Game program, information processing device, information processing system, and information processing method
The game program uses varying cursor sounds to indicate terrain elevation, improving cursor position recognition and virtual object placement accuracy.
Patent Information
- Application Number
- JP2023123338
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-28
- Publication Date
- 2025-08-08
- Estimated Expiration
- 2041-09-22
AI Technical Summary
Existing game technologies do not effectively assist users in recognizing the position of a cursor on terrain with elevation differences, making it difficult to accurately place virtual objects.
A game program that outputs different cursor sounds based on the height of the terrain, using variations in pitch, volume, or tone to indicate the terrain's elevation, allowing players to easily recognize the cursor's position.
The system enables players to intuitively identify the cursor's position on terrain with varying elevations through auditory cues, enhancing the accuracy of virtual object placement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, an information processing device, an information processing system, and an information processing method. [Background technology]
[0002] As a prior art, for example, there is a game device that makes a sound when a cursor is moved in a virtual space (for example, see Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "A complete guide to life on a deserted island," [online], 2020, Nintendo Co., Ltd., [searched September 8, 2021], Internet<URL:https: / / www.nintendo.co.jp / switch / acbaa / movie / index.html> Summary of the Invention [Problem to be solved by the invention]
[0004] However, the above prior art has room for improvement in order to make it easier for the user to grasp the position indicated by the cursor on terrain with elevation differences.
[0005] Therefore, an object of the present invention is to provide a game program, an information processing device, an information processing system, and an information processing method that enable a user to easily recognize the position indicated by the cursor on terrain with elevation differences. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration.
[0007] One example of the present invention is a game program that causes an information processing computer to move a cursor object indicating a position on a terrain object having elevation differences in a three-dimensional virtual space based on a player's operational input, and to output a different cursor sound as the cursor object moves depending on the height of the terrain object indicated by the cursor object.
[0008] According to the above, when the cursor object moves, a different cursor sound is output depending on the height of the terrain object pointed to by the cursor object. This allows the player to easily recognize which position the cursor object is pointing to on a terrain object having different elevations.
[0009] The game program may also cause the computer to output the cursor sound having at least one of a pitch, a volume, and a tone that differs depending on the height of the land object.
[0010] Based on the above, it is possible to output a different cursor sound depending on the height of the land object.
[0011] The game program may also cause the computer to place a virtual object at a position on the land object indicated by the cursor object based on an operation input.
[0012] Based on the above, it is possible to place a virtual object on a land object using the cursor object.
[0013] The game program may also cause the computer to select a virtual object that exists on the topography object indicated by the cursor object.
[0014] Based on the above, it is possible to select a virtual object on a land object with the cursor object.
[0015] The game program may also cause the computer to move a virtual object selected using the cursor object together with the cursor object based on the operation input.
[0016] Based on the above, it is possible to move the cursor object and the selected virtual object based on an operation input.
[0017] The game program may also cause the computer to output a first cursor sound that differs depending on the height of the land object when moving the cursor object if the virtual object is not selected using the cursor object. The game program may also cause the computer to output a second cursor sound that differs depending on the height of the land object when moving the cursor object and the virtual object if the virtual object is selected using the cursor object.
[0018] Based on the above, when a virtual object is not selected, a first cursor sound can be output in response to movement of the cursor object, and when a virtual object is selected, a second cursor sound can be output in response to movement of the cursor object.
[0019] The game program may also cause the computer to change the height of the land object based on an operation input.
[0020] According to the above, the player can change the height of the land object. Even when the height of the land object is changed by the player, a different cursor sound can be output depending on the changed height of the land object.
[0021] Furthermore, the cursor object may be moved on or along the terrain object in units of sections based on the operation input.
[0022] Based on the above, the cursor object can be moved in units of sections.
[0023] Another invention may be an information processing device or an information processing system that executes the game program, or an information processing method that is executed by a processor. [Effects of the Invention]
[0024] According to the present invention, when a cursor object moves, a different cursor sound can be output depending on the height of a land object pointed to by the cursor object. [Brief explanation of the drawings]
[0025] [Figure 1] FIG. 1 is a diagram showing an example of a game system 1 according to an embodiment of the present invention. [Figure 2] FIG. 1 is a block diagram showing an example of the internal configuration of a game system 1. [Figure 3] FIG. 10 shows an example of a game image displayed on the display 12 when the game of this embodiment is played. [Figure 4] FIG. 10 is a diagram showing an example of how a cursor object 38 is moved based on an operation input by a player. [Figure 5] FIG. 5 is a diagram showing an example of how a virtual object is placed at a position indicated by a cursor object 38 shown in FIG. 4. [Figure 6] FIG. 10 is a diagram showing an example of selecting a chair object 35 placed on a terrain object 31 using a cursor object 38. [Figure 7] FIG. 10 is a diagram showing an example of a state in which a chair object 35 is being moved using a cursor object 38. [Figure 8]A diagram showing how the cursor object 38 is moved in the z-axis direction. [Figure 9] FIG. 10 is a diagram showing an example of the relationship between the height of a landform object 31 and the first cursor sound that is output when a cursor object 38 is moved in the z-axis direction; [Figure 10] FIG. 10 is a diagram showing how a cursor object 38 is moved in the x-axis direction when a virtual object is selected by the cursor object 38. [Figure 11] FIG. 10 is a diagram showing an example of the relationship between the height of the landform object 31 and the second cursor sound that is output when the cursor object 38 and the virtual object move in the x-axis direction; [Figure 12] FIG. 10 is a diagram showing an example of data stored in a memory (e.g., a DRAM 26) of the main device 2. [Figure 13] 1 is a flowchart showing an example of game processing performed by the processor 20 of the main unit 2. DETAILED DESCRIPTION OF THE INVENTION
[0026] (System Configuration) A game system 1 (an example of an information processing system) of this embodiment will be described below with reference to the drawings. FIG. 1 is a diagram showing an example of the game system 1 of this embodiment. As shown in FIG. 1, the game system 1 includes a main unit 2 as a game device (an example of an information processing device), a left controller 3, and a right controller 4. The main unit 2 also includes a display 12 and a speaker 13. The display 12 is provided with a touch panel. The left controller 3 and right controller 4 are detachably attached to the main unit 2.
