Game program, information processing system, and information processing method

The game program facilitates product generation using virtual space materials by defining regions, moving objects, and creating combined objects through user interaction, improving gameplay usability and interest.

JP7860165B2Active Publication Date: 2026-05-15NINTENDO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2024-05-08
Publication Date
2026-05-15

AI Technical Summary

Technical Problem

Existing game technologies do not effectively utilize materials present in a virtual space for product generation without temporary storage.

Method used

A game program that allows users to define regions in a virtual space, move material objects within that space, and generate products using at least partially contained material objects, enabling the creation of combined objects through user interaction and automatic setting or deletion based on predetermined conditions.

Benefits of technology

Enables the generation of products using materials in a virtual space, enhancing gameplay usability and interest by allowing users to understand and recreate combined objects, while managing memory capacity and displaying material usage clearly.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program, a game device, a game system, and a game processing method which enable producing a product material by using a material within a virtual space.SOLUTION: Based on a user operation, a region is set in any position in a virtual space, a material object is moved within the virtual space, and a product corresponding to a plurality of material objects is expressed at least by using at least a part of the material object included within the region so that the part is included at least within the region.SELECTED DRAWING: Figure 12
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Description

Technical Field

[0001] The present invention relates to a game program, Information processing system, and information processing method for performing a process of generating a product in a virtual space.

Background Art

[0002] Conventionally, there has been a game device that executes a game process in which a player character obtains materials in a virtual space, temporarily stores them, and uses the temporarily stored materials to generate a product such as a virtual object (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the game device disclosed in Patent Document 1 above, for example, it is not considered how to perform generation when materials exist in the virtual space without being stored.

[0005] Therefore, one object of the present invention is to provide a game program, Information processing system, and information processing method that enables generation of a product using materials in a virtual space.

Means for Solving the Problems

[0006] In order to achieve the above object, the present invention can employ, for example, the following configurations.

[0007] One example of the game program configuration of the present invention is executed on a computer included in an information processing device. The game program causes the computer to function as a region setting means, an object movement means, and a product generation means. The region setting means sets a region at any location in the virtual space based on user operation. The object movement means moves material objects within the virtual space based on user operation. The product generation means generates products corresponding to a plurality of material objects, using at least material objects that are at least partially contained within the region, such that at least partially contained within the region.

[0008] As described above, since the material objects contained within a user-defined area in the virtual space are used, it is possible to generate products while maintaining gameplay. Furthermore, since this area is a virtual space area where material objects can be appropriately placed, there is a high probability that the generated products will also be appropriately placed, resulting in superior usability.

[0009] Furthermore, the above-mentioned product may be a combined object made up of multiple material objects.

[0010] Based on the above, the correspondence between multiple material objects and the resulting products is easy for the user to understand.

[0011] Furthermore, the above game program may also utilize a computer as a means for generating combined objects. The combined object generation means generates a combined object by assembling multiple material objects based on user input.

[0012] Based on the above, it becomes possible to generate a combined object by assembling multiple material objects based on user operations.

[0013] Furthermore, the above game program may also include a computer as a product setting means. The product setting means sets the combined object generated by the combined object generation means as a product that can be made to appear by the product appearance means.

[0014] According to the above, it becomes easy to recreate a combined object that is generated by combining multiple material objects.

[0015] Furthermore, the above-mentioned product setting means may automatically set the combined object generated by the combined object generation means as the product.

[0016] As described above, the combined object assembled based on user operations is automatically set as the generated object, resulting in superior usability.

[0017] Furthermore, the above-mentioned product setting means can set a predetermined number of products, and if the number of combined objects generated by the combined object generation means exceeds the predetermined number, it may automatically delete products that have already been set and are relatively older in age.

[0018] According to the above, the memory capacity required to automatically set merged objects as new products can be limited. Furthermore, while users may want to recreate or duplicate recently generated merged objects, automatically including relatively older products improves usability.

[0019] Furthermore, the above-mentioned product setting means can set any product from the set products as a specific product in response to user operation, and the setting of the specific product may be retained even when the number of newly set products exceeds a predetermined number.

[0020] According to the above, while retaining the setting of the product that is not desired to be erased, the product that may be erased is automatically erased, so it is excellent in usability.

[0021] In addition, the product setting means may set a product corresponding to the item as a product that can be manifested by the product manifestation means by the user obtaining a predetermined item in the game.

[0022] According to the above, the interest of the game is increased by searching for or obtaining a predetermined item. Also, for example, by the user learning how the material objects are combined from the manifested product, it becomes possible to assemble or modify by oneself, increasing the interest of the game.

[0023] In addition, the product setting means may set the combined object generated by the combined object generation means as a product that can be manifested by the product manifestation means when the combined object is designated by the user.

[0024] According to the above, for example, when the user sequentially assembles a plurality of material objects to generate a combined object, by designating the combined object in the progress state desired by the user, it becomes easy to regenerate the combined object in that state.

[0025] In addition, the product manifestation means may display the material objects used for manifesting the product among the objects included in the region in a distinguishable manner.

[0026] According to the above, in generating the product, the material objects used in the region of the virtual space can be clearly shown to the user.

[0027] In addition, the product manifestation means may display an image showing the product to be manifested in which a plurality of material objects are combined in the region.

[0028] According to the above, the expected product can be clearly shown to the user.

[0029] Furthermore, the above-mentioned product manifestation means may also display, in the displayed product to be manifested, the material objects that are missing from among the multiple material objects constituting the product in order to manifest the product.

[0030] According to the above, it is possible to explicitly indicate a shortage of material objects when generating the product.

[0031] Furthermore, if there is a shortage of material objects that constitute the product to be produced, the product production means may produce other material objects from the product to be produced, excluding the missing material objects, while maintaining the arrangement of these other material objects.

[0032] As described above, since the generated object appears with missing material objects, this missing state can be shown to the user. Furthermore, since the object assembled excluding the missing material objects is generated, it becomes possible to use this to assemble another combined object.

[0033] Furthermore, the above material objects may include storable objects that can be temporarily stored as storage objects by a player character operated by the user, and non-storable objects that cannot be temporarily stored as storage objects by the player character.

[0034] According to the above, it becomes possible to generate artifacts using unstorable objects that cannot be temporarily stored as storage objects by the player character. Furthermore, by having the player character have ownership or control over the unstorable objects, rationality in the game is ensured, and it becomes possible to generate artifacts using such unstorable objects while maintaining gameplay.

[0035] Furthermore, the above-mentioned product manifestation means may manifest the product using a material object in which at least a part is included within the region and a storage object temporarily stored by a player character operated by the user.

[0036] As described above, a wide variety of objects can be used to create the resulting products.

[0037] Furthermore, if the same object exists in both the material object, which is at least partially contained within the region, and the storage object, the above-mentioned product generation means may prioritize using the material object, which is at least partially contained within the region, to generate the product.

[0038] According to the above, if you want to continue storing an object, and the stored object is used preferentially, it will be necessary to obtain the same object as the used stored object from the virtual space and put it back into storage. However, if the object contained within the area is used preferentially, the effort of putting it back into storage can be eliminated.

[0039] Furthermore, a player character controlled by the user may be placed within the virtual space. In this case, the object movement means may move the material objects within the virtual space in response to the user's operation of the player character. The game program may also include a computer as a combined object generation means. The combined object generation means generates a combined object by assembling multiple material objects based on movement.

[0040] According to the above, it is possible to create a combined object assembled by the player character using multiple material objects.

[0041] Furthermore, the area setting means may set an area on the ground in front of the player character when the player character operated by the user is placed on the ground. The product manifestation means may manifest a product in the area in front of the player character when the player character is placed on the ground, and may manifest a product below the player character when the player character is placed in the air.

[0042] According to the above, it is possible to make the generated object appear on the ground in front of the player character in the virtual space, and also to make the generated object appear below the player character even in the air in the virtual space, and to make the generated object appear in a position that is easy to use while using material objects from the virtual space.

[0043] Furthermore, the present invention may be implemented in the form of a game device, a game system, and a game processing method. [Effects of the Invention]

[0044] According to the present invention, it is possible to generate products using materials in a virtual space. [Brief explanation of the drawing]

[0045] [Figure 1] This diagram shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. [Figure 2] This diagram shows an example of the state in which the left controller 3 and right controller 4 have been removed from the main unit 2. [Figure 3] A six-view drawing showing an example of the main unit 2. [Figure 4] A six-view drawing showing an example of the left controller 3. [Figure 5] A six-view drawing showing an example of the right controller 4. [Figure 6] Block diagram showing an example of the internal configuration of the main unit 2. [Figure 7]Block diagram showing an example of the internal configuration of the main unit 2, left controller 3, and right controller 4. [Figure 8] A diagram showing an example of a game image displayed on display 12. [Figure 9] This diagram shows an example of a combined object created by combining a rock object (OBJg) and a box object (OBJf). [Figure 10] This diagram shows an example of a combined object created by combining the engine object OBJa and the wing object OBJb. [Figure 11] This diagram shows an example of a game image used when registering a combined object to be manifested in a virtual space. [Figure 12] This diagram shows an example of a game image in a game mode that creates combined objects in a virtual space. [Figure 13] This diagram shows an example of a game image where a combined object based on registered blueprints is manifested in a virtual space. [Figure 14] This diagram illustrates an example of how a player character (PC) can manifest a combined object in mid-air within a virtual space. [Figure 15] This figure shows an example of a data area set in the DRAM 85 of the main unit 2 in the first embodiment. [Figure 16] A flowchart showing an example of information processing performed by game system 1. [Figure 17] A subroutine showing a detailed example of the registration process performed in step S126 in Figure 16. [Figure 18] A subroutine showing a detailed example of the emergence process performed in step S128 in Figure 16. [Modes for carrying out the invention]

[0046] The game system according to this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as the main game device) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. Alternatively, the game system 1 can be used with the main unit 2 and the left controller 3 and right controller 4 as separate units (see Figure 2). The hardware configuration of the game system 1 in this embodiment will be described below, followed by a description of the control of the game system 1 in this embodiment.

