Program, information processing method and information processing system
The information processing system addresses unnatural object cutting in games by determining and correcting attack ranges to include preset cuttable areas, resulting in a more natural and satisfying gameplay experience.
Patent Information
- Application Number
- JP2024198242
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-13
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2044-11-13
AI Technical Summary
Conventional gaming technologies create an unnatural and uncomfortable experience for players when characters perform attacks that cut objects, as the objects are simply separated without considering the character's position, angle, or trajectory, leading to unsatisfying and unnatural outcomes.
An information processing system that determines a first range affected by an attack action based on the character's position and angle, corrects this range to include a preset cuttable area, and executes cutting or damaging processes to form a natural-looking cut surface on objects, considering the character's position and attack trajectory.
The system provides a more natural and enjoyable gaming experience by allowing players to control character attacks that form realistic cut surfaces on objects, enhancing player satisfaction and freedom in gameplay.
Smart Images

Figure 0007808760000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, an information processing method, and an information processing system. [Background technology]
[0002] In the past, attempts have been made to make characters perform arbitrary actions in response to input operations by players in content such as games that utilize virtual spaces. In this regard, for example, a technique has been disclosed in which a character in a game or the like performs a cutting action to cut (destroy) an object placed in a virtual space (see Non-Patent Document 1, in particular, "Dedicated Signboard Slashing" in the "Graphics" section). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] [Review: The Legend of Zelda: Ocarina of Time], [online], [Retrieved October 28, 2024], Internet<https: / / gameswolves.hatenadiary.com / entry / 2024 / 03 / 02 / 120000> Summary of the Invention [Problem to be solved by the invention]
[0004] However, most of the conventional technologies, including the technology described in Non-Patent Document 1 above, prepare a cut object, and when a character's attack or the like hits the object, separate the prepared cut object to give the appearance that the object has been cut (destroyed), which often makes players feel uncomfortable.
[0005] The present disclosure has been made in light of these circumstances, and aims to provide a gaming environment that players can enjoy more naturally and freely.
[0006] In order to achieve the above object, a first aspect of the present disclosure provides: Information processing devices related to games, a first range determination means for determining a first range area affected by an attack action of a first object based on at least a position or coordinates of the first object; a second range determination means for determining a second range area affected by the attack action on the second object, in accordance with the determined first range area and at least a position or coordinates of the second object; a correcting means for correcting the second range area when the second range area does not include a third range area that is preset for the second object; It is a program that functions as a
[0007] In addition, in the first aspect, the above-described program may be a program that further functions as processing means that executes a process of cutting or destroying the second object in the second range area.
[0008] In the first aspect, the processing means may change a manner in which the second object is cut or destroyed when a part of the second object to be cut or destroyed satisfies a predetermined condition.
[0009] In the first aspect, the processing means may execute game processing to weaken a part of the second object that has been cut or damaged.
[0010] In the first aspect, the processing means may execute game processing to preferentially eliminate a part of the second object that has been cut or damaged.
[0011] In the first aspect, the correction means may perform the correction so that the area of the second range region after the correction is larger than the area of the second range region before the correction.
[0012] In addition, in the first aspect, the correction means may perform the correction so that the second range area after correction is closer to a center or a center of gravity of the second object than the second range area before correction.
