Information processing system, information processing method, and program
The system enhances virtual space understanding by using virtual camera controls and effect generation to intuitively display active points and their distances/angles, addressing the challenge of obscured details in wide-angle views.
Patent Information
- Application Number
- JP2022207733
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-26
- Publication Date
- 2025-07-17
- Estimated Expiration
- 2042-12-26
AI Technical Summary
Existing virtual space display technologies struggle to provide intuitive and detailed information grasp due to wide viewing angles obscuring specific details, despite attempts to improve with multiple viewpoints.
Implementing first and second virtual camera controls, input operation reception, region setting, reference point control, and effect generation to create game images that intuitively suggest distances and angles between active regions and reference points.
Enhances understanding of virtual space information by clearly displaying active points and their distances/angles, even in panoramic views, making it easier for players to navigate and engage with the game environment.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing system, an information processing method, and a program.
Background Art
[0002] Conventionally, in games using a virtual space, a method of displaying the entire virtual space in an overview with a wide viewing angle is known. In relation to this, for example, a technique related to a method of displaying an image capable of accurately grasping information on the entire virtual space has been proposed (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the prior art including the above-mentioned Patent Document 1, since a wide viewing angle is ensured and an image is configured so as to include the entire virtual space, the details of the virtual space are difficult to see and difficult to grasp. In this regard, although the technique described in the above-mentioned Patent Document 1 attempts to improve by additionally using images with different viewpoints, it is considered that the above-mentioned problems have not been sufficiently improved.
[0005] The present invention has been made in view of such a situation, and an object thereof is to provide a technique for generating a display image that can more intuitively and easily understand information in a virtual space.
[0006] To achieve the above object, a first aspect of the present invention is first virtual camera control means for controlling the position or angle of a virtual camera functioning as a base point for generating an image related to a game in a virtual space, Input operation receiving means for receiving an input operation related to the game, Image generation means for generating a game image of the game based on the input operation and the position and angle of the virtual camera, Region setting means for setting a region in the virtual space as a predetermined active region, Reference point control means for controlling a reference point in the virtual space based on the content of the input operation, Effect means for generating an effect suggesting the distance and angle between the active region and the reference point, An information processing system comprising the above.
[0007] Also, in a first aspect, when the reference point exists within the range of the active region, the effect means may not generate an effect suggesting the distance and angle between the active region and the reference point.
[0008] Also, in a first aspect, the information processing system may further include second virtual camera control means for controlling the position or angle of a virtual camera in the virtual space that functions as a basis for generating an image related to the game in a mode different from the first virtual camera control means.
[0009] The effect means can display an arc that is shorter as the distance between the active region and the reference point is farther, and an arc that is longer as the distance between the active region and the reference point is closer.
[0010] When the effect means adds an effect suggesting each of the distances and angles between a plurality of the active regions and the reference point, the effect means can display the effects suggesting each of the distances and angles between the plurality of active regions and the reference point in an overlapping manner.
[0011] Also, a second aspect of the present invention is An information processing method executed by a computer, First virtual camera control means for controlling the position or angle in the virtual space of a virtual camera that functions as a basis for generating an image related to a game, Input operation reception means for receiving an input operation related to the game, Image generation means for generating a game image of the game based on the input operation and the position and angle of the virtual camera, Region setting means for setting a region in the virtual space as a predetermined active region, Reference point control means for controlling a reference point in the virtual space based on the content of the input operation, Effect means for generating an effect that suggests the distance and angle between the active region and the reference point, It is an information processing method including.
[0012] Also, a third aspect of the present invention is, A computer, First virtual camera control means for controlling the position or angle in the virtual space of a virtual camera that functions as a basis for generating an image related to a game, Input operation reception means for receiving an input operation related to the game, Image generation means for generating a game image of the game based on the input operation and the position and angle of the virtual camera, Region setting means for setting a region in the virtual space as a predetermined active region, Reference point control means for controlling a reference point in the virtual space based on the content of the input operation, Effect means for generating an effect that suggests the distance and angle between the active region and the reference point, It is a program that functions as.
[0013] The information processing method and program of one aspect of the present invention are also provided as an information processing method or program corresponding to the information processing system of one aspect of the present invention.
Effects of the Invention
[0014] According to the present invention, it is possible to provide a technique for generating a display image that can grasp information in a virtual space and is more intuitive and easier to understand.