[0027] The left controller 3 is a controller operated with the user's left hand, and the right controller 4 is a controller operated with the user's right hand. The left controller 3 includes multiple operation buttons 31 and an analog stick 32 as a directional input unit. The right controller 4 includes multiple operation buttons 41 and an analog stick 42 as a directional input unit.
[0028] FIG. 2 is a block diagram showing an example of the internal configuration of the game system 1. As shown in FIG. 2, the main unit 2 includes a processor 20, a slot 24, a flash memory 25, and a dynamic random access memory (DRAM) 26. The processor 20 includes a central processing unit (CPU) 21 and a graphics processing unit (GPU) 22. The CPU 21 is capable of executing a game program, processes operation data from the controllers 3 and 4, and performs game processing based on the operation data. The GPU 22 is a processor for performing image processing. The CPU 21 and the GPU 22 may be implemented on separate chips, or may be implemented on a single chip as a system-on-a-chip (SoC).
[0029] The processor 20 is connected to a slot interface (I / F) 23, a flash memory 25, a DRAM 26, and a display 12. The processor 20 is also connected to a left controller 3 via a left interface (I / F), and to a right controller 4 via a right interface (I / F). An external storage medium such as a nonvolatile memory or an optical disk is removably inserted into the slot 24. The external storage medium stores game programs and data (sound data and terrain data, described below). These programs and data may be stored in advance in the flash memory 25, or may be downloaded from another device (e.g., a server) via a network (e.g., the Internet) and stored in the flash memory 25.
[0030] When the game starts, the game program and data stored in the external storage medium (or flash memory 25) are read into the DRAM 26. The CPU 21 executes the game program, thereby carrying out game processing, which will be described later.
[0031] The CPU 21 sends a command to the GPU 22 to display a game image corresponding to the game processing on the display 12. The GPU 22 generates a game image in accordance with the command. The generated game image is output to and displayed on the display 12. Note that an external display device different from the display 12 may be connected to the main unit 2, and the game image may be displayed on the external display device.
[0032] Furthermore, CPU 21 uses a codec circuit (not shown) to output sounds corresponding to the game processing from speaker 13. Note that sounds corresponding to the game processing may be output from an external speaker different from speaker 13 within main unit 2.
[0033] (Outline of game processing in this embodiment) Next, an overview of the game processing of this embodiment will be described. Fig. 3 is a diagram showing an example of a game image displayed on the display 12 when the game of this embodiment is played. When the game program of this embodiment is executed, a three-dimensional virtual space is defined in the main unit 2, and an xyz Cartesian coordinate system is set in this virtual space. The x-axis is the horizontal axis of the virtual space, the z-axis is the depth axis, and the y-axis is the height axis of the virtual space.
[0034] As shown in FIG. 3, a land object 31 is set in the virtual space. The land object 31 is an object that represents the ground of the virtual space. The land object 31 has a plurality of land objects 31a to 31c that differ in height. The land object 31a is a plane (ground) that has a height ya and is parallel to the xz plane. The land object 31b is a plane (ground) that has a height yb (>ya) and is parallel to the xz plane. The land object 31c is a plane (ground) that has a height yc (>yb) and is parallel to the xz plane.
[0035] Between the land object 31a and the land object 31b there is a vertical surface 32 (wall surface) parallel to the y-axis. The land object 31a and the land object 31b are connected by the vertical surface 32. In addition, between the land object 31b and the land object 31c there is a vertical surface 32 parallel to the y-axis, and the land object 31b and the land object 31c are connected by this vertical surface 32.
[0036] Various virtual objects are placed on the terrain object 31. As shown in FIG. 3 , for example, a player character 30 is placed on the terrain object 31. The player character 30 is configured to be movable on the terrain object 31 based on an operation input using the left or right controller (an example of an operation device). For example, in a mode in which the player character 30 is moved, when an operation input is made to the analog stick 32 of the left controller 3, the player character 30 is moved in a direction corresponding to the operation direction of the analog stick 32.
[0037] Furthermore, a pond 34 representing an area in which the player character 30 cannot move is formed on the land object 31c.
[0038] Furthermore, a stair object 33 is placed on the terrain object 31. The stair object 33 is an object fixed on the terrain object 31 and is not moved in response to an operation input by the player. The stair object 33 is an object that enables the player character 30 to move between terrain objects 31 having differences in elevation. In addition to these, tree objects, house objects (not shown), and the like fixed on the terrain object 31 may also be placed on the terrain object 31.
