Game system, program and information processing device
The game system uses an appeal virtual camera and timing determination to cluster characters, addressing the lack of character influence on local cameras and enhancing gameplay interaction in battle royale games.
Patent Information
- Application Number
- JP2024118396
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-24
- Publication Date
- 2026-02-17
- Estimated Expiration
- 2038-09-19
AI Technical Summary
Conventional game systems in battle royale games fail to effectively cluster characters together for interactive gameplay, as characters cannot influence local virtual cameras, and existing methods to crowd characters together are inadequate.
A game system with a virtual camera control unit that includes a display virtual camera and an appeal virtual camera, where characters can interact with the appeal virtual camera, influencing its parameters and positioning to encourage character clustering, and a timing determination unit to adjust parameters based on character actions and proximity to the camera.
The system effectively crowds characters around the appeal virtual camera, enhancing gameplay interaction and increasing opportunities for character contact, thereby improving gameplay dynamics.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system and a program. [Background technology]
[0002] Traditionally, so-called battle royale games (also known as "battrois games," "battle royal games," or "survival games") have been very popular. These are games in which multiple players participate, and in which the designated playing area of the game field on which each character is placed shrinks, players' characters fight until they are the last one standing.
[0003] Furthermore, as a conventional technique, there exists a game device (image generating device) that generates an image seen from a virtual camera in a virtual three-dimensional space. For example, some such game devices are provided with a virtual camera that is separate from the virtual camera used for rendering. For example, as a conventional technique, when a battle is taking place in a diorama, a bird's-eye view image of the diorama taken by a bird's-eye view virtual camera and a local image of the battle location taken by a local virtual camera are generated and displayed (see 0017 of Patent Document 1).
[0004] Furthermore, as a conventional technique, there is a game system in which enemies gather when a character is within the range of a camera for a certain period of time or more (Non-Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 4136910 [Non-patent literature]
[0006] [Non-Patent Document 1] GoldenEye 007 [Retrieved September 11, 2018] (https: / / www.nintendo.co.jp / wii / sjbj / about / index.html) Summary of the Invention [Problem to be solved by the invention]
[0007] However, the local virtual camera of the technology described in Patent Document 1 was only intended to reliably show the player the battle situation at battle locations that were noteworthy from the perspective of game development and presentation, and had the drawback that characters present in the game field could not influence the local virtual camera. In other words, even if characters were depicted in an image captured by the local virtual camera, the image was not reflected in the game development.
[0008] In addition, in so-called battle royale games, in order to progress the game, a method is adopted in which the playing area of the game field on which multiple characters are placed is narrowed, thereby crowding the characters together and causing a combat state to occur spontaneously, but it is expected that a different method will be used to crowd characters together.
[0009] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system and program in which, in a game in which multiple characters move within a game space, the characters can interact with a specific virtual camera and further, the characters can be clustered together within the game space. [Means for solving the problem]
[0010] (1) In order to solve the above problems, the present invention provides: A game system for executing a game in which multiple characters move within a game space, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; a timing determination unit that determines a predetermined timing; and a parameter variation unit that varies parameters associated with the character photographed by the appeal virtual camera at the predetermined timing.
[0011] According to the present invention, the parameters associated with the character photographed by the appeal virtual camera are changed at a predetermined timing (for example, the parameters are changed to be advantageous to the player), so that the character can influence the appeal virtual camera.
[0012] Furthermore, according to the present invention, since characters try to move toward the appeal virtual camera so as to be photographed by the appeal virtual camera in the hope of parameter fluctuation, the characters can be crowded around the appeal virtual camera, which results in the game having to proceed with the game mainly being played around the appeal virtual camera, forcing many opportunities for characters to come into contact with each other.
[0013] (2) Furthermore, the game system according to the present invention includes: The virtual camera control unit At least one of the position, direction, and angle of view of the appeal virtual camera may be controlled so as to be changeable.
[0014] According to the present invention, at least one of the position, orientation, and angle of view of the promotional virtual camera is controlled so as to be changeable, so that the shooting range of the promotional virtual camera can be appropriately adjusted.
[0015] (3) Furthermore, the game system according to the present invention includes: The virtual camera control unit At least one of the position, direction, and angle of view of the appeal virtual camera may be variably controlled based on at least one of the information on the player and the information on each character.
[0016] According to the present invention, the shooting range of the appeal virtual camera can be appropriately adjusted based on at least one of the information on the player and the information on each character.
[0017] (4) Furthermore, the game system according to the present invention includes: The virtual camera control unit A non-player character controlled by a computer may be associated with the appeal virtual camera, and the appeal virtual camera may be moved in association with the movement of the non-player character.
[0018] According to the present invention, the appeal virtual camera can be moved to an appropriate position.
[0019] (5) Furthermore, the game system according to the present invention includes: The computer may further function as a movement control unit that moves the non-player characters based on the progress of the game.
[0020] According to the present invention, non-player characters can be moved to a location where characters tend to gather, for example, based on the progress of the game, and the appealing virtual camera is also moved in association with the movement of the non-player characters, so that characters can be effectively crowded together.
[0021] (6) Furthermore, the game system according to the present invention includes: The timing determination unit: When a character is present within the viewing range of the appeal virtual camera, the timing at which the character faces the appeal virtual camera may be set as the predetermined timing.
[0022] According to the present invention, the parameters associated with the character photographed by the appeal virtual camera are changed at the timing when the character faces the appeal virtual camera, so the timing of the parameter change can be determined by directional control such as changing the character's direction in the direction of the appeal virtual camera.
[0023] (7) Furthermore, the game system according to the present invention includes: The timing determination unit: When a character is present within the viewing range of the appeal virtual camera, the predetermined timing may be determined based on the action taken by that character toward another character.
[0024] According to the present invention, the predetermined timing is determined based on the action taken by the character toward other characters, so that the character can be encouraged to interact with other characters.
[0025] (8) Furthermore, the game system according to the present invention includes: The display image generation unit When the appeal virtual camera takes a picture of a character, the display image may be generated to include a photography identification image indicating that the character is currently being photographed.
[0026] According to the present invention, even when the player is looking at the display image, the player can easily recognize whether or not the character is being photographed by the appeal virtual camera.
[0027] (9) Furthermore, the game system according to the present invention includes: The parameter variation unit During the period based on the predetermined timing, the behavior of the character photographed by the appeal virtual camera may be analyzed, and the parameters associated with the character may be varied based on the behavior of the character.
[0028] According to the present invention, the character's actions affect the parameter variations associated with the character, so the player becomes aware of the character's actions during shooting. As a result, the characters are positioned around the appealing virtual camera during the character's actions, so that a period of close proximity can be maintained.
[0029] (10) Furthermore, the game system according to the present invention includes: an appeal image generating unit that generates an appeal image taken by the appeal virtual camera; , may be further provided.
[0030] According to the present invention, for example, the player can view appeal images, which can further increase the interest of the game.
[0031] (11) The present invention also provides A program for executing a game in which multiple characters move within a game space, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; a timing determination unit that determines a predetermined timing; The present invention relates to a program that causes a computer to function as a parameter variation unit that varies parameters associated with a character photographed by the appeal virtual camera at the predetermined timing.
[0032] The present invention also relates to a computer-readable information storage medium storing the program, a server device having the above configuration, and a game device having the above configuration. [Brief explanation of the drawings]
[0033] [Figure 1] FIG. 1 is a diagram showing an example of a system configuration illustrating the configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a diagram illustrating functional blocks of a server device according to an embodiment. [Figure 3] FIG. 2 is a diagram illustrating functional blocks of a terminal device according to an embodiment. [Figure 4] 10A and 10B are diagrams showing an example of the arrangement of a plurality of characters, a display virtual camera, and an appeal virtual camera according to an embodiment. [Figure 5] 10A and 10B are diagrams showing an example of the arrangement of a plurality of characters, a display virtual camera, and an appeal virtual camera according to an embodiment. [Figure 6] 10 is an example of a display image according to an embodiment. [Figure 7] 7A, 7B, and 7C are explanatory diagrams of camera control of the appeal virtual camera according to one embodiment. [Figure 8] 10A and 10B are explanatory diagrams relating to the movement of a non-player character M and an appeal virtual camera in one embodiment. [Figure 9] 10 is an example of a display image according to an embodiment. [Figure 10] 10 is an example of a display image according to an embodiment. [Figure 11] 10 is an example of a display image according to an embodiment. [Figure 12] 10 is an example of an appeal image according to an embodiment. [Figure 13] 10 is an example of a display image according to an embodiment. [Figure 14] FIG. 10 is an explanatory diagram of a specific period according to an embodiment. [Figure 15] 10 is an example of a display image according to an embodiment. [Figure 16] 10 is a flowchart showing an example of a flow of processing related to parameter variation according to an embodiment. [Figure 17] 10A and 10B are diagrams illustrating control of a virtual camera for appeal according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0034] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.
[0035] [1] Game System First, the outline and general configuration of a game system 1 according to this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 according to this embodiment.
[0036] As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides game services and terminal devices 20 (e.g., terminal devices 20A, 20B, 20C) are connectable to the Internet (an example of a network).
