Game system, server equipment, program, and game delivery method
The game system addresses the challenge of transitioning between virtual spaces by controlling a second virtual camera to maintain character position and orientation, ensuring a seamless and immersive experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-14
- Publication Date
- 2026-03-16
AI Technical Summary
Existing game systems struggle to provide a natural transition from a first virtual space to a second virtual space during character animations, disrupting the player's sense of continuity between the two spaces.
A game system that controls a second virtual camera based on predetermined information viewed from a first virtual camera, ensuring the position and orientation of the player character remains consistent between spaces, thereby facilitating a natural transition.
The system ensures a seamless transition between virtual spaces, enhancing the player's sense of continuity and immersion by maintaining the character's position and orientation, thus improving the gaming experience.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a game system, a server device, a program, and a game providing method.
Background Art
[0002] Conventionally, there has been a game system that controls a virtual camera that captures an object (for example, Patent Document 1).
[0003] For example, the technique disclosed in Patent Document 1 controls first and second virtual cameras based on the positions of characters in a game in which a plurality of players engage in combat fighting. Then, the standing positions of each character can be selected, and the object space captured by one of the virtual cameras is displayed as a game image.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, when performing the production of the character in the second virtual space based on an event that occurred in the first virtual space where the character is arranged, it is preferable to appropriately control the virtual camera in the second virtual space and make the player feel the continuity of a series of games.
[0006] The present invention has been made in view of these problems, and its purpose is to provide a game system, etc., in which, when a character is performed in a second virtual space based on an event that occurs in a first virtual space in which the character is placed, the transition from the game screen in the first virtual space to the performance screen for the character in the second virtual space is natural, and the player can feel the connection between the first virtual space and the second virtual space. [Means for solving the problem]
[0007] (1) The present invention is In a game system that performs character animations in a second virtual space based on events that occur in a first virtual space where the character is placed, In the first virtual space where characters performing predetermined actions and background objects are arranged, a game processing unit that advances the game, A display control unit that displays the game screen in the first virtual space on the display unit, and when predetermined conditions are met, transitions from the game screen to a performance screen that displays the character's performance in the second virtual space, A virtual camera control unit that controls a first virtual camera located in the first virtual space and a second virtual camera located in the second virtual space, Includes, The virtual camera control unit, A character for performance purposes, which is placed in the second virtual space and corresponds to a character placed in the first virtual space, is used as the target of the second virtual camera. The present invention relates to a game system characterized by controlling a second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when the predetermined conditions are met.
[0008] Furthermore, the present invention relates to a server device including the above-mentioned parts. Furthermore, it relates to a terminal device (game device) including the above-mentioned parts. Furthermore, the present invention relates to a program that causes a computer to function as the above-mentioned parts. Furthermore, the present invention relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-mentioned parts.
[0009] Furthermore, the present invention is A game provision method for providing information about the game from a server device that performs character animations in a second virtual space based on events that occur in a first virtual space where the character is placed, to a player's terminal device, The aforementioned server device In the first virtual space where a character performing a predetermined action and background objects are placed, the steps include: The steps include: displaying the game screen in the first virtual space on the display unit, and, when predetermined conditions are met, transitioning from the game screen to a performance screen that displays the character's performance in the second virtual space; A step of controlling a first virtual camera located in the first virtual space and a second virtual camera located in the second virtual space, Includes, The step of controlling the second virtual camera is: A character for performance purposes, which is placed in the second virtual space and corresponds to a character placed in the first virtual space, is used as the target of the second virtual camera. When controlling the second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when the predetermined conditions are met, The operation information of the player received by the terminal device is transmitted to the server device. The present invention relates to a game provision method characterized by receiving information about the game from the aforementioned server device.
[0010] This invention controls the second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when certain conditions are met, so that the transition from the game screen in the first virtual space to the animation screen that displays character animations in the second virtual space is natural. As a result, this invention allows the player to feel a connection between the first virtual space and the second virtual space.
[0011] (2) Furthermore, in the game system, server device, terminal device, program, information storage medium, and game provision method according to the present invention, The virtual camera control unit, The player character used for presentation, which corresponds to the player character that the player controls, is used as the target of the second virtual camera. The second virtual camera may be controlled based on the position information of the player character as seen from the viewpoint of the first virtual camera when the predetermined conditions are met.
[0012] Here, position information can be rephrased as placement information. Position information is, for example, the position coordinates in the world coordinate system or the position coordinates in the screen coordinate system. Position information may also be information indicating which area (for example, left or right side of the virtual camera's line of sight) the character is located in relative to the virtual camera's line of sight. Note that the area is not limited to the left or right side. For example, the area could be the top, bottom, foreground, background, etc.
[0013] According to the present invention, further, from the game screen in the first virtual space to the second virtual space The transition to the animation screen that displays the player character's performance becomes more natural.
[0014] (3) Furthermore, in the game system, server device, terminal device, program, information storage medium, and game provision method according to the present invention, The virtual camera control unit, The second virtual camera may be controlled so that the position of the player character for the effect as seen from the second virtual camera when the predetermined conditions are satisfied is the same as the position of the player character as seen from the first virtual camera when the predetermined conditions are satisfied.
[0015] Here, the "position of the player character as seen from the first virtual camera" is the position as seen from the first virtual camera. For example, it can be the position in the screen coordinate system where the player character is projected onto the screen in the first virtual camera.
[0016] Also, the "position of the player character as seen from the first virtual camera" may be the position of the player character relative to the position of the first virtual camera in the first virtual space.
[0017] Also, the "position of the player character as seen from the first virtual camera" may be information indicating in which area (e.g., on the right or left side with respect to the line-of-sight direction of the first virtual camera) the player character is located in the first virtual space with respect to the line-of-sight direction of the first virtual camera.
[0018] Here, the "position of the player character for the effect as seen from the second virtual camera" is the position as seen from the second virtual camera. For example, it can be the position in the screen coordinate system where the player character for the effect is projected onto the screen in the second virtual camera.
[0019] Also, the "position of the player character for the effect as seen from the second virtual camera" may be the position of the player character for the effect relative to the position of the second virtual camera in the second virtual space.
[0020] Furthermore, "the position of the performance player character as seen from the second virtual camera" may also be information indicating which area (for example, to the right or left of the second virtual camera's line of sight) the performance player character is located in the second virtual space, relative to the line of sight of the second virtual camera.
[0021] According to the present invention, when transitioning to a visual effect screen, the display position of the player character on the game screen and the display position of the player character used for the visual effect screen can be made the same (or nearly the same). Furthermore, according to the present invention, the display area of the player character on the game screen and the display area of the player character used for the visual effect screen can be made the same. For example, if the player character is displayed on the left side of the game screen, the player character can also be displayed on the left side of the visual effect screen. As a result, the transition to the visual effect screen becomes more natural.
[0022] (4) Furthermore, in the game system, server device, terminal device, program, information storage medium, and game provision method according to the present invention, The virtual camera control unit, The position of the player character used for the performance as seen from the second virtual camera at the end of the event is the same as the position of the player character as seen from the first virtual camera when the game restarts. The second virtual camera may be controlled so that its position is the same as that of the first camera.
[0023] According to the present invention, when transitioning to the game screen, the display position of the player character on the game screen and the display position of the player character used for the animation on the animation screen can be made the same (or nearly the same). Furthermore, according to the present invention, the display area of the player character on the game screen and the display area of the player character used for the animation on the animation screen can be made the same. For example, if the player character is displayed on the left side of the game screen, the player character can also be displayed on the left side of the animation screen. As a result, the transition to the game screen when resuming the game becomes more natural.
[0024] (5) Furthermore, in the game system, server device, terminal device, program, information storage medium, and game provision method according to the present invention, The virtual camera control unit, The period during which the position of the player character for the performance as seen from the second virtual camera when the predetermined conditions are met is the same as the position of the player character as seen from the first virtual camera when the predetermined conditions are met is defined as a specific period. The second virtual camera may be controlled so that the ratio of the specified period to the duration of the event is equal to or greater than a predetermined value.
[0025] According to the present invention, it is possible to control the proportion of the event period during which the display position of the player character on the game screen and the display position of the player character used for the animation on the animation screen are the same (or nearly the same). Furthermore, according to the present invention, it is possible to control the proportion of the event period during which the display area of the player character on the game screen and the display area of the player character used for the animation on the animation screen are the same. For example, if the player character is displayed on the left side of the game screen, the proportion of the period during which the player character is displayed on the left side of the animation screen can be adjusted. As a result, the transition to the animation screen becomes more natural.
[0026] (6) Furthermore, in the game system, server device, terminal device, program, information storage medium, and game provision method according to the present invention, The virtual camera control unit, The player character used for the performance, which corresponds to the player character that the player controls, and other characters used for the performance, are to be the targets of the second virtual camera. The second virtual camera may be controlled based on the position information of the player character as seen from the viewpoint of the first virtual camera when the predetermined conditions are met.
[0027] According to the present invention, the transition from the game screen in the first virtual space to the performance screen in the second virtual space that displays the player character and other characters becomes natural.
[0028] (7) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The second virtual space may further include a virtual space control unit that brings at least the characters that appeared in the first virtual space into the second virtual space and causes the characters to perform predetermined actions.
[0029] According to the present invention, when a character appearing in the first virtual space is made to perform a specified action in the second virtual space, the transition to the presentation screen becomes natural.
[0030] (8) Furthermore, in the game system, server device, terminal device, program, information storage medium, and game provision method according to the present invention, The virtual camera control unit, During the event, the second virtual camera may be controllable based on player operation information.
[0031] According to the present invention, it becomes possible to control a second virtual camera that takes the player's intentions into consideration, and to provide a visual presentation that satisfies the player.
[0032] (9) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The virtual camera control unit, The second virtual camera may be controlled according to the character information.
[0033] This invention controls a second virtual camera based on character information, resulting in a natural transition from the game screen in the first virtual space to the character animation screen in the second virtual space. As a result, this invention allows the player to feel a connection between the first and second virtual spaces.
[0034] (10) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The aforementioned character information refers to the parameters of the character related to the event. The virtual camera control unit, The second virtual camera may be controlled based on the parameters of the character.
[0035] Because this invention takes character parameters into consideration, the player can feel a greater sense of connection between the first virtual space and the second virtual space.
[0036] (11) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The virtual camera control unit, The second virtual camera may be controlled according to the event information.
[0037] This invention controls a second virtual camera based on event information, allowing for a smooth transition from the game screen in the first virtual space to a character animation screen in the second virtual space, depending on the event. As a result, this invention allows the player to feel a connection between the first and second virtual spaces.
[0038] (12) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The virtual camera control unit, If, at a given time during the event, it is determined that the position of the performance character as seen from the second virtual camera is different from the position of the character as seen from the first virtual camera when the predetermined conditions are met, the second virtual camera may be controlled from that time until the end of the event so that the position of the performance character as seen from the second virtual camera is the same as the position of the character as seen from the first virtual camera when the predetermined conditions are met.
