Game program, game processing method, and information processing device
The game processing method adjusts virtual camera orientation based on area relationships to address the challenge of maintaining suitable viewing angles during character movement, simplifying development and improving gameplay clarity.
Patent Information
- Application Number
- JP2022003830
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-13
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2042-01-13
AI Technical Summary
Conventional game technologies struggle to set the orientation of a virtual camera appropriately when a character can move freely on a stage, leading to difficulties in maintaining a suitable viewing direction during transitions between areas.
A game processing method that determines the virtual camera's direction based on the positional relationship between areas, adjusting the camera orientation automatically to ensure a suitable viewing angle for the player character, regardless of the character's actual movement direction.
Enables appropriate virtual camera orientation during character movement between areas, simplifying game development and enhancing player experience by maintaining a clear view of the surroundings.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]
[0002] There are known games in which the orientation of a virtual camera changes depending on the forward direction of a character. For example, Patent Document 1 describes a game device in which the orientation of a virtual camera is constantly updated so that it is always parallel to the forward direction of a character at a point a certain distance ahead on the course from the character's current position. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 5179020 Summary of the Invention [Problem to be solved by the invention]
[0004] The above-mentioned conventional technology is applied to games in which the forward direction of the character is predetermined, and therefore cannot be applied to games in which the character can move freely on the stage, etc., and there is a problem in that it is not possible to set the orientation of the virtual camera in an appropriate direction.
[0005] The present invention has been made in consideration of such problems, and aims to provide a game program, a game processing method, and an information processing device that can set the orientation of a virtual camera in an appropriate direction. [Means for solving the problem]
[0006] In order to achieve the above object, the game program of the present invention causes an information processing device to function as a camera direction determination processing unit that determines the direction of a virtual camera based on the positional relationship between a first area and a second area when an object controlled by a player moves from the first area to a second area set in a virtual space, and an image display processing unit that displays an image of the object in the second area based on the determined direction of the virtual camera.
[0007] In addition, in order to achieve the above-mentioned object, a game processing method of the present invention is a game processing method executed by an information processing device, comprising: a step of determining a direction of a virtual camera based on a positional relationship between a first area and a second area when an object controlled by a player moves from the first area to a second area set in a virtual space; and a step of displaying an image of the object in the second area based on the determined direction of the virtual camera.
[0008] In order to achieve the above object, the information processing device of the present invention has a camera direction determination processing unit that determines the direction of a virtual camera based on the positional relationship between a first area and a second area when an object controlled by a player moves from the first area to a second area set in a virtual space, and an image display processing unit that displays an image of the object in the second area based on the determined direction of the virtual camera. [Effects of the Invention]
[0009] According to the game program etc. of the present invention, the orientation of the virtual camera can be set in an appropriate direction. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a system configuration diagram illustrating an example of the overall configuration of a game system according to an embodiment. [Figure 2] FIG. 10 is a diagram illustrating an example of a game screen for explaining the outline of the game. [Figure 3]FIG. 10 is a diagram showing another example of a game screen for explaining the outline of the game. [Figure 4] FIG. 10 is a diagram showing another example of a game screen for explaining the outline of the game. [Figure 5] FIG. 10 is a diagram showing another example of a game screen for explaining the outline of the game. [Figure 6] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 7] 10A and 10B are diagrams illustrating an example of setting of an initial direction of a virtual camera by an initial direction setting processing unit. [Figure 8] 10 is a table illustrating an example of setting of an initial direction of a virtual camera by an initial direction setting processing unit. [Figure 9] 10 is a diagram illustrating an example of setting of a traveling direction by a traveling direction setting processing unit. FIG. [Figure 10] 10 is a diagram showing an example of the positive and negative directions of the angle formed between a line segment extending in the direction of travel of the first area and a line segment connecting the reference position of the first area and the reference position of the second area. FIG. [Figure 11] 10A and 10B are diagrams illustrating an example of how the camera direction determination processing unit determines the orientation of the virtual camera. [Figure 12] 10A and 10B are diagrams illustrating another example of the determination of the orientation of the virtual camera by the camera direction determination processing unit. [Figure 13] 10A and 10B are diagrams illustrating another example of how the camera direction determination processing unit determines the orientation of the virtual camera. [Figure 14] 10 is a flowchart illustrating an example of a processing procedure executed by a server device. [Figure 15] 10A and 10B are diagrams illustrating an example of setting the initial direction of the virtual camera in a modified example in which the camera direction is initially set when moving between areas. [Figure 16] 10 is a table showing an example of setting the initial direction of the virtual camera in a modified example in which the camera direction is initially set when moving between areas. [Figure 17] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server device. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0012] <1. Overall structure of the game system> First, an example of the overall configuration of a game system 1 according to this embodiment will be described with reference to FIG. 1. As shown in FIG. 1, the game system 1 has terminal devices 3 operated by players and a server device 5. Each terminal device 3 and the server device 5 are communicably connected via a network NW such as a LAN or the Internet. The network NW may be either wireless or wired. Although the server device 5 in FIG. 1 is configured as a single computer, it may also be configured as a plurality of computers. The terminal device 3 connected to the server device 5 may be single or multiple.
[0013] The terminal device 3 is a portable terminal device such as a smartphone, tablet computer, or portable game console. However, it is not limited to these and may be, for example, a desktop computer, a notebook computer, or a stationary game console. The terminal device 3 has a touch panel 7 on which various displays are displayed and on which various input operations are performed by the player. The player performs desired operation inputs by touching the touch panel 7 with a finger, a pen, or the like.
[0014] The detection method of the touch panel 7 is not particularly limited, and various detection methods can be adopted, such as a resistive film method, a capacitance method, an optical method, an electromagnetic induction method, etc. Note that the terminal device 3 may be provided with an input unit such as a button, a switch, a lever, a joystick, etc., or a display unit such as a liquid crystal panel, instead of or in addition to the touch panel 7. It may also be provided with an audio output unit such as a speaker.