[0047] Figure 1 shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. As shown in Figure 1, the left controller 3 and right controller 4 are attached to the main unit 2 and integrated together. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and right controller 4 are devices equipped with operation parts for user input.

[0048] Figure 2 shows an example of the left controller 3 and right controller 4 being removed from the main unit 2. As shown in Figures 1 and 2, the left controller 3 and right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and right controller 4 will be collectively referred to as "controllers".

[0049] Figure 3 is a six-view drawing showing an example of the main unit 2. As shown in Figure 3, the main unit 2 includes a roughly plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is roughly rectangular in shape.

[0050] Furthermore, the main unit 2 is equipped with a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitive touch panel). However, the touch panel 13 may be of any type, for example, a type that allows single-touch input (for example, a resistive touch panel).

[0051] As shown in Figure 3, the main unit 2 is equipped with a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) specifically for the game system 1 and similar information processing devices. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 is also equipped with a power button 28.

[0052] The main unit 2 is equipped with a lower terminal 27. The lower terminal 27 is a terminal for the main unit 2 to communicate with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated unit or the main unit 2 alone is placed on the cradle, the game system 1 can display the images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the integrated unit or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).

[0053] Figure 4 is a six-view drawing showing an example of the left controller 3.

[0054] The left controller 3 is equipped with an analog stick 32. As shown in Figure 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a directional input unit that can input direction. The user can input direction (and magnitude according to the angle of tilt) by tilting the analog stick 32. In addition, the left controller 3 may be equipped with a directional pad or a slide stick that allows slide input instead of the analog stick as the directional input unit. Furthermore, in this embodiment, input by pressing the analog stick 32 is also possible.

[0055] The left controller 3 is equipped with various operation buttons. The left controller 3 has four operation buttons 33-36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. In addition, the left controller 3 is equipped with a record button 37 and a minus button 47. The left controller 3 has a first L button 38 and a ZL button 39 on the upper left side of the side of the housing 31. Furthermore, the left controller 3 has a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when mounted to the main unit 2. These operation buttons are used to give instructions according to various programs (e.g., OS programs and application programs) executed on the main unit 2.

[0056] Furthermore, the left controller 3 is equipped with a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0057] Figure 5 is a six-view drawing showing an example of the right controller 4. Since the configurations of the left controller 3 and the right controller 4 are basically the same, a detailed explanation of the right controller 4 is omitted.

[0058] Figure 6 is a block diagram showing an example of the internal configuration of the main unit 2. In addition to the configuration shown in Figure 3, the main unit 2 includes the components 81-91, 97, and 98 shown in Figure 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.

[0059] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations performed in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).

[0060] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.

[0061] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, according to instructions from the processor 81.

[0062] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.

[0063] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.

[0064] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27 described above. When the processor 81 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively. Furthermore, when the left controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit, or when the main unit 2 alone is mounted on the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0065] The display 12 is also connected to the processor 81. The processor 81 displays images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.

[0066] Furthermore, the main unit 2 is equipped with an acceleration sensor 89 and an angular velocity sensor 90.

[0067] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Details of the internal configuration of the main unit 2 are shown in Figure 6 and are therefore omitted in Figure 7. Since the configurations of the left controller 3 and the right controller 4 are basically the same, the left controller 3 will be described below.

[0068] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 7, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication that the left controller 3 performs with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to the Bluetooth® standard, for example.

[0069] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.

[0070] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 7) 32. Each button 103 and the analog stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.

[0071] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y, and z axes shown in Figure 4). Note that the acceleration sensor 104 may also detect acceleration in one or two axes. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y, and z axes shown in Figure 4). Note that the angular velocity sensor 105 may also detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results from the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.

[0072] The communication control unit 101 acquires information related to input (specifically, information related to operation or detection results from sensors) from each input unit (specifically, each button 103, analog stick 32, and each sensor 104 and 105). The communication control unit 101 transmits operation data, including the acquired information (or information obtained by performing a predetermined processing on the acquired information), to the main unit 2. The operation data is transmitted repeatedly at a rate of once per predetermined time. The interval at which information related to input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0073] When the above operation data is transmitted to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. That is, the main unit 2 can determine the operation of each button 103 and the analog stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0074] (First example) Next, the game of the first embodiment will be described. When the game of this embodiment is started, a virtual space is defined. A virtual camera and a player character PC are placed in the virtual space. The virtual camera is set behind the player character PC, and a game image including the player character PC is generated using this virtual camera and displayed on the display 12 or a stationary monitor.

[0075] Figure 8 shows an example of a game image displayed on display 12 when the game of this embodiment is run. As shown in Figure 8, the game image includes a player character PC and multiple material objects OBJ (OBJa~OBJg) as virtual objects placed in the virtual space. The player character PC is a character operated by the user. The player character PC moves around in the virtual space and generates combined objects (products) by assembling multiple material objects OBJ in response to user operations on the main unit 2, left controller 3, and / or right controller 4.

[0076] Multiple material object OBJs are objects that can be moved within the virtual space in response to user operations and can constitute parts that become part of a combined object. For example, multiple material object OBJs are initially placed on the ground in the virtual space. Alternatively, multiple material object OBJs may appear in the virtual space based on user operations. For example, material object OBJs may appear in the virtual space when a player character PC defeats an enemy character or completes a predetermined task.

[0077] Users can create combined objects by assembling multiple OBJ (Object-Based) material objects. For example, users can create vehicle objects such as cars, tanks, airplanes, and ships, or weapon objects to attack enemy characters, as combined objects, and then use these combined objects to progress through the game. For instance, a player character (PC) can move around the virtual space by riding on a created vehicle object and manipulating it, or attack enemy characters using a weapon object. Users can also assemble multiple OBJ material objects, setting their position and / or orientation as they see fit. Therefore, by assembling multiple OBJ material objects, users can also create combined objects that have no functionality, or virtual objects that are merely objects or decorations.

[0078] In the example in Figure 8, an engine object OBJa, a wing object OBJb, a wheel object OBJc, a plate object OBJd, a control stick object OBJe, a box object OBJf, and a rock object OBJg are shown as examples of multiple material objects OBJ placed in the virtual space.

[0079] The engine object OBJa is a material object that functions as the power source for moving a vehicle object. When the engine object OBJa is configured as part of a combined object, it applies acceleration, velocity, angular velocity, angular acceleration, etc., to the entire combined object. The wing object OBJb is a material object that has the function of moving a vehicle object through the air in virtual space.

[0080] Wheel objects (OBJc) are material objects that function as the power source for moving vehicle objects, and can be configured, for example, as the wheels of a vehicle. Plate objects (OBJd) are material objects that serve as flat building materials. Plate objects (OBJd) can be used, for example, as the body of a vehicle object. In addition, plate objects (OBJd) can be used to form walls in virtual space by arranging multiple plate objects (OBJd) vertically, or to generate three-dimensional objects by assembling multiple plate objects (OBJd).

[0081] The control stick object (OBJe) is a material object that has the function of controlling the direction of movement of a vehicle object, and applies force in the direction in which the vehicle object rotates.

[0082] Box objects (OBJf) are material objects that serve as building materials in three-dimensional shapes, such as cubes and rectangular prisms. Box objects (OBJf) can be used as building materials for various combined objects (for example, as part of a car body). Rock objects (OBJg) are material objects that mimic rocks and serve as building materials in the form of chunks (for example, round or angular), plates, or rods.

[0083] Furthermore, additional material objects may be prepared to constitute the combined object.

[0084] As shown in Figure 8, a material object OBJ may have one or more adhesive point BPs assigned to it. Adhesion point BPs are the locations where material object OBJs are preferentially bonded to each other when bonding (connecting) them together. Adhesion point BPs are pre-assigned to each material object OBJ by the game creator. For example, the bottom surface of the engine object OBJa has one adhesive point BP. The top surface of the wing object OBJb has three adhesive point BPs. The wheel object OBJc, plate object OBJd, and control stick object OBJe each have one or more adhesive point BPs. Note that the box object OBJf and rock object OBJg do not have adhesive point BPs assigned to them.

[0085] The user can select one OBJ (Storage Object) material object stored by the player character PC or placed in the virtual space, and combine it with other OBJ material objects to assemble multiple OBJ objects. This allows the user to generate a combined object as the output, which is composed of multiple OBJ material objects.

[0086] Referring to Figures 9 and 10, we will explain examples of how a combined object is generated by combining two material objects (OBJ). Figure 9 shows an example of a combined object generated by combining a rock object (OBJg) and a box object (OBJf). Figure 10 shows an example of a combined object generated by combining an engine object (OBJa) and a wing object (OBJb).