[0013] A second aspect of the present disclosure is An information processing method executed by an information processing device related to a game, a first range determination step of determining a first range area affected by an attack action of the first object based on at least a position or coordinates of the first object; a second range determination step of determining a second range area affected by the attack action on the second object according to the determined first range area and at least a position or coordinates of the second object; a correcting step of correcting the second range area when the second range area does not include a third range area that is preset for the second object; The information processing method includes:
[0014] A third aspect of the present disclosure is An information processing system for a game, a first range determination means for determining a first range area affected by an attack action of a first object based on at least a position or coordinates of the first object; a second range determination means for determining a second range area affected by the attack action on the second object, in accordance with the determined first range area and at least a position or coordinates of the second object; a correcting means for correcting the second range area when the second range area does not include a third range area that is preset for the second object; The information processing system includes:
[0015] An information processing method and an information processing system according to an embodiment of the present disclosure are also provided as an information processing method or an information processing system corresponding to a program according to an embodiment of the present disclosure. [Effects of the Invention]
[0016] According to the present disclosure, a gaming environment can be provided that allows players to enjoy the game more naturally and freely. [Brief explanation of the drawings]
[0017] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 1 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4] FIG. 10 is a diagram showing an example of an image displayed on a game device in an information processing system according to an embodiment of the present disclosure. [Figure 5] FIG. 5 is a diagram showing an example of an image displayed on a game device in an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 4. [Figure 6] 10 is a diagram illustrating an example of a first function in a game according to an information processing system according to an embodiment of the present disclosure. FIG. [Figure 7] FIG. 2 is a diagram illustrating an example of the flow of various processes executed by a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 8] FIG. 10 is a diagram for explaining an example of a second function in a game in the information processing system according to an embodiment of the present disclosure. [Figure 9] FIG. 9 is a diagram for explaining an example of a second function in a game in the information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 8. [Figure 10] FIG. 10 is a diagram for explaining an example of a second function in a game in the information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the examples of FIGS. 8 and 9. DETAILED DESCRIPTION OF THE INVENTION
[0018] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of a game to which an information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") is applied. The game to which this system is applicable (hereinafter referred to as "this game") is, for example, a type of game known as an RPG (Role Playing Game) or an action RPG. In this game, the player can freely control the character they control in a virtual space and progress through the game by repeatedly fighting enemy characters to strengthen the character. The player then progresses through the game while experiencing events set within the game.
[0019] Another feature of this game is that the player can freely cut in-game objects (e.g., enemy characters, buildings, etc.) by controlling a character in the game. Specifically, the player can have a character holding a predetermined game medium (e.g., a sword or blade) perform an attack and cut the object by hitting the object with the attack. However, an important point is that cutting in this game does not simply separate the cut object when an attack hits, as in the above-mentioned Non-Patent Document 1, but rather forms a cut surface on the object in a natural way depending on the type of attack, attack position, attack angle, etc. of the character, and cuts the object. In other words, in this game, more appropriate and different cut surfaces can be formed depending on the position of the character controlled by the player during the attack, as well as the trajectory and angle of the attack. The specific configuration of the information processing system related to this system is described below.
[0020] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. As shown in FIG. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other technologies such as NFC (Near Field Communication), Bluetooth (registered trademark), and LAN (Local Area Network) may also be used. Note that hereinafter, when simply referring to an "image," it is intended to include both a "moving image" and a "still image."
[0021] The game device 1 is used by a player who wishes to use the services of this system. The game device 1 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. The game device 1 executes various processes required for the game to progress.
[0022] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose PC, etc. The server 2 stores and manages various information required for the progress of the game while communicating with the game device 1, etc.
[0023] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure.
[0024] As shown in FIG. 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.
[0025] The control unit 11 is configured by a microcomputer including a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.
[0026] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0027] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.
[0028] The input unit 17 is, for example, a game controller, and inputs various information in response to input operations by the player.
[0029] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.
[0030] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.
[0031] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. Various programs for executing the game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.
[0032] Here, the hardware configuration of the server 2 includes a control unit 100 and a communication unit 110 shown in FIG. 3, which will be described later, and other components can be basically the same as the hardware configuration of the game device 1.
[0033] FIG. 3 is a diagram illustrating an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. As shown in FIG. 3, the control unit 11 of the game device 1 executes various programs and functions as a game processing execution means 60, an input operation reception means 62, an attack range determination means 64, an influence range determination means 66, a cutting plane determination means 68, a cutting processing means 70, and an output control means 72.
[0034] The game processing execution means 60 of the game device 1 executes various processes related to the game. Specifically, the game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on the input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.
[0035] The input operation receiving means 62 receives input operations related to the game from the player. The information regarding the input operation received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick on which the input operation was performed, information regarding the time when the input operation was performed, information regarding the number of times it was pressed, etc.