[0015] The server device 5 (an example of an information processing device) is a so-called server computer. The server device 5 receives access via the network NW from the terminal device 3 of each player who receives the game service, stores and manages the game information of each player in a recording device, and provides each player with an online game service via the network NW.
[0016] The server device 5 may provide a game service in the following manner: a game program (also referred to as application software) is installed on the server device 5; the server device 5 executes the game in response to operational inputs by players on the terminal device 3, rather than executing the game on the terminal device 3; and transmits the execution results to the terminal device 3 of each player. For example, the server device 5 may provide a so-called browser game in which the game can be played on a web browser installed on the terminal device 3 of each player. The server device 5 may also provide a so-called cloud game in which game footage resulting from execution of the game on the server device 5 is transmitted to the terminal device 3 in, for example, a streaming format. Alternatively, the server device 5 may provide a so-called social game executed by application software created based on an operating environment such as an API (application programming interface) that runs on a web browser in an SNS (social networking service).
[0017] In addition, part or all of the game program may be installed on the terminal device 3, and the game processing may be executed partially on the terminal device 3 as well as on the server device 5, or the game processing may be executed mainly on the terminal device 3.
[0018] <2. Game Overview> Next, an example of the outline of the game according to this embodiment, that is, the game provided by the server device 5 executing the game program and game processing method of the present invention, will be described.
[0019] The game according to this embodiment is a so-called action role-playing game in which a player character (an example of an object) controlled by a player advances through a story while fighting enemy characters, and during battle the player controls the player character in real time to perform actions. The types of characters appearing in the game are not particularly limited, but are typically human male or female characters. Other non-human characters such as animal characters, virtual biological characters, robots, and objects may also be used.
[0020] 2 to 5 show an example of a battle screen of a game. In the game according to this embodiment, a plurality of areas are set in a virtual space in which a player character can move, and the player character fights while moving within one of the areas or across a plurality of areas. In the example shown in FIGS. 2 to 5, the player character fights while moving through, for example, three areas. For example, a mission related to the battle may be set for each area, and once the mission in the area in which the player character is currently located is completed, the player character may proceed to the next area.
[0021] FIG. 2 is an example of a battle screen in the first area AR1. The battle screen displays an area display section 9 indicating the number of the current area among three areas, and a mission display section 11 indicating the mission assigned in that area. Various other status displays, etc., are omitted from the illustration. As shown in FIG. 2, on a game field GF1 in the area AR1, a player character 13 (shown in white) advances along a direction of advancement MD1 and engages in battle with multiple enemy characters 17 (shown in hatching). Battles take place directly on the game field GF1 when the player character 13 encounters an enemy character 17. The player character 13 operates in real time in conjunction with the player's operation, moving on the game field GF1 and attacking the enemy characters 17. The enemy characters 17 are automatically controlled by a predetermined algorithm (so-called game AI) defined by the game program, moving on the game field GF1 and attacking the player character 13.
[0022] The traveling direction MD1 is a direction set for the entire area AR1 as the direction in which the player character 13 should move in order to progress through the game, and the player character 13 itself can move in any direction in conjunction with the player's operation. The traveling direction MD1 does not necessarily need to be displayed on the game screen, but an object (such as an arrow) representing the traveling direction MD1 may be displayed on the screen so that the player can recognize the traveling direction.
[0023] In the example shown in FIG. 2, the orientation of a virtual camera (not shown) for generating a game image is set to be horizontal with respect to the moving direction MD1 of the player character 13. Specifically, the virtual camera is placed at a position to the right of the moving direction of the player character 13 (the front side in the depth direction in FIG. 2), and is set to face the left side of the moving direction of the player character 13 (the back side in the depth direction in FIG. 2). As a result, an image of the player character 13 is displayed so as to overlook the surroundings of the player character 13 from the right side of the moving direction. When the player character 13 moves along the moving direction MD1 or the opposite direction, the virtual camera also moves along the moving direction MD1 or the opposite direction while maintaining its orientation so as to follow the movement of the player character 13. As a result, during a battle in area AR1, an image viewed from the same direction (a fixed direction) is displayed regardless of the movement of the player character 13. The virtual camera is controlled in the same way in other areas.
[0024] The orientation of the virtual camera is not limited to being oriented horizontally relative to the moving direction of the player character 13, but may also be set to an oblique direction (for example, diagonally forward or diagonally backward). The depression angle of the virtual camera may be set to a fixed angle set in advance, or a plurality of angles may be prepared so that the player can select from them. For example, a small depression angle may be set as a distant view, a medium depression angle as a mid-view, and a large depression angle as a close-up, and the player may be able to select from them at an appropriate timing (for example, at the start of battle).
[0025] FIG. 3 shows an example of a battle screen when the player character 13 moves from area AR1 to the second area AR2 via area connection unit CN1. An area display unit 9 and a mission display unit 11 are also displayed in area AR2. In this example, areas AR1 and AR2 are connected in series along the longitudinal direction of each area, and the player character 13 moves from area AR1 to area AR2 while moving approximately straight along a moving direction MD1. As shown in FIG. 3, on a game field GF2 in area AR2, the player character 13 fights an enemy character 17 while moving along a moving direction MD2. The orientation of the virtual camera in area AR2 is set to the same orientation as that in area AR1.
[0026] 4 shows an example of a battle screen when the player character 13 moves from area AR2 to the third area AR3 via area connection section CN2. An area display section 9 and a mission display section 11 are also displayed in area AR3. In this example, areas AR2 and AR3 are connected so that the longitudinal directions of the areas form approximately right angles, and the player character 13 enters area AR3 from area AR2 while turning left with respect to the direction of travel MD2. As shown in FIG. 4, on the game field GF3 of area AR3, the player character 13 fights an enemy character 17 while moving along the direction of travel MD3.
