Game program, game control method, and information processing device.

The game program addresses unnatural movements in ray casting by using collision objects to control character interactions, ensuring accurate attacks and reducing complexity, thereby enhancing gameplay realism.

JP7833306B2Active Publication Date: 2026-03-19KOEI TECMO GAMES CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-01
Publication Date
2026-03-19
Patent Text Reader

Abstract

To perform a game so as to realize a more natural operation among multiple objects including characters.SOLUTION: Provided is a game program for allowing a computer to execute a game process in a virtual space that determines presence or absence of contact of a third object with a collision object installed so as to connect a first character and a second object that opposes the first character (a), and executes a process for changing control of the game process when determining a change in a contact state of the third object with the collision object in (a) (b).SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present disclosure relates to a game program, a game control method, and an information processing apparatus.

Background Art

[0002] Games in which a large number of characters are concentrated, such as action games and simulation games, are known. For example, in an action game, enemy characters that attempt to attack a player character may be concentrated around the player character.

[0003] On the other hand, techniques for controlling the movement of concentrated characters have been devised (see, for example, Patent Document 1). In addition, there is a ray casting technique in which virtual rays are emitted and objects such as characters are detected by the rays being blocked.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in ray casting, thin rays pass through the gaps between objects, and there are cases where even an object that becomes an obstacle to an attack when one character attacks another character in a battle is not detected. In this case, if the movement of the character is controlled to activate the attack, the activated attack may pass through without hitting the object between the enemy character and the player character that should originally be hit, resulting in unnatural movements such as hitting the opponent in the back of the object.

[0006] Another possible approach is to use raycasting to cast multiple rays and detect an object when any of those rays are blocked. However, this increases the number of rays, making the detection process more complex.

[0007] Therefore, in one respect, this disclosure helps to create a game with more natural behavior between multiple objects, including characters. [Means for solving the problem]

[0008] In one embodiment, a game program is provided that causes a computer to execute game processing in a virtual space, and which (a) determines whether a third object is in contact with a collision object that is placed so as to connect a first character and a second object facing the first character, and (b) if it is determined in (a) that the contact state of the third object with respect to the collision object has changed, the game program is provided that modifies the control of the game processing. [Effects of the Invention]

[0009] In one respect, this disclosure can enable games to behave in a more natural way between multiple objects, including characters. [Brief explanation of the drawing]

[0010] [Figure 1] A diagram showing an example configuration of a game system according to the embodiment. [Figure 2] A diagram showing another configuration example of the game system according to the embodiment. [Figure 3] A diagram showing the hardware configuration of a game console according to this embodiment. [Figure 4] A diagram showing the functional configuration of a game console according to this embodiment. [Figure 5] A diagram showing an example of a parameter table. [Figure 6] A diagram illustrating collision objects. [Figure 7]A flowchart illustrating the game control method according to the first embodiment. [Figure 8] A diagram illustrating the game control method according to the first embodiment. [Figure 9] A flowchart illustrating the game control method according to the second embodiment. [Figure 10] A diagram illustrating a game control method according to the second embodiment. [Figure 11] A flowchart illustrating the game control method according to the third embodiment. [Figure 12] A diagram illustrating a game control method according to the third embodiment. [Modes for carrying out the invention]

[0011] The embodiments for implementing this disclosure will be described below with reference to the drawings. In this specification and the drawings, substantially identical components may be denoted by the same reference numerals to avoid redundant explanations.

[0012] [Game System] Figure 1 shows an example configuration of a game system 1 according to an embodiment. The game system 1 includes a game machine 3, which is an example of an information processing device, a game controller 5, and a display device 7. The game controller 5 and the display device 7 are each connected to the game machine 3 via wired or wireless communication.

[0013] Game console 3 is, for example, a stationary game console. However, it is not limited to this; game console 3 may also be, for example, a portable game console that has an integrated input unit, display unit, etc.

[0014] In addition, the game machine 3 is not limited to a dedicated game machine. For example, it may be a device manufactured, sold, etc. as a computer, such as a computer, a desktop computer, a notebook computer, a tablet computer, etc., or a mobile terminal that also functions as a telephone, such as a smartphone, a mobile phone, a phablet, etc. These devices are usually used as general-purpose information processing terminal devices. However, when a player executes a game program installed on them, they can be used by the player to play games in the same way as a dedicated game machine.

[0015] The game program of this embodiment is installed on the game machine 3. The game program is distributed in a state stored in an optical storage medium such as a CD-ROM or a semiconductor memory such as a USB memory, or is distributed in a form downloaded from a server device.

[0016] The player performs various operation inputs using the game controller 5. In the example shown in FIG. 1, the game controller 5 has, for example, a cross key 9 and a plurality of buttons 8. In addition, instead of or in addition to the above, the game controller 5 may have, for example, a joystick, a touch pad, etc. Further, the game controller 5 may be provided with a microphone and voice operation may be possible. The game controller 5 may be provided with a gyro sensor, an acceleration sensor, etc., and the operation may be possible by the player changing the posture of the game controller 5.

