Program and information processing device
The system allows for simultaneous execution of first and second actions with consistent operability, addressing the inconsistency in existing game systems by enabling independent virtual camera control and brush test effects, enhancing gameplay experience.
Patent Information
- Application Number
- JP2022062455
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-04
- Publication Date
- 2025-09-09
- Estimated Expiration
- 2042-04-04
AI Technical Summary
Existing game systems require different operability modes for touch and button operations, leading to inconsistent gameplay experience.
A system that allows for simultaneous execution of first and second actions with the same operability, utilizing a first operation to specify a position and execute an action, and a second operation to activate a brush test effect based on the trajectory of the first operation, with independent virtual camera control in each mode.
Enables seamless transition between different gameplay actions with consistent operability, enhancing player engagement and strategic depth.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] In recent years, computer games have made remarkable progress, and a wide variety of games have been developed to entertain many players. For example, Non-Patent Document 1 proposes one such technology that allows users to give instructions to game characters through highly flexible touch operations. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] [Touch-controlled brush play is so much fun! Picking out the unique features of the Switch version of "Okami HD"], [online], [Searched on March 14, 2022], Internet<https: / / www.gamer.ne.jp / news / 201807050001 / > Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the prior art including the technology described in the above-mentioned Patent Document 1, for example, it is assumed that an effect corresponding to a single input operation, such as a touch operation (brush operation), is activated. For example, when trying to perform both a touch operation and other operations (such as button operations), it is necessary to switch between the operation modes and perform input operations with completely different operability.
[0005] The present invention has been made in view of the above circumstances, and provides a system that can realize different first and second actions in a game with the same operability.
[0006] In order to achieve the above object, a first aspect of the present invention is Computer, a first operation means for specifying a position in the virtual space by a first operation and for executing a first operation at the specified position by a second operation; a second operation means for executing a second operation in accordance with a trajectory specified based on the first operation or the first operation in the virtual space; an operating environment control means for managing or controlling a state in which the first operation can be performed and a state in which the second operation can be performed; It is a program that functions as a
[0007] In addition, in the first aspect, the operational environment control means can execute control relating to switching between a state in which the first operation can be executed and a state in which the second operation can be executed.
[0008] In addition, in the first aspect, when the first operation is performed in a state in which the first action can be performed, the operation environment control means can execute control to automatically change the position or attitude of a virtual camera installed in the virtual space, and when the first operation is performed in a state in which the second action can be performed, can execute control to not automatically change the position or attitude of the virtual camera.
[0009] Also, in the first aspect, the operational environment control means can permit the first action to be performed one or more times based on the second action, determine the trajectory based on the first action performed multiple times, and perform management or control regarding the operational environment in which the second action is permitted to be performed.
[0010] Also, in the first aspect, when a moving object is projected multiple times into the virtual space in the first action, the second action means can determine the trajectory based on the figure or shape formed by the arrival point of the moving object and execute the second action.
[0011] In addition, in the first aspect, the second operation means can determine the trajectory based on the first operation when the first action is being performed, and can cause the second action to be performed.
[0012] The second aspect of the present invention is a first operation means for specifying a position in the virtual space by a first operation and for executing a first operation at the specified position by a second operation; a second operation means for executing a second operation in accordance with a trajectory specified based on the first operation or the first operation in the virtual space; an operating environment control means for managing or controlling a state in which the first operation can be performed and a state in which the second operation can be performed; The information processing device is provided with:
[0013] An information processing device according to an aspect of the present invention is also provided as an information processing device corresponding to a program according to an aspect of the present invention. [Effects of the Invention]
[0014] According to the present invention, it is possible to provide a system that can realize different first and second actions in a game with the same operability. [Brief explanation of the drawings]
[0015] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] 1 is a diagram illustrating an example of a hardware configuration of a game device in an information processing system according to an embodiment of the present invention. [Figure 3] 3 is a diagram showing an example of the functional configuration of the game device of FIG. 2 and the server of FIG. 1. [Figure 4] FIG. 2 is an image diagram for explaining the first and second modes according to the present invention. [Figure 5] 4 is a diagram showing an example of an image displayed on the game device of FIG. 3 in the first mode. FIG. [Figure 6]FIG. 4 is a diagram showing an example of an image displayed on the game device of FIG. 3 in the second mode. [Figure 7] 4 is a flowchart illustrating the flow of various processes executed by the game device of FIG. 3 in the first mode. FIG. [Figure 8] 4 is a flowchart illustrating the flow of various processes executed by the game device of FIG. 3 in the second mode. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0016] [Embodiment] An information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") will be described with reference to the drawings.