[0039] A chair object 35 is placed on the terrain object 31. The chair object 35 is a virtual object that can be moved on the terrain object 31 by a player's operation input. In addition to the chair object 35, various other virtual objects that can be moved on the terrain object 31 are placed on the terrain object 31. The movable virtual objects may be placed in the virtual space in advance, or may be placed by a player's operation input.
[0040] 3, a cursor object 38 is displayed on the display 12. The cursor object 38 is an object for indicating a position on the land object 31. The cursor object 38 is a plane having a predetermined shape, for example, a square.
[0041] The cursor object 38 is placed on the terrain object 31 and can move on the terrain object 31 in response to an operation input using the left or right controller. Note that the cursor object 38 may also move on the terrain object 31 in response to an operation input to a touch panel provided on the display 12.
[0042] The cursor object 38 may be placed at a position at a predetermined height from the land object 31, and may be moved along the land object 31 (parallel to the ground) in response to an operation input by the player. In this case, for example, when the cursor object 38 points to a position (xa, ya, za) on the land object 31a, the cursor object 38 is placed at a position (xa, ya+α, za). Also, for example, when the cursor object 38 points to a position (xb, yb, zb) on the land object 31b, the cursor object 38 is placed at a position (xb, yb+α, zb).
[0043] The game image shown in FIG. 3 is generated based on a virtual camera placed in a virtual space. In FIG. 3, the angle of the virtual camera with respect to the ground is, for example, 70 to 80 degrees. In this embodiment, the imaging direction of the virtual camera can be changed based on the operation input of the player. For example, the angle of the virtual camera with respect to the ground may be set to 80 to 90 degrees in accordance with the operation input of the player. In this case, a game image is displayed as if looking down on the virtual space, and the vertical surface 32 (wall surface) in FIG. 3 is almost completely hidden.
[0044] 4 is a diagram showing an example of how a cursor object 38 is moved based on an operation input by a player. In Fig. 4, reference numeral 38' denotes the cursor object before movement, and reference numeral 38 denotes the cursor object after it has moved one block to the right.
[0045] As shown in FIG. 4, the cursor object 38 moves on the terrain object 31 in units of sections. The xz plane of the virtual space is divided into, for example, square sections. The cursor object 38 moves on the terrain object 31 in units of these sections. For example, in a mode in which a virtual object is placed using the cursor object 38, if an operation input in the right direction is performed using the analog stick 32 of the left controller 3, the main unit 2 detects the operation input in the right direction. Based on the operation input, the main unit 2 moves the cursor object 38 from the current section to the adjacent section to the right. As a result, the cursor object moves from 38' to 38 shown in FIG. 4.
[0046] The player can move the cursor object 38 to a desired position and place a virtual object at the position on the terrain object 31 indicated by the cursor object 38. The player can place a new virtual object at the position of the cursor object 38.
[0047] FIG. 5 is a diagram showing an example of how a virtual object is placed at a position indicated by cursor object 38 shown in FIG.
[0048] For example, when a predetermined button on the left or right controller is pressed after the cursor object 38 is moved as shown in FIG. 4, a menu (not shown) is displayed and a chair object (an example of a virtual object) is selected from the menu. As a result, the selected chair object 35 is newly placed at the position on the terrain object 31 indicated by the cursor object 38, as shown in FIG. 5. Also, a virtual object to be placed may be selected before the cursor object 38 is moved. In this case, the player, for example, selects a virtual object to be placed from the menu, and then moves the cursor object 38 and performs an operation input for placement, thereby placing the selected virtual object at the position of the cursor object 38.
[0049] Although the cursor object 38 can be moved into the area of the pond 34, no virtual object is placed in the area of the pond 34.
[0050] The player can also move the cursor object 38 to select a movable virtual object placed on the terrain object 31, and move the selected virtual object to place it in another position on the terrain object 31.
[0051] Fig. 6 is a diagram showing an example of how a chair object 35 placed on a land object 31 is selected using a cursor object 38. Fig. 7 is a diagram showing an example of how the chair object 35 is moved using the cursor object 38.
[0052] As shown in FIG. 6, when cursor object 38 reaches the position of chair object 35 (an example of a virtual object) placed on terrain object 31, a pointer 39 appears. Pointer 39 is an object that indicates that cursor object 38 is pointing to a virtual object. Furthermore, when cursor object 38 is pointing to a virtual object, the display mode of cursor object 38 changes. For example, when cursor object 38 is not pointing to a virtual object, a relatively small cursor object 38 is displayed as shown in FIG. 3, and when cursor object 38 is pointing to a virtual object, a relatively large cursor object 38 is displayed as shown in FIG. 6. Note that when cursor object 38 is pointing to a virtual object, the color of cursor object 38 may change, or cursor object 38 may flash.
[0053] When the cursor object 38 is pointing at the chair object 35, if an operation input for selection is performed using the left or right controller, the chair object 35 is selected. Note that when the cursor object 38 reaches the position of a virtual object, the virtual object may be selected even if an operation input for selection is not performed.
[0054] 7, when an operation input for movement is performed using the left or right controller while the chair object 35 is selected, the chair object 35 is moved together with the cursor object 38. When an operation input for placement is performed using the left or right controller, the chair object 35 is placed at the position indicated by the cursor object 38.
[0055] In the game of this embodiment, a cursor sound is output when the cursor object 38 moves. Specifically, a different cursor sound is output depending on the height of the land object 31 pointed to by the cursor object 38.
[0056] Fig. 8 is a diagram showing how the cursor object 38 is moved in the z-axis direction. Fig. 9 is a diagram showing an example of the relationship between the height of the landform object 31 and the first cursor sound that is output when the cursor object 38 is moved in the z-axis direction.
