Game program, information processing system, information processing device, and game processing method

The game program dynamically sets the virtual camera's position and angle to enhance the presentation of object placement, addressing the lack of effective completion effects in existing games, resulting in a more engaging and satisfying user experience.

JP7723705B2Active Publication Date: 2025-08-14NINTENDO CO LTD
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Patent Information

Application Number
JP2023143861
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-05
Publication Date
2025-08-14
Estimated Expiration
2041-09-22

AI Technical Summary

Technical Problem

Existing games lack effective presentation methods to showcase the placement of objects after editing is completed, which can lead to a lack of engagement and satisfaction for users.

Method used

The implementation of a game program that utilizes a virtual camera to perform completion effects by setting its position, focus point, and angle of view dynamically across multiple scenes, including settings where no installation objects are present, and allowing for different control methods based on the object of interest, thereby enhancing the presentation of object placement.

Benefits of technology

This approach provides a dynamic and engaging presentation of object placement, reducing interference with objects and characters, and ensuring a varied and effective display of the editing area, thereby enhancing user satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To effectively execute a performance to show the arrangement of an object to a user.SOLUTION: An information processing device executes editing including at least any one of selection, installation, and movement of an installation object installed in a predetermined region in a virtual space on the basis of an operation input. In accordance with a completion instruction based on the operation input or in accordance with satisfaction of a predetermined completion condition, the information processing device executes a performance including at least one scene, the performance being a completion time performance for displaying an image in the region for each scene on the basis of a virtual camera. In the scene, the information processing device sets a fixation point of the virtual camera to any one position of the installation object installed in the region, a predetermined position in the region, and a character arranged in the region, and sets the virtual camera to a position where the installation object installed in the region is not installed.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

[0001] The present invention relates to a game program, an information processing system, an information processing device, and a game processing method that allow a user to edit the placement of objects in a virtual space. [Background technology]

[0002] BACKGROUND ART Conventionally, there are games in which a user can edit the placement of objects in an area in a virtual space where the objects are placed (for example, a room where furniture is placed) (for example, see Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] “Animal Crossing: New Horizons”, [online], Nintendo Co., Ltd., [Retrieved September 1, 2021], Internet<https: / / www.animal-crossing.com / new-horizons / create / > Summary of the Invention [Problem to be solved by the invention]

[0004] In a game in which the placement of objects is edited, it may be preferable to perform an effective presentation to show the placement of the objects to the user after editing of the placement of the objects is completed.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and a game processing method that can effectively perform effects to show the placement of objects to the user. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (15).

[0007] (1) An example of the present invention is a game program that causes a computer of an information processing device to execute the following processes. In a predetermined area in the virtual space, editing including at least one of selecting, placing, and moving an object to be placed in the area is performed based on operational input. In response to a completion instruction based on an operational input or in response to a predetermined completion condition being met, a performance including at least one scene is performed, in which an image within the area is displayed based on a virtual camera for each scene. In the above scene, the virtual camera's point of view is set to one of the following positions: an object placed in the area, a predetermined position within the area, or a character placed within the area. In the above scene, a virtual camera is set in a position where no installation objects are installed within the area.

[0008] According to the above configuration (1), the completion presentation is performed using an image generated based on a virtual camera set at a position where no installation object is installed, so that the presentation can be performed effectively.

[0009] (2) The completion effect may include a plurality of scenes. The game program may cause the computer to reset the focus point of the virtual camera and reset the position of the virtual camera for each of the plurality of scenes.

[0010] According to the above configuration (2), the focus point and position of the virtual camera can be changed for each of a plurality of scenes, so that a wide variety of presentations can be achieved.

[0011] (3) The game program may cause the computer to set the virtual camera's focus point from any of the positions of an installed object installed in the area, a predetermined position within the area, and a character placed within the area in a predetermined order for each scene.

[0012] According to the above configuration (3), the point of interest can be set to various objects or positions within the area, and a wide variety of scenes can be displayed.

[0013] (4) The game program may cause the computer to change at least one of the position, attitude, and angle of view of the virtual camera during a scene from the position of the virtual camera set at the start of the scene.

[0014] According to the above configuration (4), it is possible to display a scene with a dynamic effect.

[0015] (5) The game program may cause the computer to execute the following processes. -Select one of several preset control methods for the virtual camera for each scene. Based on the control method selected for each scene, at least one of the position, attitude, and angle of view of the virtual camera is controlled in that scene.

[0016] According to the above configuration (5), the virtual camera control method can be changed for each scene, thereby increasing the variety of effects that can be given at the time of completion.

[0017] (6) The control methods that can be selected in the selection of the control method may differ depending on whether the position of the set point of interest is on an installed object, a predetermined position within the area, or a character.

[0018] According to the above configuration (6), the virtual camera can be controlled by a control method according to the type of object for which the gaze point is set.

[0019] (7) The control method may be selected randomly.

[0020] According to the above configuration (7), a scene with different content can be generated each time a completion effect is performed, and an effect that the user will not tire of can be produced.

[0021] (8) The area may be a room in the virtual space, and the predetermined position within the area may be a position within the room.

[0022] According to the above configuration (8), it is possible to effectively create a representation of the state of the interior of a room in a virtual space.

[0023] (9) The game program may cause the computer to set the position of the virtual camera outside a room in a scene in which the point of interest is set at a predetermined position within the room.

[0024] According to the above configuration (9), it is possible to reduce the possibility that an installed object within the area will interfere with the virtual camera.

[0025] (10) The game program may cause the computer to control the virtual camera based on one of a plurality of control methods, including a method of moving the virtual camera in a parallel direction and a method of fixing the point of gaze and rotating the virtual camera, in a scene in which the point of gaze is set at a predetermined position within a room and the position of the virtual camera is set outside the room.

[0026] According to the above configuration (10), the virtual camera can be moved without interference from installed objects in the room.

[0027] (11) The area may be a room in a virtual space. The game program may cause the computer to set a virtual camera at a position in a room where no installed object is installed, in a scene where the point of interest is set to an installed object or a character.

[0028] According to the above configuration (11), it is possible to reduce the possibility that an installed object or character at the position of the gaze point will not be properly displayed due to being blocked by another installed object.

[0029] (12) The game program may cause the computer to set the position of the virtual camera from among positions in the room where no installed object is installed in a scene in which the point of interest is set to an installed object or character, based on a priority that is set based on the orientation of the installed object or character at the point of interest.

[0030] According to the above configuration (12), it is possible to easily place the virtual camera at a position suitable for the orientation of the installed object or character located at the position of the gaze point.

[0031] (13) The game program may cause the computer to control the virtual camera in a scene in which the point of interest is set to an installed object or character based on any of a plurality of control methods excluding a control method that changes the position of the virtual camera horizontally in the virtual space.

[0032] According to the above configuration (13), it is possible to reduce the possibility that the virtual camera will move in the scene and interfere with the installed object within the area.

[0033] (14) The character may be a non-player character that is placed in the area in response to a completion instruction or in response to the completion condition being met.

[0034] According to the above configuration (14), in the completion performance, a character related to the area can be presented to the user together with the editing area.

[0035] (15) The area may be an area set outdoors in the virtual space, and the predetermined position within the area may be the sky, a predetermined terrain, or the position of a predetermined building in the virtual space.

[0036] According to the above configuration (15), it is possible to increase the variety of effects that can be given when the game is completed outdoors in the virtual space.

[0037] Another example of the present invention may be an information processing device or an information processing system that executes the processes in (1) to (15) above. Also, another example of the present invention may be a game processing method that executes the processes in (1) to (15) above. [Effects of the Invention]

[0038] According to the above game program, information processing system, information processing device, and game processing method, it is possible to effectively perform a performance that allows the user to see the placement of objects. [Brief explanation of the drawings]

[0039] [Figure 1] A diagram showing an example of the left and right controllers attached to the main unit. [Figure 2] A diagram showing an example of the state when the left controller and right controller are detached from the main unit. [Figure 3] Six-sided views showing an example of the main unit [Figure 4] Six-sided diagram showing an example of the left controller [Figure 5] Six-sided diagram showing an example of the right controller [Figure 6] A block diagram showing an example of the internal configuration of a main unit. [Figure 7]A block diagram showing an example of the internal configuration of the main unit, left controller, and right controller. [Figure 8] FIG. 1 is a diagram showing an example of a room in a game space according to an embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing an example of a room in which the gaze point of a virtual camera is set to a reference gaze position. [Figure 10] FIG. 10 is a diagram showing an example of a room in which the gaze point of a virtual camera is set to a character. [Figure 11] FIG. 10 is a diagram showing an example of a room in which the gaze point of a virtual camera is set to an installation object. [Figure 12] FIG. 10 is a diagram showing an example of a method for determining the initial position of a virtual camera when the gaze point of the virtual camera is set to a character. [Figure 13] FIG. 10 is a diagram showing an example of a method for determining the initial position of a virtual camera when the gaze point of the virtual camera is set to an installation object; [Figure 14] FIG. 10 is a diagram showing an example of a method for determining the initial position of a virtual camera when the editing area is a garden and the gaze point of the virtual camera is set to a character. [Figure 15] FIG. 10 is a diagram showing an example of a method for determining the initial position of a virtual camera when the editing area is a garden and the focus point of the virtual camera is set to an installation object. [Figure 16] FIG. 10 is a diagram showing an example of various data used in information processing in a game system. [Figure 17] A flowchart showing an example of the flow of a completion effect process executed by the game system. [Figure 18] 10 is a sub-flowchart showing an example of the detailed flow of the processing of step S3 when the gaze point of the virtual camera is set to a character in an intermediate scene. [Figure 19] 10 is a sub-flowchart showing an example of a detailed flow of the process of step S3 when the gaze point of the virtual camera is set to an installed object in the intermediate scene. DETAILED DESCRIPTION OF THE INVENTION

[0040] [1. Game system configuration] A game system according to an example of this embodiment will be described below. An example of the game system 1 according to this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used by separating the main unit 2 from the left controller 3 and the right controller 4 (see FIG. 2). Below, the hardware configuration of the game system 1 according to this embodiment will be described, followed by a description of the control of the game system 1 according to this embodiment.