[0017] In addition, the game machine 3 may further communicate with a server device on the network (see FIG. 2). Since a plurality of game machines 3 that execute the same game program are connected to the server device, a so-called online game becomes possible. An online game refers to, for example, a game in which multiple players can operate the same game program cooperatively. The server device of the online game may perform processes such as receiving the positions and operation commands of other players and transmitting them to the game machines 3 of other players. The game machine 3 performs actual game processing such as drawing of each player and reflection processing of operation commands.

[0018] Figure 2 shows another example of the configuration of the game system 1 in the embodiment. The game system 1 in the embodiment provides various game-related services to the player via a network N (e.g., the Internet). The game system 1 has a server device 10 and a terminal device 30. The server device 10 is an example of an information processing device (processing device) that provides various game-related services to the terminal device 30. The server device 10 may be a personal computer, workstation, cloud computer, etc.

[0019] Terminal device 30 is an example of an information processing device used by a player when playing a game. Terminal device 30 may be a game console, a computer, desktop computer, notebook computer, tablet computer, etc., which are manufactured and sold as computers, or a mobile terminal that also functions as a telephone, such as a smartphone, mobile phone, or phablet.

[0020] The terminal device 30 requests the server device 10 to distribute various information related to the game (such as a game program describing the game control method and game screens). When the server device 10 receives the request for distribution of various information from the terminal device 30, it distributes the game program and the web page containing the game screen to be played on the terminal device 30.

[0021] The terminal device 30 has a web browser function that allows the player to view a web page displaying the game screen. This enables the terminal device 30 to display web pages, such as game screens, distributed from the server device 10. The server device 10 may provide games such as online games in which player characters and non-player characters are divided into allies and enemies and compete against each other.

[0022] Game system 1 may be a so-called P2P (Peer-to-Peer) system in which the game console 3 exemplified in Figure 1 and the terminal device 30 exemplified in Figure 2 communicate with other game consoles 3 and other terminal devices 30. In this case, the server device 10 in Figure 2 does not need to be provided. Game system 1 may also be a so-called cloud game. Note that game system 1 in Figures 1 and 2 is just an example, and various system configurations can be considered depending on the application and purpose. Below, game system 1 of this embodiment will be described mainly using the configuration in Figure 1.

[0023] Game machine 3 can provide a wide variety of games, including competitive games, sports games, racing games, and city-building games. Furthermore, game machine 3 can provide games through methods such as gacha (loot boxes). However, the games executed by the game system 1 disclosed in this embodiment are 3D or 2D games executed in a virtual space, and competitive games (action games) are preferred. In this embodiment, game processing is controlled to create a more natural gameplay experience during a battle between a first character and a second character.

[0024] In this embodiment, an object refers to any physical object, including characters, that exists primarily in a virtual space (e.g., a 3D space). For example, player characters (PCs), non-player characters (hereinafter also referred to as "NPCs"), buildings, etc., are all objects that appear in a virtual space. Characters include enemy characters and ally characters, and may be player characters controlled by the player or non-player characters automatically controlled by AI, etc.

[0025] [Game console hardware configuration] Next, the hardware configuration of the game console 3 will be described with reference to Figure 3. Figure 3 is a diagram showing the hardware configuration of the game console 3 according to this embodiment. The game console 3 has a CPU (Central Processing Unit) 121, memory 122, communication device 123, input device 124, and display device 125. The CPU 121 controls the game console 3. The memory 122 is, for example, a storage medium within the game console 3 that the CPU 121 can directly access. The communication device 123 is a communication device such as a network circuit that controls communication with other devices. The input device 124 is an input device that is connected to the game console 3, like the game controller 5, and does not necessarily have to be located inside the game console 3. The input device 124 may be an input device such as a camera or a touch panel. The display device 125 is an output device such as a display.

[0026] Game console 3 may be equipped with various microprocessors such as a GPU (Graphics Processing Unit) and a DSP (Digital Signal Processor), as well as various types of memory such as VRAM, RAM, and ROM.

[0027] The game console 3 stores various game data necessary for gameplay in memory 122 through computational processing and has a game management function that controls and manages game processing. The game control method is executed when the CPU 121 performs computational processing based on a predetermined game program and game data.

[0028] [Game console functionality] Next, the functional configuration of the game machine 3 will be described with reference to Figure 4. Figure 4 is a diagram showing the functional configuration of the game machine 3 according to this embodiment. The game machine 3 has a control unit 11, a storage unit 12, and a communication unit 13.

[0029] The control unit 11 handles data transfer between each component and controls the game console 3. The control unit 11 is realized when the CPU 121 executes the game program stored in the memory 122.