[0027] In this case, if the orientation of the virtual camera in area AR3 were set to the same orientation as that of area AR2, as shown in Fig. 4, the player character 13 would fight while advancing toward the back of the game screen, and the player character 13 would be displayed overlapping the enemy character 17, making it difficult for the player to play the game. Therefore, in this embodiment, as shown in Fig. 5, the orientation of the virtual camera in area AR3 is changed to an orientation rotated counterclockwise by a predetermined angle (e.g., 90 degrees) from the orientation of the virtual camera in area AR2. As a result, the orientation of the virtual camera becomes horizontal with respect to the advancing direction MD3 of the player character 13, as in areas AR1 and AR2, making it easier for the player to play the game.
[0028] In the above, for ease of understanding, the case where areas are connected via area connection parts has been described, but the areas do not necessarily have to be separated, and may be, for example, a contiguous field or a continuous floor. In this case, the boundaries between the areas may or may not be displayed. Furthermore, the areas may be separated by, for example, walls, partitions, doors, etc., and may be movable by opening these partitions.
[0029] The processing involved in changing the orientation of the virtual camera will now be described in detail.
[0030] <3. Functional configuration of the server device> Next, an example of the functional configuration of the server device 5 will be described with reference to FIGS.
[0031] The server device 5 includes an initial direction setting processing unit 19, a traveling direction setting processing unit 21, a camera direction determination processing unit 23, and an image display processing unit 25.
[0032] The initial direction setting processor 19 sets the initial direction of the virtual camera for each of a plurality of areas set in the virtual space. An "area" is a region in which the player character operated by the player can move. In this embodiment, a plurality of areas are set in a battlefield (an example of a virtual space). Movement between areas is possible when a predetermined movement condition is met. For example, as described above, each area may have a predetermined mission set, and the player may proceed to the next area by clearing the mission in the currently located area. For example, the player character may proceed to the next area when a predetermined status (level, ability score, equipment, etc.) is achieved. For example, the player character may proceed to the next area when a predetermined skill or item is used. As described above, the separate areas may be connected via an area connection unit, or may be, for example, a continuous field or a continuous floor. The areas may also be separated by, for example, walls, partitions, doors, etc.
[0033] 7 and 8 show an example of setting the initial direction of the virtual camera by the initial direction setting processing unit 19. In the example shown in FIG. 7, six areas 0 to 5, each having a substantially rectangular shape when viewed from above, are set in the battle stage. Areas 0, 1, and 2 are connected in series so that the longitudinal direction of each area is substantially along the east-west direction. Area 3 is connected so that the longitudinal direction of Area 3 is substantially along the north-south direction with respect to the approximate center position of Area 1 in the east-west direction. In other words, Area 3 is connected so that it is substantially perpendicular to Area 1. Area 4 is connected so that the longitudinal direction of Area 4 is substantially along the east-west direction with respect to the approximate center position of Area 3 in the north-south direction. In other words, Area 4 is connected so that it is substantially perpendicular to Area 3. Area 5 is connected in series so that the longitudinal direction of Area 5 is substantially along the east-west direction. The east-west, north-south, and east-west directions are as shown in FIG.
[0034] 7, the initial directions of the orientations CD0, CD1, and CD2 of the virtual camera 27 in areas 0, 1, and 2 are set to face north, for example. The initial direction of the orientation CD3 of the virtual camera 27 in area 3 is set to face west, for example. The initial directions of the orientations CD4 and CD5 of the virtual camera 27 in areas 4 and 5 are set to face north, for example. The initial direction of the virtual camera 27 in each area is set in consideration of, for example, the direction of the progression set in each area, the direction of the background that can be displayed, the presentation of the scenario and battle, etc.
[0035] The connection manner and shape of each area shown in FIG. 7 are merely examples and may be other than those described above. For example, a serial connection does not require the longitudinal direction of one area to be linear with the longitudinal direction of the other area. For example, the connection may include a case where the angle (the smaller angle) between the two longitudinal directions is within a predetermined angle (e.g., 45 degrees) or a case where the longitudinal directions are parallel and offset in the short direction. Furthermore, a right-angle connection does not require the longitudinal direction of one area to be 90 degrees with the longitudinal direction of the other area. For example, the connection may include a case where the angle (the smaller angle) between the two longitudinal directions is greater than a predetermined angle (e.g., 45 degrees). Furthermore, the shape of each area may be a shape other than a rectangle, such as a polygon, a circle, or an unspecified shape.
[0036] 8 is a table showing the initial direction of virtual camera 27 in each area, with the vertical axis representing the area of the current location and the horizontal axis representing the area to which the user is to move. In FIG. 8, the direction written in the same square for the area number on the vertical axis and the area number on the horizontal axis is the initial direction for that area. That is, in the example shown in FIG. 8, as in FIG. 7, the initial directions of virtual camera 27 are set to face north in areas 0, 1, and 2, face west in area 3, and face north in areas 4 and 5.
[0037] For example, in a battle, if the player character 13 does not move between multiple areas but moves only within a single area, the above initial direction is used as the orientation of the virtual camera 27 in that area. On the other hand, if the player character 13 moves between multiple areas in a battle, the above initial direction is used for the first area, but the orientation of the virtual camera 27 in the destination area is not set as the initial direction as shown in Fig. 8 (indicated by "-" in the table of Fig. 8), and is determined by the camera orientation determination processing unit 23, which will be described later.
[0038] The proceeding direction setting processing unit 21 sets a proceeding direction in which the player character 13 should proceed in order to progress through the game, for each of a plurality of areas set in the virtual space. The proceeding direction is set individually in advance for each area. Meanwhile, as described above, the player character 13 can move in any direction in conjunction with the player's operation. Therefore, the "proceeding direction" set by the proceeding direction setting processing unit 21 differs from the "movement direction" in which the player character 13 actually moves in response to the player's operation. Note that the proceeding direction setting processing unit 21 may display an object (for example, an arrow) indicating the proceeding direction on the screen, as shown in the above-described FIGS. 2 to 5.