[0057] Assume that cursor object 38 is moved in the direction indicated by the arrow from the position in Figure 8 based on an operation input by the player. When no virtual object is selected by cursor object 38, a first cursor sound is output when cursor object 38 moves. First sound data corresponding to the first cursor sound is stored in main unit 2 (specifically, an external storage medium or a memory such as DRAM 26), and the first cursor sound is output based on the first sound data.
[0058] As shown in Fig. 9, when cursor object 38 is located on topography object 31a, that is, when the height of the topography object pointed to by cursor object 38 is ya, a first cursor sound (low) is output. The first cursor sound (low) is a sound obtained by varying the pitch of the normal first cursor sound generated based on the first sound data, and is a sound lower than the normal first cursor sound. Note that the normal first cursor sound is referred to here as "first cursor sound (medium)."
[0059] For example, while cursor object 38 moves from position z0 to position z1 in the z-axis direction, the height of the position indicated by cursor object 38 is ya, and a first cursor sound (low) is output each time cursor object 38 moves by one block. When cursor object 38 moves another one block in the z-axis direction from position z1, the position of cursor object 38 in the z-axis direction becomes z2. At this time, cursor object 38 moves onto topography object 31b, and the height of the position indicated by cursor object 38 becomes yb. In this case, a first cursor sound (medium) is output.
[0060] When the cursor object 38 is further moved in the z-axis direction from position z2, the cursor object 38 moves on the landform object 31b. Every time the cursor object 38 moves by one block on the landform object 31b, the first cursor sound (medium) is output.
[0061] When the cursor object 38 reaches the end of the landform object 31b and is further moved by one section in the z-axis direction, the position of the cursor object 38 in the z-axis direction becomes z3. At this time, the cursor object 38 moves onto the landform object 31c, and the height of the position indicated by the cursor object 38 becomes yc. In this case, a first cursor sound (high pitch) is output. The first cursor sound (high pitch) is a sound obtained by changing the pitch of the first cursor sound generated based on the first sound data, and is a sound higher in pitch than the first cursor sound (medium). Every time the cursor object 38 moves by one section on the landform object 31b, the first cursor sound (high pitch) is output.
[0062] Next, a case where the cursor object 38 is moved when a virtual object is selected using the cursor object 38 will be described.
[0063] Fig. 10 is a diagram showing how cursor object 38 is moved in the x-axis direction when a virtual object is selected by cursor object 38. Fig. 11 is a diagram showing an example of the relationship between the height of landform object 31 and the second cursor sound that is output when cursor object 38 and the virtual object move in the x-axis direction.
[0064] When a virtual object is selected by cursor object 38, a second cursor sound is output when cursor object 38 moves. Second sound data corresponding to the second cursor sound is stored in main device 2 (specifically, an external storage medium or a memory such as DRAM 26), and the second cursor sound is output based on the second sound data.
[0065] Specifically, when the chair object 35 is selected by the cursor object 38, for example, if the right direction of the analog stick 32 is input, the cursor object 38 and the chair object 35 move in the direction indicated by the arrow from position x1 in FIG. 10. When the cursor object 38 and the chair object 35 move on the terrain object 31c, a second cursor sound (high pitch) is output. The second cursor sound (high pitch) is a sound obtained by changing the pitch of the normal second cursor sound generated based on the second sound data, and is a sound higher in pitch than the normal second cursor sound. The normal second cursor sound is referred to as a "second cursor sound (medium)." The second cursor sound (high pitch) is output every time the cursor object 38 and the chair object 35 move by one section on the terrain object 31c.
[0066] When the cursor object 38 and the chair object 35 reach position x2, the cursor object 38 and the chair object 35 move onto the land object 31b, and the height of the position indicated by the cursor object 38 becomes yb. In this case, the second cursor sound (medium) is output. Every time the cursor object 38 and the chair object 35 move by one block on the land object 31b, the second cursor sound (medium) is output.
[0067] When a further rightward input is made, the cursor object 38 and the chair object 35 reach position x3. At this time, the cursor object 38 and the chair object 35 move onto the landform object 31a, and the height of the position indicated by the cursor object 38 becomes ya. In this case, the second cursor sound (low) is output. The second cursor sound (low) is a sound obtained by changing the pitch of the second cursor sound (medium) generated based on the second sound data, and is a sound lower than the second cursor sound (medium). Every time the cursor object 38 and the chair object 35 move by one section on the landform object 31a, the second cursor sound (low) is output.
[0068] In this way, when the cursor object 38 moves, a different cursor sound is output depending on the height of the land object 31 pointed to by the cursor object 38. As a result, for example, when the cursor object 38 moves across land objects having different heights, the cursor sound changes. This allows the player to easily recognize that the cursor object 38 has moved to a land object at a different height. Furthermore, the player can recognize which land object 31 the cursor object 38 is pointing to by the cursor sound.
[0069] For example, although there is a vertical surface 32 (wall surface) between the land object 31c and the land object 31b, this vertical surface 32 may not be displayed on the screen depending on the position and imaging direction of the virtual camera. For example, when the imaging direction of the virtual camera and the ground are at an angle of nearly 90 degrees, the vertical surface 32 is hardly displayed. Furthermore, as shown in FIG. 10 , when moving a cursor object 38 rightward from position x1, if the cursor object 38 approaches the vicinity of position x2, it may be difficult for the player to tell whether the cursor object 38 is located on the land object 31c or the land object 31b. For example, if the land object 31c and the land object 31b are applied with texture images of the same or similar colors, it may be difficult for the player to recognize the boundary between the land object 31c and the land object 31b. Therefore, if the cursor object 38 is located near the boundary between the land object 31c and the land object 31b, it may be difficult for the player to determine which land object 31 the cursor object 38 is located on.