[0037] By accessing the server device 10 from the terminal device 20, the user can play games transmitted from the server device 10 via the Internet. Furthermore, by accessing the server device 10 from the terminal device 20, the user can communicate with other users.
[0038] The server device 10 is an information processing device capable of providing a service that allows users to play games using terminal devices 20 connected for communication via the Internet. The server device 10 may also function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple users.
[0039] Furthermore, when the server device 10 functions as an SNS server, for example, it is capable of providing a game called a social game that is executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS it provides.
[0040] In particular, the server device 10 is capable of providing games that are provided on the web browser of the terminal device 20, such as browser games (games that can be started simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH, CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0041] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. The server device 10 is configured to provide an online game that can be connected to other users' devices (smartphones, PCs, game consoles, etc.) via a network and simultaneously share the same game progress online.
[0042] On the other hand, the server device 10 may be configured with one (device, processor) or multiple (devices, processors).
[0043] Information such as billing information and game information stored in the memory area of the server device 10 (memory unit 140 described later) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet), or when functioning as an SNS server, information such as player information storage unit 146 stored in the memory area may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or the Internet).
[0044] Specifically, the server device 10 of this embodiment receives input information based on the operation of the user of the terminal device 20 (i.e., the player who executes the game), and performs game processing based on the received input information. Then, the server device 10 transmits the game processing result to the terminal device 20, and the terminal device 20 transmits the game processing result received from the server device 10 to the terminal device 20. The device 20 is adapted to perform various processes that are provided for viewing by the user.
[0045] The terminal device 20 is an information processing device such as a smartphone, a mobile phone, a PHS, a computer, a game device, a PDA, a portable game machine, an image generating device, or the like, and is a device that can be connected to the server device 10 via a network such as the Internet (WAN) or a LAN. The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0046] The terminal device 20 also has a web browser capable of viewing web pages (HTML data). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a web browser function for performing display control using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting user operation data to the server device 10, and is configured to perform various processes for providing a game screen to the user and allowing the user to play a game. However, the terminal device 20 may also acquire game control information provided from the server device 10, perform predetermined game processing, and play a game based on the game processing.
[0047] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 is configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to acquire the player information storage unit 146 managed by the server device 10 functioning as an SNS server, and execute the game.
[0048] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. The server device 10 of this embodiment may have a configuration in which some of the components (each unit) of Fig. 2 are omitted.
[0049] The server device 10 includes an input unit 150 for use in input by the administrator and others, a display unit 190 for displaying predetermined information, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 for executing processing mainly related to the game to be provided, and a memory unit 140 for storing various data mainly used in the game.
[0050] The input unit 150 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 150 in this embodiment is configured with a mouse, keyboard, and the like.
[0051] The display unit 190 displays an operation screen for the system administrator. For example, the display unit 190 of this embodiment is configured by a liquid crystal display or the like.
[0052] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0053] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.
[0054] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM) etc. The information may be managed in a database.
[0055] In addition to the main memory unit 142, the memory unit 140 of this embodiment also has a game data memory unit 144 in which game information indicating information about the game is stored, and a player information memory unit 146 in which player information indicating information about each player is stored.
[0056] In particular, the game data storage unit 144 stores information about the game space (game field) in which the game is played, information about each character, information about the appeal virtual camera, and other setting values used in the game.
[0057] In addition, the player information storage unit 146 stores the following information for each player: (1) The player's nickname, player ID, and if the player belongs to a team, the name of the team and its ID (hereinafter referred to as "affiliation information"); (2) Information regarding individual and team performance, such as current points, earned rewards, or game time (hereinafter also referred to as "performance information"); (3) Information regarding the characteristics and attributes of the player character and the types of items (including the abilities of the items) possessed by the player character (4) Information regarding the results of a match against other player characters or teams in a match game against other player characters or teams, such as the number of wins and losses (hereinafter also referred to as "match results information"); (5) location information indicating the location of each player or team within the game field; (6) Information on whether or not a player has been defeated (whether or not the game is over) (hereinafter also referred to as "defeat information"); and (7) Information regarding billing, such as billing history and billing amounts; is stored.
[0058] The performance information, battle record information, and defeat information included in the player information are updated at predetermined intervals, such as every five minutes, when the player logs out, at a predetermined time in the game (e.g., 8:00 AM), or when a predetermined event occurs (when one of the individual or team matches ends).
[0059] Images (moving images) captured by the appeal virtual camera are stored in the appeal image storage unit 148. The server device 10 receives an appeal image from any of the terminal devices 20 and stores it.
[0060] The processing unit 100 performs various processes using the main memory unit 142 in the memory unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0061] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).
[0062] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in an information storage medium, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.
[0063] Specifically, the processing unit 100 of this embodiment includes at least a communication control unit 101, a Web processing unit 102, a game management unit 103, a timer management unit 107, and an information providing unit .
[0064] The communication control unit 101 performs processing to transmit and receive data to and from the terminal device 20 via the network. That is, the server device 10 performs various processing based on information received from the terminal device 20, etc. by the communication control unit 101. In particular, the communication control unit 101 of this embodiment performs processing to transmit information about a game screen to the terminal device 20 of a player based on a request from the terminal device 20 of that player.
[0065] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser 211 installed in the terminal device 20, and a process of receiving data transmitted by the Web browser 211 of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0066] In this embodiment, the server device 10 is described as having a function as an SNS server, but the server device 10 may be formed as a server for the game and a server for the SNS separately. Also, the game processing of this embodiment may be performed in part or in whole by the server device 10, or in part by the terminal device 20.
[0067] The game management unit 103 works in conjunction with the terminal device 20 and executes various game processes relating to the battle royale for each player based on the player's operations input via the terminal device 20.
[0068] The game management unit 103 manages various information related to the game and various information related to the virtual camera (for example, information related to the appeal virtual camera), and transmits various information related to the game to each terminal device 20.
[0069] For example, the game management unit 103 executes various processes for imposing given constraints on each player's character depending on the playing area present in the game field (that is, the game space) where the game is played.
[0070] The game management unit 103 executes control over preset characters such as NPCs.
[0071] The timer management unit 107 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 107 works in conjunction with the game management unit 103 to output the current time and preset times to each unit. The timer management unit 107 is also used to synchronize with each terminal device.
[0072] The information providing unit 108 generates various types of game information to cause the terminal device 20 to process the game, and provides the information to the terminal device 20 in question.
[0073] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.
[0074] The input unit 260 is used by the player to input operation data. The input unit 260 can be realized by a touch panel or a touch panel display. That is, the input unit 260 includes a detection unit 262 that can detect two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 that can detect two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).
[0075] The touch operation on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) 12 may be performed using a fingertip or an input device such as a touch pen.
[0076] The input unit 260 may also include a button, lever, keyboard, steering wheel, microphone, acceleration sensor, etc., which can input operation information (operation signal) other than the indicated position.
[0077] The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which final display images and the like are stored, a player information storage unit 273 that shows information about players, a game data storage unit 274 that stores various data necessary for executing the game, such as table data, and an appeal image storage unit 275 that stores appeal images. Note that some of these components may be omitted, or the storage unit 140 of the server device 10 may form part of them.
[0078] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0079] Furthermore, a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit) can be stored in the information storage medium 280. Note that the processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280, as will be described later.
[0080] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.
[0081] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, the touch panel may be, for example, a resistive type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type.
[0082] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.
[0083] The communication unit 296 performs various controls for communication with the outside (for example, a host device or other terminal device), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.
[0084] The terminal device 20 receives, via the network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in an information storage medium or storage unit 140 of the server device 10, and stores the received programs and data in the information storage medium 280 or storage unit 140. The program or data may be stored in the memory unit 270. The case where the terminal device 20 functions by receiving the program or data in this way is also included in the scope of the present invention.
[0085] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.
[0086] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is satisfied, processing for progressing the game, processing for placing objects such as a player object and an enemy object, processing for displaying objects, processing for calculating the game result, and processing for ending a game when a game end condition is satisfied.
[0087] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0088] In particular, the processing unit 200 of this embodiment includes an object space setting unit 210, a display control unit 212, an input reception processing unit 213, a game control unit 214, a game calculation unit 216, a virtual camera control unit 218, a game management unit 219, a timing determination unit 220, an image generation unit 221, and a sound processing unit 230. Also, some of these units may be omitted.
[0089] The object space setting unit 210 performs processing to place and set various objects (objects composed of primitive surfaces such as sprites, billboards, polygons, free-form surfaces or subdivision surfaces) representing display objects such as objects (player objects, moving objects, enemy objects), movement paths, buildings, trees, pillars, walls, maps (terrain), etc. in object space.
[0090] Specifically, the object space setting unit 210 determines the position and rotation angle (synonymous with orientation and direction) of the object (model object), and places the object at that position (X, Y) or (X, Y, Z) at that rotation angle (rotation angle around the X, Y axes) or (rotation angle around the X, Y, Z axes).
[0091] Here, the object space includes both so-called virtual two-dimensional space and virtual three-dimensional space. Two-dimensional space is a space in which an object is placed, for example, using two-dimensional coordinates (X, Y), and three-dimensional space is a space in which an object is placed, for example, using three-dimensional coordinates (X, Y, Z).
