Game system, server equipment, and program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-14
- Publication Date
- 2026-03-24
AI Technical Summary
Conventional game systems experience unnatural transitions between game screens, leading to fragmented gameplay experiences, making it difficult for players to feel a seamless connection between different game environments.
A game system that generates a second virtual space based on events in a first virtual space by rearranging characters and background objects, placing new objects, and adjusting virtual space characteristics using character and event information to create a natural transition.
The system ensures a natural transition between game screens, allowing players to feel a continuous connection between different game environments, enhancing the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[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 executes a first game in which objects are used and, when given conditions are satisfied, executes a second game (for example, Patent Document 1).
[0003] For example, the technique disclosed in Patent Document 1 transitions from the first game to the second game when given conditions are met. And, for example, the technique disclosed in Patent Document 1 displays an object of a building in the virtual space of the first game (town-building game) as the background of the second game (battle game) (see, for example, paragraph 0154 of Patent Document 1).
Prior Art Documents
Patent Documents
[0004] [[ID=
[27] ]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, the conventional technique disclosed in Patent Document 1 has an unnatural transition between the screens of the first game (town-building game) and the second game (battle game), giving the player an impression of fragmentation. That is, the conventional technique has a problem that it is difficult to make the player feel a series of game experiences.
[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 space control unit generates the second virtual space by performing at least one of the following when the 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. Includes, The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, The information regarding the aforementioned event is: The present invention relates to a game system characterized by including at least one of the type of event and the parameters of the event.
[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 relates to 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 occurring 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; The process includes, when the predetermined conditions are met, performing at least one of the following actions to generate the second virtual space: a control to rearrange the characters and background objects placed in the first virtual space into the second virtual space, and a control to place new objects in the second virtual space. The step of generating the second virtual space is: Based on at least one of the character information and the event information, the second virtual space is generated. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, The information regarding the aforementioned event is: In cases where at least one of the event type and the event parameters is, 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] The present invention generates a second virtual space based on at least one of character information and event information, 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, the present 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 aforementioned event is a competitive event in which multiple characters compete against each other. The virtual space control unit, The actions of the characters involved in the aforementioned battle event, and the relationship between the said character and other characters At least one of the joint actions with the other may be performed in the second virtual space. According to the present invention, it is possible to create a competitive event presentation that allows players to feel connected to the game even when they transition to the presentation.
[0012] (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 space control unit, 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.
[0013] According to the present invention, since the objects to be placed in the second virtual space are determined according to at least one of the character information and the event information, the objects to be placed during the transition from the first virtual space to the second virtual space feel natural, and the player can feel the continuity of the game.
[0014] (4) Further, in the game system, server device, terminal device, program, information storage medium, and game providing method according to the present invention, when the virtual space control unit satisfies the predetermined condition, at least one of the type and size of the second virtual space may be determined according to at least one of the information of the character and the information of the event.
[0015] According to the present invention, at least one of the type and size of the second virtual space is determined according to at least one of the information of the character and the information of the event. Therefore, when shifting from the first virtual space to the second virtual space, the second virtual space can be made natural, and the player can feel the continuity of the game.
[0016] (5) Further, in the game system, server device, terminal device, program, information storage medium, and game providing method according to the present invention, when shifting from the game screen to the production screen, an operation changing unit for changing the operation method of the player may be further included.
[0017] According to the present invention, the operation method of the player can be changed according to the first and second virtual spaces, and an appropriate operation environment according to the first and second virtual spaces can be provided to the player.
[0018] (6) Further, in the game system, server device, terminal device, program, information storage medium, and game providing method according to the present invention, the virtual space control unit may generate the image of the character in the second virtual space by a method different from the method of generating the image of the character arranged in the first virtual space.
[0019] According to the present invention, in the first and second virtual spaces, by changing the drawing method, a natural transition to the event production can be enabled, and a special production can be provided to the player.
[0020] (7) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The virtual space control unit, Based on at least one of the character information and the event information, a performance scenario for the event is formulated, and based on the performance scenario, the performance period and the second provisional The system may also determine at least one of the placement positions of the character in the imaginary space.
[0021] According to the present invention, an event production scenario is formulated based on at least one of character information and event information, and at least one of the production period and the placement of the characters in the second virtual space is determined based on the production scenario, thereby making the production scenario more natural.
[0022] (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 space control unit, Based on at least one of the character information and the event information, a performance scenario for the event may be formulated, and based on the performance scenario, at least one of the objects to be placed in the second virtual space and information related to those objects may be determined.
[0023] According to the present invention, objects that conform to a performance scenario can be placed in a second virtual space, and information about the objects that conform to the performance scenario (e.g., the object's position, orientation, color, texture, etc.) can be determined.
[0024] (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 space control unit, Depending on the placement position of the character in the first virtual space when the predetermined conditions are met, the character corresponding to the character in the first virtual space may be placed in the second virtual space.
[0025] According to the present invention, characters corresponding to the characters in the first virtual space are placed in the second virtual space according to the placement position of the characters in the first virtual space at the start of the event, so that the placement of characters in the event start presentation screen can be made natural.