[0070] However, in this embodiment, a different cursor sound is output depending on the height of the land object 31 pointed to by the cursor object 38. This allows the player to easily recognize which position the cursor object is pointing to on a land object having a difference in elevation. For example, when the cursor object 38 is pointing to the vicinity of the boundary between the land objects 31b and 31b, the player can easily recognize whether the cursor object 38 is pointing to the land object 31c or the land object 31b from the cursor sound output in accordance with the movement of the cursor object 38. This allows the player to place a virtual object at a desired position using the cursor object 38.
[0071] The cursor sound may be output at any timing. For example, the cursor sound may be output when the movement of the cursor object 38 in response to the operation input is completed. Alternatively, the cursor sound may be output while the cursor object 38 is moving in response to the operation input. Alternatively, the cursor sound may be output when the cursor object 38 starts to move in response to the operation input.
[0072] (Game processing details) Next, a specific example of game processing performed in the main unit 2 will be described. First, the data stored in the main unit 2 will be described.
[0073] 12 is a diagram showing an example of data stored in a memory (e.g., DRAM 26) of the main unit 2. As shown in Fig. 12, the main unit 2 stores a game program, terrain data, cursor data, object data, character data, and cursor sound data. In addition to these, various other data are stored, such as operation data corresponding to player operations, data related to characters other than the player character, and other data used in the game.
[0074] The game program is a program for executing the game of this embodiment. The game program is stored in, for example, an external storage medium, and is read from the external storage medium into the DRAM 26 when the game is started.
[0075] The terrain data is data relating to the terrain of the virtual space, and is data representing the position, orientation, shape, etc. of each terrain object (31a to 31c). For example, each terrain object is made up of a plurality of polygons. The terrain data includes coordinate values of the vertices of each polygon. The terrain data forms the terrain object 31 having elevation differences. In this embodiment, the terrain data is not changed in response to the player's operation input while the game processing described below is being performed.
[0076] The cursor data is data related to the cursor object 38 and includes cursor position data indicating the position of the cursor object 38. The cursor position data includes coordinate values for each of the x, y, and z axes. The cursor data also includes data indicating the shape of the cursor object 38, data indicating whether the cursor object 38 is selecting a virtual object, and the like.
[0077] The object data is data relating to a virtual object (for example, a chair object 35) that can be moved by a player in a virtual space. The object data includes data representing the type of the virtual object, its position and orientation in the virtual space, etc.
[0078] The character data is data relating to the player character 30, and includes data representing the position, orientation, shape, etc. of the player character 30.
[0079] The cursor sound data is sound data for outputting a cursor sound, and is stored in advance in, for example, an external storage medium. The cursor sound data includes first sound data corresponding to a first cursor sound and second sound data corresponding to a second cursor sound. The first cursor sound is output when a virtual object is not selected using the cursor object 38. The second cursor sound is output when a virtual object is selected using the cursor object 38.
[0080] (Flowchart explanation) Next, a detailed description will be given of the game processing performed by the main unit 2. Fig. 13 is a flowchart showing an example of the game processing performed by the processor 20 of the main unit 2.
[0081] The processor 20 (CPU 21 or GPU 22) of the main unit 2 executes a game program, thereby performing the processing shown in Fig. 13. The processor 20 repeatedly executes the processing of steps S100 to S111 at predetermined frame times (for example, 1 / 60 seconds). Note that Fig. 13 only shows the processing related to the movement of the cursor object 38 described above, and omits other processing in the game (for example, processing for moving the player character 30 based on operation data, processing for causing the player character 30 to perform a predetermined action, etc.).
[0082] 13, in step S100, processor 20 acquires operation data corresponding to an operation input by the player from the left and right controllers 3 and 4. Next, processor 20 executes processing in step S101.
[0083] In step S101, the processor 20 determines whether a cursor movement operation has been performed based on the operation data. For example, if an operation has been performed on the analog stick 32 of the left controller 3, the processor 20 determines that a cursor movement operation has been performed. If it is determined that a cursor movement operation has been performed (step S101: YES), the processor 20 then executes the processing of step S102. On the other hand, if it is not determined that a cursor movement operation has been performed (step S101: NO), the processor 20 then executes the processing of step S109.
[0084] In step S102, the processor 20 updates the position of the cursor object 38 based on the operation data and stores the updated position in memory as cursor position data. Here, the processor 20 moves the cursor object 38 on the terrain object 31 in units of sections. Specifically, the processor 20 updates the x-coordinate value and z-coordinate value of the current cursor object 38 based on the operation direction of the analog stick 32. The processor 20 also sets the y-coordinate value of the cursor object 38 based on the x-coordinate value and z-coordinate value of the updated cursor object 38. Specifically, the processor 20 sets the y-coordinate value of the cursor object 38 to the y-coordinate value of a point on the terrain object 31 that has the same x-coordinate value and z-coordinate value as the x-coordinate value and z-coordinate value of the updated cursor object 38. As a result, the cursor object 38 moves on the terrain object 31 in units of sections in response to the operation of the analog stick 32. Note that the cursor object 38 may be positioned at a predetermined height from the terrain object 31. In this case, a value obtained by adding a predetermined value to the y coordinate value of the land object 31 may be set as the y coordinate value of the cursor object 38. The processor 20 then executes the process of step S103.
