Information processing program, information processing device, information processing method, and information processing system
By using an information processing system to identify and draw image settings of parameters in the game, and using texture images to represent parameter states, the problem of quickly confirming game parameters is solved, thus improving the user's gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2025-05-21
- Publication Date
- 2026-06-24
Smart Images

Figure 0007879981000001 
Figure 0007879981000002 
Figure 0007879981000003
Abstract
Description
Technical Field
[0001] The present invention relates to drawing processing in game processing.
Background Art
[0002] Conventionally, there is known a game in which a player plays by changing parameters used in the game (for example, , Patent Document 1). Examples of such parameters include equipment items equipped on the player character. In this case, by changing the equipment item, the properties of the player character can also be changed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the above-described game, it was also possible to select and use a plurality of parameters from among a plurality of types of parameters (such as equipment items). However, depending on the game, it may be difficult to instantaneously confirm and determine from the screen during game play which parameter is the parameter selected as the parameter used in the above game.
[0005] For example, assume a case where the equipment item itself is very small in size and cannot be visually recognized on the game play screen. In this case, for example, the user temporarily stops the movement operation of the player character, etc. and so on. and so on. Unless a separate screen for checking equipment, such as the status screen, is displayed, the equipped items, etc., will not be shown. In some cases, it was not possible to confirm this.
[0006] Therefore, the purpose of this disclosure is to explain what kind of parameters are currently used in the game. It is possible to visually confirm whether the lameter is being used during gameplay. To provide information processing programs, information processing devices, information processing methods, and information processing systems. And so it is. [Means for solving the problem]
[0007] To achieve the above objective, the following configuration examples can be given.
[0008] (Composition 1) Configuration 1 is an information processing system that runs on a computer capable of running games. It is a logic program. This program controls the computer using several types of parameters. At least one parameter is determined to be a parameter used in the game. A means for determining the usage parameters, and among the usage parameters, the usage parameters that satisfy the first condition A first drawing setting identification means for identifying a drawing setting corresponding to a type of drawing as a first drawing setting, and a means for using Among the parameters, the drawing settings corresponding to the types of parameters used that satisfy the second condition are used for the second drawing. A second drawing setting identification means that identifies the drawing setting, in the above game, the second drawing setting in the virtual space A drawing means that draws a predetermined range of 1 based on a first drawing setting and a second drawing setting, and as such, To enable.
[0009] According to the above configuration example, the currently used parameter is selected from among multiple parameters. The system identifies a first drawing setting and a second drawing setting that correspond to the type of parameter that satisfies predetermined conditions. Then, drawing processing is performed using these. As a result, the user can easily and visually grasp what parameters are currently being used.
[0010] (Configuration 2) In Configuration 2, in the above Configuration 1, the first drawing setting specifying means specifies the first drawing setting by specifying the texture corresponding to the type of usage parameter that satisfies the first condition, and the second drawing setting specifying means may specify the second drawing setting by specifying the texture corresponding to the type of usage parameter that satisfies the second condition.
[0011] According to the above configuration example, the texture corresponding to the type of parameter is specified, and two textures are synthesized and drawn. As a result, the user can be made to grasp the parameters in use by using the visually easy-to-understand element of the texture image.
[0012] (Configuration 3) In Configuration 3, in the above Configuration 2, the first drawing setting specifying means may specify the first drawing setting by specifying the texture corresponding to the type of usage parameter that satisfies the second condition from the first texture group associated with the first condition. Also, the second drawing setting specifying means may specify the second drawing setting by specifying the texture corresponding to the type of the usage parameter that satisfies the second condition from the second texture group associated with the second condition.
[0013] According to the above configuration example, the texture groups are separated for the first drawing setting and the second drawing setting, so that the management of the texture images in the development stage becomes easy and the development load can be reduced.
[0014] (Configuration 4) In Configuration 4, in any of the above Configurations 1 to 3, the first drawing setting specifying means may handle the usage parameter with the highest number of parameters determined as the usage parameter as satisfying the first condition, and the second drawing setting specifying means may handle the usage parameter with the second highest number of parameters determined as the usage parameter as satisfying the second condition. According to the above configuration example, for example, when using a plurality of first parameters as usage parameters, the drawing setting is specified based on the magnitude of the usage count. Thereby, drawing corresponding to the first parameter with a high usage rate is performed. Therefore, the user can easily grasp which first parameter is used more frequently. In Configuration 5, in any of the above Configurations 1 to 4, the usage parameter determining means may determine the usage parameter based on a user operation. According to the above configuration example, the usage parameter is determined by the user. Therefore, it becomes easier for the user to visually grasp what kind of content the usage parameter selected by the user is.