Brief Description of Drawings
[0015]
Figure 1
Figure 2
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Figure 4
Figure 5
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Figure 8
Mode for Carrying Out the Invention
[0016] [Embodiment] First, prior to describing the embodiments of the present invention, a game (hereinafter referred to as "this game") to which an information processing system according to an embodiment of the present invention (hereinafter referred to as "this system") is applicable will be briefly described. This game is, for example, a so-called action game that repeats battles, events, etc. set during the game and aims to clear the final game. By performing various input operations, the player can freely operate the character displayed in the virtual space and use guns, explosives, etc. to defeat the enemy characters in the game, thereby advancing the game. Here, the following two characteristic functions are implemented in this game. (1) In this game, a game image is usually generated that includes a character operated by the player and objects arranged around it. Such a game image is a game image that sufficiently reflects the information on the environment within the virtual space around the character. By checking such a game image, the player can advance the game while sufficiently grasping the situation of the virtual space around the character. However, on the other hand, since the information included in such a game image is only the information within a very limited range around the character, it does not include information on a wide range of the entire virtual space. Therefore, this game is equipped with a game function that generates a game image that reflects the information on a wide range within the virtual space from a wide viewing angle, not only around the character. In this game, such a game setting for generating an overhead game image is called the "binoculars mode". (2) Also, in the binocular mode of this game, a region called the active point is set. The active point is, simply put, a specific region in the virtual space that functions as a trigger for executing a predetermined game event. For example, when the player is in the binocular mode, they move a reference point (hereinafter referred to as the "game cursor") for specifying the position and angle of a virtual camera that generates a game image within the region defined as the active point, and by pressing a predetermined input button (e.g., the action button), they can check the game events set for each active point. The details of these functions will be described with reference to FIGS. 4 to 7.
[0017] However, the problem here is that, similar to the above case, when generating a game image in the virtual space in an overview with a wide viewing angle, the amount of information contained in the image is large, and it is difficult to grasp the details of each region in the virtual space. For example, even when the player tries to move the game cursor to the active point during the execution of the binocular mode, it is easily possible that the location of each active point is unknown.
[0018] Therefore, one of the objects of the present invention is to assume such a situation and, even in the situation of overviewing the virtual space, display the situation within each game clearly as a game image.
[0019] <Description of the summary> FIG. 1 is a diagram showing an example of the configuration of this system. As shown in FIG. 1, this system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. Hereinafter, when simply referred to as "image", it shall include any image such as "moving image" and "still image".
[0020] The game device 1 is used by a player who wishes to apply this system. The game device 1 is composed of a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, etc. The game device 1 executes various processes necessary for the progress of this game.
[0021] The server 2 is managed by the administrator of this system, etc. The server 2 is composed of a general-purpose PC, etc. While communicating with the game device 1, etc., it executes the storage and management of various information necessary for the progress of this game.
[0022] <Hardware Configuration> Figure 2 is a diagram showing an example of the hardware configuration of the game device in this system.
[0023] As shown in Figure 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.
[0024] The control unit 11 is composed of a microcomputer including a CPU, a GPU, and a semiconductor memory, etc. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 to the RAM 13. In the RAM 13, information necessary for the control unit 11 to execute various processes is also appropriately stored.
[0025] The control unit 11, the ROM 12, and the RAM 13 are mutually connected via the bus 14. The input / output interface 15 is also connected to this bus 14. The output unit 16, the input unit 17, the storage unit 18, the communication unit 19, and the drive 20 are connected to the input / output interface 15.
[0026] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, or the like. The image information and audio information output by the output unit 16 are output from a display, a speaker, or the like in a state recognizable by a person as an image or audio.
[0027] The input unit 17 is, for example, a game controller equipped with a sensor function or the like, and inputs various types of information according to a player's input operation.
[0028] The storage unit 18 is composed of an HDD (Hard Disk Drive), an SSD (Solid State Drive), or the like, and stores various types of information. For example, the storage unit 18 stores various game programs, save data, account information, etc. necessary for the progress of the game.
[0029] The communication unit 19 controls communication, etc. with other hardware or the like via a network N including the Internet.
[0030] The drive 20 is provided as necessary. A removable medium 31 made of a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is appropriately mounted on the drive 20. Various programs for executing a game and the like are stored in the removable medium 31. The program read from the removable medium 31 by the drive 20 is installed in the storage unit 18 as necessary. In addition, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.
[0031] Here, since the hardware configuration of the server 2 can be basically the same as the hardware configuration of the game device 1, the description is omitted. By the cooperation of such various hardware and various software, various processes in the game device 1 and the server 2 can be executed.