[0085] In step S103, the processor 20 executes an object selection process. The object selection process is a process of selecting a virtual object when a predetermined selection operation is performed using the left or right controller. Specifically, when a virtual object is present at the position of the cursor object 38 and a selection operation is performed using the left or right controller, the processor 20 selects the virtual object. Next, the processor 20 executes the process of step S104.
[0086] In step S104, the processor 20 determines whether or not a virtual object is selected using the cursor object 38. If a virtual object is not being selected (step S104: NO), the processor 20 then executes the process of step S105. On the other hand, if a virtual object is being selected (step S104: YES), the processor 20 then executes the process of step S107.
[0087] In step S105, the processor 20 changes the pitch of the first cursor sound according to the height of the ground. Specifically, the processor 20 changes the first cursor sound based on the first sound data according to the height of the terrain object 31 pointed to by the cursor object 38 (the y coordinate value of the cursor object 38). For example, when the cursor object 38 points to the terrain object 31a, the processor 20 lowers the pitch of the first cursor sound based on the first sound data compared to normal. For example, the processor 20 lowers the pitch of the first cursor sound by lowering the frequency or weakening specific high-frequency components. Furthermore, when the cursor object 38 points to the terrain object 31b, the processor 20 does not change the first cursor sound based on the first sound data. Furthermore, when the cursor object 38 points to the terrain object 31c, the processor 20 raises the pitch of the first cursor sound based on the first sound data compared to normal. For example, the processor 20 raises the pitch of the first cursor sound by increasing the frequency or weakening specific low-frequency components. Next, the processor 20 executes the process of step S106.
[0088] In step S106, the processor 20 outputs the first cursor sound. If the first cursor sound has been changed in step S105, the changed first cursor sound is output. As a result, when the cursor object 38 points to the landform object 31a, the first cursor sound (low) is output, when the cursor object 38 points to the landform object 31b, the first cursor sound (medium) is output, and when the cursor object 38 points to the landform object 31c, the first cursor sound (high) is output. Note that the first cursor sound has a predetermined length (e.g., 0.5 seconds). When the first cursor sound is not currently being output, the processor 20 outputs the first cursor sound based on the first sound data. In this way, the first cursor sound of a different pitch is output depending on the height of the landform object 31 pointed to by the cursor object 38. The processor 20 then executes the processing of step S109.
[0089] On the other hand, in step S107, the processor 20 changes the pitch of the second cursor sound according to the height of the ground. The process of step S107 is similar to the process of step S105, but the sound data used as the sound source is different from that of step S105. That is, second sound data is used in step S107. Next, the processor 20 executes the process of step S108.
[0090] In step S108, the processor 20 starts outputting the second cursor sound. If the second cursor sound has been changed in step S107, the changed second cursor sound is output. The process of step S108 is the same as the process of step S106, and therefore a detailed description thereof will be omitted. Next, the processor 20 executes the process of step S109.
[0091] In step S109, the processor 20 performs an object placement process. Here, processing is performed to place a virtual object on the terrain object 31 in response to a placement operation of the virtual object using the left or right controller. Specifically, the processor 20 determines whether or not a placement operation has been performed, and if a placement operation has been performed, the processor 20 places the virtual object at a position on the terrain object 31 indicated by the cursor object 38. As a result, the selected virtual object is placed at the position indicated by the cursor object 38. Alternatively, a new virtual object may be placed at the position indicated by the cursor object 38. Next, the processor 20 executes processing of step S110.
[0092] In step S110, the processor 20 performs image display processing. Specifically, the processor 20 generates a game image based on a virtual camera placed in the virtual space, and outputs the generated game image to the display 12. Next, the processor 20 executes processing of step S111. In step S111, processor 20 determines whether or not to end the game processing. If the determination in step S111 is NO, processor 20 executes the processing of step S100 again. If the determination in step S111 is YES (for example, if the player has instructed to end the game), processor 20 ends the game processing shown in FIG.
[0093] As described above, in this embodiment, the pitch of the cursor sound is changed and output according to the height of the cursor object 38 (the height of the landform object 31 pointed to by the cursor object 38). For example, the higher the position pointed to by the cursor object 38, the higher the cursor sound that is output. As a result, when the landform object 31 pointed to by the cursor object 38 changes, the cursor sound changes. Therefore, the player can easily recognize that the landform object 31 pointed to by the cursor object 38 has changed. In addition, the cursor sound allows the player to recognize which of a plurality of landform objects 31 of different heights the cursor object 38 is pointing to.
[0094] (Variation) The game processing of this embodiment has been described above, but the above embodiment is merely an example, and the following modifications may be made, for example.
[0095] For example, in the above embodiment, the pitch of the cursor sound is changed according to the height of the cursor object 38 (the height of the terrain object 31 pointed to by the cursor object 38). In other embodiments, the cursor sound may be changed by changing at least one of the pitch, volume, and tone of the cursor sound according to the height of the terrain object 31 pointed to by the cursor object 38. For example, the cursor sound may be changed using a predetermined frequency filter. Also, for example, the cursor sound may be output by combining multiple sounds, and the sounds to be combined may be different according to the height of the terrain object 31 pointed to by the cursor object 38.
