Game program, game processing method, and information processing apparatus

The game program improves character movement during collisions by calculating and adjusting extrusion ratios based on object parameters, ensuring natural interactions and enhancing game performance.

JP7709909B2Active Publication Date: 2025-07-17KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2021210919
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-24
Publication Date
2025-07-17
Estimated Expiration
2041-12-24

AI Technical Summary

Technical Problem

Conventional game technologies result in unnatural character movements when multiple characters collide, leading to reduced game interest due to characters pushing against each other and inability to move as intended.

Method used

A game program that calculates an extrusion ratio for each overlapping collision object based on stored parameters, adjusting the display of objects to ensure natural movement by varying the extrusion distance according to character attributes and game situations.

Benefits of technology

Enhances game performance by ensuring natural character movements during collisions, particularly in densely packed scenes, thereby maintaining player interest.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve the movement of an object at a collision.SOLUTION: A game program is provided, which makes a computer execute processing for determining overlapping between collision objects being virtual bodies for detecting a collision in each object within a virtual space, calculating respective extrusion rates of the collision objects whose overlapping is determined with reference to parameters stored in a storage part in accordance with the object and / or the collision objects, extruding the respective collision objects overlapped in accordance with the extrusion rates, and controlling displays of the objects corresponding to the collision objects in accordance with extrusions of the collision objects.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present disclosure relates to a game program, a game processing method, and an information processing device. [Background technology]

[0002] Games in which many characters are crowded together are known, such as action games, simulation games, etc. For example, in an action game, enemy characters that attempt to attack a player character may crowd around the player character.

[0003] In response to this, a technique for controlling the movement of crowded enemy characters has been devised (see, for example, Patent Document 1). Patent Document 1 discloses an image processing method for displaying the movement of crowded enemy characters in a more natural manner. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-118687 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in the conventional technology, characters may become crowded together, which may cause problems in the behavior of the characters. For example, when many enemy characters try to approach a player character, the enemy characters will try to move forward even if there is another enemy character in the movement destination. When characters become crowded in this way, the characters push against each other, making it impossible for the characters to move as intended, and the unnatural movements of the characters reduce the interest of the game.

[0006] Therefore, in one aspect, the present disclosure aims to improve the movement of objects during a collision. [Means for solving the problem]

[0007] In one embodiment, in order to detect a collision for each object in a virtual space, an overlap between collision objects, which are virtual bodies, is determined, and with reference to parameters stored in a storage unit corresponding to the object and / or the collision object, an extrusion ratio for each of the determined collision objects is calculated, each of the overlapping collision objects is extruded according to the extrusion ratio, and a display of an object corresponding to the collision object is controlled according to the extrusion of the collision object, and a game program is provided that causes a computer to execute the process.

Advantages of the Invention

[0008] In one aspect, the present disclosure can improve the movement of an object at the time of a collision.

Brief Description of the Drawings

[0009]

Figure 1

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Best Mode for Carrying Out the Invention

[0010] Hereinafter, embodiments for carrying out the present disclosure will be described with reference to the drawings. In the present specification and the drawings, substantially the same configurations may be denoted by the same reference numerals, and redundant descriptions may be omitted.

[0011] [Game System] FIG. 1 is a diagram showing a configuration example of a game system 1 according to an embodiment. The game system 1 includes a game machine 3 which is an example of an information processing apparatus, a game controller 5, and a display device 7. Each of the game controller 5 and the display device 7 is communicably connected to the game machine 3 by wire or wirelessly.

[0012] The game machine 3 is, for example, a dedicated stationary game machine. However, it is not limited to this, and the game machine 3 may be, for example, a portable game machine having an input unit, a display unit, etc. integrated therewith.

[0013] Further, the game machine 3 is not limited to a dedicated game machine, and for example, it may be manufactured and sold as a computer such as a computer, a desktop computer, a notebook computer, a tablet computer, etc., or a portable terminal that also functions as a telephone such as a smartphone, a mobile phone, a phablet, etc. These devices are normally used as general-purpose information processing terminal devices, but when a player installs and executes a game program, the player can play a game in the same manner as a dedicated game machine.

[0014] The game program of the present embodiment is installed in the game machine 3. The game program is distributed in a state stored in an optical storage medium such as a CD-ROM or a semiconductor memory such as a USB memory, or is distributed in a form downloaded from a server device.

[0015] The player performs various operation inputs using the game controller 5. In the example shown in FIG. 1, the game controller 5 has, for example, a cross key 9 and a plurality of buttons 8. Note that the game controller 5 may have, instead of or in addition to the above, for example, a joystick, a touch pad, or the like. Further, the game controller 5 may be provided with a microphone and voice operation may be possible. The game controller 5 may be provided with a gyro sensor, an acceleration sensor, or the like, and the operation may be possible by the player changing the posture of the game controller 5.

