Computer program for soccer game, game system and control method thereof

The computer program addresses dribbling discontinuity in soccer games by controlling dribbling speed based on input unit operation amount and detecting specific operations, ensuring continuity and enhancing gameplay responsiveness.

JP7716040B2Active Publication Date: 2025-07-31KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2021167852
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-13
Publication Date
2025-07-31
Estimated Expiration
2041-06-18

AI Technical Summary

Technical Problem

Existing soccer games face issues with discontinuity in dribbling operations due to individual differences in user input timing, leading to unintended speed changes and user discomfort.

Method used

A computer program that controls dribbling speed based on the amount of operation of a specific input unit, with a determination mechanism to detect a specific operation reducing the input amount within a predetermined time, allowing for a temporary change in dribbling action regardless of subsequent operations.

Benefits of technology

Ensures continuity and responsiveness in dribbling operations, enhancing gameplay experience by allowing quick and smooth transitions between normal and temporary speed changes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To ensure or improve the continuity of the dribbling action of an operation target player in a soccer game. [Solution] In a game system that controls dribbling movements according to the amount of operation of a specific operation part of an input device so that the greater the amount of operation on the specific operation part, the faster the dribbling movement of the player being operated is, the system determines whether a specific operation has been performed that reduces the amount of operation of the specific operation part by more than a predetermined amount within a predetermined time (S5, S6), and if it is determined that a specific operation has been performed, the dribbling movement is temporarily changed from the dribbling movement that should be produced according to the amount of operation, regardless of whether there is an operation of the specific operation part subsequent to the specific operation (S7).
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Description

[Technical Field]

[0001] The present invention relates to a computer program for providing a soccer game to a user. [Background technology]

[0002] Soccer games are a well-known type of computer-based electronic game in which a user selects a player to be controlled from a large number of players playing on the field and controls the player based on the user's input using an input device. In this type of game, the player must use limited control elements of the input device to instruct the player to perform a variety of actions, such as trapping, dribbling, and passing. Therefore, different control methods may be assigned to the same control element, causing the player to perform different actions depending on the control method. For example, a soccer game is known in which, when a specific control button is pressed, a sprint dribble is performed, which is faster than a normal dribble. However, when the same control button is pressed twice quickly during a sprint dribble, a burst action is performed, momentarily increasing the dribbling speed with the intention of, for example, separating a defensive player (see Non-Patent Document 1). There are also examples in which, assuming the use of an input device with a control element capable of outputting a signal corresponding to the amount of user input, the greater the amount of input, the faster the dribbling action. [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] Winning Eleven 2019 ONLINE MANUAL, Cursor Player Controls, KONAMI [online], [Retrieved June 10, 2021], Internet <URL, https: / / dds.konami.com / games / manual / pes2019 / PS4 / ja / control_player.html> Summary of the Invention

Problems to be Solved by the Invention

[0004] When using the same operation unit that is used to speed up the dribbling operation as an operation unit for generating a temporary change in the dribbling operation, if the continuous two operations of the operation unit are set as the generation condition, the operation of the operation unit is once released, and the generation condition is not satisfied until the operation unit is operated again. Regarding the determination of whether or not two consecutive operations have been performed, it is necessary to set an appropriate time tolerance in consideration of individual differences of users and individual differences of input devices. In particular, the time required for the re-pushing operation is relatively greatly affected by individual differences, and it is necessary to allow for an appropriate margin. Therefore, there is a risk that an operation in which the dribbling speed once decreases in response to the release of the operation of the operation unit and then the dribbling speed turns to increase in the subsequent pushing operation will occur clearly enough to be observed. In that case, an operation different from the operation intended by the user to speed up the dribbling operation will occur, the player's movement will not be continuous as intended by the user, and inconveniences such as the user feeling discomfort will occur.

[0005] Therefore, an object of the present invention is to provide a computer program for a soccer game or the like that is suitable for ensuring or improving the continuity of a player's dribbling operation.

Means for Solving the Problems

[0006] A computer program according to one aspect of the present invention is a computer program for a soccer game that causes a computer to function so as to provide a user with a soccer game in which a player to be controlled moves based on input operations made by the user on an input device, and is configured to cause the computer to function as: a dribbling control means that controls the dribbling action in accordance with the amount of operation of a specific operation unit of the input device so that the greater the amount of operation made to the specific operation unit, the faster the dribbling action of the player; a determination means that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means that, when it is determined that the specific operation has been performed, temporarily changes the dribbling action from the dribbling action that should be produced by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.

[0007] A game system according to one aspect of the present invention is a game system that provides a user with a soccer game in which a player to be controlled moves based on input operations made by the user on an input device, through the control of a computer. The computer is configured to function as: a dribbling control means that controls the dribbling action in accordance with the amount of operation of a specific operation unit of the input device, so that the greater the amount of operation made on the specific operation unit, the faster the dribbling action of the player; a determination means that determines whether a specific operation has been made that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means that, when it is determined that the specific operation has been made, temporarily changes the dribbling action from the dribbling action that should have been produced by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.

[0008] A control method for a game system according to an aspect of the present invention is a control method for a game system that provides a soccer game in which a player to be operated is made to operate based on a user's input operation on an input device through computer control, wherein the computer is configured such that the greater the amount of operation on a specific operation unit of the input device, the higher the dribbling speed of the player. Dribbling control means for controlling the dribbling operation according to the amount of operation of the specific operation unit, determination means for determining whether or not a specific operation for reducing the amount of operation of the specific operation unit by a predetermined amount or more within a predetermined time has been performed, and when it is determined that the specific operation has been performed, regardless of whether or not there is an operation of the specific operation unit subsequent to the specific operation, the dribbling operation is temporarily changed from the dribbling operation that the dribbling control means should cause according to the amount of operation. It functions as a dribbling operation changing means.

