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

The implementation of special movement control in game programs allows player characters to move above terrain objects, addressing limitations in conventional systems and enhancing gameplay strategy and player experience.

JP7795591B2Active Publication Date: 2026-01-07NINTENDO CO LTD
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Patent Information

Application Number
JP2024139473
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-21
Publication Date
2026-01-07
Estimated Expiration
2040-06-02

AI Technical Summary

Technical Problem

Conventional game systems do not allow player characters to move above terrain objects that are positioned above them, limiting gameplay possibilities.

Method used

Implementing special movement control in game programs that enable a player character to move above a terrain object when certain conditions are met, such as the presence of a terrain object within a predetermined distance and inclination angle above the character, with distinct animations and determinations to ensure natural movement.

Benefits of technology

Enables player characters to move above terrain objects, enhancing gameplay strategy and reducing the risk of unnatural movements, thereby improving player experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To allow a player character to travel to an upper part of a topographical object when the topographical object is located in an upper part of the player character.SOLUTION: An information processor performs control for moving a player character on a topographical object on the basis of a player's operation input within a virtual space at least including the player character and the topographical object. The information processor also moves the player character to a travel destination on the basis of a player's operation input when at least a condition that a topographical object as a ceiling is located at least in an upper part of the player character, and a travel destination on the topographical object capable of disposing the player character is located in an upper part of the player character and in a further upper part of the ceiling is satisfied.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

[0001] The present invention relates to a game program, an information processing device, an information processing system, and a game processing method for controlling the movement of a player character. [Background technology]

[0002] BACKGROUND ART Conventionally, the movement of a player character has been controlled so that the character jumps high in a virtual game space (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "The Legend of Zelda: Breath of the Wild", [online], Nintendo Co., Ltd., [Retrieved April 21, 2020], Internet<https: / / www.nintendo.co.jp / zelda / index.html> Summary of the Invention [Problem to be solved by the invention]

[0004] Conventionally, while it has been possible to make a player character jump high, if there is a land object above the player character, it has not been possible to move the player character above the land object.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing device, an information processing system, and a game processing method that can move a player character above a terrain object when the terrain object is above the player character. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (11).

[0007] (1) One example of the present invention is a game program that causes a computer of an information processing device to perform normal movement control and special movement control. The normal movement control includes at least control of moving a player character on a terrain object based on a player's operation input in a virtual space that includes at least a player character and a terrain object. The special movement control is control of moving a player character to a destination on the terrain object based on the player's operation input, when at least the following conditions are satisfied: there is a terrain object that serves as a ceiling above the player character, and there is a destination on the terrain object above the player character and above the ceiling where the player character can be placed.

[0008] According to the above configuration (1), when there is a land object above the player character, the player character can be moved above the land object.

[0009] (2) The game program may, in the special movement control, when the terrain object serving as the ceiling is further satisfied to be within a predetermined distance above the player character, cause the computer to perform control to move the player character to a destination based on an operation input by the player.

[0010] According to the above configuration (2), when the distance from the player character to the land object that serves as the ceiling is too far, it is possible to reduce the possibility that the player character will be moved.

[0011] (3) The game program may cause the computer to perform control to move the player character upward from a current position in special movement control, and further to move the player character from the ceiling through a terrain object, thereby moving the player character to a destination.

[0012] According to the above configuration (3), the player can intuitively recognize that the player character will pass through the land object when moving from the current position to the destination on the land object.

[0013] (4) When the game program moves the player character to a destination using special movement control, the game program may cause the computer to display different animations for the player character when the player character is moving within a terrain object and when the player character is moving outside the terrain object.

[0014] According to the above configuration (4), the player can easily recognize that the player character is moving within the land object.

[0015] (5) The game program may further cause the computer to determine, in response to a first instruction input by operation from the player, whether or not a determination condition is satisfied that a terrain object serving as a ceiling is present within a predetermined distance above the player character and that a destination on the terrain object is present above the player character and above the ceiling, and to display a result of the determination. Furthermore, in the special movement control, in response to a second instruction input by operation from the player when the determination condition is satisfied, the game program may cause the computer to control moving the player character to the destination.

[0016] According to the above configuration (5), after the player has confirmed whether or not movement onto the land object is possible, the player can give a second instruction to actually perform the movement.

[0017] (6) Among the determinations of whether the determination conditions are satisfied, the determination of whether there is a terrain object serving as a ceiling within a predetermined distance above the player character may be made based on whether a determination shape of a predetermined height extending upward from the position of the player character comes into contact with the terrain object when the determination shape is virtually placed.

[0018] (7) The determination shape may be at least one of a shape defined by one or more line segments extending upward, a polygonal prism shape, and a cylindrical shape.

[0019] According to the above configuration (6) or (7), the determination can be easily performed by using the determination shape.

[0020] (8) The determination of whether or not there is a land object serving as a ceiling within a predetermined distance above the player character may be made based on the size of the portion where the determination shape comes into contact with the surface of the land object.

[0021] According to the above configuration (8), it is possible to reduce the possibility of an unnatural display in which a part of the player character moves outside the terrain object when the player character passes through the terrain object.

[0022] (9) The game program may further cause the computer to determine whether or not there is a terrain object that serves as a ceiling within a predetermined distance above the player character, based on the state of the terrain object in the portion where the determination shape comes into contact, whether or not that portion of the terrain object is to be considered as a ceiling.

[0023] According to the above configuration (9), in cases where there is a risk of inconvenience in the progress of the game if the player character is allowed to move to the destination, the possibility of such inconvenience occurring can be reduced.

[0024] (10) The display showing the determination result may be performed by rendering at least one of the portion of the land object that contacts the determination shape and the position where the determination shape is placed in a different display mode depending on the determination result.

[0025] According to the above configuration (10), it is possible to notify the player in a way that makes it easy for the player to understand whether or not the player character can move to the destination.

[0026] (11) The game program may, when a determination condition based on at least one of the state of a location above the player character that faces upward within the terrain object and the size of the space above the location outside the terrain object is further satisfied, cause the computer to perform special movement control with the location as the destination based on the player's operation input.

[0027] According to the above configuration (11), it is possible to reduce the possibility that the player character will be moved to a location where the player character cannot be placed.

[0028] Another example of the present invention may be an information processing device or an information processing system that executes the processes in (1) to (11) above. Also, another example of the present invention may be a game processing method that executes the processes in (1) to (11) above. [Effects of the Invention]

[0029] According to the present invention, when there is a land object above the player character, the player character can be moved above the land object. [Brief explanation of the drawings]

[0030] [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. 10 is a diagram showing a player character passing through a game space in this embodiment; [Figure 9] FIG. 1 is a diagram showing an example of when the height condition is satisfied and when it is not satisfied. [Figure 10] FIG. 10 is a diagram showing an example of a ray set around a player character. [Figure 11] FIG. 1 is a diagram showing an example of when the ceiling angle condition is satisfied and when it is not satisfied. [Figure 12] FIG. 1 is a diagram showing an example of when the area condition is satisfied and when it is not satisfied. [Figure 13] FIG. 10 is a diagram showing an example of when an object condition is satisfied and when it is not satisfied. [Figure 14] FIG. 10 is a diagram showing an example of when a destination condition is satisfied and when it is not satisfied. [Figure 15] FIG. 10 is a diagram showing an example in which there are multiple terrain objects above the player character. [Figure 16] FIG. 10 is a diagram showing an example of a game image before a movement item becomes available. [Figure 17] FIG. 17 shows an example of a game image displayed in response to an item designation instruction being given in the state shown in FIG. 16. [Figure 18] FIG. 10 is a diagram showing an example of the placement of a player character and a virtual camera when the player character moves through a terrain object. [Figure 19] FIG. 10 is a diagram showing an example of various data used in information processing in a game system. [Figure 20] A flowchart showing an example of the flow of a game program process executed by a game system. [Figure 21] 21 is a sub-flowchart showing an example of the detailed flow of the passing-through movement process in step S13 shown in FIG. DETAILED DESCRIPTION OF THE INVENTION

[0031] [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.

[0032] 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.

[0033] 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."

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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).

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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).

[0042] 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.