[0041] FIG. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in FIG. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and the right controller 4 are devices that have operation units that allow the user to perform inputs.

[0042] Fig. 2 is a diagram showing an example of the state in which the left controller 3 and the right controller 4 are detached from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. Note that, below, the left controller 3 and the right controller 4 may be collectively referred to as "controllers."

[0043] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular.

[0044] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a portable size. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0045] 3, the main unit 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0046] The main device 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitance type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (for example, a resistive type).

[0047] The main unit 2 is provided with a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed on the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0048] The main unit 2 also has a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via a wired connection, and a right terminal 21, which is a terminal for the main unit 2 to communicate with the right controller 4 via a wired connection.

[0049] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted therein. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0050] The main unit 2 has a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).

[0051] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIGS. 1 and 4). The left controller 3 can also be held in a vertically long orientation when detached from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0052] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit that can input directions. By tilting the analog stick 32, the user can input a direction corresponding to the tilt direction (and input a magnitude corresponding to the tilt angle). Note that instead of an analog stick, the left controller 3 may be equipped with a cross key or a slide stick that can perform slide inputs as a direction input unit. In this embodiment, input can be made by pressing the analog stick 32.

[0053] The left controller 3 is equipped with various operation buttons. The left controller 3 is equipped with four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. The left controller 3 also is equipped with a record button 37 and a - (minus) button 47. The left controller 3 is equipped with a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 is also equipped with a second L button 43 and a second R button 44 on the side of the housing 31 that is attached to the main unit 2. These operation buttons are used to issue instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0054] The left controller 3 also includes a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0055] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when detached from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0056] Like the left controller 3, the right controller 4 is equipped with an analog stick 52 as a directional input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may also be equipped with a cross key or a slide stick that allows slide input, instead of an analog stick. Like the left controller 3, the right controller 4 is equipped with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 is also equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the housing 51. Like the left controller 3, the right controller 4 is also equipped with a second L button 65 and a second R button 66.

[0057] The right controller 4 also includes a terminal 64 for wired communication between the right controller 4 and the main unit 2.

[0058] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-85, 87, 88, 91, 97, and 98 shown in Fig. 6. Some of these components 81-85, 87, 88, 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0059] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of, for example, only a CPU (Central Processing Unit), or may be composed of an SoC (System-on-a-chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (for example, a game program) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium inserted into slot 23, etc.).

[0060] The main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as examples of internal storage media built into the main device 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used primarily to store various types of data (which may be programs) saved in the main device 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.

[0061] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted into the slot 23 in accordance with instructions from the processor 81.

[0062] The processor 81 reads and writes data from and to the flash memory 84, DRAM 85, and the above-mentioned storage media as appropriate, to execute the above-mentioned information processing.

[0063] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with external devices using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (e.g., communication using a proprietary protocol or infrared communication) as a second communication mode. Note that wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication," in which data is transmitted and received by direct communication between multiple main units 2.

[0064] The main unit 2 is equipped with a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0065] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27. When performing wired communication with the left controller 3, the processor 81 transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When performing wired communication with the right controller 4, the processor 81 transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When performing wired communication with the right controller 4, the processor 81 transmits data to the cradle via the lower terminal 27. As described above, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4. When an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 or the main unit 2 alone is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0066] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. The main unit 2 can also communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main unit 2 using their own sets of left controllers 3 and right controllers 4. For example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can simultaneously input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0067] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-described information processing) and / or an image acquired from the outside.

[0068] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speakers 88 and the audio input / output terminal 25.

[0069] The main device 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each part of the main device 2 (specifically, each part that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to each of the above parts based on instructions from the processor 81.

[0070] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main device 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0071] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, left controller 3, and right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Figure 7 because they are shown in Figure 6.

[0072] The left controller 3 is equipped with a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7 , the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both via wired communication via the terminal 42 and via wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication between the left controller 3 and the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 communicates wirelessly with the main unit 2 (specifically, with the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed in accordance with, for example, the Bluetooth (registered trademark) standard.

[0073] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured, for example, by a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0074] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information related to operations performed on the button 103 and analog stick 32 to the communication control unit 101 at appropriate timing.

[0075] The communication control unit 101 acquires information related to the input (specifically, information related to the operation or the detection results from the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a predetermined process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every predetermined time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0076] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. In other words, the main unit 2 can determine the operation of each button 103 and analog stick 32 based on the operation data.

[0077] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0078] As shown in FIG. 7, the right controller 4 is equipped with a communication control unit 111 that communicates with the main unit 2. The right controller 4 also has a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both via wired communication via the terminal 64 and via wireless communication that does not use the terminal 64 (specifically, communication in accordance with the Bluetooth (registered trademark) standard), and controls the method of communication between the right controller 4 and the main unit 2.

[0079] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3 and operate in the same manner.

[0080] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3 and operates in the same manner.

[0081] [2. Overview of processing in the game system] Next, an overview of the processing executed in the game system 1 will be described with reference to FIGS. 8 to 15. In this embodiment, the game system 1 executes a game in which objects are placed in a game space, which is a virtual space. In this embodiment, a user (also called a player) in the game can edit the placed objects in a predetermined editing area within the game space. The specific content of the editing area is arbitrary. In this embodiment, the editing area may be a room of a character appearing in the game or the garden of the character's house.

[0082] FIG. 8 is a diagram showing an example of a room in the game space in this embodiment. A room 201 shown in FIG. 8 is an example of the above-mentioned editing area that can be edited by the user. As shown in FIG. 8, one or more installed objects are installed in the room 201. The installed objects are objects that the user can edit in terms of installation in the editing area. Specifically, the installed objects are furniture objects such as a desk or a bed, or item objects such as a clock or a vase. The specific content of the installed objects is arbitrary. Specific examples of installed objects may be other types of objects other than furniture or items.

[0083] In this embodiment, the user can give instructions for editing installed objects in the room 201. For example, the user can start an edit mode during the game and give the above-mentioned instructions for editing in the edit mode. That is, the game system 1 edits installed objects in the room 201 based on operation input by the user. Note that editing installed objects includes designating an object to be installed in an area, installing a designated object in an area, moving an object installed in an area, and erasing an object installed in an area from the area. This allows the user to install a desired installed object in the room 201 or install an installed object in a desired position and orientation in the room 201.

[0084] In this embodiment, the user can edit installed objects for the room of a character other than the player character (for example, a non-player character appearing in the game) in addition to the room of the player character operated by the user. For example, in a game, the player character may be requested by a non-player character to coordinate a room, and upon receiving the request, the user can edit the room of that non-player character.

[0085] In this embodiment, when editing of a non-player character's room is completed, the game system 1 executes a completion effect. The completion effect is, for example, an effect for introducing the state of the room after editing (specifically, the state of installation of installed objects). The conditions for executing the completion effect (which can also be referred to as "conditions for determining that room editing is complete") are arbitrary. The completion effect may be executed, for example, in response to a user issuing a completion instruction, or in response to the fulfillment of a completion condition defined in the game (for example, a predetermined number of installed objects have been installed, or a time limit has elapsed, etc.).

[0086] In this embodiment, the editing area is not limited to the room shown in FIG. 8, and the user can also edit outdoor areas in the game space. For example, in this embodiment, a player character can edit the garden of a non-player character's house in response to a request from the non-player character. In other embodiments, the specific content of the editing area is arbitrary, and an area other than a room or a garden may be the editing area.

[0087] [2-1. Overview of the performance upon completion] Next, an overview of the completion effects will be explained. Note that the following mainly describes the completion effects when the editing area is a room, and the completion effects when the editing area is a garden will be explained, focusing on the differences from when the editing area is a room.

[0088] In the completion rendering, the game system 1 sets a virtual camera at an appropriate position in the game space and generates and displays a game image representing the state of the editing area. In this embodiment, the completion rendering includes a plurality of scenes. In each scene, various parameters related to the virtual camera (such as the point of interest, position, attitude, and angle of view) are set, and an image of the editing area is generated and displayed based on the set parameters. The above parameters are set to change for each scene (although they may happen to be the same). In other words, in this embodiment, the point of interest (which can also be considered the subject of shooting), position, attitude, and / or angle of view of the virtual camera are changed each time the scene changes.

[0089] Specifically, in this embodiment, the completion effects include an intro scene, multiple (here, five) intermediate scenes, and an outro scene. In the intro scene and the outro scene, various parameters of the virtual camera are set to predetermined values. For example, in the intro scene, the virtual camera is set at a predetermined position within the editing area (for example, the entrance to a room or the entrance to a garden), and the parameters of the virtual camera are set so that the entire editing area or most of the editing area is within the field of view. Also, for example, in the outro scene, the focus point of the virtual camera is set at the center of the editing area, and the parameters of the virtual camera are set so that the entire editing area or most of the editing area is within the field of view.

[0090] In the intermediate scenes, various parameters of the virtual camera are dynamically set for each scene. That is, in the intermediate scenes, the virtual camera's gaze point, position, attitude, and / or field of view change for each scene. This changes the camerawork in the completion performance each time, making it possible to provide a performance that the user will not tire of. Note that in other embodiments, various parameters of the virtual camera may also be dynamically set in the intro and outro scenes, as in the intermediate scenes.