[0026] Here, "the character corresponding to the character in the first virtual space" may be the same character as the character in the first virtual space.
[0027] Furthermore, the "character corresponding to the character in the first virtual space" may be a different character from the character in the first virtual space. For example, a character placed in the second virtual space may be a character with a more realistic shape data model than the character in the first virtual space.
[0028] (10) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The virtual space control unit, Depending on the placement position of the characters in the second virtual space at the end of the event, the characters corresponding to the characters in the second virtual space may be placed in the first virtual space.
[0029] According to the present invention, characters corresponding to the characters in the second virtual space are placed in the first virtual space according to the placement positions of the characters in the second virtual space at the end of the event, so that the placement of characters on the game screen at the end of the event can be natural.
[0030] (11) Furthermore, in the game system, server device, terminal device, program, information storage medium and game provision method according to the present invention, The aforementioned game processing unit, The game may be played in which the player character is made to perform a predetermined action on a predetermined area of squares in a predetermined order.
[0031] According to the present invention, it is possible to smoothly transition from a game screen to a presentation screen in which a player character performs a predetermined action (for example, at least one of movement, attack, or defense) on a predetermined area of squares in a predetermined order. [Brief explanation of the drawing]
[0032] [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] An explanatory diagram illustrating an example of the placement position of objects in this embodiment. [Figure 11] A diagram illustrating the size of the second virtual space in this embodiment. [Figure 12] A diagram illustrating the size of the second virtual space in this embodiment. [Figure 13] A diagram illustrating the size of the second virtual space in this embodiment. [Figure 14] A diagram illustrating the background objects of the second virtual space in this embodiment. [Figure 15] A diagram showing examples of the first and second virtual spaces and their respective screens according to this embodiment. [Figure 16] An explanatory diagram illustrating an example of the placement position of objects in this embodiment. [Figure 17A] A flowchart showing an example of the processing flow in this embodiment. [Figure 17B] A flowchart showing an example of the processing flow in this embodiment. [Modes for carrying out the invention]
[0033] 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.
[0034] [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.
[0035] 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).
[0036] 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.
[0037] [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).
[0038] 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.
[0039] 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.
[0040] 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.
[0041] [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).
[0042] 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.
[0043] 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.
[0044] 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.
[0045] [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.
[0046] 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.
[0047] 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.
[0048] [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 each player's controller on one terminal device 20, it is assumed that the multiple players are realistically close to each other. It is determined.
[0049] [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.
[0050] Furthermore, in this embodiment, for example, when functioning as an SNS server, it can provide a game called a social game that is executed using the operating environment of the SNS provided (API (Application Programming Interface), platform, etc.).
[0051] 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.
[0052] [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®.
[0053] 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.
[0054] 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.
[0055] [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.
[0056] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2. This figure shows the functional blocks of the server device 10 of the embodiment. In this embodiment, some of the components (each part) in Figure 2 may be omitted.
[0057] 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.
[0058] The input unit 160 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is composed of a mouse, keyboard, etc.
[0059] 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).
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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).
[0066] 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.
[0067] 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).
[0068] 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.
[0069] 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.
[0070] The processing unit 100 includes a game processing unit 111, a display control unit 112, a virtual space control unit 114, an operation change 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.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] Here, the character information includes at least one of the type of character placed in the first virtual space and the character's parameters.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] The virtual space control unit 114 may determine at least one of the type and size of the second virtual space based on at least one of the character information and the event information.
[0083] 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.
[0084] 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 positions 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.
[0085] 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.
[0086] 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.
[0087] 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.).
[0088] 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.
[0089] The virtual camera control unit 116 controls a given virtual camera located in the virtual space.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] Furthermore, the communication control unit 120 receives information related to the game from the server device 10.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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 via any 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 notifications are those that display a message window in a part of the terminal (smartphone) screen (such as the top edge). This is the purpose. Furthermore, "notification" includes voice notifications, which are audio versions of displayed messages, etc. Also, "notification" includes vibration notifications.
[0105] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 290 of the terminal device 20.
[0106] 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.
[0107] 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.
[0108] 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).
[0109] 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.
[0110] 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).
[0111] 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).
[0112] 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).
[0113] 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 within object space that is visible from a virtual camera (a given viewpoint).
[0114] Furthermore, vertex processing and pixel processing are handled by shader programs written in shading languages, which enable the programming of polygon (primitive) rendering. This is achieved through wearables, also known as programmable shaders (vertex shaders and pixel shaders).
[0115] Programmable shaders allow for programmable processing at the vertex level and pixel level, offering greater flexibility in rendering and significantly improving expressiveness compared to traditional hardware-based, fixed rendering processes.
[0116] The image generation unit 130 then performs geometry processing, texture mapping, hidden surface removal, alpha blending, and other operations when rendering objects.
[0117] 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.
[0118] Texture mapping is the process of mapping textures (texel values) stored in the memory unit 170 to objects.
[0119] 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.
[0120] 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.
[0121] 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.
[0122] 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.).
[0123] 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).
[0124] 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.