[0017] <Summary> FIG. 1 shows an example of the configuration of this system. As shown in Fig. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used.
[0018] Here, we will briefly explain the content of the game related to this system (hereinafter referred to as "this game"). This game is a network-based competitive game known as an FPS (First Person Shooter) or TPS (Third Person Shooter). In this game, for example, many players connected via a network share a virtual space, and each player fights using weapons (firearms, etc.) and recovery items, aiming to win the game. When a player's HP (hit points), which decreases due to various factors in the game such as being attacked by an enemy, falls below a certain value, the player is no longer allowed to continue playing and is eliminated from the game. In the following, when we simply refer to an "image," we mean both a "moving image" and a "still image." Furthermore, when we simply refer to an "audio," we mean not only the voice produced by the human vocal cords, but also music, background music, sound effects, and so on.
[0019] The game device 1 is used by a player who plays the game. The game device 1 is configured as a general-purpose personal computer, game console, tablet, etc. The game device 1 progresses through the game and executes various processes related to the present invention while communicating with other hardware, etc.
[0020] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose personal computer, etc. The server 2 stores and manages information required for the game progress on the game device 1.
[0021] <Hardware configuration> FIG. 2 shows the hardware configuration of the game device 1 that constitutes this system.
[0022] As shown in FIG. 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.
[0023] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.
[0024] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0025] The output unit 16 outputs image data or sound data to a liquid crystal display, a speaker, etc. connected to itself. The image data or sound data output by the output unit 16 is output via the display, the speaker, etc. in a form that can be recognized by a person as an image or sound.
[0026] The input unit 17 is composed of a touch panel, a game controller, etc. The input unit 17 inputs various information in response to input operations by the player.
[0027] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various data. For example, the storage unit 18 stores various game programs and the like required for the progress of the game.
[0028] The communication unit 19 controls communication with other hardware and the like via a network N including the Internet.
[0029] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. The removable media 31 can also store various data stored in the storage unit 18 in the same way as the storage unit 18.
[0030] The hardware configuration of the server 2 is basically the same as that of the game device 1, except that the input unit (not shown) is composed of a mouse, keyboard, etc., and therefore a description thereof will be omitted. Cooperation between such various hardware and software enables the game device 1 and the server 2 to execute various processes.
[0031] FIG. 3 shows the functional configuration of the game device 1 and the server 2.
[0032] As shown in FIG. 3, the control unit 11 of the game device 1 executes various programs, etc., thereby causing a game processing execution means 60, an input operation receiving means 62, a first mode providing means 64, a second mode providing means 66, and a mode management means 68 to function.
[0033] The game processing execution means 60 executes various processes related to the game. Specifically, the game processing execution means 60 reads out virtual game space objects and textures, etc. included in the game information from the storage unit 18, etc., in accordance with various input operations by the player, and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 60 controls the progress of the game by generating and managing the results of the operation instructions given by the player. Furthermore, the game processing execution means 60 acquires information necessary for the progress of the game from the server 2 as appropriate.
[0034] The input operation receiving means 62 receives the content of an input operation from a player. For example, the input operation receiving means 62 receives an instruction from a player to operate a game character.
[0035] The first mode providing means 64 executes various processes for providing the normal game mode (hereinafter referred to as the "first mode") to the player. Specifically, the first mode providing means 64 includes a first operation receiving means 70 and a first operating means 72.
[0036] The first operation receiving means 70 receives input of an operation instruction (hereinafter referred to as a "first operation") relating to a reference position for determining the position (coordinates) and angle at which the player executes the first action, etc. For example, the first operation receiving means 70 executes control relating to the reference position for determining the position (coordinates) and direction at which the first action, which will be described later, is executed, according to the degree to which a directional button provided on a game controller or the like is pressed.