[0039] In this way, it is possible to avoid confusion in the display position of the characters used for the presentation from the aforementioned timing until the end of the event, and to provide the player with a natural presentation screen. For example, if the player character is displayed on the left side of the game screen, from the aforementioned timing until the end of the event, the presentation screen will also display on the left side. The player character can be displayed. [Brief explanation of the drawing]
[0040] [Figure 1] A diagram showing an example of the configuration of the game system of this embodiment. [Figure 2] A diagram showing the functional blocks of the server device according to this embodiment. [Figure 3] A diagram showing the functional block of the terminal device of this embodiment. [Figure 4] A diagram showing examples of the first and second virtual spaces and their respective screens according to this embodiment. [Figure 5] A diagram showing an example of the correspondence between objects placed in the first and second virtual spaces of this embodiment. [Figure 6] A diagram showing an example of character information in this embodiment. [Figure 7] An explanatory diagram illustrating an example of the simulation part of this embodiment. [Figure 8] An explanatory diagram illustrating the occurrence of an event in this embodiment. [Figure 9] A diagram showing an example of event information in this embodiment. [Figure 10] A diagram illustrating the control of the second virtual camera in this embodiment. [Figure 11] A diagram illustrating the control of the second virtual camera in this embodiment. [Figure 12] A diagram illustrating the control of the second virtual camera in this embodiment. [Figure 13] A diagram illustrating the control of the second virtual camera in this embodiment. [Figure 14] A diagram illustrating the control of the second virtual camera in this embodiment. [Figure 15A] A flowchart showing an example of the processing flow in this embodiment. [Figure 15B] A flowchart showing an example of the processing flow in this embodiment. [Figure 16] A diagram illustrating the control of the second virtual camera in this embodiment. [Modes for carrying out the invention]
[0041] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention.
[0042] [1] Game System First, the overview and general configuration of the game system of this embodiment will be explained using Figure 1. Figure 1 is a diagram showing an example of the system configuration of the game system of this embodiment.
[0043] The server device 10 is an information processing device that can provide a given service using a terminal device (game device) 20 that is connected to it via the Internet (an example of a network).
[0044] The terminal device 20 is an information processing device such as a terminal device, smartphone, mobile phone, PHS, computer, terminal device, PDA, portable game console, or image generation device, and is a device that can connect to the server device 10 via a network such as the Internet (WAN) or LAN.
[0045] [1.1] Game system configured as a client-server model As shown in Figure 1, the game system of this embodiment is configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) can connect to the Internet (an example of a network).
[0046] The player can play the game based on information transmitted from the server device 10 via the internet by accessing the server device 10 from the terminal device 20.
[0047] In this embodiment, each game may be provided to the terminal device 20 by a single server device 10, or a server system may be constructed by linking multiple server devices 10 together to provide each game to the terminal device 20.
[0048] Furthermore, the server device 10 may perform all the processing related to the present invention, or the terminal device 20 may perform all the processing related to the present invention.
[0049] [1.2] Terminal device The game system of this embodiment may be implemented by a single terminal device equipped with the functions of the server device 10, that is, a device that operates independently without relying on other devices such as a server device (standalone).
[0050] Furthermore, in this embodiment, the present invention may be implemented using only the terminal device 20 without connecting to the server device 10. For example, it may be a game system implemented using multiple terminal devices 20 via P2P (peer-to-peer) communication.
[0051] Furthermore, multiple such terminal devices may be connected via wired or wireless connections, with one terminal device functioning as a host (server device 10), and the system may be implemented using multiple terminal devices.
[0052] Furthermore, the terminal device may not only be a terminal device, but also a tablet-type information terminal device, a personal computer, or a terminal device (casing) installed in an amusement park.
[0053] [1.3] Cloud-based game systems Furthermore, the game system of this embodiment may also be a cloud-based game system. For example, in a cloud-based game system, the server device 10 (cloud device) alone performs basic processing (including game processing, rendering processing, etc.), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). The terminal device 20 also transmits information such as controller input information (operation information) to the server device 10. In this case, the terminal device 20 may also transmit information other than input information.
[0054] Furthermore, in this embodiment, except for the input, the server device 10 may execute each function of the processing unit 200 of the terminal device 20 and the game program, and the terminal device 20 may realize the game by performing input and image display via streaming.
[0055] Furthermore, the game system may store information stored in the server device 10 and information stored in the terminal device 20 in a given memory area on the internet.
[0056] [1.4] Terminal device with multiple controllers Furthermore, in this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). Note that when multiple players play the game using their respective controllers on one terminal device 20, it is assumed that the multiple players are realistically located close to each other.
[0057] [1.5] Examples of social games Furthermore, in this embodiment, it may function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides services capable of facilitating communication between multiple players.
[0058] Furthermore, in this embodiment, for example, when functioning as an SNS server, the SNS operating environment (API (Application Programming Interface), platform) provided is used. We can provide games called social games, which are executed using forms, etc.
[0059] Social games, unlike existing online games, include games that do not require dedicated client software and can be used with only a web browser and an SNS account. Furthermore, this embodiment has a configuration that allows for the provision of an online game that can connect to the terminal devices 20 of other players via a network and allow simultaneous online sharing of the same game progress.
[0060] [1.6] Example of a browser game In particular, in this embodiment, a game provided on the web browser of the terminal device 20 may be a browser game (a game that starts simply by opening the installation site in a web browser) created in various languages such as HTML, FLASH®, CGI, PHP, Shockwave, Java® applet, and JavaScript®.
[0061] Furthermore, the terminal device 20 is equipped with a web browser capable of viewing web pages (HTML format data). Specifically, the terminal device 20 is equipped with a communication control function for communicating with the server device 10, a web browser function that performs display control using data received from the server device 10 (Web data, data created in HTML format, etc.), and sends player operation data to the server device 10, and performs various processes to provide the screen to the player, allowing the player to run the game. However, the terminal device 20 may also obtain game control information provided by the server device 10, execute predetermined game processing, and run the game based on the game processing.
[0062] Specifically, when the terminal device 20 requests the server device 10 to play a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may have a configuration that allows it to execute the game by using an API as needed to cause the server device 10, which functions as an SNS server, to perform predetermined processing, or by obtaining player information managed by the server device 10, which functions as an SNS server.
[0063] [1.7] Others In this embodiment, the system may consist of one (device, processor) or multiple (devices, processors). Information stored in the storage area of the server device 10 (storage unit 170 described later) (for example, player information, game information, etc.) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0064] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2. Figure 2 is a diagram showing the functional blocks of the server device 10 of this embodiment. In this embodiment, some of the components (each part) in Figure 2 may be omitted.
[0065] In this embodiment, the system includes an input unit 160 for use by administrators and others, 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 that mainly performs processing related to the games provided, and a storage unit 170 that mainly stores various data used for games.
[0066] The input unit 160 allows system administrators to configure game-related settings and other necessary settings, data This is used for inputting data. For example, the input unit 160 in this embodiment is composed of a mouse, keyboard, or the like.
[0067] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function is comprised of optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).
[0068] The communication unit 196 performs various controls for communicating with external parties (e.g., terminals, other servers, or other network systems), and its functions are comprised of hardware such as various processors or communication ASICs, as well as programs.
[0069] The memory unit 170 serves as the work area for the processing unit 100 and the communication unit 196, and its functions are comprised of RAM (VRAM), etc. The information stored in the memory unit 170 may be managed by a database.
[0070] Furthermore, in addition to the main memory unit 171, the storage unit 170 of this embodiment includes an image buffer 172, a game data storage unit 174 in which game information relating to the game is stored, and a player information storage unit (user information storage unit) 176.
[0071] In particular, the game data storage unit 174 stores information about the virtual space (game field) where the game is played, information about the virtual camera, and settings used in the game.
[0072] Furthermore, the player information storage unit 176 stores player information (user information) for each player (each user), associated with a player ID (user ID). The player ID is identification information used to identify the player.
[0073] Furthermore, player information includes the player's input information (operation information). Additionally, player information may be a concept that includes not only information associated with the player, but also information about the player's game media (for example, game media such as characters, cards, or items owned by the player).
[0074] The processing unit 100 performs various processes using the main memory unit 171 within the storage unit 170 as the 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.
[0075] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs that cause the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).
[0076] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium 180, and also performs various processes such as controlling the transfer of data between each unit. Furthermore, it performs processes to provide various services in response to requests from the terminal device 20.
[0077] In this embodiment, the server device 10 may perform some or all of the processing of the processing unit 100, or the terminal device 20 may perform some of the processing of the processing unit 100.
[0078] The processing unit 100 includes a game processing unit 111, a display control unit 112, a virtual space control unit 114, and an operation control unit. It includes a modification unit 115, a virtual camera control unit 116, a reception unit 119, a communication control unit 120, a web processing unit 121, a management unit 122, a notification unit 123, an image generation unit 130, and a sound processing unit 140.
[0079] The game processing unit 111 advances the game in a first virtual space where characters and background objects that perform predetermined actions are arranged. For example, the game processing unit 111 advances the game by having the player character perform predetermined actions on squares in a predetermined area in a predetermined order.
[0080] The game processing unit 111 executes game processing based on the player's input information (operation information). For example, the game processing unit 111 may receive the player's input information (operation information) from the player's terminal device 20 and perform game processing.
[0081] The display control unit 112 controls the display of the screen (image) generated by the server device 10 on the display unit 290 of the terminal device 20. In other words, the display destination for the screen (image) generated by the server device 10 is set to the display unit 290 of the terminal device 20.
[0082] The display control unit 112 displays the game screen in the first virtual space on the display unit (for example, the display unit of the player's terminal device 20). When predetermined conditions are met, the display control unit 112 transitions from the game screen to a performance screen that displays character animations in the second virtual space.
[0083] The display control unit 112 controls the display of screens (game images, presentation images) to be shown on the player's terminal device 20 for each player.
[0084] The virtual space control unit 114 generates the second virtual space by performing at least one of the following actions when predetermined conditions are met: rearranging the characters and background objects placed in the first virtual space into the second virtual space, and placing new objects in the second virtual space.
[0085] Furthermore, the virtual space control unit 114 generates a second virtual space based on at least one of the character information and the event information.
[0086] Here, the character information includes at least one of the type of character placed in the first virtual space and the character's parameters.
[0087] Furthermore, event information includes at least one of the event type and event parameters. For example, an event is a battle event in which multiple characters compete against each other.
[0088] For example, the virtual space control unit 114 causes at least one of the actions of a character related to a battle event, and the joint actions of that character and other characters, to be performed in a second virtual space.
[0089] In other words, the virtual space control unit 114 may make at least the characters that appeared in the first virtual space appear in the second virtual space and have those characters perform actions that have been specified in advance.
[0090] The virtual space control unit 114 may determine the objects to be placed in the second virtual space based on at least one of the character information and the event information.
[0091] The virtual space control unit 114 responds to at least one of the character information and the event information. Then, at least one of the type and size of the second virtual space may be determined.
[0092] The virtual space control unit 114 may generate images of characters in the second virtual space in a manner different from the method used to generate images of characters placed in the first virtual space.
[0093] The virtual space control unit 114 may formulate (determine) an event performance scenario based on at least one of the character information and the event information, and based on the performance scenario, it may determine at least one of the performance period and the placement of the characters in the second virtual space. The virtual space control unit 114 may also determine the orientation of the characters in the second virtual space based on the performance scenario. For example, it may determine the orientation of the player character and the enemy character so that the player character and the enemy character face each other.
[0094] The virtual space control unit 114 may also place characters corresponding to characters in the first virtual space in the second virtual space, depending on the placement position of characters in the first virtual space when predetermined conditions are met.
[0095] The virtual space control unit 114 may also place characters corresponding to characters in the second virtual space into the first virtual space, depending on the placement position of the characters in the second virtual space at the end of the event.
[0096] Furthermore, the virtual space control unit 114 may determine, based on the performance scenario, at least one of the objects to be placed in the second virtual space and information about those objects (for example, the object's position, orientation, color, texture, etc.).
[0097] The operation change unit 115 changes the player's operation method when transitioning from the game screen in the first virtual space to the presentation screen in the second virtual space.
[0098] The virtual camera control unit 116 controls a given virtual camera located in the virtual space.
[0099] In other words, the virtual camera control unit 116 performs control processing for a virtual camera (viewpoint) to generate an image visible from a given (arbitrary) viewpoint within the object space.
