed in the past.
[0186] Thereby, since the evaluation criterion itself for evaluating the moving direction of the ball object BO moved by the user's operation changes depending on the past user's operation, the terminal device 10 can realize a game that requires a more strategic operation.
[0187] Note that, similar to the first to third embodiments, the fielder character C2 may return the ball from the position where the fielder character C2 reached the ball object BO (the hit ball), or the position where the fielder character C2 reached the ball object BO and the position where the fielder character C2 returned the ball may be different. That is, the reference area set when the fielder character C2 reaches the ball object BO may be set based on the position where the fielder character C2 reached the ball object BO, or may be set based on the position where the fielder character C2 returned the ball.
[0188] [Modification Example] As described above, the embodiments of the present invention have been described in detail with reference to the drawings. However, the specific configuration is not limited to the above-described embodiments, and designs and the like within the scope not departing from the gist of the present invention are also included. For example, the respective configurations described in the above embodiments can be arbitrarily combined.
[0189] In the above embodiment, the user used the knocker game as part of the baseball game as an example. However, it may be a knocker game other than baseball such as table tennis or tennis. Further, in the above-described embodiments, an example of a knocker game in which the user moves the ball object by performing a hitting operation to cause the knocker character to hit has been described. However, it is not limited to the hitting operation. For example, it may be a game in which the user moves the ball object by performing an operation to cause the character to throw the ball. Also, it may be a game in which the user moves the ball object by performing an operation to cause the character to kick the ball. Further, the specific object to be moved is not limited to the ball object, and may be, for example, a shuttlecock for badminton, a flying disc, or the like.
[0190] In addition, in the above-described embodiment, an example in which the fielder character C2 is an NPC has been described, but it may also be a character to be operated by another user. In this case, it may be a game having gameplay such that the user who operates the knocker character C1 aims to move the fielder character C2 more by hitting the ball to the left or right every time he / she knocks, and the user who operates the fielder character C2 aims to catch the hit ball without missing it when being knocked. Further, when the fielder character C2 is a character to be operated by another user, it may be a specification to set an evaluation criterion (reference line or reference area) even when the fielder character C2 fails to catch the ball.
[0191] Further, a program for realizing the functions of the above-described control unit 160 may be recorded on a computer-readable recording medium, and the program recorded on this recording medium may be read into a computer system and executed to perform processing as the control unit 160. Here, "reading and executing the program recorded on the recording medium into the computer system" includes installing the program in the computer system. The "computer system" as used herein is assumed to include hardware such as an OS and peripheral devices. Further, the "computer system" may include a plurality of computer devices connected via a network including a communication line such as the Internet, WAN, LAN, or dedicated line. Further, the "computer-readable recording medium" refers to a portable medium such as a flexible disk, magneto-optical disk, ROM, CD-ROM, or a storage device such as a hard disk built into the computer system. Thus, the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM. Further, the recording medium includes an internal or external recording medium provided so as to be accessible from a distribution server for distributing the program. The code of the program stored in the recording medium of the distribution server may be different from the code of the program executable on the terminal device. That is, any form stored in the distribution server may be used as long as it can be downloaded from the distribution server and installed in a form executable on the terminal device. Note that the program may be divided into a plurality of parts, downloaded at different timings, and then combined on the terminal device, or the distribution servers for distributing the respective divided programs may be different. Furthermore, the "computer-readable recording medium" includes a volatile memory (RAM) inside a computer system that becomes a server or a client when a program is transmitted via a network and holds the program for a certain period of time. Further, the above program may be for realizing a part of the above-described functions. Furthermore, it may be a so-called difference file (difference program) that can realize the above-described functions in combination with a program already recorded in the computer system.