[0125] 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.
[0126] The image generation unit 130 may also generate a two-dimensional image in the virtual space.
[0127] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20.
[0128] 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.
[0129] 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.
[0130] [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.
[0131] 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).
[0132] 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.
[0133] 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.
[0134] 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.
[0135] The image buffer 272 may store image data generated by the image generation unit 230, or image data received from the server device 10.
[0136] 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.
[0137] 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.
[0138] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).
[0139] 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.
[0140] 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.
[0141] 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.
[0142] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker or headphones, etc.
[0143] 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.
[0144] 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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.
[0158] 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.).
[0159] The web browser 221 of this embodiment can implement browser games. For example, Alternatively, the web browser 221 may execute programs written in JavaScript®, FLASH®, Java®, etc., that are received from the web server (server device 10).
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] [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.
[0166] 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.
[0167] 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.
[0168] 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.
[0169] In this embodiment, in order to ensure a natural transition, the placement and creation of objects in the second virtual space are performed as follows.
[0170] In other words, in this embodiment, characters, background objects (background object objects), etc., are placed in the second virtual space based on at least one of the character information in the first virtual space at the time the event occurs and the information of the event that occurred.
[0171] For example, if in the first virtual space character PA1 is positioned on the left side of screen G1 and enemy character EA1 is positioned on the right side of the screen, then in the second virtual space character PA2 is positioned so that character PA2, which corresponds to character PA1, is on the left side of screen G2. Similarly, in the second virtual space enemy character EA2, which corresponds to enemy character EA1, is positioned so that enemy character EA2 is on the right side of screen G2.
[0172] In this way, players can feel a connection between the two games. 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 changes to 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.
[0173] [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.
[0174] The "first virtual space" may be a two-dimensional virtual space or a three-dimensional virtual space.
[0175] 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.
[0176] 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.
[0177] 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.
[0178] [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.
[0179] 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.
[0180] 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.
[0181] 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.
[0182] 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, jointly attacking an enemy, jointly defending, etc.) in a second virtual space.
[0183] Note that the "second virtual space" may be a two-dimensional virtual space. Alternatively, the second virtual space may be referred to as the second map.
[0184] [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.
[0185] 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.
[0186] 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.
[0187] 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.
[0188] [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.
[0189] Furthermore, the character in this embodiment is a character that performs predetermined actions (for example, attack, defense, etc.).
[0190] 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.
[0191] "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).
[0192] "Character information" includes at least one of the type of character and the character's parameters, which are placed in the first virtual space.
[0193] Furthermore, the character type includes information that identifies the character or team. It also includes information indicating the character's attributes, such as "fire," "water," or "wood."
[0194] Furthermore, character parameters include the character's health value (HP), attack power, defense power, character size (character height), and level.
[0195] 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).
[0196] 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.
[0197] Furthermore, the size of each character has unique information specific to Character PA1 and Character PA2.
[0198] 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's types (categories), distinguished by sizes such as large, medium, and small.
[0199] Character information may also refer to the number of characters battling in the first virtual space when an event occurs.
[0200] Additionally, the character's parameters may be the remaining number of turns (remaining cost) in the simulation part for the player character.
[0201] Furthermore, character information may include the types of items the character possesses and the parameters of those items.
[0202] [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.
[0203] Figure 7 shows an example of the first virtual space plane (XY plane) in the simulation part.
[0204] The simulation part places at least the player character controlled by the player and enemy characters on a board consisting of multiple squares in the first virtual space (for example, on the XY plane). Then, the player character and enemy characters are moved in the first virtual space. A competitive game is played where players compete against each other while simultaneously making other players move.
[0205] 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 players 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 ends when predetermined termination conditions are met, such as defeating all enemies (reducing the health value of all enemy characters to 0). On the other hand, if all player characters (or all player characters if there are multiple) are defeated (reducing the health value of all player characters to 0), the game is not cleared and it is game over.
[0206] 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.
[0207] "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.
[0208] 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.
[0209] 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.
[0210] 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.
[0211] Furthermore, there may be multiple player characters and multiple enemy characters placed in the first virtual space.
[0212]
[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.
[0213] 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.
[0214] 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.
[0215] 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.
[0216] In this embodiment, an event is generated when predetermined conditions are met. For example, as shown in Figure 8, at timing T2 when the predetermined conditions are met, the system transitions from the simulation part to the performance part. Then, at timing T2, the performance event is started.
[0217] 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.
[0218] Here, "event" refers to an event in the game, specifically a battle event that occurs between multiple characters placed in the first virtual space.
[0219] 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.
[0220] The event period refers to the time from the start of the event (T2) to the end of the event (T3).
[0221] 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.
[0222]
[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.
[0223] 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.
[0224] 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.
[0225] "Event parameters" include the duration of the event (performance period), the attack power (destructive power) value in the case of an attack event, a value indicating the attack range (attack distance), etc. Event information may also include event attributes.
[0226] Figure 9 shows an example of event information. In the game data storage unit 174 of the server device 10 of this embodiment, for each event, the event type and the key to appear are associated with the event ID. It memorizes character information and production scenario information.