[0039] FIG. 9 shows an example of the setting of the traveling direction by the traveling direction setting processing unit 21. In the example shown in FIG. 9, the traveling direction is set, for example, from each area toward area 5. Specifically, the traveling direction MD0 in area 0 is set, for example, eastward. The traveling direction MD1 in area 1 is set, for example, eastward in the area to the west of the approximately central position where area 3 is connected, and westward in the area to the east. The traveling direction MD2 in area 2 is set, for example, westward. The traveling direction MD3 in area 3 is set, for example, northward in the area to the south of the approximately central position where area 4 is connected, and southward in the area to the north. The traveling direction MD4 in area 4 and the traveling direction MD5 in area 5 are each set, for example, eastward.
[0040] 6, when the player character 13 operated by the player moves from a first area (the area where the player character 13 is currently located; the area before the movement) set in the virtual space to a second area (the area to which the player character 13 is moved) the camera direction determination processing unit 23 determines the direction of the virtual camera 27 based on the positional relationship between the first area and the second area. For example, the camera direction determination processing unit 23 may determine the direction of the virtual camera 27 based on the traveling direction set for the first area by the traveling direction setting processing unit 21 and the positional relationship between the first area and the second area.
[0041] Specifically, if the angle θ formed by the line segment set in the first area extended in the direction of travel and the line segment connecting the reference position of the first area and the reference position of the second area is within a predetermined angle, the camera direction determination processing unit 23 may determine the orientation of the virtual camera 27 to be the same as the orientation of the virtual camera 27 in the first area. The "reference position" is not particularly limited as long as it is a position that serves as a reference for the area, and may be, for example, the coordinate value of the center position of the area. It may also be the position of a base object or a main character placed in the area. The "predetermined angle" is not particularly limited, and may be set to, for example, 45 degrees.
[0042] Furthermore, when the angle θ formed by the line segment set in the first area extended in the traveling direction and the line segment connecting the reference position of the first area and the reference position of the second area is greater than a predetermined angle in the clockwise direction in a top view, the camera direction determination processing unit 23 may determine the orientation of the virtual camera 27 to be an orientation obtained by rotating the orientation of the virtual camera 27 in the first area by a predetermined angle in the clockwise direction. The "predetermined angle" may be set as a fixed angle, such as 90 degrees. Alternatively, the angle may be varied according to the angle θ so that the angle is approximately equal to the angle θ.
[0043] Furthermore, when the angle θ formed by the line segment set in the first area extended in the traveling direction and the line segment connecting the reference position of the first area and the reference position of the second area is greater than a predetermined angle in the counterclockwise direction when viewed from above, camera direction determination processing unit 23 may determine the orientation of virtual camera 27 to be an orientation rotated by a predetermined angle in the counterclockwise direction from the orientation of virtual camera 27 in the first area. The "predetermined angle" is the same as above.
[0044] 10 to 13 show examples of how the camera direction determination processing unit 23 determines the orientation of the virtual camera 27. For ease of explanation, as shown in Fig. 10, the direction that coincides with the traveling direction set for each area by the traveling direction setting processing unit 21 is set to θ = 0°, and the angle θ in the counterclockwise direction (left-handed direction) in top view is set to a positive angle, and the angle θ in the clockwise direction (right-handed direction) in top view is set to a negative angle.
[0045] 11 shows an example where the angle θ=0°. For example, this applies to the case where the player character 13 moves from the above-mentioned area 0 to area 1. In this case, since area 0 and area 1 are connected in series, the player character 13 moves in a straight line or in a manner close to a straight line when moving from area 0 to area 1. Since the angle θ formed by the line segment 29 extended in the moving direction MD0 of area 0 and the line segment 31 connecting the center position C0 of area 0 and the center position C1 of area 1 is within a predetermined angle, the camera direction determination processing unit 23 determines the direction CD1 of the virtual camera 27 in the destination area 1 to be the same as the direction CD0 of the virtual camera 27 in area 0 before the movement.
[0046] The above examples also apply when moving from Area 2 to Area 1, or from Area 4 to Area 5.
[0047] 12 shows an example where the angle θ=+90°. For example, this example corresponds to the case where the player character 13 moves from the aforementioned area 0 side to area 3 via area 1. In this case, since area 1 and area 3 are connected in a positional relationship such that the player character 13 bends leftward as viewed from the traveling direction MD1 of area 1, the player character 13 moves from area 1 to area 3 in a manner that turns left. Since the angle θ formed between a line segment 33 extended in the traveling direction MD1 of area 1 and a line segment 35 connecting the center position C1 of area 1 and the center position C3 of area 3 is greater than a predetermined angle (e.g., 45 degrees) in the leftward (counterclockwise) direction, the camera direction determination processing unit 23 determines the orientation CD3 of the virtual camera 27 in area 3, the destination of the movement, to be an orientation obtained by rotating the orientation CD1 of the virtual camera 27 in area 1 before the movement by a predetermined change angle (e.g., 90 degrees) in the leftward (counterclockwise) direction.
[0048] The same applies to moving from the area north of Area 3 to Area 4.
[0049] FIG. 13 shows an example where the angle θ=−90°. For example, this applies to the case where the player character 13 moves from the aforementioned area 2 side to area 3 via area 1. In this case, since area 1 and area 3 are connected in a positional relationship such that the player character 13 bends to the right as viewed from the traveling direction MD1 of area 1, the player character 13 moves from area 1 to area 3 in a manner that turns right. Since the angle θ between a line segment 37 extending in the traveling direction MD1 of area 1 and a line segment 39 connecting the center position C1 of area 1 and the center position C3 of area 3 is greater than a predetermined angle (for example, 45 degrees) in the rightward (clockwise) direction, the camera direction determination processing unit 23 determines the orientation CD3 of the virtual camera 27 in area 3, the destination of the movement, to be an orientation obtained by rotating the orientation CD1 of the virtual camera 27 in area 1 before the movement by a predetermined change angle (for example, 90 degrees) in the rightward (clockwise) direction.
[0050] The same applies to moving from the area south of Area 3 to Area 4.