[0192] Also, some or all of the functions of the above-described control unit 160 may be realized as an integrated circuit such as an LSI (Large Scale Integration). Each of the above-described functions may be realized as an individual processor, or some or all of them may be integrated and realized as a processor. Also, the method of integrating into a circuit is not limited to an LSI, and may be realized by a dedicated circuit or a general-purpose processor. Also, when a circuit integration technology that replaces an LSI appears due to the progress of semiconductor technology, an integrated circuit using such technology may be used.
[0193] Also, in the above embodiment, at least a part of the data stored in the storage unit 15 included in the terminal device 10 may be stored in an externally connected storage device. The externally connected storage device is a storage device connected to the terminal device 10 by wire or wirelessly. For example, the externally connected storage device may be a storage device connected by USB (Universal Serial Bus), wireless LAN (Local Area Network), wired LAN, etc., or a storage device (data server) connected via the Internet or the like. The storage device (data server) connected via the Internet or the like may be used using cloud computing.
[0194] Also, a configuration corresponding to at least a part of each unit included in the control unit 160 may be provided in a server connected via the Internet or the like. For example, the above embodiment can also be applied to a so-called cloud game in which game processing is executed by a server.
[0195] [Appendix] From the above description, the present invention is understood as follows. For ease of understanding of the present invention, reference numerals in the accompanying drawings are appended in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
[0196] (Appendix 1) The game program according to one aspect of the present invention causes a computer that executes game processing to perform steps (S120, S217) of moving a specific object (BO) by a user's operation, and setting evaluation criteria (L1, L2, L1A, L2A) for evaluating at least the moving direction of the object based on the moving direction of the object moved by the user's operation performed in the past (step S150).
[0197] According to the configuration of Appendix 1, in the game program, since the evaluation criteria itself for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the user's operation changes depending on the user's past operation, a game that requires a more strategic operation can be realized.
[0198] (Appendix 2) One aspect of the present invention is the game program according to Appendix 1, wherein in the setting step (S150), a boundary based on the moving direction of the object moved by the user's operation performed in the past is set as the evaluation criteria.
[0199] According to the configuration of Appendix 2, in the game program, since the boundary (for example, the reference line) that serves as the evaluation criteria for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the user's operation changes depending on the user's past operation, a game that requires a more strategic operation can be realized.
[0200] (Appendix 3) One aspect of the present invention is the game program according to Appendix 2, wherein in the setting step (S150), the direction from the first reference position (HB) corresponding to the moving origin of the object to the second reference position (a2, a4) corresponding to the moving destination of the object corresponds to the moving direction of the object, and a boundary (L1, L2, L1A, L2A) formed by a line segment passing through the first reference position and the second reference position is set as the evaluation criteria.
[0201] According to the configuration of Supplementary Note 3, the game program can appropriately set a boundary (for example, a reference line) serving as an evaluation criterion for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the operation of the user, from the position of the origin of movement of the specific object to the position of the destination of movement.
[0202] (Supplementary Note 4) One aspect of the present invention is the game program described in Supplementary Note 2, wherein in the step (S150) of setting, the direction from the first reference position corresponding to the origin of movement of the object to the second reference position corresponding to the destination of movement of the object corresponds to the moving direction of the object, and a boundary (L1, L2) formed by a line segment from the first reference position to the second reference position is set as the evaluation criterion, and the evaluation criterion is an evaluation criterion for evaluating the moving direction and moving distance of the object.
[0203] According to the configuration of Supplementary Note 4, the game program can evaluate the moving direction and moving distance of the ball object BO moved by the operation of the user, by using, as an evaluation criterion boundary (for example, a reference line), the distance from the position of the origin of movement to the position of the destination of movement of a specific object (for example, the ball object BO).
[0204] (Supplementary Note 5) One aspect of the present invention is the game program described in Supplementary Note 3 or Supplementary Note 4, wherein the computer is further caused to execute a step (S130, S301, S303) of moving a character (C2) in the direction of reaching the object in response to the movement of the object, and the second reference position is the position where the character reaches the object.