[0227]
[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.
[0228] 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 also determined based on at least one of the character 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.
[0229] 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.
[0230] 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.
[0231] [12.1] Method for determining the objects to be placed In the game system of this embodiment, the target object to be placed in the second virtual space is determined based on the character information.
[0232] For example, if the predetermined conditions are met for event K1, in which character PA1 attacks enemy character EA1, then character PA2, which corresponds to character PA1, is determined to be an object to be placed in the second virtual space. Also, if the same predetermined conditions are met, then character EA2, which corresponds to enemy character EA1, is determined to be an object to be placed in the second virtual space.
[0233] The reason for making the character shapes realistic in the presentation part is as follows: In the simulation part, it is necessary to place the player character in a limited space on a grid, so the shape data is simplified. On the other hand, in the presentation part there are no spatial constraints, so the player character can be reproduced realistically. Furthermore, by improving the shape data, the presentation part can provide the player with a powerful and attractive visual experience.
[0234] Alternatively, the allied character PB2 of character PA2 may be selected as the object to be placed.
[0235] Furthermore, in this embodiment, background objects related to character PA1 may be determined as objects to be placed in the second virtual space.
[0236] In this embodiment, the target object to be placed in the second virtual space may be determined based on the event information.
[0237] For example, if character PA1 encounters an attack event K1, it may designate a specific character PE2 corresponding to event K1 as the target object to be placed in a second virtual space. You may decide this. For example, if event K1 is an event related to a specific anime, you may place a specific character PE2 that appears in that anime in a second virtual space.
[0238] [12.2] Number of objects Furthermore, in the game system of this embodiment, the number of characters to be placed in the second virtual space may be determined according to at least one of the character information and the event information.
[0239] For example, in the case of event K1, one player character PA2 and one enemy character EA2 are placed in the second virtual space.
[0240] Furthermore, when event K2 occurs, in which character PA1 attacks a boss character, character PA2, which corresponds to character PA1, and character PA2's allied characters PB2 and PC2 are determined to be objects to be placed in the second virtual space.
[0241] Furthermore, if an event occurs in which character PA1 attacks enemy character EA1 with a cannonball, all characters appearing in the first virtual space may be moved to the second virtual space. In other words, the number of characters placed in the second virtual space may be equal to the number of characters placed in the first virtual space.
[0242] Furthermore, in this embodiment, the number of characters to be placed in the second virtual space (for example, at least one of the number of player characters and the number of enemy characters) may be determined in advance based on event information, and the characters may be placed in the second virtual space according to the determined number.
[0243] [12.3] Placement position In the game system of this embodiment, the placement position of each object in the second virtual space is determined based on at least one of the character information and the event information.
[0244] For example, while the character information is as described above, the character information may also include the character's position in the first virtual space.
[0245] In this embodiment, depending on the placement position of the characters in the first virtual space at the start of the event, characters corresponding to the characters in the first virtual space may be placed in the second virtual space. Note that "start of the event" may be rephrased as "start of the performance" or "transition from the simulation part to the performance part."
[0246] For example, in this embodiment, as shown in Figure 4, at the start of the event, the player character PA1 and the enemy character EA1 are positioned in the first virtual space such that PA1 is visible on the left side of the game screen G1 and EA1 is visible on the right side of the game screen G1.
[0247] Then, when an event occurs, player character PA2 is positioned in a second virtual space so that it is visible on the left side of the presentation screen G2, and enemy character EA2 is positioned on the right side of the presentation screen G2.
[0248] For example, using Figure 10, we will explain the case where the second virtual space is three-dimensional and the targets of the camera are the player character PA2 and the enemy character EA2. In other words, in this embodiment, as shown in Figure 10, the position CP of the virtual camera C2 placed in the second virtual space is In a camera coordinate system with point 2 (viewpoint) as the origin, the enemy character EA2 is positioned in the X-positive direction, and the player character PA2 is positioned in the X-minus direction. In this way, even when transitioning to the cutscene part, the player character PA2 will continue to be visible on the left and the enemy character EA2 on the right in the game screen (screen coordinate system). As a result, the transition to the cutscene screen can be done smoothly.
[0249] Furthermore, in this embodiment, the orientation of each object may be determined based on at least one of the character information and the event information. For example, if the event type is an attack, the orientation of the player character and the enemy character may be determined so that the player character's orientation and the enemy character's orientation face each other.
[0250] [12.4] The second type of virtual space Furthermore, in the game system of this embodiment, the type of second virtual space may be determined according to at least one of the character information and the event information.
[0251] The second type of virtual space can be the degree of damage to the stage. For example, in a port factory stage, you could categorize the factory into types such as developed factory, dilapidated factory, etc.
[0252] Furthermore, the second type of virtual space could be a type of time of day, such as morning, noon, or night. Also, as the game story progresses, a developing town may transform into a battlefield town. This type of change in a timeline could also be considered.
[0253] [12.5] The size of the second virtual space Furthermore, in the game system of this embodiment, the size of the second virtual space is determined according to at least one of the character information and the event information.