[0092] When the object space is a two-dimensional space, the objects are arranged based on the priority set for each of the multiple objects. For example, objects (sprites) that you want to appear to be in the background can be arranged in order, and objects that you want to appear to be in the foreground can be arranged on top of each other.
[0093] Furthermore, by placing an object with a large drawing size below the image and placing an object with a small drawing size above the image, the object space corresponding to the top of the screen can be made to appear to be at the back, and the object space corresponding to the bottom of the screen can be made to appear to be at the front.
[0094] When the object space is a three-dimensional space, the object is placed in the world coordinate system.
[0095] The display control unit 212 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10.
[0096] The input reception processing unit 213 receives input instructions from the player input via the input unit 260, and outputs the received input instructions to the game control unit 214. For example, the input reception processing unit 213 receives movement instructions and action instructions for a character operated by the player.
[0097] The game control unit 214 executes game processing based on the command received by the input reception processing unit 213 .
[0098] In particular, the game control unit 214 controls the character to be operated (i.e., the player character), or the enemy character and other associated characters, based on various information (game information) about the game sent from the server device 10 and the commands (i.e., input instructions) received by the input reception processing unit 213.
[0099] The game control unit 214 also includes a movement control unit 215. For example, the movement control unit 215 performs movement calculations for moving objects (particularly, each character) within the object space. For example, the movement control unit 215 moves the character operated by the player based on the operation input of the player. The movement control unit 215 also receives movement information of the character operated by the other player from the terminal device 20 of the other player via the server 10, and controls the movement of the other character.
[0100] In particular, the movement control unit 215 of this embodiment moves non-player characters based on the progress of the game.
[0101] In addition, the game control unit 214 performs processing to move the moving object within the object space or to control the behavior (motion, animation) of the moving object based on game information transmitted from the server device 10, and input data or programs (movement algorithms) and various data (motion data) input by the player via the input unit 260.
[0102] Specifically, the game control unit 214 of this embodiment performs simulation processing to sequentially obtain object movement information (movement direction, movement amount, movement speed, position, rotation angle, or acceleration) and operation information (position or rotation angle of each part object) for each frame. Here, a frame is a unit of time for performing object movement processing, operation processing (simulation processing), and image generation processing. In this embodiment, the frame rate may be fixed or may be variable depending on the processing load.
[0103] Furthermore, the game control unit 214 may be executed in conjunction with the server device 10, or a part or all of the game control unit 214 may be formed in the server device 10.
[0104] The game calculation unit 216 performs various game calculation processes. In particular, the game calculation unit 216 performs calculation processes necessary for executing a game, such as forming a predetermined object space for a shooting game, forming an object space based on a map, progressing the game based on a scenario set in advance in response to user operations, fighting between a player object and an enemy object or other objects, and managing parameters during the fighting.
[0105] The game calculation unit 216 also includes a parameter variation unit 217. The parameter variation unit 217 varies parameters associated with the character photographed by the appeal virtual camera at a predetermined timing determined by the timing determination unit 220.
[0106] The game calculation unit 216 is executed in conjunction with the server device 10, but a part or all of it may be formed in the server device 10.
[0107] Furthermore, the parameter variation unit 217 may be executed in conjunction with the server device 10, or part or all of it may be formed in the server device 10.
[0108] The virtual camera control unit 218 controls the virtual camera to generate an image of the game space seen from a given viewpoint that appears to have depth. In this case, the virtual camera control unit 218 performs control processing of the virtual camera (viewpoint) to generate an image seen from a given (arbitrary) viewpoint in the object space. Specifically, it performs processing to control the position (X, Y, Z) or rotation angle (rotation angle around the X, Y, Z axes) of the virtual camera (processing to control the viewpoint position and line of sight direction).
[0109] For example, when using a virtual camera to photograph an object (e.g., a character, a ball, or a car) from behind, the position or rotation angle (orientation of the virtual camera) of the virtual camera is controlled so that the virtual camera follows changes in the position or rotation of the object.
[0110] In this case, the virtual camera can be controlled based on information such as the position, rotation angle, or speed of the object obtained by the game control unit 214. Alternatively, the virtual camera may be controlled to rotate at a predetermined rotation angle or move along a predetermined movement path. In this case, the virtual camera is controlled based on virtual camera data for specifying the position (movement path) or rotation angle of the virtual camera.
[0111] A virtual camera may be set as the viewpoint of the player character. If there are multiple virtual cameras (viewpoints), the above control process is performed for each virtual camera.
[0112] In particular, the virtual camera control unit 218 of this embodiment places a display virtual camera and an appeal virtual camera within the game space.
[0113] Furthermore, the virtual camera control unit 218 may be executed in conjunction with the server device 10, or a part or all of the virtual camera control unit 218 may be formed in the server device 10.
[0114] The game management unit 219 works in conjunction with the server device 10, and based on the player's operations input via the input unit 260, sets player characters and various items to be used in games such as competitive games for each player, and registers them in the player information storage unit 273.
[0115] The timing determination unit 220 determines a predetermined timing, which is a timing that triggers (causes, starts) a change in the parameters of a character (a character photographed by the appeal virtual camera CB).
[0116] Furthermore, the timing determination unit 220 may be executed in conjunction with the server device 10, or part or all of the timing determination unit 220 may be formed in the server device 10.
[0117] The image generation unit 221 performs drawing processing based on various information related to image generation transmitted from the server device 10 and the results of various processes (game processes) performed by the processing unit 200. As a result, an image is generated and output to a display unit (display) 290.
[0118] In particular, the image generated by the image generation unit 221 may be a so-called two-dimensional image or a so-called three-dimensional image. In particular, the image generation unit 221 generates an image that is seen from a virtual camera in the object space and is to be displayed on the screen.
[0119] Here, when generating a two-dimensional image, the image generation unit 221 draws objects in order from the object with the lowest set priority, and if objects overlap, it overwrites and draws the object with the highest priority.
[0120] Furthermore, when generating a three-dimensional image, the image generation unit 221 of this embodiment first receives object data (model data) including vertex data (such as vertex position coordinates, texture coordinates, color data, normal vectors, or α values) for each vertex of the object (model), and performs vertex processing based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for subdividing polygons may be performed as necessary.
[0121] Vertex processing involves geometry processing such as vertex movement, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, perspective transformation, and lighting processing, and based on the results of these processing, the vertex data assigned to the vertices that make up the object is changed (updated, adjusted). Rasterization (scan conversion) is then performed based on the vertex data after vertex processing, and polygon (primitive) faces are associated with pixels. Following rasterization, pixel processing (fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0122] Pixel processing involves various processes such as reading textures (texture mapping), setting / changing color data, semi-transparent compositing, and anti-aliasing to determine the final drawing color of the pixels that make up the image, and outputting (drawing) the drawing color of the perspectively transformed object to the image buffer 272 (frame buffer, buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target). In other words, pixel processing involves per-pixel processing that sets or changes image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis.
[0123] This generates an image seen from a virtual camera (given viewpoint) set in the object space. If there are multiple virtual cameras (viewpoints), the image can be generated so that the images seen from each virtual camera can be displayed as split images on one screen.
[0124] The vertex processing and pixel processing performed by the image generation unit 221 may be realized by hardware that makes polygon (primitive) rendering processing programmable using a shader program written in a shading language, that is, a so-called programmable shader (vertex shader or pixel shader). A programmable shader allows for programmable processing on a vertex or pixel basis, thereby providing a high degree of freedom in the rendering processing content and significantly improving expressiveness compared to fixed rendering processing using hardware.
[0125] When drawing an object, the image generation unit 221 performs geometry processing, texture mapping, hidden surface removal processing, alpha blending, and the like.
[0126] Geometry processing involves performing coordinate transformation, clipping, perspective projection transformation, light source calculation, etc. on the object. Then, the object data after geometry processing (perspective projection transformation) (position coordinates of the object's vertices, texture coordinates, color data (brightness) The data, normal vectors, α values, etc. are stored in the storage unit 270.
[0127] Texture mapping involves mapping textures (texel values) stored in the texture storage section of storage unit 270 onto an object. Specifically, textures (surface properties such as color (RGB), alpha value, etc.) are read from the texture storage section of storage unit 270 using texture coordinates and the like set (assigned) to the vertices of the object, and the texture, which is a two-dimensional image, is mapped onto the object. In this case, processing is performed to associate pixels with texels, and bilinear interpolation is used to interpolate the texels.
[0128] In this embodiment, when an object is drawn, a process of mapping a given texture may be performed. In this case, the color distribution (texel pattern) of the mapped texture can be dynamically changed.
[0129] In this case, textures with different color distributions (pixel patterns) may be dynamically generated, or multiple textures with different color distributions may be prepared in advance and the texture to be used may be dynamically switched. Also, the color distribution of the texture may be changed on an object-by-object basis.
[0130] Hidden surface removal is performed using the Z-buffer method (depth comparison method, Z-test) that uses a Z-buffer (depth buffer) that stores the Z-values (depth information) of the drawing pixels. That is, when drawing a drawing pixel corresponding to an object's primitive, the Z-value stored in the Z-buffer is referenced, and the Z-value in the referenced Z-buffer is compared with the Z-value of the drawing pixel of the primitive. If the Z-value of the drawing pixel is a Z-value that is closer to the virtual camera (for example, a small Z-value), the drawing process for that drawing pixel is performed, and the Z-value in the Z-buffer is updated to the new Z-value.