[0032] FIG. 3 is a diagram showing an example of the functional configuration of the game device in FIG. 2 and the server in FIG. 1. As shown in FIG. 3, the control unit 11 of the game device 1 functions as a game process execution means 60, an input operation reception means 62, a virtual camera control means 64, an active point setting means 66, a reference point control means 68, a production means 70, and a display control means 72 by executing various programs and the like.
[0033] The game process execution means 60 of the game device 1 executes various processes related to the game. Specifically, the game process execution means 60 reads virtual game space objects and textures included in game information from a storage unit (not shown) according to various input operations by a player or the like, and while executing the game program, generates two-dimensional or three-dimensional images, sounds, etc. related to the game. That is, the game process execution means 60 generates and manages a game image of the game based on the input operation and the position and angle of the virtual camera, thereby controlling the progress of the game. In addition, the game process execution means 60 appropriately transmits various information related to the game to the server 2.
[0034] The input operation reception means 62 receives an input operation related to the game from the player. Here, the input operation received by the input operation reception means 62 includes information regarding the type of the received input operation, information regarding the time and number of times the input operation is performed, and the like.
[0035] The virtual camera control means 64 controls the position and angle of the virtual camera in the virtual space, which functions as a starting point for generating a game image. Specifically, the virtual camera control means 64 controls the position and angle of the virtual camera for generating a game image based on the input information received by the input operation reception means 62. Here, the virtual camera control means 64 is provided with a binocular mode control means 80. The binocular mode control means 80 controls the position and angle of a virtual camera in a virtual space that functions as a starting point for generating a game image in the binocular mode. That is, the binocular mode control means 80 controls the position and angle of a virtual camera in a virtual space that functions as a starting point for generating a game image in the binocular mode. Further, the binocular mode control means 80 starts the binocular mode based on an input operation from the player. In addition, the game processing execution means 60 generates a game image (for example, a second image) that displays a predetermined area in the virtual space as a game image in a mode different from the game image.
[0036] The active point setting means 66 sets a region in the virtual space as a predetermined active region. That is, the active point setting means 66 sets and manages a predetermined region in the virtual space as an active point.
[0037] The reference point control means 68 controls the reference point in the virtual space based on the content of the input operation. That is, the reference point control means 68 controls the position and direction of a reference point (for example, a cursor) in the virtual space based on the position and direction of the virtual camera due to an input operation from the player.
[0038] The effect means 70 generates an effect that suggests the distance and angle between the active region and the reference point. Specifically, the effect means 70 generates an effect that suggests the distance and angle between the active point and the reference point based on the positional relationship between the active point and the reference point. Here, the effect means 70 is provided with a distance angle calculation means 90 and an effect generation means 92. The distance angle calculation means 90 calculates the distance and angle between the active point and the reference point in the virtual space. The performance generation means 92 generates a performance that suggests the distance and angle between the active point and the reference point in the virtual space calculated by the distance angle calculation means 90. In this embodiment, when the reference point exists within the area of the active point, the performance generation means 92 may not generate a performance display corresponding to that active point. When a performance is generated by the performance generation means 92, the game process execution means 60 generates a game image including the performance generated by the performance generation means 92 based on the input operation and the position and angle of the virtual camera.
[0039] The display control means 72 executes control to cause the output unit 16 to display various game images and the like generated by the game process execution means 60.
[0040] As shown in FIG. 3, the control unit 200 of the server 2 functions as the game information management means 220 by executing various programs and the like.
[0041] The game information management means 220 of the server 2 manages various information necessary for the progress of the game by the game device 1 and executes various processes. Specifically, for example, the game information management means 220 executes authentication for the account information transmitted from the game device 1, distribution of game information in response to a download request for various game information from the game device 1, and the like.