[0036] The attack range determination means 64 determines a first range area affected by the attack action of the first object based on at least the position of the first object. Specifically, the attack range determination means 64 determines a range area in which the character's attack action will be executed (hereinafter referred to as "attack range") based on the character's position at the time of the attack action, the character's angle at the time of the attack action, the type of attack action to be executed (for example, slash, thrust, various special moves, etc.), etc. An example of the "attack range" referred to here is the range area that is the trajectory of a weapon (for example, a sword or katana) swung by a character when the character executes an attack action such as "cutting." An example of the "position" referred to here is the position coordinates (X, Y, Z) of the target character in the virtual space. Specifically, the "position coordinates of the target character in the virtual space" include, for example, the position coordinates indicating the center of the character, or the position coordinates indicating the relative positions of the character's body objects, such as arms and legs, with respect to the position coordinates indicating the center of the character.
[0037] The influence range determination means 66 determines a second range range that will be affected by the attack action on the second object, according to the determined first range range and at least the position of the second object. Specifically, the influence range determination means 66 determines a range range (hereinafter referred to as "influence range") that is the original range of influence on the object by the attack action and that will be used as a reference for cutting off the temporary object, based on the attack range determined by the attack range determination means 64 and the position and angle of the object that is the target of the attack action. Here, the method by which the influence range determination means 66 specifically determines the influence range from the attack range and the position and angle of the object may be any method selected by the administrator of this system, but as one specific implementation method, for example, the method described in the following non-patent document 2 may be adopted. [Non-patent document 2] [Read the Unity Mesh Cut sample (mesh cutting)], [online], [Retrieved October 28, 2024], Internet<https: / / qiita.com / edo_m18 / items / 31961cd19fd19e09b675>
[0038] The cutting plane determination means 68 performs a correction process as appropriate to determine the final cutting plane of the object in accordance with the range of influence determined by the range of influence determination means 66. Here, the cutting plane determination means 68 is provided with a correction means 80. The correction means 80 corrects the second range area when the second range area does not include a third range area previously set for the second object. Specifically, the correction means 80 determines whether the influence range determined by the influence range determination means 66 includes a range area previously set for the second object (hereinafter referred to as the "cuttable range"). When the influence range does not include the cuttable range, the correction means 80 changes the range area indicated by the influence range so that it includes the cuttable range, and determines the changed range area as the range area (hereinafter referred to as the "cutting plane") that will be used as the basis for cutting the object. On the other hand, when the influence range includes the cuttable range, the correction means 80 determines the current influence range as the cutting plane of the object as is. Note that details of the correction of the influence range by this system will be described later with reference to FIG. 6.
[0039] The cutting processing means 70 executes processing to cut or damage the second object in the second range area. Specifically, the cutting processing means 70 executes in-game processing to cut the target object in accordance with the cutting plane determined by the correction means 80. Note that the method by which the cutting processing means 70 specifically cuts the object may also be any method selected by an administrator of the system, and for example, the method described in Non-Patent Document 2 above may be adopted, similar to the method for determining the range of influence described above.
[0040] The output control means 72 executes various processes for displaying on the output unit 16 various game images, sounds, etc. generated by the game process execution means 60 .
[0041] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.
[0042] The game information management means 120 of the server 2 manages various information and executes various processes required for the progress of the game by the game device 1. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the game device 1, distribution of game information in response to a download request from the game device 1, and the like.
[0043] 4 and 5 are diagrams showing examples of images displayed on a game device in an information processing system according to an embodiment of the present disclosure. In the example of Fig. 4, an example of a game image is displayed showing a situation in which object D1 is cut by an attacking action of character C1. Here, in the example of Fig. 4, character C1 is performing an attacking action in a standing state (upright posture), and the trajectory of the attacking action is a situation in which the sword is swung down from the upper left to the lower right. Therefore, in the situation of Fig. 4, as a result of character C1's attacking action, a cut surface is formed on object D1 from the upper left to the lower right, at a position slightly higher than object D1.
[0044] In contrast, in the example of FIG. 5, character C2 is performing an attacking action while crouching (low posture), and the trajectory of the attacking action is a situation in which the sword is swung upward from the lower left to the upper right. Therefore, in the situation of FIG. 5, as a result of character C2's attacking action, a cut surface from the lower left to the upper right is formed on object D2 at a position slightly lower than object D2. In this way, the system can form different cut surfaces on the object being attacked depending on the position and posture of the character when the attacking action is performed. With such functions, the system provides the player with a high degree of freedom in game play.