[0043] 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.

[0044] 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.

[0045] The left controller 3 also includes a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0046] 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.

[0047] 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.

[0048] The right controller 4 also includes a terminal 64 for wired communication between the right controller 4 and the main unit 2.

[0049] 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 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0050] 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.).

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (for example, 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.

[0062] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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).

[0069] 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.

[0070] 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.

[0071] 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.

[0072] [2. Overview of processing in the game system] An overview of the game processing executed in the game system 1 will be described with reference to FIGS. 8 to 18. In this embodiment, in a game based on the above game processing, a player character operated by a player (in other words, a user) moves within a virtual three-dimensional game space. In addition to the player character, terrain objects (for example, ground or building objects), enemy characters, etc. are arranged in the game space. The player character can move on the terrain object in response to an operation by the player. Such control of movement on the terrain object may be the same as a conventional control method. Here, in this embodiment, the player character can move through a terrain object above the player character (hereinafter referred to as "pass-through movement") in addition to movement on the terrain object. The processing for such pass-through movement will be described below.

[0073] [2-1: Overview of movement] FIG. 8 is a diagram schematically showing a state in which a player character moves through a game space in this embodiment. Note that FIG. 8 is a diagram in which the game space is viewed from a direction parallel to the horizontal direction. The game state in FIG. 8 is a state in which a player character 201 is placed on a terrain object 202, and above that is a terrain object 203 that serves as a ceiling. In this state, the player character 201 can move through the terrain object 203 and onto the terrain object 203, provided that a movement condition, which will be described later, is satisfied (see FIG. 8).

[0074] In this specification, a terrain object refers to any object that is placed in the game space and on which a player character can be placed at least in a portion of the terrain object. The terrain object may represent the ground in the game space or may represent a building. In this embodiment, an object placed on a terrain object on the ground (for example, an object such as a rock or a large box) can also be considered a type of terrain object. The terrain object may also move under certain conditions, such as a rock object that moves when a certain game condition is met.

[0075] Furthermore, in this specification, the term "ceiling" is not limited to the ceiling portion of a building object, but may refer to a downward-facing portion of any terrain object that can be passed through. For example, when a cave is formed by a terrain object representing the ground, or when a tunnel is formed by a terrain object representing a mountain, the downward-facing portion of the terrain object is the ceiling.

[0076] It should be noted that, when the player character moves through the terrain object, a hole is not made in the terrain object, as shown in Fig. 8. In the passing-through movement of this embodiment, the collision detection between the player character and the terrain object is exceptionally not performed during the movement, and the player character moves while ignoring the collision detection with the terrain object.

[0077] Furthermore, the passing-through movement is a different movement from the movement of the player character jumping from the ground. In this embodiment, passing-through movement is a movement that is performed at least on the condition that there is a ceiling above the player character, and if there is no ceiling above the player character, the player character does not move (see FIG. 8. In this case, no jumping movement is performed). Therefore, it can be said that passing-through movement is a different movement from a general jumping movement in which the player character jumps in response to a player operation. In this embodiment, the player character can perform a jumping movement by an operation different from passing-through movement.

[0078] In this embodiment, the pass-through movement allows the player character to move onto a terrain object above the player character. Therefore, for example, if the player character is in an underground cave, the pass-through movement can allow the player character to quickly escape from the cave or quickly move from inside a building onto a roof. Also, for example, if there is a cave below a building whose entrance is locked and inaccessible, the player character can use pass-through movement to enter the building from the cave. In this way, pass-through movement can provide a new movement method that has not been available before, and can improve the strategic nature of the game.

[0079] [2-2: Movement conditions] Next, the conditions under which the player character is able to perform the above-mentioned passing-through movement (referred to as "movement conditions") will be explained. In this embodiment, the movement conditions include a ceiling condition relating to the ceiling and a destination condition relating to the destination. When both the ceiling condition and the destination condition are satisfied, passing-through movement is possible. The ceiling condition and the destination condition will be explained below.

[0080] [2-2-1: Ceiling conditions] In this embodiment, the ceiling conditions are conditions relating to the ceiling above the player character, and include the following four conditions. Height requirements for the height from the player character to the ceiling Ceiling angle requirements for ceiling inclination angle Area requirements regarding ceiling area - Object conditions for objects placed on the ceiling In this embodiment, the game system 1 determines that the ceiling condition is met (i.e., there is a ceiling that can be passed through) if the above four conditions are met, and determines that the ceiling condition is not met if at least one of the above four conditions is not met. Note that in other embodiments, the ceiling condition does not need to include all of the above four conditions, and may include at least one condition. Also, the ceiling condition may include a condition different from the above four conditions.

[0081] FIG. 9 is a diagram showing an example of when the height condition is satisfied and when it is not satisfied. In this embodiment, the height condition is that the distance from the position of the player character 201 to the ceiling (i.e., the land object 203 that serves as the ceiling) is within a predetermined distance. The game system 1 determines the height condition based on the distance L from the player character 201 to the ceiling (referred to as the "ceiling distance"). That is, if the ceiling distance L is within the predetermined distance, the height condition is satisfied (see (a) in FIG. 9). On the other hand, if the ceiling distance L is longer than the predetermined distance, the height condition is not satisfied (see (b) in FIG. 9).

[0082] The method for calculating the ceiling distance L may be any desired method, but in this embodiment, the ceiling distance L is calculated by the following method, for example. In this embodiment, the ceiling distance L is calculated using a straight line (called a "ray") that is set based on the position of the player character. FIG. 10 is a diagram showing an example of a ray that is set around the player character. As shown in FIG. 10, the game system 1 virtually places rays 301 to 306 that extend upward from a start point a around the player character 201 in the game space. In this embodiment, six rays 301 to 306 are set. That is, in this embodiment, it can be said that a hexagonal prism that includes the player character therein is virtually placed. Note that in other embodiments, the number of rays that are set may be any number equal to or greater than one.

[0083] In this embodiment, the six rays 301 to 306 are placed at the vertices of a hexagon centered on the position of the player character 201 when viewed from above the game space (see FIG. 10). However, the rays may be placed at any position around the player character 201. Furthermore, the start point a of each of the rays 301 to 306 is set at the position of the player character 201's feet in the vertical direction (specifically, the position of the bottom end of the player character 201) (see FIG. 10). Note that even if the terrain object on which the player character 201 is placed has unevenness or a slope, the start points a of each of the rays 301 to 306 are set at the same height in the vertical direction. Furthermore, the upward position of the start point may be any position determined by the vertical position of the player character 201. In other embodiments, the upward position of the start point may be, for example, the position of the player character 201's head.

[0084] The game system 1 calculates, for each ray, the length from the starting point a to the position where the ray contacts the ceiling (referred to as the "contact point"). Then, the game system 1 calculates the ceiling distance L based on the length from the starting point a to the contact point for each of the rays 301 to 306. For example, the ceiling distance L may be calculated as the average value of the lengths from the starting points to the contact points for the six rays 301 to 306 (excluding rays that do not contact the ceiling). Note that by using multiple rays, the ceiling distance L can be calculated with high accuracy even if the ceiling is uneven or sloped.

[0085] As described above, in this embodiment, the game system 1 sets the height condition and causes the player character to perform a pass-through movement on the condition that the distance from the player character to the ceiling (e.g., ceiling distance L) satisfies the height condition. In other words, the game system 1 causes the player character to perform a pass-through movement when the terrain object serving as the ceiling is within a predetermined distance above the player character. As described above, even if a terrain object is located above the player character, if the terrain object is too far away from the player character, pass-through movement through the terrain object can be suppressed. For example, consider a case where a terrain object exists far above the ground, and the location of the terrain object is a location that the player character would normally be able to access after the game has progressed. In such a case, if pass-through movement to the location were possible, it could cause inconvenience to the progress of the game. In contrast, according to this embodiment, the possibility of the above-mentioned inconvenience occurring can be reduced by setting a height condition.