[0016] Further, the game machine 3 may further communicate with a server device on the network (see FIG. 2). Since a plurality of game machines 3 that execute the same game program are connected to the server device, a so-called online game becomes possible. An online game refers to, for example, a game in which a plurality of people can cooperate to operate the same game program. The server device of the online game may perform processing such as receiving the positions and operation commands of other players and transmitting them to the game machines 3 of other players. In the game machine 3, actual game processing such as drawing of each player and reflection processing of operation commands is performed.

[0017] FIG. 2 is a diagram showing another configuration example of the game system 1 in the embodiment. The game system 1 of the embodiment provides various services related to the game to the player via a network N (for example, the Internet or the like). The game system 1 includes a server device 10 and a terminal device 30. The server device 10 is an example of an information processing device (processing device) that provides various services related to the game to the terminal device 30. The server device 10 may be a personal computer, a workstation, a cloud computer, or the like.

[0018] The terminal device 30 is an example of an information processing device used by the player when playing the game. The terminal device 30 may be a game machine, or may be a device manufactured and sold as a computer, such as a computer, a desktop computer, a notebook computer, a tablet computer, or the like, or a mobile terminal that also functions as a telephone, such as a smartphone, a mobile phone, a phablet, or the like.

[0019] The terminal device 30 makes a distribution request for various types of information related to the game (such as a game program describing the game processing method, a game screen, etc.) to the server device 10. When the server device 10 receives a distribution request for various types of information from the terminal device 30, it distributes the Web page of the game program and the game screen to be played on the terminal device 30.

[0020] The terminal device 30 has a Web browser function for allowing the player to view a Web page that displays the game screen. Thereby, the terminal device 30 can display the Web page such as the game screen distributed from the server device 10. The server device 10 may provide a game such as an online game in which the player characters and non-player characters operated by the player are divided into enemies and allies and fight against each other.

[0021] The game system 1 may be in a so-called P2P (Peer To Peer) mode in which the game machine 3 illustrated in FIG. 1 and the terminal device 30 illustrated in FIG. 2 communicate with another game machine 3 and another terminal device 30. In this case, the server device 10 in FIG. 2 may not be provided. Also, the game system 1 may be a so-called cloud game. The game system 1 in FIGS. 1 and 2 is an example, and various system configuration examples can be considered according to the application and purpose. Hereinafter, the game system 1 of the present embodiment will be mainly described using the configuration of FIG. 1.

[0022] The game machine 3 can provide all kinds of games, not limited to fighting games, such as sports games like basketball and tennis, racing games, town-building games, etc. Also, the game machine 3 can provide games through gacha, etc. However, the game executed by the game system 1 disclosed in the present embodiment is preferably a fighting game (action game) where characters are densely packed. In the present embodiment, as will be described later, the extrusion ratio between the characters (objects) that collide during the game is calculated, and the characters (objects) are extruded according to the extrusion ratio to realize natural drawing at the time of collision.

[0023] Note that in this embodiment, an object mainly refers to a person or an object existing in a virtual space (for example, a virtual three-dimensional space), which is collectively referred to as an object. For example, a PC, an enemy character, a rock, a building, etc., which generally appear in the virtual space, are objects.

[0024] [Hardware Configuration of the Game Console] Next, the hardware configuration of the game console 3 will be described with reference to FIG. 3. FIG. 3 is a diagram showing the hardware configuration of the game console 3 according to the embodiment. The game console 3 includes a CPU (Central Processing Unit) 121, a memory 122, a communication device 123, an input device 124, and a display device 125. The CPU 121 controls the game console 3. The memory 122 is, for example, a storage medium within the game console 3 that can be directly accessed by the CPU 121. The communication device 123 is a communication device such as a network circuit that controls communication with other devices. The input device 124 is an input device that is connected to the game console 3 like the game controller 5 and does not necessarily have to be inside the game console 3. The input device 124 may also be an input device such as a camera or a touch panel. The display device 125 is an output device such as a display.

[0025] The game console 3 may be equipped with various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), and various memories 122 such as VRAM, RAM, and ROM.

[0026] The game console 3 has a game management function that stores various game data necessary for game play by arithmetic processing in the memory 122 and controls and manages the execution of game processing. The game processing method is executed by the CPU 121 performing arithmetic processing based on a predetermined game program and game data.

[0027] [Functional Configuration of the Game Console] Next, the functional configuration of the game machine 3 will be described with reference to FIG. 4. FIG. 4 is a diagram showing the functional configuration of the game machine 3 according to the embodiment. The game machine 3 includes a control unit 11, a storage unit 12, and a communication unit 13.

[0028] The control unit 11 transfers data between each unit and controls the game machine 3. The control unit 11 is realized by the CPU 121 executing a game program stored in the memory 122.

[0029] The storage unit 12 stores a game program for causing a computer to execute a game, various data, and various information. The storage unit 12 is realized by, for example, the memory 122. The storage unit 12 has a read-only storage area ROM (Read Only Memory) in which a game program is stored, and a rewritable storage area RAM (Random Access Memory) used as a work area for arithmetic processing by the control unit 11. The storage unit 12 is realized by, for example, a non-volatile storage device such as a flash memory or a hard disk. Part or all of the game program may be stored in the RAM.