[0042] FIGS. 4 to 7 are all diagrams showing an example of an image displayed on a game device constituting the information processing system according to an embodiment of the present invention. First, while referring to Fig. 4, the overview of the binocular mode in this game will be described. As shown in Fig. 4, in the binocular mode, a game image that reflects the situation in a wide range within the virtual space from an overhead view can be generated. In the example of Fig. 4, specifically, the situation of the virtual space over a wide range and the active points A1 to A3 are displayed. Here, in the example of Fig. 4, the display areas H1 to H3 are all displayed together. These display areas H1 to H3 are virtual display areas that show the image of the position of the viewing angle in each of the game images of Figs. 5 to 7 described later. Specifically, in the example of Fig. 5, an example of a game image corresponding to the viewing angle (position of the virtual camera) of the display area H1 in Fig. 4 is displayed. In the example of Fig. 5, a reference point K1 is displayed as a reference point corresponding to the viewing angle of the display area H1. Further, in the example of Fig. 5, production displays KT1 to KT3 are displayed around the reference point K1. Each of these production displays KT1 to KT3 is, as described above, a production display that suggests the distance and angle between the active point and the reference point. Here, specifically, as the production display KT1, a long arc indicating the distance between the active point A1 (refer to Fig. 4) and the reference point K1 is displayed in the direction of the active point A1. Similarly, as the production display KT2, a medium-length arc indicating the distance between the active point A2 (refer to Fig. 4) and the reference point K1 is displayed in the direction of the active point A2. Also similarly, as the production display KT3, a short arc indicating the distance between the active point A3 (refer to Fig. 4) and the reference point K1 is displayed in the direction of the active point A3. That is, in the examples of Figs. 5 to 7, the arcs of the production displays KT1 to KT3 indicate that the longer the arc, the closer it is to the target active point, and the shorter the arc, the farther it is from the target active point. Note that since Fig. 4 is a game image that can be displayed to overlook the entire situation of the virtual space, the display of the reference point is omitted. In an overhead game image like Fig. 4, whether or not the system displays the reference point is arbitrary.
[0043] Next, in the example of FIG. 6, an example of a game image corresponding to the viewing position (position of the virtual camera) of the display area H2 in FIG. 4 is displayed. In the example of FIG. 6, in addition to the reference point K2, the effect displays KU1 and KU3 are displayed. In the example of FIG. 6, specifically, as the effect display KU1, a relatively short arc corresponding to the distance between the active point A1 (see FIG. 4) and the reference point K2 is displayed in the direction of the active point A1. Further, as the effect display KU3, an extremely short arc corresponding to the distance between the active point A3 (see FIG. 4) and the reference point K2 is displayed in the direction of the active point A3. Here, in the example of FIG. 6, the effect corresponding to the active point A2 is not displayed. This is because the reference point K2 exists within the area of the active point A2. When the reference point exists within the area of the active point in this way, the system does not have to display the corresponding effect.
[0044] Similarly, in the example of FIG. 7, an example of a game image corresponding to the viewing position (position of the virtual camera) of the display area H3 in FIG. 4 is displayed. Specifically, in the example of FIG. 7, in addition to the reference point K3, the effect displays KH1 to KH3 corresponding to each of the active points A1 to A3 are displayed. As described above, as shown in FIGS. 5 to 7, every time the position of the reference point is changed by the player, the system can promptly (in real time and seamlessly) generate the effect display at each reference point and display it together with the game image. Therefore, a player who has confirmed the game image can easily grasp the position of the active point and play the game regardless of where the reference point exists in the virtual space.
[0045] FIG. 8 is a flowchart showing an example of the flow of effect game image generation processing executed by a game device constituting an information processing system according to an embodiment of the present invention.
[0046] In step S1, the binocular mode control means 80 starts the binocular mode based on an input operation from the player.
[0047] In step S2, the input operation receiving means 62 receives an input operation related to the game from the player.
[0048] In step S3, the reference point control means 68 controls the reference point in the virtual space based on the content of the input operation received by the input operation receiving means 62.
[0049] In step S4, the distance and angle calculating means 90 calculates the distance and angle between the active point and the reference point in the virtual space.
[0050] In step S5, the effect generating means 92 generates an effect suggesting the distance and angle between the active point and the reference point based on the distance and angle between the active point and the reference point in the virtual space calculated by the distance and angle calculating means 90.
[0051] In step S6, the game process execution means 60 generates a game image including the effect generated by the effect generating means 92 based on the input operation and the position and angle of the virtual camera.
[0052] In step S7, the display control means 72 displays the game image generated by the game process execution means 60 on the output unit 16 or the like. Thereby, the effect game image generation process ends.
[0053] As described above, an embodiment of the present invention has been described. However, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the range that can achieve the object of the present invention are included in the present invention.
[0054] <Other Embodiments>
[0055] Also, in the above-described embodiment, the effect generated by the present system has been described as an arc effect suggesting the distance and angle between the active point and the reference point, but it is not limited thereto. The present system may generate any effect based on the positional relationship between the active point and the reference point. Furthermore, regarding the above-mentioned arc effects, when the active point is close, a long arc is displayed as an effect, and when the active point is far, a short arc is displayed as an effect. However, this criterion is also arbitrary. For example, this system may display a short arc when the active point is close and a long arc when the active point is far as an effect.