[0015] In Configuration 6, in the above Configuration 5, the usage parameter determining means may determine, based on a virtual item used in the game, the parameter corresponding to the virtual item as the usage parameter. <This allows the user to select the parameters to be used. When doing so, it is possible to allow users to select usage parameters using concepts that are easy for them to understand. This can improve the convenience of the device.
[0020] (Composition 7) Configuration 7 is that, in Configuration 6 above, the information processing program, in accordance with the progress of the game, virtual The preceding is a virtual item granting method that grants at least one of the items to the user. The computer may be made to function even more.
[0021] According to the above configuration example, it is possible to increase the number of virtual items owned as the game progresses. And, of the multiple virtual items owned by the user, which one will be used as the parameter? It allows you to visually and clearly communicate to the user how it is being used.
[0022] (Composition 8) Configuration 8 is the same as in Configuration 1 above, in which the drawing means is set based on user operation. A predetermined range may be drawn based on the first drawing setting and the second drawing setting.
[0023] (Composition 9) Configuration 9 is a configuration in which, in the above configuration 8, the drawing means is set regardless of user operation. A predetermined range is drawn based on a third drawing setting that is different from the first and second drawing settings. You may do so.
[0024] According to the above configuration example, a first predetermined range determined by the user and related to user operation The drawing content can be made different from a second predetermined range which is set separately, and the user can distinguish between the two. It can be made easier to separate.
[0025] (Composition 10) Configuration 10 is the game in which the game corresponds to the user. It may be a game in which the object can be controlled in a virtual space. And the character object If the character object is within at least one predetermined range, change the state of the character object. You may allow it.
[0026] According to the above configuration example, for example, within a first predetermined range, an effect advantageous to the user is generated. The state of character objects can be changed, which can improve the enjoyment of the game.
[0027] (Composition 11) Configuration 11 relates to the use of color vision assistance by the user in any of the above configurations 1 to 10. A computer is used as a means of setting color vision assistance settings based on the user's actions. It may be enabled. And if the setting to use the user's color vision assistance is enabled, the first drawing Regardless of the settings and the second drawing settings, the first predetermined range is drawn based on the fourth drawing settings. That's good too.
[0028] According to the above configuration example, when using the color vision assistance function, pre-configured drawing settings are used. It can be drawn. [Effects of the Invention]
[0029] According to this embodiment, the parameters currently being used in gameplay are determined by the gameplay. It can be easily made visible during its progress. [Brief explanation of the drawing]
[0030] [Figure 1] Block diagram showing the hardware configuration of game device 2 [Figure 2] A diagram showing an example of a game screen. [Figure 3]A diagram showing an example of a game screen. [Figure 4] A diagram showing an example of a primary texture. [Figure 5] A diagram showing an example of a secondary texture. [Figure 6] A diagram showing an example of player colors. [Figure 7] A diagram showing an example of player colors. [Figure 8] A diagram showing an example of player colors. [Figure 9] A diagram showing an example of a game screen. [Figure 10] A diagram showing an example of a game screen. [Figure 11] An example of data stored in the memory unit 22 of the game device 2. [Figure 12] An example of the data structure of the equipment chip correspondence table 510. [Figure 13] Flowchart showing the details of the game processing according to this embodiment [Figure 14] Flowchart showing details of the stage preparation process [Figure 15] A flowchart showing the details of the filling process. [Figure 16] A flowchart showing the details of the drawing process. [Modes for carrying out the invention]
[0031] One embodiment will be described below.
[0032] [Hardware configuration of information processing equipment] First, an information processing device for executing the information processing according to this embodiment will be described. The information processing device is, for example, a smartphone, a stationary or portable game device, or a tablet. These include mobile phones, personal computers, wearable devices, etc. The information processing related to the implementation consists of the game device described above and a designated server. It can also be applied to game systems. In this embodiment, a stationary game device (hereinafter simply A game device (referred to as a game console) will be explained as an example of an information processing device.