[0254] (A) An example of determining the size of a second virtual space based on event information. For example, as shown in Figure 11, suppose that the conditions for the "sword attack event K3" to occur when character PA2 attacks enemy character EA2 are met. Since event K3 is a sword attack technique, it is preferable to perform the sword attack within a narrow range where it can be displayed.
[0255] In this embodiment, as a parameter of event K3, a parameter of the attack range (the attack range of the attack technique of event K3) (for example, 10 meters) is used. That is, based on the parameter of the event (for example, 10 meters), the size of the second virtual space is determined. That is, when the second virtual space is a sphere, the radius of the sphere is set to the value of the parameter of the event (for example, 10 meters).
[0256] Also, another example will be described. For example, as shown in FIG. 12, it is assumed that an event K4 has occurred in which the character PA1 attacks the enemy character EA1 with a beam cannon. For example, it is assumed that the beam cannon requires a flight distance of 1000 meters and 1000 meters is set in advance as the parameter of event K4.
[0257] In this embodiment, based on the parameter of event K4, the size of the second virtual space is determined. For example, when the second virtual space is a sphere, the radius of the sphere is set to 1000 meters.
[0258] In this way, it is possible to provide the player with a dynamic attack production screen over a wide range.
[0259] Also, in this embodiment, the power of the event may be used as a parameter of the event . That is, in this embodiment, based on the power of the event, the size of the second virtual space may be determined.
[0260] For example, when an attack event K5 occurs, the size of the second virtual space may be determined based on the power of the attack event K5 (for example, 5000). To give a specific example, when the second virtual space is a sphere, the value of the attack power (for example, 5000) is set to the radius of the sphere (for example, 500 meters).
[0261] In this embodiment, as the parameter of the event becomes larger, the second virtual space (for example, the radius of the sphere) may be made larger.
[0262] Furthermore, the size of the second virtual space is not limited to a sphere; it can be a cube, for example. For instance, the size of the second virtual space (e.g., each edge of the cube) can be increased as the event parameters increase.
[0263] (B) An example of determining the size of a second virtual space based on character information. The character information includes information about the character's height. For example, in this embodiment, the size of the second virtual space may be determined to match the size (e.g., height) of the character to be placed in the second virtual space.
[0264] For example, suppose character PA1, placed in the first virtual space, is an object with a height of 5 meters, and character PA2, which corresponds to character PA1 and is placed in the second virtual space, is an object with a height of 10 meters.
[0265] In this embodiment, if the virtual space is a sphere, the height of the character PA1 in the first virtual space is set to the radius of the sphere.
[0266] For example, as shown in Figure 13, in the first virtual space, the height of character PA1 is 5 meters, so the radius of the sphere is set to 5 meters.
[0267] Then, in the second virtual space, since the height of character PA2 is 10 meters, the radius of the sphere is set to 10 meters.
[0268] Furthermore, if there are multiple objects to be placed in the second virtual space, the size of the second virtual space may be determined based on the largest object, or it may be determined based on the size of the player character.
[0269] In this embodiment, the number of characters may be used as character information, and the size of the second virtual space may be determined based on the number of characters.
[0270] In this embodiment, the number of characters and the attack power of each character may be used as character information, and the size of the second virtual space may be determined based on the number of characters and the attack power of each character.
[0271] For example, even if the attack is carried out by three player characters, if each player character has an attack power of 10, the sum of the attack powers of the three player characters is "30," so the radius of the sphere in the second virtual space may be set to 30.
[0272] In this embodiment, the second virtual space (for example, the radius of the sphere) may be increased as the character parameters increase.
[0273] Furthermore, the size of the second virtual space is not limited to a sphere; it can also be a cube. For example, as the character's parameters increase, the size of the second virtual space (for example, each side of the cube) may increase.
[0274] (C) Example of determining the size of the second virtual space based on event information and character information. In the game system of this embodiment, the size of the second virtual space may be determined based on the combination of event information and character information described above.
[0275] For example, the player characters and allied characters to appear may be determined according to the type of event, and the size of the second virtual space may be determined based on the sum of the attack power of the player characters and allied characters.
[0276] To illustrate with a specific example, let's say event K2 features the player character and two allied characters, and the combined attack power of the three is "130". In this case, the radius of the sphere in the second virtual space may be set to 130.
[0277] (D) Other The game system of this embodiment may adjust the viewing angle of the second virtual camera C2 arranged in the second virtual space according to the determined size of the second virtual space.
[0278] For example, as the second virtual space becomes larger, the viewing angle of the second virtual camera C2 is made larger, and as the second virtual space becomes smaller, the viewing angle of the second virtual camera C2 is made smaller.
[0279] Further, the game system of this embodiment may zoom (move the viewpoint back and forth) the second virtual camera C2 arranged in the second virtual space according to the determined size of the second virtual space.
[0280] For example, as the second virtual space becomes larger, the second virtual camera C2 is zoomed out (the viewpoint is moved backward), and as the second virtual space becomes smaller, it is zoomed in (the viewpoint is moved forward).
