Program, Information Processing Method, and Information Processing System

A hierarchical object management system in games efficiently reduces processing load by generating and controlling objects with varying functions and distances, enhancing realism and immersion.

JP7713628B2Active Publication Date: 2025-07-28CAPCOM CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2023114159
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-12
Publication Date
2025-07-28
Estimated Expiration
2043-07-12

AI Technical Summary

Technical Problem

Conventional techniques for displaying large numbers of enemy characters in games increase processing load without providing a realistic battle experience.

Method used

Implement a hierarchical object management system that generates and controls first, second, and third objects with varying functions and distances from the player character, reducing processing load while maintaining realism.

Benefits of technology

The system provides a more natural and immersive gaming experience by efficiently managing large numbers of enemy characters, reducing processing load and enhancing realism.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007713628000001
    Figure 0007713628000001
  • Figure 0007713628000002
    Figure 0007713628000002
  • Figure 0007713628000003
    Figure 0007713628000003
Patent Text Reader

Abstract

To provide a game system that is more natural and generates a sense of presence while reducing a processing load for a game.SOLUTION: First object generation means 64 generates a first object having a predetermined function in a game. Second object generation means 66 generates a second object that does not have a part of the function that the first object has. Third object generation means 68 generates a third object that does not have a part of the function that the first object and the second object have. Terminal side group management means 70 arranges the first object in an area where the distance from the player character of the game or a virtual camera of the game is the shortest, arranges the second object at a position farther than the first object, and arranges the third object at a position farther than the second object.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a program, an information processing method, and an information processing system.

Background Art

[0002] In recent years, games in which a player progresses through a game while defeating a large number of enemy characters are known. In such types of games, since a large number of enemy characters are displayed in a single game image, the processing load of the game tends to be a problem. In this regard, for example, according to the technique described in Patent Document 1, a technique of reducing the processing load of the entire game by mapping a plurality of enemy textures onto a single plate polygon is disclosed (see 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, many of the conventional techniques including the technique described in Patent Document 1 above merely make it appear as if there are a large number of enemy characters visually by mapping a plurality of enemy textures onto a single plate polygon, and it cannot be said that it is sufficient to express a realistic battle.

[0005] The present invention has been made in view of such a situation, and an object thereof is to provide a more natural and realistic game system while reducing the processing load of the game.

[0006] To achieve the above object, a first aspect of the present invention is a computer, First object generation means for generating a first object having a predetermined function in the game, Second object generation means for generating a second object that does not have some of the functions of the first object, Third object generation means for generating a third object that does not have some of the functions of the first object and the second object, Object management and control means for managing or controlling the first object, the second object, and the third object in the virtual space of the game, A program that functions as

[0007] Also, in a first aspect, the object management and control means arranges the first object in the region closest to the player character of the game or the virtual camera of the game, arranges the second object at a position farther from the first object, and arranges the third object at a position farther from the second object, and can manage or control them.

[0008] Also, in a first aspect, the object management and control means can arrange the third object in a region where movement of the player character of the game is prohibited in the virtual space of the game.

[0009] Also, in a first aspect, when the distance between the player character of the game or the virtual camera of the game and the object changes, the object management and control means can swap or rearrange the first object and the second object according to the distance between the player character of the game or the virtual camera of the game and the object.

[0010] Also, in the first aspect, when the distance between the player character of the game or the virtual camera of the game and the object changes, the object management control means can swap or relocate the second object and the third object according to the distance between the player character of the game or the virtual camera of the game and the object.

[0011] Also, in the first aspect, the second object generation means can generate the second object that does not at least have an autonomous object control function, an attack function, and a communication function among the functions of the first object.

[0012] Also, in the first aspect, the second object generation means can generate the second object that at least has a function of being an attack target of the player character of the game.

[0013] Also, in the first aspect, the third object generation means does not necessarily have to have at least a function of being an attack target of the player character of the game in units of individual objects.

[0014] Also, in the first aspect, the third object may have at least a function of being an attack target of the player character of the game in units of a plurality of objects.

[0015] Also, in the first aspect, It may be a program executed by an information processing system including a server managed by an administrator of the game and an information processing terminal used by a player of the game. The object management control means A first control means that functions in the server and executes instructions regarding the control of the first object, the second object, and the third object on the information processing terminal. A second control means that functions in the server or the information processing terminal and executes various processes based on an instruction from the first control means; A third control means that functions in the information processing terminal and executes various processes based on an instruction from the second control means; may be provided.