[0100] Specifically, when generating a three-dimensional image, the virtual camera control unit 116 performs processing to control the position (X, Y, Z) and rotation angle (for example, the rotation angle when rotating clockwise when viewed from the positive direction of each of the X, Y, and Z axes) of the virtual camera in the world coordinate system.
[0101] In other words, the virtual camera control unit 116 performs processing to control at least one of the following: the viewpoint position, line of sight direction, field of view, direction of movement, and speed of movement of the virtual camera.
[0102] For example, the virtual camera control unit 116 controls the virtual camera C1 for the first virtual space in the first virtual space. The number of virtual cameras for the first virtual space may be one or two or more.
[0103] Furthermore, the virtual camera control unit 116 controls the virtual camera C2 for the second virtual space in the second virtual space. The number of virtual cameras for the second virtual space may be one or two or more.
[0104] The virtual camera control unit 116 of this embodiment controls the first virtual camera located in the first virtual space. It controls the second virtual camera located in the second virtual space.
[0105] Furthermore, the virtual camera control unit 116 is located in the second virtual space and uses a character for performance, corresponding to a character located in the first virtual space, as the target of the second virtual camera's shooting. It controls the second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when predetermined conditions are met.
[0106] Furthermore, the virtual camera control unit 116 sets a player character for performance purposes, which corresponds to the player character that the player controls, as the target of the second virtual camera's shooting, and controls the second virtual camera based on the position information of the player character as seen from the viewpoint of the first virtual camera when predetermined conditions are met.
[0107] Furthermore, the virtual camera control unit 116 may control the second virtual camera so that the position of the player character for performance visible from the second virtual camera when predetermined conditions are met is the same as the position of the player character visible from the first virtual camera when predetermined conditions are met.
[0108] Furthermore, the virtual camera control unit 116 may control the second virtual camera so that the position of the player character used for the performance, as seen from the second virtual camera at the end of the event, is the same as the position of the player character as seen from the first virtual camera when the game resumes.
[0109] Furthermore, the virtual camera control unit 116 defines a specific period as the time during which the position of the player character used for performance, as seen from the second virtual camera when a predetermined condition is met, is the same as the position of the player character as seen from the first virtual camera when a predetermined condition is met. The virtual camera control unit 116 may then control the second virtual camera so that the ratio of the specific period to the duration of the event is equal to or greater than a predetermined value.
[0110] Furthermore, the virtual camera control unit 116 may also set a player character for performance purposes corresponding to the player character that the player controls, and another character for performance purposes corresponding to other characters, as targets for the second virtual camera, and control the second virtual camera based on the position information of the player character as seen from the viewpoint of the first virtual camera when predetermined conditions are met.
[0111] Furthermore, the virtual camera control unit 116 can control the second virtual camera based on the player's operation information during the event period.
[0112] Furthermore, the virtual camera control unit 116 may control a second virtual camera according to the character information. For example, the virtual camera control unit 116 may control a second virtual camera based on the character's parameters.
[0113] Furthermore, the virtual camera control unit 116 may control a second virtual camera in accordance with the event information.
[0114] Furthermore, if the virtual camera control unit 116 determines at a given timing during the event that the position of the performance character visible from the second virtual camera is different from the position of the character visible from the first virtual camera when a predetermined condition is met, it may control the second virtual camera from that timing until the end of the event so that the position of the performance character visible from the second virtual camera is the same as the position of the character visible from the first virtual camera when a predetermined condition is met.
[0115] The reception unit 119 receives input from the player. The reception unit 119 may also accept touch input from the touch panel as input from the player. The reception unit 119 receives and accepts the content of the input (touch position, timing, etc.) from the terminal device 20.
[0116] Furthermore, the reception unit 119 may also be configured to receive input and instructions from the player through data transmission and reception by the communication control unit 120.
[0117] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing to communicate (send and receive) data over the network.
[0118] For example, the communication control unit 120 transmits game-related information to the player's terminal device 20. The communication control unit 120 also receives player operation information received by the player's terminal device 20.
[0119] Furthermore, the communication control unit 120 receives information related to the game from the server device 10.
[0120] The Web processing unit 121 functions as a Web server. For example, the Web processing unit 121 performs the process of sending data in response to a request from a Web browser installed on the terminal device 20 via a communication protocol such as HTTP (Hypertext Transfer Protocol), and the process of receiving data sent by the Web browser on the terminal device 20.
[0121] The management unit 122 manages game information and player information associated with player identification information for each player. The management unit 122 may also manage information such as in-game currency and items.
[0122] Furthermore, the notification unit 123 notifies the player of the given information. "Notification" means notifying the player (the player's terminal device 20) of the information. "Notification" may also be interpreted as providing, presenting, displaying, or transmitting.
[0123] The notification unit 123 may transmit the screen to the terminal device 20 for notification. In other words, the notification unit 123 generates display control information for the screen (image) and controls the player's terminal device 20 (for example, the display unit 290 of the terminal device 20) to display the generated display control information.
[0124] In this embodiment, "notification" can refer to the server device 10 sending an email (such as a newsletter) via SMTP (Simple Mail Transfer Protocol) to the player's terminal device 20, sending an email via a given protocol other than SMTP, sending a push notification, notifying a predetermined screen of a predetermined application (such as a banner display screen, notification screen, or pop-up screen), or the Web processing unit 121 of the server device 10 notifying via a web page. In short, it indicates that the server device 10 actively notifies the player's terminal device 20. In this embodiment, sending information to the terminal device 20 in response to a request from the player's terminal device 20 may also be considered a form of "notification." Push notification refers to displaying a message window in a part of the terminal (smartphone) screen (such as the top edge). "Notification" also includes voice notifications, which are audio versions of displayed messages. Furthermore, "notification" also includes vibration notifications.
[0125] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100. This process generates an image, which is then output to the display unit 290 of the terminal device 20.
[0126] The image generation unit 130 is implemented by, for example, a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer. The image generation unit 130 generates one screen image per frame time (e.g., 1 / 60th of a second) according to the progress of the game. The generated image is transmitted to the terminal device 20.
[0127] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating game images (game screens, presentation screens) and outputting them to the image buffer 172 or transmitting them to the terminal device 20.
[0128] The image generation unit 130 generates an image (a so-called 3D image) that is visible from a virtual camera (a given viewpoint) within a virtual space (object space, game space).
[0129] For example, the image generation unit 130 receives object data (model data) containing vertex data (vertex position coordinates, texture coordinates, color data, normal vectors or alpha values, etc.) for each vertex of an object (model), and performs vertex processing (shading using a vertex shader) based on the vertex data contained in the input object data. When performing vertex processing, vertex generation processing (tessellation, surface subdivision, polygon subdivision) to subdivide the polygon may be performed as needed.
[0130] In vertex processing, geometric processing such as vertex movement, coordinate transformations, world coordinate transformations, viewpoint transformations (camera coordinate transformations), clipping, perspective transformations (projection transformations), and viewport transformations are performed according to the vertex processing program (vertex shader program, first shader program). Based on the results of this processing, the given vertex data for the vertices that make up the object is modified (updated, adjusted).
[0131] Then, rasterization (scan transformation) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with pixels. Following rasterization, pixel processing (shading by a pixel shader, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0132] In pixel processing, various processes such as texture reading (texture mapping), setting / modifying color data, semi-transparent blending, and anti-aliasing are performed according to the pixel processing program (pixel shader program, second shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective-transformed object is output (drawn) to the image buffer 172 (a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target, frame buffer).
[0133] In other words, pixel processing involves per-pixel processing, which sets or modifies image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis. This generates an image that can be seen from a virtual camera (a given viewpoint) within the object space.
[0134] Furthermore, vertex processing and pixel processing are implemented by hardware that makes the rendering process of polygons (primitives) programmable using shader programs written in shading languages, known as programmable shaders (vertex shaders and pixel shaders).
[0135] Programmable shaders allow you to program vertex-level and pixel-level processing. This allows for greater flexibility in rendering processes, significantly improving expressiveness compared to conventional hardware-based, fixed rendering processes.
[0136] The image generation unit 130 then performs geometry processing, texture mapping, hidden surface removal, alpha blending, and other operations when rendering objects.
[0137] In geometry processing, the object undergoes processes such as coordinate transformation, clipping, perspective projection transformation, and light source calculation. The object data after geometry processing (after perspective projection transformation), including the position coordinates of the object's vertices, texture coordinates, color data (luminance data), normal vectors, or alpha values, is then stored in the memory unit 170.
[0138] Texture mapping is the process of mapping textures (texel values) stored in the memory unit 170 to objects.
[0139] Specifically, the texture (surface properties such as color (RGB) and alpha value) is read from the memory unit 170 using texture coordinates set (assigned) to the object's vertices. Then, the two-dimensional image texture is mapped to the object. In this process, processes such as associating pixels with texels and performing bilinear interpolation as texel interpolation are carried out.
[0140] For hidden surface removal, a Z-buffer method (depth comparison method, Z-test) can be used, which utilizes a Z-buffer (depth buffer) that stores the Z-value (depth information) of the drawn pixels.
[0141] In other words, when drawing the drawing pixels corresponding to the primitives of an object, the Z value stored in the Z buffer is referenced. The referenced Z value in the Z buffer is then compared with the Z value at the drawing pixel of the primitive. If the Z value at the drawing pixel is closer to the viewer from the virtual camera (for example, a smaller Z value), the drawing process for that pixel is performed, and the Z value in the Z buffer is updated to the new Z value.
[0142] Alpha blending (alpha synthesis) is a translucent synthesis process based on the alpha value (A value) (usually alpha blending, additive alpha blending, or subtractive alpha blending, etc.).
[0143] For example, in alpha blending, the drawing color C1 that will be drawn to the image buffer 172 (the color to be overwritten) and the drawing color C2 that has already been drawn to the image buffer 172 (the rendering target) are linearly combined based on the alpha value. In other words, if the final drawing color is C, it can be calculated as C = C1 * α + C2 * (1 - α).
[0144] The alpha value is information that can be stored in association with each pixel (texel, dot), and is additional information beyond color information, for example. The alpha value can be used as mask information, semi-transparency (equivalent to transparency and opacity), bump information, etc.
[0145] Furthermore, when multiple players participate in a multiplayer online game where data is sent and received over a network, the system generates images for each player from a virtual camera that tracks the movement of the object being controlled by that player. In other words, independent rendering processes are performed for each player.
[0146] The image generation unit 130 may also generate a two-dimensional image in the virtual space.
[0147] The sound processing unit 140 performs sound processing based on the results of various processes performed in the processing unit 100. The system generates game sounds such as background music, sound effects, or voice clips and transmits them to the terminal device 20.
[0148] Furthermore, the processing unit 100 works in conjunction with the terminal device 20 and, based on the player input received via the terminal device 20, executes the game processing of the game provided in this embodiment for each player.
[0149] Furthermore, the processing unit 100 may have a timer function and be used to manage the progress of the game and to synchronize with each terminal device 20. In particular, it may be configured to output the current time and a preset time to each unit.
[0150] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3. Figure 3 is an example of a functional block diagram showing the configuration of the terminal device 20 in this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) in Figure 3 are omitted.
[0151] The input unit 260 is for the player to input operation data, and its function can be realized by a touch panel or a touch panel display. Specifically, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x,y) on a screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x,y) in a contact detection area (touch panel).
[0152] Furthermore, touch operations on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using fingertips or using input devices such as a stylus.
[0153] Furthermore, the input unit 260 may include buttons, levers, a keyboard, a steering wheel, a microphone, an acceleration sensor, etc., that can input input information (operation signals) other than the indicated position.