[0033] Figure 1 is a block diagram showing an example of the internal configuration of the game device 2 according to this embodiment. Game device 2 includes a processor 21. The processor 21 executes in game device 2. An information processing unit that performs various information processing, for example, the CPU (Central It may consist only of a Processing Unit, or it may include CPU functionality and a GPU. (Graphics Processing Unit) Includes multiple functions such as It may also consist of a C (System-on-a-chip). The processor 21 is described Executing the information processing program (for example, a game program) stored in memory unit 22. This enables various information processing. The storage unit 22 is, for example, a flash memory. Internal memory such as DRAM (Dynamic Random Access Memory) It may be a storage medium, or it may be an external storage medium or the like that is installed in a slot not shown. "Natural" is also acceptable.
[0034] Furthermore, the game device 2 communicates wirelessly with other game devices 2 and designated server devices. It is equipped with a wireless communication unit 23 for conducting communications. For example, the wireless communication is the internet Bluetooth and short-range wireless communication are used.
[0035] Furthermore, the game device 2 communicates with the controller 4 via wired or wireless connection. It is equipped with a controller communication unit 24.
[0036] Furthermore, the game device 2 is connected to a display unit 5 (for example, a television, etc.) via an image and sound output unit 25. The connection is made. The processor 21 generates (for example, by performing the above information processing) Images and audio are output to the display unit 5 via the image and audio output unit 25.
[0037] Next, we will describe the controller 4. Although the diagram is omitted, the controller of this embodiment The Ra4 has a vertically elongated housing and can be gripped in a vertical orientation. The housing is shaped to be gripped with one hand when held in a vertical orientation. It is of a certain size.
[0038] Controller 4 has at least one analog stick 42, which is an example of a directional input device. It also has one more feature. The analog stick 42 is a directional input section that can input directions. It can be used as such. The user can control the analog stick 42 by tilting it. It is possible to input the direction according to the tilt direction (and the magnitude according to the tilt angle). Furthermore, the controller 4 is equipped with a button section 43 that includes various operation buttons. For example, The controller 4 may have multiple operating buttons on the main surface of the housing.
[0039] Furthermore, the controller 4 is equipped with an inertial sensor 44. Specifically, the controller 4 is The inertial sensor 44 includes an acceleration sensor and an angular velocity sensor. In this system, the accelerometer detects the magnitude of acceleration along three predetermined axes. Furthermore, the angular velocity sensor detects the angular velocity around three predetermined axes.
[0040] Furthermore, the controller 4 communicates with the controller communication unit 24 via wired or wireless communication. It also includes a communication unit 41. Directional input content for the analog stick 42, button section Information indicating the pressed state of 43, and various detection results from the inertial sensor 44, are used as appropriate. The data is repeatedly output to the communication unit 41 at the appropriate timing and transmitted to the game device 2.
[0041] [Regarding the game envisioned in this embodiment] Next, the processes performed in this embodiment will be described. First, the processes assumed in this embodiment Let's explain the overview of the system. The game envisioned in this embodiment is one in which the user controls the controller 4 described above. This is a game in which you control a character in a virtual space by manipulating it. Figure 2 shows an example of this embodiment. An example of a game screen is shown. Figure 2 shows a game where a 3D virtual space is rendered from a third-person perspective. A screen is displayed. The user controls a player character within the virtual space, A predetermined area within the imaginary space can be painted with ink. Specifically, the user can paint the player character By manipulating the Kuta, you can trigger drawing events and paint the ground and other elements in the virtual space. In this embodiment, the drawing event is defined as "firing an ink bullet from an ink gun." When the ink projectile is fired, the player character's position is used as the starting point and the player moves from there. A predetermined location including the impact point of an ink projectile when an ink projectile is fired in the direction the character is facing. The area is painted with ink of a predetermined color. Figure 3 shows the area painted with ink of a predetermined color. An example of the screen is shown. In Figure 3, a portion of the ground in front of the player character is colored with a predetermined color. This shows how it is painted with ink. Below are the ink bullets fired by the player character. The specific color that is applied is called the "player color." The colors to be used will be discussed later. Furthermore, in the following, the area to which the ink is applied will be referred to as " This is called the "painted area."
