Game program and game device

The game program and device use sound and vibration to convey character positions and spatial relationships, addressing visual recognition challenges in computer games, enabling players to navigate without sight.

JP7832527B2Active Publication Date: 2026-03-18CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-24
Publication Date
2026-03-18

AI Technical Summary

Technical Problem

Players in computer games have difficulty visually recognizing character positions, especially in competitive action games like fighting games.

Method used

A game program and device that outputs positional relationship information between characters through sound, vibration, or natural language, allowing players to perceive positions without relying on vision, with features like loop sounds and mode switching based on user operations.

Benefits of technology

Enables players to determine character positions and spatial relationships without vision, enhancing gameplay experience by providing auditory and tactile feedback.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To grasp a position of an object on a screen without relying on vision in a game executed by a computer.SOLUTION: A computer is made to function as an operation unit that determines an operation of a first character in a virtual space in response to a user's operation, and a display unit that simultaneously displays a second character and a first character in the virtual space on the screen in response to the determination of the operation unit. The computer is made to function as an output unit that outputs information that represents a positional relation between the first character and the second character in the virtual space and can be recognized without using vision. The output unit always outputs information when the first character and the second character are displayed on the screen at the same time, while not outputting information when either the first character or the second character is not displayed on the screen.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to a game program and a game device.

Background Art

[0002] Among games executed on a computer, there are games in which users make characters fight against each other in a virtual space (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the game, characters are displayed as images. However, some players cannot visually recognize the characters or have difficulty visually recognizing them.

[0005] An object of the present disclosure is to enable a player to grasp the positions of objects on the screen without relying on vision in a game executed on a computer. <00OO029>

Means for Solving the Problems

[0006] A first aspect causes a computer to an operation unit that determines the movement of a first character in a virtual space according to a user operation; a display unit that simultaneously displays the second character and the first character in the virtual space on the screen according to the determination of the operation unit; an output unit that outputs information representing the positional relationship between the first character and the second character in the virtual space, which can be recognized without using vision; function as such, The output unit is characterized in that it always outputs the information when the first character and the second character are displayed on the screen at the same time, but does not output the information when neither the first character nor the second character is displayed on the screen.

[0007] In the first embodiment, the information may also be represented by sound.

[0008] Furthermore, in the above embodiment, the sound may be speech that describes the spatial relationship in natural language.

[0009] Furthermore, in the above embodiment, the sound may be a loop sound that is always played during the game.

[0010] Furthermore, in the above embodiment, the information may also be represented by vibrations.

[0011] Furthermore, in the above embodiment, the computer is The unit functions as a calculation unit that determines the distance between the first character and the second character in the virtual space as the positional relationship. The output unit may output the information according to the distance.

[0012] Furthermore, in the above embodiment, if the positional relationship between the first character and the second character is reversed from the initial state, the output unit may output the information in a manner different from the initial state.

[0013] Furthermore, in the above embodiment, The aforementioned computer, It may also function as a mode switching unit that stops the output of the output unit in response to the user's operation.

[0014] Furthermore, in the above embodiment, the output unit may also output the information taking into consideration the position coordinates of at least one of the first character and the second character in the virtual space.

[0015] Further, the second aspect is a storage unit that stores any one of the game programs according to the first to ninth aspects, a control unit that executes the game program, and a game device characterized by including these.

Advantages of the Invention

[0016] According to the present disclosure, in a game executed by a computer, the position of an object within a screen can be grasped without relying on vision.

Brief Description of the Drawings

[0017] [Figure 1] It is a block diagram showing the configuration of the game device of the present embodiment. [Figure 2] Showing an example of a game image [Figure 3] It is an example of the positional relationship between the first character and the second character. [Figure 4] It is another example showing the positional relationship between the first character and the second character.

Mode for Carrying Out the Invention

[0018] Hereinafter, the game program and the game device in the present disclosure will be described with reference to the drawings.

[0019] In the following description, the "game" refers to an activity that achieves some purpose according to a predetermined rule and is implemented using a computer. Among the games, there are those in which a plurality of participants compete (determine victory or defeat), and there are also those in which each participant receives an evaluation based on some index such as score or time. The participants here include both individuals and teams.