[0030] Furthermore, the storage unit 12 stores a parameter table 21. FIG. 8 is a diagram showing an example of the parameter table 21 according to the embodiment. The parameter table 21 stores a collision ID set for each object ID (including a character ID) that can identify a character or other object, and parameters set for each object and / or collision object identified by the object ID and / or collision ID. The collision object and parameters will be described later.

[0031] The communication unit 13 has a function for communicating with the terminal device 30 and / or other devices. The communication unit 13 functions as a receiving unit that receives various data transmitted from the terminal device 30 and / or other devices, and as a transmitting unit that transmits various data to the terminal device 30 and / or other devices according to the commands of the control unit 11. The communication unit 13 is realized, for example, by a NIC (Network Interface Card).

[0032] The control unit 11 includes a game execution processing unit 14, a collision control unit 15, an overlap determination unit 16, a calculation unit 17, and a display control unit 18. The game execution processing unit 14 executes a battle game in which, for example, a player character operated by a player battles against an enemy character in a virtual space. However, the game executed by the game execution processing unit 14 is not limited to a battle game, and may be, for example, a simulation game or other games.

[0033] Note that an object in this specification is a display component displayed in a virtual space, and includes an object that can operate on a stage displayed on a game screen and a fixed object. The operable objects include a player character and a non-player character. The inoperable objects include objects such as buildings and mountains. Each object including a character has a capsule-shaped collision object set (see FIG. 5). The collision object is configured to cover the object and is used for collision determination of the object. In the example of FIG. 5, the collision objects T1 and T2 cover the characters C1 and C2 in a capsule shape, respectively, and are used for collision determination of the characters C1 and C2. Hereinafter, the collision object is also referred to as "collision". The collision object is a virtual body and is not displayed on the screen. Therefore, the player cannot see the collisions T1 and T2. However, the shape of the collision is not limited to a capsule shape, and various shapes of collision objects can be used according to the shape of the object for which contact determination is to be performed, such as a square, a sphere, or a cylinder.

[0034] The collision control unit 15 controls the movement of a collision in conjunction with the movement of an object such as a character in the virtual space. The overlap determination unit 16 determines the overlap of virtual collisions in order to detect the collision of each object in the virtual space. Some of the parameters indicate whether a collision is fixed or non-fixed. When the parameter is fixed, the object covered by the collision is fixed and does not move. When the parameter is non-fixed, the object covered by the collision can move. The calculation unit 17 does not need to determine the overlap of collisions whose parameters are fixed to each other.

[0035] The calculation unit 17 refers to the parameters stored in the parameter table 21 of the storage unit 12 corresponding to the collision, and calculates the extrusion ratio of each collision for which the overlap has been determined. The extrusion ratio of each collision is the ratio of extruding each collision in the direction opposite to the direction of the collision in order to resolve the overlap (collision) between the collisions. The overlap determination unit 16 may determine the overlap of collisions whose parameters are non-fixed to each other, and the calculation unit 17 may calculate the extrusion ratio of each non-fixed collision for which the overlap has been determined. However, not limited to this, the overlap determination unit 16 determines the overlap between the collisions regardless of whether they are non-fixed or fixed, including the collisions whose parameters are fixed, and the calculation unit 17 may calculate the penetration depth according to the softness of each collision for which the overlap has been determined, and calculate the extrusion ratio of each collision for which the overlap has been determined according to the penetration depth.

[0036] The parameters include at least one of the attributes of the object displayed in the collision and the distance from the virtual camera that captures the game, and are set in advance in the parameter table 21. The attributes of the object may be at least one of the type, importance, size, weight, weapon (strength), softness, action (speed / direction), fixed / unfixed, power, character type, height from the ground, and attributes of the group to which the object belongs, as shown in FIG. 8. For example, the attributes of the group include the importance, number of members, strength, type, etc. of the group such as the unit to which the player character belongs. Note that the parameters shown in FIG. 8 are only an example, and are not limited to this. For example, the parameters may include parameters related to combat such as HP and stamina, training level, etc. Furthermore, the weapon is an example of a parameter of equipment, and equipment includes not only weapons but also protective gear.

[0037] At least one of the parameters may change dynamically. For example, the parameters may change dynamically according to the progress of the game, the growth of the character, etc. The calculation unit 17 may refer to the parameters periodically or irregularly, and calculate the push-out ratio of the collisions determined to overlap by the overlap determination unit 16 based on the latest parameters.

[0038] The display control unit 18 controls the movement of characters and the display of objects. The display control unit 18 displays a virtual space in which multiple characters and other objects appear on the display device 125 of the terminal device 30. The display control unit 18 controls a Web page of a game screen, transmits the Web page of the game screen to the terminal device 30 via the communication unit 13, and displays it on the screen of the terminal device 30. The display control unit 18 pushes out each overlapping collision object by a push-out distance according to the push-out ratio, and controls the display of objects corresponding to each collision according to the push-out of the collision object.