Brief Description of the Drawings

[0009] [Figure 1] A diagram showing an example of the overall configuration of a game system according to one embodiment of the present invention. [Figure 2] A diagram showing an example of a controller. [Figure 3] A diagram showing an example of a game screen. [Figure 4] A diagram showing an example of a change in an image when a chop touch operation occurs. [Figure 5] A diagram showing an example of the correspondence relationship between the operation amount of the controller, the moving speed of the player during dribbling, and the amount of ball kicking. [Figure 6] A functional block diagram showing an example of the configuration of a control system in a game device. [Figure 7] A flowchart showing an example of the procedure of a dribbling control process executed by an operation target control unit for controlling a dribbling operation. [Figure 8] A flowchart according to a modification of FIG. 7.

Embodiments for Carrying Out the Invention

[0010] Hereinafter, a game system and the like according to an embodiment of the present invention will be described with reference to the accompanying drawings. FIG. 1 shows an example of the overall configuration of the game system 1 according to this embodiment. The game system 1 is configured as a client-server type system including a plurality of game devices 2 as clients and a server 3 connected to the game devices 2 via a network NT (the Internet as an example).

[0011] The game device 2 is a device used for a user to play a game, and is a type of information communication terminal device having an information communication function via the network NT. As an example, the game device 2 includes a stationary game machine main body 5 configured mainly for providing games, a controller 6 as an example of an input device connected to the game machine main body 5, and a monitor 7 as an example of an output device. The game machine main body 5 may also be called a consumer game machine or a game console. Instead of the game machine main body 5, a PC (abbreviation for personal computer) may be used. The input device is not limited to the controller 6, and various input devices may be used as long as they have an operation unit that can be operated by the user. However, the input device needs to include at least one operation amount detection type operation unit in which a change in the operation amount of the user is detected, different from an on-off type operation unit in which the presence or absence of the user's operation is detected. In addition to the monitor 7, the output device may include a speaker unit for voice output, etc., but its illustration is omitted. A plurality of monitors 7 may be connected to the game machine main body 5. The game device 2 is not limited to the illustrated configuration, and may be, for example, a portable game machine, a mobile PC, etc. Further, a so-called arcade game machine configured as a business (or commercial) game machine may be used as the game device 2.

[0012] The server 3 may be configured by appropriately combining multiple server units, or may be configured by a single server unit. The server 3 may be configured as a cloud server using cloud computing technology. The server 3 provides various game-related services to the game devices 2, such as a service for matching players to compete in a game, and a service for relaying game information to be shared between game devices 2. Note that various information communication terminal devices, such as mobile phones, smartphones, and commercial game machines, may be added to the game system 1 as appropriate. For example, the commercial game machine may be used as a client that provides a game linked to the game provided by the game device 2. Of course, as described above, a commercial game machine or the like may be used as the game device 2 for playing the game according to this embodiment.

[0013] FIG. 2 shows an example of a specific configuration of the controller 6. The controller 6 has a main housing 10 whose shape and size are selected on the assumption that the user will hold it with both hands. The main housing 10 is equipped with grips 11L and 11R for holding with the left and right hands. Four directional keys 12 are provided on the upper front surface of the left grip 11L, and four operation buttons 13 are provided on the upper front surface of the right grip 11R. A pair of sticks 14L and 14R are provided between the grips 11L and 11R. The sticks 14L and 14R are neutrally positioned when not in operation, and can be operated in any direction from this neutral position, i.e., in any direction within a 360° range. Furthermore, two operation buttons 15L1 and 15L2 are provided on the upper end surface of the left grip 11L, and two operation buttons 15R1 and 15R2 are provided on the upper end surface of the right grip 11R. In the following, the left stick 14L may be referred to as the L stick 14L, the right stick 14R as the R stick 14R, the left operation buttons 15L1 and 15L2 may be referred to as the L1 button 15L1 and the L2 button 15L2 from the front side of the controller 6, and the right operation buttons 15R1 and 15R2 may be referred to as the R1 button 15R1 and the R2 button 15R2 from the front side of the controller 6. On the other hand, the sticks 14L and 14R may be collectively referred to as the stick 14, and the operation buttons 15L1, 15L2, 15R1, and 15R2 may be collectively referred to as the operation buttons 15.

[0014] The directional key 12, the operation buttons 13, the stick 14, and the operation buttons 15 of the controller 6 each function as an example of an operation unit of an input device. These operation units include operation members that are displaced by a user's operation, and the amount of displacement corresponds to the amount of operation. At least some of these operation units are provided as operation amount detection type operation units that detect the amount of operation by the user and change an output signal depending on the amount of operation. For example, the stick 14 and the operation buttons 15 are provided as this type of operation unit. Therefore, with respect to the operation of the stick 14, the operation direction and amount (angle of tilt from the neutral position) are detected and reflected in an output signal. With respect to the operation of the operation button 15, the amount of depression is detected and reflected in an output signal. On the other hand, the directional key 12 and the operation buttons 13 are both provided as on-off type operation units that detect whether or not a depression operation is performed and reflect the presence or absence of the operation in an output signal. However, this distinction is merely an example, and appropriate settings are possible. Even if the operation unit is an operation amount detection type, it may be possible to switch it on software, for example, by user settings, so that it functions as an on / off type operation unit that only detects whether or not an operation is performed.