[0086] As described above, in this embodiment, the determination of the height condition (i.e., the determination of whether or not a land object serving as a ceiling is present within a predetermined distance above the player character) can be said to be performed based on whether or not a determination shape of a predetermined height extending upward from the position of the player character comes into contact with the land object when the determination shape is virtually placed. Here, the determination shape in this embodiment is a shape defined by the six rays 301 to 306, and can also be said to be a hexagonal prism with the six rays 301 to 306 as its sides. The height of this hexagonal prism is equal to the predetermined distance, which is the threshold value for the height condition. Note that in other embodiments, the determination shape may be any columnar shape, a polygonal prism shape other than a hexagonal prism, or a cylindrical shape. As described above, the determination of the height condition can be easily performed by using the determination shape. Note that, as will be described in detail later, the determination shape (specifically, the rays 301 to 306) is also used in the determination of the ceiling angle condition, the area condition, and the object condition. By using the determination shape, these conditions can also be easily determined, just like the height condition.

[0087] 11 is a diagram showing an example of when the ceiling angle condition is satisfied and when it is not satisfied. In this embodiment, the ceiling angle condition is that the inclination angle of the ceiling above the player character 201 is within a predetermined angle. Specifically, the inclination angle is the inclination angle θ1 of the land object 203, which serves as the ceiling, with respect to the horizontal direction (see FIG. 11).

[0088] The game system 1 determines the ceiling angle condition based on the inclination angle θ1. That is, if the inclination angle θ1 is equal to or smaller than a predetermined angle (for example, 50°), the ceiling angle condition is satisfied (see (a) in FIG. 11). On the other hand, if the inclination angle θ1 is greater than the predetermined angle, the ceiling angle condition is not satisfied (see (b) in FIG. 11). When the inclination angle θ1 is large like this, the portion of the land object 203 above the player character 201 is considered to be closer to a wall than a ceiling, and no passing movement is performed.

[0089] The method for calculating the inclination angle θ1 is arbitrary, but in this embodiment, for example, the inclination angle θ1 is calculated by the following method. That is, in this embodiment, the inclination angle θ1 is calculated using the above-mentioned ray. Specifically, the game system 1 calculates, for each ray, the inclination angle of the land object 203 at the contact point where the ray comes into contact with the ceiling. Then, the game system 1 calculates the inclination angle θ1 as the average value of the inclination angles calculated for each ray. This makes it possible to accurately calculate the inclination angle even if the ceiling is uneven.

[0090] Note that the ceiling angle condition may be determined by the following method instead of or in addition to the above determination. The game system 1 first calculates the height of the contact point for each of the rays 301 to 306. Next, the game system 1 calculates the angle of a plane passing through any three contact points (specifically, the angle with respect to the horizontal direction). In this embodiment, the game system 1 calculates the angle of the plane for each combination of the three contact points, and if the angle of any of the planes is greater than a reference value, the ceiling angle condition is not satisfied. According to the above method, for example, if there is a step on the ceiling above the player character 201 that is greater than a predetermined reference value, it is determined that the ceiling angle condition is not satisfied (see (c) in FIG. 11). Therefore, if it is desired to prevent passing through when such a step exists, the game system 1 may determine the ceiling angle condition by the above method.

[0091] As described above, the game system 1 determines whether or not to regard a portion of the terrain object as a ceiling based on the state of the terrain object at the portion where the determination shape (for example, a hexagonal prism defined by six rays 301 to 306) comes into contact (for example, the above-mentioned slope angle of the ceiling, the steps on the ceiling, or the placement state of prohibited objects described below). This can reduce the possibility of passing through a portion that is too steep to be considered a ceiling or has a large step. It can also reduce the possibility of a passing through movement occurring in a place where the game creator did not intend passing through movement, causing inconvenience to the progress of the game.

[0092] 12 is a diagram showing an example of when the area condition is satisfied and when it is not satisfied. In this embodiment, the area condition is that the projected area of ​​the ceiling above the player character 201 is equal to or greater than a predetermined amount. Specifically, the projected area is the area projected onto the ceiling when a surface area that intersects with the player character 201 and is parallel to the horizontal direction (specifically, a hexagonal area with vertices at the starting points of the six rays 301 to 306) is projected upward onto the ceiling.

[0093] The game system 1 determines the area condition based on the projected area. That is, if the projected area is equal to or greater than a predetermined amount (for example, ⅔ of the area of ​​the hexagon), the area condition is met (see (a) in FIG. 12). On the other hand, if the projected area is less than the predetermined amount, the area condition is not met. For example, as shown in (b) in FIG. 12, if only a part of the surface area is projected onto the ceiling of the land object 203, the projected area becomes small and the area condition is not met. If the projected area is small in this way, the game system 1 determines that there is no ceiling in the part of the land object 203 above the player character 201 that can be passed through, and does not perform the pass-through movement.

[0094] The method for calculating the projected area is arbitrary, but in this embodiment, for example, it is calculated by the following method. That is, in this embodiment, when a hexagonal area enclosed by line segments connecting the starting points of the rays 301 to 306 is projected upward onto the ceiling, the game system 1 calculates the area of ​​the projected area as the projected area. In another embodiment, the game system 1 can calculate a rough value of the projected area based on the number of rays, out of the six rays 301 to 306, that contact the land object 203, which is the ceiling. In this case, the area condition may be determined based on whether or not the number of rays that contact the land object 203 is a predetermined number (for example, four) or more.

[0095] As described above, in this embodiment, the determination of whether or not there is a land object serving as a ceiling within a predetermined distance above the player character includes a determination of the area condition. In other words, the determination of whether or not there is a land object serving as a ceiling within a predetermined distance above the player character is made based on the size of the portion of the determination shape that contacts the surface of the land object (for example, the above-mentioned projected area). Here, if the player character were to move through a land object when the projected area is small, there is a possibility that an unnatural display would be produced, such as the player character moving with part of the player character protruding from the land object as it passes through the land object. In contrast, according to this embodiment, the use of the area condition can reduce the possibility of such unnatural display being produced.

[0096] 13 is a diagram showing an example of when the object condition is satisfied and when it is not satisfied. In this embodiment, the object condition is that a prohibited object 205 is not placed on the land object 203 that serves as the ceiling. Here, the prohibited object 205 is a specific object defined in the game program, such as an object with spikes (see FIG. 13).

[0097] The game system 1 determines whether or not a prohibited object 205 is placed on the ceiling above the player character 201. Specifically, the game system 1 determines the object condition based on whether or not the above-mentioned rays 301 to 306 come into contact with the prohibited object 205. That is, if none of the rays 301 to 306 come into contact with the prohibited object 205, the object condition is met (see (a) in FIG. 13). On the other hand, if at least one of the rays 301 to 306 comes into contact with the prohibited object 205, the object condition is not met (see (b) in FIG. 13).

[0098] Note that any specific method may be used to determine whether or not a prohibited object is placed on the ceiling above the player character 201. For example, in another embodiment, the game system 1 may determine that the object condition is satisfied when the number of rays that contact the prohibited object 205 is a predetermined number (for example, one) or less.

[0099] Furthermore, if the prohibited object 205 is not placed on the surface of the ceiling (i.e., if there is another terrain object between the player character and the prohibited object 205 above), the game system 1 may determine that the object condition is satisfied even if the prohibited object 205 is located at the destination of the ray extended upward. For example, in a state where the prohibited object 205 is placed on a terrain object that is a ceiling, if another object is placed so as to cover the prohibited object 205 (for example, if the player character 201 moves the other object), the game system may determine that the object condition is satisfied with respect to the other object. This allows the player character 201 to pass through even in a place where a prohibited object is placed by using the other object in an ingenious way. Note that in another embodiment, if there is a prohibited object between the player character 201 and the movement destination, the game system 1 may determine that the object condition is not satisfied.

[0100] As described above, the game system 1 determines whether or not a portion of the terrain object that is in contact with the determination shape (for example, a hexagonal prism defined by six rays 301-306) is to be regarded as a ceiling based on the state of the terrain object (for example, the placement state of a prohibited object). This allows the game creator to easily prohibit the player character from passing through by setting the state of the terrain object. For example, if there is a location where passing through could cause inconvenience to the progress of the game if passing through were possible, the possibility of such inconvenience occurring can be reduced by changing the state of the terrain object in that location (for example, by placing a prohibited object).