[0016] Further, a second aspect of the present invention is an information processing method executed by a computer, a first object generation step of generating a first object having a predetermined function in a game; a second object generation step of generating a second object that does not have some of the functions of the first object; a third object generation step of generating a third object that does not have some of the functions of the first object and the second object; an object management and control step of managing or controlling the first object, the second object, and the third object in the virtual space of the game; and an information processing method including the above.

[0017] Further, a third aspect of the present invention is a first object generation means for generating a first object having a predetermined function in a game; a second object generation means for generating a second object that does not have some of the functions of the first object; a third object generation means for generating a third object that does not have some of the functions of the first object and the second object; an object management and control means for managing or controlling the first object, the second object, and the third object in the virtual space of the game; and an information processing system including the above.

[0018] The information processing method and information processing system according to one aspect of the present invention are also provided as an information processing method or information processing system corresponding to the program according to one aspect of the present invention.

Advantages of the Invention

[0019] According to the present invention, it is possible to provide a more natural and immersive game system while reducing the processing load of the game.

Brief Description of the Drawings

[0020]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Modes for Carrying Out the Invention

[0021] [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 described. This game is, for example, an action game assuming battles or cooperation via a network. In this game, a player can freely operate a character (hereinafter referred to as "player character") displayed in a virtual space by various input operations. Then, the player progresses the game by clearing various events (such as defeating enemy characters) while utilizing in-game objects such as guns and explosives through the player character.

[0022] Hereinafter, the configuration of this system will be described with reference to FIG. 1. FIG. 1 is a diagram showing an example of the configuration of an information processing system according to an embodiment of the present invention.

[0023] As shown in FIG. 1, this system includes player terminals 1-1 to 1-n (n is an arbitrary integer value) and a server 2. The player terminals 1-1 to 1-n and the server 2 are interconnected 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. In the following description, when there is no need to distinguish between the player terminals 1-1 to 1-n, these are collectively referred to as the player terminal 1. Also, hereinafter, when simply referred to as "image", it shall include images in any format such as "moving image" and "still image".

[0024] The player terminal 1 is composed of a general-purpose PC (Personal Computer), a game console, etc., and is used by a player who plays this game. The player terminal 1 stores various programs related to this game and executes main processes for the player to play this game.

[0025] Server 2 is composed of a general-purpose PC or the like and is managed by an administrator of this system or the like. Server 2 stores various programs related to this game and executes some of the processes for a player to play this game. In addition, Server 2 provides various types of information related to this game (such as game update information and progress information of other players) to Player Terminal 1.

[0026] <Hardware Configuration> FIG. 2 is a diagram showing an example of the hardware configuration of a player terminal constituting the information processing system according to an embodiment of the present invention.

[0027] As shown in FIG. 2, Player Terminal 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.

[0028] The control unit 11 is composed of a microcomputer including a CPU, a GPU, and a semiconductor memory or the like. The control unit 11 executes various processes according to the programs recorded in the ROM 12 or the programs loaded from the storage unit 18 to the RAM 13. In the RAM 13, information and the like necessary for the control unit 11 to execute various processes are also appropriately stored.

[0029] The control unit 11, the ROM 12, and the RAM 13 are interconnected 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.

[0030] 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.

[0031] The input unit 17 is constituted by, for example, a game controller. The input unit 17 inputs various types of information according to the input operations of the player.

[0032] The storage unit 18 is constituted by 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.

[0033] The communication unit 19 controls communication, etc. with other hardware, etc. via a network N including the Internet.

[0034] The drive 20 is provided as necessary. A removable medium 31 made of a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, etc. is appropriately mounted on the drive 20. The removable medium 31 stores, for example, various programs for executing a game, etc. The program read from the removable medium 31 by the drive 20 is installed in the storage unit 18 as necessary. Also, the removable medium 31 can store various information stored in the storage unit 18 in the same manner as the storage unit 18.

[0035] Here, since the hardware configuration of the server 2 can be basically the same as the hardware configuration of the player terminal 1, the description is omitted. By the cooperation of such various hardware and various software, various processes can be executed in the player terminal 1 and the server 2.