[0131] In alpha blending (alpha compositing), the image generation unit 221 performs semi-transparent compositing processing (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value). The alpha value is information that can be stored in association with each pixel (texel, dot), and is additional information in addition to color information, for example. The alpha value can be used as mask information, semi-transparency (equivalent to transparency or opacity), bump information, etc.
[0132] The image generating unit 221 in this embodiment includes a display image generating unit 222 and an appeal image generating unit 223.
[0133] The display image generating unit 222 generates an image seen from the display virtual camera as a display image.
[0134] The promotion image generating unit 223 generates a promotion image photographed by the promotion virtual camera.
[0135] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292 .
[0136] [4] Method of this embodiment [4.1] Overview The game system of this embodiment is a so-called battle royale game (also called a "battrois game," "battle royal game," or "survival game") system in which multiple players participate in a game in which each character (for example, 100 characters) is placed in a game space and the player's character fights until there is only one left. The player wins if they are the last team (or the last player) to survive.
[0137] The server device 10 constituting the game system 1 of this embodiment works in conjunction with the terminal devices 20 operated by each player, and is configured to form, for example, one game space (i.e., a game field in a virtual three-dimensional space), and within that game field, a competitive game such as a shooting game or an action game is executed using multiple characters operated and controlled by each player.
[0138] The server device 10 also has a configuration in which a plurality of characters move within a game space to execute a game, and provides information about the game to the terminal device 20.
[0139] 4 shows an example of the arrangement of a display virtual camera CA and an appeal virtual camera CB on the XZ plane of a three-dimensional virtual game space (game field) in the terminal device 20 of player P1. CP1 to CP10 are examples of characters participating in the game.
[0140] The terminal device 20 places a display virtual camera CA (first virtual camera) in the game space and generates an image seen from the display virtual camera CA as a display image. The terminal device 20 also places an appeal virtual camera CB (second virtual camera) separate from the display virtual camera CA in the game space. The terminal device 20 then generates an appeal image captured by the appeal virtual camera CB.
[0141] Then, at a predetermined timing, the terminal device 20 varies (e.g., increases) parameters (e.g., parameters such as stamina value and attack power) associated with the character photographed by the appeal virtual camera CB. For example, the parameters are varied to be advantageous to the player.
[0142] In this way, as shown in Figure 5, characters CP1, CP2, CP3, CP5, and CP6 move toward the appeal virtual camera CB in the game space so that they are photographed by the appeal virtual camera CB, and the characters can be crowded around the appeal virtual camera CB. In other words, without reducing the playing area A in which the characters can move (compete), it is possible to change from a sparse state in which the characters are spaced far apart to a dense state in which the characters are spaced far apart. In this embodiment, the playing area A is provided and is reduced in size over time, but the game may also be progressed without providing this playing area A.
[0143] As a result, the game must proceed with the main battlefield being the area around the appeal virtual camera, which forces the creation of many opportunities for characters to come into contact with each other.
[0144] Therefore, in this embodiment, a mechanism can be created that allows for smooth game progression and creates many opportunities for characters to come into contact with each other, thereby reducing the processing burden on the game system while making the game more active and engaging.
[0145] Although a display virtual camera CA exists as the viewpoint (first-person viewpoint or third-person viewpoint) of each character controlled by multiple players participating in the game, for ease of explanation, in Figures 4 and 5 only the display virtual camera CA is shown as the viewpoint of the character controlled by player P1.
[0146] In this embodiment, the character may be a character operated by a player, or may be a character controlled by a computer in accordance with game processing such as a program. It may also be an NPC (non-player character) that is not controlled by the player.
[0147] Furthermore, the game of this embodiment may have a time limit per game (for example, 30 minutes).
[0148] [4.2] Explanation of the virtual camera for display 4, the terminal device 20 places a display virtual camera CA in the game space and generates an image seen from the display virtual camera CA as a display image. For example, in each player's terminal device 20, the display virtual camera CA is placed at the first-person viewpoint or third-person viewpoint of the character operated by the player, and a display image GA is generated and displayed on the display unit 290 of the terminal device 20. In other words, the position (viewpoint), direction, and angle of view of the display virtual camera CA differ for each player, and the display image displayed on each terminal device 20 differs.
[0149] FIG. 6 is an example of a display image GA displayed on the terminal device 20 of the player P1. For example, the display image GA is an image generated from a third-person perspective of the character CP1 operated by the player P1. For example, as shown in FIG. 6, a map MP is displayed in a part of the display image GA. For example, a mark CBM of the appeal virtual camera CB and the field of view range VM of the appeal virtual camera are displayed on the map MP with the mark E1 of the character CP1 operated by the player P1 at the center. In addition, the direction V1 of the character CP1 is also displayed in the mark E1.
[0150] [4.3] Explanation of the virtual camera for appealing purposes [4.3.1] Virtual camera shooting range for appeal The terminal device 20 generates an appeal image GB captured by the appeal virtual camera CB. The position (viewpoint), direction (line of sight), and angle of view of the appeal virtual camera CB in the game space, which are controlled by the virtual camera control unit 218 of the terminal device 20, are common to the terminal devices 20 of each player.
[0151] In particular, the virtual camera control unit 218 of this embodiment may be configured to change at least one of the position, direction, and angle of view of the appeal virtual camera CB.
[0152] For example, when the server device 10 changes the position of the appeal virtual camera CB, the server device 10 transmits the changed position to each terminal device 20, and the virtual camera control unit 218 of each terminal device 20 changes and places the appeal virtual camera CB at the changed position.
[0153] Also, for example, when the server device 10 changes the orientation of the appeal virtual camera CB of each terminal device 20, the changed orientation is transmitted to each terminal device 20, and the virtual camera control unit 218 changes the orientation of the appeal virtual camera CB to the changed orientation.
[0154] Also, for example, when the server device 10 changes the angle of view of the appeal virtual camera CB of each terminal device 20, the changed angle of view is transmitted to each terminal device 20, and the virtual camera control unit 218 changes the appeal virtual camera CB to the changed angle of view.
[0155] As described above, according to this embodiment, at least one of the position, orientation, and angle of view of the promotional virtual camera is controlled so as to be changeable, so that the shooting range of the promotional virtual camera can be appropriately adjusted.
[0156] The virtual camera control unit 218 of the server device 10 and each terminal device 20 determines the position of the appeal virtual camera CB based on at least one of the information of the player and the information of each character. At least one of the position, orientation, and angle of view may be controlled to be changeable.
[0157] For example, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may change the position of the appeal virtual camera CB to within a predetermined distance (e.g., within 10 meters) from the position of the character of the player with the best battle record (or the player with the worst battle record).
[0158] Furthermore, for example, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may change the orientation of the appeal virtual camera CB so that it faces (is the subject of photography of) the character of the player with the best battle record (or the player with the worst battle record). Note that the battle record may be the number of times that the player's character has defeated other characters during the game.
[0159] Furthermore, for example, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may change the angle of view of the appeal virtual camera CB so that the character of the player with the best record (or the player with the worst record) is positioned within the field of view (photography range).
[0160] Also, as shown in Figure 7(A), for example, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may determine a point J1 (center position) that is equidistant from multiple characters (e.g., CP1, CP2) and change the position of the appeal virtual camera CB to that point J1.
[0161] Also, as shown in Figure 7(B), for example, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may determine an intermediate direction (central direction) J2 based on the direction from the viewpoint (the viewpoint of the appeal virtual camera) toward multiple characters (e.g., CP1, CP2), and change the line of sight direction CV of the appeal virtual camera CB to the intermediate direction J2.
[0162] Also, as shown in FIG. 7(C), for example, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may change the angle of view θ of the appeal virtual camera CB (for example, increase the angle) so that the positions of multiple characters (for example, CP1, CP2) are within the field of view.
[0163] Information about the appeal virtual camera (position, direction, angle of view, etc.) is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20.
[0164] [4.3.2] Explanation of the war photographer holding the virtual camera for appeal 8, the virtual camera control unit 218 of the server device 10 and each terminal device 20 may have a war photographer M (non-player character) controlled by a computer hold (associate) an appeal virtual camera CB, and move the appeal virtual camera CB in accordance with the movement of the war photographer M. In other words, the appeal virtual camera CB is positioned so as to follow changes in the position of the war photographer M. In this way, realistic photography can be performed, and the appeal virtual camera CB can be moved to an appropriate position.
[0165] The position, orientation, movement, etc. of war photographer M within the game space are common to each player's terminal device 20. The server device 10 transmits information on the position, orientation, and movement control of the war camera M to each terminal device 20, and each terminal device 20 controls the position, orientation, and movement of war photographer M based on the information received from the server device 10.
[0166] Furthermore, the movement control unit 215 of the server device 10 and the terminal device 20 moves the war photographer M (non-player character) based on the progress of the game.