[0045] However, such a high degree of freedom creates several problems in terms of game specifications. Specifically, depending on the relative positions of the character performing the attack and the target object, it is possible that the attack will land in a bad position, resulting in only a part of the object's body being severed (for example, only part of an enemy character's finger being severed). In such a situation, it can be difficult to determine whether the attack has hit the object, and it is difficult to feel the satisfaction of a successful attack. Therefore, to prevent such situations, the present system is provided with a function to correct the range of effect of the attack.
[0046] FIG. 6 is a diagram illustrating an example of a first function, i.e., a function for correcting the range of influence of an attack action, in a game performed by an information processing system according to an embodiment of the present disclosure. Referring to FIG. 6, an object D3, which is the target of an attack, and range areas E1 to E3, range area NS, and range area RS are displayed within the object D3. Here, range areas E1 to E3 indicate a cuttable range, i.e., a cuttable range, that is preset for the target object. Range area NS indicates a provisional cut plane, i.e., a range of influence, determined based on the positional relationship between a character (not shown) and object D3. Range area RS indicates a range, i.e., a cut plane, that is, a range of influence of the attack action after the correction. In the example of Figure 6, the system determines the range of influence (range area NS) based on the positional relationship between the character (not shown) and object D3, but does not include the cuttable range (range areas E1 to E3). Therefore, the range area is corrected to include the cuttable range (for example, near the center of the sphere closest to the range of influence before correction), and a new cut surface (range area RS) is determined.
[0047] FIG. 7 is a diagram showing an example of the flow of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure.
[0048] In step S1, the input operation receiving means 62 receives an input operation by the player relating to an attack action of a character.
[0049] In step S2, the attack range determination means 64 determines the attack range, which is the area within which the character's attack action is performed, based on the character's position during the attack action, the character's angle during the attack action, the type of attack action being performed (e.g., cutting, thrusting, various special moves, etc.), etc.
[0050] In step S3, the influence range determination means 66 determines the influence range, which is the range of influence that the attack action will have on the object, based on the attack range determined by the attack range determination means 64 and the position and angle of the object that is the target of the attack action, and is the range area that will be used as the basis for cutting the temporary object.
[0051] In step S4, the correction means 80 determines whether or not the influence range determined by the influence range determination means 66 includes a cuttable range, which is a range area set in advance for the second object. If the affected range does not include the cuttable range, the correction means 80 determines NO in step S4, and the process proceeds to step S5. On the other hand, if the affected range includes the cuttable range, the correction means 80 determines YES in step S4, and the process proceeds to step S6.
[0052] In step S5, if the influence range does not include the cuttable range, the correction means 80 changes the range area indicated by the influence range so that it includes the cuttable range, and determines the changed range area as the cutting plane, which is the range area used as the basis for cutting the object.
[0053] In step S6, if the range of influence includes the cuttable range, the correcting means 80 determines the current range of influence as the cutting plane of the object as is.
[0054] In step S7, the cutting processing means 70 executes in-game processing to cut the target object in accordance with the cutting plane determined by the correction means 80. This completes the various processes executed by the game device 1.
[0055] The above describes one embodiment of the present disclosure, but the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present disclosure are included in the present disclosure.
[0056] [Other embodiments] Here, a second function of the present system will be described with reference to FIGS. 8 to 10. As described above, the present system can freely form a cut plane depending on the position and posture of the character when performing an attacking action. Therefore, the form of the cut plane may result in unnatural processing during game progression. In other words, if the present system simply cuts (divides) an object based on the cut plane, the cut portion may be processed as an unintended object and displayed unnaturally in the game image. For example, when an enemy character's upper body object and lower body object are cut apart by cutting, part of the upper body arm may also be cut off. In such a case, if the cut arm is processed as part of the lower body object, it is likely to be processed in an unnatural manner, such as appearing to be floating in the air or moving along with the lower body as it falls. In this regard, the present system can solve such problems by employing, for example, the following functions. Specifically, when a character is cut in a situation like the example in FIG. 8, if the object is simply cut (divided) based on the cutting plane, it is not uncommon for many individual parts that make up the entire object to be cut (divided), such as the upper body object, lower body object, left arm object, and right arm object, as shown in FIG. 9. However, as described above, allowing such object cutting (division) may result in unnatural processing in the subsequent game processing. Therefore, the present system can set the upper body object and the left and right arm objects as uncuttable objects, as shown in FIG. 10, and prohibit cutting (division) of the objects regardless of the cut plane formed. By having such functions, the present system can achieve object cutting (division) in a more natural manner.