[0154] The memory unit 270 serves as the work area for the processing unit 200 and the communication unit 296, and its functions can be realized by RAM (VRAM) or the like. In this embodiment, the memory unit 270 includes a main memory unit 271 used as the work area, an image buffer 272 where the final display image and the like are stored, a game data storage unit 274, and a player information storage unit 276. Note that some of these may be omitted, or the memory unit 170 of the server device 10 may constitute some of them.
[0155] The image buffer 272 may store image data generated by the image generation unit 230, or image data received from the server device 10.
[0156] The game data storage unit 274 stores information about the game space (game field) where the game is played, information about each character, information about the virtual camera, and other settings used in the game. The terminal device 20 may also store information received from the server device 10 in the game data storage unit 274.
[0157] The player information storage unit 276 stores player information. The terminal device 20 may also receive player information corresponding to the player ID from the server device 10 and store it in the player information storage unit 276.
[0158] Information storage media 280 (computer-readable media) are used to store programs, data, etc., and their functions include optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs). This can be achieved.
[0159] Furthermore, the information storage medium 280 can store programs for making the computer function as each part of this embodiment (programs for causing the computer to execute the processing of each part). The processing unit 200 performs various processing of this embodiment based on the programs (data) stored in the information storage medium 280, as will be described later.
[0160] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, or HMD (head-mounted display), etc.
[0161] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 for the player to perform game operations by using a touch panel display. Here, as the touch panel, for example, a resistive type (4-wire, 5-wire), a capacitive type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type touch panel can be used.
[0162] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker or headphones, etc.
[0163] The communication unit 296 performs various controls for communicating with external devices (for example, the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0164] Furthermore, the terminal device 20 may receive programs and data for making the computer function as each part of this embodiment, which are stored in the information storage medium 180 and storage unit 170 of the server device 10, via the network, and store the received programs and data in the information storage medium 280 and storage unit 270. The case in which the terminal device 20 functions by receiving programs and data in this manner can also be included within the scope of the present invention.
[0165] 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 and programs from the input unit 260.
[0166] In particular, in this embodiment, the game processing includes processes to start the game when the game start conditions are met, processes to advance the game, processes to place objects such as characters and enemy characters, processes to display objects, processes to calculate the game result, and processes to end the game when the game end conditions are met.
[0167] Furthermore, the processing unit 200 performs game processing (for example, processing for competitive games, etc.) based on the player input information input by the input unit 260. The processing unit 200 may also be executed in conjunction with the server device 10, or part or all of it may be formed in the server device 10.
[0168] Furthermore, 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.
[0169] The processing unit 200 includes a display control unit 211, a reception unit 212, a notification unit 213, a communication control unit 220, a web browser 221, an image generation unit 230, and a sound processing unit 240. Note that some of these components may be omitted.
[0170] The display control unit 211 performs the process of displaying the screen on the display unit 290. For example, the display control unit 211 may use a web browser 221 for display. The display control unit 211 also displays information necessary during the game on the display unit 290 based on information transmitted from the server device 10. For example, the terminal device 20 displays the screen display information received from the server device 10.
[0171] Furthermore, the display control unit 211 may perform all or part of the same processing as the display control unit 113 of the server device 10.
[0172] The receiving unit 212 processes input from the player. For example, the receiving unit 212 may transmit the input information received by the terminal device 20 to the server device 10, and the server device 10 may receive the input information. Alternatively, it may perform processing that is all or part of the same as that of the receiving unit 119 of the server device 10.
[0173] The notification unit 213 notifies the player of a given information. For example, the notification unit 213 displays the information on the screen. The notification unit 213 may also perform all or part of the same processing as the notification unit 123 of the server device 10.
[0174] The communication control unit 220 performs data transmission and reception with each of the server devices 10. The communication control unit 220 also performs data storage in the storage unit 270, data analysis, and other control processing related to data transmission and reception.
[0175] Furthermore, the communication control unit 220 may store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and server devices 10 in the storage unit 270 and information storage medium 280. The communication control unit 220 may also initiate communication with the server device 10 when it receives input information from the player to initiate communication.
[0176] In particular, the communication control unit 220 transmits player identification information and input information to the server device 10 and processes data (player's web page, screen, etc.) to receive data from the server device 10.
[0177] The communication control unit 220 may perform data transmission and reception with the server device 10 at predetermined intervals, or it may perform data transmission and reception with the server device 10 when it receives input information from the input unit 260. In particular, the communication control unit 220 in this embodiment performs processing to receive given screen information (for example, screen information, etc.) from the server device 10.
[0178] The web browser 221 is an application program for viewing web pages (screens). It downloads HTML files, image files, etc., from the web server (server device 10), analyzes the layout, and controls the display. The web browser 221 also sends data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).
[0179] The Web browser 221 of this embodiment can implement browser games. For example, the Web browser 221 may execute programs written in JavaScript®, FLASH®, Java®, etc., that are received from a Web server (server device 10).
[0180] The terminal device 20 can display information from a web server specified by a URL (Uniform Resource LoPATOR) via the internet using its web browser 221. For example, the terminal device 20 can display a screen (data such as HTML) received from the server device 10 using its web browser 221.
[0181] The image generation unit 230 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image, which is then output to the display unit 290 by the display control unit 211. The image generated by the image generation unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. The image generation unit 230 may perform all or part of the same processing as the image generation unit 130 of the server device 10.
[0182] The sound processing unit 240 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. The sound processing unit 240 may perform all or part of the same processing as the sound processing unit 140 of the server device 10.
[0183] In this embodiment, if multiple terminal devices 20 play a game using P2P or the like, one terminal device 20 may take on the role of a host and execute processing. In such a case, the host terminal device 20 may perform processing for each processing unit (part or all of each processing unit) of the server device 10.
[0184] Furthermore, the terminal device 20 of this embodiment may perform the same processing as the server device 10 and display a screen on the display unit of the terminal device 20.
[0185] [4] Overview In this embodiment, we will describe an example of a simulation RPG (RPG is an abbreviation for role-playing game) game system in which the performance of a character (character object) in a second virtual space is performed based on an event that occurs in a first virtual space where the character is placed.
[0186] For example, the game system of this embodiment provides a first virtual space for moving characters in the simulation part (first part), and a second virtual space for performing effects in the presentation part (second part). The first virtual space and the second virtual space exist independently of each other.
[0187] Furthermore, the simulation part may be referred to as the first part or the game part. Similarly, the presentation part may be referred to as the second part.
[0188] Figure 4 shows an example of the first and second virtual spaces in this embodiment. For example, as shown in Figure 4, suppose an event occurs in the first virtual space in which the player character PA1, which is controlled by the player, attacks the enemy character EA1. In this embodiment, the game then transitions from the simulation part to the presentation part, and the screen presented to the player changes from the game screen G1 of the first virtual space to the presentation screen G2 of the second virtual space.
[0189] In this embodiment, the virtual camera C2 in the second virtual space is controlled to ensure a natural transition.
[0190] In other words, in this embodiment, the second virtual space is located in the first virtual space. The second virtual camera targets the character PA2 used for performances, which corresponds to character PA1. Then, the second virtual camera C2 is controlled based on predetermined information viewed from the viewpoint of the first virtual camera C1 when an event occurs (when predetermined conditions are met).
[0191] In this way, the player can feel the connection between the two parts. In particular, as shown in Figure 4, the character PA1 in the simulation part may be changed to a high-definition character PA2 for the performance part. In this way, even when the player character PA1 changes to the performance character PA2 in the performance part, the change in the display position of character PA1 to character PA2 on the screen can be kept to a minimum, enabling a natural transition.
[0192] [5] Explanation of the first virtual space Next, the first virtual space of the game system of this embodiment will be described. The first virtual space is a virtual space for placing characters in the simulation part. The simulation part generates an image visible from the virtual camera C1 in the first virtual space. Then, this image is displayed on the display unit of the player's terminal device 20.
[0193] The "first virtual space" may be a two-dimensional virtual space or a three-dimensional virtual space.
[0194] The simulation part is a game in which the player character moves and battles enemy characters. For example, in this embodiment, in the first virtual space, at least one of several actions such as movement, attack, and defense is executed as a predetermined action for the player character based on the player's operation information, and the simulation part progresses.
[0195] Furthermore, "battle" may include both battles in which player characters perform combat actions in real time in response to player input, and battles in which player characters perform combat actions through automatic calculations.
[0196] Furthermore, "progress" may include the meaning of the growth of individual objects contained in the virtual space. Also, "progress" may include any of the following: progress primarily carried out by the player, progress carried out by automatic calculation under given conditions or conditions set by the player, and progress carried out in cooperation with the player and automatic calculation. Note that the first virtual space may be replaced with the first map.
[0197] [6] Explanation of the second virtual space Next, the second virtual space of the game system in this embodiment will be described. The second virtual space is generated when a game event occurs. The second virtual space is a virtual space where character animations are performed in the animation part, and it is a virtual space for placing said characters.
[0198] For example, in the simulation part, when an attack or defense event occurs, the game transitions to the presentation part, where character animations are performed. The presentation part generates images that can be seen from a virtual camera C2 in a second virtual space.
[0199] In other words, in this embodiment, a second virtual space for performance is prepared, and in the second virtual space, an image visible from a given viewpoint is generated in real time and displayed on the display unit of the player's terminal device 20. As a result, by generating an image in the second virtual space which is different from the first virtual space, a performance that gives the player a sense of realism is created.
[0200] Furthermore, in this embodiment, after the event occurs, a sequence may be executed in which the player character PA2 performs actions related to the battle event (for example, actions such as attacking an enemy or defending against an enemy attack) in a second virtual space.
[0201] Furthermore, in this embodiment, after an event occurs, a sequence is executed in which the player character PA2 related to the battle event performs a joint action with the ally character PB2 (for example, an action such as jointly attacking an enemy or jointly defending) in a second virtual space.
[0202] Furthermore, the "second virtual space" may be a two-dimensional virtual space. Alternatively, the second virtual space may be referred to as the second map.
[0203] [7] Object Description An "object" is an object that a player can place in the virtual space, and can be a character (character object) or a background element.
[0204] Background objects can include buildings, containers, the sea, mountains, farms, fields, green spaces, forests, groves, factories, parks, ponds, houses, outer space, flying objects, and spaceships. Background objects can also be created using texture mapping, where textures (patterns) such as weather or outer space are mapped onto polygons.
[0205] Figure 5 shows an example of the correspondence between objects placed in the first and second virtual spaces for each object ID. In this embodiment, the game data storage unit 174 of the server device 10 stores, in advance, the object IDs to be placed in the first virtual space and the object IDs to be placed in the second virtual space, associated with the basic object ID for each basic object.
[0206] For example, for an object PA whose basic object ID is PA, in the simulation part, object PA1 is placed in the first virtual space, and after transitioning to the performance part, object PA2 is placed in the second virtual space in place of object PA1.
[0207] [8] Character information The characters in the game system of this embodiment include the player character that the player controls, the enemy character that is in an adversarial relationship with the player character, and the ally character that is in an ally relationship with the player character.
[0208] Furthermore, the character in this embodiment is a character that performs predetermined actions (for example, attack, defense, etc.).
[0209] A "player character" can include a single player character or multiple player characters owned by a player. It is also possible to include player characters belonging to other players in a player character team.
[0210] "Enemy characters" may include enemy characters automatically generated during the cutscene, or characters controlled by other players. They may also include characters controlled by the computer (CPU).
[0211] "Character information" includes at least one of the type of character and the character's parameters, which are placed in the first virtual space.
[0212] Furthermore, the character type includes information that identifies the character or team. The types of Kuta include those that indicate character attributes, such as "fire," "water," and "wood."
[0213] Furthermore, character parameters include the character's health value (HP), attack power, defense power, character size (character height), and level.
[0214] Figure 6 shows an example of character information. In addition, the game data storage unit 174 of the server device 10 in this embodiment stores character information for each character, associated with a basic object ID (basic character ID).