[0036] FIG. 3 is a diagram showing an example of the functional configuration of a player terminal and a server that constitute an information processing system according to an embodiment of the present invention.

[0037] As shown in FIG. 3, the control unit 11 of the player terminal 1 functions as a terminal-side game process execution means 60, an input operation reception means 62, a first object generation means 64, a second object generation means 66, a third object generation means 68, a terminal-side flock management means 70, and a damage information management means 72 by executing various programs and the like.

[0038] The terminal-side game process execution means 60 executes various processes necessary for the player to play this game. Specifically, the terminal-side game process execution means 60 reads virtual game space objects, textures, etc. included in game information from a storage unit (not shown) according to various input operations of the player, etc., and while executing the game program, generates two-dimensional or three-dimensional images, sounds, etc. related to the game. That is, the terminal-side game process execution means 60 controls the progress of the game by generating and managing the results of operation instructions by the player. In addition, the terminal-side game process execution means 60 appropriately transmits information necessary for the progress of this game, such as input information by the player, time information when the input information was acquired, and information related to the results of various game processes, to the server 2 as needed.

[0039] The input operation reception means 62 receives input operations related to the game from the player. Note that the input operations received by the input operation reception means 62 include, for example, information related to the type of button, analog stick, etc. on which the input operation was performed, and information related to the number of times pressed.

[0040] The first object generation means 64 generates a first object having a predetermined function in the game. Here, the first object is, for example, in this game, one of the aspects of an enemy character that has all the functions of an enemy that is the target of the player character's attack. The first object can freely perform evasive actions, attack actions, etc. in response to the player character's attack and the like.

[0041] The second object generation means 66 generates a second object that does not have some of the functions of the first object. Here, the second object is, for example, in this game, one of the aspects of an enemy character in which some of the functions of the first object (ordinary enemy character) are restricted. Although the second object is also a target of the player character's attack like the first object, some functions such as an autonomous object control function (so-called AI function in a game), an attack function (attack action against the player character), and a communication function are restricted. Note that the second object can perform extremely similar actions to the first object in appearance. In other words, it can be said that the second object is an object aspect designed to seamlessly bridge the boundary between the first object with normal functions and the third object designed to be extremely lightweight.

[0042] The third object generation means 68 generates a third object that does not have some of the functions of the first object and the second object. Here, the third object is, for example, in this game, one of the aspects of an enemy character in which some of the functions of the second object (an enemy character with some restricted functions) are further restricted. The third object has its basic action behaviors as an enemy character restricted and is used to represent the influence of the player character's attack actions. Specifically, the third object does not become the target of the player character's attack as a single object, but becomes the target of the player character's attack as a group and is affected by the player character's attack as a group (for example, the entire group takes damage, a certain number of the third objects die, etc.). Also, when the third object receives an attack from the player character, it becomes the target of production processing for that attack (such as an effect that makes it look like it is being attacked).

[0043] In this system, by managing these various objects in a mixed manner, while reducing the processing load of the game, a game situation is realized in which the player is naturally fighting against a large number of enemy characters. Note that these various objects each have a predetermined durability value (hereinafter referred to as "HP") for existing within the game, and when the HP drops below a predetermined value due to the influence of the player character's attack actions and the like, they are excluded from the game.

[0044] The terminal-side group management means 70 manages or controls the first object, the second object, and the third object in the virtual space of the game. Specifically, the terminal-side group management means 70 arranges the first object in the area closest to the player character or the virtual camera of the game, arranges the second object at a position farther from the first object, and arranges the third object at a position farther from the second object for management or control. In the following description, a group of enemy characters that includes a plurality of first objects, a plurality of second objects, and a plurality of third objects and is integrally managed or controlled by the terminal-side group management means 70 or the like is referred to as a "group". Further, the terminal-side group management means 70 acquires the instruction information transmitted from the server via the communication unit 19. Based on the acquired instruction information and the like, the terminal-side group management means 70 generates or deletes the first object, the second object, and the third object, and newly arranges each object.

[0045] The damage information management means 72 calculates the influence on the group caused by the attack action of the executed player. Specifically, the damage information management means 72 calculates the influence on the HP of each object and the survival status due to the attack action of the player. Further, the damage information management means 72 transmits information (hereinafter referred to as "damage information") regarding the calculated influence on the HP of each object and the survival status to the server 2.