[0039] [Extrusion processing] When objects such as characters collide with each other during the game, the positions of the collisions of both or one of the collisions may be moved to eliminate the collision state of the objects. Hereinafter, this procedure is also referred to as the extrusion process of the collision or simply the extrusion process. In the conventional extrusion process, the extrusion ratio of each collision was fixed. In the extrusion process according to the present embodiment, the extrusion ratio of each collision is variable and optimized.

[0040] The extrusion process according to the present embodiment will be described with reference to FIGS. 5 to 7 while comparing it with the conventional extrusion process. FIGS. 5 and 6 are diagrams for explaining the conventional extrusion process. FIG. 7 is a diagram for explaining the extrusion process according to the embodiment.

[0041] In FIG. 5(a), collisions T1 and T2 overlap each other. When collisions T1 and T2 overlap even slightly, it indicates that characters C1 and C2 are in a colliding state. In other words, whether characters C1 and C2 are colliding can be determined by whether the collisions T1 and T2 surrounding each of characters C1 and C2 overlap. The distance at which collisions T1 and T2 overlap is called the penetration depth.

[0042] In the example of FIG. 5(a), the penetration depth is indicated by A1. When the penetration depth A1 is greater than 0, characters C1 and C2 are in a colliding state. In this case, by executing the extrusion process of the collision, the penetration depth A1 can be made 0, thereby eliminating the collision state of characters C1 and C2. In the examples of FIGS. 5(a) and (b), by moving and displaying character C1 by extruding collision T1 by the amount of penetration depth A1, the collision state of characters C1 and C2 can be eliminated.

[0043] Conventionally, the extrusion process of two colliding collisions is performed by any of the following. 1. Only the collision with the lower priority of the two collisions is moved in the direction opposite to the collision direction by the amount of the penetration depth. 2. Both of the two collisions are moved in opposite directions by 1 / 2 of the penetration depth.

[0044] In the case of 1, only one of the characters (objects) that pushed out the collision is pushed out in the direction opposite to the collision direction and displayed. In the example of Fig. 5(b), the collision T1 is pushed out by the penetration depth A1, and the extrusion amount of the collision T2 is 0. As a result, only one of the characters C1 is pushed out in the direction opposite to the collision direction and displayed due to the collision. For example, in the case of a collision between a building and a player character, the building is not pushed out, and only the player character is pushed out. As another example, in the case of a collision between an enemy character and a player character, the player character is not pushed out, and only the enemy character is pushed out. As still another example, depending on the importance of the characters, if the enemy character is a boss and the player character has a lower importance than the boss, the enemy character is not pushed out, and only the player character is pushed out.

[0045] On the other hand, in the case of 2, since the collision is pushed out by half, both characters (objects) are pushed out by half in the direction opposite to the collision direction and displayed. In this case, in the example of Fig. 5(a), the extrusion amounts of the collisions T1 and T2 are both 1 / 2 of the penetration depth A1, and the characters C1 and C2 are pushed out by the same extrusion distance A1 / 2 on the side opposite to the collision direction.

[0046] An example of a specific collision extrusion process will be described with reference to Fig. 6. Figs. 6(a) to (f) are views of the collisions T1 to T3 from above. The objects within the collision are omitted.

[0047] To perform the extrusion process for a collision, place a virtual plane with the penetration direction as the normal at the point with the deepest penetration depth, and perform the extrusion of the collision so that the collision does not penetrate this plane. Since Figure 6 represents a two-dimensional virtual space, the virtual plane is shown as a virtual line. Figures 6(a) to (d) show the extrusion process for the case of 1, and Figures 6(e) and (f) show the extrusion process for the case of 2. In the examples of Figures 6(a) and (b), place a virtual plane VP1 with the penetration direction as the normal at the point with the deepest penetration depth. When extruding one of the collisions, as shown in Figure 6(b), perform the extrusion process of collision T1 until collision T1 no longer penetrates the virtual plane VP1.

[0048] In the examples of Figures 6(c) and (d), three collisions T1 to T3 overlap. For example, if collisions T2 and T3 are collisions of fixed objects such as a building, and collision T1 is a collision of a non-fixed object, perform the extrusion of collision T1 until it no longer penetrates both virtual planes, namely the virtual plane VP1 for collisions T1 and T2 and the virtual plane VP2 for collisions T1 and T3.

[0049] In the examples of Figures 6(e) and (f), extrude both collisions T1 and T2. In this case, set the virtual plane VP1 in the middle of the penetration depth, and extrude both collisions T1 and T2 by half of the penetration depth each.