[0101] The "state of the terrain object" is not limited to a state regarding whether or not other objects are placed on the terrain object, but may also be a state regarding the terrain object itself. For example, the "state of the terrain object" may be a state regarding whether or not the terrain object itself is a prohibited object.

[0102] [2-2-2: Destination conditions] Next, the destination conditions will be explained. Fig. 14 is a diagram showing an example of when the destination conditions are satisfied and when they are not satisfied. The destination conditions are conditions related to the destination above the player character, and include the following two conditions: - Destination angle conditions regarding the inclination angle of the destination location Spatial conditions regarding the space at the destination If the above two conditions are met, the game system 1 determines that the destination condition is met (i.e., there is a destination where the player character can be placed), and if at least one of the above two conditions is not met, the game system 1 determines that the destination condition is not met. Note that in other embodiments, the destination condition does not need to include both of the above two conditions, and may include at least one condition. Furthermore, the destination condition may include a condition different from the above two conditions.

[0103] The destination angle condition is that the inclination angle of a location P facing upward above the land object 203 forming the ceiling above the player character 201 is within a predetermined angle. Specifically, this inclination angle is the inclination angle θ2 of the location P on the land object 203 with respect to the horizontal direction (see FIG. 14). The method for calculating the inclination angle θ2 is arbitrary, but it may be calculated using a ray, similar to the above-mentioned inclination angle θ1.

[0104] The game system 1 determines the destination angle condition based on the tilt angle θ2. That is, if the tilt angle θ2 is equal to or smaller than a predetermined angle (for example, 50°), the destination angle condition is met (see (a) in FIG. 14). On the other hand, if the tilt angle θ2 is greater than the predetermined angle, the ceiling angle condition is not met (see (b1) in FIG. 14). When the tilt angle θ2 is large in this way, the location P is not considered a destination where the player character 201 can be placed, and no passing movement is performed.

[0105] In this embodiment, when the player character 201 is placed on a terrain object, if the tilt angle of the terrain object at the position where the player character 201 is placed is equal to or greater than a reference angle, the game system 1 controls the player character 201 to move downward on the slope (for example, slide down) in a state where there is no operation by the player. The predetermined angle that serves as a threshold value in the destination angle condition may be the same angle as the reference angle.

[0106] Furthermore, the spatial condition is that the space above the location P (i.e., the space outside the land object) has a size (specifically, width, depth, and height) that allows the player character 201 to be placed therein. That is, if the size of the space has a predetermined size that allows the player character 201 to be placed therein, the spatial condition is met (see (a) in FIG. 14). On the other hand, if the size of the space does not have the predetermined size, the spatial condition is not met (see (b2) in FIG. 14). In this way, if the space is small, the location P is not considered to be a movement destination where the player character 201 can be placed, and no passing movement is performed.

[0107] The predetermined size is at least a size that, assuming that the player character 201 is placed at the location P, will prevent the player character 201 and the land object 203 from contacting or overlapping with each other except in the ground contact portion.

[0108] As described above, in this embodiment, when a determination condition based on at least one of the state of a location of the terrain object above the player character that faces upward (for example, the inclination angle θ2) and the size of the space other than the terrain object above the location is further satisfied, the game system 1 controls a pass-through movement with the location as the movement destination. This makes it possible to reduce the possibility that the player character will be moved to a location where it cannot be placed by pass-through movement.

[0109] The "state of the location of the terrain object facing upward" is not limited to the state related to the tilt angle of the location, but also includes the state related to the type of terrain object at the location or the state related to the space above the location. For example, in another embodiment, if the location of the terrain object is a type of object that will damage the player character on the object (e.g., an object representing lava), the game system 1 may determine that the destination condition is not satisfied. Also, for example, if the space above the location of the terrain object is a space where the player character can only exist for a certain period of time (e.g., underwater), the game system 1 may determine that the destination condition is not satisfied. As described above, the game system 1 may not set a location where it is impossible to place the player character as a destination, and may also exclude certain locations from the destination even if it is possible to place the player character.

[0110] In the game space, terrain objects may be arranged in multiple layers, and in this case, there may be multiple layers of terrain objects above the player character. Below, we will explain how to determine the movement destination when there are multiple layers of terrain objects above the player character.

[0111] Fig. 15 is a diagram showing an example of a case where there are multiple land objects above the player character. In the example shown in Fig. 15, it is assumed that two land objects 203 and 207 exist above the player character 201. In addition, in the example shown in Fig. 15, it is assumed that a location P1 that faces upward in the land object 203 that serves as the ceiling above the player character 201 does not satisfy the destination condition, and a location P2 that faces upward in the land object 207 that is further above the land object 203 satisfies the destination condition.

[0112] 15, first, the game system 1 determines whether or not the destination condition is satisfied for the land object 203 that is closest to the player character 201 among the land objects above the player character 201. If the destination condition is not satisfied for the land object 203, the game system 1 determines whether or not the destination condition is satisfied for the land object 207 that is closest to the player character 201 among the land objects above the player character 201, excluding the land object 203. In the example shown in FIG. 15, the location P2 on the land object 207 satisfies the destination condition, and therefore the location P2 is determined as the destination (see FIG. 15).

[0113] As described above, when there are multiple terrain objects above the player character 201, the game system 1 determines whether or not the terrain objects satisfy the destination condition, starting with the terrain object closest to the player character 201. The game system 1 repeats the above determination until a terrain object for which the destination condition is satisfied is found. Then, when the destination condition is not satisfied for each terrain object, the game system 1 determines that the movement condition is not satisfied and prevents the player character 201 from passing through. On the other hand, when there is a terrain object for which the destination condition is satisfied, the game system 1 causes the player character 201 to pass through to the destination of that terrain object. In this way, according to this embodiment, the destination can be determined even when there are multiple terrain objects above the player character 201.

[0114] [2-3: Flow of game operations and game display regarding passing through movement] In this embodiment, the passing-through movement is performed by the player character 201 using a predetermined movement item. Specifically, during the game, the player first issues an item designation instruction, thereby putting the player character 201 into a state in which the movement item can be used. In this state, the player can cause the player character 201 to pass through by issuing a movement start instruction (provided that the above-mentioned movement conditions are satisfied). Below, the player's operation for causing the player character 201 to pass through and the display when passing through movement is performed will be described.

[0115] [2-3-1: Game image before passing through] 16 is a diagram showing an example of a game image in a state before a movement item becomes usable. As shown in FIG. 16, in the above state, a game image showing a game space including the player character 201 is displayed on the display 12. That is, the game system sets the position and orientation of the virtual camera for generating the game image to a position and orientation such that the player character 201 is included in the field of view. Furthermore, in the above state, the player can perform an operation to move the player character 201 on the terrain object 211 on the ground, and can also give an item designation instruction to make the player character 201 usable for the movement item.

[0116] In the above state, when the player issues an item designation instruction, the player character 201 is put into a state where it can use the movement item. The specific operation method for issuing the item designation instruction is arbitrary. For example, the game system 1 may be configured to accept, as the item designation instruction, an operation for switching an item that is to be made usable from among a plurality of items possessed by the player character 201 to the movement item.

[0117] In this embodiment, in response to an item designation instruction being given, the game system 1 changes the position and orientation of the virtual camera so that it faces upward from the position of the player character 201. FIG. 17 is a diagram showing an example of a game image displayed in response to an item designation instruction being given in the state shown in FIG. 16. Here, in the state shown in FIG. 16, a terrain object 212 serving as the ceiling is located above the player character 201. Therefore, when the virtual camera faces upward in response to an item designation instruction being given, the terrain object 212 serving as the ceiling is displayed on the display 12 as shown in FIG. 17. In the example shown in FIG. 17, the player character 201 is not displayed; however, in other embodiments, when the virtual camera faces upward, a part of the player character 201 (for example, the head) may be displayed. Furthermore, the virtual camera does not necessarily need to face directly upward, and may be set in an orientation such that the ceiling above the player character 201 is included in the field of view.

[0118] The virtual camera is changed automatically in response to an item designation instruction (i.e., without any other instructions from the player other than the item designation instruction). This allows the player to easily check whether there is a ceiling above the player character 201 after giving an item designation instruction.