[0087] As shown in Figure 9, a combined object is generated when a rock object OBJg and a box object OBJf, which are placed in the virtual space, are assembled. Specifically, in response to user input, the player character PC moves the rock object OBJg so that it comes into contact with the box object OBJf. Then, in response to user input, the player character PC uses an adhesive object B to attach the rock object OBJg and the box object OBJf at an arbitrary position, thereby generating a combined object in which the rock object OBJg and the box object OBJf are assembled.

[0088] As shown in Figure 10, a combined object (vehicle object) is generated by assembling the engine object OBJa and the wing object OBJb. Specifically, in response to user input, the player character PC moves the engine object OBJa so that it is placed near the center of the upper surface of the wing object OBJb. Then, in response to user input, the player character PC uses the adhesive object B to attach the engine object OBJa and the wing object OBJb so that their adhesive points BP come into contact, thereby generating a combined object in which the engine object OBJa and the wing object OBJb are assembled. The figure shows the player character PC riding in the vehicle object, which is the assembled engine object OBJa and wing object OBJb, and moving through the air.

[0089] The process of registering a combined object to be manifested in the virtual space will be explained using Figure 11. Figure 11 is an example of a game image used when registering a combined object to be manifested in the virtual space. In the following explanation, a game is used as an example of an application to be executed in game system 1, but other applications may be executed in game system 1.

[0090] In Figure 11, the display 12 of the game system 1 shows a game image that is a subjective view of the virtual space from the perspective of the player character PC. This subjective view is a game image used to register a combined object created by the player character PC as a blueprint, and can be displayed in this registration mode in response to user input.

[0091] In the example shown in Figure 11, the virtual space containing the combined object OBJA and multiple material objects OBJa, OBJc, OBJf, and OBJg is displayed as the subjective image. For example, the combined object OBJA is generated by the player character PC in the virtual space, as described above, by assembling storage objects that the player character PC had temporarily stored and material objects that were placed in the virtual space. Specifically, the combined object OBJA is generated as a vehicle object consisting of four wheel objects OBJc, one plate object OBJd, and one joystick object OBJe.

[0092] In a game mode where combined objects are registered, if a combined object is displayed in the game image, the design information of the combined object displayed in the game image is registered in response to the user's operation to register the combined object. Here, the design information is the structural data of the combined object for regenerating the combined object in the virtual space. For example, the above design information describes the types of each material object that make up the combined object, the positions where the material objects are attached to each other, and the orientation of each material object.

[0093] In a game mode for registering combined objects, when a user performs an operation to register a combined object, a game effect is performed that captures the game image displayed at that time (for example, a game effect that outputs a sound effect such as a shutter sound and freezes the game image at that time to display it). Then, a game effect is performed indicating that the combined object captured in the game image will be registered as a blueprint, and the user is notified that the combined object has been registered. Here, the blueprint is created based on the image obtained by the capture and shows, for example, the appearance of the combined object based on the design information. As an example, along with an image showing the blueprint in which the combined object is displayed, information indicating that the blueprint will be registered is shown to the user by text, images, or sound, and the user is notified that the combined object has been registered as a blueprint. Even if a part of the combined object deviates from the game image captured by the capture effect, the blueprint of that combined object may still be registered. Furthermore, if the captured and processed game image contains multiple combined objects, the combined object closest to the viewpoint (virtual camera position) of the game image may be selected for registration, the combined object with the largest captured surface area may be selected for registration, or the combined object with the largest number of constituent material objects may be selected for registration.

[0094] In the explanation above, an example was used in which the game image displayed at the time of user operation is captured as the capture area. However, it is also possible to capture only a part of the displayed game image, rather than the entire image. For example, a rectangular area near the center of the image, which is part of the displayed virtual space image, may be set as the capture area. In this case, the image of the virtual space displayed within that rectangular area, rather than the entire displayed virtual space image, becomes the capture area, and the game image within that capture area is treated as the captured game image.

[0095] Furthermore, in the above explanation, when a user operation to register a combined object is performed, a game effect is used in which a game image displayed at the time of the user operation is captured, and the combined object to be registered is selected from the captured game image. However, the combined object to be registered may be selected and registered by other means. For example, a cursor for selecting the combined object to be registered as a blueprint may be displayed overlapping with the game image, and the combined object displayed overlapping with the cursor at the time a user operation indicating the registration of the combined object may be registered as a blueprint. In this case, a game effect such as capturing a game image as described above is not required, but by treating the game image at the time the above user operation is performed as the captured game image as described above, the combined object selected by the user can be registered as a blueprint using the same process as the registration process described above. Specifically, it is conceivable to create and register a game image as a blueprint that is the subjective image of the player character PC, and in which the combined object to be registered selected by the cursor is set so that the center of gravity of its visible surface is positioned in the center of the field of view. Furthermore, the manner in which the combined object is selected and registered using the above cursor may be replaced with other registration procedures or methods.

[0096] Figures 12 and 13 illustrate the process of creating a combined object in a virtual space based on a registered blueprint. Figure 12 is an example of a game image in a game mode where a combined object is created in a virtual space. Figure 13 is an example of a game image showing a combined object created in a virtual space based on a registered blueprint.

[0097] In Figure 12, the display 12 of the game system 1 shows a game image representing a virtual space including the player character PC. For example, the game image shows the virtual space as seen from a virtual camera placed behind the player character PC. The game image then transitions to an appearance mode in which combined objects are made to appear in response to user input.

[0098] The game image above shows the blueprints that the user can select and the blueprint that the user has currently selected as the target to be manifested. For example, in the example in Figure 12, blueprint D1 is displayed as the target to be manifested, and blueprints D2 and D3 are displayed as other selectable blueprints. As an example, blueprints D2 and D3 are displayed in a different way from blueprint D1 by being grayed out, thereby distinguishing them from blueprint D1, which is the target to be manifested. For example, in the registration process, blueprints D1 to D3 use images captured by the user in the virtual space. Alternatively, blueprints D1 to D3 use images extracted from the captured images to represent the combined object to be registered.

[0099] The user can choose from multiple blueprints, each of which is generated based on images captured by the user in the virtual space. In this way, the user selects / sets the combined object (product) to be manifested through imaging, allowing the captured image (blueprint) itself to be used as an option, creating interest and allowing the user to easily understand the product that will be manifested by the captured image (blueprint). The blueprints that the user can choose from may include blueprints prepared in advance by the designer or other relevant parties. For example, the blueprints may be items that the player character PC can acquire in the virtual space, or they may be awarded to the player character PC upon clearing a predetermined game event.

[0100] As mentioned above, the player character PC can temporarily store virtual objects and items. The virtual objects that the player character PC can temporarily store include some types of material objects that can constitute combined objects. Below, material objects that the player character PC has temporarily stored will be distinguished and described as stored objects. For example, stored objects may be temporarily stored when the player character PC picks up material objects placed in the virtual space, or they may be newly stored when a predetermined event occurs to the player character PC. The blueprint D1 that is being manifested will display the stored objects that the player character PC currently has stored and that can constitute a combined object generated based on blueprint D1. In the example in Figure 12, it is shown that the player character PC has stored the wheel object OBJc and the joystick object OBJe, which can constitute the combined object shown in blueprint D1. Furthermore, the design drawing D1 that is being manifested may also display numerical information such as the number of storage objects that can constitute the combined object, the maximum number that can be used for the combined object, and the minimum number currently required for the combined object (i.e., the number obtained by subtracting the number of material objects that can be used from the target area A of the virtual space, as described later, from the said maximum number).

[0101] The state in which a player character PC temporarily stores a storage object means that the player character PC can carry the storage object without equipping or holding it. In this state, the stored storage object will not be displayed on the game field. Stored storage objects can generally be taken out by the player character PC at appropriate times and placed on the game field or used (including equipping or holding) by the player character PC. In this embodiment, the player character PC stores the storage object by placing it in a wearable container (for example, a pouch or item box). Such a container does not need to be displayed. Alternatively, there may be no such container, and only the function of storing storage objects may exist.

[0102] When a user operation is performed to transition to the manifestation mode described above, Target Area A is displayed. Target Area A is the area that indicates which material objects placed in the virtual space will be used to construct the combined object that is currently the target of manifestation. Material objects that are only partially included in Target Area A may or may not be used. For example, Target Area A is set as a circular or elliptical area on the ground of a predetermined size, centered on the position on the ground in front of the player character PC. The player character PC can use the material objects placed within Target Area A from among the material objects placed in the virtual space to automatically generate the combined object to be manifested and manifest it in the virtual space.

[0103] In this embodiment, a combined object can only be manifested if it is possible to complete the combined object to be manifested from the storage object of the player character PC and the material objects placed in the target area A; that is, only if all the material objects constituting the combined object to be manifested are provided without any shortage. In the example shown in Figure 12, the combined object to be manifested is composed of four wheel objects OBJc, one plate object OBJd, and one joystick object OBJe. In this case, four wheel objects OBJc and one plate object OBJd are placed in the target area A, and the joystick object OBJe is stored as a storage object by the player character PC. The combined object can be completed by assembling these material objects. Therefore, when a user operation to manifest the combined object is performed, the combined object will be manifested.