[0051] As a result of the processing by the camera direction determination processing unit 23 described above, for example, when the player character 13 moves to area 0, area 1, and area 3 in this order during a battle, the virtual camera 27 faces north in area 0, north in area 1, and west in area 3, and the camera direction in each area is the same as the initial direction. On the other hand, when the player character 13 moves to area 2, area 1, and area 3 in this order during a battle, the virtual camera 27 faces north in area 2, north in area 1, and east in area 3, and the camera direction in area 3 is a direction different from the initial direction. In this way, as a result of the processing by the camera direction determination processing unit 23, the direction of the virtual camera 27 in each area may be the same as the initial direction or may be a direction different from the initial direction.
[0052] Returning to FIG. 6, the image display processing unit 25 displays an image of the player character 13 in the second area based on the orientation of the virtual camera 27 determined by the camera orientation determination processing unit 23.
[0053] The processing in each processing unit described above is not limited to these examples of division of processing, and may be performed by a smaller number of processing units (for example, one processing unit), or by further subdivided processing units. The functions of each processing unit described above are implemented by a game program executed by a CPU 501 (see FIG. 17 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits (ASICs, FPGAs, etc.) or other electrical circuits. The processing units described above are not limited to being implemented entirely on the server device 5 side, and some of them may be implemented on the terminal device 3 side.
[0054] <4. Processing procedure executed by the server device> Next, an example of a processing procedure executed by the server device 5 will be described with reference to Fig. 14. Note that this flowchart starts when a predetermined battle stage is started in the game.
[0055] In step S5, the server device 5 determines whether or not multiple areas are used in the battle stage. The areas to be used are set in advance depending on the type of battle stage to be started, and the server device 5 makes the determination based on the settings. If a single area is to be used (step S5: NO), the process proceeds to step S10.
[0056] In step S10, the server device 5 causes the initial direction setting processing unit 19 to determine the direction of the virtual camera 27 to be the initial direction set for the area in which the player character 13 is currently located. Then, the server device 5 executes a battle between the player character 13 and the enemy character 17, and causes the image display processing unit 25 to display an image of the player character 13 based on the determined direction of the virtual camera 27.
[0057] In step S15, the server device 5 determines whether or not to end the battle. For example, if the victory condition is met by the player character 13 clearing a predetermined mission or annihilating all enemy characters 17, or if the defeat condition is met by the player character 13 being defeated by the enemy characters 17 (step S15: YES), the battle ends and this flowchart is terminated. On the other hand, if neither the victory condition nor the defeat condition is met (step S15: NO), the process returns to step S10.
[0058] In the previous step S5, if there are multiple areas to be used in the battle (step S5: YES), the process proceeds to step S20.
[0059] In step S20, the server device 5 causes the initial direction setting processing unit 19 to determine the direction of the virtual camera 27 to be the initial direction set for the area in which the player character 13 is currently located. Then, the server device 5 executes a battle between the player character 13 and the enemy character 17, and causes the image display processing unit 25 to display an image of the player character 13 based on the determined direction of the virtual camera 27.
[0060] In step S25, the server device 5 determines whether or not the player character 13 has entered (moved) to the next area. If the player character 13 has not entered the next area (step S25: NO), the process returns to step S20. On the other hand, if the player character 13 has entered the next area (step S25: YES), the process proceeds to the next step S30.
[0061] In step S30, the server device 5, using the camera direction determination processing unit 23, calculates the angle θ between a line segment extended in the direction of travel set in the area before movement and a line segment connecting the reference position (e.g., center position) of the area before movement and the reference position (e.g., center position) of the area to which movement is made.
[0062] In step S35, the server device 5 determines whether the angle θ calculated in step S30 is equal to or smaller than a predetermined angle (for example, 45 degrees). If the angle θ is equal to or smaller than the predetermined angle (step S35: YES), the process proceeds to step S40. On the other hand, if the angle θ is larger than the predetermined angle (step S35: NO), the process proceeds to step S45, which will be described later.
[0063] In step S40, the server device 5 causes the camera direction determination processing unit 23 to determine that the orientation of the virtual camera 27 in the destination area is the same as the orientation of the virtual camera 27 in the area before movement. Then, the server device 5 executes a battle between the player character 13 and the enemy character 17 in the destination area, and causes the image display processing unit 25 to display an image of the player character 13 in the destination area based on the determined orientation of the virtual camera 27. Thereafter, the process proceeds to step S60, which will be described later.
[0064] In step S45, the server device 5 determines, via the camera direction determination processing unit 23, whether the angle θ calculated in step S30 is clockwise, i.e., whether it is a negative angle. If the angle θ is clockwise (step S45: YES), the process proceeds to step S50. On the other hand, if the angle θ is counterclockwise (step S45: NO), the process proceeds to step S55, which will be described later.
[0065] In step S50, the server device 5 causes the camera direction determination processing unit 23 to determine the orientation of the virtual camera 27 in the destination area to be rotated a predetermined angle (for example, 90 degrees) in a rightward (clockwise) direction from the orientation of the virtual camera 27 in the area before movement. The server device 5 then executes a battle between the player character 13 and the enemy character 17 in the destination area, and causes the image display processing unit 25 to display an image of the player character 13 in the destination area based on the determined orientation of the virtual camera 27. Thereafter, the process proceeds to step S60, which will be described later.
[0066] In step S55, the server device 5 causes the camera direction determination processing unit 23 to determine the orientation of the virtual camera 27 in the destination area to be rotated a predetermined angle (e.g., 90 degrees) leftward (counterclockwise) from the orientation of the virtual camera 27 in the area before movement. The server device 5 then executes a battle between the player character 13 and the enemy character 17 in the destination area, and causes the image display processing unit 25 to display an image of the player character 13 in the destination area based on the determined orientation of the virtual camera 27. Thereafter, the process proceeds to step S60.
[0067] In step S60, the server device 5 determines whether or not to end the battle. For example, if the victory condition is met by the player character 13 clearing the missions in all areas or annihilating all enemy characters 17, or if the defeat condition is met by the player character 13 being defeated by the enemy character 17 (step S60: YES), the battle ends and this flowchart is terminated. On the other hand, if neither the victory condition nor the defeat condition is met (step S60: NO), the server device 5 proceeds to the next step S65.