[0167] For example, the movement control unit 215 of the server device 10 and the terminal device 20 moves the war photographer M so that the character of the player with the highest battle record is within the shooting range. For example, during a game, if the player with the highest battle record is P1, the movement control unit 215 moves the war photographer M to a position 10 meters away from the position of the character CP1 of player P1, and controls the appeal virtual camera CB so that the line of sight of the appeal virtual camera CB is directed toward character CP1. Thereafter, if the player with the highest battle record is changed from player P1 to player P2, the movement control unit 215 moves the war photographer M to a position 10 meters away from the position of the character CP2 of player P2, and controls the appeal virtual camera CB so that the line of sight of the appeal virtual camera CB is directed toward character CP2.
[0168] For example, the movement control unit 215 of the server device 10 and the terminal device 20 may move the war photographer M so that the character of the player with the lowest battle record is within the shooting range. For example, if the player with the lowest battle record during a game is P60, the movement control unit 215 moves the war photographer M to a position 10 meters away from the position of the character CP60 of player P60, and controls the appeal virtual camera CB so that the line of sight of the appeal virtual camera CB is directed toward character CP60. Thereafter, if the player with the lowest battle record is changed from player P60 to player P70, the movement control unit 215 moves the war photographer M to a position 10 meters away from the position of character CP70 of player P70, and controls the appeal virtual camera CB so that the line of sight of the appeal virtual camera CB is directed toward character CP70.
[0169] The movement control unit 215 of the server device 10 and the terminal device 20 moves the war photographer M to the position of a specific player's character, such as the player with the best record or the player with the worst record, but the specific player's character may also be the character of the player possessing the strongest weapon (the weapon with the highest attack power).
[0170] Furthermore, the movement control unit 215 of the server device 10 and the terminal device 20 may move the war photographer M and the appeal virtual camera CB that follows the war photographer to a specific location. A specific location may be, for example, a location where a specific event occurs, such as a location where supplies are dropped in the game space, or the center of the competition area A, a battle location where multiple characters are fighting, the center (center of a densely populated area) of an area where a predetermined number of characters exist (for example, a circular area with a radius of 300 meters), or the location of a specific item (a location where a strong weapon exists). In this way, the war photographer M can be moved to a location where characters tend to gather, and the appeal virtual camera CB that follows the movement of the war photographer can also be moved, thereby allowing the characters to be gathered more closely together.
[0171] [4.3.3] Setting the visibility of the virtual camera for appeal The virtual camera control unit 218 may be able to set whether the appeal virtual camera CB is visible or invisible. For example, the virtual camera control unit 218 may be able to set whether the appeal virtual camera CB is visible or invisible based on instruction information from an administrator received from the server device 10 or computer control (CPU control). In other words, the appeal virtual camera CB is placed within the game space, but the player can recognize where in the game space the appeal virtual camera CB is located by checking the display image or map MP generated by the display image generation unit 222.
[0172] The virtual camera control unit 218 sets a flag F1 for the appeal virtual camera CB. F1=1 means that the camera is visible, and F1=0 means that the camera is invisible. The flag F1 is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20. The set value of the flag F1 is common to all the terminal devices 20.
[0173] 9 and 10 are examples of a display image GA displayed on the terminal device 20 of player P1. For example, as shown in Fig. 9, when the appeal virtual camera is visible (i.e., when F1 = 1), if a camera object CB representing the appeal virtual camera falls within the field of view of the display virtual camera, the display image generation unit 222 of player P1 generates a display image including the camera object CB. Note that the visibility of war photographer M is also controlled by flag F1.
[0174] On the other hand, as shown in FIG. 10, when the appeal virtual camera is invisible (i.e., when F1=0), the display image generation unit 222 of the terminal device 20 of player P1 generates a display image excluding the camera object CB, even if the camera object CB representing the appeal virtual camera is within the field of view of the display virtual camera. In other words, the camera object CB cannot be seen by player P1. Note that even when the appeal virtual camera is invisible (i.e., when F1=0), this does not necessarily mean that photography by the appeal virtual camera is disabled (prohibited). Enabling or disabling photography by the appeal virtual camera will be explained next.
[0175] [4.3.4] Enabling or disabling the virtual camera for appeal The virtual camera control unit 218 of the terminal device 20 can enable or disable the appeal virtual camera CB. For example, the virtual camera control unit 218 can enable or disable the appeal virtual camera CB based on instruction information from an administrator received from the server device 10 or computer control (CPU control). In this way, the appeal virtual camera CB can be enabled or disabled depending on the game situation, and the opportunity for changes in the character parameters associated with the appeal virtual camera CB can be adjusted. For example, the virtual camera control unit 218 may alternate between enabling and disabling at predetermined intervals (e.g., one-minute intervals).
[0176] The virtual camera control unit 218 of the terminal device 20 sets the flag F2 of the appeal virtual camera CB. F2=1 means enabled, and F2=0 means disabled (photography prohibited, parameter changes prohibited). The flag F2 is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20. The setting value of the flag F2 is common to each terminal device 20.
[0177] The virtual camera control unit 218 of the terminal device 20 controls the promotion virtual camera so that photography can be performed when the promotion virtual camera is enabled (i.e., when F2=1). On the other hand, when the promotion virtual camera is disabled (i.e., when F2=0), the virtual camera control unit 218 controls the promotion virtual camera so that photography cannot be performed. In other words, the virtual camera control unit 218 controls the promotion virtual camera so that a promotion image is not generated.
[0178] In addition, when F2=0, the appeal virtual camera may continue taking pictures, that is, the generation of appeal images may continue, and parameters related to the character caused by being photographed by the appeal virtual camera CB may be prohibited from changing.
[0179] 9 and 11 are examples of the display image GA displayed on the terminal device 20 of the player P1. For example, when the appeal virtual camera is visible (i.e., F1=1) and the appeal virtual camera is enabled (i.e., F2=1), the lamp of the camera object CB is turned on as shown in FIG. 9. For example, an effect process is performed so that the lamp of the camera object CB glows red. On the other hand, when the appeal virtual camera is visible (i.e., F1=1) and the appeal virtual camera is disabled (i.e., F2=0), the lamp of the camera object CB is turned on as shown in FIG. For example, this command disables the effect processing for the lamp of the camera object CB.
[0180] The terminal device 20 displays the appeal virtual camera mark CBM on the map MP regardless of the values of F1 and F2 of the appeal virtual camera, so that the player can at least recognize the position of the appeal virtual camera by the map MP.
[0181] Furthermore, regardless of the value of F1 of the appeal virtual camera, if the appeal virtual camera is enabled (i.e., F2=1), the terminal device 20 displays the field of view range VM on the map MP as shown in Fig. 9, and if the appeal virtual camera is disabled (i.e., F2=0), the terminal device 20 does not display the field of view range VM on the map MP as shown in Fig. 11. This is to enable the player to easily recognize whether the appeal virtual camera is enabled or disabled by the display or non-display of the field of view range VM.
[0182] [4.3.5] Images taken with the virtual camera for appeal 12 shows an example of an appeal image GB captured by the appeal virtual camera CB. For example, this appeal image GB captures a scene in which the character CP8 defeats the character CP7.
[0183] The server device 10 of this embodiment may transmit the appeal image GB stored in the appeal image storage unit 148 to a player not participating in the battle, for example, the terminal device 20 of a spectating player, and the terminal device 20 of the spectating player may display the appeal image GB received from the server device 10 on the display unit 290. In this way, the spectator can see realistic footage taken by the war photographer M, making the spectator's viewing experience even more enjoyable.
[0184] Furthermore, the terminal device 20 of each player participating in the game may display the appeal image GB on the display unit as a cut-in during the game, or may display the appeal image GB on the display unit as a replay image after the game ends.
[0185] Furthermore, as shown in FIG. 13, an appeal image GB may be superimposed on a part of a display image GA on the display unit of the terminal device 20 of a player (for example, player P1) participating in the battle.
[0186] In addition, the server device 10 may receive an appeal image generated by the terminal device 20 of a given participating player (e.g., P1) and store it in the appeal image storage unit 148, or the server device 10 itself may generate an appeal image based on information from the appeal virtual camera and store it in the appeal image storage unit 148.
[0187] For example, as shown in FIG. 14, the appeal image generation unit 223 of each player's terminal device 20 generates appeal images taken by the appeal virtual camera CB between the game start time TS and the game end time TE, accumulates the appeal images (as a moving image consisting of multiple appeal images), and stores them in the appeal image storage unit 275.
[0188] In addition, the appeal image generation unit 223 of each player's terminal device 20 may store the appeal image only for the period during which the appeal virtual camera CB is valid, or may store the appeal image regardless of whether the appeal virtual camera CB is valid or invalid.
[0189] [4.4] Predetermined timing and parameter fluctuations The timing determination unit 220 of this embodiment determines the predetermined timing. The "timing" is the timing for changing the parameters of the character (the character photographed by the appeal virtual camera CB), or in other words, the timing that triggers (causes, beginnings) the change in the parameters.
[0190] Then, the parameter variation unit 217 varies the parameters associated with the character photographed by the appeal virtual camera at a predetermined timing. The parameter variation is valid until the game ends (until the player wins or until the game is over), but the variation in the number of predetermined items (such as recovery items) may be permanent. For example, if the number of recovery items increases by one, the item may be made available for use in the next game.
[0191] Furthermore, the parameter variation unit 217 varies the parameters when the appeal virtual camera CB is set to be valid (when F2=1).