[0030] The memory unit 12 stores the game program that allows the computer to run the game, various data, and various information. The memory unit 12 is implemented by, for example, memory 122. The memory unit 12 has a ROM (Read Only Memory), which is a read-only memory area where the game program is stored, and a RAM (Random Access Memory), which is a rewritable memory area used as a work area for arithmetic processing by the control unit 11. The memory unit 12 is implemented by, for example, a non-volatile storage device such as flash memory or a hard disk. Part or all of the game program may be stored in RAM.

[0031] Furthermore, the storage unit 12 stores a parameter table 21. Figure 5 shows an example of a parameter table 21 according to the embodiment. The parameter table 21 stores the attributes of an object and / or the characteristics and type of a character as parameters, which are set for each piece of information (name, ID) that can identify an object including a character.

[0032] The communication unit 13 has the function of communicating with terminal devices and / or other devices. The communication unit 13 has the function of a receiving unit that receives various data transmitted from terminal devices and / or other devices, and the function of a transmitting unit that transmits various data to terminal devices and / or other devices in accordance with commands from the control unit 11. The communication unit 13 is implemented, for example, by a NIC (Network Interface Card).

[0033] The control unit 11 includes a game execution processing unit 14, a collision setting unit 15, a determination unit 16, a control modification unit 17, and a display control unit 18. The game execution processing unit 14 executes a battle game in a virtual space, for example, in which a player character controlled by the player battles an enemy boss character. However, the game performed by the game execution processing unit 14 may be a battle between a player character and an enemy boss character other than the player character.

[0034] In this specification, "objects" refer to display components shown in a virtual space, and include movable and fixed objects displayed on the game screen. Movable objects include player characters, non-player characters, horses, weapons, etc. Objects such as buildings and mountains are usually fixed objects, but may also be movable.

[0035] As shown in Figure 6, in this game, a capsule-shaped collision object (hereinafter also referred to as "collision 102") is set between the first character 101 and the second character 100 facing the first character 101. The first character 101 is, for example, the player character. The second character 100 is, for example, an enemy boss character. Collision 102 is set up to connect the first character 101 and the second character 100 in a straight line with a width corresponding to the shape and size of the first character 101 and / or the second character 100 and the attacks performed by the first character 101 and the second character 100.

[0036] Character 101 may be a player character, an enemy boss character, an enemy character, or an ally character. Character 200 may be an enemy boss character, an enemy character, a player character, or an ally character. If Character 101 is a player character, then Character 200 may be an enemy boss character or an enemy character. If Character 101 is an enemy boss character or an enemy character, then Character 200 may be a player character. Enemy boss characters, enemy characters, and ally characters may be NPCs.

[0037] In the example in Figure 6, the third characters 103 and 104 in contact with collision 102 may be enemy characters, friendly characters, or objects other than characters. The third characters 103 and 104 may also be NPCs. The second character 100 is an example of a second object, and the third characters 103 and 104 are examples of a third object. The second and third objects may also be objects other than characters. If the second and third objects are objects other than characters, they may include any objects such as weapons like cannons, vehicles like horses, buildings, stages, etc. The second and third objects may also be objects created by the player.

[0038] Collision 102 is used, for example, to determine whether a third object is in contact with it. Collision 102 is a virtual object and is not displayed on the screen. Therefore, the player cannot see Collision 102. However, Collision 102 can be made visible. The shape of Collision 102 is not limited to a capsule shape; various shapes and sizes such as square, spherical, and cylindrical can be used.

[0039] The collision setting unit 15 controls the setting and movement of collisions in the virtual space in conjunction with the size, shape, and movement of objects such as characters. The shape and size of the collision 102 may be changed according to the shape and size of the second character 100, the attack of the second character 100, the shape and size of the first character 101, or the attack of the first character 101. For example, if the width of the attack performed by the second character 100 is narrow, the width of the collision 102 may be set to be narrow. If the width of the attack performed by the second character 100 is wide, the width of the collision 102 may be set to be wide. However, the width of the collision 102 is not as thin as a ray used in raycasting, but has a certain width, such as the size of the opposing character. The shape and size of the collision 102 may be fixed.

[0040] The determination unit 16 determines whether the third characters 103 and 104 are in contact with the collision 102 placed between the first character 101 and the second character 100. The determination unit 16 may also determine whether the third characters 103 and 104 are in contact with the collision 102 or not, or whether they are in contact with the collision 102.

[0041] The control modification unit 17 modifies the control of the game process based on the result of the collision detection with respect to the collision 102. The control modification unit 17 may modify the control of the game process relating to the actions of at least one of the first character 101, the second object (second character 100), and the third object (third characters 103, 104). For example, the control modification unit 17 may modify the control of the game process based on the result of the collision detection of the third character with respect to the collision 102, and the result of the determination of whether or not a preset modification condition is met. The control modification unit 17 may refer to a parameter table 21 that stores information on at least one of the characteristics, attributes, and / or types of the first character 101, the second character 100, and the third characters 103, 104, and determine whether or not the modification condition is met based on the said information.