[0020] [Embodiment] 《Overview of the Game》 The game according to this embodiment is played, for example, in an e-sports tournament. In this game, the player (participant) controls the player character to move around in a two-dimensional virtual game space (hereinafter referred to as virtual space VS) and to perform various actions on the player character's allies.

[0021] The game described below is a competitive action game in which player characters battle against other player characters or non-player characters in a virtual space called VS. More specifically, this game is a so-called fighting game.

[0022] Hereinafter, the player character controlled by the player (referred to as Player P1) will be called the first character C1. The character that plays against the first character C1 will be called the second character C2. In this embodiment, during a match, both the first character C1 and the second character C2 are always displayed on the screen (display 61, described later).

[0023] In this embodiment, the second character C2 is controlled by another player (referred to as player P2). Depending on the game or game mode, the second character C2 may be controlled by a computer.

[0024] In this fighting game, two players compete against each other in a one-on-one match. In a match, each player selects and controls one character. In a match, the winner is determined, for example, when one of the characters' health values ​​(a parameter indicating the possibility of survival or activity in the game) reaches zero. In esports tournaments, for example, the competition proceeds using a tournament format (a knockout system).

[0025] Hardware configuration <overview> The game device 5 executes the game based on the player's input. In this embodiment, a competitive action game is played on the game device 5. In this embodiment, one game device 5 accepts input from one pair of players (two players in this example).

[0026] Game device 5 can utilize commercially available devices such as personal computers, PlayStation®, Xbox®, PlayStation Vita®, and Nintendo Switch®.

[0027] Game device 5 may receive (download) game programs and game data from a server device (not shown) via a communication network (not shown). Once game device 5 receives the game programs, it installs them.

[0028] Game device 5 starts a competitive action game based on the input of each player (players P1 and P2). Game device 5 continues the game. While the game is in progress, game device 5 outputs game images to display 61 (described later) and audio to speaker 62 (described later) based on the input of each player.

[0029] <Configuration of game device 5> Figure 1 is a block diagram showing the configuration of the game device 5. As shown in Figure 1, the game device 5 has a display 61, a speaker 62, and a controller 63 that are either externally connected or built-in. There are two displays 61. The game device 5 also has two controllers 63. In the following, components that exist in multiples, such as the display 61, will be distinguished by adding a sub-number to their reference numeral as needed (e.g., 61-1, 61-2, etc.; the same applies hereafter).

[0030] Display 61-1 and controller 63-1 are used by player P1. Display 61-2 and controller 63-2 are used by player P2. Controller 63 may be replaced with one provided by the players (players P1, P2) themselves, instead of the standard controller provided by the game device 5.

[0031] The game device 5 includes a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, graphics processing unit 52, audio processing unit 53, operation unit 54, and storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0032] The network interface 51 is connected to a communication network (not shown) so as to enable communication in order to send and receive various data between the game device 5 and a server device (not shown), etc.

[0033] The graphics processing unit 52 renders game images, including various objects related to the virtual space VS, in video format, according to the game image information (described later) output from the control unit 56. The graphics processing unit 52 is connected to a display 61 (61-1, 61-2), which is, for example, an LCD type. The game images rendered in video format are displayed on the display 61 as the game screen.

[0034] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 plays and synthesizes game audio according to the instructions of the control unit 56 and outputs it from the speaker 62.

[0035] The control unit 54 is connected to the controller 63 (63-1, 63-2). The control unit 54 sends and receives data related to operation input to and from the controller 63. Players P1 and P2 input operation signals to the game device 5 by operating various controls such as buttons on the controller 63.

[0036] In this game, the first character C1 and the second character C2 face each other side-by-side on the display 61 (see Figure 2). In this game, the way the controller 63 controls are moved changes depending on whether the character being controlled is positioned to the right or left of its opponent, even if the type of action (for example, a kick or other technique) is the same.

[0037] The storage unit 55 consists of an HDD, SSD, RAM, and ROM. The storage unit 55 stores game data downloaded from a server device (not shown in the figure), various programs including parts of the game program, and other similar content.

[0038] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and semiconductor memory (not shown in the diagram). The semiconductor memory stores programs for operating the CPU, etc.