[0215] For example, Character PA1 and Character PA2 are the same character (basic character ID = PA), but they differ in appearance (shape and pattern of the character model). However, some of the character information, such as health, attack power, defense power, and attributes, is common to both Character PA1 and Character PA2.
[0216] Furthermore, the size of each character has unique information specific to Character PA1 and Character PA2.
[0217] Character size is currently expressed as, for example, the character's height in meters, but character size may also be expressed as one of the character types (categories), distinguished by sizes such as large, medium, and small.
[0218] Character information may also refer to the number of characters battling in the first virtual space when an event occurs.
[0219] Additionally, the character's parameters may be the remaining number of turns (remaining cost) in the simulation part for the player character.
[0220] Furthermore, character information may include the types of items the character possesses and the parameters of those items.
[0221] [9] Explanation of the process of placing objects in the first virtual space Next, the process of placing objects in the first virtual space of the game system of this embodiment will be described.
[0222] Figure 7 shows an example of the first virtual space plane (XY plane) in the simulation part.
[0223] The simulation part involves placing at least the player character controlled by the player and the enemy character on a board consisting of multiple squares in the first virtual space (for example, on the XY plane). Then, a competitive game is played in the first virtual space, where the player character and the enemy character are moved around while competing against each other.
[0224] The game employs a turn-based system where players and opponents give instructions at given timings. For example, players and opponents take turns. When it is a player's turn, they instruct their player character to perform a predetermined action on a designated area of space. The game also includes cases where a player can, at any time during the game, instruct their player character to perform an action on a designated area of space with predetermined restrictions (such as the number of moves, distance, or time limit). In other words, in this embodiment, the game may end when a predetermined termination condition is met, such as defeating all enemies (reducing the health value of all enemy characters to 0). The game ends when the conditions are met. On the other hand, if all player characters (or all player characters if there are multiple) are defeated (if all player characters' health points reach 0), the game cannot be cleared and it is game over.
[0225] In this embodiment of the versus game, for example, when it is a player's turn, the player character PA1 is made to perform a predetermined action based on the player's operation information.
[0226] "Prescribed actions" include, for example, movement, attack, and defense, but are not limited to these; they may also include magic, specific attack techniques, defensive techniques, or healing that increases health points. For example, a movement range (movable squares) is determined based on the position of player character PA1, and the player character is moved on the squares within the movement range based on the player's input. Similarly, when it is the enemy's turn, they move on the squares within their movement range.
[0227] For example, a character's movement range can be defined according to the rules of a board game, such as chess, shogi, go, or hexagonal grids, within a predetermined area composed of multiple squares (e.g., a square, rectangle, or hexagon). Furthermore, the number of squares a character can move in a single turn and the direction of movement can be determined based on the rules of the board game.
[0228] To explain in more detail, as shown in Figure 7, within a 5x5 grid, if character PA1 is in square M3, the area in which character PA1 can move is determined according to the character PA1's information (for example, in shogi, ranks such as "gold" or "silver"). For example, if character PA1 has a specific attribute, then squares M2, M4, and M8 are designated as squares in which character PA1 can move.
[0229] Then, when predetermined conditions are met in the first virtual space, a performance event is triggered. In this embodiment, in order to create an exciting performance, a second virtual space separate from the first virtual space is created, and the performance screen in the second virtual space is provided to the player.
[0230] Furthermore, there may be multiple player characters and multiple enemy characters placed in the first virtual space.
[0231]
[10] Event occurs In the process of placing objects in the first virtual space, an event is triggered when certain conditions are met. These conditions may also be referred to as event start conditions or performance start conditions.
[0232] For example, in the simulation part, if the player character PA1 performs a movement action and the square where player character PA1 is located and the square where enemy character EA1 is located are within a predetermined distance (for example, within 1 square), it is determined that a predetermined condition is met.
[0233] Furthermore, in the simulation part, if, during the player's turn, the player character PA1 attacks the enemy character EA1 based on the player's operation information, it may be determined that a predetermined condition has been met.
[0234] Furthermore, in the simulation part, if, during the enemy's turn, the enemy character EA1 executes an attack command against the player character PA1 based on computer control (CPU control), it may be determined that a predetermined condition has been met.
[0235] In this embodiment, an event is generated when predetermined conditions are met. For example As shown in Figure 8, the system transitions from the simulation part to the performance part at timing T2, when predetermined conditions are met. Then, at timing T2, the performance event is initiated.
[0236] In other words, the conditions being met can be rephrased as the start of the event, the start of the performance, the occurrence of the event, or the transition from the simulation part to the performance part.
[0237] Here, "event" refers to an event in the game, specifically a battle event that occurs between multiple characters placed in the first virtual space.
[0238] Furthermore, in this embodiment, at timing T2, the screen presented to the player is transitioned from the game screen in the first virtual space to a performance screen that displays character animations in the second virtual space.
[0239] The event period refers to the time from the start of the event (T2) to the end of the event (T3).
[0240] The end of the event can also be described as the end of the performance, or the transition from the performance part to the simulation part.
[0241]
[11] Event information Next, we will describe the event information in the first virtual space. "Event information" includes at least one of the event type and the parameters of the event. "Event type" is, for example, attack, defense, cooperative, magic, healing, etc.
[0242] For example, there are attack events where player character PA1 attacks enemy character EA1, defense events where player character PA1 defends against enemy character EA1's attack, and cooperative events where a player character takes action in cooperation with another character.
[0243] Furthermore, event types may be subdivided. For example, regarding attack events, there may be further subdivisions of attack events, such as events where the player character attacks an enemy character, events where the player character is attacked by an enemy character, events with weak attack power, events with strong attack power, events against boss characters, etc.
[0244] "Event parameters" include the duration of the event (performance period), the attack power (destructive power) value in the case of an attack event, the attack range (attack distance), etc. Event information may also include event attributes.
[0245] Figure 9 shows an example of event information. In this embodiment, the game data storage unit 174 of the server device 10 stores information about the event type, the characters to appear, and the production scenario for each event, associated with the event ID.
[0246]
[12] Explanation of the process of placing objects in the second virtual space In the game system of this embodiment, in order to make the transition from the game screen in the first virtual space to the presentation screen in the second virtual space natural, the second virtual space is generated based on at least one of the character information and the event information.
[0247] In other words, in this embodiment, the object to be placed in the second virtual space is determined based on at least one of the character information and the event information. The placement position of the object is determined based on at least one of the information and the event information. Furthermore, the orientation of the object to be placed in the second virtual space may be determined based on at least one of the character information and the event information.
[0248] In this embodiment, the objects placed in the second virtual space may be the same as the objects placed in the first virtual space. For example, the character PA1 itself, which was placed in the first virtual space, may be re-placed in the second virtual space.
[0249] Furthermore, the objects placed in the second virtual space may be different from the objects placed in the first virtual space. For example, as shown in Figure 4, a character PA2 for performance purposes (an example of a new object) corresponding to character PA1 placed in the first virtual space may be placed in the second virtual space.
[0250]
[13] How to control a virtual camera Next, the details of the control of the virtual cameras in this embodiment will be described. The game system in this embodiment controls a first virtual camera C1 located in a first virtual space and a second virtual camera C2 located in a second virtual space.
[0251] Specifically, controlling a virtual camera involves controlling at least one of the following: the virtual camera's position (viewpoint), line of sight, and field of view.
[0252] [13.1] Control of the first virtual camera The game system of this embodiment targets at least one character placed in a first virtual space. For example, as shown in Figure 4, the player character PA1 and the enemy character EA1, both placed in the first virtual space, are the targets of the first virtual camera C1.
[0253] [13.2] Control of the second virtual camera The game system of this embodiment arranges a character corresponding to the character arranged in the first virtual space in the second virtual space and makes it the shooting target of the second virtual camera C2.
[0254] For example, as shown in FIG. 4, the player character PA2 arranged in the second virtual space and the enemy character EA2 are made the shooting targets of the second virtual camera C2.
[0255] Note that the character arranged in the second virtual space is a character corresponding to the character arranged in the first virtual space. Note that the character arranged in the second virtual space may be a different character from the character arranged in the first virtual space, or may be the same as the character arranged in the first virtual space. For example, as shown in FIG. 4, the player character arranged in the second virtual space is a different player character PA2 from the player character PA1 arranged in the first virtual space, but it may also be the player character PA1.
[0256] Then, the second virtual camera C2 is controlled based on the predetermined information seen from the viewpoint CP1 of the first virtual camera C1 at time T2 (when an event occurs) that satisfies a predetermined condition.
[0257] The "predetermined information" is the position information of the character, the orientation of the character, etc. seen from the viewpoint CP1 of the first virtual camera C1.
[0258] For example, the position information of the character seen from the viewpoint CP1 of the virtual camera C1 may be the position coordinates in the screen coordinate system where the character is projected onto the screen in the virtual camera C1, or the world coordinate system position coordinates of the character relative to the viewpoint CP1 of the virtual camera C1 in the first virtual space. It may also be the position coordinates of the character.
[0259] Furthermore, the positional information of the character visible from the virtual camera C1 may also be information indicating which area (for example, to the right or left of the first virtual camera C1) the character is located in the first virtual space relative to the first virtual camera C1.
[0260] For example, as shown in Figure 4, if player character PA1 is visible on the left side of game screen G1 in the simulation part, the virtual camera C2 is controlled so that player character PA2 is visible on the left side of the presentation screen G2 in the presentation part as well.
[0261] Furthermore, in the simulation part, if enemy character EA1 is visible on the right side of the game screen G1, the virtual camera C2 will be controlled so that enemy character EA2 is visible on the right side of the presentation screen G2 in the presentation part as well.
[0262] [13.3] Control of the second virtual camera when transitioning to the performance part In the game system of this embodiment, player character PA2, which corresponds to player character PA1, the player character controlled by the player in the first virtual space, is the target of the second virtual camera's capture. In other words, player character PA2 is a player character used for the performance of player character PA1.
[0263] In this game system, when predetermined conditions are met, the second virtual camera C2 is controlled based on the position information P1 (X1, Y1, Z1) of the player character PA1 in the first virtual space as seen from the viewpoint CP1 of the virtual camera C1 of T2.
[0264] The position information P1 of the first virtual space for the player character PA1 may be 3D information (X1, Y1, Z1) or 2D information (X1, Z1).
[0265] In this embodiment, the second virtual camera C2 is controlled so that when a predetermined condition is met, the position of the performance character (e.g., player character PA2) visible from the second virtual camera C2 of T2 is the same as the position of the same character (e.g., player character PA1) visible from the first virtual camera C1 of T2 when a predetermined condition is met.
[0266] For example, the position of the character used for the performance as seen from the virtual camera C2 may be the position coordinates in the screen coordinate system as the character is projected onto the screen from the virtual camera C2, or it may be the position coordinates in the world coordinate system of the character in the second virtual space relative to the viewpoint CP2 of the virtual camera C2.
[0267] Furthermore, the position of the character used for performance, as seen from the virtual camera C2, may also be information indicating which area (for example, to the right or left of the first virtual camera C1) the character is located in in the second virtual space, relative to the line of sight of the second virtual camera C2.
[0268] Let's explain this in detail using Figure 10. Figure 10 is a diagram illustrating the control of virtual camera C2 located in the second virtual space. Note that Figure 10 shows the XZ planes of the first and second virtual spaces (Figures 11 to 14 are similar).
[0269] For example, as shown in Figure 10, at the time T2 when the event occurs, the player character PA1 is positioned at location P1 in the direction of VE1 from the viewpoint CP1 of the virtual camera C1 located in the first virtual space.