[0096] In the above embodiment, when a virtual object is not selected using the cursor object 38, the cursor sound is changed by changing one piece of sound data according to the height of the cursor object 38. That is, the processor 20 performs program-based processing on pre-stored sound data to change the cursor sound. In other embodiments, a plurality of different sound data may be stored in advance, one of the plurality of sound data may be selected according to the height of the cursor object 38, and a cursor sound based on the selected sound data may be output.
[0097] In the above embodiment, different sound data is used when a virtual object is not selected and when a virtual object is selected, and a cursor sound is output when cursor object 38 moves. In other embodiments, processing of a single piece of sound data may be performed to output different cursor sounds when a virtual object is not selected and when a virtual object is selected. That is, processor 20 may perform program-based processing on pre-stored sound data to make the cursor sound output when a virtual object is not selected different from the cursor sound output when a virtual object is selected.
[0098] Furthermore, in the above embodiment, the terrain object 31 is an object representing the ground, but the terrain object may also be an object representing, for example, the surface of water, a floor inside a building, stairs, or the like.
[0099] In the above embodiment, one terrain object is flat, and multiple terrain objects form a terrain object with elevation differences as a whole. The terrain object may be of any type as long as the terrain object has elevation differences as a whole. For example, the terrain object may be formed by a curved surface or an uneven surface. The terrain object may also have a flat surface (for example, a slope) with multiple points at different heights. On the premise that a cursor object is used to indicate a position on a terrain object with elevation differences, different cursor sounds may be output as the cursor object moves depending on the height of the position indicated by the cursor object.
[0100] Furthermore, in the above embodiment, a planar object is used as the cursor object 38, but an object of any shape may be used as the cursor object. For example, the cursor object may be a three-dimensional object. Furthermore, the cursor object may be a character (the player character 30 or a character different from the player character 30) that can move on the terrain object. For example, a character may be displayed as the cursor object, and the character may be used to indicate a position on the terrain object, and a virtual object may be placed at the position indicated by the character. In this case, when the character moves on the terrain object, a cursor sound may be output according to the height of the character's position.
[0101] In the above embodiment, the cursor object 38 is moved (discretely) in units of sections on the terrain object 31 based on the operation input. In other embodiments, the cursor object 38 may be moved (continuously) to any position on the terrain object 31 based on the operation input.
[0102] Furthermore, in the above embodiment, the cursor object 38 moves on the terrain object 31 (or along the terrain object 31) in response to an operation input to the analog stick 32. In other embodiments, the cursor object 38 may be moved based on another operation input. For example, the cursor object 38 may be moved based on a touch position detected by a touch panel. In this case, if a second position on the terrain object 31 is touched while the cursor object 38 is pointing to a first position on the terrain object 31, the cursor object 38 moves to the second position. At this time, a cursor sound may be output in accordance with the height of the second position.
[0103] Furthermore, the cursor object does not necessarily have to be displayed. For example, a cursor object indicating a pointed position on a terrain object may be defined internally in the main unit 2. Even in this case, when the cursor object moves (the internal pointed position changes), a cursor sound may be output according to the height of the terrain object pointed to by the cursor object.
[0104] In the above embodiment, the terrain object does not change during the execution of the game processing. That is, in the above embodiment, the terrain object is formed based on pre-stored terrain data, and the terrain data does not change in response to a player's operation input during the execution of the game processing. In other embodiments, the terrain data may change in response to a player's operation input during the execution of the game processing. For example, the height of a part or all of the terrain object may be changed by forming a hole at a desired position on the terrain object or piling up earth at a desired position on the terrain object in response to a player's operation input. For example, a flat terrain object may be initially placed, and another terrain object may be placed on the flat terrain object in response to a player's operation input, thereby forming a terrain object with an overall difference in elevation. Even when the height of the terrain object changes in response to a player's operation input, the cursor sound generated when the cursor object 38 moves may be changed in response to the height of the terrain object indicated by the cursor object 38, as described above.
[0105] Furthermore, the processes shown in the above flowcharts are merely examples, and the order and content of the processes may be changed as appropriate. For example, the processes of steps S104 to S108 may be performed before step S102. In this case, when a cursor movement operation is performed, a cursor sound is first output according to the height of the topography object 31 indicated by the cursor object 38, and then the cursor object 38 is moved.
[0106] Furthermore, the above game is merely an example, and the above processing may be performed in any other game.
[0107] Furthermore, in the above embodiment, the above-described processing is performed in the main unit 2 of the game system 1, but the above-described processing may be executed in any other information processing device (for example, a personal computer, a smartphone, or a tablet terminal). Also, some or all of the above-described processing may be executed in any of a plurality of devices connected via a network (for example, a LAN, a WAN, or the Internet). For example, in an information processing system including a terminal and a server, some of the processing shown in the above flowchart may be executed by a processor of the server, or may be executed by a processor of the terminal.
[0108] The present invention has been described above, but the above description is merely an example of the present invention, and various improvements and modifications may be made thereto. [Explanation of symbols]
[0109] 1. Game System 2 Main unit 12 Display 20 processors 30 Player Characters 31 Terrain Objects 35 Chair Object 38 Cursor Object
Claims
1. The computer of the information processing device moving a cursor object for indicating a position on a terrain object having elevation differences in the three-dimensional virtual space based on an operation input by a player; the cursor object does not include a player character or a character different from a player character; A game program that outputs a different cursor sound depending on the height of the land object indicated by the cursor object when the cursor object moves.