[0205] According to the configuration of Supplementary Note 5, the game program can evaluate using a boundary (for example, a reference line) including the position where a character (for example, the fielder character C2) reaches a specific object (for example, the ball object BO).
[0206] (Appendix 6) One aspect of the present invention is the game program described in Appendix 5, which further causes the computer to execute a step (S140, S405 to S409) of evaluating based on whether the second reference position corresponding to the moving direction of the object is on one side or the other side of the boundary serving as the evaluation criterion.
[0207] According to the configuration of Appendix 6, the game program can make different evaluations depending on which side of the boundary (e.g., the reference line) serving as the evaluation criterion the position where the character (e.g., the fielder character C2) reaches a specific object (e.g., the ball object BO) is. That is, the game program can make different evaluations depending on whether the character has passed the boundary (e.g., the reference line).
[0208] (Appendix 7) One aspect of the present invention is the game program described in Appendix 6, and in the step of evaluation (S140, S405 to S409), when the character located on one side of the boundary serving as the evaluation criterion reaches the second reference position on the other side by passing through the boundary in response to the movement of the object by the user's operation, it is evaluated to be a higher evaluation than reaching the second reference position without passing through the boundary.
[0209] According to the configuration of Appendix 7, the game program can give a high evaluation (e.g., give points) by guiding the character by the user's operation so that the character (e.g., the fielder character C2) passes through the boundary (e.g., the reference line) serving as the evaluation criterion.
[0210] (Appendix 8) One aspect of the present invention is the game program described in Appendix 7, wherein in the step of setting (S150), each time the character reaches the second reference position in response to the movement of the object by the operation of the user, a boundary serving as the evaluation criterion is added based on the first reference position and the second reference position, and in the step of evaluating (S140, S405 to S409), in response to the movement of the object by the operation of the user, the more times the character passes through the boundary before reaching the second reference position, the higher the evaluation.
[0211] According to the configuration of Appendix 8, the game program can give a higher evaluation (for example, give more points) by guiding the character by the user's operation so that the character (for example, fielder character C2) passes through more boundaries serving as evaluation criteria.
[0212] (Appendix 9) One aspect of the present invention is the game program according to any one of Appendices 5 to 8, wherein in the step of evaluating (S140), if the character does not reach the object moved by the operation of the user, the evaluation is made to be lower than when the character reaches the object at any position.
[0213] According to the configuration of Appendix 9, the game program can give a higher evaluation even when the character (for example, fielder character C2) reaches a specific object (for example, ball object BO) moved by the user's operation without passing through the reference line than when the character does not reach the specific object (for example, the user's hitting operation fails).
[0214] (Appendix 10) The game program according to one aspect of the present invention causes a computer that executes game processing to perform steps (S120, S217) of moving a specific object (BO) by a user's operation, and evaluation criteria (R1, R2, R3, R4, RC1) for evaluating the position of the object after the movement are set based on an area divided based on the position (a1) of the object moved by the user's operation performed in the past.
[0215] According to the configuration of Appendix 10, in the game program, since the evaluation criteria itself for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the user's operation changes depending on the past user's operation, a game that requires a more strategic operation can be realized.
[0216] (Appendix 11) One aspect of the present invention is the game program described in Appendix 10, wherein in the setting step (S150), an area (R1, R2, R3, R4) divided by a line segment (D1) passing through a first reference position corresponding to the movement origin of the object and a second reference position corresponding to the movement destination of the object is set as the evaluation criteria.
[0217] According to the configuration of Appendix 11, the game program can appropriately set a reference area that serves as evaluation criteria for the position of a specific object (for example, the ball object BO) moved by the user's operation from the position of the movement origin and the position of the movement destination of the specific object.
[0218] (Appendix 12) A game processing method according to one aspect of the present invention is a game processing method executed by a computer that executes game processing, and includes steps (S120, S217) of moving a specific object (BO) by a user's operation, and a step (S150) of setting evaluation criteria (L1, L2, L1A, L2A) for evaluating at least the moving direction of the object based on the moving direction of the object moved by the user's operation performed in the past.