[0068] In step S65, the server device 5 determines whether or not the player character 13 has entered (moved) to the next area. If the player character 13 has not entered the next area (step S65: NO), the process returns to step S60. On the other hand, if the player character 13 has entered the next area (step S65: YES), the process returns to the previous step S30.
[0069] The above-described processing procedure is an example, and at least some of the procedures may be deleted or changed, or other procedures may be added. Furthermore, the order of at least some of the procedures may be changed, or multiple procedures may be combined into a single procedure.
[0070] <5. Effects of the embodiment> The game program of this embodiment causes the server device 5 to function as a camera direction determination processing unit 23 that determines the orientation of the virtual camera 27 based on the positional relationship between the first area and the second area when the player character 13 operated by the player moves from the first area to the second area set in the virtual space, and an image display processing unit 25 that displays an image of the player character 13 in the second area based on the determined orientation of the virtual camera 27.
[0071] In this embodiment, the player character 13 can move between multiple areas, for example, during battle, and an image of the player character 13 is displayed by a virtual camera 27 set in each area. The orientation of the virtual camera 27 may be set, for example, to view the player character 13 from directly behind, or the player may be able to freely change the orientation. However, as in the game according to this embodiment, the virtual camera 27 may be set to a fixed orientation, such as to provide a bird's-eye view of the surroundings of the player character 13 from the side (or diagonally forward or diagonally backward). In such a case, if the orientation of the virtual camera 27 is fixed even when moving between areas, the orientation of the virtual camera 27 may become inappropriate when moving between areas, depending on the positional relationship between the areas, making it difficult for the player to play the game. On the other hand, if the orientation of the virtual camera 27 is set separately for each area, the setting process becomes complicated and time-consuming.
[0072] In this embodiment, when the player character 13 moves from the first area to the second area, the orientation of the virtual camera 27 is determined based on the positional relationship between the first area and the second area, and an image of the player character 13 in the second area is displayed based on the determined orientation of the virtual camera 27. This makes it possible to automatically set the orientation of the virtual camera 27 to an appropriate direction when the player character 13 moves from the current area to another area. Furthermore, the task of setting the orientation of the virtual camera 27 for each area is no longer necessary, thereby reducing the number of steps required for game development. Furthermore, since the orientation of the virtual camera 27 is determined based on the positional relationship between the first area and the second area, regardless of the actual moving direction of the player character 13, this method can also be applied to games in which the player character 13 can move freely on a stage.
[0073] In addition, in this embodiment, the game program may further cause the server device 5 to function as a direction of travel setting processing unit 21 that sets the direction of travel that the player character 13 should travel in order to progress through the game for each of a plurality of areas set in the virtual space, and in that case, the camera direction determination processing unit 23 may determine the orientation of the virtual camera 27 when the player character 13 moves from the first area to the second area based on the direction of travel set in the first area and the positional relationship between the first area and the second area.
[0074] In this case, although the player can freely move in any direction in each area based on the player's operation, the player generally moves in a direction set for progressing through the game. Therefore, the player can easily play the game by setting the orientation of the virtual camera 27 in the first area where the player character 13 is currently located so as to provide a bird's-eye view of the surroundings of the player character 13, for example, from a sideways direction relative to the direction of movement. When the player character 13 moves from the first area to the second area, the orientation of the virtual camera 27 is determined based on the direction of movement set in the first area and the positional relationship between the first and second areas. This allows the orientation of the virtual camera 27 in the second area to be automatically set to an appropriate direction taking into account the direction of movement in the first area. Furthermore, since the orientation of the virtual camera 27 is determined regardless of the actual moving direction of the player character 13, this method can also be applied to games in which the player character 13 can freely move around the stage.
[0075] In addition, in this embodiment, the camera direction determination processing unit 23 may determine the orientation of the virtual camera 27 to be the same as the orientation of the virtual camera 27 in the first area if the angle θ between the line segment extended in the direction of travel set in the first area and the line segment connecting the reference position of the first area and the reference position of the second area is within a predetermined angle.
[0076] In this case, for example, if the first area and the second area are connected in series or in a positional relationship close to series, it can be estimated that the player character 13 will move in a straight line or in a manner close to a straight line when moving from the first area to the second area. Therefore, by determining the orientation of the virtual camera in the second area as the destination to be the same as that in the first area before the movement, the orientation of the virtual camera can be automatically set to an appropriate direction.
[0077] In addition, in this embodiment, if the angle θ formed by the line segment extended in the direction of travel set in the first area and the line segment connecting the reference position of the first area and the reference position of the second area is greater than a predetermined angle in the clockwise direction (right-handed direction) when viewed from above, the camera direction determination processing unit 23 may determine the orientation of the virtual camera 27 to be an orientation rotated by a predetermined change angle in the clockwise direction from the orientation of the virtual camera 27 in the first area.
[0078] In this case, for example, if the first area and the second area are connected in a positional relationship such that the player character 13 bends to the right as viewed from the first area, it can be estimated that the player character 13 will move in a manner that turns to the right when moving from the first area to the second area. Therefore, by determining the orientation of the virtual camera 27 in the second area as the destination to be an orientation rotated by a predetermined angle in a rightward (clockwise) direction from the orientation in the first area before the movement, the orientation of the virtual camera 27 can be automatically set to an appropriate direction.
[0079] In addition, in this embodiment, if the angle θ formed by the line segment extended in the direction of travel set in the first area and the line segment connecting the reference position of the first area and the reference position of the second area is greater than a predetermined angle in the counterclockwise direction (left-handed direction) when viewed from above, the camera direction determination processing unit 23 may determine the orientation of the virtual camera 27 to be an orientation rotated by a predetermined change angle in the counterclockwise direction from the orientation of the virtual camera 27 in the first area.