[0015] Next, a game provided via the game device 2 will be described. The game system 1 of this embodiment provides a soccer game in which a user of the game device 2 plays soccer against an opposing user. The opposing user may be a real user using one of the game devices 2, or may be a virtual entity controlled by a computer of the game device 2 or the server 3. The match does not necessarily have to be one-on-one. For example, soccer may be played in a so-called group match format in which a group including at least one user plays against another group.

[0016] Figure 3 shows an example of a game screen in a soccer game played on the game device 2. As is well known, in a soccer game, each player PL of the user and the opponent (the reference numerals are attached only to some of the players) acts in a virtual field FD in the same manner as in real soccer, and the game progresses. The player PL is an example of an object that operates within the virtual space of the game. The game screen 100 in Figure 3 shows how the player PL acts in the field FD as observed from a predetermined viewpoint. The viewpoint is automatically switched to an optimal position according to the situation of the game. In the lower center of the game screen 100, a map 101 showing the positions of the player PLs throughout the entire field FD is displayed. Further, information indicating the situation of the game, such as the team names, scores, and elapsed time of the user and the opponent, may be displayed at appropriate positions.

[0017] Some of the players in the field FD are set as the players to be operated on by the user. One player PL is selected as the operation target for one user. For example, when the user is on the attacking side, the player PL who should control the ball is set as the operation target for that user, and for the user on the defensive side, the player PL who should be responsible for defending against the player PL controlling the ball is set as the operation target. In the game screen 100, the player PL to be operated on can be identified, for example, by a cursor 102. An information section 103 showing information such as the name of the player PL to be operated on may be added to the game screen 100. The operation of the player PL to be operated on is controlled based on the user's operation on the controller 6. On the other hand, the operation of the player PL not to be operated on is automatically controlled according to the situation of the game.

[0018] In order to make the player PL to be operated perform various actions according to the user's operations, an appropriate correspondence relationship is set between the operations of each operation unit of the controller 6 and the actions of the player PL to be operated. For example, regarding the player PL during an attack, each operation unit of the controller 6 is appropriately set as an operation unit for instructing various actions such as the trap, dribble, and pass of the player PL so that the user can instruct these actions. And in the game system 1 of this embodiment, regarding the dribbling action, the relationship between the operation unit of the controller 6 and the dribbling action is set as follows.

[0019] The dribbling action of the player PL is determined by various parameters such as the moving direction of the player PL, the moving speed, and the amount (or strength) of kicking the ball. In the game system 1, as an example, the controller 6 and the dribbling action are associated such that the moving direction of the player PL is determined based on the operation of the L stick 14L, and the moving speed and the amount of kicking are determined based on the operation of the R2 button 15R2. Therefore, the L stick 14L corresponds to an example of a direction operation unit, and the R2 button 15R2 corresponds to an example of a specific operation unit. Since the R2 button 15R2 is an operation unit of the operation amount detection type, using its characteristics, the dribbling action is controlled according to the pressing amount (operation amount) of the R2 button 15R2 such that the greater the pressing amount of the R2 button 15R2, the greater the moving speed of the player and the amount of kicking the ball, and the dribbling action is speeded up.

[0020] As an example, as shown in FIG. 4, a correspondence relationship between the amount of depression U of the R2 button 15R2 and the movement speed V and the kick amount ΔK is set so that the movement speed V and the kick amount ΔK increase proportionally as the amount of depression U of the R2 button 15R2 increases. Note that FIG. 4 is only an example of the correspondence relationship, and the relationship is not limited to a direct proportional relationship. For example, a correspondence relationship involving a curved change may be set such that the change in the movement speed V and the kick amount ΔK is small within a range where the amount of depression U is relatively small, and the change in the movement speed V and the kick amount ΔK is large within a range where the amount of depression U is relatively large. The maximum value Vmax of the movement speed V and the maximum value ΔKmax of the kick amount ΔK when the amount of depression U is the maximum value Umax may be set appropriately according to the specifications of the game. The maximum values Vmax and ΔKmax may be changed appropriately by referring to various factors such as the ability parameters set for the player PL, the user's level, and status. The minimum value Vmin of the movement speed V when the push amount U is at its minimum value Umin, and the minimum value ΔKmin of the kick amount ΔK, may be set to 0 if, for example, the state in which the player PL is holding the ball and standing still is to be represented as part of a dribbling action. On the other hand, if it is determined that the user has instructed a dribbling action, for example, when the left stick 14L is operated from the neutral position to indicate a dribbling direction, the minimum values Vmin and ΔKmin may be set to greater than 0 to represent the state in which the player PL is moving while dribbling at a slight speed.

[0021] In FIG. 4 , the line showing the correspondence relationship between the push amount U and the movement speed V and the line showing the correspondence relationship between the push amount U and the kick amount ΔK may be set separately. In other words, the changes in the movement speed V and the kick amount ΔK with respect to changes in the push amount U do not necessarily have to be the same, and they may change independently of each other. However, in order for the ball to follow the movement of the player PL, the kick amount of the ball must also increase relatively as the movement speed increases. Therefore, the concept of increasing the speed of a dribbling motion is realized by increasing the movement speed of the player PL and the corresponding increase in the kick amount of the ball. Furthermore, the kick amount of the ball is the amount of movement of the ball when the player PL kicks it once, and can also be expressed as the strength of the kicking motion or the strength of the touch of the ball.

[0022] By controlling the direction and speed of the dribbling movement based on the above operations, the user can get the feeling of manipulating the ball by continuously changing the direction and speed of the dribble by adjusting the direction with the left stick 14L and increasing or decreasing the amount of depression of the R2 button 15R2. For example, when there is space in the middle of the field, the controlled player PL can be given the action of gradually accelerating while searching for a passing route, or continuing to dribble while passing the feet of defensive players in a narrow space just before the penalty area.