[0042] Here, we will briefly explain the effect of the above-mentioned painted area. The player character is painted in the above area. If positioned within the area, the player character can receive advantageous effects. For example, within that painted area, the player character's movement speed increases. Also, for example... If the wall surface is painted with ink, moving within the painted area will allow you to climb the wall. It is also possible. Furthermore, the conditions for receiving this advantageous effect are: Player character The condition may be that the state of the player character is changed within the painted area. When Kuta is present, you can "transform" your player character by performing a specific action. It may be possible to allow this. This transformation would change the player character's image to have a different appearance. You may change it to the character's image. And only while the transformation is active, keep it within the painted area. It may be possible to allow them to receive advantageous effects.
[0043] In addition to the player character, enemy characters also exist within the virtual space, although they are not shown in the illustration. They exist. Enemy characters also move within the virtual space, and like player characters, they move on the ground. These can be painted in a predetermined color corresponding to the enemy character (hereinafter referred to as "enemy color"). Areas painted with enemy colors have a disadvantageous effect on the player character. This can happen. For example, the player character's movement speed may decrease, or they may take damage. do.
[0044] In this game, you paint designated areas with ink in a virtual space as described above, and defeat enemy characters. This is a game where you aim to clear stages by defeating enemies. Upon completion, users will receive an item called "Equipment Chip," which will be described later, as a reward for clearing the stage. It is possible.
[0045] [Regarding the expression of coloring with ink] Next, we will outline the drawing process for representing the ink-based coloring described above in this embodiment. Let me explain. First, the stage constructed in the virtual space can be broadly divided into stage polygons. Mesh (hereinafter referred to as stage mesh), collision mesh (hereinafter referred to as collision and It is composed of (called). The stage mesh is composed of the stage terrain (ground, walls, ceiling). This is a polygon mesh. The stage mesh will ultimately have textures applied to it, as described later. It is then drawn. Collision is used for contact detection of the above characters, ink bullets, etc. It is an element. In this embodiment, the shape of the collision is the same as the shape of the stage mesh. Furthermore, the above stage mesh and collision are placed on top of each other in exactly the same position. Let's assume that... Also, regarding the correspondence between collision and stage mesh coordinates, both... Assuming that a correspondence is predefined for cases where objects are placed in exactly the same position and overlapped, For example, coordinate A in the stage mesh and coordinate A in the collision are the same coordinate. Assume that a correspondence is defined that results in a value. Note that the collision is not positioned However, it is an element that is not drawn.
[0046] Furthermore, the stage texture and the texture used for rendering the stage mesh are also used. There is an element called painted texture. Stage textures are used to render the surface of the stage's terrain. This is the texture for that purpose. The UV coordinates of each vertex of the stage mesh and the stage texture. The correspondence with coordinates is predefined. Also, the fill texture is the ink mentioned above. This is a texture used to represent areas painted with ink by bullets. (See above stage) Regarding the correspondence between each vertex of the mesh and collision and the UV coordinates of the painted texture: It is predefined. The paint texture is initially a transparent texture. In other words, in its initial state, the entire stage mesh is covered with a transparent texture. This is the relationship. Then, in the process described later, some of the color information of the paint texture is transferred to the above P The layer color is updated. A portion of the paint texture corresponds to the area of the paint region mentioned above. And the painted texture is given priority over the stage texture mentioned above. The rendering of the stage mesh creates the effect of the ground and other surfaces being painted with ink. In other words, the stage mesh is drawn in a manner that resembles a painted texture being overlaid on the stage texture. To be drawn.
[0047] [About Equipment Chips] Next, I will explain the equipment chips mentioned above. Equipment chips are items that can be equipped to the player character. It is a virtual item used for that purpose. More precisely, the equipment chip can be attached to the ink gun mentioned above. Although it is an item, here we will consider the ink gun as part of the player character, and play It will be explained as a type of equipment for the character. As mentioned above, equipment chips are stats It is awarded to the user as a reward for clearing the stage. In addition, "treasures" are placed within the stage. It is also possible to obtain equipment chips from boxes, etc.
[0048] There are multiple types of equipped chips. In this embodiment, we will use the case where there are six types of equipped chips as an example. This will be explained. Also, the player character has 10 equipment slots for equipment chips. Let's explain using the example of the case where it is present. Also, in the following explanation, we will describe the individual types of the six types of equipment chips. When referring to them, use the letters A through F, such as "Equipment Chip A" to "Equipment Chip The notation "ppF" is used.