[0057] Furthermore, with regard to the problem of unnatural processing occurring in some of the cut (divided) objects when an object is simply cut (divided) based on the cutting plane as described above, the present system may address such a problem by utilizing functions other than those shown in Figures 8 to 10. Specifically, the system may perform game processing (such as so-called ragdoll processing) that simulates the loss of strength in a severed body part of an object. Specifically, for example, the system may be configured so that when a body part of an object, such as an arm or leg, is severed, the object falls as if it has lost strength, thereby preventing unnatural game processing, such as a severed arm floating in the air, and allowing game processing to be performed in a natural manner. Furthermore, the system may perform game processing to cause a part of the body of a severed object (such as a severed arm) to disappear in conjunction with the performance of the death of the severed object, for example. Specifically, for example, if the game specifications require a dead character to disappear through a specified presentation process, this system will perform such disappearance processing on the severed body parts of the object prior to the unsevered objects or parts of the object, thereby preventing unnatural game processing and allowing the game to be processed in a natural manner. Furthermore, in the case where a body is cut into an upper body (part farther from the ground) and a lower body (part closer to the ground), the system may preferentially eliminate the upper body which is farther from the ground. Furthermore, for example, when an object is cut into two pieces, the system may prioritize the destruction of each object based on its volume. For example, when the right leg of an object is cut off, the system may prioritize the destruction of the object with the smaller volume (e.g., the right leg) and not prioritize the destruction of the object with the larger volume (the main body part including the left leg), or vice versa. In this way, for example, the system may provide a time difference in the destruction process depending on the volume of the body part of the cut object, which may give a greater impression to the player. Furthermore, when performing the above-described annihilation processing, the system may perform the annihilation processing, for example, when a part of the object's body is severed (without waiting for the object to fall to the ground, etc.).
[0058] Furthermore, although not explained in the above-described embodiments (particularly the embodiment of FIG. 6), the details of the specific process by which the present system performs correction are arbitrary, but for example, the cutting surface may be corrected taking into consideration the following points. The system may set a priority for each range area that constitutes the cuttable range (for example, the range area of the sphere included in the range of influence in Figure 6), and may preferentially correct the cutting plane near the range area with a higher priority. The system may also correct the cutting plane by taking into account the distance from the center or center of gravity of the object, or by combining the two criteria of the priority of each range area and the distance from the center or center of gravity of the object.
[0059] Furthermore, the system may correct the cut surface taking into consideration the following points: Specifically, for example, the system may correct the cut surface so that the area of the affected range after the correction is larger than the area of the affected range before the correction. Furthermore, the system may correct the cut surface so that the area of the affected area after correction is closer to the center or center of gravity of the object than the area of the affected area before correction. While such correction is not essential for the system, by performing such correction, the system can stably improve the appearance of the cut object.
[0060] Furthermore, in the above-described embodiment, the present system has been described as cutting an object in a game, but this is not limited thereto. As long as the present system separates an object into two or more parts or eliminates a part of the object's body, methods other than cutting may be used. Specifically, for example, the present system may separate an object into two or more parts or eliminate it by separating, cutting, destroying, dismantling, shattering, eliminating, or the like.
[0061] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware, such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.
[0062] Although not described in the above embodiment, the content of the game to which the present system is applied is not limited. The present system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game (including so-called open world games), a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.
[0063] In the above embodiment, the game is described as being intended to be played by one person, but this is not limited to this. The game may be a so-called multiplayer game in which multiple players participate, rather than a solo game.
[0064] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.