[0056] In addition, the effects generated by this system may be effects of shapes other than arcs. For example, this system may be effects of predetermined shapes such as triangles, arrows, circles, rounds, spheres, and straight lines.
[0057] Moreover, the effects generated by this system may be other effects such as those not related to the length of the arc. For example, this system may generate effects that change colors, transparency, etc. according to the distance and angle to the active point. Specifically, for example, this system may generate an effect such that the closer the distance to the active point, the darker the color of the effect, and conversely, the farther the distance to the active point, the lighter the color (closer to transparent).
[0058] Also, the effects generated by this system may be effects of different sizes according to the distance to the active point. For example, this system may generate, as an effect, a larger arc when the distance to the active point is close and a smaller arc when the distance to the active point is far.
[0059] In addition, the effects generated by this system do not necessarily need to separately display one corresponding arc for each of the multiple active points. That is, for example, this system may generate an effect that displays the relationship with the multiple active points on one arc by methods such as connecting the arcs or color-coding.
[0060] Also, in the above-described embodiment, although it has been described as generating a plurality of arcs corresponding to a plurality of active points as an effect, it is not limited thereto. For example, this system may generate only one arc corresponding to the nearest active point as an effect.
[0061] Also, in the above-described embodiment, although this game has been described as implementing a binocular mode or an active point aspect, the implementation of the binocular mode or the active point is optional. For example, this system may generate an effect of an arc indicating the distance and angle between a reference point and a predetermined region in a virtual space without implementing an active point.
[0062] Also, in the above-described embodiment, although this system has been described as not generating an effect display corresponding to a target active point when the reference point exists within the region of the active point, it is not limited thereto. This system may generate an effect display corresponding to the target active point even when the reference point exists within the region of the active point.
[0063] Also, although not described in the above-described embodiment, the active point may be a three-dimensional region in a virtual space or a planar region on an image captured by a virtual camera or the like. Also, the shape of the active point may be any shape such as, for example, a triangle, an arrow, a circle, a round shape, a spherical shape, a straight line, etc.
[0064] Also, in the above-described embodiment, although the active point has been described as executing a set game event by pressing a predetermined input button, it is not limited thereto. The active point of this system may execute a game event simply by moving the reference point to the active point without pressing a predetermined input button.
[0065] Also, although not described in the above embodiments, this game may be executed by any hardware (e.g., game device 1) such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), various game consoles designed for business use, or an electronic device such as a personal computer, smartphone, or tablet.
[0066] Also, although not described in the above embodiments, the content of the game according to this system is not limited. This system may be applied to any game such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action game, simulation game, sports game, card game, battle royale (symmetric, asymmetric), MOBA (Multiplayer online battle arena), music game, fighting game, quiz game, etc.
[0067] Also, the above series of processes can be executed by hardware or by software. In other words, the functional configurations such as in FIG. 3 are merely examples and are not particularly limited. That is, it suffices that the information processing system is equipped with a function capable of executing the above series of processes as a whole, and the functional blocks used to realize this function are not limited to the examples such as in FIG. 3. Also, the location of the functional blocks is not limited to the examples such as in FIG. 3 and may be arbitrary. Also, one functional block may be configured by hardware alone, by software alone, or by a combination thereof.
[0068] Also, the number and users of the various hardware constituting this system are arbitrary, and it may be configured to include other hardware, etc.
[0069] Also, when a series of processes are to be executed by software, the programs constituting the software are installed in a computer or the like from a network or a recording medium.
[0070] Also, the computer may be a computer incorporated in dedicated hardware. Also, the computer may be a computer capable of executing various functions by installing various programs. That is, for example, any computer, any mobile terminal such as a smartphone, any game machine, etc. may be freely adopted for the various hardware in the above-described embodiments. Furthermore, any combination may be adopted for the types and contents of various input units, various output units, etc.
[0071] Also, a recording medium containing such a program may be constituted not only by a removable medium (not shown) provided separately from the apparatus main body for providing the program to a player or the like, but also by a recording medium provided to the player in a state pre-incorporated in the apparatus main body or the like.
[0072] Note that in this specification, the steps of describing the program recorded on the recording medium may be executed not only in chronological order along the order, but also in parallel or individually. Also, some of the steps described in the above-described embodiments may be omitted.
[0073] Also, in this specification, the term "system" means an overall apparatus constituted by a plurality of devices, a plurality of means, etc.