[0270] Then, at event T2, the orientation of virtual camera C2 is controlled so that the direction VE2 from the viewpoint direction CV2 of virtual camera C2 located in the second virtual space to the position P2 of player character PA2 becomes direction VE1.
[0271] In other words, at event T2, the viewing direction of virtual camera C2 is controlled so that in the camera coordinate system with the origin being the position CP1 (viewpoint) of virtual camera C1 located in the first virtual space, the direction VE1 from viewpoint CP1 to the position P1 of player character PA1, and in the camera coordinate system with the origin being the position CP2 (viewpoint) of virtual camera C2 located in the second virtual space, the direction VE2 from viewpoint CP2 to the position P2 of player character PA2, are both facing the same direction.
[0272] In other words, at the time of the event T2, the direction of the virtual camera C2 is controlled so that the angle θ2 between the line of sight direction CV2 and the direction VE2 of the player character PA2 is the same as the angle θ1 between the line of sight direction CV1 and the direction VE1 of the player character PA1.
[0273] In this way, when transitioning from the simulation part to the presentation part, the change in the display position of player character PA1 on the game screen to the display position of player character PA2 on the presentation screen can be minimized or kept the same, resulting in a smooth screen transition.
[0274] Furthermore, even if the character's orientation matches the virtual camera's line of sight, it will look unnatural if the character's orientation is not fixed (for example, if the character is being filmed from behind). Therefore, in this embodiment, the virtual camera may be controlled while taking into account the character's own orientation.
[0275] In other words, each character in this embodiment has a direction (normal vector) set that indicates the direction of the character's front view.
[0276] In this embodiment, as shown in FIG. 11, at the time T2 of the occurrence of an event, the direction (normal vector) NP2 of the player character PA2 with respect to the line-of-sight direction CV2 of the second virtual camera C2 may be controlled to be the same as the direction (normal vector) NP1 of the player character PA1 with respect to the line-of-sight direction CV1 of the first virtual camera C1. For example, at the time T2 of the occurrence of an event, the line-of-sight direction CV2 may be controlled so that the angle β2 formed by the line-of-sight direction CV2 of the virtual camera C2 and the direction NP2 of the player character PA2 is the same as the angle β1 (the angle β1 at the time T2 of the occurrence of the event) formed by the line-of-sight direction CV1 of the virtual camera C1 and the direction NP1 of the player character PA1.
[0277] Also, at the time T2 of the occurrence of an event, for example, the viewpoint CP2 of the virtual camera C2 in the second virtual space may be controlled so that the distance L2 between the position CP2 of the virtual camera in the second virtual space and the position P2 of the player character PA2 is the same as the distance L1 (the distance L1 at the time T2 of the occurrence of the event) between the position CP1 of the virtual camera in the first virtual space and the position P1 of the player character PA1.
[0278] In this embodiment, when there are a plurality of player characters, one main character may be selected, and the second virtual camera C2 may be controlled based on the position and orientation of the main character in the first and second virtual spaces.
[0279] Also, in each of the first and second virtual spaces, when there are a plurality of player characters, the center position of the plurality of player characters may be calculated as the position of the representative of the plurality of player characters.
[0280] Also, in each of the first and second virtual spaces, when there are a plurality of player characters, the average direction of the normal vectors of each player character may be calculated, and the calculated direction may be used as the representative direction of the plurality of player characters.
[0281] Then, the virtual camera C2 in the second virtual space may be controlled based on the representative position and the representative direction.
[0282] [13.4] Control of the second virtual camera when transitioning to the simulation part The game system may also control the second virtual camera such that the position of the player character PA2, which is visible from the second virtual camera C2 of T3 at the end of the event, is the same as the position of the player character PA1, which is visible from the first virtual camera C1 of T3 at the time the game resumes.
[0283] As shown in Figure 8, in this embodiment, the end time T3 of the event in the performance part and the restart time T3 of the game in the simulation part are the same timing, however, there may be a time interval between the end of the event and the restart of the game.
[0284] For example, as shown in Figure 12, at the time T3 when the game resumes, it is predetermined that the player character PA1 is positioned at position P1 in the direction of VE1 from the viewpoint CP1 of the virtual camera C1 located in the first virtual space.
[0285] Then, at the end of the event T3, the orientation of virtual camera C2 is controlled so that the direction VE2 from the viewpoint direction CV2 of virtual camera C2 located in the second virtual space to the position P2 of player character PA2 becomes direction VE1. In other words, virtual camera C2 is controlled in advance, taking into account the transition to the simulation part.
[0286] Specifically, when switching from the presentation screen to the game screen, the virtual camera C2 is controlled so that the change in the display position of player character PA1 from player character PA2 to player character PA2 is minimized.
[0287] In other words, at the end of the event T3, the line of sight direction CV2 of virtual camera C2 is controlled so that in the camera coordinate system with the origin being the position CP1 (viewpoint) of virtual camera C1 located in the first virtual space, the direction VE1 from viewpoint CP1 to the position P1 of player character PA1, and in the camera coordinate system with the origin being the position CP2 (viewpoint) of virtual camera C2 located in the second virtual space, the direction VE2 from viewpoint CP2 to the position P2 of player character PA2, are both facing the same direction.
[0288] In other words, at the end of the event T3, the direction of virtual camera C2 is controlled so that the angle θ2 between the line of sight direction CV2 of virtual camera C2 and the direction VE2 of player character PA2 is the same as the angle θ1 between the line of sight direction CV1 of virtual camera C1 and the direction VE1 of player character PA1.
[0289] In this way, when transitioning from the presentation part to the simulation part, the change in the display position of player character PA2 on the presentation screen to the display position of player character PA1 on the game screen can be minimized or kept the same, resulting in a smooth screen transition.
[0290] Furthermore, as shown in Figure 13, at the end of the event T3, the orientation (normal vector) NP2 of the player character PA2 with respect to the line of sight CV2 of the second virtual camera C2 is the same as the first The orientation (normal vector) NP1 of the player character PA1 may be controlled to be the same as the orientation direction CV1 of the virtual camera C1. For example, at the end of the event T3, the orientation direction CV2 of the virtual camera C2 may be controlled so that the angle β2 between the orientation direction CV2 of the virtual camera C2 and the orientation NP2 of the player character PA2 is the same as the angle β1 between the orientation direction CV1 of the virtual camera C1 and the orientation NP1 of the player character PA1 (angle β1 at the end of the event T3).
[0291] Furthermore, at the end of the event T3, for example, the viewpoint CP2 of the virtual camera C2 in the second virtual space may be controlled so that the distance L2 between the position CP2 of the virtual camera in the second virtual space and the position P2 of the player character PA2 is the same as the distance L1 between the position CP1 of the virtual camera in the first virtual space and the position P1 of the player character PA1 (the distance L1 at the end of the event T3).
[0292] Even when there are multiple player characters, the second virtual camera C2 may be controlled in the same way as when transitioning from the simulation part to the performance part.
[0293] [13.5] Specific period Furthermore, in the game system of this embodiment, the period during which the position of the player character PA2 used for performance, as seen from the second virtual camera C2 in T2, is the same as the position of the player character PA1, as seen from the first virtual camera C1 in T2, when predetermined conditions are met, is defined as the specific period. Then, as shown in Figure 8, the second virtual camera may be controlled so that the ratio of the specific period to the event period from T2 to T3 is greater than or equal to a predetermined value (for example, 80% or more).
[0294] In other words, the display position of the player character PA1 during the event period in the production part can be made as close as possible to the display position of the player character PA1 in the simulation part, allowing for a smooth transition from the simulation part to the production part.
[0295] [13.6] Control of a second virtual camera for filming other characters for performance purposes In this embodiment, the game system may use the player character used for presentation and other characters used for presentation as targets for the second virtual camera.
[0296] For example, as shown in Figure 4, in the performance part, the performance player character PA2 and the performance enemy character EA2 may be the targets of the second virtual camera C2.
[0297] Furthermore, in the game system of this embodiment, when predetermined conditions are met, the second virtual camera C2 is controlled based on the position information P1 of the first virtual space of the player character PA1 as seen from the viewpoint CP1 of the virtual camera C1 of T2.
[0298] For example, the second virtual camera C2 is controlled so that when a predetermined condition is met, the positions of the player character PA2 and enemy character EA2 visible from the second virtual camera C2 of T2 are the same as the positions of the player character PA1 and enemy character EA1 visible from the first virtual camera C1 of T2 when a predetermined condition is met.
[0299] For example, as shown in Figure 14, at the time T2 when the event occurs, the player character PA1 is positioned at location P1 in the direction of VE1 from viewpoint CP1 of the virtual camera C1 located in the first virtual space. Also, the enemy character EA1 is positioned at location Q1 in the direction of VF1 from viewpoint CP1.
[0300] Then, at the time of the event T2, a virtual camera C2 is placed in the second virtual space. The orientation of virtual camera C2 is controlled so that the direction VF2 from the viewpoint CP2 to the position Q2 of enemy character EA2 becomes the same as the direction VF1.
[0301] In other words, at event T2, the direction of the virtual camera C2 is controlled so that the angle γ2 between the direction VE2 from viewpoint CP2 to player character PA2's position P2 and the direction VF2 from viewpoint CP2 to enemy character EA2's position Q2 is the same as the angle γ1 between the direction VE1 from viewpoint CP1 to player character PA1's position P1 and the direction VF1 from viewpoint CP1 to enemy character EA1's position Q1.
[0302] Furthermore, if player characters and enemy characters are present, the second virtual camera C2 may be controlled based on the position and orientation of the main character in the first and second virtual spaces.
[0303] Furthermore, if player characters and enemy characters exist in the first and second virtual spaces, the center positions of the player characters and enemy characters may be calculated as representative positions for the player characters and enemy characters.
[0304] Furthermore, if player characters and enemy characters exist in the first and second virtual spaces, the average direction of each character's normal vector may be calculated, and this calculated direction may be used as the representative direction for the player character and enemy character.
[0305] Furthermore, the virtual camera C2 in the second virtual space may be controlled based on the representative's position and direction.
[0306] [13.7] Control of the second virtual camera based on player operation information The game system of this embodiment may also be capable of controlling a second virtual camera based on player operation information during the event period.
[0307] For example, as shown in Figure 8, in the production part, when camera operation information is received from the player, a second virtual camera is controlled based on the player's operation information. Specifically, at least one of the position, orientation, and field of view of the second virtual camera is controlled based on the player's operation information.
[0308] Furthermore, for example, based on the player's operation information, the control of the second virtual camera may be changed to a first-person or third-person perspective relative to the player character being filmed.
[0309] Furthermore, if the event period (performance part) continues after the control of the second virtual camera based on the player's operation information has ended, the second virtual camera may be controlled based on predetermined information viewed from the viewpoint of the first virtual camera when predetermined conditions are met.
[0310] [13.8] Control of a second virtual camera based on character information The game system of this embodiment may control a second virtual camera according to character information. For example, the second virtual camera may be controlled according to information about the character being photographed. Alternatively, the second virtual camera may be controlled according to information about the player character among the characters being photographed.
[0311] (1) Control of a second virtual camera based on character parameters Character information includes character parameters. These parameters include HP, MP, and character height. Alternatively, the character parameters may also represent the number of characters appearing in the second virtual space. MP, for example, is a parameter used by characters to perform special abilities.
[0312] For example, in this embodiment, as the character parameters increase, the position CP2 of the virtual camera C2 may be moved further away from the character being photographed (e.g., player character PA2). In other words, the larger the character parameters, the longer the distance between the position of the virtual camera C2 and the position of the character being photographed (e.g., player character PA2).
[0313] Additionally, the field of view of the virtual camera C2 may be increased as the character's parameters increase.