[0049] Equipping equipment chips to a player character improves the player character's performance. In this embodiment, the performance improvements are classified into six types, and each of them corresponds to the above-mentioned equipment. It is associated with one of the six types of tops. In this embodiment, the improved performance As an example of a classification of Noh, the following six classifications will be explained as examples. That is, "close-range attack performance" The six abilities are: "Long-range attack performance", "Movement performance", "Defense performance", "Luck performance", and "Healing performance". It is assumed that there is one. Furthermore, regarding the correspondence between performance and equipped chips, in the order listed above, It is assumed that chip A is associated with chip F. In this embodiment, each The performance improvement value in the equipped chip is assumed to be the same. In other embodiments, each equipped chip The performance improvement values may differ.
[0050] Furthermore, it is possible to equip multiple equipment chips of the same type. Therefore, the more equipment you have, the greater the improvement in the corresponding performance. For example, equipment Four A-type (close-range attack performance) equipment chips, three B-type (long-range attack performance) equipment chips You can equip one F (Recovery Performance) item, for example. In this case, it would be close-range attack performance and long-range attack performance. Both performance and recovery capabilities improve, but the biggest improvement is in close-range attack capabilities. Therefore, within the 10 equipment slots, how many of each type of equipment chip will be equipped? Depending on how you do this, you can change the performance of the player character, or in other words, their individuality in terms of combat ability. It is possible to create different types of player characters, such as those focused on close-range attacks or healing. You can change their individual characteristics by combining different equipment chips.
[0051] Here, I will add some information regarding the timing of equipping the above equipment chips to the player character. In this embodiment, a screen for selecting equipment is displayed before the start of the stage play described above. By performing the prescribed operation on the screen, the user can access the equipment chips they possess. You can equip your player character with a specific equipment chip from the available options. Once you have finished equipping your character and exited the equipment selection screen, the gameplay for the above stage will begin. It will begin. In this embodiment, the equipped chips will not be changed during stage play. It will not be possible.
[0052] By the way, the equipment chip in this embodiment is attached to the ink gun as described above. This is what is assumed. In this regard, the gameplay screen shown in Figure 2 above (hereinafter In the normal gameplay screen, which equipment chips are currently equipped and to what extent? There is an aspect where it is difficult to visually grasp what is happening. For example, the size of the ink gun is Because they are small, they can be difficult to see. Also, for example, if the equipment chip is installed inside the ink gun... If it is something that is worn, it cannot be seen from the outside. In such cases, for example, the current By displaying the status screen, which shows the details of the equipment, you can see the equipment currently equipped. It is possible to check the status screen. However, during gameplay on a stage, such a status screen appears. When displaying the screen, for example, the player character's actions such as movement and attacks are temporarily stopped, It is possible to perform an operation to display the task screen. In this case, the player character's row This can sometimes result in situations where the system temporarily stops working, but depending on the user, this may not be the case. There are times when you want to avoid this. For example, in action games, in real time In situations such as fighting an enemy character, stopping the player character's actions creates an opening. This can result in creating a "ki" (a type of error message), which can lead to situations where there isn't enough time to display the status screen. It is possible. Therefore, in this embodiment, we aim to further improve user convenience in this regard. Therefore, even in the normal gameplay screen, the contents of the currently equipped equipment chips are displayed. To make it easier to visually understand, to some extent, what is happening.
[0053] [Regarding equipment chips and player colors] As described above, even in the normal gameplay screen, the user is shown the contents of the currently equipped equipment chips. To make it easier to understand visually, in this embodiment, the player color applied to the above-mentioned painted area is shown. This will vary depending on the equipped status of the equipped chips. Specifically, first, the equipped chips Of these, the equipment chip with the most equipped items (hereinafter referred to as "the equipment chip with the most equipped items") The types and the equipment chip with the second highest number of equipped items (hereinafter referred to as "equipment chip with the second highest number of equipped items") The type of (call) is determined. Next, based on the type of equipment chip with the highest number of equipped items, "Pry The "Malicolor" will be determined. Furthermore, based on the type of equipment chip with the second highest number of equipped items, the "Secondary" will be decided. The "Dali color" is determined. Then, the above player color is used with the corresponding primary color and The above-mentioned filled area is drawn based on the content set to the secondary color.