[0091] In an intermediate scene, the game system 1 first sets the point of interest of the virtual camera. Next, the game system 1 sets the initial state of the virtual camera in that scene other than the point of interest (for example, in this embodiment, the position, attitude, and angle of view of the virtual camera). Next, the game system 1 sets a control method for the virtual camera in that scene (specifically, how to move the virtual camera and how to change the angle of view). The method for setting the virtual camera in an intermediate scene will be described in detail below.

[0092] [2-2. Setting the gaze point in intermediate scenes] In this embodiment, the game system 1 sets the gaze point of the virtual camera in the intermediate scene to one of (a) the reference gaze position, (b) the position of the character placed in the editing area, and (c) the position of the installation object placed in the editing area.

[0093] In this embodiment, it is assumed that which of the above (a) to (c) is selected as the target for setting the point of interest in each of the five intermediate scenes included in one completion rendering is predetermined. More specifically, which of the above (a) to (c) is selected as the target for setting the point of interest is set for each of the five intermediate scenes in a predetermined order. Note that the specific selection method for the above selection is arbitrary. For example, in another embodiment, the game system 1 may randomly select which of the above (a) to (c) is selected as the target for setting the point of interest in each of the five intermediate scenes. More specifically, the game system 1 may randomly select which of the above (a) to (c) is selected as the target for setting the point of interest in each of the five intermediate scenes in a manner such that each of the above (a) to (c) is selected at least once in one completion rendering.

[0094] FIG. 9 is a diagram showing an example of a room in which the gaze point of the virtual camera is set to a reference gaze position. The reference gaze position in (a) above is a position determined in advance in a game program for the game. In the example shown in FIG. 9, the reference gaze position 203 at which the gaze point of the virtual camera 202 is set is the center position of the editing area (i.e., the room 201). More strictly speaking, the "center position of the editing area" refers to the center position of the editing area in the horizontal direction, and the reference gaze position 203 is the center of the room 201 in the horizontal direction and is a position at a predetermined height from the floor of the room 201. In addition, in this embodiment, the reference gaze position when the editing area is a room is a position within the editing area, but in other embodiments, the reference gaze position may be a position outside the editing area.

[0095] In this embodiment, there is one reference gaze position, but in other embodiments, multiple reference gaze positions may be set. In this case, when the gaze point of the virtual camera is set as the reference gaze position, the game system 1 may select one of the multiple reference gaze positions to set the position of the gaze point.

[0096] FIG. 10 is a diagram showing an example of a room in which the point of gaze of the virtual camera 202 is set to a character. In the example shown in FIG. 10, the character to which the point of gaze of the virtual camera 202 is set is, for example, a non-player character 204 (which may also be considered a non-player character that resides in the room or garden) who has been requested to coordinate the editing area. In this embodiment, the non-player character 204 is placed in the editing area in each scene in the completion presentation. In other words, the character to which the point of gaze is set is the non-player character 204 that is placed in the editing area in response to the completion instruction or in response to the completion condition being satisfied. This allows the non-player character 204 related to the editing area to be presented to the user together with the editing area in the completion presentation.

[0097] In the example shown in FIG. 10, when the gaze point of the virtual camera 202 is set to a character, the non-player character 204 is placed at a certain position (referred to as a "character position") in the editing area, and the gaze point is set to the position of the non-player character 204. Note that the character position is arbitrary, and the method for determining the character position is also arbitrary. For example, if no installation object is placed at the center of the editing area, the game system 1 may determine the center position as the character position, and if an installation object is placed at the center, the game system 1 may determine a position as close to the center as possible and where no installation object is placed as the character position. Note that the method for determining the orientation of the non-player character 204 placed at the character position is also arbitrary. For example, the game system 1 randomly determines the orientation of the non-player character 204.

[0098] There may be multiple candidates for the character to which the point of gaze of the virtual camera 202 can be set. For example, if there are multiple non-player characters that are residents of the editing area, each of these non-player characters may be a candidate. In this case, the game system 1 may determine the character to which the point of gaze of the virtual camera is to be set by any method. For example, the game system 1 may select one character from the multiple candidates in a predetermined order, or may select one character randomly.

[0099] FIG. 11 is a diagram showing an example of a room in which the point of gaze of a virtual camera is set to an installed object. In the example shown in FIG. 11, the installed object 205 to which the point of gaze of the virtual camera 202 is set is a table object. For the installed object in (c) above, the game system 1 selects one object to set the point of gaze to from one or more installed objects installed in the editing area. When there are multiple installed objects, the specific method for selecting one from the multiple installed objects is arbitrary. For example, the game system 1 may randomly select one from the multiple installed objects.

[0100] In this specification, "randomly selecting" does not necessarily mean a method in which each selection candidate is selected with equal probability, but also means a selection that results in randomness (i.e., a method in which the same selection result is not obtained each time a multiple attempt is made). For example, the game system 1 may select an installed object for which a point of gaze is to be set by a method in which a specific installed object, or an installed object for which a point of gaze has not been set in the current completion performance, is more likely to be selected than other installed objects. Furthermore, for example, the game system 1 may select an installed object for which a point of gaze is to be set by a method in which a specific installed object among multiple installed objects, or an installed object for which a point of gaze has been set in the current completion performance, is not selected (or is less likely to be selected than other installed objects). Note that the specific installed object in the above context refers to, for example, an installed object associated with the non-player character 204 who is a resident of the room 201 (e.g., an installed object requested to be installed by the non-player character 204), or an installed object of a specific type.

[0101] In this embodiment, when the editing area is a garden, the game system 1 may set a position other than the center of the editing area as the reference gaze position in (a) above. Specifically, when the editing area is a garden, the reference gaze positions may be a position above the editing area (e.g., the position of the sky), a position of a predetermined topography in the garden (e.g., a bridge), or a position of an object installed in the garden that is different from the installation object (e.g., a building object such as a house). That is, when the editing area is a garden and the gaze position of the virtual camera 202 is to be set as the reference gaze position, the game system 1 sets the gaze position of the virtual camera 202 by selecting one of the center position of the editing area and the above three positions as the reference gaze position. Note that the specific method of this selection is arbitrary, and may be, for example, a random selection method.

[0102] As described above, in this embodiment, the editing area may be an area set outdoors in a virtual space. In this case, the reference gaze position within the editing area may be the sky, a predetermined terrain (e.g., a bridge), or a predetermined building (e.g., a house) in the virtual space. This increases the variety of camerawork in each scene of the completion performance.

[0103] [2-3. Setting the initial state of the virtual camera in the intermediate scene] After setting the virtual camera's point of interest in the intermediate scene, the game system 1 sets the initial state of the virtual camera 202 in the intermediate scene except for the point of interest. Specifically, the position, attitude, and angle of view of the virtual camera 202 are set. Below, a method for setting the initial state of the virtual camera 202 will be described for each type of virtual camera's point of interest (i.e., the above types (a) to (c)).

[0104] First, a setting method will be described when the gaze point of virtual camera 202 is set to the reference gaze position. In this case, game system 1 sets the initial position of virtual camera 202 to a position outside the editing area. In this embodiment, game system 1 selects one position from among candidate positions set in the four directions around the editing area (specifically, in each of the north, south, east, and west directions in the game space), and sets virtual camera 202 at the selected position. The specific selection method is arbitrary, and for example, one candidate position may be selected randomly from multiple candidate positions. In this case, game system 1 may select a candidate position randomly so that a candidate position already selected in an intermediate scene in the current completion presentation is unlikely to be selected (or will not be selected at all).

[0105] As described above, the gaze point of virtual camera 202 is set to the reference gaze position within the editing area, and therefore the orientation of virtual camera 202 is set so that it faces the reference gaze position within the editing area from outside the editing area (see FIG. 9). Furthermore, game system 1 sets the angle of view of virtual camera 202 to a predetermined angle of view (for example, an angle of view that includes almost the entire room in the field of view).

[0106] As described above, in this embodiment, the editing area may be a room, and the reference gaze position may be a position within the room. In this case, the game system 1 sets the position of the virtual camera 202 outside the room in an intermediate scene in which the gaze point of the virtual camera 202 is set to a position within the room. This allows the virtual camera 202 to be set at a position where the installed objects within the editing area do not interfere with the virtual camera 202. As will be described in detail later, this also allows the virtual camera 202 to be freely moved from its initial position without interfering with the installed objects within the editing area.

[0107] Next, a method for setting the initial position when the gaze point of virtual camera 202 is set to a character will be described. In this case, game system 1 sets a position within the editing area around the character as the initial position of virtual camera 202 (see FIG. 10). An example of a method for determining the initial position in the above case will be described below with reference to FIG. 12.

[0108] FIG. 12 is a diagram showing an example of a method for determining the initial position of a virtual camera when the virtual camera's point of interest is set to a character. FIG. 12 is a diagram schematically showing a part of an editing area (here, a room) viewed from above. In this embodiment, a lattice-like square (which can also be called a grid) is set in the editing area (see FIG. 12), and objects can be placed in units of squares (for example, in 0.5 square units). FIG. 12 is a diagram schematically showing the placement of a virtual camera 202 and a non-player character 204 (i.e., a character set as the point of interest) using the above-mentioned squares.

[0109] When the gaze point of the virtual camera is set to a character, the game system 1 first sets a search start position for searching for the initial position of the virtual camera 202. In this embodiment, the search start position is a square that is two squares away from the square where the non-player character 204 is placed and that is in a front direction of the non-player character 204 (the square where the virtual camera 202 is placed in FIG. 12 ). As will be described in detail later, it can be said that the search start position is the position with the highest priority for being set as the initial position of the virtual camera 202. By setting a position in a front direction of the non-player character 204 as the search start position, it becomes easier for the virtual camera 202 to capture an image of the non-player character 204 from a front direction at the start of an intermediate scene. This makes it possible to generate a scene in which the user can easily recognize the non-player character 204.