[0314] (A) Example of a second virtual camera control based on character height The character information includes information about the character's height. For example, in this embodiment, the field of view is adjusted to fit the character according to its size (e.g., height) in the second virtual space. In other words, the field of view of the second virtual camera C2 is set based on the size of the character. In this way, the character can be photographed appropriately.
[0315] (B) Example of a second virtual camera control based on the number of characters The character information may include the number of characters placed in the second virtual space. For example, a center point (midpoint) may be calculated based on the positions of all characters according to the number of characters, and the line of sight CV2 of the second virtual camera C2 may be directed toward the center point.
[0316] Furthermore, as the number of characters increases, the position CP2 of the second virtual camera C2 may be determined in such a way that the distance from the center point to the position CP2 of the second virtual camera increases.
[0317] (C) Example of a second virtual camera control based on character attack power Furthermore, in this embodiment, the character's attack power may be used as a character parameter, and at least one of the position CP2, direction CV2, and field of view of the second virtual camera C2 may be controlled based on the character's attack power.
[0318] For example, in this embodiment, the position CP2 of the second virtual camera C2 may be determined such that the distance from the character to the position CP2 of the second virtual camera increases as the character's parameters increase.
[0319] For example, in this embodiment, the field of view of the second virtual camera C2 may be controlled to increase as the character parameters increase.
[0320] In this embodiment, the number of characters and the attack power of each character may be used as character parameters, and at least one of the position CP2, direction CV2, and field of view of the second virtual camera C2 may be controlled based on the number of characters and the attack power of each character.
[0321] For example, even in the case of an attack by three player characters, if each player character has an attack power of 10, the total attack power of the three player characters is "30". Therefore, at least one of the position, direction, and field of view of the virtual camera C2 may be controlled based on this total value.
[0322] (2) Control of a second virtual camera based on the character type For example, in this embodiment, if the character being photographed in the second virtual space is of a specific type (for example, the attribute "fire"), the field of view of the second virtual camera C2 may be set to a predetermined angle, and the position of the second virtual camera C2 may be set to a predetermined position.
[0323] (3) Control of a second virtual camera based on the items (equipment) used by the character. For example, in this embodiment, when the character being filmed in the second virtual space is performing an attack event using a specific item (for example, an item capable of attacking within a specific range), the second virtual camera based on that item (equipment) is controlled. For example, the field of view of the second virtual camera C2 may be set to an angle corresponding to the item, and the position of the second virtual camera C2 may be set to a position corresponding to the item. In this way, the player can be appropriately presented with the item's animation.
[0324] [13.9] Control of a second virtual camera based on event information The game system of this embodiment may control a second virtual camera in accordance with event information. That is, depending on the type of event, at least one of the position, line of sight direction, and field of view of the second virtual camera may be controlled.
[0325] For example, the second virtual camera may be controlled depending on the type of event. Specifically, if the event is an attack, the position, line of sight, and field of view of the second virtual camera may be controlled to be slightly away from the character being filmed in order to create an exciting attack scene. If the event is a defense, the virtual camera may be moved closer to the character being filmed than in the attack event, and the position, line of sight, and field of view of the second virtual camera may be controlled to create a camera work that suggests the character is being cornered.
[0326] For example, suppose character PA2 has met certain conditions to trigger "sword attack event K3" against enemy character EA2. Since event K3 is a sword attack technique, it is preferable to display the sword attack technique within a narrow range. Therefore, when event K3 occurs, the game system may narrow the field of view of the second virtual camera C2 and direct the line of sight of the second virtual camera C2 toward the sword. In other words, the field of view of virtual camera C2 is determined based on the attack range of the attack technique in event K3 (for example, 10 meters).
[0327] For example, suppose event K4 occurs in which character PA1 attacks enemy character EA1 with a beam cannon. For example, suppose the beam cannon requires a range of 1000 meters, and 1000 meters is pre-set as a parameter for event K4.
[0328] In this embodiment, the field of view is adjusted based on the parameters (attack range) of event K4 so that the beam cannon's range is included. In other words, the field of view is set based on the parameters of event K4. This way, a wide-ranging and dynamic attack animation can be provided to the player.
[0329] In this embodiment, the power of the event may also be used as a parameter of the event.
[0330] For example, when attack event K5 occurs, the field of view of virtual camera C2 may be determined based on the power of attack event K5 (e.g., 5000).
[0331] In this embodiment, the field of view of the virtual camera C2 may be increased as the event parameters increase.
[0332] [13.10] Example of controlling a second virtual camera based on event information and character information In the game system of this embodiment, the second virtual camera may be controlled based on the combination of event information and character information described above.
[0333] [13.11] Example of controlling a second virtual camera based on game conditions The character information in the game system of this embodiment includes the character's game status. Furthermore, in the game system of this embodiment, a second virtual camera may be controlled based on the character's game status.
[0334] For example, in this embodiment, the game situation is determined based on the health value of the player character PA1. If the health value is less than 50% (for example, if the maximum value is 100, then the health value is less than 50), it is determined to be a disadvantageous situation. If the health value is 50% or more (for example, if the maximum value is 100, then the health value is 50 or more), it is determined to be an advantageous situation.
[0335] In this embodiment, the field of view may be made larger (or smaller) in favorable situations than in unfavorable situations.
[0336] Furthermore, in favorable situations, the distance between the character being photographed and the viewpoint may be increased (or decreased) compared to unfavorable situations.
[0337] [13.12] A method for determining the optimal control of a second virtual camera In the game system of this embodiment, optimal control is performed for the second virtual camera. In other words, according to this embodiment, there may be multiple control patterns for the second virtual camera. Therefore, in this embodiment, the control method for the second virtual camera is determined by various methods.
[0338] First, as a general rule, for example, in the first virtual space, a second virtual camera C2 is placed at the same position (position coordinates in the world coordinate system) as the first virtual camera. Then, when certain conditions are met, the position, line of sight direction, and field of view of the second virtual camera C2 are adjusted based on the position information P1 of the player character PA1 in the first virtual space as seen from the viewpoint CP1 of the virtual camera C1 of T2.
[0339] Furthermore, if the event information includes information prioritizing the control of virtual camera C2 based on the items (equipment) used by the player character, then control of a second virtual camera based on the items (equipment) used by the character may also be performed.
[0340] Furthermore, if the event type is an attack using a sword, beam cannon, or bomb, the control of virtual camera C2 based on the event parameters may be given priority. For example, in the case of events K3 and K4, the control of the second virtual camera is performed based on the event attack range. In the case of event K5, the control of the second virtual camera is performed based on the power of the event.
[0341] Furthermore, if the event information includes information prioritizing the control of virtual camera C2 based on the game situation, the second virtual camera will be controlled according to the game situation.
[0342] In this way, the optimal and preferred method for controlling the second virtual camera is determined, meaning the control of the second virtual camera is not uniquely determined. As a result, the transition to the production part becomes more natural.
[0343] [13.13] Summary Thus, in this embodiment, the transition from the simulation part to the performance part is natural, and the virtual camera in the second virtual space is controlled according to the situation. Therefore, the transition between parts can be performed seamlessly. Furthermore, the performance is not patterned. Therefore, it is possible to offer players a variety of visual effects.
[0344]
[14] Changes to the operation method Furthermore, in the game system of this embodiment, as shown in Figure 4, the player's operation method may be changed when transitioning from the game screen G1 in the first virtual space to the presentation screen G2 in the second virtual space.
[0345] For example, at the moment of transition from the game screen G1 in the first virtual space to the presentation screen G2 in the second virtual space, that is, at the moment of transition from the simulation part to the presentation part, the player's control method is changed to the control method for the presentation.
[0346] To explain in more detail, the gameplay in the simulation part involves, for example, instructing the player character to select and decide on actions such as movement, attack, and defense.
[0347] On the other hand, the controls for the presentation are different from the controls for the simulation part of the game. For example, the controls for the presentation do not involve player actions (e.g., attack and defense). In other words, the server device 10 may not accept player action information. This makes it possible to have the player concentrate on watching the presentation part.
[0348] Furthermore, the operation methods used for performance may include operations to output sound effects or operations to control the position and orientation of the virtual camera C2.
[0349]
[15] Change drawing method In the game system of this embodiment, the image of a character in the second virtual space may be generated by a method different from the method of drawing (generating an image of) a character placed in the first virtual space.
[0350] For example, changing the drawing method includes changing a character placed in the first virtual space to another character in the second virtual space that corresponds to that character (e.g., character PA1) (e.g., character PA2, which has more realistic shape data than character PA1).
[0351] In this way, by changing the rendering method in the first and second virtual spaces, the presentation can be made special. Furthermore, even in situations that require a sense of specialness, this embodiment allows for a natural transition.
[0352] In this embodiment, rendering is performed in real time in the second virtual space. However, changing the rendering method means that instead of rendering the characters placed in the first virtual space in real time, an animated video of the characters may be played in the second virtual space.
[0353]
[16] Direction Scenario Furthermore, in the game system of this embodiment, a performance scenario may be formulated (determined) based on at least one of character information and event information, and based on the performance scenario, at least one of the performance period and the placement position of the characters in the second virtual space may be determined. In this embodiment, the position of the characters at the start of the performance and the orientation of the characters at the start of the performance may be determined based on the performance scenario.
[0354] Furthermore, in this embodiment, at least one of the objects to be placed in the second virtual space and information related to those objects may be determined based on the performance scenario.
[0355] "Information about an object" refers to, for example, at least one of the following: the object's model data, the object's color (RGB color data), its alpha value, the texture (pattern) to which the object is mapped, the object's position, or the object's orientation.
[0356] In the presentation part, there are no restrictions on movement, making it easier to reproduce character expressions than in the simulation part, and allowing for more impactful presentation screens for the player. Furthermore, since the presentation scenario is formulated based on at least one of the character information and event information, it is possible to provide a smooth transition from the simulation part to the presentation part.
[0357] In this embodiment, a production scenario (story) is defined in advance and associated with the event identification information. For example, event K1 is set as the production scenario for the first battle, and event K2 is set as the production scenario for the fateful confrontation with the boss character.
[0358] For example, if event K2 occurs, a normal presentation would be uninteresting. Therefore, the presentation duration and character placement are determined in advance, corresponding to event K2 and the scenario for the fateful confrontation. For example, depending on event K2, the starting positions of player character PA2 and enemy character EA2 are determined to be 100 meters apart, and the presentation duration is defined as 3 minutes.
[0359] Furthermore, the production scenario may predefine the production scenario according to the combination of player characters and enemy characters, and based on that production scenario, each object (player character, enemy character, background object, etc.) to be placed in the second virtual space, as well as information related to each of those objects, may be determined.
[0360] Setting a production scenario means, for example, setting a scenario to shorten the production time in cases where the outcome is clear, such as a combination of characters with high attack power and a character with almost no remaining health; setting a production scenario to determine camera work according to specific character combinations or differences in parameters between character combinations; setting a production scenario to determine the background music to be output or the combination of background music according to specific character combinations or differences in parameters between character combinations; setting a production scenario to determine the content of the lines spoken by each character and the combination of those lines according to specific character combinations or differences in parameters between character combinations.
[0361] For example, in a scenario where character PA1 and character PB1 become allies and hit it off, character PA1 and character PB1 are positioned within a 1-meter radius of each other, facing each other. The duration of the scene between character PA1 and character PB1 is then set to 10 seconds.
[0362]
[17] Flowchart The processing flow of the game system in this embodiment will be explained using Figures 15A and 15B.
[0363] First, as shown in Figure 15A, objects are placed in the first virtual space (Step S1). Then, the simulation part is started (Step S2).
[0364] Then, based on the player's operation information, the game in the simulation part progresses and the game screen in the first virtual space is displayed (step S3). In the simulation part, it is determined whether or not predetermined conditions have been met (step S4).