[0037] The first operation means 72 receives an input of an operation instruction (hereinafter referred to as a "second operation") from the player regarding the execution of the first operation. Furthermore, upon receiving the input of the second operation from the player, the first operation means 72 executes the first operation at a position designated by the first operation receiving means 70 or the like. Specifically, when the first operation means 72 receives input of a second operation from the player, it executes a first operation with respect to the coordinates and direction determined by the first operation receiving means 70. The first action may be, for example, an attack action or an action set in each game. Specifically, the first action may be, for example, an attack action performed against another character using a weapon (e.g., a gun) that is a predetermined game medium. Furthermore, when the character executes this first action, a bullet hole is left at the location where the first action was executed. In the second mode, which will be described later, this bullet hole is used to determine various processes.
[0038] The second mode providing means 66 executes various processes for providing the player with a game mode (hereinafter referred to as the "second mode") in which game processes specific to this game can be executed. Specifically, the second mode providing means 66 includes a first operation receiving means 80, a first operating means 82, and a second operating means 84.
[0039] Similar to the first operation receiving means 70, the first operation receiving means 80 receives input of a first operation related to a reference position for determining the position (coordinates), angle, etc. at which the player executes the first action.
[0040] Similar to the first operation means 72, the first operation means 82 executes a first operation at the position (coordinates) and direction determined by the first operation acceptance means 80 or the like.
[0041] The second operation means 84 executes the second operation in accordance with the first operation or a trajectory specified based on the first operation. Specifically, the second action means 84 activates a predetermined in-game effect (hereinafter also referred to as a "brush test effect") that has been set in advance, for example, when the shape of a bullet hole generated in the virtual space as a result of the first action satisfies a predetermined condition. The more specific content of the second action will be described later with reference to Figures 4 to 6.
[0042] The mode management means 68 manages the first and second modes and controls switching between the modes.
[0043] As shown in FIG. 3, the control unit 110 of the server 2 executes various programs and the like, thereby causing the game information management means 120 to function. The game information management means 120 manages various information and executes various processes required for the progress of the game by the game device 1. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the game device 1, and delivers game information etc. in response to a download request from the game device 1 for various game information.
[0044] Next, the first and second modes according to the present invention will be described in detail with reference to FIGS. FIG. 4 shows an image of the outline of the first and second modes according to the present invention. As described above, the first mode is a game mode for realizing normal game processing. As shown in FIG. 4, in the first mode, when a player uses a weapon, a normal bullet (projectile) is fired and reaches a predetermined position in the virtual space. In the first mode, when this bullet hits an enemy character, the HP of the enemy character decreases, and when the HP reaches 0, the character is defeated. In other words, the bullet (attack) in the first mode is an action intended to reduce the HP of the enemy character, and the bullet holes created in the example of FIG. 4 do not have any particular regularity. In the first mode, players (characters) fight each other by repeating the first action, etc., and aim to win the game by reducing the HP of the enemy character to 0. Note that the arrival of a bullet may destroy objects other than the enemy character, such as terrain or obstacles. In this game, after the first action is performed, a certain period of time during which no other input operations can be accepted (hereinafter referred to as a "reaction") may be provided. The administrator of this system can provide a more strategic game by adjusting the presence or absence of a reaction and the duration of the reaction. Simply put, the first action is, for example, a series of attack actions that are performed by the character using a weapon to fire a bullet as a result of the player giving an input instruction to perform an attack action. On the other hand, the second mode is a game mode in which, as described above, in addition to the first action, game processing relating to a second action specific to this game can be executed. For example, in the second mode, the player can freely cause the character to execute the first action, but a brush-testing effect is activated according to the trajectory of the bullet hole resulting from the first action. For example, when the shape shown in Figure 4 is drawn as described below, a brush-testing effect of generating a gust of wind in the surrounding area is activated. In other words, in the second mode, the player can engage in high-tempo combat with enemy characters using the first action, while drawing predetermined shapes using bullet holes to activate additional action effects at predetermined locations, allowing for extremely flexible combat with the same operability. Switching between the first mode and the second mode can be easily performed by a predetermined input operation from the player. For example, by continuing to operate a button or the like for executing the above-mentioned first action while simultaneously operating another button or the like, the player can transition to the second mode while continuing the first action. Simply put, the second action is, for example, a series of actions required to activate the brush check effect.