[0192] [4.4.1] When you enter the field of view For example, the timing determination unit 220 determines the timing when a character enters the field of view of the appeal virtual camera CB as the predetermined timing TA, and the parameter variation unit 217 varies (e.g., increases) parameters associated with the character (such as vitality, attack power, defense power, number of equipped bullets, number of recovery items, and character movement speed) at the predetermined timing TA. For example, the timing determination unit 220 determines the timing when the character CP1 of the player P1 enters the field of view of the appeal virtual camera CB as the predetermined timing TA, and adds a predetermined recovery value (e.g., 10) to the vitality (HP) value of the character CP1 at the predetermined timing TA, thereby controlling the game so that the character CP1 can advance advantageously in the game. Note that, for example, character CP1 entering the field of view of the appeal virtual camera CB may mean that a representative point (center point) of the character CP1 has entered the field of view, or that all or part of the character CP1 has entered the field of view.
[0193] [4.4.2] Timing of turning the virtual camera Furthermore, when a character is present within the field of view of the appeal virtual camera CB, the timing determination unit 220 may determine the timing at which the character turns toward the appeal virtual camera CB as the predetermined timing TA, and the parameter variation unit 217 may vary the parameters associated with the character at the predetermined timing TA. In this way, the timing at which the parameters are varied can be determined by directional control such as changing the direction of the character to face the appeal virtual camera CB.
[0194] Furthermore, for example, the moment character CP1 turns towards the appeal virtual camera CB, there is a risk that he will be attacked by another character (for example, character CP2). Therefore, this embodiment creates a sense of tension for player P1, resulting in a highly entertaining game.
[0195] [4.4.3] Timing based on character actions against other characters Furthermore, for example, when character CP1 is present within the field of view of appeal virtual camera CB, the timing determination unit 220 may determine a timing based on an action taken by character CP1 toward another character CP2 as the predetermined timing TA, and the parameter variation unit 217 may vary the parameters associated with character CP1 at the predetermined timing TA. In this way, the predetermined timing TA is determined based on an action taken by character CP1 toward another character CP2, which can encourage character CP1 to interact with another character CP2.
[0196] Examples of "actions taken by character CP1 against another character CP2" include (1) when character CP1 and character CP2 exchange weapons, (2) when character CP (3) For example, when character CP1 and character CP2 are on the same team before the game starts, and character CP1 helps character CP2 (when character CP2 is being attacked by character CP3, character CP1 defeats character CP3), or (4) for example, when character CP1 and character CP2 are on the same team before the game starts, and character CP1 is helped by character CP2 (when character CP2 is being attacked by character CP3, character CP2 defeats character CP3).
[0197] [4.4.4] Timing when specified conditions are met Furthermore, for example, when the character CP1 is present within the field of view of the appeal virtual camera CB, the timing determination unit 220 may determine the timing at which the character CP1 satisfies a predetermined condition (photographing condition) as the predetermined timing TA, and the parameter variation unit 217 may vary the parameters associated with the character CP1 at the predetermined timing TA.
[0198] Examples of predetermined conditions are (1) when character CP1 defeats a predetermined number of characters (e.g., three), (2) when character CP1 helps ally character CP2, and (3) when character CP1 is helped by ally character CP2.
[0199] The display image generating unit 222 may display the content of the predetermined condition in the display image, thereby enabling the player to take an action that satisfies the predetermined condition.
[0200] [4.4.5] Specific examples of parameter variation control The parameter variation unit 217 may analyze the behavior of a character photographed by the appeal virtual camera during a period based on the predetermined timing TA, and vary the parameters associated with the character based on the character's behavior (e.g., attacking, defeating an opponent, helping a friendly character, etc.). In this way, the character's behavior affects the variation of the parameters associated with the character, so the player becomes aware of the character's behavior during the photograph. As a result, while the character is acting, it is possible to encourage the character to position itself around the appeal virtual camera, and to maintain a period in which the characters are closely spaced.
[0201] As shown in Fig. 14, a specific period is determined based on a predetermined timing TA. For example, the specific period is set to a period TX (for example, 5 minutes) from the predetermined timing TA (for example, the timing when the target enters the field of view of the appeal virtual camera CB) to a point TB when the predetermined period has elapsed.
[0202] The specific period may be a period TY (for example, the past 5 minutes) from the predetermined timing TA to a point TC that is a predetermined period back in time. The specific period may also be a period including both the time before and the time before the predetermined timing TA.
[0203] In addition, even if a character that has entered the field of view of the appeal virtual camera CB temporarily moves out of the field of view of the appeal virtual camera CB during the specified period, the parameter variation unit 217 may analyze the behavior of the character and vary the parameters associated with the character based on the behavior of the character.
[0204] For example, when the character CP1 defeats a predetermined number of characters within a specific period, the parameter variation section 217 performs control so as to increase the number of attack items possessed by the character CP1 (for example, the number of bullets possessed).
[0205] Also, for example, the parameter variation unit 217 controls the number of recovery items possessed by character CP1 (for example, the number of medicinal herbs possessed) to increase if character CP1 helps ally character CP2 within a specific period, or if character CP1 is helped by ally character CP2.
[0206] Also, for example, if character CP1 defeats another character CP5 from behind within a specific period of time, the parameter variation unit 217 controls character CP1 so that its sneak ability value (surprise attack ability value) is increased or the character CP1 has the ability to stay out of the sight of other characters.
[0207] For example, this is controlled by a flag F3 that indicates the presence or absence of an ability to avoid being in the field of view of other characters. In other words, if character CP1 defeats another character CP5 from behind within a specific period, the parameter variation unit 217 updates the flag F3 of character CP1 to 1, and controls so that character CP1 does not enter (or is not drawn as) the field of view of the other characters (i.e., within the field of view of the display virtual camera, which is the first-person or third-person viewpoint of the other players).
[0208] This flag F3 is set for each character and is shared by each terminal device 20. The parameter variation in this embodiment includes variation of the flag F3. The period during which the ability to avoid being in the field of view of other characters is active (flag F3=1) may be controlled to be limited to a predetermined period (e.g., 30 seconds). The flag F3 is stored in the game data storage unit 274 of the server device 10 and the game data storage unit 144 of the terminal device 20. The setting value of the flag F3 for each character is common to each terminal device 20.
[0209] Also, for example, when character CP1 is attacked by another character CP4 within a specific period and manages to escape the attack, the parameter variation unit 217 controls the walking speed (movement speed) of character CP1 to increase.
[0210] In addition, analyzing the behavior of a character photographed by the appeal virtual camera may involve analyzing the behavior of the character from the captured appeal image, or from the character's game result history, operation input history, and character position information history.
[0211] [4.5] Shooting identification image to inform users of the shooting by the appealing virtual camera When the appeal virtual camera CB photographs a character, the display image generation unit 222 may generate a display image including a photographing identification image indicating that the character is currently photographing. Note that when the appeal virtual camera CB is enabled (that is, when F2=1), the display image generation unit 222 generates a display image including a photographing identification image indicating that the character is currently photographing.
[0212] For example, the terminal device 20 of the player P1 generates a display image including a photographing identification image and displays it on the display unit at the timing TA when the character CP1 of the player P1 enters the field of view of the appeal virtual camera CB. Then, for example, when the player P1 moves out of the field of view of the appeal virtual camera CB, the terminal device 20 erases the photographing identification image and generates a normal display image to display on the display unit. Note that, even when the appeal virtual camera is disabled, the terminal device 20 erases the photographing identification image and generates a normal display image to display on the display unit.
[0213] FIG. 15 is an example of a display image GA displayed on the terminal device 20 of the player P1. When the character CP1 of the player P1 is within the field of view of the appeal virtual camera CB, a display image including a shooting identification image as shown in FIG. 15 is displayed on the display unit. For example, a character indicator SE such as REC (REC is an abbreviation for RECORD, meaning that it is recording) or a light A HUD (head-up display) image including the icon LI is set as the photographing identification image. The display image generating unit 222 controls so that the photographing identification image is superimposed on the display image.
[0214] On the other hand, as shown in FIG. 9, when the character CP1 of the player P1 is not within the field of view of the virtual camera CB, the display image displayed on the terminal device 20 of the player P1 is controlled so as not to display the photograph identification image.
[0215] Note that even when the appeal virtual camera is invisible (F1=0), if the character CP1 of player P1 is within the field of view of the appeal virtual camera CB, the shooting identification image is displayed. In this way, even if the appeal virtual camera is not visible, player P1 can easily recognize whether or not the character CP1 is being photographed by the appeal virtual camera.
[0216] Furthermore, when the appeal virtual camera is enabled (F2=1), the photographed identification image is displayed, and when the appeal virtual camera is disabled (F2=0), the photographed identification image is not displayed even if the character CP1 of the player P1 is within the field of view of the appeal virtual camera CB. In short, the photographed identification image is controlled to be displayed only when there is a possibility of a parameter change in the character CP1.
[0217] [4.6] Game Progression In the game system 1 of this embodiment, the server device 10 transmits the game start time to each terminal device 20, and the game starts at the same time. All player characters participating in the game move in the same game space. The game can start from a randomly placed character in a large game space, or from any point based on the player's operational input. Each player controls their own character using their own terminal device 20.