[0050] When extruding only one of collisions T1 and T2, only determine the priority of the extrusion of the collision and which collision to extrude, and do not calculate the extrusion ratio of each collision. The extrusion ratio of the collision determined to be extruded is 100%, which is a fixed value. Note that when extruding both collisions T1 and T2, neither the determination of the collision to be extruded nor the calculation of the extrusion ratio of the collision is performed. The extrusion ratio of both collisions is 50%, which is a fixed value.

[0051] In particular, when only one of the collided collisions is pushed out (case 1), since the priority changes depending on the game situation, the extrusion target may alternately switch between the two collisions that collide in the determination of the collision to be extruded based on the priority. As a result, the two collisions vibrate while pushing and pulling, resulting in unnatural behavior and possibly causing a decrease in interest.

[0052] When both collisions T1 and T2 are pushed out by half of the penetration depth (case 2), differences such as the strength of the characters (objects) within the two collisions cannot be expressed as a result of the collision, resulting in a uniform extrusion process. When characters are densely packed and collisions frequently occur, there is a lack of impact, and there is a possibility of causing a decrease in interest.

[0053] From the above, in the extrusion process of the collision according to this embodiment, in order to improve the interest by the natural movement of the object at the time of collision, the extrusion ratio of each overlapping collision can be set continuously between 0% and 100%. For example, as shown in FIG. 7, the position of the virtual plane VP1 used for extruding the overlapping collisions T1 and T2 is changed according to the parameters of the characters C1 and C2 (see FIG. 5) corresponding to the collisions T1 and T2. In the example of FIG. 7, the virtual plane VP1 is placed at a position where the collisions T1 and T2 are extruded at a ratio of 4:1. However, the extrusion ratio of 4:1 is only an example and is not limited to this.

[0054] In this way, in the extrusion process of the collision according to this embodiment, instead of pushing out only one of the overlapping collisions or pushing out both collisions by half, the extrusion ratio (extrusion distance) of both collisions is continuously corrected according to the parameters of each collision. As a result, the movement between the objects including the collided characters can be drawn more naturally and the game performance can be enhanced. In particular, it is possible to prevent unnatural movements from occurring between the collided characters in a scene where the characters are densely packed, which would otherwise reduce the interest of the game.

[0055] The parameters stored in the parameter table 21 may be dynamically changed according to the game situation or the like. That is, in the extrusion process of the collision according to the present embodiment, based on the parameters that dynamically change, the extrusion ratio of the overlapping collision can be continuously changed according to the game situation.

[0056] Note that the parameters stored in the parameter table 21 are only an example and are not limited thereto. Further, the calculation unit 17 may calculate the extrusion ratio using all of the parameters, or may calculate the extrusion ratio using one or more parameters selected from the parameters stored in the parameter table 21.

[0057] By setting and selecting the parameters, the extrusion ratio of both collisions at the time of collision can be controlled. For example, by using the parameter of the "weight" of the character in the collision, by increasing the extrusion ratio of the collision of the relatively light character, the display can be controlled so that the extrusion amount (extrusion distance) of the light character is larger than the extrusion amount of the heavy character. Thereby, similar to the movement of an object in the real space, the weight (lightness) of the character at the time of collision can be expressed more clearly. However, the display may be controlled so as to result in the opposite based on the same parameter. That is, the display may be controlled so that the extrusion amount of the heavy character is larger than the extrusion amount of the light character.

[0058] For example, by using a parameter such as a status indicating the "importance" of the character in the collision, by increasing the extrusion ratio of the collision of the character with a relatively low status, the display can be controlled so that the extrusion amount of the character with a low status is larger than the extrusion amount of the character with a high status. Thereby, the difference in the influence of the character according to the status of the character can be expressed. However, the display may be controlled so as to result in the opposite based on the same parameter. That is, the display may be controlled so that the extrusion amount of the character with a high status is larger than the extrusion amount of the character with a low status.

[0059] For example, based on the parameter of the "affiliated faction" of the characters within the collision, by increasing the extrusion ratio of the collision of enemy characters by the enemy or friendly side, the display can be controlled so that the extrusion amount of the enemy is larger than that of the friendly side. Thereby, the extrusion amount can be changed according to the morale, number of people, and battle situation (superior / inferior) of the affiliated faction. For example, the strength of the affiliated faction can be expressed by reducing the extrusion amount when the morale is high, the number of people is large, and it is in a superior position. Or, regardless of the above, by reducing the extrusion amount of the friendly faction, the visibility of the friendly objects that the player should prioritize to confirm can be enhanced. However, the display may also be controlled so as to result in the opposite based on the same parameter. That is, the display may be controlled so that the extrusion amount of the friendly side is larger than that of the enemy side.

[0060] For example, based on the parameter of the "type" of the objects within the collision, by increasing the extrusion ratio of the collision of the objects other than the specific object (for example, characters such as people) compared to the specific object (for example, vehicles such as horses), the display can be controlled so that the extrusion amount of the specific object is smaller than that of the other objects. Thereby, when colliding, the vehicle such as a horse can be displayed so as to stay as close as possible to the collision location. However, it may also be controlled so as to result in the opposite based on the same parameter. That is, the display may be controlled so that the extrusion amount of the specific object is larger than that of the other objects.