[0110] Next, the game system 1 sets two search paths 211 and 212 that extend from the square at the search start position, passing beside the non-player character 204, to a square behind the non-player character 204. The two search paths 211 and 212 are set so as to surround the non-player character 204 (see FIG. 12). Each of the search paths 211 and 212 is set so as to pass through a square that is two squares away from the square of the non-player character 204.

[0111] As described above, the search path shown in Figure 12 is set based on the squares used to place the installation objects. Note that in other embodiments, the search path may be set at any position in the game space and does not need to be set based on the squares (the same applies to the search paths shown in Figures 13 to 15). For example, the search path may be set in a circular shape that surrounds the target (i.e., character or installation object) located at the point of interest when the game space is viewed from above.

[0112] The game system 1 searches for a position that satisfies the initial placement conditions along search paths 211 and 212 from the search start position. In this embodiment, the initial placement conditions are that the position is one where virtual camera 202 can be placed and that no installed object is installed between the position and the position of the point of interest. Here, a position where virtual camera 202 can be placed is a position where no installed object is installed. Furthermore, whether or not an installed object is installed between the position and the position of the point of interest is determined, for example, by whether or not an installed object is installed in a square between the square of the position and the square of the point of interest. Note that in other embodiments, the content of the initial placement conditions is arbitrary, and the initial placement condition may, for example, be a condition that only the position is one where virtual camera 202 can be placed.

[0113] As described above, the game system 1 searches along the search paths 211 and 212 in order from the search start position for a position where no installed object is installed and where no installed object is installed between that position and the position of the point of interest. In this embodiment, the above search is performed every predetermined distance (for example, a distance of 0.5 squares) on the search path. In other words, the game system 1 determines whether or not a certain position on the search path satisfies the initial placement condition, and then performs a similar determination on a position that is moved a predetermined distance along the search path from the position where the determination was made.

[0114] In this embodiment, the game system 1 sets the position that satisfies the initial placement conditions and has the smallest amount of movement from the search start position (the movement amount for the search start position is assumed to be 0) as the initial position of the virtual camera 202. The position that has the smallest amount of movement from the search start position can also be said to be the position that is closest to the front of the non-player character 204. It is also possible that the amount of movement is equal between a position found on the search path 211 that satisfies the initial placement conditions and a position found on the search path 212 that satisfies the initial placement conditions. In this case, the game system 1 selects one of the positions by any method (for example, by selecting a position on one of the predetermined search paths) and sets it as the initial position of the virtual camera 202.

[0115] Furthermore, if no position that satisfies the initial placement conditions is found for the search paths 211 and 212, the game system 1 sets a new search path that is a predetermined distance (for example, 0.5 squares) away from the non-player character 204 than the search paths 211 and 212 (i.e., a path that is a predetermined distance outside the search paths 211 and 212). The game system 1 then performs the above-mentioned search for the newly set search path. If no position that satisfies the initial placement conditions is found, the game system 1 repeats setting a search path and searching on the set search path until the distance from the non-player character 204 to the search path reaches a predetermined upper limit (for example, a distance of 4.5 squares).

[0116] In this embodiment, if a position that satisfies the initial placement conditions is not found even after searching until the distance reaches the upper limit, the game system 1 resets the gaze point of the virtual camera 202. Specifically, in the above case, the game system 1 resets the gaze point of the virtual camera 202 to the reference gaze position. This makes it possible to reliably set the initial position of the virtual camera 202. Note that in other embodiments, the game system 1 may repeat setting a search path and searching on the set search path until a position that satisfies the initial placement conditions is found, without setting the upper limit.

[0117] In this embodiment, if the position to be searched in the above search is outside the editing area (i.e., if part of the search path is outside the wall of the room 201), the game system 1 does not determine that the position outside the editing area is a position that satisfies the initial placement conditions. Specifically, in the above case, the game system 1 may perform a search by correcting the search path so that it is a position within the editing area, or may determine that the searched position does not satisfy the initial placement conditions if it is a position outside the editing area.

[0118] In this embodiment, the initial position of virtual camera 202 in the horizontal direction is determined by the above search. The initial position of virtual camera 202 in the vertical direction (i.e., the height direction in the game space) is set to a predetermined height. In other embodiments, the vertical position may also be determined by the above search. For example, if the game system 1 sets the search path at a certain height and no position that satisfies the initial placement conditions is found for that search path, it may set a new search path at a position shifted vertically from the search path and perform a search again.

[0119] As described above, the focus point of the virtual camera 202 is set to the position of the non-player character 204, and therefore the virtual camera 202 is set to a posture that faces the position of the non-player character 204 from the initial position (see FIG. 10). Furthermore, the game system 1 sets the angle of view of the virtual camera 202 to a predetermined angle of view (for example, an angle of view that includes the entire non-player character 204 in the field of view).

[0120] Next, a method for setting the initial position when the gaze point of virtual camera 202 is set to an installation object will be described. In this case, game system 1 sets a position within the editing area around the installation object as the initial position of virtual camera 202 (see FIG. 11). An example of a method for determining the initial position in the above case will be described below with reference to FIG. 13.

[0121] Fig. 13 is a diagram showing an example of a method for determining the initial position of a virtual camera when the point of interest of the virtual camera is set to an installed object. Like Fig. 12, Fig. 13 is a diagram showing a schematic view of a part of an editing area (here, a room) as seen from above. Fig. 13 is a diagram showing a schematic arrangement of a virtual camera 202, a non-player character 204, and an installed object 205 set to the point of interest, using the above-mentioned grid.

[0122] In this embodiment, the game system 1 first places the non-player characters 204 around the installation object 205 (see FIG. 11). For example, the non-player characters 204 are placed in squares adjacent to the installation object 205 and in front of the installation object 205. Furthermore, the non-player characters 204 are placed so as to face the installation object 205.

[0123] If the non-player character 204 cannot be placed at the above position (i.e., if a setting object has been placed at that position), the game system 1 places the non-player character 204 in a square adjacent to the setting object 205 and located to the side or rear of the setting object 205. Furthermore, if the non-player character 204 cannot be placed in a square adjacent to the setting object 205, the game system 1 resets the point of gaze of the virtual camera 202. Specifically, in the above case, the game system 1 sets the position of another setting object different from the setting object 205 as the point of gaze, and places the non-player character 204 around the other setting object. This makes it possible to place the non-player character near the setting object. If the non-player character 204 cannot be placed around any of the setting objects in the editing area, the game system 1 may change the point of gaze of the virtual camera 202 to the reference gaze position.

[0124] Next, the game system 1 sets a search start position for searching for the initial position of the virtual camera 202. When the gaze point of the virtual camera 202 is set to the installation object 205, the search start position is a square that is two squares away from the square on which the installation object 205 is installed and that is in a direction that forms an angle of 90° with respect to the direction in which the non-player character 204 is installed relative to the installation object 205 (the square on which the virtual camera 202 is installed in FIG. 13). As described above, the search start position is the position with the highest priority for being set as the initial position of the virtual camera 202, so by setting the search start position as described above, it becomes easier to display an image that includes both the installation object 205 and the non-player character 204 without overlapping them at the start of the intermediate scene.

[0125] Next, the game system 1 sets two search paths 213 and 214 that extend from the square of the search start position, passing beside the installation object 205, to the square on the opposite side of the search start position when the installation object 205 is used as the reference. The two search paths 213 and 214 are set so that these two search paths 213 and 214 surround the installation object 205 (and the non-player character 204) (see FIG. 13). Each of the search paths 213 and 214 is set so that it passes through a square that is two squares away from the square of the installation object 205.

[0126] The game system 1 searches for a position that satisfies the initial placement conditions along search paths 213 and 214 from the search start position. The initial placement conditions when the point of gaze of the virtual camera 202 is set to the installation object 205 are the same as the initial placement conditions when the point of gaze of the virtual camera 202 is set to the character. Here, when the point of gaze of the virtual camera 202 is set to the installation object 205, the game system 1 first searches along search path 214 in the front direction of the non-player character 204, and then searches along search path 213 in the rear direction of the non-player character 204. In other words, the game system 1 searches for a position that satisfies the initial placement conditions along search path 214 from the search start position, and if no position that satisfies the initial placement conditions is found, it searches along search path 213 from the search start position. As described above, the game system 1 can determine the initial position of the virtual camera 202 so as to prioritize positions around the installation object 205 that allow the non-player character 204 to be imaged from the front (rather than positions that allow the non-player character 204 to be imaged from the rear). Note that in the search shown in Fig. 13 as well, a search is performed every predetermined distance (for example, a distance of 0.5 squares) on the search path, similar to the search shown in Fig. 12.

[0127] Furthermore, if no position that satisfies the initial placement conditions is found for the search paths 213 and 214, the game system 1 sets a new search path that is a predetermined distance (e.g., 0.5 squares) away from the installation object 205 than the search paths 213 and 214 (i.e., a path that is a predetermined distance on the outer periphery).The game system 1 then performs the above search on the newly set search path.The game system 1 repeats setting a search path and searching on the set search path until the distance from the installation object 205 to the search path reaches a predetermined upper limit (e.g., a distance of 4.5 squares).

[0128] In this embodiment, if a position that satisfies the initial placement conditions is not found even after searching until the distance reaches the upper limit, the game system 1 resets the gaze point of the virtual camera 202. Specifically, in the above case, the game system 1 resets the gaze point of the virtual camera 202 to the reference gaze position. This makes it possible to reliably set the initial position of the virtual camera 202. Note that in other embodiments, the game system 1 may repeat setting a search path and searching on the set search path until a position that satisfies the initial placement conditions is found, without setting the upper limit.