[0080] In this case, for example, if the first area and the second area are connected in a positional relationship such that the player character 13 bends to the left as seen from the first area, it can be estimated that the player character 13 will move in a manner that turns to the left when moving from the first area to the second area. Therefore, by determining the orientation of the virtual camera 27 in the second area as the destination to be an orientation rotated leftward (counterclockwise) by a predetermined angle from the orientation in the first area before the movement, the orientation of the virtual camera 27 can be automatically set to an appropriate direction.
[0081] In this embodiment, the game program may also cause the server device 5 to function as an initial direction setting processing unit 19 that sets the initial direction of the virtual camera 27 for each of a plurality of areas set in the virtual space.
[0082] There are cases in which the player character 13 does not move between multiple areas during battle but moves only within a single area. In such cases, by setting the initial direction of the virtual camera 27 for each of the multiple areas to an appropriate direction based on the progression direction of each area, for example, the orientation of the virtual camera 27 can be set to an appropriate direction even when the player character 13 moves only within a single area and automatic switching of the camera direction is not performed.
[0083] In this embodiment, the server device 5 may be communicably connected to a portable terminal device 3 equipped with a touch panel 7 for operation by a player, and may provide an online game to the terminal device 3.
[0084] In the case of a portable terminal device 3, the touch panel 7 is small and it is difficult to perform complex operations, so the orientation of the virtual camera 27 is often set to, for example, view the player character 13 from directly behind, or set to a fixed orientation such as a bird's-eye view of the surroundings of the player character 13 from the side, rather than being freely changeable by the player. Therefore, when the player character 13 moves from the current area to another area, the orientation of the virtual camera 27 is automatically switched to an appropriate direction based on the positional relationship of the areas, allowing the player to play the game comfortably. As such, the present invention is particularly suitable for games played on a portable terminal device 3.
[0085] <6. Modifications, etc.> The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the spirit and technical concept of the present invention. Such modifications will be described below.
[0086] (6-1. Initial setting of camera direction when moving between areas) In the above embodiment, when the player character 13 moves between multiple areas in a battle, an initial direction is used for the first area, and the direction of the virtual camera 27 in the destination area is determined by the camera direction determination processing unit 23 based on the positional relationship between the areas, but this is not limiting. For example, if there is an area in which the direction of the virtual camera 27 is to be limited to a specific direction, the direction of the virtual camera 27 when moving to that area may also be initially set.
[0087] 15 and 16 show an example of the initial setting of the direction of the virtual camera 27 in this modified example. In the example shown in Fig. 15, for example, in a background 41 of a battle stage, displayable ranges 41a, 41b are set to the north and west of each area. In this case, for example, if the player character 13 moves to area 2, area 1, and area 3 in this order during a battle, the direction of the virtual camera 27 determined by the camera direction determination processing unit 23 will be north for area 2, north for area 1, and east for area 3, resulting in an inappropriate direction for the virtual camera 27 in area 3.
[0088] 16, the orientation of virtual camera 27 when moving from area 1 to area 3 (current location is area 1, destination is area 3) may be fixed to facing west. This allows the orientation of virtual camera 27 in area 3 to be controlled to face west even in the case of the above-mentioned movement, preventing it from facing an inappropriate direction.
[0089] Furthermore, for example, if the player character 13 moves during a battle to the area east of area 1, then to area 3 and then to area 4, the orientation of the virtual camera 27 determined by the camera direction determination processing unit 23 will be north in area 1, east in area 3, and south in area 4, and the orientation of the virtual camera 27 in area 4 will also be an inappropriate orientation. Therefore, as shown in FIG. 16 , the orientation of the virtual camera 27 when moving from area 3 to area 4 (current location is area 3, destination is the square in area 4) may be fixed to facing north. This allows the orientation of the virtual camera 27 in area 4 to be controlled to face north even in the above-mentioned movement, preventing it from facing an inappropriate direction.
[0090] Furthermore, for example, if the player character 13 moves during a battle to the area north of area 3, then to area 4, and then to area 5, the direction of the virtual camera 27 determined by the camera direction determination processing unit 23 will be west in area 3, south in area 4, and south in area 5, and the direction of the virtual camera 27 in area 5 will also be an inappropriate direction. Therefore, as shown in FIG. 16 , the direction of the virtual camera 27 when moving from area 4 to area 5 (current location is area 4, destination is the square in area 5) may be fixed to facing north. This allows the direction of the virtual camera 27 in area 5 to be controlled to face north even in the above-mentioned movement, preventing it from facing an inappropriate direction.
[0091] In this modified example, when the player character 13 moves to an area, it is first determined whether or not there is an initial setting for the orientation of the virtual camera 27 at the time of movement to the area to which the player character 13 is to move, and if there is an initial setting, that direction is used, and if there is no initial setting (in the case of "-" in the table of FIG. 16), the camera direction determination processing unit 23 determines the orientation of the virtual camera 27 based on the positional relationship between the areas.
[0092] (6-2. Other) The game described above can also be applied to offline games. In this case, the terminal device 3 may be, for example, a standalone game machine or computer equipment, and the terminal device 3 may be provided with some or all of the functional configuration of the server device 5 shown in Fig. 6 above. In this case, the terminal device 3 corresponds to an example of an information processing device.
[0093] Although the present invention has been described above as being applied to an action role-playing game, the genre of games to which the present invention can be applied is not limited to this. For example, the present invention can be applied to a wide variety of games, including simulation games, role-playing games, adventure games, action games, and fighting games.
[0094] Furthermore, in addition to what has already been described above, the methods according to the above-described embodiments and modifications may be appropriately combined and used. Although not specifically illustrated, the above-described embodiments and modifications may be implemented with various modifications within the scope of their spirit.
[0095] <7. Server hardware configuration> Next, an example of a hardware configuration of the server device 5 that realizes each processing unit implemented by the program executed by the CPU 501 described above will be described with reference to Fig. 17. Note that the terminal device 3 may also have a similar hardware configuration.