[0023] Furthermore, in actual soccer, a dribbling player may suddenly change the speed of his dribble or the amount of ball kicking compared to his previous dribbling motion, with the intention of outwitting a defending player. To implement such a technique in the game, this embodiment allows a special dribbling motion to be performed by a specific operation of the R2 button 15R2, which temporarily increases the amount of ball kicking compared to the original amount that should be determined depending on the amount of pressing of the R2 button 15R2. Hereinafter, this type of motion will be referred to as a chop-touch motion, while a dribbling motion that should be controlled depending on the amount of pressing of the R2 button 15R2 will be referred to as a normal dribbling motion, to distinguish between the two dribbling motions.

[0024] Figure 5 shows an example of how the chop touch operation is performed. In Fig. (a) of the same figure, the player PL is in a state of performing a normal dribbling operation while keeping the ball BL near his feet and moving. At this time, the amount of kicking out of the ball BL, ΔK, is adjusted so that the ball BL is maintained near the feet in accordance with the moving speed V of the player PL. When the chop touch operation occurs from this state, as shown in Fig. (b) of the same figure, the amount of kicking out of the ball BL forward, ΔK, temporarily increases. Then, as shown in Fig. (c) of the same figure, the player PL moves to chase the kicked ball BL and the dribbling operation continues. When the chop touch operation occurs, since the ball BL temporarily leaves the player PL, there is a risk that the ball will be snatched by the defensive player. On the other hand, it is possible to use a technique such as surprising the defensive player and passing by that player in the game. Thereby, the user's options regarding the operation of the player PL are enriched, and the interest of the game is enhanced.

[0025] To smoothly transition between a normal dribbling motion and a chop-touch motion, the condition for generating the chop-touch motion is set to be satisfied when a specific operation is performed on the same operation unit of the controller 6 as the operation unit associated with the dribbling motion. In the above example, the R2 button 15R2, which adjusts the speed of the dribbling motion, is set as an example of a specific operation unit for generating the chop-touch motion, and an operation in which the depression amount of the R2 button 15R2 decreases by a predetermined amount or more within a predetermined time is set as an example of a specific operation. Furthermore, the specific operation is set as an operation in which the user releases their finger from a state in which the R2 button 15R2 is fully depressed, causing the R2 button 15R2 to automatically return to a non-operated state. The self-return is an operation in which the R2 button 15R2 automatically returns to a non-operated state due to a spring force (elastic restoring force) that returns it to the non-operated state. Note that the specific operation also includes an operation in which the user releases the depression force while touching the R2 button 15R2, causing the R2 button 15R2 to return to a non-operated state. The predetermined amount in the specific operation corresponds to the amount of depression of the R2 button 15R2 that decreases from its maximum to its minimum, and the predetermined time corresponds to the length of time it takes for the R2 button 15R2 to automatically return to its no-operation state from its fully depressed state. However, taking into account individual differences between controllers 6, the maximum and minimum values of depression and the length of time it takes to change from the maximum to the minimum value may be set to values that allow for a moderate margin or tolerance.

[0026] The specific operation for generating the chop touch operation is an operation that self-returns from the state where the R2 button 15R2 is fully pressed to the non-operation state. When this specific operation is performed, the chop touch operation occurs regardless of whether the subsequent operation of the R2 button 15R2 is performed or not. By setting the generation conditions of the chop touch operation in this way, the user can generate the chop touch operation and temporarily increase the kicking amount of the ball BL by simply releasing the pressing operation of the R2 button 15R2 once from the state where the R2 button 15R2 is fully pressed and the player PL is dribbling at the maximum speed. If the R2 button 15R2 is pressed again following this operation, it is possible to operate the player PL to continue dribbling while chasing the kicked ball BL. On the other hand, when the user operates to relatively gently release the R2 button 15R2 from the state where the pressing amount of the R2 button 15R2 has reached the maximum value (when the time required for the R2 button 15R2 to return from the fully pressed state to the non-operation state exceeds a predetermined time), the generation conditions of the chop touch operation are not satisfied, and the dribbling operation of the player PL gradually decelerates. Therefore, it is possible to easily distinguish between the deceleration in the normal dribbling operation and the temporary increase in the kicking amount due to the chop touch operation according to the speed of the operation to decrease the pressing amount of the R2 button 15R2.

[0027] The operation of once releasing the pressing of the R2 button 15R2 is an operation of releasing the finger or temporarily removing the pressing operation force, with relatively little individual difference among users and a short time period for the pressing amount to decrease to the minimum value. Therefore, compared with the case of setting the occurrence condition as two consecutive pressing operations of the R2 button 15R2, the predetermined time that should be expected as the occurrence condition of a specific operation can be set to be considerably shorter. Thus, it is possible to quickly generate a chop touch operation in response to a specific operation by the user. Moreover, if there is a pressing operation of the R2 button 15R2 following the occurrence of the chop touch operation, it can immediately return to the control of the dribbling operation according to the pressing amount. Thereby, it is possible to ensure or improve the continuity of the dribbling operation before and after the chop touch operation.

[0028] Furthermore, according to the above setting, it is a prerequisite for the occurrence of the chop touch operation that the pressing amount of the R2 button 15R2 during the normal dribbling operation has reached the maximum value. Therefore, the chop touch operation occurs from the state where the normal dribbling operation has reached the highest speed, and the ball BL is once kicked out forcefully. Thus, the change in the dribbling operation before and after the chop touch operation also becomes relatively large, and the action effects such as the surprise that the chop touch operation gives to the offense and defense between players, for example, the scramble for the ball BL, can be fully and surely exerted. Thereby, it is possible to enhance the value of the chop touch operation in the operation of the dribbling operation, and thus enhance the interest of the game.