[0074] Even when these other embodiments are adopted, the effects of this embodiment are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments and other embodiments with each other.
[0075] In summary, the information processing system to which the present invention is applied can take various embodiments having the following configurations. First virtual camera control means (for example, virtual camera control means 64) that controls the position or angle in the virtual space of a virtual camera that functions as a basis for generating an image related to a game, input operation receiving means (for example, input operation receiving means 62) that receives an input operation related to the game, image generation means (for example, game processing execution means 60) that generates a game image of the game based on the input operation and the position and angle of the virtual camera, area setting means (for example, active point setting means 66) that sets a region in the virtual space as a predetermined active region, reference point control means (for example, reference point control means 68) that controls a reference point in the virtual space based on the content of the input operation, effect means (for example, effect means 70) that generates an effect suggesting the distance and angle between the active region and the reference point, An information processing system having the above is sufficient.
[0076] That is, the virtual camera control means 64 functions as the first virtual camera control means. The game processing execution means 60 functions as the image generation means. The active point setting means 66 functions as the area setting means. The reference point control means 68 functions as the reference point control means. The effect means 70 functions as the effect means. The binocular mode control means 80 functions as the second virtual camera control means.
[0077] <Effect> As a result, even in a game image with a more panoramic and information-rich view, the player can intuitively and easily understand and grasp the information in the virtual space.
Explanation of Signs
[0078] 1 Game device 11 Control unit 60 Game processing execution means 62 Input operation reception means 64 Virtual camera control means 80 Binocular mode control means 66 Active point setting means 68 Reference point control means 70 Presentation means 90 Distance and angle calculation means 92 Presentation generation means 72 Display control means 2 Server 200 Control unit 220 Game information management means
Claims
1. First virtual camera control means for controlling the position or angle in the virtual space of a virtual camera that functions as a basis for generating an image related to a game; Input operation reception means for receiving an input operation related to the game; Image generation means for generating a game image of the game based on the input operation and the position and angle of the virtual camera; Region setting means for setting a region in the virtual space as a predetermined active region; Reference point control means for controlling a reference point in the virtual space based on the content of the input operation; Effect means for generating an effect suggesting the distance and angle between the active region and the reference point; Comprising; When the effect means adds an effect suggesting each of the distances and angles between a plurality of the active regions and the reference point, the effect means displays the effects corresponding to each of the distances and angles between the plurality of the active regions and the reference point on one arc; An information processing system.
2. When the reference point exists within the range of the active region, the effect means does not generate an effect suggesting the distance and angle between the active region and the reference point; The information processing system according to Claim 1.
3. Further comprising second virtual camera control means for controlling the position or angle in the virtual space of a virtual camera that functions as a basis for generating an image related to a game in a manner different from the first virtual camera control means; The information processing system according to Claim 1.
4. The effect means displays an arc that is shorter as the distance between the active region and the reference point is farther, and displays an arc that is longer as the distance between the active region and the reference point is closer; The information processing system according to Claim 1.
5. An information processing method executed by a computer, comprising: A first virtual camera control step of controlling the position or angle in the virtual space of a virtual camera that functions as a basis for generating an image related to a game; An input operation reception step of receiving an input operation related to the game; An image generation step of generating a game image of the game based on the input operation and the position and angle of the virtual camera; A region setting step of setting a region in the virtual space as a predetermined active region; A reference point control step of controlling a reference point in the virtual space based on the content of the input operation; An effect step of generating an effect suggesting the distance and angle between the active area and the reference point; including; when the effect step adds an effect suggesting each of the distances and angles between a plurality of the active areas and the reference point, the effects corresponding to each of the distances and angles between the plurality of the active areas and the reference point are displayed on one arc; An information processing method.
6. A computer, a first virtual camera control means for controlling the position or angle in the virtual space of a virtual camera that functions as a base point for generating an image related to a game; an input operation receiving means for receiving an input operation related to the game; an image generation means for generating a game image of the game based on the input operation and the position and angle of the virtual camera; a region setting means for setting a region in the virtual space as a predetermined active region; a reference point control means for controlling a reference point in the virtual space based on the content of the input operation; an effect means for generating an effect suggesting the distance and angle between the active area and the reference point; functioning as, when the effect means adds an effect suggesting each of the distances and angles between a plurality of the active areas and the reference point, the effects corresponding to each of the distances and angles between the plurality of the active areas and the reference point are displayed on one arc; A program.
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