[0219] According to the configuration of Supplementary Note 12, since the evaluation criteria itself for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the user's operation changes depending on the user's past operations, a game that requires more strategic operations can be realized.
[0220] (Supplementary Note 13) A game processing method according to an aspect of the present invention is a game processing method executed by a computer that executes game processing, and includes steps (S120, S217) of moving a specific object (BO) by the user's operation, and a step (S150) of setting evaluation criteria (R1, R2, R3, R4, RC1) for evaluating the position of the object after movement based on an area divided based on the position of the object moved by the user's operation performed in the past.
[0221] According to the configuration of Supplementary Note 13, since the evaluation criteria itself for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the user's operation changes depending on the user's past operations, a game that requires more strategic operations can be realized.
[0222] (Supplementary Note 14) A game device (10) that executes game processing according to an aspect of the present invention includes an object moving unit (163) that moves a specific object (BO) by the user's operation, and an evaluation criteria setting unit (165) that sets evaluation criteria (L1, L2, L1A, L2A) for evaluating at least the moving direction of the object based on the moving direction of the object moved by the user's operation performed in the past.
[0223] According to the configuration of Supplementary Note 14, since the evaluation criteria itself for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the user's operation changes depending on the user's past operations, a game that requires more strategic operations can be realized.
[0224] (Appendix 15) A game device (10) that executes game processing according to an aspect of the present invention includes an object moving unit (163) that moves a specific object (BO) by a user's operation, and evaluation criteria (R1, R2, R3, R4, RC1) for evaluating the position of the object after the movement are set based on an area divided based on the position of the object that has been moved by the user's operation performed in the past. The evaluation criteria setting unit (165) is provided.
[0225] According to the configuration of Appendix 15, since the evaluation criteria itself for evaluating the moving direction of a specific object (for example, the ball object BO) moved by the user's operation changes depending on the user's past operation, it is possible to realize a game that requires more strategic operations.
Explanation of Signs
[0226] 1 Game system, 10 Terminal device, 11 Communication unit, 12 Input unit, 13 Display unit, 14 Audio output unit, 15 Storage unit, 16 CPU, 30 Server device, 151 Evaluation criteria setting information, 152 Evaluation result information, 160 Control unit, 161 Operation reception unit, 162 Knock processing unit, 163 Batting control unit, 164 Ball-catching control unit, 165 Evaluation criteria setting unit, 166 Evaluation unit, 167 Display control unit
Claims
1. In a computer that executes game processing, the step of moving a specific object by a user's operation; as an evaluation criterion for evaluating the moving direction from a first reference position corresponding to the moving source of the object to a second reference position corresponding to the moving destination of the object, a step of setting a boundary by a line segment based on the first reference position and the second reference position in the moving direction of the object moved by the user's operation performed last time; the step of moving a character in the direction of reaching the object as the object moves; using the position where the character reaches the object as the second reference position, when the character located on one side of the boundary serving as the evaluation criterion passes through the boundary and reaches the second reference position on the other side in response to the movement of the object by the user's operation, evaluating to give a higher evaluation than reaching the second reference position without passing through the boundary; causing the above to be executed, wherein the user's operation is a hitting operation for hitting the object, a game program.
2. In the setting step, setting a boundary by a line segment passing through the first reference position and the second reference position as the evaluation criterion, the game program according to Claim 1.
3. In the setting step, setting a boundary by a line segment from the first reference position to the second reference position as the evaluation criterion, wherein the evaluation criterion is an evaluation criterion for evaluating the moving direction and moving distance of the object, the game program according to Claim 1.
4. In the setting step, each time the character reaches the second reference position in response to the movement of the object by the user's operation, adding a boundary serving as the evaluation criterion based on the first reference position and the second reference position, In the evaluating step, evaluating such that the more times the character passes through the boundary before reaching the second reference position in response to the movement of the object by the user's operation, the higher the evaluation, the game program according to Claim 1.