[0129] In addition, when the gaze point of the virtual camera 202 is set to an installation object, as in the case where the gaze point is set to a character, if the position to be searched in the above search is outside the editing area, the game system 1 will not determine that the position outside the editing area is a position that satisfies the initial placement conditions.

[0130] Furthermore, when the gaze point of virtual camera 202 is set to a set object, the initial position of virtual camera 202 in the horizontal direction is determined by the above search, just as when the gaze point is set to a character. The initial position of virtual camera 202 in the vertical direction (i.e., the height direction in the game space) is set to a predetermined height.

[0131] As described above, the gaze point of virtual camera 202 is set to the position of installation object 205, and therefore virtual camera 202 is set to assume an orientation that faces the position of installation object 205 from the initial position (see FIG. 11). Furthermore, game system 1 sets the angle of view of virtual camera 202 to a predetermined angle of view (for example, an angle of view that includes the entire installation object 205 and non-player character 204 in the field of view).

[0132] As described above, in this embodiment, the editing area may be a room in a virtual space. In this case, the game system 1 sets the virtual camera 202 at a position where no installed object (meaning both an installed object set at the point of gaze and an installed object not set at the point of gaze) is installed in the room in an intermediate scene in which an installed object or character is set at the point of gaze of the virtual camera 2020. This reduces the possibility that, in a scene in which an image of a target (i.e., an installed object or character at the position of the point of gaze) is captured from a viewpoint inside the room, the target will be obstructed by another installed object different from the target and will not be displayed properly.

[0133] Furthermore, in this embodiment, in an intermediate scene in which the gaze point of the virtual camera 202 is set to an installed object or a character, the game system 1 performs a search along a search path that is set based on the orientation of the object at the gaze point, and sets a position found by the search in which no installed object is installed as the initial position of the virtual camera 202 (see FIGS. 12 and 13 ). In this embodiment, it can be said that a position on the search path that is closer to the search start position that is set based on the orientation of the object at the gaze point has a higher priority for being set as the initial position of the virtual camera 202. In other words, in this embodiment, the game system 1 sets the position of the virtual camera in the above intermediate scene from among positions in the room in which no installed object is installed, based on a priority that is set based on the orientation of the object. This makes it easier to place the virtual camera in a position appropriate for the orientation of the object at the gaze point. For example, in the above intermediate scene, an image of the object viewed from the front is more likely to be displayed.

[0134] Furthermore, in this embodiment, the above search path is first searched for within a predetermined distance range (specifically, within a distance of two squares) from the position of the target at the point of gaze. If no position satisfying the initial placement conditions is found on the search path, the distance range from the target's position is changed and the search path is reset. Therefore, in this embodiment, it can be said that a position within a predetermined distance range from the target's position has a high priority for being set as the initial position of the virtual camera 202. In other words, in this embodiment, in an intermediate scene in which the point of gaze of the virtual camera 202 is set to an installed object or character, the game system 1 sets the position of the virtual camera based on a priority set based on the position of the target at the point of gaze among positions in the room where no installed object is installed. This makes it easier to position the virtual camera at a distance appropriate for photographing the target. For example, in the above intermediate scene, an image of the target viewed from an appropriate distance is more likely to be displayed.

[0135] In this embodiment, the initial placement condition includes a condition that no installed object is installed between the virtual camera 202 and the position of the point of gaze. This reduces the possibility that an installed object will be hidden by the installed object in the intermediate scene by placing an installed object between the virtual camera 202 and the target at the point of gaze. In this embodiment, the search path is set around (more specifically, so as to surround) the target at the point of gaze (see FIGS. 12 and 13 ), allowing positions in various directions relative to the target to be searched. In other words, the game system 1 sets the initial position of the virtual camera 202 using multiple candidate positions with different orientations relative to the target at the point of gaze as candidates. This makes it easier to find a position where the target is not hidden by an installed object through search.

[0136] On the other hand, when the editing area is a garden, a search path is set that is different from the search path when the virtual camera's point of interest is set to a character or an installed object. Fig. 14 is a diagram showing an example of a method for determining the initial position of the virtual camera when the editing area is a garden and the virtual camera's point of interest is set to a character. Fig. 15 is a diagram showing an example of a method for determining the initial position of the virtual camera when the editing area is a garden and the virtual camera's point of interest is set to an installed object.

[0137] 14, when the editing area is a garden and the gaze point of virtual camera 202 is set to non-player character 204, search paths 215 and 216 are set to extend linearly on both the left and right sides from the search start position (i.e., the left and right when the direction from the search start position toward non-player character 204 is considered to be the front). Search paths 215 and 216 are set to a predetermined length (for example, a length of 2.5 squares).

[0138] As described above, the search path differs depending on whether the editing area is a garden or a room. However, when the editing area is a garden, the search is performed in the same manner as when the editing area is a room. That is, the game system 1 searches for a position that satisfies the above-mentioned initial placement conditions along the search paths 215 and 216 from the search start position. The game system 1 then sets the position that satisfies the initial placement conditions and that has the smallest movement amount from the search start position as the initial position of the virtual camera 202. If no position that satisfies the initial placement conditions is found along the search paths 215 and 216, the game system 1 sets a new search path that is a predetermined distance (e.g., 0.5 squares) away from the non-player character 204 than the search paths 215 and 216. The game system 1 then performs the above-mentioned search on the newly set search path. If no position that satisfies the initial placement conditions is found, the game system 1 repeats setting a search path and searching on the set search path until the distance from the non-player character 204 to the search path reaches a predetermined upper limit (e.g., a distance of 4.5 squares).

[0139] 15, when the editing area is a garden and the virtual camera's point of view is set to installation object 205, search paths 217 and 218 are set to extend linearly on both the left and right sides from the search start position (left and right when the direction from the search start position to installation object 205 is considered to be the front). Search paths 217 and 218 are set to a predetermined length (for example, a length of 2.5 squares).

[0140] As described above, the search path differs depending on whether the editing area is a garden or a room, but when the editing area is a garden, the search is performed in the same manner as when the editing area is a room. That is, the game system 1 searches for search path 218 in the direction in front of the non-player character 204, and then searches for search path 217 in the direction behind the non-player character 204. If no position that satisfies the initial placement conditions is found for search paths 217 and 218, the game system 1 sets a new search path that is a predetermined distance (e.g., 0.5 squares) away from the installation object 205 than the search paths 217 and 218. If no position that satisfies the initial placement conditions is found, the game system 1 repeats setting a search path and searching on the set search path until the distance from the installation object 205 to the search path reaches a predetermined upper limit (e.g., a distance of 4.5 squares).

[0141] When the editing area is a garden and the point of gaze is set to the reference gaze position, the initial position of virtual camera 202 is set to be located on a predetermined side of the reference gaze position. This "predetermined side" is the same as the side on which the search start position is set for a character or an installed object when the point of gaze is set for the character or the installed object. Therefore, in this embodiment, when the editing area is a garden, virtual camera 202 is always located on the predetermined side of the point of gaze. As a result, one side of various objects placed in the garden is not displayed in the completion presentation, so game system 1 can omit a model of that side of the object, thereby reducing the amount of data for the object.

[0142] As described above, in this embodiment, the completion effect includes a plurality of scenes (specifically, an intro scene, an intermediate scene, and an outro scene), and the game system 1 resets the virtual camera's focus point and position for each of the plurality of scenes (specifically, an intermediate scene). This allows the virtual camera's focus point and position to change for each intermediate scene, making it possible to perform the completion effect with a wide variety of camera work.

[0143] More specifically, game system 1 sets the gaze point of virtual camera 202 in a predetermined order for each scene from the position of any of the installed objects installed in the editing area, predetermined positions within the editing area, and characters placed within the editing area. This allows various objects or positions within the editing area to be photographed by virtual camera 202, making it possible to provide a wide variety of scenes.

[0144] [2-4. Setting the virtual camera control method for intermediate scenes] After setting the initial state of the virtual camera in the intermediate scene, the game system 1 sets a control method for the virtual camera 202 in the intermediate scene. Specifically, the game system 1 sets a control method for controlling the movement and angle of view of the virtual camera 202 in the intermediate scene.

[0145] In this embodiment, the game system 1 has prepared in advance a plurality of control methods for the virtual camera 202. For example, the plurality of control methods include the following control methods. (A) Control method for vertical changes in the game space Examples of the control method (A) above include a control method for moving the virtual camera 202 in parallel in the vertical direction, a control method for rotating the virtual camera 202 in the vertical direction (which can also be called the pitch direction) while changing the attitude so that the point of gaze is fixed, and a control method for changing the attitude of the virtual camera 202 in the pitch direction. (B) Control method for horizontal changes in the game space Examples of the control method (B) above include a control method for moving the virtual camera 202 parallel to the left and right or forward and backward, and a control method for rotating the virtual camera 202 horizontally while changing its posture so that the point of gaze is fixed. (C) Control method for changing the angle of view of the virtual camera 202 The control method (C) above includes, for example, a control method for reducing the angle of view (zoom in) and a control method for increasing the angle of view (zoom out). In other embodiments, it is not necessary to provide and use all of the control methods (A) to (C) above, and some of the control methods may be used. Also, in other embodiments, a control method that combines the control methods (A) to (C) above may be provided as the plurality of control methods.

[0146] When the gaze point is the above-mentioned reference gaze position, the game system 1 sets the control method for the virtual camera 202 in the intermediate scene by selecting one of the prepared control methods (A) to (C) above. Note that the specific method for selecting the control method is arbitrary. For example, the game system 1 may randomly select one of the above control methods. In this case, the game system 1 may randomly select one of the control methods so that a control method already set in the intermediate scene in the current completion performance is not selected (or is unlikely to be selected) again.