[0061] In addition, parameters such as the morale and the number of characters belonging to the group (e.g., troops) to which a character belongs can be used to reflect the strength of the group to which the character belongs in the result of the collision extrusion. For example, when the morale of the group to which a character belongs is higher than the morale of the group to which the character of the collision opponent belongs, or when the number of characters belonging to the group is larger than the number of characters belonging to the group to which the character of the collision opponent belongs, the extrusion ratio of the character of the collision opponent can be made relatively larger. Thus, the display may be controlled so that the character of the collision opponent is pushed out relatively more. However, the control may be such that the opposite result is obtained based on the same parameters.

[0062] The level of the weapon or armor equipped by a character may be used as a parameter to reflect in the result of the collision extrusion process. For example, the higher the level of the weapon equipped by a character, the smaller the collision extrusion ratio. Thus, the display can be controlled so that the amount of extrusion of a character with a lower weapon level is larger than the amount of extrusion of a character with a higher weapon level. Thereby, it is possible to express that the damage received by a character with a lower weapon level at the time of collision is relatively larger than the damage received by a character with a higher weapon level. However, the control may be such that the opposite result is obtained based on the same parameters.

[0063] The distance between the character (object) within the collision and the virtual camera can be managed, and the parameters of the character (object) can be dynamically changed according to the distance from the virtual camera. In this case, in the extrusion process, based on the parameter of the distance from the virtual camera, for example, the farther the distance from the virtual camera, the smaller the collision extrusion ratio may be. However, the control may be such that the opposite result is obtained based on the same parameters. Thereby, the amount of extrusion of the character (object) within the collision can be determined according to the distance from the virtual camera.

[0064] The parameters of the characters (objects) within a collision may be dynamically changed according to the height of the collision from the ground. In the extrusion process, based on these parameters, the extrusion ratio of the collision closer to the ground can be relatively increased, and the display can be controlled so that the extrusion amount of the characters within the collision closer to the ground is relatively larger than the extrusion amount of the characters within the collision farther from the ground. However, it may also be controlled to have the opposite result based on the same parameters.

[0065] The parameters can be dynamically changed during the game. For example, the morale of the group to which a character belongs can be used as a parameter that varies according to the battle situation. For example, within a specific range of the game map, if the number of enemy characters is more than the number of friendly characters, the parameter indicating the morale of the enemy group can be increased. For example, the parameters indicating movement (speed / direction) change according to the speed and / or direction of the characters (objects) at the time of collision. Therefore, the parameters can also be dynamically changed during the game, and for example, the extrusion ratio can be calculated so that characters with a high speed are relatively more likely to be extruded. Conversely, the extrusion ratio can be calculated so that characters with a low speed are relatively more likely to be extruded. Also, the extrusion ratio can be calculated so that characters facing backward or sideways are more likely to be extruded than characters facing forward. Conversely, the extrusion ratio can be calculated so that characters facing forward are more likely to be extruded than characters facing backward or sideways.

[0066] In the extrusion process, some or all of the parameters set in the parameter table 21 can be used to calculate the extrusion ratio. For example, any one parameter or two or more parameters can be appropriately selected and combined from the parameter group set in the parameter table 21, and the extrusion ratio can be adjusted continuously according to the selected parameters. Thereby, the extrusion ratio of each collision can be changed according to the characteristics of the selected parameters (such as the morale and strength of the character itself).

[0067] As an example of adjusting the extrusion ratio of a collision according to a combination of parameters, there is a case where "character type" and "weight" are combined as parameters to be used, and the following are examples of the extrusion process in this case.

[0068] At the start of the game, in the collision between the player character (PC) and the non-player character (NPC), the non-player character is pushed out 100%. At this time, the extrusion ratio of the player character is 0%, and the extrusion ratio of the non-player character is 100%. It is defined that "weight" is a parameter such that the heavier it is, the more difficult it is to be pushed out. In the above case, when the weight parameter of the player character is "medium", non-player characters with a weight parameter of "medium" or "light" can be pushed out 100%, while non-player characters with a weight of "heavy" can only be pushed out 80% when calculating the extrusion ratio. This enables the player who operates the player character to feel a sense of resistance when contacting a heavy character. In this way, in the extrusion process of this embodiment, not only is the extrusion ratio of the collision adjusted according to one parameter, but also the extrusion ratio of the collision is adjusted according to the combination of parameters, making the game more interesting.

[0069] [Game Processing Method] The calculation process of the extrusion ratio is executed when determining the overlap (collision) between collisions. Hereinafter, the game processing method of this embodiment will be described with reference to FIG. 9. FIG. 9 is a flowchart showing a game processing method including the calculation process of the extrusion ratio according to the embodiment. The game processing method in FIG. 9 is executed by the game machine 3. Hereinafter, a battle game will be taken as an example for explanation, but it is not limited thereto.