[0042] The display control unit 18 controls the display of characters and objects. The display control unit 18 causes the virtual space in which multiple characters and other objects appear to be displayed on the display device 125 of the game machine 3. The display control unit 18 may control the web page of the game screen and transmit the web page of the game screen to a terminal device that plays the game via the communication unit 13, and display it on the screen of the terminal device. If the display control unit 18 determines that either of the third characters 103 or 104 has changed from a contact state to a non-contact state, it may display an attack by the second character 100 and a precursor to the attack so that it can be seen from the first character 101. If the display control unit 18 determines that either of the third characters 103 or 104 has changed from a non-contact state to a contact state, it may display a speech bubble such as "You can't shoot like this" or display an icon for an attack button. Note that "attack" means, for example, shooting at the target in the case of a shooting attack. For example, in the case of a magic attack, it means releasing magical power at the target. In this specification, the feasibility of an attack is determined using collision 102. Furthermore, "precursor to an attack" refers to actions such as aiming at a target in the case of a shooting attack, or gathering magical power in the case of a magical attack.

[0043] <First Embodiment> [Game Control Method] Next, the game control method according to the first embodiment will be described with reference to Figures 7 and 8. Figure 7 is a flowchart of the game control method according to the first embodiment. Figure 8 is a diagram illustrating the game control method according to the first embodiment. The game control method in Figure 7 is executed by the game machine 3. In the following description, a competitive game will be used as an example. In the following description, two NPCs will appear as third characters, but the number of third characters is not limited to these. Also, objects other than characters may be used as obstacles instead of third characters.

[0044] When the game starts, in step S1, the game execution processing unit 14 controls the actions of multiple characters, including the player character, ally characters, enemy boss characters, and enemy characters, to execute the versus game. During the game, the game execution processing unit 14 controls not only the actions of characters but also the movement of objects other than characters. The collision setting unit 15 sets a collision 102 between the opposing first character 101 and second character 100, for example, as shown in Figure 6. The collision setting unit 15 manages the position of the set collision 102. In this embodiment, the first character 101 is the player character, the second character 100 is the enemy boss character, and the third characters 103 and 104 are ally or enemy characters. The second character 100 and the third characters 103 and 104 are NPCs. The timing for setting the collision 102 may be when the player performs an operation to make the player character attack, or when the CPU 121 determines that the NPC should attack. The timing at which an NPC is deemed ready to attack includes when a certain amount of time has elapsed since the start of combat, or when certain conditions are met, such as the target being within a specified range of the NPC.

[0045] In step S3, the determination unit 16 determines whether the third characters 103 and 104 are in contact with the collision 102. It is determined that the third characters 103 and 104 are in contact with the collision 102 in both cases: when the third characters 103 and 104 are in contact with the collision 102, and when the third characters 103 and 104 are embedded in the collision 102. It is sufficient that at least one of the third characters 103 and 104 is in contact with the collision 102. In the example in Figure 6, the third character 104 is in contact with the collision 102.

[0046] If it is determined in step S5 that neither the third character 103 nor 104 is in contact with the collision 102, the process proceeds to step S15. On the other hand, if it is determined in step S5 that either the third character 103 or 104 is in contact with the collision 102, the process in steps S7 to S13 is executed, and then the process proceeds to step S15.

[0047] In step S7, the control modification unit 17 acquires information on at least one of the characteristics, attributes, and / or type of the third character (third character 104 in the example of Figure 6) that has come into contact with the collision 102. This information is stored in the parameter table 21 and extracted from the parameter table 21 (see Figure 5).

[0048] Next, in step S9, the control modification unit 17 determines whether the activation conditions are met based on the acquired information. The activation conditions are predetermined. As an example of the activation conditions, the unit may determine whether the third character that has come into contact with collision 102 is an enemy character or an ally character based on the type of the third character, and then determine whether the activation conditions are met based on the result of that determination.

[0049] For example, consider a case where the second character 100, who initiates the attack, is an enemy boss character, and the third characters 103 and 104 are enemy minion NPCs. In this case, as shown in Figure 8(a), when the enemy boss character (second character 100) initiates the attack, the attack hits the enemy minion NPC (third character 104) before hitting the first character (first character 101). In this case, the enemies attack each other. The activation conditions stipulate that attacks between enemies and attacks between allies do not satisfy the conditions. Therefore, the control modification unit 17 determines in step S11 that the activation conditions are not met.

[0050] Another example is when the character initiating the attack is the first character 101, and the third characters 103 and 104 are allied NPCs. In this case, as shown in Figure 8(a), when the first character 101 initiates the attack, it hits the allied NPC third character 104 before hitting the second character 100. In this case, allies attack each other. Therefore, the control modification unit 17 determines in step S11 that the activation conditions are not met.