[0029] Next, with reference to FIGS. 6 and 7, an example of the configuration of the control system of the game device 2 for realizing the control of the dribbling operation described above and its processing will be described. FIG. 6 shows the schematic configuration of the control system of the game device 2. As described above, the game device 2 includes a game machine main body 5, a controller 6, and a monitor 7. The game machine main body 5 includes a control unit 30 and a storage unit 31. The control unit 30 is configured as a computer including a CPU and internal storage devices necessary for its operation, such as a cache memory, a RAM, a frame memory, etc. The storage unit 31 is a storage device using a non-volatile storage medium such as a magnetic storage medium or a flash memory that functions as an external storage device for the control unit 30. Connected to the control unit 30 are, in addition to the controller 6 as an example of an input device and the monitor 7 as an example of an output device, a communication control unit 32 for controlling communication with the server 3 and other game devices 2. In addition, a speaker unit for outputting sound and the like are connected to the control unit 30, but their illustration is omitted.

[0030] The storage unit 31 records a game program Pg, game data Dg, and play data Dp. The game program Pg is an application program for causing the control unit 30 to execute arithmetic processing and operation control necessary for the game in cooperation with an operating system that controls the basic operations of the control unit 30. The game data Dg is data that should be appropriately referred to in the control of the game. The game data Dg may include, as an example, values of various parameters to be set for players appearing in the game, information on attributes such as player names, and image data for expressing the appearance of the players. The play data Dp is user-specific data associated with the play of the game by the user of the user device 3. For example, information such as the user's play history and status is described in the play data Dp. When changing the value of the player's parameter according to the play result of the game, information indicating the current value of the parameter may be recorded in the play data Dp.

[0031] The above-described program Pg and game data Dg are appropriately distributed from the server 3 to the game machine main body 5 and stored in the storage unit 31. The play data Dp is appropriately updated according to the play of the game in the game device 2 and stored in the server 3 in association with the user's identification information at an appropriate timing. Further, when the user completes authentication with the server 3 during game play, the play data Dp corresponding to the user is provided from the server 3 to the game device 2 and stored in the storage unit 31.

[0032] By executing the game program Pg, the control unit 30 is provided with a game control unit 35, an operation control unit 36, and an image drawing unit 37. Each of the units 35 to 37 is a logical device realized by the cooperation of the computer hardware of the control unit 30 and the game program Pg as software. The game control unit 35 is responsible for various processes necessary to advance the game according to a predetermined procedure. The game control unit 35 generates status data Ds for determining the status of the battle in the game and causes this to be held in the internal storage device of the control unit 30, and appropriately updates the status data Ds as the game progresses. The status data Ds may include various types of information indicating the status of the battle, such as, for example, the progress of the battle, for example, the current positions of the respective players of the user and the battle opponent in the field, the position of the ball, the elapsed time of the game, and the score status.

[0033] The operation control unit 36 operates according to the control of the game control unit 35 and is a logical operation unit that calculates the actions of each player in the battle. Based on the information on the battle situation described in the status data Ds, the operation control unit 36 repeatedly calculates the situation of the battle including the actions of each player at a cycle corresponding to the frame rate of the monitor 7. The operation control unit 36 is further provided with an operation target control unit 38 and an automatic control unit 39. The operation control unit 36 refers to the status data Ds, determines the player to be set as the operation target of the user, and controls the actions of that player to the operation target control unit 38 and the actions of the other players to the automatic control unit 39 respectively. The operation target control unit 38 controls the actions of the player who is the operation target of the user based on the user's input operation to the controller 6. When the user's player is an attacking player who dominates the ball, the operation target control unit 38 controls various actions such as the trap, dribble, and pass of that player. On the other hand, the automatic control unit 39 controls the actions of each player by referring to the battle situation indicated by the status data Ds. The control may be the same as that of other soccer games using a computer.

[0034] The actions of the players calculated by the operation control unit 36 are reflected in the update of the status data Ds by the game control unit 35. The image drawing unit 37 generates image data for drawing the game screen 100 according to the status data Ds at a cycle corresponding to the frame rate, and outputs this to the monitor 7, thereby displaying the game screen 100 on the monitor 7.

[0035] The various controls by the game control unit 35 and the operation control unit 36 may be basically the same as the controls in various soccer games that control the actions of the player who is the operation target of the user based on the user's input operation and automatically control the actions of the remaining players. On the other hand, in this embodiment, it has a feature in the control of the dribbling action of the player. Therefore, below, an example of the processing of dribble control will be described.

[0036] FIG. 7 shows an example of the procedure for a dribbling control process that the operation object control unit 38 periodically executes to control the movement of the operation object player while he or she is dribbling. For example, whether or not the operation object player is dribbling may be determined as long as the operation object player has control of the ball and the user does not instruct the operation object player to trap or pass the ball, other than dribbling, via operation of the controller 6. When the process shown in FIG. 7 starts, the operation object control unit 38 first sequentially acquires the operation direction of the L stick 14L and the amount of depression of the R2 button 15R2 (steps S1 and S2). Next, the operation object control unit 38 determines whether the amount of depression of the R2 button 15R2 has reached its maximum value Umax ( FIG. 4 ) (step S3). If the maximum value Umax has been reached, the operation object control unit 38 starts timing from an initial value to measure the elapsed time since the depression operation of the maximum value Umax was detected (step S4).