2. The computer, The game program according to claim 1 , wherein the cursor sound is output with at least one of pitch, volume, and tone different depending on the height of the land object.
3. The computer, 3. The game program according to claim 1, wherein a virtual object is placed at a position on the topography object indicated by the cursor object based on an operation input.
4. The computer, 4. The game program according to claim 1, wherein a virtual object existing on the topographical object indicated by the cursor object is selected.
5. The computer, 5. The game program according to claim 1, wherein a virtual object selected using the cursor object is moved together with the cursor object based on the operation input.
6. The computer, if the virtual object is not selected using the cursor object, outputting a first cursor sound that differs depending on the height of the land object when the cursor object is moved; 6. The game program according to claim 5, wherein, when the virtual object is selected using the cursor object, a second cursor sound that differs depending on a height of the land object is output when the cursor object and the virtual object are moved.
7. The computer, 7. The game program according to claim 1, wherein the height of the land object is changed based on an operation input.
8. 8. The game program according to claim 1, wherein the cursor object is moved on or along the terrain object in units of sections based on the operation input.
9. An information processing device including a processor, the processor comprising: moving a cursor object for indicating a position on a terrain object having elevation differences in the three-dimensional virtual space based on an operation input by a player; the cursor object does not include a player character or a character different from a player character; An information processing device that outputs a different cursor sound depending on the height of the land object pointed to by the cursor object when the cursor object moves.
10. The processor: The information processing device according to claim 9 , wherein the cursor sound output has at least one of a different pitch, a different volume, and a different tone depending on the height of the landform object.
11. The processor: The information processing device according to claim 9 , wherein a virtual object is placed at a position on the topographical object indicated by the cursor object based on an operation input.
12. The processor: The information processing device according to claim 9 , wherein a virtual object existing on the topographical object indicated by the cursor object is selected.
13. The processor: The information processing device according to claim 9 , wherein a virtual object selected using the cursor object is moved together with the cursor object based on the operation input.
14. The processor: if the virtual object is not selected using the cursor object, outputting a first cursor sound that differs depending on the height of the land object when the cursor object is moved; The information processing device according to claim 13 , wherein, when the virtual object is selected using the cursor object, a second cursor sound that differs depending on a height of the landform object is output when the cursor object and the virtual object are moved.
15. The processor: The information processing device according to claim 9 , wherein the height of the land object is changed based on an operation input.
16. The information processing device according to claim 9 , wherein the cursor object is moved on or along the terrain object in units of sections based on the operation input.
17. An information processing system including a processor and an operation device, wherein the processor moving a cursor object for indicating a position on a terrain object having a difference in elevation in the three-dimensional virtual space based on an operation input to the operation device; the cursor object does not include a player character or a character different from a player character; When the cursor object moves, the information processing system outputs a different cursor sound depending on the height of the land object pointed to by the cursor object.
18. The processor: The information processing system according to claim 17 , wherein the cursor sound output has at least one of a different pitch, volume, and tone depending on the height of the landform object.
19. The processor: The information processing system according to claim 17 or 18, wherein a virtual object is placed at a position on the topography object indicated by the cursor object based on an operation input.
20. The processor:
20. The information processing system according to claim 17, wherein a virtual object existing on the topographical object pointed to by the cursor object is selected.
21. The processor:
21. The information processing system according to claim 17, wherein a virtual object selected using the cursor object is moved together with the cursor object based on the operation input.
22. The processor: if the virtual object is not selected using the cursor object, outputting a first cursor sound that differs depending on the height of the land object when the cursor object is moved; 22. The information processing system according to claim 21, wherein, when the virtual object is selected using the cursor object, a second cursor sound that differs depending on a height of the landform object is output when the cursor object and the virtual object are moved.
23. The processor:
23. The information processing system according to claim 17, wherein the height of the land object is changed based on an operation input.
24. 24. The information processing system according to claim 17, wherein the cursor object is moved on or along the terrain object in units of sections based on the operation input.
25. 1. An information processing method executed by a computer, comprising: moving a cursor object for indicating a position on a terrain object having elevation differences in the three-dimensional virtual space based on an operation input by a player; the cursor object does not include a player character or a character different from a player character; An information processing method, wherein when the cursor object moves, a different cursor sound is output depending on the height of the land object pointed to by the cursor object.
26. The computer, 26. The information processing method according to claim 25, wherein the cursor sound is output with at least one of pitch, volume, and tone color that differs depending on the height of the landform object.
27. The computer, 27. The information processing method according to claim 25, further comprising placing a virtual object at a position on the topography object indicated by the cursor object based on an operation input.
28. The computer, 28. The information processing method according to claim 25, wherein a virtual object existing on the topographical object pointed to by the cursor object is selected.
29. The computer, 29. The information processing method according to claim 25, wherein a virtual object selected using the cursor object is moved together with the cursor object based on the operation input.
30. The computer, if the virtual object is not selected using the cursor object, outputting a first cursor sound that differs depending on the height of the land object when the cursor object is moved; 30. The information processing method according to claim 29, wherein, when the virtual object is selected using the cursor object, a second cursor sound that differs depending on a height of the landform object is output when the cursor object and the virtual object are moved.
31. The computer, 31. The information processing method according to claim 25, wherein a height of the land object is changed based on an operation input.
32. 32. The information processing method according to claim 25, wherein the cursor object is moved on or along the terrain object in units of sections based on the operation input.
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