[0070] When the game starts, in step S1, the game execution processing unit 14 controls the actions of a plurality of characters including the player character, ally characters, and enemy characters operated by the player, and executes a battle game. During the game, the game execution processing unit 14 controls not only the actions of the characters but also the actions of other objects. The collision control unit 15 manages the positions of each collision according to the objects including each character.

[0071] In step S3, the overlap determination unit 16 determines whether there is an overlap between the collisions, that is, whether a collision has occurred, according to the positions of each collision for each object. In step S5, when it is determined that the collisions overlap, after the extrusion process shown in steps S7 to S11 is executed, the process proceeds to step S13. In step S5, when it is determined that there is no overlap between the collisions, the process proceeds to step S13 without executing the extrusion process in steps S7 to S11.

[0072] (Extrusion process) In the extrusion process, in step S7, the calculation unit 17 acquires the collision ID which is the identification information of each overlapping collision and / or the object ID (character ID) which is the identification information of the object corresponding to the collision (covered by the collision). The object ID and the collision ID are managed for each object and stored in the parameter table 21 (see FIG. 8) of the storage unit 12. Then, the calculation unit 17 acquires (selects) some or all of the parameters from the parameter group stored corresponding to the acquired collision ID and / or object ID.

[0073] Next, in step S9, the calculation unit 17 calculates the penetration depth and calculates the extrusion ratio for each collision with respect to the penetration depth based on the parameters of the overlapping collisions. For example, the calculation unit 17 may digitize the acquired parameters, compare the total value of the numerical values of the acquired parameters, and calculate the extrusion ratio for each collision from the magnitude relationship. At this time, the extrusion ratio may be calculated such that it is more difficult to extrude the side with the higher total value of the numerical values of the parameters, or the extrusion ratio may be calculated such that it is easier to extrude the side with the higher total value of the numerical values of the parameters.

[0074] Next, in step S11, the calculation unit 17 adjusts the extrusion distance for each collision according to the extrusion ratio, and the display control unit 18 extrudes each collision by the extrusion distance for each collision. Thereby, the display can be controlled so that the objects within each collision are extruded in the direction opposite to the collision direction by the extrusion distance.

[0075] Next, in step S13, the game execution processing unit 14 determines whether the game has ended. If it is determined that the game has ended, this process ends. On the other hand, if it is determined that the game has not ended, the process proceeds to step S15, and the collision control unit 15 determines whether there is a change in parameters according to the actions of each character, etc., the progress of the game, the player's operations, etc.

[0076] If the collision control unit 15 determines that there is a change in parameters, in step S17, it changes the parameter in the parameter table 21 that is determined to be changed, stores it in the storage unit 12, returns to step S3, and determines the overlap of the next collision. On the other hand, if the collision control unit 15 determines that there is no change in parameters, it skips step S17 and directly returns to step S3 to determine the overlap of the next collision. In this way, until the game ends, the overlap determination and extrusion processing of the collision are performed according to the progress of the game.

[0077] As described above, in the extrusion process of the collision in this embodiment, the extrusion ratio of each collision determined to overlap can be set continuously according to the parameter. For example, as shown in an example in FIG. 7, the position of the virtual plane VP1 used for extruding the overlapping collisions T1 and T2, that is, the extrusion ratio, can be changed by the parameters corresponding to the collisions T1 and T2.

[0078] As described above, in the extrusion process of the collision in this embodiment, instead of extruding only one of the overlapping collisions or extruding both collisions by the same amount, the extrusion ratio (extrusion distance) of both collisions is corrected continuously according to the parameter. Thereby, the extrusion distance of the object within the overlapping collision can be controlled continuously, and the movement of the object can be drawn more naturally. In particular, since the actions performed by the characters that collide with each other in a scene where the characters are dense to resolve the collision can be improved to natural actions, this can prevent the interest of the game from decreasing.

[0079] [Modification Example] The extrusion process of the collision described above can be applied not only to the collision between non-fixed objects but also to the collision between a fixed object and a non-fixed object. Thereby, the display of a soft object that can be embedded inside the object can also be controlled. Examples of soft objects include implants, trees, soft balls, and the like.

[0080] The extrusion process according to a modification of the embodiment will be described with reference to FIG. 10. FIG. 10 is a diagram for explaining the extrusion process according to a modification of the embodiment. As shown in FIG. 10, a parameter indicating whether an object is fixed or not is set in the parameter table 21. Usually, as shown in FIG. 10(a), when the collision T2 of an object with a fixed parameter overlaps with the collision T1 of an object with a non-fixed parameter, the extrusion ratio of the collision T1 is 100%, and the extrusion ratio of the collision T2 is 0%. That is, with respect to the penetration depth A3 shown in FIG. 10(a), the extrusion distance of the collision T1 becomes A3, the extrusion distance of the collision T2 becomes 0, and the collision T2 remains in a fixed state.