[0051] In step S11, if the control modification unit 17 determines that the activation conditions are not met, it skips step S13 and cancels the attack process. On the other hand, if the control modification unit 17 determines that the activation conditions are met in step S11, it executes the attack process in step S13. In this way, the control of the game process can be changed according to the contact state of the third characters 103 and 104 with respect to the collision 102. If it is determined in step S11 that the activation conditions are not met, the display control unit 18 may display a speech bubble such as "You can't attack like this" or display an attack button icon.

[0052] Next, in step S15, the game execution processing unit 14 determines whether to terminate the game. If it determines to terminate the game, it terminates this process. On the other hand, if the game execution processing unit 14 determines not to terminate the game, it returns to step S3 and performs collision detection of the collision 102 again. The processes from steps S3 to S15 are repeated until it is determined in step S15 that the game should be terminated. This allows for continuous determination of whether a third character exists between the first character 101 and the second character 100 until the game is terminated. Note that instead of the third characters 103 and 104, an object 105 such as a building shown in Figure 8(b) may be used. Object 105 is an example of a third object.

[0053] As illustrated in the parameter table 21 in Figure 5, objects may have attributes, and these attributes may influence changes in the activation conditions. For example, if an enemy is attacking, and the object is a defensive wall, the attack may stop because it cannot reach the player character. Another example is if the object is the enemy's treasure, the attack may stop to avoid destroying it. Stopping an attack means that the activation conditions are not met and the ability cannot be activated.

[0054] The activation conditions may vary based on the character's attributes, attack type, etc. This allows for variations in whether an attack can be activated or not depending on the character's attributes and attack type, adding variety to the game and enhancing its appeal. It also allows for a more natural gameplay experience depending on the character's attributes and attack type.

[0055] The following are specific examples of how the activation conditions may be changed. (1) When changing the number of third objects that serve as the criteria for determining whether an attack can be initiated. For example, if the attacking character has the "wicked" attribute, the activation condition could be set to "can be activated if the number of friendly objects in contact with the collision is 5 or less." This allows you to represent that a "wicked" character will attack even if it involves some friendly units. (2) When changing the criteria for determining whether or not there is contact with a collision. For example, if the attacking character's attribute is "Villainous," only third objects that are embedded 50% or more into the collision will be considered to be in contact with the collision. If the attribute is "Benevolent," all third objects that are in contact with the collision will be considered to be in contact, regardless of the degree of embedding. This allows a "Benevolent" character to stop attacking if there is even a slight risk of hitting a third object. In other words, the activation conditions can be changed depending on the character's attribute and personality.

[0056] In the game control method according to the first embodiment, it is determined whether or not the third characters 103 and 104 have come into contact with a collision 102 that is installed to connect the first character 101 and the second character 100 facing the first character 101 (step a). If it is determined in step a that the third characters 103 and 104 have come into contact with the collision 102 and it is determined that a pre-set change condition (activation condition) is met, the control of the game process is changed (step b). In this case, the attack is not activated.

[0057] Steps S7 and S9 in Figure 7 may be omitted. That is, the determination of the activation condition can be omitted. In this case, if it is determined that the third characters 103 and 104 have come into contact with collision 102, it is determined in step S11 that the activation condition is met.

[0058] In this case, the change condition is not determined in step b, and if contact between the third characters 103 and 104 and collision 102 is determined in step a, the control of the game process is changed in step b to prevent the attack from being triggered.

[0059] The activation conditions are examples of conditions for modification and are pre-set. One example of an activation condition is whether the attacked character (either the first character 101 or the second character 100) can see the attacker. The activation condition may also be set so that the attack does not activate if the attacked character cannot see the attacker. However, the activation conditions are not limited to this. The number of third objects that come into contact with collision 102 may be added to the activation conditions, and the attack may be changed to be performed or canceled depending on the number of third objects. Furthermore, the activation condition may be set so that the attack does not activate if the first character 101 and the second character 100 are not within a certain distance of each other, including whether the first character 101 is within a certain distance of the second character 100. The activation condition may also be set so that the attack does not activate until the second character 100's health drops below a certain level.

[0060] According to this embodiment, the game can be designed to produce more natural movements between multiple objects, including characters. In this embodiment, the attack is canceled if the activation conditions are not met, but this is not limited to this. If the activation conditions are not met, the type of attack may be changed and the attack may be performed. In addition, the shape and size of the collision 102 may be changed according to the type of attack in relation to the activation conditions, making it easier or harder to activate.

[0061] <Second Embodiment> [Game Control Method] Next, the game control method according to the second embodiment will be described with reference to Figures 9 and 10. Figure 9 is a flowchart of the game control method according to the second embodiment. Figure 10 is a diagram illustrating the game control method according to the second embodiment. The game control method in Figure 9 is executed by the game machine 3. Among the steps in Figure 9, steps that perform the same processing as the steps in the game control method according to the first embodiment (Figure 7) are given the same number to avoid redundant explanation of the same processing.