[0104] As another example, even if the storage object for the player character PC and the material objects placed in target area A are insufficient to complete the combined object to be manifested, meaning that some of the material objects constituting the combined object to be manifested are missing, a portion of the combined object may still be manifested. For example, as part of the combined object, the material objects may be manifested while maintaining the arrangement of the materials excluding the missing material object. In this case, if there is a missing material object to connect the material objects, the material objects will manifest as small groups that can be assembled using only the missing material object, or as individual, scattered objects. For example, for a combined object that is completed by assembling material object A - material object B - material object C - material object D - material object E in that order, if material object C is missing, a combined object made up of material object A and material object B, and a combined object made up of material object D and material object E will manifest. As another example, in the case of a combined object that is completed by assembling material object A - material object B - material object C in that order, if material object B is missing, material object A and material object C will appear separately, with material objects A and C moving to their respective intended appearance locations.

[0105] Furthermore, the game image above displays a projected model object of the combined object that is currently scheduled to appear. For example, in the example shown in Figure 12, the projected model object M1 is displayed on the ground in the center of target area A, that is, in front of the player character PC. The projected model object M1 shows the expected shape of the combined object when it is completed and appears based on the currently selected blueprint D1, and is displayed in a different form than the actual combined object (for example, as a semi-transparent skeleton object). The projected model object placed in the virtual space and the combined object that appears based on the projected model object are placed in the center of target area A as described above, but they may be placed in any position as long as a part of them exists within target area A.

[0106] As a first example, the projected completed model object M1 may be displayed floating above the ground in the virtual space. In this case, the combined object that appears based on the position and orientation of the projected completed model object M1 will appear floating above the ground, then fall to the ground and be placed on it. As a second example, if other objects are placed on the ground in the virtual space where the projected completed model object M1 is placed, the projected completed model object M1 may be displayed in a position that forms a predetermined gap above the other objects. In either case, the projected completed model object M1 will be displayed in a position where the lower part of the projected completed model object M1 does not overlap with any part of the ground or any part of any other object, and contact with any of them is avoided. As a third example, if a completed model object M1 is placed in a virtual space, and there are other objects that intersect with the interior of the completed model object M1 (for example, a wall in the center of area A or a roof above it), and there is no space to place the completed model object M1 within area A, then it is acceptable to indicate that the combined object cannot be created by hiding or graying out the completed model object M1.

[0107] Furthermore, the displayed completed model object M1 may have its display position and orientation changed in response to user operations. For example, once the completed model object M1 is placed and displayed in the virtual space, only its orientation may be changed in response to user operations. As another example, the completed model object M1 placed and displayed in the virtual space may have its position in the front, back, left, and right directions within the target area A changed in response to user operations, as well as its height from the ground within the target area A (vertical position).

[0108] Furthermore, if the material objects necessary to complete the combined object are present in the target area A and / or storage object of the projected completed model object M1, the display of the corresponding material object portion will change (for example, it will be colored). On the other hand, if the necessary material objects are not present in either the target area A or the storage object of the projected completed model object M1, the display of the corresponding material object portion will remain in its default display state (for example, it will remain colorless and semi-transparent). Therefore, the overall display of the projected completed model object M1 changes depending on whether all the material objects necessary to complete the combined object are present in the target area A and / or storage object or if some are missing, allowing the user to recognize the lack of material objects necessary to complete and manifest the combined object. In addition, the projected completed model object M1 allows the user to recognize the predicted position in the virtual space when the combined object is manifested.

[0109] Furthermore, even if the material objects necessary to complete a combined object differ in appearance from the material objects that constitute part of the combined object, if their shapes are substantially the same, these material objects may be treated as the same object. For example, material objects of the same category (e.g., log, rock, weapon, joystick, etc.) and with a degree of similarity in shape within a predetermined value may be treated as the same object in the process of constructing a combined object. As another example, material objects that have the same shape (substantially identical) but differ in surface appearance (e.g., different texture or color) may be treated as the same object. Note that objects that can be considered to have the same shape may be set in advance, or the degree of similarity may be calculated each time to determine whether they are equal or not. In addition, the material of the object (e.g., wood or metal, etc.) may also be considered, and objects of the same material may be treated as the same object.

[0110] Furthermore, the display of material objects placed in the virtual space will also be changed for those intended to be used in the combined object (objects used when the combined object appears). For example, among the material objects in target area A, those intended to be used to complete the combined object that is currently scheduled to appear will be displayed with a changed display (for example, colored). In the example shown in Figure 12, among the material objects in target area A, the four wheel objects OBJc and one plate object OBJd that are intended to be used in the combined object that is to appear will be displayed with a changed display (in the example in Figure 12, they will be hatched objects). This allows the user to recognize which material objects placed in the virtual space will be consumed in the creation of the combined object.

[0111] Furthermore, if there are more material objects available for use in the combined object to be manifested than the required number, they may be consumed according to a predetermined priority. For example, if there are more material objects than the required number placed in target area A, material objects placed near the player character PC may be consumed first. As another example, if essentially the same object exists in both the material object and storage object placed in target area A, material objects placed in target area A may be consumed first.

[0112] Here, the material objects placed in the virtual space include those that the player character PC can temporarily store as storage objects and those that the player character PC cannot temporarily store as storage objects. Unstorable objects that the player character PC cannot temporarily store as storage objects may be material objects that are very large compared to the player character PC in the virtual space, or material objects that exist in large numbers with slightly different shapes or sizes (for example, rocks and trees). In this embodiment, unstorable objects that the player character PC cannot temporarily store as storage objects include plate objects OBJd, box objects OBJf, rock objects OBJg, etc., or treasure chest objects which are not shown. Material objects that the player character PC can temporarily store as storage objects include engine objects OBJa, wheel objects OBJc, and joystick objects OBJe, etc.

[0113] Furthermore, the material objects in the virtual space that can be used for the combined object to be manifested may be taken from at least a portion of the combined object. For example, if a combined object is already placed in target area A, a new combined object may be manifested using at least a portion of the material objects that make up that combined object. In other words, if at least a portion of a combined object, including material objects that can be used for the combined object to be manifested, is placed in the virtual space within target area A, the material objects that make up the combined object placed in the virtual space may be used for the combined object to be manifested. When a material object that is part of a combined object placed in the virtual space is used, the connection between that material object and other objects within that combined object is severed and the material object disappears, causing the other material objects to fall to the ground from their positions due to the severance of the connection and their disappearance. Furthermore, if other material objects are connected within the combined object, those connections may be maintained.

[0114] In the above, when deciding which material object to use that is located within area A, whether or not the material object is part of a combined object is not considered. That is, just as when a material object exists on its own, for example, a material object located near the player character PC may be used preferentially. However, in any case, it will be used preferentially over storage objects. In another example, a material object existing on its own may be used preferentially over a material object that exists as part of a combined object. In yet another example, a material object existing on its own may be used with the highest priority, followed by storage objects, and finally a material object that exists as part of a combined object may be used.

[0115] Furthermore, Target Area A may be defined as a three-dimensional area in virtual space. For example, Target Area A may be defined as a cylinder or elliptical cylinder of a predetermined size. In this case, material objects placed within the cylinder or elliptical cylinder that are within a predetermined height range from the player character PC may be selected as targets for use within Target Area A, or material objects placed on the ground within that height range may be selected as targets for use. Note that Target Area A, which is defined as a three-dimensional area, may be a three-dimensional shape with height restrictions, or a three-dimensional shape without height restrictions (i.e., infinite).

[0116] In Figure 13, when a user operation is performed to manifest a combined object, the combined object appears at the position and orientation in which the expected completed model object was placed. For example, in one example in Figure 13, the combined object OBJA appears at the position in the virtual space where the expected completed model object M1 was placed, in the orientation in which the expected completed model object M1 was placed. At this time, the material objects in the virtual space used to generate the manifested combined object are deleted from the virtual space as a result of the manifestation. Note that when the material objects in the virtual space are deleted, a game effect may be performed in which the player character PC collects the material objects. Also, the storage objects used to generate the manifested combined object are deleted from the player character PC's storage objects. Here, the user operation to manifest a combined object is only possible if all the material objects necessary to complete the combined object are within the target area A and / or storage objects. In this case, the combined object can only be manifested in its completed state, and it is not possible to manifest an incomplete combined object. Furthermore, user operations to manifest a combined object may be permitted even if the necessary material objects for completing the combined object are not available within Area A or the user's stored objects. In this case, the combined object can be manifested even in an incomplete state.

[0117] Furthermore, the material objects that are deleted from the virtual space as described above may be used in at least a portion of the resulting combined object. When using material objects in at least a portion of the resulting combined object, they may be used by moving the material objects in target area A to an appropriate position in the combined object and incorporating them into the combined object, or by deleting the material objects from target area A and then resulting in a combined object that has essentially the same material objects. In other words, using material objects in at least a portion of the resulting combined object includes not only using the material objects as they are, but also deleting them from the virtual space and then using essentially the same material objects. As an example, the process of using material objects may be implemented by either of the following processes (a) or (b). (a) The process of deleting the material object from the virtual space and creating a combined object consisting of a polygon model different from the polygon model of the material object. (b) The process of introducing a combined object (specifically, a combined object whose polygon model is composed of the polygon model of the material object and the polygon model of other objects) into the game field, using at least a portion of the polygon model of the material object. The process described in (b) above can also represent the process in which the material object is deleted and a combined object is generated by combining that material object with other objects.