[0045] FIG. 5 shows an example of an image that is actually displayed on the game device 1 in the first mode. In the example of (A) in Figure 5, an enemy character T1 currently fighting against the player is displayed in the center of the image. To the right of the enemy character T1, an enemy character T2 also currently fighting against the player is displayed. In the battle with the enemy character T1 and the enemy character T2, which are close to each other in the virtual space, the player aims at the enemy character T1 and is about to perform an attack action (first action) with a weapon. In contrast, in the example of FIG. 5(B), the target of the attack action (first action) has been changed to enemy character T2. Here, in the example of FIG. 5, the system is equipped with a function for automatically adjusting the virtual camera in response to the player's first operation. That is, when the player performs the first operation, the position and angle of the virtual camera are automatically adjusted so that the center point of the weapon's aim is displayed at a predetermined position (for example, the center) of the game image. In other words, the position of the weapon's aim can be changed in conjunction with adjusting the position and angle of the virtual camera. In the example of FIG. 5(B), if the player performs an input operation for the first action in this state, the character operated by the player will perform an attack action (first action) against the enemy character T2.
[0046] On the other hand, Fig. 6 shows an example of an image actually displayed on the game device 1 in the second mode. In the example of Fig. 6(A), similar to the situation in Fig. 5(A) described above, the player aims at the enemy character T1 and is about to perform an attack action (first action) with a weapon. In contrast, the example of FIG. 6(B) shows a state in which the player has performed multiple attack actions (first actions) against a large rock located to the left of the enemy character T1. As a result of these multiple attack actions (first actions), bullet holes (trajectories resulting from the first actions) form a predetermined shape. The trajectories of the bullet holes drawn in this way activate a brush test effect. For example, in the example of FIG. 6(B), the brush test effect activates an effect that generates a gust of wind in the surrounding area. By making good use of the effects activated by the trajectory in this way during combat (for example, by changing the direction of an enemy attack), the player can gain an advantage in the battle.
[0047] In the example of Figure 6(B), it was explained that the brush effect is activated based on the shape of the figure formed when multiple bullets hit an object (for example, a large rock), but there are also cases where there is no object at the position where the fired bullet will land (for example, when the bullet is fired into the air). In this case, a transparent object may be placed a predetermined distance ahead in the direction of travel of the fired bullet, and the position where the bullet will land may be virtually detected to identify the trajectory of the bullet hole.
[0048] 6 does not include the automatic virtual camera adjustment function that was included in the system in the example of FIG. 5. That is, for example, in the first mode of the system, the virtual camera is automatically adjusted in accordance with the first operation, whereas in the second mode of the system, the first operation and virtual camera control are performed independently. In the first mode, the player focuses on the positional relationship between the enemy character and the aim when attacking, whereas in the second mode, the player focuses on the shape of the trajectory. Therefore, by not linking the first operation and virtual camera control in the second mode, motion sickness can be prevented. However, all of these virtual camera specifications are examples, and the administrator of this system can freely set whether or not to use the automatic adjustment function in the mode and the detailed specifications.
[0049] Next, the flow of various processes executed by the game device 1 will be described with reference to Figures 7 and 8. Figure 7 shows the flow of various processes executed by the game device 1 in the first mode.
[0050] In step S1, the first operation receiving means 70 receives input of a first operation related to a reference position for determining the position (coordinates), angle, etc. at which the player executes a first action (for example, a normal attack operation).
[0051] In step S2, the first action means 72 receives input of a second operation related to the execution of the first action from the player.
[0052] In step S3, upon receiving input of the second operation from the player, the first operation means 72 executes the first operation with respect to the coordinates and direction determined by the first operation receiving means 70, etc. This completes the various processes executed by the game device 1 in the first mode.
[0053] In contrast to this, FIG. 8 shows the flow of various processes executed by the game device 1 in the second mode. In step S21, the first operation receiving means 80 receives input of a first operation related to a reference position for determining the position (coordinates) and angle, etc. at which the player will perform a first action (e.g., a normal attack action), as in the first mode.
[0054] In step S22, the first action means 82 receives input of a second operation related to the execution of the first action from the player, as in the first mode.
[0055] In step S23, upon receiving the input of the second operation from the player, the first operation means 82 executes the first operation at the position (coordinates) and direction determined by the first operation receiving means 80 and the like.