[0062] In this embodiment, the first character 101 is a player character that can be moved by the player's operation, and the second character 100 is an enemy boss character.

[0063] When the game starts, in step S1, the game execution processing unit 14 executes the versus game. Next, in step S21, the game execution processing unit 14 determines whether there is an indication of an attack. If the game execution processing unit 14 determines that there is no indication of an attack, it proceeds to step S15. On the other hand, if the game execution processing unit 14 determines that there is an indication of an attack, in step S23, the display control unit 18 displays the indication of an attack on the screen.

[0064] Next, in step S25, the game execution processing unit 14 moves the first character 101, which is the player character, in response to the player's operation. At this time, the player performs an operation to move the first character 101 so that the third characters 103 and 104 change from a non-contact state to a contact state with the collision 102 (see Figure 10).

[0065] Next, in step S27, the determination unit 16 performs a contact determination of the third characters 103 and 104 with respect to the collision 102. The determination unit 16 determines whether the third characters 103 and 104 have changed from a non-contact state to a contact state with respect to the collision 102. Based on the determination, in step S29, if the determination unit 16 determines that the third characters 103 and 104 have not changed from a non-contact state to a contact state, the control change unit 17 performs the attack process in step S30 and then proceeds to step S15. On the other hand, if the determination unit 16 determines that the third characters 103 and 104 have changed from a non-contact state to a contact state, it performs the processing of steps S7 to S15 described in the first embodiment. This process ends when it is determined in step S15 to end the game.

[0066] In the game control method according to the second embodiment, as shown in Figure 10, the first character 101 is moved in response to the player's operation so that the third characters 103 and 104 change from a non-contact state (Figure 10(a)) to a contact state (Figure 10(b)) with respect to the collision 102 (step c). In step b, when an attack or indication of an attack (Figure 10(a)) by the second character 100 is detected, if it is determined in step a that the third characters 103 and 104 have changed from a non-contact state to a contact state, the control of the game process is changed so that the attack by the second character 100 is not activated, that is, from being able to activate the attack to being unable to activate it.

[0067] This allows the player character 101 to change its actions depending on the positioning of the third characters 103 and 104 around the first character 101 and second character 100 that are fighting each other. This allows the first character, which is likely to be attacked, to avoid being attacked by using enemy NPCs or objects such as defensive walls as shields. This also prevents attacks from the second character 100. In this way, it is possible to change the game control that reflects the player's intentions. This can increase the player's interest in the game.

[0068] In steps S21 and S23, the signs of an attack were determined and displayed, but the attack action itself may also be determined and displayed.

[0069] <Third Embodiment> [Game Control Method] Next, the game control method according to the third embodiment will be described with reference to Figures 11 and 12. Figure 11 is a flowchart of the game control method according to the third embodiment. Figure 12 is a diagram illustrating the game control method according to the third embodiment. The game control method in Figure 11 is executed by the game machine 3. Among the steps in Figure 11, steps that perform the same processing as the steps in the game control method according to the first or second embodiment (Figures 7 and 9) are given the same number.

[0070] In this embodiment, the first character 101 is a player character that can be moved by the player's operation, and the second character 100 is an enemy boss character.

[0071] When the game starts, in step S1, the game execution processing unit 14 executes the versus game. Next, in step S21, the game execution processing unit 14 determines whether there is an indication of an attack. If the game execution processing unit 14 determines that there is no indication of an attack, it proceeds to step S15. If the game execution processing unit 14 determines that there is an indication of an attack, in step S23, the display control unit 18 displays the indication of an attack.

[0072] Next, in step S31, the game execution processing unit 14 moves the third NPC characters 103 and 104 to a position where they are not in contact with the collision 102. As a result, the third characters 103 and 104 change from a state of contact with the collision 102 to a state of non-contact (see Figure 12).

[0073] Next, in step S27, the determination unit 16 determines the contact state of the third characters 103 and 104 with respect to the collision 102. If, as a result of the determination, the determination unit 16 determines in step S32 that the third characters 103 and 104 have changed from a contact state to a non-contact state with respect to the collision 102, then the attack process is performed in step S33 and the process proceeds to step S15. Note that in step S33, an indication of the attack may be displayed before the attack process is performed (step e). The effect is that, for example, by displaying an indication of an attack before an attack is performed by an enemy boss character, the player can detect the attack and avoid it by moving the player character to a position where the enemy minion NPC will come into contact with the collision 102. On the other hand, in step S32, if the determination unit 16 determines that the third characters 103 and 104 have not changed from a contact state to a non-contact state, it performs the processing of steps S7 to S15 described in the first embodiment.