[0037] Thereafter, the operation object control unit 38 determines whether the depression amount of the R2 button 15R2 has reached the minimum value Umin (step S5). If the determination in step S3 is affirmative in this process, the determination in step S5 is negative. If the determination in step S3 is negative, the operation object control unit 38 skips step S4 and proceeds to step S5. In this case, the determination in step S5 is affirmative or negative depending on the depression amount of the R2 button 15R2.

[0038] If the pressing amount is determined to be the minimum value Umin in step S5, the operation object control unit 38 determines whether the elapsed time since the start of step S4 is within a predetermined time (step S6). The predetermined time is a predetermined time set as a condition for generating a chop-touch action. It may be set based on the time required for the R2 button 15R2 to return from its fully pressed state to its no-operation state (i.e., the pressing amount reaches the minimum value Umin) after the user releases his / her finger, with a margin taken into account, for example, differences between individual controllers 6. As an example, the predetermined time is set to a very short time, such as 0.15 seconds. In short, step S6 is a process for determining whether a specific operation for generating a chop-touch action has been performed by determining whether the pressing amount of the R2 button 15R2 has decreased from the maximum value Umax to the minimum value Umin within the predetermined time—in other words, whether the decrease in the pressing amount has reached an amount equivalent to the difference between the maximum value Umax and the minimum value Umin within the predetermined time.

[0039] If it is determined in step S6 that the predetermined time has elapsed, the operation object control unit 38 executes processing to temporarily increase the kick amount ΔK of the ball (step S7). For example, the processing of step S7 may be executed by setting a flag indicating that the condition for generating a chop touch motion has been met, or by setting a correction amount to increase the kick amount ΔK. The processing of step S7 is executed on the condition that a specific operation that automatically returns the R2 button 15R2 from a state in which it is fully pressed to a no-operation state is performed as a necessary and sufficient condition, regardless of whether the R2 button 15R2 is operated subsequent to the specific operation.

[0040] Thereafter, the operation target control unit 38 determines the value of the dribbling parameter that determines the dribbling operation (step S8). For example, the direction of dribbling is determined according to the operation direction of the L stick 14L acquired in step S1, and the moving speed V and the kicking amount ΔK are determined according to the pushing amount of the R2 button 15R2 acquired in step S2. In this case, when the process of increasing the kicking amount ΔK is executed in step S7, the kicking amount ΔK is determined to be a larger value than the kicking amount ΔK that should be set corresponding to the pushing amount U of the R2 button 15R2. As an example, the kicking amount ΔK is determined to be larger than the kicking amount ΔKmax (FIG. 4) when the pushing amount U of the R2 button 15R2 is the maximum value Umax. However, the increment of the kicking amount ΔK may be adjusted as appropriate as long as it is possible to observe that the ball is temporarily kicked large on the game screen 100.

[0041] On the other hand, when the determination in step S5 is negative, the operation target control unit 38 skips the processes of steps S6 and S7, and when the determination in step S6 is negative, skips the process of step S7 and proceeds to step S8. In this case, it is determined that the generation condition of the chop touch operation is not satisfied, in other words, a specific operation for generating the chop touch operation has not been performed, and the moving speed V and the kicking amount ΔK are determined to be values corresponding to the pushing amount U of the R2 button 15R2 (values determined by the graph in FIG. 4). When the value of the dribbling parameter is determined in step S8, the operation target control unit 38 ends the current routine.

[0042] In the above form, when the operation target control unit 38 executes step S8 in FIG. 7, it functions as an example of the dribbling control means, and when executing the processes of steps S5 and S6 in FIG. 7, it functions as an example of the discrimination means, and when executing the process of step S7 in FIG. 7, it functions as an example of the dribbling operation change means.

[0043] The present invention is not limited to the above-described embodiment, and may be embodied in various modified or altered forms. For example, the temporary change in the dribbling motion that should occur in response to a specific operation is not limited to the chop-touch operation described above. The temporary change in the dribbling motion can be set as appropriate, as long as it is different from the dribbling motion that should occur in response to the amount of operation of the specific operation unit. For example, when a specific operation is performed, the dribbling motion may be changed so that the movement speed V and the kick amount ΔK are temporarily increased above the maximum values Vmax and ΔKmax in a normal dribbling motion. An example of the processing procedure for dribbling control by the operation target control unit 38 in this case is shown in FIG. 8.

[0044] In the dribbling control of FIG. 8, steps S1 to S6 are the same as those in FIG. 7. If both steps S5 and S6 are determined to be positive, that is, if it is determined that the depression amount of the R2 button 15R2 has decreased from the maximum value Umax to the minimum value Umin within a predetermined time, the operation object control unit 38 executes processing to temporarily increase the movement speed V and the kick amount ΔK of the ball in step S7A. Then, if the processing of step S7A is executed, in step S8, the movement speed V and the kick amount ΔK are set to values greater than the maximum values Vmax and ΔKmax. The processing of step S7A may be performed in such a manner that a flag indicating an increase in the speed V and the kick amount ΔK is set, or the increase amount or rate of increase is set as a correction value. In the example of FIG. 8, the operation object control unit 38 executes processing of step S7A to function as an example of a dribbling action modification means.

[0045] In addition to the above, various temporary changes may be made to the dribbling action in response to specific operations. In actual soccer, techniques are sometimes used to outwit defensive players by temporarily adding unique actions to the speed and speed of the dribbling action, such as feint-like actions or actions that give the ball a unique movement. The dribbling action modification means of the present invention may be used as a means for realizing such actions in the game.