[0281] [12.6] Generation of the Second Virtual Space Based on the Game Situation The information of the character in the game system of this embodiment includes the game situation of the character. And in the game system of this embodiment, a second virtual space may be generated based on the game situation of the character.
[0282] For example, in this embodiment, the game situation is determined based on the physical strength value of the player character PA1. And when the physical strength value is less than 50% (for example, when the maximum value is 100 and the physical strength value is less than 50), it is determined as an unfavorable situation. Also, when the physical strength value is 50% or more (for example, when the maximum value is 100 and the physical strength value is 50 or more), it is determined as a favorable situation.
[0283] In this embodiment, as shown in FIG. 14, in the case of a favorable situation, the background of the second virtual space is an unbroken background. For example, in the case of a favorable situation, the normal building BA1 and the building BB1 are arranged in the second virtual space.
[0284] On the other hand, in unfavorable situations, the background objects in the second virtual space are depicted as objects in a partially damaged state. This can be used as an example. For instance, in unfavorable situations, a partially damaged building BA2 and a partially damaged building BB2 can be placed in a second virtual space. In this way, the game situation can be reflected in the visuals.
[0285] Furthermore, the placement position of the background object Building BA2 in the second virtual space will be the same as the placement position of the background object Building BA1 in the first virtual space.
[0286] For example, the building BA2 is positioned such that its position coordinates in the world coordinate system of the second virtual space are the same as the position coordinates of building BA1 in the world coordinate system of the first virtual space.
[0287] Furthermore, the placement position of the background building BB2 in the second virtual space will be the same as the placement position of the background building BB1 in the first virtual space.
[0288] For example, the building BB2 is positioned such that its position coordinates in the world coordinate system of the second virtual space are the same as the position coordinates of the building BB1 in the world coordinate system of the first virtual space.
[0289] [12.7] Method for determining the optimal object to place In the game system of this embodiment, the optimal object to be placed in the second virtual space is determined based on at least one of the character information and the event information.
[0290] According to this embodiment, there may be multiple patterns for determining the object to be placed, based on at least one of the character information and the event information. Therefore, in this embodiment, the optimal object to be placed is determined by various methods.
[0291] First, if the event type is attack or defense, the player character and enemy character are determined to be objects to be placed in the second virtual space.
[0292] In this embodiment, a player character whose shape is realistically reproduced to correspond to a player character placed in the first virtual space is placed in the second virtual space, and an enemy character whose shape is realistically reproduced to correspond to an enemy character placed in the first virtual space is placed in the second virtual space.
[0293] For example, in the case of attack event K1, the player character PA2, which is associated with player character PA1 placed in the first virtual space, is the target of placement, and the enemy character EA2, which is associated with enemy character EA1 placed in the first virtual space, is the target of placement.
[0294] Furthermore, as shown in Figure 4, background objects BA1 and BB1, which were placed in the first virtual space, are also determined to be objects to be placed in the second virtual space.
[0295] Additionally, if the event information includes allied characters, the allied character (for example, character PB2) may be designated as the object to be placed.
[0296] Furthermore, if the event information includes background information, background objects corresponding to that information will be determined as the objects to be placed. For example, if it is a space-themed event, background objects related to outer space (such as Earth, planets, stars, spaceships, etc.) will be determined as the objects to be placed.
[0297] Furthermore, if the event information includes information prioritizing the game situation, the background objects to be placed will be determined according to the game situation.
[0298] In this way, the optimal priority objects to be placed in the second virtual space are determined based on the combination of character information and event information, and the objects to be placed in the second virtual space are not uniquely determined. As a result, the transition to the performance part becomes more natural.
[0299] [12.8] Method for determining the optimal size of the second virtual space In the game system of this embodiment, the size of the second virtual space is determined based on at least one of the character information and the event information.
[0300] Character information varies depending on the number of characters being placed, with different parameters and attributes. For example, character height may be used as a parameter.
[0301] Additionally, event information may use parameters such as the event's attack range and power, or the character's attack power.
[0302] Therefore, in this embodiment, priority is determined in advance based on the combination of character information and event information.
[0303] For example, if the event type is a normal attack and the scene involves player characters and enemy characters, the size of the second virtual space is determined based on the size of the player characters placed in the second virtual space.
[0304] On the other hand, if the event type is, for example, an attack using a sword, beam cannon, or bomb, the event parameters are applied preferentially. For example, in the case of events K3 and K4, the size of the second virtual space is determined based on the event attack range. In the case of event K5, the size of the second virtual space is determined based on the event's power.
[0305] In this way, the size of the second virtual space cannot be uniquely determined. As a result, the optimal size of the second virtual space can be determined, and the transition to the performance part becomes natural.
[0306] [12.9] A method for determining the optimal placement of a second virtual space In the game system of this embodiment, the placement position of an object in a second virtual space is determined based on at least one of the character information and the event information.
[0307] As mentioned above, there are various methods for determining the placement of objects, but in principle, the objects to be placed are placed in the second virtual space according to the positions of the objects placed in the first virtual space.