[0118] Thus, when using virtual objects placed in a virtual space as materials for a combined object, it is necessary for the user to have ownership or control over those virtual objects in order to maintain the gameplay. In this embodiment, by having the user designate a target area A where the virtual objects are placed, or by having the user move the virtual objects within target area A, the user is given ownership or control over those virtual objects, making it possible to generate a combined object using those virtual objects as materials while maintaining the gameplay. Furthermore, game fields are generally set with terrain of various properties / shapes such as mountains, valleys, rivers, and seas, and there may be cases where the resulting combined object cannot be properly placed in the virtual space. However, in this embodiment, since the virtual space area where the combined object appears is a virtual space area where material objects can be properly placed, the likelihood of the resulting combined object being properly placed is high, and the possibility of the combined object falling and being lost upon appearance is reduced, resulting in superior usability.

[0119] Furthermore, when a player character PC is positioned in the air in a virtual space and manifests a combined object based on a blueprint, the combined object may be manifested in a different manner than that described above for ground use. Figure 14 shows an example of how a player character PC manifests a combined object in the air in a virtual space.

[0120] In Figure 14, when a player character PC manifests a combined object in the air in the virtual space, a projected model object of the combined object that is currently scheduled to manifest is displayed in the air below the player character PC in the virtual space. For example, in the example shown in Figure 14, the projected model object M2 is displayed in the air in the virtual space below the player character PC. The projected model object M2 shows the expected shape of the combined object when it is completed and manifested based on the currently selected design drawing D2, and is displayed in a different form than the actual combined object (for example, as a semi-transparent skeleton object), similar to how it is displayed on the ground.

[0121] Then, when the player character PC performs a user operation to manifest the combined object in the air in the virtual space, the combined object appears at the position and orientation where the projected completed model object M2 was placed. For example, in the example shown in Figure 14, the combined object based on the design drawing D2 appears at the position in the virtual space where the projected completed model object M2 was placed, in the orientation where the projected completed model object M2 was placed. The player character PC can then jump down from the above-mentioned position in the air and ride on the manifested combined object to proceed with the game.

[0122] In the example shown in Figure 14, when the player character PC manifests a combined object in mid-air in the virtual space, target area A is not displayed. However, when manifesting a combined object in mid-air, target area A may or may not be set. In the former case, a three-dimensional target area (for example, cylindrical or elliptical) may be set in the virtual space centered on the player character PC, and if the three-dimensional target area reaches the ground, material objects placed within the target area on the ground and material objects placed in mid-air that are included in the three-dimensional target area may be made available. In this case, the target area will be set below the player character PC in mid-air. In the latter case, if the player character PC has stored all the material objects that constitute the combined object to be manifested, user operation to manifest the combined object may be made possible. The target area set when the player character PC manifests a combined object in mid-air in the virtual space may also be set in front of the player character PC in mid-air.

[0123] Furthermore, if the player character PC is positioned in the air in the virtual space, it may be prevented from manifesting the combined object. In this case, if the player character PC attempts to manifest the combined object while in the air in the virtual space, a notification that the combined object cannot be manifested may be displayed or audibly communicated.

[0124] (Second example) Next, the game of the second embodiment will be described. In the game of the second embodiment, the player character PC generates a combined object (product) by assembling multiple material objects (OBJ) in response to user operations. The combined object generated by the player character PC is then automatically registered as a blueprint for that combined object. Here, the blueprint in the second embodiment is created based on the combined object assembled in response to user operations and shows the appearance of the combined object based on the design information described above. And, as in the first embodiment, in the second embodiment as well, it is possible to perform a process to make the combined object based on the registered blueprint appear in the virtual space.

[0125] As an example, in the second embodiment, the blueprint is automatically registered each time the player character PC assembles a material object OBJ. For example, when material object A and material object B are assembled, the blueprint for the combined material object A-material object B is automatically registered. Then, when material object C is further assembled to the combined material object A-material object B, the blueprint for the combined material object A-material object B-material object C is automatically registered separately from the blueprint for the combined material object A-material object B. Therefore, in this case, two blueprints will be registered: one for the combined material object A-material object B and another for the combined material object A-material object B-material object C.

[0126] In the game of the second embodiment, in addition to the automatically registered blueprints (hereinafter referred to as Type 1 blueprints) described above, it may also be possible to register blueprints for combined objects corresponding to certain items (hereinafter referred to as Type 2 blueprints) by acquiring those items in the game. Furthermore, there may be an upper limit on the number of Type 1 blueprints and Type 2 blueprints that can be registered. In this case, each time a player character PC assembles a material object, if the number of Type 1 blueprints exceeds the upper limit due to the automatic registration of Type 1 blueprints, older Type 1 blueprints that have already been registered will be automatically deleted. Also, if a player character PC acquires the aforementioned items and the corresponding Type 2 blueprints are registered, exceeding the upper limit for Type 2 blueprints, then Type 2 blueprints that have already been registered, including those selected by user operation and older ones that have already been registered, will be deleted.

[0127] To prevent such automatic deletion, it may be possible to set a specific design drawing (hereinafter referred to as a "Type 3 design drawing") from among the Type 1 and Type 2 design drawings described above. For example, a Type 3 design drawing may be registered when a user selects and sets a "favorite" design drawing from among the Type 1 and Type 2 design drawings in response to user operation. Even if the number of registered Type 1 design drawings exceeds the upper limit for Type 1 design drawings or the number of registered Type 2 design drawings exceeds the upper limit for Type 2 design drawings as a result of the above registration process, the registration of Type 3 design drawings will be retained. There may also be an upper limit on the number of Type 3 design drawings that can be registered. When the upper limit for Type 3 design drawings is exceeded by a user registering a new Type 3 design drawing, the Type 3 design drawings that have already been registered and selected in response to user operation will be deleted.

[0128] Furthermore, when a Type 3 design drawing is selected and registered from among the Type 1 and Type 2 design drawings described above, the selected design drawing may be changed to a Type 3 design drawing (i.e., the design drawing may be moved from the registration list of Type 1 or Type 2 design drawings to the registration list of Type 3 design drawings and registered), or the selected design drawing may be duplicated as a Type 3 design drawing (i.e., it may be copied from the registration list of Type 1 or Type 2 design drawings to the registration list of Type 3 design drawings and registered). In the latter case, the design drawing of the composite object registered as a Type 3 design drawing may be deleted as a Type 1 or Type 2 design drawing by the deletion process described above, but its registration as a Type 3 design drawing will be retained.

[0129] Furthermore, the above-mentioned Type 1 blueprint does not necessarily require automatic registration when the player character PC separates material objects from a combined object. For example, if material object C is selected and separated from a combined object consisting of material object A-material object B-material object C-material object D-material object E, resulting in material object A-material object B, material object C, and material object D-material object E, then a combined object of material object A-material object B and a combined object of material object D-material object E are obtained. However, if such separated combined objects are automatically registered as Type 1 blueprints each time a separation occurs, the upper limit of the number of Type 1 blueprints that can be registered will be reached relatively quickly, and the blueprints may not be the ones the user wants to register. This situation can be avoided by not automatically registering the above-mentioned Type 1 blueprints during the above separation.

[0130] As another example, when a user action is performed indicating that the combined object has been completed, the design drawing of the combined object may be registered as the Type 1 design drawing. In this case, when the design drawing is newly registered as the Type 1 design drawing, the user is notified of the registration of the design drawing, along with an image showing the design drawing in which the registered combined object is displayed, through text, images, audio, or other means.

[0131] Furthermore, there is no limit to the number of Type 2 blueprints that can be registered. In this case, for example, Type 2 blueprints can be registered without restriction in response to acquiring a predetermined number of predetermined items within the game, and they may be designed so that they cannot be deleted by user action or automatically. This prevents situations where a user might unintentionally delete a blueprint for a rare combined object that is available as a Type 2 blueprint.

[0132] Furthermore, the game of the first embodiment and the game of the second embodiment may be combined as appropriate. As a first example, in the game of the first embodiment, the second type of design drawing in the second embodiment may be registerable. As a second example, in the first embodiment, a specific design drawing selected from the design drawings registered by performing the operation of capturing game images may be further registered as a third type of design drawing in the second embodiment. As a third example, a game may be played in which both the design drawing registered by performing the operation of capturing game images in the first embodiment and the first type of design drawing automatically registered in the second embodiment can be registered.

[0133] Next, with reference to Figures 15 to 18, an example of a specific process executed by the game system 1 in the first embodiment described above will be explained. Figure 15 shows an example of a data area set in the DRAM 85 of the main unit 2 in the first embodiment described above. In addition to the data shown in Figure 15, the DRAM 85 also stores data used in other processes, but a detailed explanation will be omitted.

[0134] The program memory area of ​​DRAM 85 stores various programs Pa that are executed by the game system 1. In this embodiment, the various programs Pa include application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 and the main unit 2. The various programs Pa may be pre-stored in flash memory 84, acquired from a storage medium that can be attached to the game system 1 (e.g., a predetermined type of storage medium installed in slot 23) and stored in DRAM 85, or acquired from other devices via a network such as the Internet and stored in DRAM 85. The processor 81 executes the various programs Pa stored in DRAM 85.