[0046] In the above embodiment, whether a specific operation has occurred is determined by determining whether the amount of depression of the R2 button 15R2 has decreased from the maximum value Umax to the minimum value Umin within a predetermined time, but the determination method is not necessarily limited to detecting both the amount of change (decrease) in the amount of operation and the time. For example, if the speed or acceleration of the R2 button 15R2 when it self-returns from a fully depressed state to a no-operation state is within a range that does not occur with other operations, it is also possible to determine whether a specific operation has occurred by detecting the speed or acceleration of the change in the amount of depression of the R2 button 15R2 based on the output signal of the controller 6 corresponding to the R2 button 15R2 and determining whether the obtained value is within a range of values specific to self-return.

[0047] The specific operation is not limited to an example in which the amount of operation of the specific operation unit decreases from a maximum value to a minimum value. Any operation that decreases the amount of operation of the specific operation unit by a predetermined amount or more within a predetermined time can be set as a specific operation. The predetermined time and predetermined amount that define the specific operation may be set as appropriate as long as they function as thresholds for distinguishing between operations within a range that can be considered to change the amount of operation of the specific operation unit to adjust the speed of the dribbling motion and operations that exceed that range and rapidly decrease the amount of operation. The specific operation unit is not limited to the R2 button 15R2, and any appropriate operation unit may be set as the specific operation unit. For example, various operation units that can change the amount of operation, such as a lever, a stick, or a slider, may be set as the specific operation unit.

[0048] The input device is not limited to a device designed to be operated by a user while holding it with both hands, such as the controller 6 described above. Input devices that can be operated with one hand, stationary input devices, and the like may also be used. The input device does not necessarily have to be a physical object. For example, an operation unit of an input device displayed as a two-dimensional image on a screen may be used as the specific operation unit. Furthermore, an operation unit of an input device displayed three-dimensionally to the user using virtual reality technology or the like may be used as the specific operation unit. The operation amount of the specific operation unit is not necessarily limited to being detected as a displacement amount of the distance or angle. For example, even a pressure-sensitive operation unit whose output signal changes depending on pressure can be used as the specific operation unit by evaluating the magnitude of the pressure. The operation amount does not necessarily have to be detected by touching the specific operation unit; a camera or a non-contact sensor may be used to detect the user's operation.

[0049] The game system according to the present invention is not limited to being configured as a client-server system. The game system may also be configured with only stand-alone game devices that are not connected to a network. Meanwhile, the computer program according to the present invention is not limited to being executed on the client side of a client-server system or on a stand-alone game device. For example, the computer program may be configured to be executed on a server, or to be executed in a shared manner by the server and the client.

[0050] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.

[0051] A computer program according to one aspect of the present invention is a computer program (Pg) for a soccer game that causes a computer (30) to function so as to provide a user with a soccer game in which a player (PL) to be controlled moves based on input operations by the user to an input device (6), and is configured to cause the computer to function as: a dribbling control means (38, S8) that controls the dribbling action in accordance with the amount of operation of a specific operation unit (15R2) of the input device so that the greater the amount of operation of the specific operation unit, the faster the dribbling action of the player; a determination means (38, S5, S6) that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means (38, S7) that, when it is determined that the specific operation has been performed, temporarily changes the dribbling action from the dribbling action that should have been performed by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.

[0052] A game system according to one aspect of the present invention is a game system (1) that provides a user with a soccer game in which a player (PL) to be controlled moves based on input operations by the user to an input device (6) through the control of a computer (30), and is configured to make the computer function as: a dribbling control means (38, S8) that controls the dribbling action in accordance with the amount of operation of a specific operation unit (15R2) of the input device so that the player's dribbling action becomes faster the greater the amount of operation of the specific operation unit; a determination means (38, S5, S6) that determines whether a specific operation has been performed that reduces the amount of operation of the specific operation unit by more than a predetermined amount within a predetermined time; and a dribbling action change means (38, S7) that, when it is determined that the specific operation has been performed, temporarily changes the dribbling action from the dribbling action that should have been performed by the dribbling control means in accordance with the amount of operation, regardless of whether there is any operation of the specific operation unit subsequent to the specific operation.

[0053] A control method for a game system according to an aspect of the present invention is a control method for a game system (1) that provides a user with a soccer game in which a player (PL) to be operated is operated based on a user's input operation on an input device (6) through control of a computer (30). The computer is configured such that the dribbling operation of the player is accelerated as the operation amount on a specific operation unit (15R2) of the input device increases. Dribbling control means (38, S8) for controlling the dribbling operation according to the operation amount of the specific operation unit, determination means (38, S5, S6) for determining whether a specific operation for reducing the operation amount of the specific operation unit by a predetermined amount or more within a predetermined time has been performed, and when it is determined that the specific operation has been performed, regardless of the presence or absence of an operation of the specific operation unit following the specific operation, dribbling operation changing means (38, S7) for temporarily changing the dribbling operation from the dribbling operation that should be generated by the dribbling control means according to the operation amount.

[0054] According to the above aspect, while the user increases or decreases the operation amount without performing a specific operation on the specific operation unit, the speed of the dribbling operation changes according to the operation amount. On the other hand, when a specific operation for reducing the operation amount of the specific operation unit by a predetermined amount or more within a predetermined time is performed, the dribbling operation temporarily changes with respect to the operation that should occur according to the operation amount of the specific operation unit. That change occurs regardless of the presence or absence of an operation of the specific operation unit following the specific operation. Therefore, when a specific operation is performed, a corresponding change occurs immediately. Compared with the case where an additional operation for increasing the operation amount of the operation unit is taken as a generation condition, the responsiveness regarding the temporary change of the dribbling operation is enhanced. And when the specific operation unit is further operated following the specific operation, it is possible to immediately return to the control of the dribbling operation according to the operation amount. As a result, regarding the change of the dribbling operation before and after the specific operation, it is possible to suppress or eliminate the possibility of an unintended operation intervening and ensure or improve the continuity of the dribbling operation.