[0056] In step S24, the second operation means 84 determines whether or not the trajectory specified based on the first operation or the first action, that is, the shape of the trajectory of the bullet hole, satisfies a predetermined condition. If the shape of the bullet hole satisfies the predetermined condition, step S24 is determined as YES, and the process proceeds directly to step S25. On the other hand, if the shape of the trajectory of the bullet hole does not satisfy the predetermined condition or if the trajectory of the shape of the bullet hole cannot be identified, step S24 is determined as NO, and the process returns to step S21.
[0057] In step S25, if the identified trajectory satisfies a predetermined condition, the second operation means 84 activates a preset brush check effect, thereby completing the various processes executed by the game device 1 in the second mode.
[0058] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the scope of achieving the object of the present invention are included in the present invention.
[0059] <Other embodiments>
[0060] Furthermore, in the above embodiment, it has been described that whether or not the brush check effect is activated and the content of the effect are determined based on the shape of the bullet hole, etc., but this is not limited thereto. For example, it may be the trajectory of the first operation by the player (the content of the operation to move the reference position), the position where the first action was performed, the first operation (the direction of the gun muzzle) while the first action was being performed, or an instruction operation regarding a game medium other than the game medium (weapon) that is the target of the first action. Also, for example, when an attack action is performed on an object that does not normally leave bullet holes, such as the sky or a river, the trajectory may be determined based on the position (coordinates) in the virtual space that was the target of the attack action, rather than the bullet hole.
[0061] Furthermore, in the above embodiment, it has been described that a recoil is set for the first action and the second action, but the concept of a recoil may or may not be adopted at will. For example, a recoil may be set for only either the first action or the second action, or the recoil for either action may be lengthened or shortened.
[0062] In the above-described embodiment, the game content for performing the first action or the second action is described as a gun, but is not limited thereto, and the game content for performing the first action or the second action may be any of a variety of weapons or items, such as various firearms, swords, brushes, blowguns, bows, and katanas.
[0063] Furthermore, in the above embodiment, it has been described that the characters use the same weapon in the first mode and the second mode, but this is not limited to this. The administrator of this system may adopt a specification that automatically changes the weapon used when switching between the first mode and the second mode, or may change the effect that the same weapon has on enemy characters, for example. As an example, the administrator of this system may adopt a specification that allows the length of recoil to be changed between the weapons of the first mode and the weapons of the second mode, and allows the player to adjust the period of time during which they are subjected to recoil by switching between the first mode and the second mode (switching weapons).
[0064] Furthermore, in the above-described embodiment, the second mode was a mode in which the first operation and the second operation could be executed under a series of operations, but the administrator of the system may also adopt, for example, a mode in which only the second operation can be executed, or a mode in which the first operation and the second operation can be realized by different operations (independent operations). Furthermore, the administrator of the system may employ a specification such that when the first action is executed in the second mode or the like, the first action does not directly affect (does not cause damage to) the enemy character.
[0065] Furthermore, in the above-described embodiment, an example of a figure that activates the brush check effect is shown, but the present invention is not limited thereto. The trigger that activates the brush check effect may be, for example, any character, figure, symbol, shape, pattern, mark, color, or a combination thereof. The effects activated by these triggers are also arbitrary and are not limited to the examples of the above-described embodiments. For example, in addition to the effect of "generating a gust of wind in the surrounding area to change the trajectory of a weapon," any effect consistent with the game settings, such as "generating a river to prevent enemy invasion," "generating rocks that can block enemy bullets," or "obscuring the view of surrounding enemies with lightning," may be used.
[0066] Furthermore, in the above-described embodiment, the term "second action" has been described as a series of actions that identify the trajectory of the first action and activate the brush check effect (including cases where it is not activated) when certain conditions are met, but is not limited to this. There are various variations of the second action. For example, the second action may be an action of performing a predetermined input operation (such as pressing a brush search activation button) that triggers the activation of the brush search effect, or, in the case where the brush search effect is activated automatically as in the above-described embodiment, it may be a broad series of actions leading up to the activation of the brush search effect. Furthermore, the action of switching the mode to a state in which the brush search effect can be activated (for example, the second mode) itself may be expressed as the second action. That is, the term "second operation" does not necessarily have to be used as a word having a unique meaning, but can be used as a broad and ambiguous concept.
[0067] Furthermore, although not explained in the above embodiment, the game according to this system may be executed by various hardware (e.g., game device 1), such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, tablet, etc.