[0054] The primary and secondary colors mentioned above will be explained in more detail. In terms of form, texture data corresponding to the primary color (hereinafter referred to as primary texture) (referred to as secondary color) and texture data corresponding to secondary color (hereinafter referred to as secondary texture Each of these (referred to as "ya") is pre-prepared. Figure 4 shows an example of a primary texture. Figure 5 shows an example of a secondary texture. In this embodiment, there are six types of equipped chips. Because this is explained using an example, primary and secondary textures are also various Six textures are provided that correspond to the category. Figures 4 and 5 show some of these. Only these three are shown. Each corresponds to Equipment Chip A to Equipment Chip C, from left to right. This is an example of a primary texture and a secondary texture.
[0055] The primary texture is used as the base color for the player color. Therefore, the primary texture is image data composed of a predetermined single color. On the other hand, A secondary texture is something that can be recognized as a "pattern" within a painted area. In this embodiment, the secondary texture is a texture that shows a pattern composed of lines. For example, it is a binary image with a white (or transparent) background and black lines.
[0056] The above painted area contains the combined content of the primary and secondary textures. The colors are drawn. Figures 6 to 8 show examples of player colors drawn in the filled area. Figure 6 The equipment chip with the highest number of equipped items is "Equipment Chip A", and the equipment chip with the second highest number of equipped items is "Equipment This is an example for the case of "equipped chip B". In this case, the primary texture corresponding to equipped chip A Cha is used as the base color, and a secondary texture corresponding to equipment chip B is applied to it. The composite image is rendered as the player color.
[0057] Furthermore, Figure 7 shows that the equipment chip with the highest number of equipped items is "Equipment Chip B", and the equipment chip with the second highest number of equipped items is... This is an example where the chip is "equipped chip A". In this case, the plastic corresponding to equipped chip B The image shows the Imari texture with a secondary texture corresponding to equipment chip A superimposed on it. It is being drawn.
[0058] Also, if you have only one type of equipment chip equipped, for example, if you have 10 pieces of equipment chip A equipped... If only one type of equipment chip is equipped, the painted area may be drawn as shown in Figure 8. If not, both the primary and secondary textures will use this one type of chip. The corresponding chip is used. In the example in Figure 8, both are primary chips corresponding to equipped chip A. The image displayed is a composite of the texture and secondary texture.
[0059] As described above, the player color painted on the painted area depends on the equipped chips. The content changes. Figures 9 and 10 show a game screen reflecting the processing according to this embodiment. Let's look at an example. As shown in these diagrams, if you shoot an ink bullet at the same spot in the same scene... However, if the equipment chips are equipped at that time, the color and pattern drawn as the painted area will differ. The appearance will also be different. Therefore, by visualizing the image of the painted area, the user can determine to some extent. At any given time, the current status of the equipped chips can be determined. In other words, the user can see the above equipment Without performing any special operations such as displaying a screen for use with the game, the normal gameplay screen will function as usual. Simply performing actions that are part of the game's progression (in this example, firing ink bullets) is sufficient. It allows you to get a general idea of the equipment status. In other words, it allows you to understand the player character's movement and ink firing, etc. Without interrupting the operation, we can see which type of equipment chip is currently being used most frequently. This makes it easier to grasp the equipment visually. Therefore, users can check the equipment of their player character. This allows players to continue playing without having to temporarily interrupt their actions, leading to improved user convenience.
[0060] Note that player colors may change depending on equipment, but regarding the enemy colors mentioned above... In this embodiment, a fixed color is used. For example, as the enemy color. Black is used. And this black color is not used as a player color. This makes it easier to distinguish between areas painted by the player character and areas painted by enemy characters. That is the reason.
[0061] [Details of the game processing in this embodiment] Next, the process in this embodiment will be described in more detail with reference to Figures 11 to 16. ru.
[0062] [About the data used] First, the various data used in this embodiment will be explained. Figure 11 shows the game device 2 This is a memory map showing an example of various data stored in the memory unit 22 of the game device 2. The memory unit 22 contains the game program 501, stage data 502, and equipment chip master 5 07, Primary texture data 508, Secondary texture data 509, Reference chip compatible table 510, player character data 511, object data 5 12. Owned item data 513, operation data 514, etc. are stored.
[0063] The game program 501 is a program for executing the game processing according to this embodiment. Specifically, the process to execute the process shown in the flowchart in Figure 13, which will be described later, is... It is in grams.