[0147] As described above, in this embodiment, in an intermediate scene (see FIG. 9 ) in which the gaze point of virtual camera 202 is set to a predetermined position within room 201 (i.e., the reference gaze position) and the position of virtual camera 202 is set to outside room 201, game system 1 controls virtual camera 202 based on one of a plurality of control methods including a method of translating virtual camera 202 and a method of rotating virtual camera 2020 while fixing the gaze point. According to this, by placing virtual camera 202 outside room 201, it is possible to move virtual camera 202 without any interference from installed objects within room 201. Furthermore, since virtual camera 202 can be controlled in many variations, it is possible to increase the variety of intermediate scenes.

[0148] On the other hand, when the point of gaze is the position of a character or an installed object, the game system 1 sets the control method for the virtual camera 202 in the intermediate scene by selecting one of the prepared control methods (A) or (C) above. In the above case, the specific method for selecting the control method is also arbitrary, and the game system 1 may randomly select one of the control methods above, just as when the point of gaze is the reference gaze position.

[0149] As described above, in this embodiment, in an intermediate scene in which the gaze point of virtual camera 202 is set to a character or an installed object, game system 1 controls the virtual camera based on one of a plurality of control methods (i.e., control method (A) or (C) above) excluding the control method for changing the position of virtual camera 202 in the horizontal direction in the game space. This reduces the possibility that movement of virtual camera 202 in the intermediate scene will result in interference with an installed object in the editing area.

[0150] When the editing area is a garden, as in the case where it is a room, the game system 1 sets the control method for the virtual camera 202 in the intermediate scene by selecting one from the above-mentioned plurality of prepared control methods. That is, when the gaze point of the virtual camera 202 is the reference gaze position, the game system 1 selects one from the above-mentioned control methods (A) to (C), and when the gaze point of the virtual camera 202 is a character or a set object, the game system 1 sets the control method by selecting one from the above-mentioned control method (A) or (C). However, when the editing area is a garden and the gaze point is the reference gaze position, in addition to the center position of the editing area, a position above the editing area (for example, a position in the sky) may be set as the reference gaze position. In this embodiment, when the position above the editing area as the reference gaze position is set to the position of the point of gaze, the game system 1 selects a control method from among control methods that display the garden after the virtual camera 202 moves from its initial position (for example, a control method that changes the line of sight of the virtual camera 202 downward, or a control method that zooms out the virtual camera 202). This is to prevent the garden from not being displayed (or being barely displayed) in the intermediate scene when the position above the editing area is set to the position of the point of gaze.

[0151] As described above, in this embodiment, during an intermediate scene, the game system 1 changes at least one of the position, attitude, and angle of view of the virtual camera 202 from the position of the virtual camera 202 set at the start of the intermediate scene (i.e., the initial position). This allows the intermediate scene to be displayed in an effective manner with movement.

[0152] In this embodiment, as described above, the initial state and control method of virtual camera 202 are set for each intermediate scene in the completion rendering. That is, game system 1 selects one of a plurality of preset control methods for virtual camera 202 for each intermediate scene, and changes at least one of the position, attitude, and angle of view of virtual camera 202 in that intermediate scene based on the control method selected for the intermediate scene. This allows the way virtual camera 202 changes to differ for each intermediate scene, thereby increasing the variety of completion renderings and enabling more effective rendering.

[0153] Furthermore, as described above, in this embodiment, the control methods selectable in the control method selection differ depending on whether the set gaze point is a reference gaze position, a character, or an installed object. This allows virtual camera 202 to be controlled by a control method that corresponds to the type of object for which the gaze point is set, making it easier to generate an appropriate intermediate scene image that corresponds to the type of object.

[0154] In this embodiment, the control method is selected randomly, so that the game system 1 can generate an intermediate scene with different content each time a completion effect is performed, thereby providing effective effects that the user will not tire of.

[0155] Furthermore, in this embodiment, when the point of gaze is set to the reference gaze position, virtual camera 202 is set to a position outside the editing area, and when the point of gaze is set to a character or a placed object, virtual camera 202 is set to a position within the area. Here, in the former case, an image including most of the editing area (for example, an image looking down on the editing area) is displayed, and in the latter case, an image focusing on the object at the position of the point of gaze is displayed. Therefore, in this embodiment, the completion performance allows the user to check both the overall state of the editing area and the character or object placed in the editing area.

[0156] [2-5. Character movement control during completion performance] In the completion presentation, the game system 1 controls the actions of the non-player characters 204. That is, in each scene in the completion presentation, the non-player characters 204 are controlled by the game system 1 to perform various actions. While any specific method for controlling the actions of the non-player characters 204 may be used, in this embodiment, the actions of the non-player characters 204 are controlled as follows.

[0157] When the gaze point of the virtual camera 202 is set to the reference gaze position, the game system 1 randomly selects an action to be performed by the non-player character 204 from among pre-prepared action candidates. Note that the game system 1 may control the non-player character 204 to perform a specific action depending on the reference gaze position that has become the gaze point. For example, when the gaze point is set to the position of the bridge described above, the non-player character 204 may be controlled to perform an action of walking across the bridge.

[0158] When the gaze point of the virtual camera 202 is set to the non-player character 204, the game system 1 randomly selects an action to be performed by the non-player character 204 from among pre-prepared action selection candidates. Note that the action selection candidates when the gaze point is set to the non-player character 204 may be the same as or different from the selection candidates when the gaze point is set to the reference gaze position. Furthermore, the game system 1 may (randomly) select an action to be performed by the non-player character 204 based on the personality set for the non-player character 204. For example, the game system 1 may randomly select an action to be performed by the non-player character 204 so that the non-player character 204 is more likely to perform a specific action according to the personality.

[0159] When the gaze point of the virtual camera 202 is set to an installed object, the game system 1 controls the non-player character 204 to perform an action associated with the installed object. An action associated with an installed object is an action related to the installed object. For example, an action associated with an installed object is an action performed by the non-player character 204 with respect to the installed object, and more specifically, if the installed object is a chair, it is an action of sitting on the chair. Note that in other embodiments, multiple actions associated with a single installed object may be prepared, and the game system 1 may select one action (for example, randomly) from the multiple action options.

[0160] In each scene in the completion performance, when switching from the previous scene to the next scene, the game system 1 moves the non-player character 204 as necessary. For example, if the gaze point of the virtual camera 202 is set to the non-player character 204 or a set object in the next scene, the non-player character 204 may be moved from its position in the previous scene so as to be positioned at the above-mentioned position. In addition, in the outro scene, the non-player character 204 is positioned at a predetermined position. Therefore, if the non-player character 204 is positioned at a position different from the position in the intermediate scene immediately before the outro scene, the game system 1 moves the non-player character 204 to that position.

[0161] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.

[0162] 16 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in FIG. 16 is stored in a storage medium accessible by the main unit 2 (for example, flash memory 84, DRAM 85, and / or a memory card inserted in the slot 23).

[0163] 16, the game system 1 stores a game program. The game program is a game program for executing the game processing in this embodiment (specifically, the processing shown in FIGS. 17 to 19). The game system 1 also stores character data, object data, and camera data.

[0164] The character data indicates various information related to a character (e.g., the non-player character 204) placed in the editing area. Specifically, the character data includes data indicating the position and orientation of the character in the editing area. In addition to this data, the character data may also include data indicating parameters indicating the character's abilities and / or characteristics (including the above-mentioned individuality). Note that when multiple characters are placed in the editing area, the character data includes data indicating the above-mentioned various information for each character.

[0165] The object data indicates various information related to an object (e.g., the above-mentioned installed object) placed in the editing area. Specifically, the object data includes data indicating the position and orientation of the object in the editing area. Note that when multiple objects are placed in the editing area, the object data includes data indicating the above-mentioned various information for each object.

[0166] The camera data indicates various information related to the virtual camera in the game space. Specifically, the camera data includes camera state data and control method data. The camera state data indicates various parameters that indicate the state of the virtual camera (specifically, the gaze point, position, attitude, angle of view, etc.). The control method data indicates the control method of the virtual camera in each scene of the completion performance.

[0167] 17 is a flowchart showing an example of the flow of the completion effect processing executed by the game system 1. The completion effect processing shown in FIG. 17 is started, for example, during execution of the game program, when it is time to start the completion effect (for example, when editing of the editing area is completed). In this embodiment, in the editing processing executed before the completion effect processing, processor 81 arranges an object in the editing area based on an editing operation input by the user, and stores object data indicating the arrangement in the storage medium.

[0168] In the present embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to perform the processing of each step shown in FIGS. 17 to 19 . However, in other embodiments, some of the processing of each step may be performed by a processor other than the processor 81 (for example, a dedicated circuit, etc.). Furthermore, if the game system 1 is capable of communicating with another information processing device (for example, a server), some of the processing of each step shown in FIGS. 17 to 19 may be performed by the other information processing device (that is, the game system 1 may include the other information processing device). Furthermore, the processing of each step shown in FIGS. 17 to 19 is merely an example, and the order of the processing of each step may be reversed, or another process may be performed in addition to (or instead of) the processing of each step, as long as similar results are obtained.

[0169] 17 to 19, the processor 81 executes the processes of the steps shown in Fig. 17 to 19 using a memory (for example, a DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.

[0170] In step S1 shown in FIG. 17, processor 81 determines whether or not to start a new scene in the completion rendering. In the present embodiment, processor 81 determines to start a new scene in the completion rendering when the completion rendering starts and an intro scene starts, or when the previous scene ends during the completion rendering. The timing to end each scene in the completion rendering is arbitrary. For example, processor 81 ends a scene when a predetermined time has elapsed since the scene started. If the determination result in step S1 is positive, the process of step S2 is executed. On the other hand, if the determination result in step S1 is negative, the processes of steps S2 to S5 are skipped and the process of step S6 is executed.