[0046] As shown in FIG. 3, the control unit 100 of the server 2 functions as a game information management means 120, a server-side game processing execution means 122, and a server-side group management means 124 by executing various programs and the like.

[0047] The game information management means 120 manages various information necessary for the progress of the game by the player terminal 1 and executes various processes. Specifically, for example, the game information management means 120 executes authentication for the account information transmitted from the player terminal 1, distribution of game information in response to a download request for various game information from the player terminal 1, and the like.

[0048] The server-side game processing execution means 122 executes some of the processes for the player to play this game. Specifically, the server-side game processing execution means 122, for example, when an attack action is performed by a player character or a player character (hereinafter referred to as "other player character") operated by another player, acquires damage information transmitted from each player terminal 1 via the communication unit 110. Further, the server-side game processing execution means 122 verifies the content of the acquired damage information and determines whether the attack action executed on the player terminal 1 is illegal. Note that since the server-side game processing execution means 122 undertakes such partial processing, for example, even when an illegal act (so-called cheating act) is performed on the player terminal 1, the impact on the entire game can be reduced.

[0049] The server-side flock management means 124 executes various server-side processes related to the management of flocks. Specifically, when it is determined by the server-side game processing execution means 122 that the executed attack action is not illegal, the server-side flock management means 124 determines the impact of the attack action on the composition and content of the flock, for example, excluding 4 second objects and 10 third objects from the game. Then, the server-side flock management means 124 transmits information regarding the impact (hereinafter referred to as "instruction information") to the player terminal 1.

[0050] Subsequently, with reference to FIG. 4, the concept of the flock in this game will be described. FIG. 4 is an image diagram for explaining the concept of the flock in the information processing system according to an embodiment of the present invention.

[0051] FIG. 4 shows a player character PC, enemy characters A-1 to A-m (m is an arbitrary integer value), enemy characters B-1 to B-p (p is an arbitrary integer value), and enemy characters C-1 to C-q (q is an arbitrary integer value). Here, in the example of FIG. 4, the enemy characters A-1 to A-m are composed of the first object, the enemy characters B-1 to B-p are composed of the second object, and the enemy characters C-1 to C-q are composed of the third object. That is, in the example of FIG. 4, the group A composed of the first object, the group B composed of the second object, and the group C composed of the third object are arranged and managed as an integrated group. Using the concept of such a group, this system can efficiently manage a large number of enemy characters by managing the enemy characters. As a result, compared with the case of simply handling and processing a large number of enemy characters, this system can reduce a great deal of processing load and provide a player with a realistic battle environment.

[0052] FIG. 5 is a diagram showing an example of the flow of various processes executed by a player terminal constituting an information processing system according to an embodiment of the present invention regarding the generation of a group.

[0053] In step S1, the input operation receiving means 62 receives an input operation related to the game from the player.

[0054] In step S2, the terminal-side group management means 70 determines the number of the first object, the second object, and the third object to be generated.

[0055] In step S3, the first object generation means 64 generates a first object having a predetermined function in the game.

[0056] In step S4, the second object generation means 66 generates a second object that does not have some of the functions of the first object.

[0057] In step S5, the third object generation means 68 generates a third object that does not have some of the functions of the first object and the second object.

[0058] In step S6, the terminal-side flock management means 70 arranges the first object in the area closest to the player character or the virtual camera of the game, arranges the second object at a position farther from the first object, and arranges the third object at a position farther from the second object. Thereby, the flock generation process ends.

[0059] Next, with reference to FIGS. 6 and 7, the division of processing between the player terminal 1 and the server 2 and the overall processing flow will be described. FIG. 6 is an image diagram for explaining the management of flocks in the information processing system according to an embodiment of the present invention. Specifically, in this system, the management of flocks is performed by three hierarchies: "administrator", "(player terminal side, server side) parent", and "child (object body)". Here, the administrator has a role of managing or controlling the overall configuration of the flock, such as determining the number of each object to be generated or deleted, and generating an object that serves as a synchronization reference in the flock. Also, as shown in FIG. 6, in this system, the administrator exists only in the server 2. The parent has independent thinking and executes the generation and deletion of each object. Also, the parent executes the synchronization of coordinates and parameters on the virtual space where each object exists. Further, the parent executes abstract commands such as movement and attack on the children under its management. As shown in FIG. 6, the parent exists in both the respective player terminals 1 and the server 2. The child (object body) basically executes operations such as movement and attack according to the instructions of the parent. As shown in FIG. 6, the child exists only in the respective player terminals 1. By having such a hierarchical structure, this system can manage objects more efficiently and reduce the processing load.