[0074] In the game control method according to the third embodiment, as shown in Figure 12, the third characters 103 and 104 are movable, and in step d, in response to an attack by the first character or the second character 100 or a sign of such an attack, the third characters 103 and 104 are moved to change from a state of contact with the collision 102 (Figure 12(a)) to a non-contact state (Figure 12(b)). That is, in step d, the attack may be performed by the first character or the second object. In step b, when an attack by the second character 100 or a sign of such an attack is detected, if it is determined in step a that the third characters 103 and 104 have changed from a contact state to a non-contact state, the control of the game process is changed to activate the attack of the second character 100, that is, from making the attack impossible to activate to making it possible to activate the attack.

[0075] This allows the first character 101 to see the actions of the second character 100 based on the placement of the third characters 103 and 104 around the first and second characters 101, enabling stress-free combat. It also encourages variations in the attacks taken by the second character 100, thereby changing game control. This allows for a more natural gameplay experience between multiple objects, including characters. Furthermore, it can enhance the player's enjoyment of the game.

[0076] In the game control method according to the third embodiment, in step d, in response to an attack by the first character or the second object, or a sign of such an attack, the third object is moved so that it changes from a collision state to a non-contact state. Then, in step b, when an attack by the first character or a sign of such an attack is detected, if it is determined in step a that the third object has changed from a contact state to a non-contact state, the attack by the first character may be executed. In step e, if it is determined in step a that the third object has changed from a contact state to a non-contact state, a sign of an attack may be displayed before the attack by the first character is executed.

[0077] As a variation, during combat with enemy characters, attacks performed by the player may be prevented by friendly NPCs, which can be frustrating for the player. In this embodiment, by moving the friendly NPCs outside of collision 102, the player can perform attacks and engage in combat without stress.

[0078] Furthermore, while examples were given where enemy or friendly NPCs move outside of collision 102, this is not the only example. For example, to represent an enemy NPC acting as a shield for an enemy boss character, the enemy or friendly NPC may move inside collision 102 to block the path of the opponent's attack.

[0079] In the third embodiment, the third characters 103 and 104 may be enemy NPCs, friendly NPCs, or both.

[0080] According to the game control methods of the first to third embodiments, it is possible to create a more natural game experience involving multiple objects, including characters.

[0081] Although the game program, game control method, and information processing device have been described above in accordance with the above embodiments, the game program, game control method, and information processing device relating to this disclosure are not limited to the above embodiments, and various modifications and improvements are possible within the scope of these embodiments. Furthermore, if there are multiple embodiments and modifications, they can be combined to the extent that they do not contradict each other.

[0082] The game control method disclosed herein allows for the determination of whether a line of sight is clear from a first character to a second object by contact with a collision. For example, if no contact with a collision occurs, it can be determined that the line of sight is clear, and the first character may notify an ally character that it has been spotted by the second object (e.g., an enemy boss character). Alternatively, if no contact with a collision occurs, it can be determined that the line of sight is clear and the game can be over, allowing for various game processes to be controlled depending on the determination of whether or not the line of sight is clear. [Explanation of Symbols]

[0083] 1. Game System 3 game consoles 11 Control Unit 12 Storage section 13 Communications Department 14. Game Execution Processing Unit 15 Collision setting section 16 Judgment section 17 Control Change Unit 18 Display Control Unit 21 Parameter Table 100 Second Character 101 First Character 102 Collision 103, 104 Third character

Claims

1. A game program that causes a computer to execute game processing in a virtual space, (a) Determine whether a third object is in contact with a collision object that is placed so as to connect a first character and a second object facing the first character, (b) If it is determined in (a) above that the contact state of the third object with respect to the collision object has changed, the control of the game process is changed, The aforementioned third object is movable, (d) In response to an attack by the first character or the second object or a sign of such an attack, move the third object to change from a non-contact state to a contact state with the collision object, (b) above, when an attack or indication of an attack by the first character or the second object is detected, if it is determined in (a) that the third object has changed from a non-contact state to a contact state, the control of the game process is changed from enabling an attack by the first character or the second object to disabling an attack. A game program that executes a process.

2. A game program that causes a computer to execute game processing in a virtual space, (a) Determine whether a third object is in contact with a collision object that is placed so as to connect a first character and a second object facing the first character, (b) If it is determined in (a) above that the contact state of the third object with respect to the collision object has changed, the control of the game process is changed, The aforementioned third object is movable, (d) In response to an attack by the first character or the second object or a sign of such an attack, move the third object so as to change from a state of contact with the collision object to a state of non-contact, (b) above, when an attack or indication of an attack by the first character is detected, if it is determined in (a) that the third object has changed from a contact state to a non-contact state, the first character will perform an attack. A game program that executes a process.

3. A game program that causes a computer to execute game processing in a virtual space, (a) Determine whether a third object is in contact with a collision object that is installed to connect a first character and a second object facing the first character and has a width, (b) If it is determined in (a) above that the contact state of the third object with respect to the collision object has changed, the control of the game process is changed, (f) Set the width of the collision object according to either the attack width of the second object or the attack width of the first character. A game program that executes a process.