[0119] In this embodiment, when the virtual camera is facing upward in response to an item designation instruction, the game system 1 accepts an operation from the player to change the orientation of the virtual camera. Therefore, in the above state, the player can change the line of sight of the virtual camera to any direction. In another embodiment, the virtual camera may not automatically face upward in response to an item designation instruction, but the player may operate the virtual camera as needed to look upward.

[0120] In this embodiment, when a terrain object serving as a ceiling is displayed in response to an item designation instruction, the game system 1 displays a mark 310 indicating the determination result of the movement condition (see FIG. 17). In this embodiment, the mark 310 is displayed on the terrain object 212 serving as the ceiling. Specifically, the mark 310 is displayed at a position above the player character 201, that is, at a position where the above-mentioned determination shape comes into contact with the terrain object 212. Note that the mark 310 does not have to be placed on the surface of the terrain object 212, and may be placed near the surface of the terrain object 212 (for example, at a position slightly away from the surface).

[0121] Furthermore, when an item designation instruction is given in a state where there is no land object serving as a ceiling within a predetermined distance above the player character 201 (i.e., a state where the height condition is not satisfied), the mark 310 is placed at a predetermined position above the player character 201. This predetermined position is, for example, a position that is the above-mentioned predetermined distance away from the player character 201.

[0122] Furthermore, the mark 310 is displayed in a different manner depending on whether the movement condition is satisfied or not. In this embodiment, the color of the mark 310 is different between the former and latter cases (see (a) and (b) of FIG. 17. Note that in FIG. 17, the difference in color of the mark 310 is represented by the presence or absence of hatching).

[0123] As described above, in this embodiment, the display showing the determination result of the movement condition is performed by drawing the portion of the land object that contacts the determination shape (for example, mark 310) in a different display mode depending on the determination result. This allows the player to easily confirm whether or not the movement destination condition is satisfied (i.e., whether or not passing-through movement is possible). Note that in the above, "a certain portion is drawn in a different display mode depending on the determination result" includes the meaning that a mark is displayed in that portion in the case of one determination result, and a mark is not displayed in that portion in the case of the other determination result.

[0124] In this embodiment, a display (specifically, mark 310) indicating the determination result of the movement condition is placed on the land object serving as the ceiling. Here, the position of the display indicating the determination result of the movement condition is arbitrary. For example, in another embodiment, the position of the display indicating the determination result of the movement condition may be the position where the determination shape is placed. For example, in a modification of this embodiment, the above-mentioned rays 301 to 306 may be displayed in different display modes depending on the determination result. As such, in this embodiment or the modification, a display indicating the determination result of the movement condition is performed at least in the portion where the land object contacts the determination shape and the position where the determination shape is placed. In this way, the position of the ceiling that is the object of determination of the movement condition and the determination result of the movement condition are displayed in association with each other, so that both can be presented in an easy-to-understand manner for the player.

[0125] In another embodiment, in a state where a movement item is available for use (for example, a state where the game image shown in FIG. 17 is displayed), the game system 1 may accept an operation to move the player character 201 on the terrain object 211. This allows the player to move the player character 201, making it easier to find a position of the player character 201 that allows for passing-through movement.

[0126] [2-3-2: Generation of game images during passing through] Furthermore, in a state in which a movement item is available for use, the game system 1 accepts a movement start instruction to start a pass-through movement using the movement item, and a cancellation instruction to cancel this state. When the player issues the movement start instruction, the game system 1 starts an action control process (i.e., the pass-through movement process in step S13 shown in FIG. 20) in which the player character 201 moves through the movement, assuming that the movement conditions are met. On the other hand, when the player issues a cancellation instruction, the game system 1 returns the position and orientation of the virtual camera to the position and orientation before the item designation instruction was issued. As a result, a game image showing the game space including the player character 201, as shown in FIG. 16, is displayed on the display 12.

[0127] In the action control process in which the player character 201 moves through a terrain object, the game system 1 first moves the player character 201 upward. When the player character 201 moves through a terrain object, the game system 1 may display a columnar effect image extending upward from the position of the player character 201, and may control the player character 201 to move upward inside this columnar effect image. The effect image may be displayed semi-transparently so that the player character inside the effect image is visible. The effect image described above makes it possible to clearly present to the player the path along which the player character 201 will move. The effect image may be displayed only when the player character 201 is located outside a terrain object, or may be displayed both when the player character 201 is located outside and inside a terrain object.

[0128] As the player character 201 moves upward, the player character 201 will come into contact with the land object 212, which serves as the ceiling. In the above-mentioned movement control processing, even if contact occurs, the player character 201 continues to move upward, and as a result, the player character 201 moves upward inside the land object 212. Note that during normal processing (i.e., during processing other than the above-mentioned movement control processing), a collision determination process is performed between the player character 201 and the land object 212, and the player character 201 will not enter the land object 212.

[0129] FIG. 18 is a diagram showing an example of the placement of the player character and the virtual camera when the player character moves inside a terrain object. In this embodiment, during passing-through movement, the game system 1 places the virtual camera 311 so that the position and posture of the player character 201 are within the field of view. For example, the virtual camera 311 is placed at the same position as the player character 201 in the vertical direction and facing the horizontal direction (see FIG. 18). At this time, the virtual camera 311 is placed at a position a predetermined distance away from the player character 201. Note that since the player character 201 moves upward during passing-through movement, the virtual camera 311 also moves upward in accordance with the movement of the player character 201.

[0130] Here, there may be cases where the virtual camera 311 is placed within the terrain object 212 during passing-through movement (see (a) in FIG. 18). In this case, the game system 1 places a background object 312 behind the player character 201 as seen from the virtual camera 311. In this embodiment, the background object 312 is large enough to cover the field of view of the virtual camera 311, and is placed at a position that covers the field of view of the virtual camera 311 (that is, so that the terrain object 212 behind the background object 312 is not displayed) (see (a) in FIG. 18). Therefore, in the above case, the player character 201 and the background object 312 behind it are displayed on the display 12, and the terrain object 212 (strictly speaking, the polygons on the surface of the terrain object 212) is not displayed. Note that any texture may be drawn on the background object 312; for example, an image that represents the player character 201 moving underground, or an image that represents the player character 201 warping and moving, is drawn on the background object 312.

[0131] As described above, in this embodiment, when the virtual camera is placed inside a terrain object during pass-through movement, a background object is displayed. This prevents inconveniences that may occur when display processing is performed from a viewpoint from the back side of the polygons of the terrain object (in other words, from the inside). For example, the back sides of polygons are often not rendered, which can cause the terrain object to be partially displayed or not, resulting in a distorted appearance. Furthermore, even when the back side of a polygon is rendered, the back side of the object is normally not displayed, so the appearance still looks unnatural. However, by replacing it with a background object, the unnatural appearance can be reduced.

[0132] On the other hand, when the virtual camera 311 is placed outside the terrain object 212 during passing-through movement, the background object 312 is not placed (see (b) in FIG. 18 ). In this case, a game image showing the game space in which the terrain object 212 is viewed from the outside (for example, a game image showing the side wall of the terrain object 212) is displayed. In this case, the player character 201 is not displayed. However, in other embodiments, in the above case, the game system 1 may display the player character 201 in the terrain object 212 by semi-transparently superimposing it on the terrain object 212, or may display the terrain object 212 semi-transparently so that the player character 201 is visible. In other embodiments, even when the virtual camera 311 is placed outside the terrain object 212, the background object may be placed so that the display is the same as when the virtual camera 311 is placed inside the terrain object 212. In this case, the game system 1 does not display the surface of the terrain object 212 (specifically, the polygons of the terrain object 212) between the virtual camera 311 and the player character 201.

[0133] The content of the game image showing the player character 201 passing through the terrain object during the passing-through movement is arbitrary, and in other embodiments, the game image may be generated and displayed by a method different from that of this embodiment.

[0134] As described above, in this embodiment, the game system 1 moves the player character 201 upward from the current position, and further moves the player character 201 from the ceiling through the terrain object, thereby moving the player character 201 to the destination. This allows the player to intuitively recognize that the player character 201 passes through the terrain object when moving from the current position to the destination on the terrain object.