[0068] Although not described in the above embodiment, the content of the game to which the present system is applied is not limited. The present system may be applied to any game, such as a role-playing game (RPG), an action game, a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.
[0069] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 3 etc. Furthermore, the location of the functional block is not limited to the example in Fig. 3 etc. and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.
[0070] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0071] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.
[0072] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0073] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but may also be constituted by a recording medium, etc., that is provided to the player in a state where it is pre-installed in the device main body.
[0074] In this specification, the steps of writing the program to be recorded on the recording medium may be executed in a time-series manner, or may be executed in parallel or individually. Also, some of the steps described in the above embodiments may be omitted.
[0075] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices, a plurality of means, etc.
[0076] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.
[0077] To sum up, the information processing system to which the present invention is applied can take various forms having the following configurations. That is, the program to which the present invention is applied is Computer, a first operation means (for example, a first operation means 72) that specifies a position in the virtual space by a first operation and executes a first operation at the specified position by a second operation; a second operation means (e.g., second operation means 84) that executes a second operation in accordance with the first operation or a trajectory specified based on the first operation in the virtual space; an operating environment control means (e.g., mode management means 68) that manages or controls the state in which the first operation can be performed and the state in which the second operation can be performed; Any program that functions as such is sufficient.
[0078] <Effects> This allows the player to perform the first action and the second action with the same operability, allowing the player to enjoy the game even more. [Explanation of symbols]
[0079] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Means of providing first mode 70 First operation acceptance means 72 First operating means 66 Second mode provision means 80 First operation acceptance means 82 First operating means 84 Second operating means 68 Mode Management Measures 2 Server 110 control section 120 Game information management means
Claims
1. Computer, a game state management means for executing control relating to switching between a first game state and a second game state in a game using a virtual space; first determination means for determining a first reference position in the virtual space based on a first input operation in the first game state; a first execution means for executing, in the first game state, a first action with respect to the first reference position determined by the first determination means, based on a second input operation; second determination means for determining a second reference position in the virtual space based on the first input operation in the second game state; second execution means for executing, in the second game state, a second action with respect to the second reference position determined by the second determination means, based on the second input operation; third execution means for executing a third action in the second game state in accordance with a shape of a trajectory specified based on the first input operation or the second action in the virtual space; A program that functions as a
2. the game state management means, when the first input operation is performed in the first game state, executes control to automatically change a position or an attitude of a virtual camera installed in the virtual space, and, when the first input operation is performed in the second game state, executes control not to automatically change the position or the attitude of the virtual camera. The program according to claim 1.
3. the first action and the second action are the same attack action of a game character; The program according to claim 1 or 2.
4. the third execution means, when a moving object is projected into the virtual space a plurality of times in the second action, determines a shape of a trajectory based on a figure or shape formed by a point where the moving object reaches, and executes the third action. The program according to claim 1.
5. the third execution means executes the third action in accordance with the second reference position determined by the first input operation in the second game state or a shape of a trajectory specified based on a history of coordinates of the first input operation in the second game state. The program according to claim 1.
6. 1. A computer-implemented information processing method, comprising: a game state management step of executing control related to switching between a first game state and a second game state in a game using a virtual space; a first determination step of determining a first reference position in the virtual space based on a first input operation in the first game state; a first execution step of executing, in the first game state, a first action with respect to the first reference position determined in the first determination step, based on a second input operation; a second determination step of determining a second reference position in the virtual space based on the first input operation in the second game state; a second execution step of executing, in the second game state, a second action with respect to the second reference position determined in the second determination step, based on the second input operation; a third execution step of executing a third action in the second game state in accordance with a shape of a trajectory specified based on the first input operation or the second action in the virtual space; An information processing method including:
7. a game state management means for executing control relating to switching between a first game state and a second game state in a game using a virtual space; first determination means for determining a first reference position in the virtual space based on a first input operation in the first game state; a first execution means for executing, in the first game state, a first action with respect to the first reference position determined by the first determination means, based on a second input operation; second determination means for determining a second reference position in the virtual space based on the first input operation in the second game state; second execution means for executing, in the second game state, a second action with respect to the second reference position determined by the second determination means, based on the second input operation; third execution means for executing a third action in the second game state in accordance with a shape of a trajectory specified based on the first input operation or the second action in the virtual space; An information processing device comprising:
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