[0065] Specifically, for example, in this system, multiple game devices 1 may be connected by a method such as P2P (Peer to Peer), and various processes executed by the server 2 in the above-described embodiment may be performed by other game devices 1. In other words, in this system, the server 2 is not an essential component and is not limited thereto.
[0066] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.
[0067] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.
[0068] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.
[0069] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.
[0070] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the above embodiment, but may be processed in a different order, or some processing may be omitted and only some processing may be executed in parallel or individually.
[0071] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.
[0072] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.
[0073] To summarize the above, the information processing system to which the present disclosure is applied can take on a variety of different embodiments having the following configurations. Information processing devices related to games, a first range determination means (for example, attack range determination means 64) for determining a first range area affected by an attack action of the first object based on at least the position or coordinates of the first object; a second range determination means (for example, an influence range determination means 66) for determining a second range range affected by the attack action on the second object, in accordance with the determined first range range and at least the position or coordinates of the second object; a correcting means (e.g., a correcting means 80) that corrects the second range area when the second range area does not include a third range area that is preset for the second object; Any program that functions as such is sufficient.
[0074] That is, for example, the attack range determination means 64 functions as a first range determination means. For example, the influence range determining means 66 functions as a second range determining means. For example, the correcting means 80 functions as a correcting means.
[0075] This allows the player to enjoy a game with a greater degree of freedom and experience a more natural presentation. [Explanation of symbols]
[0076] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Attack range determination method 66 Means of determining the scope of influence 68 Cut plane determination means 80 Correction means 70 Cutting processing means 72 Output control means 2 Server 100 control section 120 Game information management means
Claims
1. Information processing devices related to games, a first range determination means for determining a first range area affected by an attack action of a first object based on at least a position or coordinates of the first object; a second range determination means for determining a second range area affected by the attack action on the second object in accordance with the determined first range area and at least a position or coordinates of the second object; a correcting means for correcting the second range area when the second range area does not include a third range area that is set in advance inside the second object; a cutting plane determination means for determining a cross section along which the second object is cut or damaged, in accordance with the second range region determined by the second range determination means and the result of the correction by the correction means; a processing means for executing a process of cutting or destroying the second object in accordance with the cross section determined by the cutting plane determination means; A program that functions as a
2. the processing means changes a manner in which the second object is cut or destroyed when a part of the second object to be cut or destroyed satisfies a predetermined condition. The program according to claim 1.
3. the processing means executes a game process for weakening the part of the second object that has been cut or damaged. The program according to claim 1.
4. the processing means executes a game process for preferentially eliminating a part of the second object that has been cut or damaged. The program according to claim 1.
5. the correction means performs the correction so that an area of a cut surface of the second object generated when the second object is cut after the correction is larger than an area of a cut surface of the second object generated when the second object is cut before the correction. The program according to claim 1.
6. the correction means performs the correction so that the second range area after the correction is closer to the center or center of gravity of the second object than the second range area before the correction. The program according to claim 1.
7. An information processing method executed by an information processing device related to a game, a first range determination step of determining a first range area affected by an attack action of the first object based on at least a position or coordinates of the first object; a second range determination step of determining a second range area affected by the attack action on the second object according to the determined first range area and at least a position or coordinates of the second object; a correcting step of correcting the second range area when the second range area does not include a third range area that is set in advance inside the second object; a cutting plane determination step of determining a cross section along which the second object is cut or damaged, in accordance with the second range region determined in the second range determination step and a result of the correction performed in the correction step; a processing step of executing a process of cutting or destroying the second object in accordance with the cross section determined in the cutting plane determination step; An information processing method including:
8. An information processing system for a game, a first range determination means for determining a first range area affected by an attack action of a first object based on at least a position or coordinates of the first object; a second range determination means for determining a second range area affected by the attack action on the second object in accordance with the determined first range area and at least a position or coordinates of the second object; a correcting means for correcting the second range area when the second range area does not include a third range area that is set in advance inside the second object; a cutting plane determination means for determining a cross section along which the second object is cut or damaged, in accordance with the second range region determined by the second range determination means and the result of the correction by the correction means; a processing means for executing a process of cutting or destroying the second object in accordance with the cross section determined by the cutting plane determination means; An information processing system comprising:
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