[0171] In step S2, processor 81 sets the point of interest of the virtual camera in the new scene to be started. Specifically, if the new scene is an intro scene or an outro scene, processor 81 sets a predetermined target (for example, the center position of the editing area) as the point of interest. Also, if the new scene is an intermediate scene, processor 81 sets the point of interest according to the method described above in "[2-2. Setting the Point of Interest in an Intermediate Scene]". Processor 81 updates the contents of the camera state data in the camera data stored in the storage medium so as to indicate the set point of interest. Following step S2, the processing of step S3 is executed.

[0172] In step S3, processor 81 sets the initial state (specifically, the initial position, initial posture, and initial angle of view) of the virtual camera in the new scene to be started, except for the point of interest. Specifically, if the new scene is an intro scene or an outro scene, processor 81 sets the initial state to a predetermined state. Also, if the new scene is an intermediate scene, processor 81 sets the initial state according to the method described above in "[2-3. Setting the Initial State of the Virtual Camera in an Intermediate Scene]". Note that details of the process for setting the initial state of the virtual camera when the point of interest of the virtual camera is set to a character or a set object in an intermediate scene will be described later with reference to Figures 18 and 19. Processor 81 updates the contents of the camera state data in the camera data stored in the storage medium so as to indicate the set initial state. Following step S3, the process of step S4 is executed.

[0173] In step S4, processor 81 sets a virtual camera control method for the new scene to be started. Specifically, if the new scene is an intro scene or an outro scene, processor 81 sets a predetermined control method. Also, if the new scene is an intermediate scene, processor 81 sets the control method according to the method described above in "[2-4. Setting a Virtual Camera Control Method for an Intermediate Scene]". Processor 81 updates the content of the control method data in the camera data stored in the storage medium so as to indicate the set control method. Following step S4, the process of step S5 is executed.

[0174] In step S5, processor 81 sets the actions of the characters (i.e., non-player characters 204) in the new scene to be started. Specifically, if the new scene is an intro scene or an outro scene, processor 81 sets predetermined actions as the actions to be performed by the characters. Also, if the new scene is an intermediate scene, processor 81 sets the actions of the characters according to the method described above in "[2-5. Character Action Control in Completion Effect]". Following step S5, the processing of step S6 is executed.

[0175] As described above, in this embodiment, processor 81 performs settings related to the virtual camera and characters in a scene each time a new scene starts during the completion effect processing. However, in other embodiments, processor 81 may perform settings related to the virtual camera and characters in each intermediate scene included in the completion effect all at once at the start of the completion effect processing.

[0176] In step S6, processor 81 controls the virtual camera in accordance with the control method set in step S4. That is, processor 81 changes the state of the virtual camera in accordance with the content indicated by the control method data in the camera data stored in the storage medium. Here, in the completion effect processing shown in FIG. 17, a series of processing loops of steps S1 to S9 is executed once per predetermined time (i.e., one frame time). Therefore, in one processing of step S6, processor 81 changes the state of the virtual camera by the amount of change in one frame time. Following step S6, the processing of step S7 is executed.

[0177] In step S7, processor 81 controls the character in accordance with the content of the movement set in step S5. In one processing of step S7, processor 81 moves the character by the amount of movement for one frame time. After step S7, the processing of step S8 is executed.

[0178] In step S8, processor 81 generates an effect image (which can also be considered a game image) for the completion effect and displays it on display 12. That is, processor 81 uses the virtual camera controlled in step S6 above to generate an image showing the editing area (i.e., an image of the editing area as seen from the virtual camera). Note that in this embodiment, game system 1 displays the image on display 12, but the image may also be displayed on a display device other than display 12 (for example, a monitor connected to main unit 2). Following step S8, the process of step S9 is executed.

[0179] In step S9, processor 81 determines whether or not to end the completion effect. Specifically, processor 81 determines whether or not it is time to end the outro scene. If the determination result in step S9 is negative, the processing of step S1 is executed again. Thereafter, a series of processing loops from steps S1 to S9 is repeatedly executed until it is determined in step S9 that completion detection is to end. On the other hand, if the determination result in step S9 is positive, processor 81 ends the completion effect processing shown in FIG. 17.

[0180] Figure 18 is a sub-flowchart showing an example of the detailed flow of the processing of step S3 (processing for setting the initial state of the virtual camera; in Figure 18, this is referred to as the first camera setting processing) when the focus point of the virtual camera is set to a character in an intermediate scene.

[0181] In step S11, processor 81 sets a search start position in a search for setting the initial position of the virtual camera. As described above in "[2-3. Setting the Initial State of the Virtual Camera in the Intermediate Scene]", the search start position is determined based on the position and orientation of the character placed at the position of the gaze point (see FIGS. 12 and 14). Processor 81 specifies the position and orientation of the character by referring to the character data stored in the storage medium. Following step S11, the process of step S12 is executed.

[0182] In step S12, processor 81 sets search paths in a search for setting the initial position of the virtual camera. As described above in "[2-3. Setting the Initial State of the Virtual Camera in the Intermediate Scene]", processor 81 sets two search paths based on the position of the character to be placed at the position of the gaze point and the search start position (see FIGS. 12 and 14). Following step S12, the process of step S13 is executed.

[0183] In step S13, processor 81 searches for a position that satisfies the above-mentioned initial placement conditions for each of the two search routes set in step S12. Note that in the first camera setting process shown in Fig. 18, processor 81 may search each of the two search routes in order from the search start position, and when a position that satisfies the initial placement conditions is found, end the search for the search route on which that position was found. Following step S13, the process of step S14 is executed.

[0184] In step S14, processor 81 determines whether or not a position that satisfies the initial placement condition has been found in the search in step S13. If the determination result in step S14 is negative, the process proceeds to step S15. On the other hand, if the determination result in step S14 is positive, the process proceeds to step S16.

[0185] In step S15, processor 81 determines whether or not to reset the search route. This determination is made based on whether or not the distance from the character placed at the position of the gaze point to the search route last set in step S13 has reached the upper limit value described above. That is, if the distance has reached the upper limit value, it is determined not to reset the search route, and if the distance has not reached the upper limit value, it is determined to reset the search route. If the determination result in step S15 is positive, the processing of step S12 is executed again. As a result, the search route is set again (step S12), and a search is again performed for the set search route (step S13). On the other hand, if the determination result in step S15 is negative (that is, if the search did not find a position that satisfies the initial placement conditions), the processing of step S18, described below, is executed.

[0186] In step S16, processor 81 sets the position found by the search in step S13 as the initial position of virtual camera 202. As described above in "[2-3. Setting the initial state of the virtual camera in the intermediate scene]", if positions that satisfy the initial placement conditions are found on both search routes, one of the positions is set as the initial position of virtual camera 202 by the method described above in "[2-3. Setting the initial state of the virtual camera in the intermediate scene]". Following step S16, the process of step S17 is executed.

[0187] In step S17, processor 81 sets the initial attitude and initial angle of view of the virtual camera. The initial attitude and initial angle of view are set according to the method described above in "[2-3. Setting the initial state of the virtual camera in the intermediate scene]". After step S17, processor 81 ends the first camera setting process shown in FIG. 18.

[0188] On the other hand, in step S18, the processor 81 changes the gaze point of the virtual camera and sets the initial state of the virtual camera based on the changed gaze point. Specifically, as described above in "[2-3. Setting the initial state of the virtual camera in the intermediate scene]", the processor 81 resets the gaze point of the virtual camera to the reference gaze position and sets the initial state of the virtual camera based on the gaze point set at the reference gaze position. After step S18, the processor 81 ends the first camera setting process shown in FIG. 18.

[0189] Figure 19 is a sub-flowchart showing an example of the detailed flow of the processing of step S3 (processing for setting the initial state of the virtual camera; in Figure 19, this is referred to as first camera setting processing) when the focus point of the virtual camera is set to an installation object in the intermediate scene.

[0190] In step S21, processor 81 sets a search start position in a search for setting the initial position of the virtual camera. As described above in "[2-3. Setting the initial state of the virtual camera in the intermediate scene]", the search start position is determined based on the position and orientation of an installation object placed at the position of the gaze point (see FIGS. 13 and 15). Note that processor 81 identifies the position and orientation of the installation object by referring to the object data stored in the storage medium. Following step S21, the process of step S22 is executed.

[0191] In step S22, processor 81 sets search paths in a search for setting the initial position of the virtual camera. As described above in "[2-3. Setting the Initial State of the Virtual Camera in an Intermediate Scene]", processor 81 sets two search paths based on the positions of the installed object and non-player characters placed at the position of the point of interest, and the search start position (see FIGS. 13 and 15). Following step S22, the processing of step S23 is executed.

[0192] In step S23, processor 81 searches for a position that satisfies the above-mentioned initial placement conditions for the first of the search paths set in step S22. Here, the "first search path" is a search path that is in the front direction of the non-player character (search path 214 shown in FIG. 13 or search path 218 shown in FIG. 15). Thus, in the second camera setting process shown in FIG. 19, processor 81 searches the first of the two search paths in order from the search start position, and ends the search when a position that satisfies the initial placement conditions is found. Following step S23, the process of step S24 is executed.

[0193] In step S24, processor 81 determines whether or not a position that satisfies the initial placement condition has been found in the search in step S23. If the determination result in step S24 is negative, the process proceeds to step S25. On the other hand, if the determination result in step S24 is positive, the process proceeds to step S28, which will be described later.