[0308] For example, an object (e.g., character PA2) is placed in a second virtual space corresponding to an object (e.g., character PA1) placed in the first virtual space at the same position (position coordinates in the world coordinate system) as the object (e.g., character PA1) placed in the first virtual space.
[0309] For example, if characters PA1, PB1, and PC1 are arranged from left to right on the game screen, then in the second virtual space's presentation screen, characters PA2, PB2, and PC2 should be arranged in the same order (i.e., from left to right) as they correspond to characters PA1, PB1, and PC1. In other words, characters PA2, PB2, and PC2 should be arranged from left to right as seen from the virtual camera C2 in the second virtual space. Similarly, the positions in the depth direction may also be arranged in the second virtual space in the same order as in the first virtual space.
[0310] However, it is not always necessary to reproduce the exact same positional relationships of the characters in the first virtual space in the second virtual space.
[0311] For example, if the event type is a beam cannon attack and the event parameter is 1000 meters, then characters PA2, PB2, and PC2 may be positioned behind the beam cannon.
[0312] In other words, the placement positions of the objects to be placed may be determined in advance, depending on the type and parameters of the event. In this way, the optimal placement position of the second virtual space can be determined when various variable factors occur.
[0313] Furthermore, in this embodiment, the optimal orientation of an object may be determined based on at least one of the character information and the event information.
[0314] [12.10] Summary Thus, in this embodiment, based on character information and event information during the transition from the simulation part to the performance part, objects are selected as needed, the size of the second virtual space is determined, and each object is placed accordingly. Therefore, the transition between parts can be performed seamlessly. Furthermore, since the performance is not patterned, the player can be provided with varied performances that correspond to the character information and event information.
[0315]
[13] Change 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.
[0316] For example, at the moment when transitioning 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.
[0317] 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.
[0318] 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.
[0319] 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.
[0320]
[14] 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.
[0321] For example, changing the drawing method means that a character placed in the first virtual space is moved to the second virtual space. In the imaginary space, this includes changing the character in question (for example, character PA1) to another character corresponding to it (for example, character PA2, which has more realistic shape data than character PA1).
[0322] 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.
[0323] 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.
[0324]
[15] 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.
[0325] 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.
[0326] "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.
[0327] 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.
[0328] 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.
[0329] 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.
[0330] 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.
[0331] Setting a production scenario means, for example, 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, you can set a scenario that determines the length of the production animation to shorten it, or a specific scenario. The production scenario could be designed to determine the camera work based on the combination of characters or the differences in parameters between those characters, or to determine the background music to be output or the combination of background music based on the combination of specific characters or the differences in parameters between those characters. The production scenario could also be designed to determine the content of the lines spoken by each character and their combinations based on the combination of specific characters or the differences in parameters between those characters.
[0332] 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.
[0333]
[16] Processing after the performance ends In this embodiment, after the character performance in the second virtual space is completed (i.e., after the event is completed), the character corresponding to the character in the second virtual space may be placed in the first virtual space according to the placement position of the character in the second virtual space at the time T3 (end of the event) when the character performance in the second virtual space is completed.
[0334] For example, in this embodiment, as shown in Figure 15, at the end of the event, the player character PA2 and the enemy character EA2 are positioned in the second virtual space such that PA2 is visible on the right side of the presentation screen and EA2 is visible on the left side of the presentation screen.
[0335] Then, once the performance is finished, player character PA1, which corresponds to player character PA2, may be placed in the first virtual space so that player character PA1 is visible on the right side of the game screen, and enemy character EA1, which corresponds to enemy character EA2, is visible on the left side of the game screen.
[0336] For example, using Figure 16, we will explain the case where the first virtual space is three-dimensional and the targets of the shooting are the player character PA1 and the enemy character EA1.
[0337] In other words, in this embodiment, as shown in Figure 16, in a camera coordinate system with the origin being the position CP1 (viewpoint) of the virtual camera C1 placed in the first virtual space, the player character PA1 is positioned in the X-positive direction and the enemy character EA1 is positioned in the X-minus direction. In this way, even when transitioning to the simulation part, the player character PA1 will continue to be visible on the right and the enemy character EA1 on the left in the game screen (screen coordinate system). As a result, a natural screen transition can be achieved.
[0338]
[17] Flowchart The processing flow of the game system in this embodiment will be explained using Figures 17A and 17B.
[0339] First, as shown in Figure 17A, objects are placed in the first virtual space (step S1). Then, the simulation part is started (step S2).
[0340] 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).
[0341] 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.
[0342] Then, as shown in Figure 17B, a second virtual space is generated based on at least one of the character information and event information when a predetermined condition is met (step S11). For example, based on at least one of the character information and event information at the time the event occurs, the objects to be placed in the second virtual space, the size of the second virtual space, the placement position of the objects, etc., are determined, and the objects are placed in the second virtual space.
[0343] Then, the presentation screen in the second virtual space is displayed (step S12).