[0039] Functional configuration of the control unit 56 in the game device 5 The control unit 56 functions as an operation unit 561, a display unit 562, an output unit 563, a calculation unit 564, and a mode switching unit 565, as its CPU executes various programs.

[0040] The operation unit 561 determines the actions of the first character in the virtual space VS in response to the user's controller 63. Specifically, the operation unit 561 determines the character's posture, techniques (jumps, kicks), etc., in response to the user's controller 63.

[0041] The display unit 562 displays the first character C1 and the second character C2 simultaneously on the displays 61 (61-1, 61-2) according to the decision of the operation unit 561. Specifically, the display unit 562 generates information (game image information) for displaying a moving image representing the action decided by the operation unit 561. In this game, the game image information is information for generating a two-dimensional moving image. In some games, the game image information is information for generating a three-dimensional moving image.

[0042] The display unit 562 transmits game image information to the graphics processing unit 52. The game image information is processed by the graphics processing unit 52. As a result of the processing by the graphics processing unit 52, the game image (moving image) is displayed on the display 61. For example, the game image Sc shown in Figure 2 is displayed on the display 61.

[0043] Game images (Sc) may be displayed on spectator screens installed at esports tournament venues. Game images (Sc) may also be streamed to spectators via communication networks.

[0044] The calculation unit 564 determines the distance between the first character C1 and the second character C2 in the virtual space VS (game image Sc) as the positional relationship (see Figure 3). The example in Figure 3 shows the distance D (positional relationship) between the first character C1 and the second character C2 in the initial state (immediately after the start of the game).

[0045] Distance D can be measured using any part of the character as the reference point. For example, the calculation unit 564 can use the center of the character's head as the reference point, or the center of the torso as the reference point.

[0046] In this game, the relative positions of the first character C1 and the second character C2 may be reversed during gameplay from their initial state (see Figure 3). In the example in Figure 4, the relative positions of the first character C1 and the second character C2 are reversed left to right compared to the initial state (see Figure 3).

[0047] If the relative positions of the first character C1 and the second character C2 are reversed from their initial state, the calculation unit 564 outputs the calculated value with the sign reversed from the sign of the calculated distance D.

[0048] For example, let's assume that the state in Figure 3 is the initial state. In this embodiment, the calculation unit 564 outputs a positive value as the value of distance D in the state of Figure 3, and a negative value as the value of distance D in the state of Figure 4. Of course, the calculation unit 564 may be configured such that a negative value is output as the value of distance D in the state of Figure 3, and a positive value is output as the value of distance D in the state of Figure 4.

[0049] The output unit 563 outputs information representing the positional relationship between the first character C1 and the second character C2 in the virtual space VS. "Information representing the positional relationship" is information that the player can perceive without using their vision. In this embodiment, the output unit 563 outputs the information representing the positional relationship as sound (hereinafter referred to as position identification sound). Specifically, the output unit 563 sends a predetermined signal to the audio processing unit 53, causing the speaker 62 to output the sound it wants to output.

[0050] In this embodiment, a position identification sound is always output when the first character C1 and the second character C2 are displayed. Conversely, if neither the first character C1 nor the second character C2 is displayed, the position identification sound is not output.

[0051] In this embodiment, the position identification sound is a loop sound that is always played during a match. In this embodiment, the position identification sound (loop sound) is an alarm sound. In this embodiment, the output unit 563 shortens the length (beats) of the sounds that make up the position identification sound as the absolute value of the distance D decreases. In other words, the output unit 563 outputs a sound that changes with a shorter period as the absolute value of the distance D decreases.

[0052] For example, let's assume that currently, output unit 563 is outputting a position identification sound (alarm sound) that changes with a relatively long period, such as "beep beep beep beep...". In other words, let's assume that the beats of the sounds that make up the position identification sound ("beep" sounds) are relatively long.

[0053] As the absolute value of distance D decreases from its current value, the output unit 563 changes the position identification sound to a sound that changes with a shorter period (a series of short sounds), such as "beep beep beep beep...". As the absolute value of distance D decreases further, the output unit 563 changes the position identification sound to a sound that changes with an even shorter period (a series of even shorter sounds), such as "beep beep beep beep...".