[0081] A parameter indicating the softness of the object is set in the parameter table 21. Therefore, in the extrusion process according to the modification, based on the combination of the softness parameter and the fixed / non-fixed parameter, the extrusion distance of the non-fixed object with respect to the fixed object is changed according to the softness parameter. For example, in the examples of FIGS. 10(b) and (c), the fixed object covered by the collision T2 shown in FIGS. 10(b) and (c) is the same object with the same softness. For example, the object covered by the collision T2 may be an elastic object such as a cushion. In FIG. 10(c), since the character in the collision T1 leans more deeply on the object in the collision T2 than in the case of FIG. 10(b), the amount (penetration depth) by which the collision T1 sinks into the collision T2 is larger than in the case of FIG. 10(b). Since the collision T2 is a fixed object in both FIGS. 10(b) and (c), the collision T1 is pushed out. In this case, in FIG. 10(c), since the amount of penetration of the collision T1 is large, the extrusion ratio of the collision T1 can be increased compared to the case of FIG. 10(b) according to this amount of penetration. In this way, for a soft object, by changing the extrusion ratio according to the magnitude of the penetration depth, it looks as if it is gradually pushed out from the deep part of the object of the collision partner, and softness and elasticity can be expressed.

[0082] That is, even after extrusion, for a certain period of time, it penetrates into the object of the collision partner, so the extrusion process is performed again in the next frame. Therefore, it becomes possible to perform display control such that it is slowly extruded from the collision of the collision partner. As a result, it is possible to represent a soft object that can penetrate into the collision of the collision partner but cannot penetrate. In this way, the degree of freedom of drawing can be increased.

[0083] Note that the parameter may include a parameter indicating whether the object can pass through (penetrate) other objects. When it is determined that the object can pass through, no collision occurs (collision overlap determination is not performed), so the extrusion process of this embodiment is not applied either.

[0084] As described above, the game program, the game processing method, and the information processing apparatus have been described according to the above embodiments. However, the game program, the game processing method, and the information processing apparatus according to the present disclosure are not limited to the above embodiments, and various modifications and improvements are possible within the scope of this embodiment. Further, when there are a plurality of the above embodiments and modification examples, they can be combined within a non - conflicting range. The game program, the game processing method, and the information processing apparatus according to the present disclosure can be used in 3D games and 2D games.

Explanation of Signs

[0085] 1 Game system 3 Game machine 11 Control unit 12 Storage unit 13 Communication unit 14 Game execution processing unit 15 Collision control unit 16 Overlap determination unit 17 Calculation unit 18 Display control unit 21 Parameter table

Claims

1. Determining the overlap between collision objects, which are virtual bodies, to detect collisions for each object within a virtual space, referring to parameters stored in a storage unit corresponding to the object and / or the collision object, calculating the extrusion ratio of each of the collision objects for which the overlap has been determined to be greater than 0% and less than 100%, extruding each of the overlapping collision objects according to the extrusion ratio, controlling the display of the object corresponding to the collision object according to the extrusion of the collision object, A game program that causes a computer to execute the process.

2. At least one of the attributes of the object and the distance from a virtual camera that captures the game is preset in the parameters, The game program according to claim 1.

3. The attributes of the object include at least one of the type, importance, size, weight, equipment, softness, movement speed, movement direction, fixed, non-fixed, enemy character, friendly character, height from the ground, and the attributes of the group to which the object belongs of the object displayed within the collision object, The game program according to claim 2.

4. The process of calculating the extrusion ratio calculates the extrusion ratio according to a combination of parameters selected from the parameters stored in the storage unit, The game program according to claim 3.

5. At least one of the parameters changes dynamically, The process of calculating the extrusion ratio periodically or irregularly refers to the parameters and calculates the extrusion ratio between the collision objects for which the overlap has been determined, The game program according to any one of claims 1 to 4.

6. Determining the overlap between collision objects, which are virtual bodies, to detect collisions for each object within a virtual space, referring to parameters stored in a storage unit corresponding to the object and / or the collision object, calculating the extrusion ratio of each of the collision objects for which the overlap has been determined to be greater than 0% and less than 100%, extruding each of the overlapping collision objects according to the extrusion ratio, A game processing method in which a computer executes a process of controlling the display of an object corresponding to the collision object in response to the extrusion of the collision object. A game processing method executed by a computer.

7. An overlap determination unit that determines the overlap between collision objects, which are virtual bodies, in order to detect collisions between objects in a virtual space. A calculation unit that refers to parameters stored in a storage unit corresponding to the object and / or the collision object and calculates the extrusion ratio of each of the collision objects for which the overlap has been determined to be greater than 0% and less than 100%. An extrusion unit that extrudes each of the overlapping collision objects according to the extrusion ratio, and a display control unit that controls the display of the object corresponding to the collision object in response to the extrusion of the collision object. An information processing apparatus having the above components.

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