[0135] Furthermore, the data storage area of ​​the DRAM 85 stores various types of data used in information processing and other processes performed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, registration data Db, model data Dc, target area data Dd, player character data De, object data Df, registration processing flag data Dg, appearance processing flag data Dh, and image data Di, etc.

[0136] The operation data Da is operation data acquired as appropriate from the left controller 3 and / or the right controller 4 and the main unit 2, respectively. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information about input from each input unit (specifically, each button, analog stick touch panel, and each sensor) (specifically, information about the operation and detection results from each sensor). In this embodiment, operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2 via wireless communication, and the operation data Da is updated as appropriate using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or it may be updated every cycle in which the above operation data is acquired.

[0137] The registration data Db is data that shows the design information for each registered combined object. For example, the registration data Db consists of data that shows the design information for each registered combined object, such as the types of material objects that make up the object, the positions where the material objects are bonded together, and the orientation of each material object.

[0138] Model data Dc is data that indicates the type, placement location, orientation, and display mode of the completed model object to be placed in the virtual space.

[0139] The target area data Dd is data that indicates the location, size, and shape of the target area to be placed in the virtual space.

[0140] Player Character Data De is data that indicates the placement and orientation of the player character PC in the virtual space, as well as its actions and state in the virtual space. Player Character Data De also includes data indicating the type and number of storage objects that the player character PC is temporarily storing. Object Data Df is data that indicates the type of object, placement, orientation, placement state, adhesion status to other objects, and display mode for each object placed in the virtual space.

[0141] The registration process flag data Dg indicates the registration process flag that is set to ON in game modes where combined objects are registered. The manifestation process flag data Dh indicates the manifestation process flag that is set to ON in game modes where combined objects are manifested.

[0142] Image data Di is data used to display images (e.g., images of characters or objects, images of a virtual space, background images, etc.) on a display screen (e.g., the display 12 of the main unit 2).

[0143] Next, a detailed example of the information processing in the first embodiment described above will be explained with reference to Figures 16 to 18. Figure 16 is a flowchart showing an example of information processing performed by the game system 1. Figure 17 is a subroutine showing a detailed example of the registration process performed in step S126 in Figure 16. Figure 18 is a subroutine showing a detailed example of the emergence process performed in step S128 in Figure 16. In this embodiment, the series of processes shown in Figures 16 to 18 are performed by the processor 81 executing a predetermined application program (game program) included in various programs Pa. Furthermore, the timing at which the information processing shown in Figures 16 to 18 begins is arbitrary.

[0144] The processing steps in the flowcharts shown in Figures 16 to 18 are merely examples; the order of the steps can be changed, or other processing can be performed in addition to (or instead of) the processing of each step, as long as similar results can be obtained. Furthermore, in this embodiment, the processing of each step in the flowchart is described as being performed by the processor 81, but some of the processing steps in the flowchart can be performed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing performed in the main unit 2 may be performed by other information processing devices that can communicate with the main unit 2 (for example, a server that can communicate with the main unit 2 via a network). In other words, each of the processes shown in Figures 16 to 18 may be performed by multiple information processing devices, including the main unit 2, working together.

[0145] In Figure 16, the processor 81 performs initial setup for information processing (step S121) and proceeds to the next step. For example, in the initial setup described above, the processor 81 initializes the parameters for the processing described below. As an example, the processor 81 initially places the player character PC and multiple objects in the virtual space based on the pre-configured virtual space settings and initializes the player character data De and object data Df.

[0146] Next, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main unit 2, updates the operation data Da (step S122), and proceeds to the next step.

[0147] Next, the processor 81 operates the player character PC in the virtual space (step S123) and proceeds to the next step. For example, the processor 81 operates the player character PC and updates the player character data De based on the operation data Da acquired in step S122.

[0148] Next, the processor 81 operates each object in the virtual space (step S124) and proceeds to the next step. For example, the processor 81 operates each object placed in the virtual space and updates the object data Df based on the actions of the player character PC (for example, the player character PC moving a vehicle object), the actions of the object itself and other objects, and virtual physics calculations in the virtual space. Also, when the processor 81 places a new object in the virtual space in response to a game event, it adds new data about that object and updates the object data Df. Furthermore, when the processor 81 temporarily stores an object placed in the virtual space or a newly acquired object in the player character PC, it updates the player character data De as a stored object. In addition, when objects become connected to each other or become disconnected from each other in response to the player character PC, the object data Df is updated according to the connection state. Note that the object movement means moves material objects in the virtual space based on user operation, and as an example, corresponds to the processor 81 that performs the processing in step S124. Furthermore, the combined object generation means generates a combined object by assembling multiple material objects based on user operations, and as an example, corresponds to the processor 81 that performs the processing in step S124.

[0149] Next, the processor 81 determines whether or not to perform the registration process (step 125). For example, if the operation data acquired in step S122 indicates a user instruction to transition to a game mode in which the registration process is performed, or if the registration process flag indicated by the registration process flag data Dg is set to ON, the processor 81 makes a positive determination in step S125. If the processor 81 decides to perform the registration process, it proceeds to step S126. On the other hand, if the processor 81 decides not to perform the registration process, it proceeds to step S127.

[0150] In step S126, the processor 81 performs a registration process and proceeds to step S127. The registration process performed in step S126 will be described below with reference to Figure 17. The product setting means performs a process to set a combined object generated by assembling multiple material objects as a product that can be produced, and as an example, corresponds to the processor 81 that performs the process in step S126.

[0151] In Figure 17, the processor 81 sets the registration processing flag to ON (step S140) and proceeds to the next step. For example, the processor 81 sets the registration processing flag to ON and updates the registration processing flag data Dg.

[0152] Next, the processor 81 determines whether or not to terminate the game mode performing the registration process (step S141). Conditions for terminating the game mode performing the registration process in step S141 include, for example, that the conditions for terminating the game mode have been met, that the user has performed an operation to terminate (cancel) the game mode, or that the user has performed an operation to decide not to register the combined object that is the target of registration as a blueprint. If the processor 81 does not terminate the game mode performing the registration process, it proceeds to step S142, and if it does terminate the game mode performing the registration process, it proceeds to step S146.

[0153] Next, the processor 81 generates a subjective image of the virtual space as seen from the perspective of the player character PC (step S142), and proceeds to the next step. For example, the processor 81 generates a subjective image of the player character PC by positioning a virtual camera at a location and orientation where the player character PC is the viewpoint and the point of focus is in front of the player character PC.

[0154] Next, the processor 81 uses the subjective image generated in step S142 to select a combined object to be registered (step S143) and proceeds to the next step. For example, the processor 81 selects a combined object to be registered as a blueprint from the objects in the virtual space included in the subjective image based on predetermined selection rules. As an example, if the subjective image contains multiple combined objects, the processor 81 selects the combined object closest to the viewpoint of the subjective image as the object to be registered.

[0155] Next, the processor 81 determines whether or not to register the combined object to be registered as a blueprint (step S144). For example, if the operation data obtained in step S122 indicates an instruction to register the combined object, the processor 81 makes a positive determination in step S144. If the processor 81 decides to register the combined object to be registered as a blueprint, it proceeds to step S145. On the other hand, if the processor 81 decides not to register the combined object to be registered as a blueprint, it terminates the processing by the subroutine.

[0156] Next, the processor 81 registers the design information of the combined object to be registered (step S145) and proceeds to step S146. For example, the processor 81 adds the design information showing the configuration of the combined object to be registered, which was selected in step S144, to the registration data Db.

[0157] In step S146, the processor 81 sets the registration processing flag to off and terminates the processing by the subroutine. For example, the processor 81 sets the registration processing flag to off and updates the registration processing flag data Dg.

[0158] Returning to Figure 16, in step S127, the processor 81 determines whether or not to perform the reveal process. For example, if the operation data acquired in step S122 indicates a user instruction to transition to a game mode in which the reveal process is performed, or if the reveal process flag indicated by the reveal process flag data Dh is set to ON, the processor 81 makes a positive determination in step S127. If the processor 81 decides to perform the reveal process, it proceeds to step S128. On the other hand, if the processor 81 decides not to perform the reveal process, it proceeds to step S129.

[0159] In step S128, the processor 81 performs the discovery process and proceeds to step S129. The discovery process performed in step S128 will be described below with reference to Figure 18.

[0160] In Figure 18, the processor 81 sets the manifestation processing flag to ON (step S150) and proceeds to the next step. For example, the processor 81 sets the manifestation processing flag to ON and updates the manifestation processing flag data Dh.

[0161] Next, the processor 81 determines whether or not to terminate the game mode performing the manifestation process (step S151). Conditions for terminating the game mode performing the manifestation process in step S151 include, for example, that the conditions for terminating the game mode have been met, or that the user has performed an operation to terminate (cancel) the game mode. If the processor 81 does not terminate the game mode performing the manifestation process, it proceeds to step S152, and if it does terminate the game mode performing the manifestation process, it proceeds to step S164.

[0162] Next, the processor 81 determines whether the current time is the stage where the user is prompted to select a design (step S152). For example, if the current time is the stage where the design has already been decided, the processor 81 makes a negative determination in step S152. If the current time is the stage where the user is prompted to select a design, the processor 81 proceeds to step S153. On the other hand, if the current time is not the stage where the user is prompted to select a design, the processor 81 proceeds to step S156.