[0344] It is determined whether the event has ended or not (step S13). If the event has ended (Y in step S13), the program transitions from the performance part to the simulation part (step S14). Then, based on the character information at the end of the event, a first virtual space is generated (step S15). For example, based on the character information at the end of the event, the objects to be placed in the first virtual space are determined, the size of the first virtual space is determined, and the placement position of the objects in the first virtual space is determined and they are placed. Then, the program returns to step S3 in Figure 17A.
[0345] If the production part has not finished (N in step S13), return to step S12. This completes the process.
[0346]
[18] 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.
[0347]
[19] 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.
[0348] 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.
[0349] 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]
[0350] 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 space control unit generates the second virtual space by performing at least one of the following when the 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. Includes, The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. Based on at least one of the character information and the event information, a performance scenario for the event is formulated, and based on the performance scenario, at least one of the performance period and the placement position of the character in the second virtual space is determined. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A game system characterized by including at least one of the type of event and the parameters of the event.
2. 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 space control unit generates the second virtual space by performing at least one of the following when the 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. Includes, The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. Based on at least one of the character information and the event information, a performance scenario for the event is formulated, and based on the performance scenario, at least one of the objects to be placed in the second virtual space and information related to those objects is determined. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A game system characterized by including at least one of the type of event and the parameters of the event.
3. 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 space control unit generates the second virtual space by performing at least one of the following when the 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. Includes, The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. Depending on the placement position of the character in the second virtual space at the end of the event, the character corresponding to the character in the second virtual space is placed in the first virtual space. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A game system characterized by including at least one of the type of event and the parameters of the event.
4. In any of claims 1 to 3, The aforementioned event is a competitive event in which multiple characters compete against each other. The virtual space control unit, A game system characterized in that at least one of the actions of a character related to the aforementioned battle event, and the joint actions of that character and other characters, are performed in the second virtual space.
5. In any of claims 1 to 3, The virtual space control unit, A game system characterized by determining an object to be placed in the second virtual space according to at least one of the character information and the event information.
6. In any of claims 1 to 3, The virtual space control unit, A game system characterized by determining at least one of the type and size of the second virtual space based on at least one of the character information and the event information.
7. In any of claims 1 to 3, A game system further characterized by including an operation change unit that changes the player's operation method when transitioning from the game screen to the presentation screen.
8. In any of claims 1 to 3, The virtual space control unit, A game system characterized by generating images of the characters in the second virtual space in a manner different from the method for generating images of the characters placed in the first virtual space.
9. In any of claims 1 to 3, The virtual space control unit, A game system characterized by placing a character corresponding to a character in the first virtual space in the second virtual space, according to the placement position of the character in the first virtual space when the predetermined conditions are met.
10. In any of claims 1 to 3, The aforementioned game processing unit, A game system characterized by progressing the game by causing a player character to perform predetermined actions on a predetermined area of squares in a predetermined order.
11. 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 space control unit generates the second virtual space by performing at least one of the following when the 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. Includes, The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space Generate an interval, Based on at least one of the character information and the event information, a performance scenario for the event is formulated, and based on the performance scenario, at least one of the performance period and the placement position of the character in the second virtual space is determined. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A server device characterized by including at least one of the type of event and the parameters of the event.
12. 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 space control unit generates the second virtual space by performing at least one of the following when the 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. Includes, The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. Based on at least one of the character information and the event information, a performance scenario for the event is formulated, and based on the performance scenario, at least one of the objects to be placed in the second virtual space and information related to those objects is determined. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A server device characterized by including at least one of the type of event and the parameters of the event.
13. 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 space control unit generates the second virtual space by performing at least one of the following when the 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. Includes, The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space Generate an interval, Depending on the placement position of the character in the second virtual space at the end of the event, the character corresponding to the character in the second virtual space is placed in the first virtual space. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A server device characterized by including at least one of the type of event and the parameters of the event.
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, When the predetermined conditions are met, the computer functions as a virtual space control unit that generates the second virtual space by performing at least one of the following: 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. The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. Based on at least one of the character information and the event information, a performance scenario for the event is formulated, and based on the performance scenario, at least one of the performance period and the placement position of the character in the second virtual space is determined. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A program characterized by including at least one of the type of event and the parameters of the event.
15. A program that performs a character's actions in a second virtual space based on an event that occurs 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, When the predetermined conditions are met, the computer functions as a virtual space control unit that generates the second virtual space by performing at least one of the following: 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. The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. Based on at least one of the character information and the event information, a performance scenario for the event is formulated, and based on the performance scenario, the character is placed in the second virtual space. Determine at least one of the object and information relating to that object, The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A program characterized by including at least one of the type of event and the parameters of the event.
16. A program that performs a character animation in a second virtual space based on an event that occurs 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, When the predetermined conditions are met, the computer functions as a virtual space control unit that generates the second virtual space by performing at least one of the following: 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. The virtual space control unit, Based on at least one of the character information and the event information, the second virtual space is generated. Depending on the placement position of the character in the second virtual space at the end of the event, the character corresponding to the character in the second virtual space is placed in the first virtual space. The information of the aforementioned character is The first virtual space includes at least one of the type of character and the parameters of the character, Information about the aforementioned event is A program characterized by including at least one of the type of event and the parameters of the event.
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