[0060] FIG. 7 is a diagram showing an example of the flow of various processes executed by the player terminal and the server constituting the information processing system according to an embodiment of the present invention with respect to the management of a flock.

[0061] In step S21, the input operation receiving means 62 of the player terminal 1 receives an input operation regarding the attack operation from the player.

[0062] In step S22, the damage information management means 72 of the player terminal 1 calculates the influence on the flock with respect to the executed attack operation of the player. Specifically, the damage information management means 72 calculates the influence on the HP of each object and the survival status due to the attack operation of the player.

[0063] In step S23, the damage information management means 72 of the player terminal 1 transmits the damage information regarding the calculated influence on the HP of each object and the survival status to the server 2.

[0064] In step S41, the server - side game process execution means 122 of the server 2 acquires the damage information transmitted from each player terminal 1 via the communication unit 110.

[0065] In step S42, the server - side game process execution means 122 of the server 2 verifies the content of the acquired damage information and determines whether the attack operation executed on the player terminal 1 is illegal.

[0066] In step S43, when it is determined in the server - side game process execution means 122 of the server 2 that the executed attack operation is not illegal, the server - side flock management means 124 of the server 2 determines the influence of the attack operation on the configuration and content of the flock. Note that when it is determined in the server - side game process execution means 122 of the server 2 that the executed attack operation is illegal, the server - side flock management means 124 determines that the executed attack operation does not affect the configuration and content of the flock.

[0067] In step S44, the server-side flock management means 124 of the server 2 transmits instruction information regarding the influence to the player terminal 1.

[0068] In step S24, the terminal-side flock management means 70 of the player terminal 1 acquires the instruction information transmitted from the server 2 via the communication unit 19.

[0069] In step S25, based on the acquired instruction information and the like, the terminal-side flock management means 70 generates or deletes the first object, the second object, and the third object, and arranges each object newly. Thereby, various processes executed by the player terminal 1 and the server 2 are completed.

[0070] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the range capable of achieving the object of the present invention are included in the present invention.

[0071] <Other embodiments> Also, in the above-described embodiment, the second object has been described as being limited only to the autonomous object control function, the attack function, and the communication function among the functions of the enemy character, but it is not limited thereto. These functions are examples, and within the scope of the idea of the present invention, the functions restricted by the second object may be arbitrarily determined by the administrator of the present system or the like.

[0072] Also, in the above-described embodiment, the present system has been described as arranging the first object in the area closest to the player character or the virtual camera of the game, arranging the second object at a position farther than the first object, and arranging the third object at a position farther than the second object, but such an arrangement method is an example. The criteria for the present system to arrange the first object, the second object, and the third object are arbitrary.

[0073] Also, in the above-described embodiments (especially the embodiment in FIG. 6), although the method by which this system manages groups has been exemplified, it is merely an example and is not limiting. This system may manage groups according to an arbitrary hierarchical structure of criteria, or may manage groups without a hierarchical structure.

[0074] Also, although the description has been omitted in the above-described embodiments, in this system, the player terminal 1 may adjust the number of each object by an arbitrary method by each player terminal 1 based on the instruction information. That is, the instruction information in this system may include, for example, only the number of each object after the attack operation, and each player terminal 1 may independently select a method such that the player of the game does not feel discomfort and each object may be deleted. Thereby, while further reducing the processing load, the player can continue to play the game without feeling discomfort.

[0075] Also, although the description has been omitted in the above-described embodiments, the second object or the third object may have functions and performance that the first object does not have within a range where the processing load is lower than that of the first object.

[0076] Also, although the description has been omitted in the above-described embodiments, although the functions of the second object of this system are limited compared to the first object, since it has a certain degree of functions, relatively flexible handling may be possible. For example, this system may arrange the second object in an area relatively close to the player character, an area that can be the target of the movement or attack operation of the player character. Also, this system may use the second object, for example, to enhance the effect by a large number of objects until reaching the player, such as falling from a high place, burning, or running on a building.