[0163] In step S153, the processor 81 displays a blueprint that the user can select, sets a game image prompting the user to select from the available blueprints, and proceeds to the next step. For example, the processor 81 extracts the design information of all combined objects registered in the registration data Db, generates a game image that displays a list of blueprints representing each combined object generated based on the said design information, and prompts the user to select from the said blueprints. At this time, the expected completed model (expected completed model object) and target area based on the blueprint tentatively selected by the user may be displayed in the virtual space according to the current position and orientation of the player character PC. Additionally, an image showing the storage object for the player character PC that can be used for the combined object shown in the blueprint tentatively selected by the user may be displayed around the blueprint.

[0164] Next, the processor 81 determines whether or not a user operation to determine the design drawing has been performed (step S154). For example, if the operation data acquired in step S122 indicates a user instruction to determine the design drawing, the processor 81 makes a positive determination in step S154. If a user operation to determine the design drawing has been performed, the processor 81 proceeds to step S155. On the other hand, if a user operation to determine the design drawing has not been performed, the processor 81 proceeds to step S156.

[0165] In step S155, the processor 81 determines the combined object to be generated and proceeds to step S156. For example, the processor 81 determines the combined object to be generated based on the currently selected design drawing and extracts design information related to the combined object from the registered data Db. Then, based on the above design information, the processor 81 sets data for displaying the expected completed model object and updates the model data Dc using this data.

[0166] In step S156, the processor 81 determines whether or not the design drawing has been determined. If the design drawing has been determined, the processor 81 proceeds to step S157. On the other hand, if the design drawing has not been determined, the processor 81 terminates the processing by the subroutine. Even after the design drawing has been determined, the selection of the design drawing can be redone. In this case, the processor 81 makes a positive determination in the determination process of step S152, making it possible to re-select the design drawing.

[0167] In step S157, the processor 81 sets a target area in the virtual space and proceeds to the next step. For example, the processor 81 sets a target area (see Figure 12) centered on a position on the ground that is a predetermined distance in front of the player character PC, and updates the target area data Dd based on this target area. The area setting means performs the process of setting an area at an arbitrary position in the virtual space based on user operation, and as an example, corresponds to the processor 81 that performs the process in step S157.

[0168] Next, the processor 81 places the projected completed model object in the virtual space (step S158) and proceeds to the next step. For example, the processor 81 places the projected completed model object indicated by the model data Dc in the center of the target area set in step S157 in the virtual space.

[0169] Next, the processor 81 performs a process to change the display mode of the material objects and the completed model objects placed in the virtual space (step S159), and proceeds to the next step. For example, the processor 81 changes the display mode of the objects that are actually used when a combined object, which is set as the target to be manifested, is manifested, from the default display mode, and updates the object data Df using the changed display mode. Also, if there are material objects that have deviated from the target area due to the movement of the target area, the processor 81 returns the display mode of those material objects to the default display mode and updates the object data Df using the changed display mode. Furthermore, the processor 81 extracts the objects that are actually used when a combined object, which is set as the target to be manifested, is manifested, from among the stored objects of the player character PC, and sets the game image to display an image of those objects within the game image (for example, around the selected blueprint). Furthermore, if the processor 81 has material objects within the target area and / or storage object that are necessary to complete the combined object corresponding to the currently set completed model object, it changes the display mode of the relevant material object portion from the default display mode and updates the model data Dc using the changed display mode. Also, if the processor 81 finds that the material objects necessary to complete the combined object have deviated from the target area and become insufficient, it returns the display mode of the relevant material object portion to the default display mode and updates the model data Dc using the changed display mode. If there are other objects that intersect with the interior of the completed model object and there is no space to place the completed model object on the target area, the processor 81 may hide the completed model object or display it grayed out.

[0170] Next, the processor 81 determines whether the combined object currently being manifested is manifestable (step S160). For example, the processor 81 determines that the combined object is manifestable if all the material objects necessary to complete the combined object are within the target area and / or within the storage object. If the combined object is manifestable, the processor 81 proceeds to step S161. On the other hand, if the combined object is not manifestable, the processor 81 terminates the processing by the subroutine. Note that if there are other objects that intersect with the interior of the expected completed model object and there is no space to place the expected completed model object on the target area, the processor 81 may determine that the combined object is not manifestable.

[0171] In step S161, the processor 81 determines whether or not to manifest the combined object to be manifested in the virtual space. For example, if the operation data obtained in step S122 indicates a user instruction to manifest the combined object to be manifested in the virtual space, the processor 81 makes an affirmative determination in step S161. If the processor 81 decides to manifest the combined object to be manifested in the virtual space, it proceeds to step S162. On the other hand, if the processor 81 decides not to manifest the combined object to be manifested in the virtual space, it terminates the processing by the subroutine.

[0172] In step S162, the processor 81 deletes the material objects used in the resulting combined object from the virtual space and proceeds to the next step. For example, the processor 81 deletes the data related to the material objects placed in the virtual space among the material objects used in the resulting combined object from the object data Df. Also, the processor 81 deletes the data related to the material objects used from the storage object among the material objects used in the resulting combined object from the player character data De.

[0173] Next, the processor 81 brings forth the combined object to be manifested (step S163) and proceeds to step S164. For example, the processor 81 transitions the completed model object indicated by the model data Dc to a combined object that has been changed to a normal display mode (for example, changing a semi-transparent display mode to the same display mode as the virtual object placed in the virtual space), and adds data related to the combined object to the object data Df so that the combined object exists in the virtual space. The product manifestation means uses at least material objects in which at least a part is included within the region to manifest products corresponding to multiple material objects in such a way that at least a part is included within the region, and as an example, corresponds to the processor 81 that performs the processing in step S163.

[0174] In steps S162 and S163 described above, data related to the material objects used in the combined object is deleted from the object data Df, and data related to the combined object is added to the object data Df. However, as mentioned above, the process of deleting the material objects may be implemented by either of the following processes (a) or (b). (a) The process of temporarily deleting the data of the material objects to be incorporated into the combined object from the object data Df, and then adding the data of the newly formed combined object to the object data Df. (b) A process to update at least a portion of the data of the material objects to be assembled into the combined object (position data, orientation data, adhesion information, etc.) to reflect the state in which they are assembled into the combined object, and to retain this data in the object data Df as the data of the combined object. According to the process in (b) above, the data of the material object in object data Df can be stored in object data Df as part of the data of the combined object in which the material object is assembled. As described above, "deleting the data of the material object" means that the data of the material object may be used as part of the data of another object (specifically, the combined object) after the data of the material object has been deleted.

[0175] In step S164, the processor 81 sets the manifestation processing flag to off and terminates the processing by the subroutine. For example, the processor 81 sets the manifestation processing flag to off and updates the manifestation processing flag data Dh.

[0176] Returning to Figure 16, in step S129, the processor 81 performs display control processing and proceeds to the next step. For example, the processor 81 places the player character PC, virtual objects including material objects and combined objects, a projected completed model object, and a target area in the virtual space based on the registration data Db, model data Dc, target area data Dd, player character data De, object data Df, and image data Di, etc. The processor 81 also sets the position and / or orientation of a virtual camera for generating a display image based on the operation data Da and the position and orientation of the player character PC, etc., and places the virtual camera in the virtual space. Then, it generates an image of the virtual space as seen from the set virtual camera and controls the display of the virtual space image on the display 12.

[0177] Next, the processor 81 determines whether or not to terminate the game processing (step S130). Conditions for terminating the game processing in step S130 include, for example, that the conditions for terminating the game processing have been met, or that the user has performed an operation to terminate the game processing. If the processor 81 does not terminate the game processing, it returns to step S122 and repeats the process, and if it decides to terminate the game processing, it terminates the process according to the flowchart. From there, the series of processes from steps S122 to S130 are repeatedly executed until it is determined in step S130 that the processing should be terminated.

[0178] Thus, in the above-described embodiment, by allowing the user to specify a target area where material objects are placed in the virtual space, or by moving material objects within the target area, the user is given ownership or control over the material objects, making it possible to generate combined objects using those material objects while maintaining gameplay. Furthermore, since the virtual space area where the combined object appears is a virtual space area where material objects can be appropriately placed, there is a high probability that the resulting combined object will also be appropriately placed, reducing the possibility of the combined object falling and being lost upon appearance, thus resulting in superior usability.

[0179] In the above-described embodiment, an example was used in which a combined object that the user had previously generated by operating a player character PC was reappeared in the virtual space. However, the combined object to be reappeared may be something that the user has not previously generated. For example, a combined object based on a blueprint prepared in advance by a designer, etc., may be reappeared in response to user operation. Alternatively, a combined object may be reappeared based on a blueprint obtained by the user by registering a combined object prepared in advance by a designer, etc. Furthermore, a combined object may be reappeared using a blueprint of a combined object that another user has previously generated. The blueprint prepared in advance by a designer, etc., can also be set as an item that the player character PC can acquire during gameplay.

[0180] Furthermore, in the embodiments described above, "appearance" does not necessarily mean that the combined object is definitively placed at the moment it appears. There may be a process after the combined object appears to determine the actual placement of the combined object from its appearance position. For example, after the combined object appears at the position in the virtual space where the expected completed model object was displayed, the position in the virtual space where the combined object will be placed may be adjusted according to user operation, and the appearance of the combined object may be completed when the combined object is placed at the adjusted position.