[0135] In other embodiments, when moving the player character 201 to the destination by passing through the terrain object, the game system 1 may not display an animation of the player character 201 passing through the terrain object. For example, the game system 1 may display the player character 201 warping from the position before the movement to the destination.

[0136] Furthermore, in this embodiment, when the game system 1 moves the player character 201 to a destination by passing through, it displays different animations for the player character 201 when the player character 201 is moving within a terrain object and when the player character 201 is moving outside the terrain object. For example, when the player character 201 is moving within a terrain object, the game system 1 displays an animation including a background object and an animation showing the side wall of the terrain object. This allows the player to easily recognize that the player character 201 is moving within the terrain object.

[0137] Furthermore, in this embodiment, the game system 1 generates animation representing the movement of the player character 201 when the player character 201 is moved to a destination by passing through, which animation is different from animation when the player character 201 moves on a terrain object (for example, animation showing a walking or running action). For example, the game system 1 makes the player character 201, during the passing through movement, assume a posture as if jumping up or swimming upward. This allows the player to easily recognize that the player character 201 is moving (i.e., passing through) differently from the normal movement of the player character 201 on a terrain object.

[0138] If the distance from the movement start position to the movement destination in the passing-through movement is longer than a predetermined standard, the game system 1 may increase the movement speed of the player character 201. In this way, if the time required for passing-through movement is long, the time can be shortened.

[0139] When the player character 201 reaches the movement destination by passing through movement, the game system 1 ends the action control process for the player character 201 to perform passing through movement. Note that in this embodiment, when the passing through movement ends, the state in which the player character 201 can use the movement item is automatically canceled (i.e., without any operation by the player). This allows the player to perform movement operations on the player character 201 without issuing the above-mentioned cancellation instruction. Note that in other embodiments, when the passing through movement ends, the game system 1 may maintain the state in which the player character 201 can use the movement item.

[0140] In this embodiment, the game system 1 does not accept any operation by the player with respect to the player character 201 while the passing-through movement is being performed. This prevents the player character 201 from being moved to a position different from the movement destination specified at the time the item designation instruction was issued. In another embodiment, the game system 1 may be configured to accept any operation by the player with respect to the player character 201 even while the passing-through movement is being performed. Furthermore, the game system 1 may be configured to accept any operation other than the operation for moving the player character 201 (for example, an operation to use another item) while the passing-through movement is being performed.

[0141] As described above, in this embodiment, the game system 1 determines whether or not a determination condition (e.g., a movement condition) is satisfied, in response to a first instruction (e.g., an instruction to specify an item) input by a player's operation, that is, that there is a terrain object serving as a ceiling within a predetermined distance above the player character, and that a destination on the terrain object is located above the player character and above the ceiling, and displays a result of the determination (e.g., displays the mark 310). Then, in response to a second instruction (e.g., an instruction to start moving) input by the player's operation when the determination condition is satisfied, the game system 1 moves the player character to the destination. This allows the player to confirm whether or not passing through movement is possible, and then issue a second instruction to actually perform passing through movement. This reduces the possibility that the player will issue the second instruction when passing through movement is not possible, thereby improving operability for passing through movement.

[0142] In this embodiment, the player character performs passing movement by using a movement item, but in other embodiments, the use of a specific item such as a movement item does not have to be a condition for performing passing movement. In other embodiments, the player character may be able to pass through regardless of whether or not he has a specific item.

[0143] [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.

[0144] 19 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in FIG. 19 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 slot 23, etc.).

[0145] 19, the game system 1 stores a game program. The game program is a game program for executing the game in this embodiment (specifically, the game control process shown in FIG. 20). The game system 1 also stores operation data, camera data, character data, destination candidate data, and destination data.

[0146] As described above, the operation data is transmitted from each of the controllers 3 and 4 to the main unit 2 and stored in the main unit 2. In this embodiment, the operation data includes input data indicating input to each of the input units described above. The camera data indicates information about a virtual camera set in a virtual game space (e.g., information indicating the position and attitude of the virtual camera, etc.). The character data indicates information about a player character placed in the game space (e.g., information about the position, attitude, state, etc. of the player character). The destination candidate data indicates destination candidates in the game space, and specifically indicates the positions (e.g., coordinates) of the candidates. The destination data indicates a destination in the game space, and specifically indicates the position (e.g., coordinates) of the destination.

[0147] Fig. 20 is a flowchart showing an example of the flow of game control processing executed by the game system 1. The game control processing shown in Fig. 20 is started when the player character 201 is placed in the game space during execution of the game program. Although not shown, the game control processing is ended when a menu screen is displayed in response to a user instruction, or when the game is ended in response to a user instruction.

[0148] 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 FIG. 20 . However, in other embodiments, some of the processing of each step may be performed by a processor (e.g., a dedicated circuit) other than the processor 81. Furthermore, if the game system 1 is capable of communicating with another information processing device (e.g., a server), some of the processing of each step shown in FIGS. 20 and 21 may be performed in the other information processing device. Furthermore, the processing of each step shown in FIGS. 20 and 21 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.

[0149] 20 and 21, the processor 81 executes the processing of each step shown in Fig. 20 and 21 using a memory (for example, the 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 a subsequent processing step, reads the information from the memory and uses it.

[0150] In step S1 shown in FIG. 20, processor 81 determines whether or not the player has issued the above-mentioned item designation instruction. In this embodiment, processor 81 determines whether or not the player has issued various instructions (e.g., an item designation instruction, a release instruction, and a movement start instruction) based on operation data acquired from each controller 3 or 4. Here, processor 81 acquires operation data received from each controller via controller communication unit 83 and / or each terminal 17 and 21 at appropriate timing and stores it in memory. Processor 81 makes the above-mentioned determination based on the acquired operation data. If the determination result of step S1 is negative, processing of step S2 is executed. On the other hand, if the determination result of step S1 is positive, processing of step S3 is executed.

[0151] In step S2, processor 81 executes a control process for moving the player character on the terrain object. For example, processor 81 causes the player character to perform an action of moving (e.g., walking or running) on ​​the terrain object in accordance with a directional input to the controller (e.g., a directional input to analog stick 32). At this time, processor 81 updates the character data stored in memory so as to indicate the content of the player character's action after the control. Furthermore, in step S2, processor 81 generates a game image indicating the game space after the above control process and displays it on display 12. Note that the process of step S2 may be similar to conventional game control processes. Furthermore, game system 1 may execute processes for controlling the movement of the player character, as well as processes for controlling the movement of a virtual camera and other objects such as enemy characters. Following step S2, the process of step S1 is executed again.

[0152] The processing loop of steps S1 and S2 is executed once per predetermined time (for example, one frame time). That is, in the present embodiment, processor 81 determines whether or not an item designation instruction has been given once per predetermined time.

[0153] In step S3, processor 81 sets the position and orientation of the virtual camera so that it faces upward from the position of the player character. Specifically, processor 81 updates the camera data stored in memory so that it indicates the set position and orientation. As a result of the processing of step S3, in step S7 or S10 described below, a game image showing the ceiling above the player character (see FIG. 17) is displayed. Following step S3, the processing of step S4 is executed.

[0154] In step S4, processor 81 determines whether the above-described ceiling condition is satisfied with respect to the current position of the player character. This determination is made according to the method described above in "[2-2-1: Ceiling Condition]". If the determination result in step S4 is positive, the process of step S5 is executed. On the other hand, if the determination result in step S4 is negative, the process of step S7, which will be described later, is executed.

[0155] In step S5, processor 81 determines whether or not there is a destination candidate. Here, the destination candidate is a location that is above the player character, faces upward in the land object that serves as the ceiling, and is closest to the player character, excluding locations for which it is determined in step S6, described later, that the destination condition is not satisfied. If such a destination candidate is present, processor 81 sets the location as the destination candidate. That is, processor 81 stores data indicating the position of the location in memory as destination candidate data. If the determination result in step S5 is positive, the process of step S6 is executed. On the other hand, if the determination result in step S5 is negative, the process of step S7, described later, is executed.