[0218] The game space is filled with items such as weapons, armor, and vehicles that are useful for combat and survival. Each player's character starts the game with only minimal equipment, so the character must search for these items to avoid being defeated by other characters. In some games, it is possible to steal the equipment (for example, guns and bullets) of defeated characters. Players also aim to be the last player standing in the game, i.e., the "winner," by moving their character within competition area A (also known as the safety zone), which shrinks over time.
[0219] Specifically, we will explain a scene in which a character fights another character. First, at the start of the game, each player's character has an initial value (for example, 100) set as its stamina value, and when attacked by an enemy, a damage value is subtracted from the character's stamina value.
[0220] For example, let's say that character CP1's strength value is 100. If character CP1 is attacked by character CP5, for example, if character CP5's attack power is 50 and character CP1's defense power is 20, the damage value will be 30, and 30 will be subtracted from character CP1's strength value, updating it to 70.
[0221] For example, if character CP5 continues to shoot at character CP1 and character CP1's strength value reaches 0, character CP1 will lose (the game will be over). Also, character CP5 will have defeated character CP1, and the number of characters defeated (also called the number of kills) will be counted as 1.
[0222] The competition area A in the game space is divided into three areas every 5 minutes: a circle with a radius of 500 meters and a center point K, a circle with a radius of 400 meters and a center point K, a circle with a radius of 300 meters and a center point K, and a circle with a radius of 200 meters. The size of the circle gradually shrinks over time, for example, a circle with a center point K of 100 meters, a circle with a center point K of 100 meters, etc. The player's character is forced to move to a smaller area, which increases the probability of contact with other players. The game ends when there is only one survivor (or one team), and rewards may be given based on the length of survival.
[0223] [4.7] Flowchart Next, the flow of parameter variation processing in the terminal device 20 of this embodiment will be described with reference to Fig. 16. For the sake of convenience, the flow of processing for parameter variation of the character CP1 operated by the player P1 in the terminal device 20 of the player P1 will be described.
[0224] First, it is determined whether the appeal virtual camera is enabled (step S1). If the appeal virtual camera is enabled (Y in step S1), it is determined whether the character CP1 is within the field of view of the appeal virtual camera (step S2).
[0225] When the character CP1 enters the field of view of the appeal virtual camera (Y in step S2), the timing at which the character CP1 enters the field of view of the appeal virtual camera is set as the predetermined timing (step S3).
[0226] Next, it is determined whether the character CP1 has defeated a predetermined number of characters within a period based on the predetermined timing (step S4). If the character CP1 has defeated a predetermined number of characters within a period based on the predetermined timing (Y in step S4), the parameters of the character CP1 are changed (step S5).
[0227] Then, it is determined whether the game has ended (step S6), and if the game has ended (Y in step S6), the processing ends. The game ends when, for example, character CP1 is the last remaining player and has become the winner, or when character CP1 has lost the game. On the other hand, if the game has not ended (N in step S6), the processing returns to step S1.
[0228] [5] Application example [5.1] Virtual camera for appealing [5.1.1] Multiple Virtual Cameras for Appeal In this embodiment, multiple appeal virtual cameras may be placed in the game space. For example, as shown in Fig. 17, the virtual camera control unit 218 may place appeal virtual cameras CB1, CB2, CB3, and CB4 on the circumference of a circle with a center point Q and a radius R so that characters gather in a predetermined area (expected crowding area) AR of the circle. In other words, the virtual camera control unit 218 places appeal virtual cameras CB1, CB2, CB3, and CB4 so as to surround a predetermined area of the characters.
[0229] Furthermore, the virtual camera control unit 218 controls the orientation of each of the appeal virtual cameras CB1, CB2, CB3, and CB4 so that the orientation (line of sight) of each of the appeal virtual cameras CB1, CB2, CB3, and CB4 faces, for example, the center point Q. In other words, the virtual camera control unit 218 controls the orientation of the appeal virtual cameras CB1, CB2, CB3, and CB4 so that a predetermined area AR of the character becomes the area to be photographed.
[0230] [5.1.2] 360-degree virtual camera for appealing purposes The promotional virtual camera of this embodiment may be a promotional virtual camera with an ultra-wide viewing angle of 360 degrees horizontally.
[0231] [5.1.3] Depth limit of the view range of the virtual camera for appeal The appeal virtual camera of this embodiment may limit the depth of its field of view. For example, the field of view of the appeal virtual camera in the depth direction may be limited to a range from the viewpoint (0) to a point ZA (a predetermined depth value) where the Z value (depth value) is 100. In this way, the presence of characters far from the appeal virtual camera can be ignored, thereby reducing the processing load.
[0232] [5.1.4] Method of deciding the character to be photographed and moving the virtual camera to appeal to the character In this embodiment, a specific character from among multiple characters participating (competing) in the game may be determined as the character to be photographed, and the appeal virtual camera may be moved so that the character to be photographed is within the field of view of the appeal virtual camera.
[0233] For example, a specific character may be a character wearing a special outfit, a character carrying a special item (a landmark object), or the like.
[0234] In this embodiment, a character to be photographed may be determined from a plurality of characters participating in the game in a random order, a predetermined order (order of battle records), or in accordance with a predetermined rule, and the appeal virtual camera may be moved so that the character to be photographed is within the field of view of the appeal virtual camera. The predetermined rule is such that when the character to be photographed passes another character (for example, when the distance between the character and the other character is within 3 meters), the other character is the subject of the photograph.
[0235] [5.2] Parameter fluctuations [5.2.1] Example of parameter reduction The parameter variation unit 217 of this embodiment may decrease the parameters associated with the character (stamina value, attack power, defense power, number of equipped bullets, number of recovery items, character movement speed, etc.) at a predetermined timing TA.
[0236] For example, in the present embodiment, the parameter variation unit 217 controls the character CP1 to decrease its attack power if the character CP1 has defeated a predetermined number of characters (e.g., three) consecutively using a specific attack technique (e.g., sniping) within a specific period of time. This prevents the character CP1 from repeatedly using a specific attack technique, and encourages the character CP1 to use a variety of attacks.
[0237] [5.3] When multiple characters are within the visual range of the appeal virtual camera CB [5.3.1] The target of the appeal virtual camera CB In this embodiment, when multiple characters are present within the field of view of the appeal virtual camera CB, the virtual camera control unit 218 determines one character from among the multiple characters as the character to be gazed at, and controls the appeal virtual camera CB to gaze at the determined character.
[0238] To explain the method of determining the character to be watched, for example, virtual camera control unit 218 determines the character with the highest parameter as the character to be watched. Specifically, for example, the character with the highest number of kills against other characters (KILL number) is determined as the character to be watched.
[0239] For example, if multiple characters CP1 and CP2 are present within the viewing range of the appeal virtual camera CB, and the number of characters defeated by character CP1 is "1" and the number of characters defeated by character CP2 is "0", the virtual camera control unit 218 The character CP1 is set as the character to be watched, the viewing direction of the appeal virtual camera CB is set in the direction in which the character CP1 is located, and the appeal virtual camera CB is controlled to watch the character CP1.
[0240] This can increase the player's motivation to increase the parameters of the character being operated, further increasing the interest of the game.
[0241] [5.3.2] Parameter variation When multiple characters are present within the field of view of the appeal virtual camera CB and the parameter variation unit 217 varies the parameters associated with the multiple characters, it divides a predetermined total variation amount by the number of characters (rounded down to the nearest integer or rounded up to the nearest integer) and sets the variation amount of the parameters associated with each of the multiple characters.
[0242] For example, when a character CP1 is present within the field of view of the appeal virtual camera CB, and the parameter variation unit 217 varies the stamina value associated with that character CP1 at a predetermined timing, it adds a total variation amount of "10" to the stamina values associated with the multiple characters CP1.
[0243] On the other hand, when multiple characters CP1 and CP2 are present within the field of view of the appeal virtual camera CB, and the parameter variation unit 217 varies the stamina values associated with the multiple characters CP1 and CP2 at a predetermined timing, it adds "5", which is the total variation amount "10" divided by two, to the stamina values associated with the characters CP1 and CP2.
[0244] In this way, the fewer the number of characters photographed by the appeal virtual camera CB, the more advantageous it is, so the player becomes conscious of the number of characters photographed by the appeal virtual camera CB, which can further increase the interest of the game.
[0245] [5.4] Video streaming The game system of this embodiment may use a video distribution service (video distribution server) to distribute video of game play to spectators. In such a case, a video including an appealing image may be distributed to the viewers. The appealing image may display the number of spectators.
[0246] [5.5] Examples of game system applications [5.5.1] Application example of server device 10 The server device 10 may perform some or all of the processes performed by the terminal device 20 of this embodiment.
[0247] For example, this embodiment may be a server device that executes a game in which multiple characters move within a game space, and is characterized by comprising: a virtual camera control unit that places a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen from the display virtual camera as a display image; a timing determination unit that determines a predetermined timing; and a parameter variation unit that varies parameters associated with the character photographed by the appeal virtual camera at the predetermined timing.
[0248] For example, the server device 10 includes an object space setting unit 110, a display control unit 112, a game control unit 114, a movement control unit 115, a game calculation unit 116, a parameter variation unit 217, a virtual camera control unit 118, a timing determination unit 120, an image generation unit 121, and a display image generation unit 122. 122, appeal image generation unit 123, and sound processing unit 130.