[0181] Furthermore, a achievable combined object can be constructed using at least one material object belonging to one of the following categories: a storage object temporarily stored by the player character PC, an object that the player character PC can store but is located in the virtual space, or an unstorable object located in the virtual space that the player character PC cannot store. Therefore, the above-described embodiment can be implemented even in games where at least one of the three types of objects described above does not exist. For example, even in a game where the player character PC cannot temporarily store objects, the above-described embodiment can be implemented by generating a combined object using only unstorable objects located in the virtual space. Moreover, the storage object may not be stored by the player character PC, but may be owned by the user operating the player character PC.

[0182] Furthermore, when manifesting a combined object, in addition to the material objects mentioned above, a predetermined item (for example, a special item that grants the right to manifest) may be required. For example, when manifesting a combined object, at least one of the above items located in the target area A in the virtual space and / or owned by the player character PC may be consumed. As another example, when manifesting a combined object, the usable gauge set for the above item located in the target area A in the virtual space and / or owned by the player character PC may be reduced by a predetermined amount.

[0183] Furthermore, the above-described embodiment used an example in which a combined object was produced by assembling multiple material objects by bonding them together. The manner in which multiple material objects are combined may involve fixing them together by interposing an intermediary between them, or they may be fixed together without such an intermediary. The bonding in the above-described embodiment is a concept that includes both of the above fixing methods, and includes methods of assembling and fixing them together by suction, electrodeposition, joining, fusion, welding, crimping, screwing, fitting, adhesive, etc. Also, the product may be produced by changing the appearance of multiple material objects into an object with a different appearance without substantially maintaining the original appearance. For example, a single object (product) may be produced by refining, synthesizing, fusing, etc., multiple material objects.

[0184] Furthermore, in the above-described embodiment, the area for using material objects from virtual space and the area indicating the position where the combined object will appear were shown in the same target area A, but these two areas may be shown in different areas. For example, the area for using material objects from virtual space may be set to be larger than the area indicating the position where the combined object will appear, or the two may be set to different shapes. Also, the position where the combined object will appear may be set freely by the user, independently of the area for using material objects.

[0185] Furthermore, the fused object that can be created may be limited to not using storage objects temporarily stored by the player character PC. In other words, the fused object may be generated using only material objects belonging to either storageable objects that the player character PC can store but are located in the virtual space, or non-storable objects that the player character PC cannot store but are located in the virtual space. When attempting to generate a fused object using storage objects temporarily stored by the player character PC, it is necessary to temporarily place those storage objects within target area A in the virtual space. However, since the fused object is assembled using only material objects within target area A, it becomes easier to understand what is being used in the fused object.

[0186] Furthermore, if there are insufficient material objects for the combined object to be created, there may be special objects that can substitute for the missing material objects. For example, if log objects and stone objects are insufficient to constitute the combined object, two special objects may be used to transform into log objects and stone objects (or objects with similar shapes), thereby creating the combined object.

[0187] Furthermore, the object's orientation in the above-described embodiment may also include the concepts of the object's orientation or direction.

[0188] Furthermore, the game system 1 may be any device, including a portable game console, any portable electronic device (such as a PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.). In this case, the input device for moving objects does not have to be the left controller 3 or the right controller 4, but may be another controller, mouse, touchpad, touch panel, trackball, keyboard, directional pad, slide pad, etc.

[0189] Furthermore, although the above description uses an example in which each information processing is performed by the game system 1, at least a part of the above processing steps may be performed by other devices. For example, if the game system 1 is configured to communicate with other devices (e.g., another server, another image display device, another game device, another mobile terminal), the above processing steps may be performed by the cooperation of these other devices. In this way, by performing at least a part of the above processing steps by other devices, it becomes possible to perform processing similar to that described above. In addition, the above information processing can be performed by the cooperation of one processor or multiple processors included in an information processing system composed of at least one information processing device. Furthermore, in the above embodiment, the processor 81 of the game system 1 can perform information processing by executing a predetermined program, but some or all of the above processing may be performed by a dedicated circuit provided in the game system 1.

[0190] As described above, the invention can be realized in so-called cloud computing system configurations, distributed wide-area networks, and local network system configurations. For example, in a distributed local network system configuration, the above processing can be performed collaboratively between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). It goes without saying that in these system configurations, there are no particular limitations on which device performs the above processing, and the invention can be realized regardless of how the processing is divided.

[0191] Furthermore, the processing order, set values, and conditions used in the information processing described above are merely examples, and it goes without saying that the above-described embodiment can be achieved even with other orders, values, and conditions.

[0192] Furthermore, the above program may be supplied to the game system 1 not only through an external storage medium such as external memory, but also to the device via a wired or wireless communication line. The program may also be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a CD-ROM, DVD, or similar optical disc-type storage medium, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, etc. Alternatively, the information storage medium for storing the program may be a volatile memory for storing the program. Such storage media can be described as recording media that can be read by a computer or the like. For example, by having a computer or the like read and execute the program on these recording media, the various functions described above can be provided.

[0193] While several system examples, method examples, device examples, and apparatus examples have been described in detail above, the above descriptions are merely illustrative in all respects and are not intended to limit the scope. Needless to say, various improvements and modifications can be made without departing from the spirit and scope of the attached claims. It should be understood that the scope should be interpreted only in accordance with the scope of the attached claims. Furthermore, it should be understood that a person skilled in the art can implement an equivalent scope based on the description of the specific embodiments and common technical knowledge. When used herein, elements described in the singular form preceded by the words "a" or "an" should be understood not to exclude multiple elements related thereto. Furthermore, it should be understood that terms used herein are used in the sense commonly used in the art unless otherwise specified. Accordingly, unless otherwise defined, all technical terms used herein have the same meaning as commonly understood by a person skilled in the art to which these embodiments belong. In case of any conflict, this specification (including definitions) shall prevail. [Industrial applicability]

[0194] As described above, the present invention can be used as a game program, game device, game system, and game processing method that enable the generation of products, etc., using materials in a virtual space. [Explanation of Symbols]

[0195] 1… Information processing system 2…Main unit 3…Left controller 4…Right controller 11… Housing 12…Display 13…Touch panel 32, 52... Analog stick 42, 64… terminals 81… Processor 82…Network Communications Department 83... Controller Communication Unit 85…DRAM 101, 111... Communication Control Unit

Claims

1. On the computer, By combining material objects placed in a virtual space at positions and / or orientations set by the user based on user operations, a combined object is generated. The generated combined object stores the positions and / or orientations of the material objects relative to each other. A game program that, based on user operations, makes generated objects corresponding to the positions and / or orientations of the stored material objects appear in the virtual space using corresponding material objects placed in the virtual space.

2. The game program according to claim 1, wherein the computer automatically stores the positions and / or orientations of the material objects of the generated combined object.

3. The game program according to claim 2, wherein the computer automatically deletes the positions and / or orientations of the material objects that have already been stored, but which are relatively older in terms of when they were stored.

4. The number of combined objects in which the positions and / or orientations of the material objects in the combined object are automatically stored is a predetermined number. To the aforementioned computer, In response to user operation, any combined object from the stored combined objects is set as a specific combined object. The game program according to claim 2 or 3, wherein when the positions and / or orientations of the material objects of the combined object are newly stored, the stored positions and / or orientations of the material objects of a particular combined object are retained even when the predetermined number is exceeded.

5. A game program according to any one of claims 1 to 4, wherein the computer, based on user operation, makes the generated object corresponding to the positions and / or orientations of the stored material objects appear in the virtual space using material objects in a region set in the virtual space.

6. The game program according to claim 5, which causes the computer to display the material objects used to produce the generated objects from among the objects contained in the region in a distinguishable manner.

7. The game program according to claim 5 or 6, which causes the computer to display an image showing the product object to be produced, in which a plurality of material objects are assembled.

8. The game program according to any one of claims 1 to 7, further comprising the computer using a special object different from the material object to make the generated object appear when the computer lacks the corresponding material object placed in the virtual space for making the generated object appear.

9. The aforementioned material object has multiple types set. The game program according to claim 8, wherein the computer generates the generated object using the special object even if any of the at least two types of material objects arranged in the virtual space for generating the generated object is lacking.

10. The game program according to claim 8 or 9, wherein the special object is transformed into the missing material object or an object having a similar shape to the missing material object, and used to manifest the generated object.

11. The game program according to claim 9 or 10, wherein the computer makes the generated object appear using the material object placed in the virtual space and the storage object temporarily stored by the player character operated by the user.

12. An information processing system equipped with a processor, The aforementioned processor, By combining material objects placed in a virtual space at positions and / or orientations set by the user based on user operations, a combined object is generated. The positions and / or orientations of the material objects of the generated combined object are stored in memory. An information processing system that, based on user operations, makes generated objects corresponding to the positions and / or orientations of the material objects stored in the memory appear in the virtual space using corresponding material objects placed in the virtual space.

13. By combining material objects placed in a virtual space at positions and / or orientations set by the user based on user operations, a combined object is generated. The generated combined object stores the positions and / or orientations of the material objects relative to each other. An information processing method that, based on user operation, makes generated objects corresponding to the positions and / or orientations of the stored material objects appear in the virtual space using corresponding material objects placed in the virtual space.