[0156] In step S6, the processor 81 determines whether the destination candidates set in step S5 satisfy the above-mentioned destination conditions. This determination is made according to the method described above in "[2-2-2: Destination Conditions]". If the determination result in step S6 is positive, the process of step S7 is executed. On the other hand, if the determination result in step S6 is negative, the process of step S5 is executed again. Therefore, in this embodiment, the processing loop of steps S5 and S6 is repeated until it is determined that the destination candidates satisfy the destination conditions or that all of the destination candidates do not satisfy the destination conditions.

[0157] In step S7, processor 81 displays a game image on display 12 in a display manner indicating that passing through movement is not possible. At this time, processor 81 generates a game image based on the virtual camera set by the processing of step S3. Specifically, processor 81 generates a game image that represents the game space when viewed from the position of the virtual camera in a direction corresponding to the attitude of the virtual camera. At this time, processor 81 includes in the game image a mark in a display manner indicating that passing through movement is not possible (see (b) of FIG. 17). The game image generated as described above is displayed on display 12. Following step S7, the processing of step S8 is executed.

[0158] In step S8, processor 81 determines whether or not the player has issued the above-mentioned cancellation instruction. If the determination result in step S8 is positive, the process of step S1 is executed again. On the other hand, if the determination result in step S8 is negative, the process of step S8 is executed again. That is, in the present embodiment, after the game image is displayed in step S7, processor 81 waits until a cancellation instruction is issued, and if a cancellation instruction is issued, the process of step S1 is executed again.

[0159] On the other hand, in step S9, processor 81 determines the destination candidate determined to satisfy the destination condition as the destination for the pass-through movement. That is, processor 81 updates the contents of the destination data stored in memory to the contents stored as the destination candidate data. Following step S9, the process of step S10 is executed.

[0160] In step S10, processor 81 displays a game image on display 12 in a display manner indicating that passing through movement is possible. At this time, processor 81 generates a game image based on a virtual camera in the same manner as in the processing of step S7 above. Also, in step S10, processor 81 includes in the game image a mark in a display manner indicating that passing through movement is possible (see (a) of FIG. 17). The game image generated as described above is displayed on display 12. Following step S10, the processing of step S11 is executed.

[0161] In step S11, processor 81 determines whether the player has issued the above-mentioned cancellation instruction. If the determination result in step S11 is positive, the process of step S1 is executed again. That is, in this case, the player character does not pass through, and the game state returns to the state before the item designation instruction was issued. On the other hand, if the determination result in step S11 is negative, the process of step S12 is executed.

[0162] In step S12, processor 81 determines whether or not the player has issued the above-mentioned movement start instruction. If the determination result of step S12 is positive, the process of step S13 is executed. On the other hand, if the determination result of step S12 is negative, the process of step S11 is executed again. That is, after the process of step S10, processor 81 waits until a release instruction or a movement start instruction is issued.

[0163] In step S13, processor 81 executes a passing-through movement process. The passing-through movement process is a motion control process for causing the player character to perform a passing-through movement motion. Details of the passing-through movement process will be described later. When the passing-through movement process ends, the process of step S1 is executed again.

[0164] FIG. 21 is a sub-flowchart showing an example of the detailed flow of the passing-through movement processing in step S13 shown in FIG. 20. In the passing-through movement processing, first, in step S21, processor 81 moves the player character upward. Specifically, processor 81 updates the character data stored in memory to indicate a position obtained by moving the character upward from the current position. In the passing-through movement processing of this embodiment, a processing loop consisting of a series of processes from steps S21 to S26 is repeatedly executed once per predetermined time (e.g., one frame time). Therefore, in one processing of step S21, the player character moves by the movement amount during the predetermined time. Following step S21, the processing of step S22 is executed.

[0165] In step S22, processor 81 positions the virtual camera in accordance with the position of the player character. Specifically, processor 81 positions the virtual camera in a position and orientation that includes the player character within the field of view, based on the position of the player character after movement in the processing of step S21. At this time, processor 81 updates the camera data stored in memory to indicate the position after the above-described positioning. Note that in this embodiment, since the player character moves upward in the processing of step S21, the virtual camera also moves upward in accordance with the player character. Following step S22, the processing of step S23 is executed.

[0166] In step S23, processor 81 determines whether the position of the virtual camera placed in the processing of step S22 is a position inside the terrain object. This determination is made based on the camera data stored in memory and data indicating the configuration of the game space generated based on the game program (this data includes data indicating the position of the terrain object). If the determination result of step S23 is positive, the processing of step S24 is executed. On the other hand, if the determination result of step S23 is negative, the processing of step S24 is skipped and the processing of step S25 is executed.

[0167] In step S24, processor 81 places a background object behind the player character as seen from the virtual camera (see FIG. 18(a)). Specifically, processor 81 places the background object inside the terrain object according to the method described above in "[2-3-2: Generation of game images during pass-through movement]". Following step S24, the process of step S25 is executed.

[0168] In step S25, processor 81 displays on display 12 a game image showing the player character moving through. As described above, the processing loop consisting of the series of processes in steps S21 to S26 is repeatedly executed once per predetermined time (for example, one frame time), and therefore the processing in step S25 is also executed once per predetermined time. Therefore, by repeatedly executing the processing loop, an animation showing the player character moving through is displayed. Following step S25, the processing in step S26 is executed.

[0169] In step S26, processor 81 determines whether or not the player character has reached the destination. This determination can be made based on the position of the player character indicated by the character data stored in memory and the position indicated by the destination data. If the determination result of step S26 is positive, processor 81 ends the passing-through movement process. On the other hand, if the determination result of step S26 is negative, the process of step S21 is executed again. Thereafter, the process loop of steps S21 to S26 is repeatedly executed until it is determined that the player character has reached the destination.

[0170] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the game program causes a computer (eg, processor 81) of an information processing device (eg, main unit 2) to execute the following processes. Normal movement control including at least control of moving a player character on a terrain object based on an operation input by a player in a virtual space including at least a player character and a terrain object. Special movement control that moves a player character to a destination on the terrain object above the player character based on an operation input (e.g., a movement start instruction) when the conditions are met: there is a terrain object that serves as a ceiling at least above the player character; and there is a destination on the terrain object above the player character and above the ceiling where the player character can be placed.

[0171] According to the above, when a terrain object is located above the player character, the player character can be moved above the terrain object in response to an operation input by the player. In this way, according to the present embodiment, a new method for moving the player character in the game space can be provided.

[0172] (Modifications regarding movement conditions) In the above embodiment, no condition was set for the destination regarding the distance (specifically, height) from the current position of the player character. However, in other embodiments, the game system 1 may set a condition for the destination regarding the distance from the position of the player character. Specifically, the destination condition may include a height condition that "the distance from the position of the player character to the destination must be within a predetermined distance." Note that this predetermined distance is set to a value greater than the threshold value of the height condition included in the ceiling condition. This can further reduce the possibility that the player character will be able to move to a location far above by passing through.

[0173] In other embodiments, the height condition regarding the height from the player character to the ceiling may not be set as a ceiling condition included in the movement conditions. In other words, if there are no cases in the game where it is desired to exclude locations such as the above-mentioned sky locations, it is not necessary to set a height restriction. Alternatively, the height restriction in the height condition may be set to an infinite or sufficient height, thereby effectively eliminating any restriction.

[0174] (Modifications regarding display when passing through) In another embodiment, the game system 1 may display a game image showing the surrounding game space of the destination before the player issues a movement start instruction. This allows the player to check the situation of the destination before having the player character move through it. For example, the game system 1 may receive an instruction from the player to display a game image of the destination when a game image showing the ceiling (see FIG. 17) is displayed in response to an item designation instruction. When this instruction is given, the game system 1 may display the game image of the destination on the condition that a movement condition is satisfied.