[0249] The storage unit 140 of the server device 10 may also include a drawing buffer 172 .
[0250] The communication control unit 201 transmits information related to the game, information about the generated image, etc. to the terminal device 20. In addition, the communication control unit 201 receives input information received from the terminal device 20 (for example, information related to commands, operations, and operation history), etc.
[0251] The object space setting unit 110 of the server device 10 is similar to the object space setting unit 210 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 sets the object space setting in common for all players, but the object space setting may be set for each player.
[0252] The display control unit 112 of the server device 10 controls the display of images generated by the image generation unit 121 and information related to the images on the display unit 190 of the terminal device 20. The specific processing is similar to that of the display control unit 212 of the terminal device 20, and therefore a description thereof will be omitted. Note that "control of display" means that the server 20 controls the display on the game screen of the game device (terminal device) 10. For example, if the server device 10 generates "control information" to be displayed on the game screen of the terminal device 20 and transmits it to the terminal device 20, the terminal device 20, upon receiving the "control information" from the server 20, displays the game screen based on the "control information."
[0253] The specific processing of the game control unit 114 of the server device 10 is the same as that of the game control unit 214 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 controls the game for each player based on information (input information and commands) received from the terminal device 20 of the player.
[0254] The specific processing of the movement control unit 115 of the server device 10 is the same as that of the movement control unit 215 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs movement control for each player.
[0255] The specific processing of the game calculation unit 116 of the server device 10 is the same as that of the game calculation unit 216 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 performs game calculations for each player.
[0256] The parameter variation section 117 of the server device 10 is similar to the parameter variation section 217 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 controls the variation of parameters for each player.
[0257] The virtual camera control unit 118 of the server device 10 is similar to the virtual camera control unit 218 of the terminal device 20, and therefore a description thereof will be omitted. The server device 10 controls the virtual camera (for example, the display virtual camera) for each player. The server device 10 controls the appeal virtual camera in a common manner for each player.
[0258] The game management unit 103 of the server device may perform the same processing as the game management unit 219 of the terminal device 20. The server device 10 performs game management for each player.
[0259] The timing determination unit 120 of the server device 10 is the same as the timing determination unit 220 of the terminal device 20, and therefore a description thereof will be omitted. The process determines the routing.
[0260] The image generating unit 121 of the server device 10 is similar to the image generating unit 221 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 generates an image for each player.
[0261] The display image generating unit 122 of the server device 10 is similar to the display image generating unit 222 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 generates a display image for each player.
[0262] The appeal image generation unit 123 of the server device 10 is similar to the appeal image generation unit 223 of the terminal device 20, and therefore a description thereof will be omitted. Note that the server device 10 generates an appeal image that is common to all players, but an appeal image may be generated for each player. Note that the generated appeal images are accumulated and stored in the appeal image storage unit 148.
[0263] The specific processing of the sound processing unit 130 of the server device 10 is similar to that of the sound processing unit 230 of the terminal device 20. The sound processing unit 130 of the server 20 controls the sound output unit 292 of the terminal device 20 to output sound.
[0264] Note that storing in the server device 10 means storing in the storage unit 140 of the server device 10, but may also be stored in the storage unit 270 of the terminal device 20. Note that the storage unit 140 of the server device 10 may be a concept that includes the information storage medium 180 of the server device 10.
[0265] [5.5.2] Gaming devices The terminal device 20 of this embodiment may be a game device 20 that operates as a standalone device.
[0266] For example, this embodiment may be a game device that executes a game in which multiple characters move within a game space, and is characterized by comprising: a virtual camera control unit that places a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen from the display virtual camera as a display image; a timing determination unit that determines a predetermined timing; and a parameter variation unit that varies parameters associated with the character photographed by the appeal virtual camera at the predetermined timing.
[0267] [6] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.
[0268] In this embodiment, the game is not limited to an action RPG, but can be used for, for example, action games, fighting games, sports games, and other competitive games, role-playing games (RPGs), and other simulation games.
[0269] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0270] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0271] 10 Server device 20 Terminal equipment 100 Processing section 101 Communication control unit 102 Web processing unit 103 Game Management Department 107 Timer Management Unit 108 Information Provision Department 140 Storage section 142 Main memory 144 Game Data Storage Unit 146 Player information storage unit 148 Appeal Image Storage Unit 180 Information storage medium 196 Communications Department 150 Input section 190 Display section 200 Processing section 210 Object space setting section 212 Display control unit 213 Input reception processing unit 214 Game control unit 215 Movement control unit 216 Game Calculation Unit 217 Parameter Variation Section 218 Virtual Camera Control Unit 219 Game Management Department 220 Timing determination unit 221 Image Generation Unit 222 Display image generation unit 223 Appeal Image Generation Unit 230 Sound Processing Unit 270 Storage section 271 Main memory 272 Image Buffer 273 Player information storage unit 274 Game Data Storage Unit 275 Appeal Image Memory 260 Input section 262 Detection unit 280 Information storage medium 290 Display section 292 Sound output unit 296 Communications Department CA display virtual camera CB Appeal Virtual Camera
Claims
1. A game system for executing a game in which multiple characters move within a game space, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; an appeal image generation unit that generates an appeal image taken by the appeal virtual camera; The virtual camera control unit associating a non-player character controlled by a computer with the appeal virtual camera, moving the non-player character to a specific position based on given conditions within the game space, and moving the appeal virtual camera in association with the movement of the non-player character; The display image generation unit A game system characterized in that, when the appeal virtual camera takes a picture of a character, the display image is generated to include a photography identification image indicating that the character is currently being photographed.
2. A game system for executing a game in which multiple characters move within a game space, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; an appeal image generation unit that generates an appeal image captured by the appeal virtual camera; a parameter variation unit that varies parameters associated with the character photographed by the appeal virtual camera, The virtual camera control unit A game system characterized by associating a non-player character controlled by a computer with the appeal virtual camera, moving the non-player character to a specific position based on given conditions within the game space, and moving the appeal virtual camera in correspondence with the movement of the non-player character.
3. In claim 1 or 2, The virtual camera control unit A game system characterized in that the position of a specific character in the game space is set to the specific position.
4. In any one of claims 1 to 3, The virtual camera control unit A game system characterized in that the specific position is a position based on a specific event within the game space.
5. In any one of claims 1 to 4, The virtual camera control unit A game system characterized in that the specific position is the center point of a competition area within the game space.
6. In any one of claims 1 to 5, The virtual camera control unit A game system characterized in that the specific position is a battle point in the game space where a plurality of characters are fighting.
7. In any one of claims 1 to 6, The virtual camera control unit A game system characterized in that the specific position is the center point of an area in the game space where a predetermined number of characters exist.
8. In any one of claims 1 to 7, The virtual camera control unit A game system characterized in that the position of a specific item in the game space is set as the specific position.
9. In any one of claims 1 to 8, The virtual camera control unit A game system characterized in that the specific position is set as the central position of multiple characters in the game space.
10. In any one of claims 1 to 9, The game system further comprises a display control unit that displays the appeal image taken by the appeal virtual camera on the terminal device of the watching player.
11. A program that allows a computer to run a game in which multiple characters move within a game space. grams, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; causing a computer to function as an appeal image generating unit that generates an appeal image photographed by the appeal virtual camera; The virtual camera control unit associating a non-player character controlled by a computer with the appeal virtual camera, moving the non-player character to a specific position based on given conditions within the game space, and moving the appeal virtual camera in association with the movement of the non-player character; The display image generation unit A program characterized in that, when the appeal virtual camera takes a picture of a character, the display image is generated, which includes a photography identification image indicating that the character is being photographed.
12. A program that causes a computer to execute a game in which multiple characters move within a game space, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; an appeal image generation unit that generates an appeal image captured by the appeal virtual camera; causing a computer to function as a parameter variation unit that varies parameters associated with the character photographed by the appeal virtual camera; The virtual camera control unit A program that associates a non-player character controlled by a computer with the appeal virtual camera, moves the non-player character to a specific position within the game space based on given conditions, and moves the appeal virtual camera in correspondence with the movement of the non-player character.
13. An information processing device that executes a game in which multiple characters move within a game space, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; an appeal image generation unit that generates an appeal image taken by the appeal virtual camera; The virtual camera control unit associating a non-player character controlled by a computer with the appeal virtual camera, moving the non-player character to a specific position based on given conditions within the game space, and moving the appeal virtual camera in association with the movement of the non-player character; The display image generation unit An information processing device characterized in that, when the appeal virtual camera takes a picture of a character, the display image is generated to include a photography identification image indicating that the character is currently being photographed.
14. An information processing device that executes a game in which multiple characters move within a game space, a virtual camera control unit that arranges a display virtual camera and an appeal virtual camera within the game space; a display image generation unit that generates an image seen through the display virtual camera as a display image; an appeal image generation unit that generates an appeal image captured by the appeal virtual camera; a parameter variation unit that varies parameters associated with the character photographed by the appeal virtual camera, The virtual camera control unit An information processing device characterized by associating a non-player character controlled by a computer with the appeal virtual camera, moving the non-player character to a specific position within the game space based on given conditions, and moving the appeal virtual camera in correspondence with the movement of the non-player character.
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