[0096] 17, the server device 5 includes, for example, a CPU 501, a ROM 503, a RAM 505, a GPU 506, a dedicated integrated circuit 507 constructed for a specific application, such as an ASIC or FPGA, an input device 513, an output device 515, a recording device 517, a drive 519, a connection port 521, and a communication device 523. These components are connected via a bus 509, an input / output interface 511, etc. so that signals can be transmitted between them.
[0097] The game program can be recorded in, for example, the ROM 503, the RAM 505, or a recording device 517 such as a hard disk.
[0098] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 525, such as a magnetic disk such as a flexible disk, various optical disks such as CDs, MO disks, and DVDs, or a semiconductor memory. Such recording medium 525 may also be provided as a so-called package software. In this case, the game program recorded on such recording medium 525 may be read by the drive 519 and recorded on the recording device 517 via the input / output interface 511, the bus 509, etc.
[0099] The game program may also be stored, for example, on a download site, another computer, or another storage device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 523 receives the program. The program received by the communication device 523 may then be recorded in the storage device 517 via the input / output interface 511, the bus 509, etc.
[0100] The game program may also be recorded in, for example, an appropriate externally connected device 527. In this case, the game program may be transferred via an appropriate connection port 521 and recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.
[0101] Then, the CPU 501 executes various processes in accordance with the programs recorded in the recording device 517, thereby realizing processes by the aforementioned initial direction setting processing unit 19, traveling direction setting processing unit 21, camera direction determination processing unit 23, image display processing unit 25, etc. In this case, the CPU 501 may, for example, directly read and execute the programs from the recording device 517, or may execute the programs after first loading them into the RAM 505. Furthermore, when the CPU 501 receives a program via the communication device 523, the drive 519, or the connection port 521, for example, the CPU 501 may directly execute the received program without recording it in the recording device 517.
[0102] Furthermore, the CPU 501 may perform various processes based on signals and information input from an input device 513, which may include, for example, a mouse, keyboard, microphone, and the like.
[0103] The GPU 506 performs processing for image display, such as rendering processing, in response to instructions from the CPU 501 .
[0104] The CPU 501 and GPU 506 then output the results of the above processing from an output device 515, which may include an audio output unit (not shown), such as a speaker or headphones. Furthermore, the CPU 501 and GPU 506 may transmit the processing results via the communication device 523 or the connection port 521, as necessary, or may record the processing results in the recording device 517 or the recording medium 525. [Explanation of symbols]
[0105] 1. Game System 3 Terminal Devices 5. Server device (information processing device) 7 Touch Panel 13 Player character (object) 19 Initial direction setting processing section 21 Direction setting processing unit 23 Camera direction determination processing unit 25 Image display processing unit 27 Virtual Camera 29 line segments 31 line segments 33 line segments 35 line segments 37 line segments 39 line segments AR1~AR3 area CD0~CD5 Virtual camera direction MD0~MD5 Direction of travel θ angle
Claims
1. An information processing device a camera direction determination processing unit that, when an object operated by a player moves from a first area to a second area set in a virtual space, determines a direction of a virtual camera based on a positional relationship between the first area and the second area; an image display processing unit that displays an image of the object in the second area based on the determined orientation of the virtual camera; a direction setting processing unit that sets a direction in which the object should move in order to progress through the game for each of a plurality of areas set in the virtual space; It functions as The camera direction determination processing unit When the object moves from the first area to the second area, the orientation of the virtual camera is determined based on the moving direction set in the first area and the positional relationship between the first area and the second area. Game program.
2. The camera direction determination processing unit When an angle formed by a line segment set in the first area and extended in the traveling direction and a line segment connecting a reference position of the first area and a reference position of the second area is within a predetermined angle, the orientation of the virtual camera is determined to be the same as the orientation of the virtual camera in the first area. The game program according to claim 1 .
3. The camera direction determination processing unit When an angle formed by a line segment set in the first area and extended in the traveling direction and a line segment connecting a reference position of the first area and a reference position of the second area is larger than a predetermined angle in a clockwise direction in a top view, the orientation of the virtual camera is determined to be an orientation obtained by rotating the orientation of the virtual camera in the first area by a predetermined angle in the clockwise direction.
3. The game program according to claim 1 or 2.
4. The camera direction determination processing unit When an angle formed by a line segment set in the first area and extended in the traveling direction and a line segment connecting a reference position of the first area and a reference position of the second area is larger than a predetermined angle in a counterclockwise direction in a top view, the orientation of the virtual camera is determined to be an orientation obtained by rotating the orientation of the virtual camera in the first area by a predetermined change angle in the counterclockwise direction. The game program according to any one of claims 1 to 3.
5. The information processing device an initial direction setting processing unit that sets an initial direction of the virtual camera for each of a plurality of areas set in the virtual space; 5. The game program according to claim 1, further functioning as a game program.
6. The information processing device includes: a mobile terminal device that is communicably connected to the mobile terminal device and has a touch panel that is operated by the player, and that provides the game to the terminal device; 6. The game program according to claim 1.
7. A game processing method executed by an information processing device, comprising: determining a direction of a virtual camera based on a positional relationship between a first area and a second area when an object operated by a player moves from a first area to a second area set in a virtual space; displaying an image of the object in the second area based on the determined orientation of the virtual camera; setting a direction in which the object should move in order to progress through the game for each of a plurality of areas set in the virtual space; and The step of determining the orientation of the virtual camera based on the positional relationship between the first area and the second area includes: When the object moves from the first area to the second area, the orientation of the virtual camera is determined based on the moving direction set in the first area and the positional relationship between the first area and the second area. Game processing method.
8. a camera direction determination processing unit that, when an object operated by a player moves from a first area to a second area set in a virtual space, determines a direction of a virtual camera based on a positional relationship between the first area and the second area; an image display processing unit that displays an image of the object in the second area based on the determined orientation of the virtual camera; a direction setting processing unit that sets a direction in which the object should move in order to progress through the game for each of a plurality of areas set in the virtual space; and The camera direction determination processing unit When the object moves from the first area to the second area, the orientation of the virtual camera is determined based on the moving direction set in the first area and the positional relationship between the first area and the second area. Information processing device.
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