[0055] Incidentally, the computer program according to one aspect of the present invention may be provided in a state stored in a storage medium. By using this storage medium, for example, by installing and executing the computer program according to the present invention on a computer, the system of the present invention can be realized using the computer. The storage medium storing the computer program may be a non-transitory storage medium such as a CDROM.

[0056] In one aspect of the present invention, the specific operation unit may include an operation member (15R2) that is displaced by the operation of the user, and the operation amount may correspond to the displacement amount of the operation member. According to this, an operation of reducing the displacement amount of the operation member by a predetermined amount or more within a predetermined time is defined as a specific operation, and the dribbling operation can be temporarily changed.

[0057] The operation member is provided so as to be capable of being pushed in by the user, and the operation amount may correspond to the amount of pushing in of the operation member. According to this, an operation of reducing the pushing-in amount of the specific operation unit by a predetermined amount or more within a predetermined time is defined as a specific operation, and the dribbling operation can be temporarily changed. The operation member to be pushed in is usually configured to self-return to a non-operated state, that is, a state where the pushing-in amount is the minimum value, and the time required for self-return is also short. Therefore, if a specific operation is set in association with the self-return of the operation member, it is possible to quickly generate a temporary change in the dribbling operation, which is advantageous for ensuring and improving the continuity of the dribbling operation.

[0058] The predetermined amount may correspond to the amount of decrease when the operation amount of the specific operation unit decreases from the maximum value (Umax) to the minimum value (Umin). According to this, by defining an operation of changing the operation amount from the maximum value to the minimum value in a relatively short time as a specific operation, it is possible to clearly distinguish between an operation of increasing or decreasing the operation amount to adjust the speed of the dribbling operation and the specific operation, and control the dribbling operation.

[0059] The determination means may determine whether the specific operation has been performed by determining whether a decrease in the amount of operation of the specific operation unit has reached the predetermined amount within the predetermined time period. This makes it possible to reliably determine whether the specific operation has been performed based on a change in the amount of operation and the time required for that change.

[0060] The dribbling control means may control the direction of the player's dribbling movement in response to operation of a direction operation unit (14L) provided on the input device separately from the specific operation unit. This allows the direction of the dribbling movement to be adjusted by operation of the direction operation unit, while the speed of the dribbling movement can be adjusted by operation of the specific operation unit, or a temporary change can be made to the dribbling movement in response to the specific operation unit. This gives the user the feeling of continuing a dribbling movement while freely manipulating the ball using the direction operation unit and the specific operation unit, thereby increasing the enjoyment of the game.

[0061] When it is determined that the specific operation has been performed, the dribbling action modification means may temporarily change the dribbling action by temporarily increasing the kicking distance (ΔK) of the ball (BL) in the dribbling action. In this way, when the specific operation is performed, the dribbling action is changed so that the ball is temporarily kicked further forward. This allows a player to realize techniques in the game that take the defensive players by surprise, such as temporarily kicking the ball further forward, immediately increasing the operation amount of the specific operation unit to catch up with the ball, and continuing the dribbling action. Moreover, by making this change occur quickly and smoothly, the value of the technique can be enhanced, and ultimately the enjoyment of the game can be increased.

[0062] When it is determined that the specific operation has been performed, the dribbling action change means may temporarily change the dribbling action by temporarily speeding up the dribbling action compared to the dribbling action when the amount of operation for the specific operation unit is maximum (Umax). This makes it possible to temporarily generate a faster dribbling action that cannot be obtained by controlling the dribbling action according to the amount of operation. In this case, too, the dribbling action can be changed quickly and smoothly, thereby increasing the value of the technology and ultimately increasing the enjoyment of the game. [Explanation of symbols]

[0063] 1. Game System 2. Game devices 5 Game consoles 6 Controller (input device) 7 Monitors 14L Stick (Directional Control) 15R2 R2 button (specific operation part) 30 Control unit (computer) 38 Operation object control unit (dribbling control means, determination means, dribbling action change means)

Claims

1. A computer that executes a process of a soccer game that operates a player to be operated based on a user's input operation, a dribbling control means for controlling the speed of the dribbling operation of the player according to the operation amount of the input operation, step, a determination means for determining whether or not a specific operation for reducing the operation amount by a predetermined amount or more within a predetermined time has been performed, means, when it is determined that the specific operation has been performed, a dribbling operation changing means for temporarily changing the dribbling operation from the dribbling operation that should be caused by the dribbling control means according to the operation amount, and, means, A computer program for a soccer game that functions as.

2. A game system that executes a soccer game that operates a player to be operated based on a user's input operation, wherein, a dribbling control means for controlling the speed of the dribbling operation of the player according to the operation amount of the input operation, step, a determination means for determining whether or not a specific operation for reducing the operation amount by a predetermined amount or more within a predetermined time has been performed, means, when it is determined that the specific operation has been performed, a dribbling operation changing means for temporarily changing the dribbling operation from the dribbling operation that should be caused by the dribbling control means according to the operation amount, and, means, A game system including.

3. A control method of a game system that executes a soccer game that operates a player to be operated based on a user's input operation, wherein, a dribbling control step for controlling the speed of the dribbling operation of the player according to the operation amount of the input operation, a determination step for determining whether or not a specific operation for reducing the operation amount by a predetermined amount or more within a predetermined time has been performed, when it is determined that the specific operation has been performed, a dribbling operation change step for temporarily changing the dribbling operation from the dribbling operation that should be caused by the dribbling control step according to the operation amount, and, A control method of a game system including.

Citation Information

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