[0365] In the simulation part, if the predetermined conditions are met (Y in step S4), an event is triggered, and the program transitions from the simulation part to the presentation part (step S5). If the predetermined conditions are not met (N in step S4), the program returns to step S3.
[0366] Then, as shown in Figure 15B, a character for performance (a character for performance corresponding to a character placed in the first virtual space) placed in the second virtual space is designated as the target of the second virtual camera, and the second virtual camera is controlled based on predetermined information viewed from the viewpoint of the first virtual camera when predetermined conditions are met (step S11).
[0367] Then, the presentation screen in the second virtual space is displayed (step S12).
[0368] Determine whether the event has ended (step S13). If the event has ended (Y in step S13), transition from the performance part to the simulation part (step S14). Then, return to step S3 in Figure 15A.
[0369] If the production part has not finished (N in step S13), return to step S12. This completes the process.
[0370]
[18] Second application of the virtual camera In this embodiment, if, at a given timing Tx during the event period (for example, the T2-T3 period in Figure 8), it is determined that the position of the character used for performance as seen from the second virtual camera C2 is different from the position of the character as seen from the first virtual camera at the time of the event T2 (when predetermined conditions are met), the second virtual camera may be controlled from the time Tx onward until the time T3 when the event ends, so that the position of the character used for performance as seen from the second virtual camera C2 becomes the same as the position of the character as seen from the first virtual camera C1 at the time of the event T2.
[0371] For example, suppose that when an event occurs, the player character PA1 visible from the first virtual camera C1 of T2 is located on the left side of the game screen G1, as shown in Figure 4. In other words, suppose that the player character PA1 is located to the left of the line of sight CV1 of the first virtual camera C1.
[0372] In this embodiment, it is determined whether the position of the character used for the performance, as seen from the second virtual camera C2 during the event period, is different from the position of the character as seen from the first virtual camera C1 at the time T2 when the event occurs.
[0373] For example, suppose that at a given timing Tx, the player character PA2 is positioned on the right side of the presentation screen G3, as shown in Figure 16. In other words, suppose that the player character PA2 is positioned to the right of the line of sight CV2 of the second virtual camera C2.
[0374] In this embodiment, at timing Tx, it is determined that the position of the performance player character PA2 as seen from the second virtual camera C2 is different from the position of the same player character PA1 as seen from the first virtual camera at the time of the event T2.
[0375] In this embodiment, the period from timing Tx onward to the event ending at point T3. During this time, the second virtual camera C2 is controlled so that the position of the player character PA2 used for the performance, as seen from the second virtual camera C2, is the same as the position of the player character PA1 as seen from the first virtual camera C1 of T2 when the event occurs. In other words, the second virtual camera C2 is controlled so that the player character PA2 is displayed on the left side of the performance screen.
[0376] Specifically, at timing Tx, as shown in Figure 16, the viewpoint of the second virtual camera C2 is moved from position CP2-1 to CP2-2 along a predetermined movement route so that the player character PA2 used for the performance, as seen from the second virtual camera C2, is positioned on the left side of the performance screen G4. Alternatively, the viewpoint of the second virtual camera C2 may be switched from position CP2-1 to position CP2-2 without moving it.
[0377] Subsequently, until the event ends at T3, the player character PA2 controls the second virtual camera C2 so that it is positioned to the left of the second virtual camera C2's line of sight CV2. Note that even if the viewpoint of the second virtual camera C2 changes, the subject being filmed does not change. In other words, the subjects being filmed remain the player character PA2 and the enemy character EC2.
[0378] In this way, from timing Tx until the event ends at T3, the player character PA2 will be positioned on the left side of the screen, as shown in the visual screen G4 of Figure 16. This prevents confusion for the player regarding the display position of the player character PA2 and provides a natural-looking visual screen.
[0379] Note that the character visible from the first virtual camera C1 is not limited to the player character PA1; it could also be the enemy character EC1, the ally character PB1, or other enemy characters.
[0380] Furthermore, the character visible from the second virtual camera C2 is not limited to the performance-oriented player character PA2 corresponding to the player character PA1. For example, the character visible from the second virtual camera C2 could be the performance-oriented enemy character EC2 corresponding to the enemy character EC1, or it could be a performance-oriented ally character or another performance-oriented enemy character.
[0381]
[19] Examples of game applications In this embodiment, the technology can be applied not only to competitive games, but also to racing games, shooting games, music games, RPGs (role-playing games), action games, sports games, and simulation games.
[0382]
[20] Others The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited in the specification or drawings as broad or synonymous terms can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
[0383] The present invention includes configurations that are substantially identical to those described in the embodiments (for example, configurations with the same function, method, and result, or configurations with the same purpose and effect). Furthermore, the present invention includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. Furthermore, the present invention includes configurations that produce the same effects or achieve the same purpose as those described in the embodiments. Furthermore, the present invention includes configurations that add known technology to the configurations described in the embodiments.
[0384] As described above, embodiments of the present invention have been explained in detail, but it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novel aspects and effects of the present invention. Therefore, all such modifications are included within the scope of the present invention. [Explanation of Symbols]
[0385] 10 Server devices, 20, 20A, 20B, 20C Terminal devices, 100 Processing unit, 111 Game processing unit, 112 Display control unit, 114 Virtual space control unit, 115 Operation change unit, 116 Virtual camera control unit, 119 Reception unit, 120 Communication control unit, 121 Web processing unit, 122 Management Unit, 123 Notification Unit, 130 Image Generation Unit, 140 Sound Processing Unit, 160 Input section, 170 Storage section, 171 Main memory section, 172 Image buffer, 174 Game data storage unit, 176 Player information storage unit, 180 Information storage media, 196 Communications Department, 200 Processing unit, 211 Display control unit, 212 Reception unit, 213 Notification unit, 220 Communication control unit, 221 Web browser, 230 Image generation unit, 240 Sound processing unit, 260 Input unit, 262 Detection unit, 270 Storage unit, 271 Main memory section, 272 Image buffer, 274 Game data storage section, 276 Player information storage unit, 280 Information storage medium, 290 Display unit, 292 Audio output section, 296 Communication section
Claims
1. In a game system that performs character animations in a second virtual space based on events that occur in a first virtual space where the character is placed, In the first virtual space where characters performing predetermined actions and background objects are arranged, a game processing unit that advances the game, A display control unit that displays the game screen in the first virtual space on the display unit, and when predetermined conditions are met, transitions from the game screen to a performance screen that displays the character's performance in the second virtual space, A virtual camera control unit that controls a first virtual camera located in the first virtual space and a second virtual camera located in the second virtual space, Includes, The virtual camera control unit, A character for performance purposes, which is placed in the second virtual space and corresponds to a character placed in the first virtual space, is used as the target of the second virtual camera. A game system characterized by controlling the second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when the predetermined conditions are met.
2. In claim 1, The virtual camera control unit, The player character used for presentation, which corresponds to the player character that the player controls, is used as the target of the second virtual camera. A game system characterized by controlling the second virtual camera based on the position information of the player character as seen from the viewpoint of the first virtual camera when the predetermined conditions are met.
3. In claim 2, The virtual camera control unit, The position of the player character for the performance as seen from the second virtual camera when the predetermined conditions are met is the position of the player character as seen from the first virtual camera when the predetermined conditions are met. A game system characterized by controlling the second virtual camera so that its position matches that of the player character.
4. In claim 2, The virtual camera control unit, A game system characterized by controlling the second virtual camera such that the position of the player character used for the performance, as seen from the second virtual camera at the end of the event, is the same as the position of the player character as seen from the first virtual camera when the game is resumed.
5. In claim 2, The virtual camera control unit, The period during which the position of the player character for performance as seen from the second virtual camera when the predetermined conditions are met is the same as the position of the player character as seen from the first virtual camera when the predetermined conditions are met is defined as a specific period. A game system characterized by controlling the second virtual camera so that the ratio of the specific period to the period of the event is equal to or greater than a predetermined value.
6. In claim 1 or 2, The virtual camera control unit, The player character used for performance purposes, which corresponds to the player character that the player controls, and other characters used for performance purposes, are to be the targets of the second virtual camera. A game system characterized by controlling the second virtual camera based on the position information of the player character as seen from the viewpoint of the first virtual camera when the predetermined conditions are met.
7. In claim 1 or 2, A game system further comprising a virtual space control unit that causes at least the characters that appeared in the first virtual space to appear in the second virtual space and to cause the characters to perform predetermined actions.
8. In claim 1 or 2, The virtual camera control unit, A game system characterized by enabling control of the second virtual camera based on player operation information during the period of the aforementioned event.
9. In claim 1 or 2, The virtual camera control unit, A game system characterized by controlling the second virtual camera according to character information.
10. In claim 9, The character information refers to the parameters of the character related to the event, The virtual camera control unit, A game system characterized by controlling the second virtual camera based on the parameters of the character.
11. In claim 1 or 2, The virtual camera control unit, A game system characterized by controlling the second virtual camera in accordance with the information of the aforementioned event.
12. In claim 1 or 2, The virtual camera control unit, A game system characterized in that, if, at a given timing during the duration of the event, it is determined that the position of the character used for performance as seen from the second virtual camera is different from the position of the character as seen from the first virtual camera when the predetermined conditions are met, the second virtual camera is controlled from that timing until the end of the event so that the position of the character used for performance as seen from the second virtual camera is the same as the position of the character as seen from the first virtual camera when the predetermined conditions are met.
13. In a server device that performs character animations in a second virtual space based on events that occur in a first virtual space where the character is placed, In the first virtual space where characters performing predetermined actions and background objects are arranged, a game processing unit that advances the game, A display control unit that displays the game screen in the first virtual space on the display unit, and when predetermined conditions are met, transitions from the game screen to a performance screen that displays the character's performance in the second virtual space, A virtual camera control unit that controls a first virtual camera located in the first virtual space and a second virtual camera located in the second virtual space, Includes, The virtual camera control unit, A character for performance purposes, which is placed in the second virtual space and corresponds to a character placed in the first virtual space, is used as the target of the second virtual camera. A server device characterized by controlling the second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when the predetermined conditions are met.
14. In a program that performs character animations in a second virtual space based on events that occur in a first virtual space where the character is placed, In the first virtual space where characters performing predetermined actions and background objects are arranged, a game processing unit that advances the game, A display control unit that displays the game screen in the first virtual space on the display unit, and when predetermined conditions are met, transitions from the game screen to a performance screen that displays the character's performance in the second virtual space, A computer is made to function as a virtual camera control unit that controls a first virtual camera located in the first virtual space and a second virtual camera located in the second virtual space. The virtual camera control unit, A character for performance purposes, which is placed in the second virtual space and corresponds to a character placed in the first virtual space, is used as the target of the second virtual camera. A program characterized by controlling the second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when the predetermined conditions are met.
15. A game provision method for providing information about a game from a server device that performs character animations in a second virtual space based on events that occur in a first virtual space where the character is placed, to a player's terminal device, The aforementioned server device In the first virtual space where a character performing a predetermined action and background objects are arranged, the steps include: The steps include: displaying the game screen in the first virtual space on the display unit, and, when predetermined conditions are met, transitioning from the game screen to a performance screen that displays the character's performance in the second virtual space; A step of controlling a first virtual camera located in the first virtual space and a second virtual camera located in the second virtual space, Includes, The step of controlling the second virtual camera is: A character for performance purposes, which is placed in the second virtual space and corresponds to a character placed in the first virtual space, is used as the target of the second virtual camera. When controlling the second virtual camera based on predetermined information viewed from the viewpoint of the first virtual camera when the predetermined conditions are met, The operation information of the player received by the terminal device is transmitted to the server device. A method for providing a game, characterized by receiving information about the game from the server device.
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