[0054] The output unit 563 outputs information in a different manner than the initial state if the positional relationship between the first character C1 and the second character C2 is reversed from the initial state. In this embodiment, the output unit 563 changes the type of sound (for example, the type of alarm sound) if the positional relationship between the first character C1 and the second character C2 is reversed from the initial state. In this embodiment, the output unit 563 determines whether or not the positional relationship between the first character C1 and the second character C2 has been reversed based on the sign of the distance value.

[0055] Furthermore, the output unit 563 also outputs information (sound in this example) taking into account the position coordinates of at least one of the first character C1 and the second character C2 in the virtual space VS. In this embodiment, the sound is changed according to the position coordinates of the first character C1 and the second character C2 and the distance to objects in the virtual space VS (wall objects, tree objects, etc.). For example, the output unit 563 outputs a sound that changes in a short period as the first character C1 approaches the wall.

[0056] The mode switching unit 565 switches the output of the output unit 563 on or off in response to user (e.g., player P1, P2) operations. This game program implements a function to display a settings screen (not shown in the diagram) overlaid on the game screen as a user interface.

[0057] This settings screen is implemented to allow the user to issue instructions to the mode switching unit 565. In this embodiment, a button is displayed to switch the position identification sound on and off. The user can operate this button via the controller 63. That is, if the user does not need the output of the position identification sound, they can stop the output of the output unit 563 via the mode switching unit 565.

[0058] Depending on whether the location identification sound is turned on or off, the volume of sounds other than the location identification sound may be adjusted. For example, when the location identification sound is on, the volume of sounds other than the location identification sound (e.g., background music) may be made lower than when the location identification sound is off.

[0059] Example of operation At the start of the game, the user (not necessarily player P1 or P2) sends instructions to the mode switching unit 565 via the control unit 54, if necessary. Here, we assume that the user has allowed the mode switching unit 565 to output via the output unit 563.

[0060] A match begins when a player operates a designated control. Once the match starts, the first character C1 and the second character C2 are displayed on displays 61-1 and 61-2, respectively (see Figure 2).

[0061] The calculation unit 564 calculates the distance between the first character C1 and the second character C2. In this embodiment, the value of distance D output by the calculation unit 564 in the initial state is a positive number. If the positional relationship between the first character C1 and the second character C2 is reversed from the initial state, the value of distance D becomes a negative number.

[0062] The output unit 563 outputs a sound from the speaker 62 corresponding to the distance D value output by the calculation unit 564. In this game program, the calculation of distance D and the output of a sound corresponding to distance D are performed continuously (for example, periodically) during the game. As a result, in this game, the position identification sound changes when the distance between the first character C1 and the second character C2 changes.

[0063] In this embodiment, as the second character C2 approaches the first character C1, the length (beats) of the sounds that constitute the position identification sound shortens. The player can recognize the distance between their character and the opponent's character by the change in sound (in other words, by hearing).

[0064] The player can decide on their next action (e.g., kick, jump) based on the perceived distance. In other words, the player can decide on their next action without using their vision. Once the next action is decided, the player can operate the controller 63. In this way, the game (versus) proceeds in this embodiment.

[0065] In summary, the present embodiment is a game program characterized in that the computer functions as an operation unit 561 that determines the movement of the first character C1 in the virtual space VS according to user operation, a display unit 562 that simultaneously displays the second character C2 and the first character C1 in the virtual space VS on the screen according to the determination of the operation unit 561, and an output unit 563 that outputs information representing the positional relationship between the first character C1 and the second character C2 in the virtual space VS, which can be perceived without using vision.

[0066] Effects of this embodiment In this embodiment, the distance between the first character C1 and the second character C2 is represented by sound. Furthermore, the player can determine from the sound whether the character they are controlling is located to the right or left of the opponent.

[0067] As described above, according to this embodiment, in a game run on a computer, the position of objects on the screen can be determined without relying on vision.

[0068] [Other embodiments] The relative positions of the first character C1 and the second character C2 may be represented by the pitch of the output sound. Specifically, if the relative positions of the first character C1 and the second character C2 change, the pitch should be changed accordingly.