[0194] In step S25, processor 81 searches for a position that satisfies the above-mentioned initial placement conditions for the second search path of the search paths set in step S22. Here, the "second search path" is a search path that is in the direction behind the non-player character (search path 213 shown in FIG. 13 or search path 217 shown in FIG. 15). Thus, in the second camera setting process shown in FIG. 19, processor 81 searches the first of the two search paths in order from the search start position, and when a position that satisfies the initial placement conditions is found, it searches for the second search path. Following step S25, the process of step S26 is executed.

[0195] In step S26, processor 81 determines whether or not a position that satisfies the initial placement condition has been found in the search in step S25. If the determination result in step S26 is negative, the process proceeds to step S27. On the other hand, if the determination result in step S26 is positive, the process proceeds to step S28, which will be described later.

[0196] In step S27, processor 81 determines whether or not to reset the search route. This determination is made based on whether or not the distance from the installed object placed at the position of the point of interest to the search route last set in step S23 has reached the upper limit value described above. That is, if the distance has reached the upper limit value, it is determined not to reset the search route, and if the distance has not reached the upper limit value, it is determined to reset the search route. If the determination result in step S27 is positive, the processing of step S22 is executed again. As a result, the search route is set again (step S22), and a search is again performed for the set search route (steps S23, S25). On the other hand, if the determination result in step S27 is negative (that is, if a position that satisfies the initial placement conditions was not found by the search), the processing of step S30, described below, is executed.

[0197] In step S28, the processor 81 sets the position found by the search in step S23 or S25 as the initial position of the virtual camera 202. After step S28, the process of step S29 is executed.

[0198] In step S29, processor 81 sets the initial attitude and initial angle of view of the virtual camera. The initial attitude and initial angle of view are set according to the method described above in "[2-3. Setting the initial state of the virtual camera in the intermediate scene]". After step S29, processor 81 ends the second camera setting process shown in FIG. 19.

[0199] On the other hand, in step S30, processor 81 changes the gaze point of the virtual camera and sets the initial state of the virtual camera based on the changed gaze point. The processing of step S30 is similar to the processing of step S18 described above. After step S30, processor 81 ends the second camera setting processing shown in FIG. 19.

[0200] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the game program is configured to cause the computer of the information processing device (for example, the main device 2) to perform the following processes. In a predetermined area (specifically, an editing area) in the virtual space, editing including at least one of selecting, placing, and moving an object to be placed in the area is performed based on operational input. In response to a completion instruction based on an operational input or upon fulfillment of a predetermined completion condition, a completion performance is performed that includes at least one scene and displays an image within the area based on a virtual camera for each scene (Figure 17). In the scene (specifically, the intermediate scene), the virtual camera's gaze point is set to one of the following positions: an installation object installed in the area, a predetermined position within the area (specifically, a reference gaze position), and a character placed within the area (step S2). In the scene (specifically, the intermediate scene), a virtual camera is set at a position where no installation object is set within the area (step S3).

[0201] According to the above configuration, the virtual camera is set at a position where no installed object is set within the area, and therefore the completion performance can be performed effectively by using an image generated based on the virtual camera. For example, in each scene in the completion performance, it is possible to reduce the possibility of an inconvenience such as an object (the above-mentioned character, installed object, or predetermined position) located at the position of the gaze point being hidden by an installed object.

[0202] In the above embodiment, a completion effect is displayed when editing of an editing area is completed, but "completion of editing" does not mean that further editing of the editing area is no longer possible. In other words, in the above embodiment, further editing may be possible for an editing area that has been edited and for which a completion effect has been displayed. In this case, the game system 1 may be configured to further display a post-completion effect after further editing is completed.

[0203] In the above embodiment, the genre of the game to be executed is arbitrary. The completion effect in the above embodiment can be used as an arbitrary effect to show the content of the edits made by the user in a predetermined area in a game of any genre.

[0204] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, or may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have the configurations for achieving those effects and execute the processes for achieving those effects, but may not have other configurations or may not execute other processes. [Industrial Applicability]

[0205] The above embodiment can be used as, for example, a game program or a game system, with the aim of effectively presenting the placement of objects to the user. [Explanation of symbols]

[0206] 1. Game System 2 Main unit 3 Left Controller 4 Right Controller 81 processors 201 rooms 202 Virtual Camera 203 Reference gaze position 204 Non-player characters 205 Installation Objects 211~218 Search Route

Claims

1. The computer of the information processing device In a predetermined area within the virtual space, editing including at least one of selecting, placing, and moving an installation object to be placed within the area is performed based on an operation input; In response to a completion instruction based on an operation input or in response to a predetermined completion condition being satisfied, a completion effect is performed, the completion effect including at least one scene, and an image within the area is displayed for each scene based on a virtual camera; In the scene, setting a gaze point of the virtual camera to at least one position among a plurality of candidates including at least an object associated with a character associated with the area among the installation objects installed in the area; A game program that sets the virtual camera at a position where the installation object installed within the area is not installed, and is selected from positions on a path that is set based on the position of the installation object.

2. The completion performance includes a plurality of scenes, The computer, for each of the plurality of scenes, resetting the point of gaze of the virtual camera; The game program according to claim 1 , wherein the position of the virtual camera is reset.

3. The computer, 3. The game program according to claim 2, wherein the virtual camera's point of view is set in a predetermined order for each scene from the position of one of the installed object installed in the area, a predetermined position within the area, and a character placed within the area.

4. The computer, 4. The game program according to claim 3, wherein during the scene, at least one of the position, attitude, and angle of view of the virtual camera is changed from the position of the virtual camera set at the start of the scene.

5. The computer, selecting one of a plurality of preset control methods for the virtual camera for each of the scenes; 5. The game program according to claim 4, wherein at least one of the position, the attitude, and the angle of view of the virtual camera in each scene is controlled based on the control method selected for each scene.

6. The game program according to claim 5, wherein the control methods selectable in the selection of the control method differ depending on whether the position of the set point of interest is the position of the installed object, the specified position within the area, or the position of the character.

7. 7. The game program according to claim 5, wherein the control method is selected randomly.

8. the area is a room in the virtual space, The game program according to claim 3 , wherein the predetermined position within the area is a position within the room.

9. The computer, The game program according to claim 8 , wherein in the scene in which the point of interest is set at the predetermined position within the room, the position of the virtual camera is set outside the room.

10. The computer, 10. The game program according to claim 9, wherein in the scene in which the point of interest is set at the predetermined position within the room and the position of the virtual camera is set outside the room, the virtual camera is controlled based on one of a plurality of control methods including a method of moving the virtual camera parallel to the camera and a method of fixing the point of interest and rotating the virtual camera.

11. the area is a room in the virtual space, The computer, 11. A game program according to claim 1, wherein in the scene in which the gaze point is set to the installed object or the character, the virtual camera is set to a position in the room where the installed object is not installed.

12. The computer, 12. The game program of claim 11, wherein in the scene in which the point of interest is set to the installed object or the character, the position of the virtual camera is set from among positions in the room where the installed object is not installed, based on a priority set based on the orientation of the installed object or the character at the point of interest.

13. The computer, 13. A game program as described in claim 11 or 12, wherein in the scene in which the point of interest is set to the installed object or the character, the virtual camera is controlled based on any of a plurality of control methods excluding a control method in which the position of the virtual camera is changed horizontally in the virtual space.

14. 14. The game program according to claim 1, wherein the character is a non-player character that is placed in the area in response to the completion instruction or in response to the completion condition being satisfied.

15. the area is an area set outdoors within the virtual space, 8. The game program according to claim 3, wherein the predetermined position within the area is the sky, a predetermined topography, or a predetermined building position within the virtual space.

16. The computer: placing a non-player character within the area; The game program according to claim 1 , wherein the path is set based on the position of the installed object and the position of the non-player character.

17. An information processing system comprising a processor and a storage medium that stores a game program, The processor executes the game program, In a predetermined area within the virtual space, editing is performed based on an operation input, including at least one of selecting, placing, and moving an installation object to be placed within the area; a completion effect including at least one scene in response to a completion instruction based on an operation input or in response to a predetermined completion condition being satisfied, the completion effect displaying an image within the area based on a virtual camera for each scene; In the scene, setting a gaze point of the virtual camera to at least one position of a plurality of candidates including at least an object associated with a character associated with the area among the installed objects installed in the area; An information processing system that sets the virtual camera at a position where the installation object installed within the area is not installed, and that is selected from positions on a path that is set based on the position of the installation object.

18. In a predetermined area within the virtual space, editing is performed based on an operation input, including at least one of selecting, placing, and moving an installation object to be placed within the area; In response to a completion instruction based on an operation input or in response to a predetermined completion condition being satisfied, a completion performance including at least one scene is performed, and an image within the area is displayed for each scene based on a virtual camera; In the scene, setting a gaze point of the virtual camera to at least one position of a plurality of candidates including at least an object associated with a character associated with the area among the installed objects installed in the area; An information processing device that sets the virtual camera at a position where the installation object installed within the area is not installed, and that is selected from positions on a path that is set based on the position of the installation object.

19. A game processing method executed by an information processing system, comprising: In a predetermined area within the virtual space, editing is performed based on an operation input, including at least one of selecting, placing, and moving an installation object to be placed within the area; In response to a completion instruction based on an operation input or in response to a predetermined completion condition being satisfied, a completion performance including at least one scene is performed, and an image within the area is displayed for each scene based on a virtual camera; In the scene, setting a gaze point of the virtual camera to one of the installed object installed in the area, a predetermined position within the area, and a character placed within the area; A game processing method in which the virtual camera is set at a position where the installation object installed within the area is not installed, and which is selected from positions on a path set based on the position of the installation object.

Citation Information

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