[0077] Also, although not described in the above embodiments, the third object of this system has very limited operable functions for weight reduction. Therefore, this system can, for example, be considered to place the third object in an area where the movement of the player character in the virtual space is prohibited.

[0078] Also, although not described in the above embodiments, the player terminal 1 may or may not transmit information regarding the coordinates and positions of various objects to the server 2. Note that when the server 2 cannot acquire information regarding the coordinates and positions of various objects, it may have a function of acquiring only information regarding the space ID of the virtual space, the number of various objects, the moving direction and orientation, etc., and predicting the coordinates and positions of each object.

[0079] Also, although not described in the above embodiments, when the distance between the player character or the virtual camera and each object changes (for example, when the player character moves), this system may have a function of, for example, swapping the first object and the second object, or swapping or rearranging the second object and the third object according to the distance between the changed player character or virtual camera and each object. Note that when swapping or rearranging each object, it is desirable to perform this when each object is outside the imaging range of the virtual camera in the game.

[0080] Also, although not described in the above embodiments, when there are a large number of objects as in the above embodiments, it is assumed that a large processing load is also imposed on the reproduction of the corresponding voice information. Therefore, this system may have a function of generating voice information for a group that groups objects in a predetermined unit (for example, the unit of the group in FIG. 4 or the unit of a predetermined number of objects) and reproducing it according to the situation of the game. Thereby, the voice information of a large number of objects can be reproduced without a sense of incongruity.

[0081] Also, although not described in the above embodiments, the present system may, for example, impose a predetermined restriction on the area where each of the objects is placed. The present system may, for example, place a wall or the like that the player character cannot pass through in the boundary area between the first object and the second object, or in the boundary area between the second object and the third object. Thereby, for example, it is possible to prevent the player character from approaching the second object or the third object and feeling that the behavior of the second object or the third object is unnatural.

[0082] Also, in the above-described embodiments, although the first object, the second object, and the third object have all been described as having the same shape, this is not limiting. The present system may, for example, make the shapes of the second object and the third object different from the shape of the first object. Further, the present system may, for example, make the shapes of the second object and the third object similar to the shape of the first object, but with a reduced weight shape with different image quality and details. Thereby, the present system can further reduce the processing load.

[0083] Also, although not described in the above embodiments, the present system may place only some of the objects, rather than all of the first object, the second object, and the third object, depending on the number of groups or the like. For example, the present system may place only the first object and the second object, or only the first object and the third object, depending on the number of groups or the like.

[0084] Also, although not described in the above embodiments, the present game may be executed by any hardware such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for business use, or an electronic device such as a personal computer, a smartphone, or a tablet.

[0085] Also, although the description was omitted in the above-described embodiments, the content of the game related to this system is not limited. This system may be applied to various games such as, for example, FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games without a network, simulation games, sports games, card games, battle royale (symmetric, asymmetric), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, etc.

[0086] Also, the above-described 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-described 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 composed of hardware alone, software alone, or a combination thereof.

[0087] Also, the number and users of the various hardware components constituting this system are arbitrary, and it may include other hardware, etc.

[0088] Also, when the series of processes are executed by software, the program constituting the software is installed in a computer or the like from a network or a recording medium.

[0089] 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, as various hardware in the above-described embodiments, any computer, mobile terminals such as any smartphone, any game machine, etc. may be freely adopted. Furthermore, any combination may be adopted for the types and contents of various input units, various output units, etc.

[0090] In addition, a recording medium including such a program is not only constituted by a removable medium (not shown) provided separately from the apparatus main body in order to provide the program to a player or the like, but may also be constituted by a recording medium provided to the player in a state pre-installed in the apparatus main body.

[0091] In addition, in this specification, the term "system" means an overall apparatus constituted by a plurality of apparatuses, a plurality of means, etc.

[0092] Even when these other embodiments are adopted, the functions and effects of this embodiment are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments, and other embodiments with each other.