[0069] Information representing positional relationships is not limited to alarm sounds. The output unit 563 may be configured to output audio that explains the positional relationships in natural language. For example, the output unit 563 could be configured to convey the positional relationships with commentary such as, "The second character C2 is approaching!" and "Distance 50!".

[0070] Information representing spatial relationships can also be expressed through vibration. In this case, the amplitude or frequency of the vibration can be changed according to the absolute value of the distance D. Of course, spatial relationships can also be represented using both sound and vibration.

[0071] The game may also use a three-dimensional virtual space. In this case, it is advisable to select the type of sound used to represent distance and the speaker to output the sound (selection of output channel) so that the player can understand their position in the three-dimensional space.

[0072] The game program may be implemented to represent information other than positional relationships with sound. For example, the game program may be implemented to represent the opponent character's state (e.g., the opponent character's posture) or the game's outcome (e.g., win or lose) with sound. Furthermore, the type of position identification sound may be changed depending on the type of opponent character.

[0073] The game program may be implemented as a game program for so-called online games. If the game program is for online games, the processing that was performed by the control unit 56 may be performed on the server side, or it may be divided between the server side and the client (game device 5) side.

[0074] Location identification sounds may also be output when streaming game videos. In this case, the streamed video may be configured to allow the location identification sound to be switched on or off independently of the streamer's location identification sound on / off setting. For example, if the streamer (player) of a game video turns on location identification sounds, the person receiving the stream can turn them off. Alternatively, if the streamer of a game video turns off location identification sounds, the person receiving the stream can turn them on.

[0075] Location-based sound recognition can be applied to games other than fighting games. For example, it can be applied to action games, shooting games, battle royale games, RPGs, etc.

[0076] Multiple opponent characters may exist simultaneously. In that case, it is arbitrary which opponent character's distance is represented by the position identification sound. For example, the position identification sound may be output according to the distance to the opponent character closest to the player character.

[0077] The effects and advantages of this embodiment will also be exhibited when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of symbols]

[0078] 5 Game Devices 55 Storage section 56 Control Unit (Computer) 561 Operating part 562 Display section 563 Calculation Unit 564 Output section 565 Mode switching section C1 First Character C2 Second Character D Distance VS Virtual Space

Claims

1. Computers, An operation unit that determines the movement of the first character in the virtual space according to the user's operation, A display unit that, in accordance with the determination of the operating unit, simultaneously displays the second character and the first character in the virtual space on the screen, An output unit that outputs information representing the positional relationship between the first character and the second character in the virtual space, which can be perceived without using vision, and make it work The output unit is characterized in that, when the first character and the second character are displayed on the screen simultaneously, it always outputs the information regardless of whether either the first character or the second character is moving or not, while not outputting the information when neither the first character nor the second character is displayed on the screen.

2. In the game program of claim 1, A game program characterized in that the aforementioned information is represented by sound.

3. In the game program of claim 2, The game program is characterized in that the sound is an audio that describes the spatial relationship in natural language.

4. In the game program of claim 2 or claim 3, The aforementioned sound is a loop sound that is played continuously during the game, and is a game program characterized in that.

5. In the game program of claim 2 or claim 4, A game program characterized in that the aforementioned information is also represented by vibrations.

6. In any one of the game programs of claim 1 to claim 5, The aforementioned computer, The unit functions as a calculation unit that determines the distance between the first character and the second character in the virtual space as the positional relationship. The output unit is characterized by outputting the information according to the distance.

7. In any one of the game programs of claim 1 to claim 6, The output unit is characterized in that, if the positional relationship between the first character and the second character is reversed from the initial state, it outputs the information in a manner different from the initial state.

8. In any one of the game programs of claim 1 to claim 7, The aforementioned computer, A game program characterized by functioning as a mode switching unit that stops the output of the output unit in response to the user's operation.

9. In any one of the game programs of claim 1 to claim 8, The game program is characterized in that the output unit outputs the information while also considering the position coordinates of at least one of the first character and the second character in the virtual space.

10. A storage unit storing a game program according to any one of claims 1 to 9, A control unit that executes the aforementioned game program, A game device characterized by being equipped with the following features.

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