5. In the evaluating step, When the character does not reach the object that moves by the operation of the user, evaluate it so that it is evaluated lower than when the character reaches the object at any position. The game program according to any one of claims 1 to 4.
6. On a computer that executes game processing, Moving a specific object by the operation of the user; As an evaluation criterion for evaluating the position of the object after the movement, setting a region divided by a line segment passing through a first reference position corresponding to the movement origin of the object moved by the previous operation of the user and a second reference position corresponding to the movement destination of the object; Moving the character in the direction of reaching the object in response to the movement of the object; Using the position where the character reaches the object as the second reference position, when the character located in any one of the regions serving as the evaluation criterion moves to another region in response to the movement of the object by the operation of the user and reaches the second reference position, evaluating it so that it is evaluated higher than when it reaches the second reference position without moving to another region; Causing it to execute, The operation of the user is a hitting operation for hitting the object. A game program for causing it to execute.
7. A game processing method executed by a computer that executes game processing, comprising: Moving a specific object by the operation of the user; As an evaluation criterion for evaluating the moving direction from the first reference position corresponding to the movement origin of the object to the second reference position corresponding to the movement destination of the object, setting a boundary by a line segment based on the first reference position and the second reference position in the moving direction of the object moved by the previous operation of the user; Moving the character in the direction of reaching the object in response to the movement of the object; Taking the position where the character reaches the object as the second reference position, when the character located on one side of the boundary serving as the evaluation criterion passes through the boundary according to the movement of the object by the user's operation and reaches the second reference position on the other side, it is evaluated so as to obtain a higher evaluation than reaching the second reference position without passing through the boundary; A game processing method including the above.
8. A game processing method executed by a computer that executes game processing, A step of moving a specific object by the user's operation; As an evaluation criterion for evaluating the position after the movement of the object, a step of setting a region divided by a line segment passing through the first reference position corresponding to the movement origin and the second reference position corresponding to the movement destination of the object by the user's operation performed last time; A step of moving a character in the direction of reaching the object according to the movement of the object; Taking the position where the character reaches the object as the second reference position, when the character located in any one of the regions serving as the evaluation criterion moves to another region according to the movement of the object by the user's operation and reaches the second reference position, it is evaluated so as to obtain a higher evaluation than reaching the second reference position without moving to another region; A game processing method including the above.
9. A game device that executes game processing, An object moving unit that moves a specific object by the user's operation; An evaluation criterion setting unit that sets a boundary by a line segment based on the first reference position and the second reference position in the moving direction of the object moved by the user's operation performed last time, as an evaluation criterion for evaluating the moving direction from the first reference position corresponding to the movement origin of the object to the second reference position corresponding to the movement destination of the object; A character moving unit that moves a character in the direction of reaching the object according to the movement of the object; An evaluation unit that evaluates such that when the character reaches a position where it has reached the object as the second reference position, and the character located on one side of the boundary serving as the evaluation criterion passes through the boundary in response to the movement of the object by the user's operation and reaches the second reference position on the other side, it is evaluated more highly than when reaching the second reference position without passing through the boundary; A game device comprising the same.
10. A game device that executes game processing, An object movement unit that moves a specific object by a user's operation, An evaluation criterion setting unit that sets a region divided by a line segment passing through a first reference position corresponding to the movement source and a second reference position corresponding to the movement destination of the object by the user's operation performed last time as an evaluation criterion for evaluating the position after the movement of the object; A character movement unit that moves a character in the direction of reaching the object in response to the movement of the object, An evaluation unit that evaluates such that when the character reaches a position where it has reached the object as the second reference position, and the character located in any one of the regions serving as the evaluation criterion moves to another region and reaches the second reference position in response to the movement of the object by the user's operation, it is evaluated more highly than when reaching the second reference position without moving to another region; A game device comprising the same.
Citation Information
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