4. (b) above modifies control over the behavior of at least one of the first character, the second object, and the third object. A game program according to any one of claims 1 to 3.

5. The aforementioned second object is movable, (c) Move the first character in response to the player's operation such that the third object changes from a non-contact state to a contact state with the collision object, (b) above, when an attack or indication of an attack by the second object is detected, if it is determined in (a) that the third object has changed from a non-contact state to a contact state, the control of the game process is changed from enabling the attack of the second object to disabling it. The game program according to claim 3 or claim 4.

6. (e) If it is determined in (a) above that the third object has changed from a state of contact to a state of non-contact, the attack indicator is displayed before the first character performs the attack. The game program according to claim 5.

7. The collision object is positioned so as to connect the first character and the second object with a straight line of a width corresponding to the attack. The game program according to claim 5 or claim 6.

8. (b) above, if it is determined in (a) above that the contact state of the third object with respect to the collision object has changed and it is determined that a predetermined change condition is met, then the control of the game process is changed. A game program according to any one of claims 1 to 7.

9. The system refers to a storage unit that stores information on at least one of the characteristics, attributes, and types of the first character, second object, and third object, and determines whether the modification conditions are met based on the information. The game program according to claim 8.

10. A game control method in which a computer performs game processing in a virtual space, (a) Determine whether a third object is in contact with a collision object that is placed so as to connect a first character and a second object facing the first character, (b) If it is determined in (a) above that the contact state of the third object with respect to the collision object has changed, the control of the game process is changed, The aforementioned third object is movable, (d) In response to an attack by the first character or the second object or a sign of such an attack, move the third object to change from a non-contact state to a contact state with the collision object, (b) above, when an attack or indication of an attack by the first character or the second object is detected, if it is determined in (a) that the third object has changed from a non-contact state to a contact state, the control of the game process is changed from enabling an attack by the first character or the second object to disabling an attack. A game control method in which a computer performs the processing.

11. A game control method in which a computer performs game processing in a virtual space, (a) Determine whether a third object is in contact with a collision object that is placed so as to connect a first character and a second object facing the first character, (b) If it is determined in (a) above that the contact state of the third object with respect to the collision object has changed, the control of the game process is changed, The aforementioned third object is movable, (d) In response to an attack by the first character or the second object or a sign of such an attack, move the third object so as to change from a state of contact with the collision object to a state of non-contact, (b) above, when an attack or indication of an attack by the first character is detected, if it is determined in (a) that the third object has changed from a contact state to a non-contact state, the first character will perform an attack. A game control method in which a computer performs the processing.

12. A game control method in which a computer performs game processing in a virtual space, (a) Determine whether a third object is in contact with a collision object that is installed to connect a first character and a second object facing the first character and has a width, (b) If it is determined in (a) above that the contact state of the third object with respect to the collision object has changed, the control of the game process is changed, (f) Set the width of the collision object according to either the attack width of the second object or the attack width of the first character. A game control method in which a computer performs the processing.

13. An information processing device that performs game processing in a virtual space, (a) A determination unit that determines whether or not a third object is in contact with a collision object that is installed so as to connect a first character and a second object facing the first character, (b) If it is determined in (a) that the contact state of the third object with respect to the collision object has changed, a control change unit is provided to change the control of the game process, It has, The aforementioned third object is movable, (d) In response to an attack by the first character or the second object or a sign of such an attack, move the third object to change from a non-contact state to a contact state with the collision object, (b) above, when an attack or indication of an attack by the first character or the second object is detected, if it is determined in (a) that the third object has changed from a non-contact state to a contact state, the control of the game process is changed from enabling an attack by the first character or the second object to disabling an attack. Information processing device.

14. An information processing device that performs game processing in a virtual space, (a) A determination unit that determines whether or not a third object is in contact with a collision object that is installed so as to connect a first character and a second object facing the first character, (b) If it is determined in (a) that the contact state of the third object with respect to the collision object has changed, a control change unit is provided to change the control of the game process, It has, The aforementioned third object is movable, (d) In response to an attack by the first character or the second object or a sign of such an attack, move the third object so as to change from a state of contact with the collision object to a state of non-contact, (b) above, when an attack or indication of an attack by the first character is detected, if it is determined in (a) that the third object has changed from a contact state to a non-contact state, the first character will perform an attack. Information processing device.

15. An information processing device that performs game processing in a virtual space, (a) A determination unit that determines whether or not a third object is in contact with a collision object that is installed so as to connect a first character and a second object facing the first character and has a width, (b) If it is determined in (a) that the contact state of the third object with respect to the collision object has changed, a control change unit is provided to change the control of the game process, (f) A collision setting unit that sets the width of the collision object according to either the attack width of the second object or the attack width of the first character, An information processing device having