[0093] Summarizing the above, the information processing system to which the present invention is applied can take various embodiments having the following configurations. A computer, a first object generation means (for example, the first object generation means 64) for generating a first object having a predetermined function in a game, a second object generation means (for example, the second object generation means 66) for generating a second object that does not have some of the functions of the first object, a third object generation means (for example, the third object generation means 68) for generating a third object that does not have some of the functions of the first object and the second object, In the virtual space of the game, object management and control means (for example, terminal-side flock management means 70) for managing or controlling the first object, the second object, and the third object, A program that functions as such is sufficient.

[0094] That is, the first object generation means 64 functions as the first object generation means. The second object generation means 66 functions as the second object generation means. The third object generation means 68 functions as the third object generation means. The terminal-side flock management means 70 functions as object management and control means.

[0095] <Effect> As a result, the player can enjoy a more natural and immersive game without feeling stress due to the processing load of the game.

Explanation of Signs

[0096] 1,1-1 to 1-n player terminals 11 Control unit 60 Terminal-side game processing execution means 62 Input operation reception means 64 First object generation means 66 Second object generation means 68 Third object generation means 70 Terminal-side flock management means 72 Damage information management means 2 Server 100 Control unit 120 Game information management means 122 Server-side game processing execution means 124 Server-side flock management means

Claims

1. A computer, in a game, a first object generation means for generating a first object having a function as an enemy character that is an attack target of a player character; a second object generation means for generating a second object that is an enemy character in which at least functions including an autonomous object control function and an attack function against the player character among the functions of the first object are restricted; a third object generation means for generating a third object that cannot be the target of an attack action of the player character as a single object but can be affected by the attack action of the player character as a group of objects; object management control means for arranging, managing, or controlling the first object, the second object, and the third object according to the distance between the player character or the virtual camera of the game and an object to be arranged; A program that functions as.

2. The object management control means arranges the first object in the area closest to the player character or the virtual camera of the game, arranges the second object at a position farther than the first object, and arranges the third object at a position farther than the second object for management or control. The program according to claim 1.

3. The object management control means arranges the third object in an area within the virtual space of the game where movement of the player character is prohibited. The program according to claim 1.

4. When the distance between the player character or the virtual camera of the game and an object changes, the object management control means exchanges or rearranges the first object and the second object according to the distance between the player character or the virtual camera of the game and the object. The program according to claim 2.

5. When the distance between the player character or the virtual camera of the game and an object changes, the object management control means exchanges or rearranges the second object and the third object according to the distance between the player character or the virtual camera of the game and the object. The program according to claim 2.

6. The second object generation means generates the second object having at least a function of being an attack target of the player character. The program according to claim 1.

7. A program executed by an information processing system including a server managed by an administrator of the game and an information processing terminal used by a player of the game, The object management control means, A first control means that functions in the server and executes an instruction regarding control of the first object, the second object, and the third object on the information processing terminal; A second control means that functions in the server or the information processing terminal and executes various processes based on an instruction by the first control means; A third control means that functions in the information processing terminal and executes various processes based on an instruction by the second control means; Comprising: The program according to claim 1.

8. An information processing method executed by a computer, In a game, a first object generation step of generating a first object having a function as an enemy character that is an attack target of a player character; A second object generation step of generating a second object that is an enemy character in which at least a function including an autonomous object control function and an attack function against the player character among the functions of the first object is restricted; A third object generation step of generating a third object that is not a target of an attack operation of the player character as a single object but can be affected by the attack operation of the player character as a group of objects; A management control step of arranging, managing, or controlling the first object, the second object, and the third object according to a distance between the player character or a virtual camera of the game and an object to be arranged; An information processing method including:

9. In a game, a first object generation means for generating a first object having a function as an enemy character that is an attack target of a player character; Second object generation means for generating a second object, which is an enemy character with restricted functions including at least an autonomous object control function and an attack function against the player character, among the functions of the first object. Third object generation means for generating a third object that cannot be the target of the attack action of the player character as a single object but can be affected by the attack action of the player character as a group of objects. Management and control means for arranging, managing, or controlling the first object, the second object, and the third object according to the distance between the player character or the virtual camera of the game and the object to be arranged in the virtual space of the game. An information processing system comprising the above.

Citation Information

Patent Citations

  • Game program, recording medium, and computer device

    JP2011186834A

  • Game program and game system

    JP2017221553A

  • Program, image processing method, and image processing apparatus

    JP2019118687A

  • Information processing device, program, and game image generation method

    JP2022188633A