[0175] 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]

[0176] The above embodiment can be used as, for example, a game program or game system for the purpose of moving a player character above a terrain object when the terrain object is located above the player character. [Explanation of symbols]

[0177] 1. Game System 2 Main unit 3 Left Controller 4 Right Controller 81 processors 201 Player Character 202,203 Terrain objects 205 Prohibited Objects 310 marks 311 Virtual Camera 312 background objects

Claims

1. The computer of the information processing device performing normal movement control including at least control of moving the player character on the terrain object based on an operation input by a player in a virtual space including at least a player character and a terrain object; a terrain object serving as a ceiling directly above the player character, and a movement destination on the terrain object at which the player character can be positioned is located directly above the player character and directly above the ceiling; and the game program further performs special movement control to move the player character to the movement destination based on an operation input by the player.

2. 2. The game program according to claim 1, wherein, in the special movement control, when the landform object serving as the ceiling is further satisfied to be within a predetermined distance directly above the player character, the computer is caused to perform control to move the player character to the destination based on an operation input by the player.

3. 3. The game program according to claim 1, wherein the special movement control causes the computer to perform control to move the player character to the destination by moving the player character directly upward from a current position and further moving the player character from the ceiling through the terrain object.

4. 4. The game program according to claim 3, wherein, when the player character is moved to the destination by the special movement control, the computer displays different animations for the player character when the player character is moving within the terrain object and when the player character is moving outside the terrain object.

5. The computer, further determining whether or not a determination condition is satisfied that a land object serving as a ceiling exists within a predetermined distance directly above the player character, and that the movement destination on the land object exists directly above the player character and directly above the ceiling, in response to a first instruction input by an operation of the player, and displaying a result of the determination; 5. The game program according to claim 1, wherein in the special movement control, when the determination condition is satisfied, a control is performed to move the player character to the movement destination in response to a second instruction being input by the player.

6. 6. The game program according to claim 5, wherein, in the determination of whether or not the determination condition is satisfied, the determination of whether or not there is a land object serving as a ceiling within a predetermined distance directly above the player character is made based on whether or not a determination shape of a predetermined height extending directly upward from the position of the player character comes into contact with the land object when the determination shape is virtually placed.

7. 7. The game program according to claim 6, wherein the determination shape is at least one of a shape defined by one or more line segments extending directly upward, a polygonal prism shape, and a cylindrical shape.

8. 8. The game program according to claim 6, wherein the determination of whether or not there is a land object serving as a ceiling within a predetermined distance directly above the player character is made based on the size of a portion of the determination shape that comes into contact with a surface of the land object.

9. 9. The game program according to claim 6, wherein the computer is further caused to determine whether or not a land object that serves as a ceiling is present within a predetermined distance directly above the player character, based on a state of the land object in a portion with which the determination shape comes into contact, whether or not that portion of the land object is to be regarded as the ceiling.

10. A game program as described in any one of claims 6 to 9, wherein the display indicating the judgment result is performed by drawing at least one of the portion where the terrain object contacts the judgment shape and the position where the judgment shape is placed in a different display mode depending on the judgment result.

11. 11. The game program according to claim 1, wherein, when a determination condition based on at least one of a state of a location of the terrain object that is directly above the player character and faces upward, and a size of a space outside the terrain object that is above the location, is further satisfied, the computer is caused to perform the special movement control with the location as the movement destination based on an operation input by the player.

12. a processor; The processor: a normal movement control for controlling the movement of the player character on the terrain object based on an operation input by a player in a virtual space including at least a player character and a terrain object; and when at least the following conditions are satisfied: there is the terrain object serving as a ceiling directly above the player character; and there is a movement destination on the terrain object directly above the player character and directly above the ceiling, at which the player character can be positioned, based on an operation input by the player.

13. 13. The information processing device according to claim 12, wherein, in the special movement control, the processor moves the player character to the destination based on an operation input by the player, when the terrain object serving as the ceiling is further satisfied to be within a predetermined distance directly above the player character.

14. 14. The information processing device according to claim 12 or 13, wherein the processor, in the special movement control, moves the player character directly upward from a current position, and further moves the player character from the ceiling through the landform object, thereby moving the player character to the destination.

15. 15. The information processing device according to claim 14, wherein, when the processor moves the player character to the destination using the special movement control, the processor displays different animations for the player character when the player character is moving within the terrain object and when the player character is moving outside the terrain object.

16. The processor: further determining whether or not a determination condition is satisfied in response to a first instruction by an operation input by the player, that is, that there is a land object serving as a ceiling within a predetermined distance directly above the player character, and that the movement destination on the land object is directly above the player character and further directly above the ceiling, and displaying a result of the determination; 16. The information processing device according to claim 12, wherein, in the special movement control, when the determination condition is satisfied and a second instruction is input by the player, the player character is moved to the movement destination.

17. 17. The information processing device according to claim 16, wherein, in the determination of whether or not the determination condition is satisfied, a determination of whether or not there is a land object serving as a ceiling within a predetermined distance directly above the player character is made based on whether or not a determination shape of a predetermined height extending directly upward from the position of the player character comes into contact with the land object when the determination shape is virtually placed.

18. The information processing device according to claim 17 , wherein the determination shape is at least one of a shape defined by one or more line segments extending directly upward, a polygonal prism shape, and a cylindrical shape.

19. 19. The information processing device according to claim 17, wherein the determination of whether or not there is a land object serving as a ceiling within a predetermined distance directly above the player character is made based on the size of a portion where the determination shape comes into contact with a surface of the land object.

20. 20. The information processing device according to claim 17, wherein the processor, in determining whether or not there is a terrain object that serves as a ceiling within a predetermined distance directly above the player character, further determines whether or not a portion of the terrain object that is in contact with the determination shape is to be regarded as the ceiling, based on a state of the terrain object in that portion.

21. 21. The information processing device according to claim 17, wherein the display indicating the determination result is performed by drawing at least one of the portion where the terrain object contacts the determination shape and the position where the determination shape is placed in a different display mode depending on the determination result.

22. 22. The information processing device according to claim 12, wherein the processor performs the special movement control based on an operation input by the player when a determination condition based on at least one of a state of the terrain object at the movement destination and a size of a space outside the terrain object at the movement destination is further satisfied.

23. a processor; The processor: a normal movement control for controlling the movement of the player character on the terrain object based on an operation input by a player in a virtual space including at least a player character and a terrain object; and executing special movement control to move the player character to the movement destination, based on an operation input by the player, when at least the following conditions are satisfied: there is the terrain object serving as a ceiling directly above the player character, and there is a movement destination on the terrain object directly above the player character and directly above the ceiling, at which the player character can be positioned.

24. 24. The information processing system according to claim 23, wherein, in the special movement control, the processor moves the player character to the destination based on an operation input by the player, when the terrain object serving as the ceiling is further satisfied to be within a predetermined distance directly above the player character.

25. The processor: further determining whether or not a determination condition is satisfied in response to a first instruction by an operation input by the player, that is, that there is a land object serving as a ceiling within a predetermined distance directly above the player character, and that the movement destination on the land object is directly above the player character and further directly above the ceiling, and displaying a result of the determination; 25. The information processing system according to claim 23 or 24, wherein in the special movement control, when the determination condition is satisfied and a second instruction is input by the player, the player character is moved to the movement destination.

26. A game processing method executed by an information processing system, comprising: a normal movement control for controlling the movement of the player character on the terrain object based on an operation input by a player in a virtual space including at least a player character and a terrain object; and executing special movement control to move the player character to the movement destination, based on an operation input by the player, when at least the following conditions are satisfied: there is the terrain object serving as a ceiling directly above the player character; and there is a movement destination on the terrain object directly above the player character and directly above the ceiling, at which the player character can be positioned.

27. 27. The game processing method according to claim 26, wherein, in the special movement control, when the landform object serving as the ceiling is further satisfied to be within a predetermined distance directly above the player character, the player character is moved to the movement destination based on an operation input by the player.

28. further executing, in response to a first instruction by an operation input by the player, a determination as to whether or not a determination condition is satisfied that a land object serving as a ceiling exists within a predetermined distance directly above the player character, and that the movement destination on the land object exists directly above the player character and further directly above the ceiling, and displaying a result of the determination; 28. The game processing method according to claim 26 or 27, wherein, in the special movement control, when the determination condition is satisfied and a second instruction is input by the player, the player character is moved to the movement destination.

Citation Information

Patent Citations

  • Game apparatus

    JP1998156042A

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