[0064] Stage data 502 is data that defines the configuration of the above stage. Ta502 contains stage mesh data 503, collision data 504, and stage technology. It includes at least texture data 505 and painted texture data 506. In example 11, the case where there is only one stage data 502 is shown, but there are multiple stages. If so, the corresponding stage data 502 may be stored.
[0065] Stage mesh data 503 is data related to the above stage mesh. Stage mesh data 503 contains information about the polygon mesh that makes up the stage, and virtual sky This includes information defining the placement position and orientation within the space. It also includes information about the polygon mesh. The report includes vertex information representing the shape of the stage, and the U of the stage texture assigned to each vertex. This contains information that specifies the V coordinate.
[0066] Collision data 504 has the shape of the collision as described above, and within the virtual space described above This is data that defines the placement position and orientation. In this embodiment, as described above, the stage mesh It should be placed in the same position as Shu.
[0067] Stage texture data 505 is applied to the surface of the stage mesh as shown above. This is texture data.
[0068] The painted texture data 506 is the data corresponding to the painted texture described above. In this embodiment, a transparent texture is set as the initial value. Also, the above collision The correspondence between the surface coordinates and the UV coordinates in the painted texture is predefined. Let's assume that this is the case.
[0069] Equipment Chip Master 507 is data that defines the contents of the above equipment chips. This data defines the ability values and other attributes that can be improved by each chip.
[0070] Primary texture data 508 is the data for the primary textures mentioned above. In this example, since six types of primary textures are used, the primary texture group data Ta508 contains six primary texture image data. Also, each image data The data includes the primary texture identifier, which will be described later, as an identifier to identify each image. 552 has been allocated.
[0071] Secondary texture data 509 is the data for the secondary textures mentioned above. Similar to the primary texture, six secondary texture image data files are available. It is included in the retexture data set 509. In addition, each image data contains the second image described later. It has been assigned the Dali texture identifier 553.
[0072] The Equipment Chip Compatibility Table 510 lists the types of equipment chips and their primary textures. This is a table-formatted data that defines the correspondence with the secondary texture. Figure 12 shows The following shows an example of the data structure of the equipped chip correspondence table 510. As shown in Figure 12, The chip correspondence table 510 includes the equipped chip type 551 and the primary texture identifier 55 2. It has a secondary texture identifier 553. The equipped chip type 551 is one of the six types listed above. Indicates one of the equipped chips. Primary texture identifier 552, and Secondary The retexture identifier 553 corresponds to the type of equipment chip identified by the equipment chip type 551. The assigned primary texture image data and secondary texture image data It is an identifier used for identification.
[0073] Returning to Figure 11, next, the player character data 511 relates to the player character. This is the data. Player character data 511 shows the appearance of the player character. Information such as 3D model information, equipment information indicating currently equipped chips, Information for motion control (e.g., position, orientation, movement speed, animation data, etc.), etc. It includes.
[0074] Object data 512 pertains to various objects other than the player character mentioned above. This is data that includes enemy characters and various other objects such as obstacles. This is the data defined. Object data 512 contains, for each object, This includes data describing the appearance of the device, as well as various parameters used for operation control.
[0075] Owned Item Data 513 includes the above-mentioned equipment chips and other in-game items owned by the user. This is data that indicates an item.
[0076] Operation data 514 is data indicating the actions performed by the player on controller 4. This is data that is transmitted from the controller 4 to the processor 21 at predetermined time intervals. This includes information indicating the status of various buttons being pressed, and information indicating the input content for the analog stick. It includes.
[0077] In addition, although not shown in the diagram, various data necessary for game processing are also stored in the memory unit 22 as appropriate. It can be done.
[0078] Next, the details of the game processing in this embodiment will be described. The following description will mainly refer to the above (i) This explains the process for rendering paint by firing ink bullets, and also covers other various game processes. Therefore, a detailed explanation will be omitted. Also, in this embodiment, one or more processors By loading and executing the above program stored in memory, the following flow is executed. —The chart is realized. Note that this flowchart is merely one example of the processing steps. Therefore, if the same results can be obtained, the processing order of each step can be changed. Good. Also, the variable values and thresholds used in the decision step are just examples, and you can adjust them as needed. Other values may be used depending on the situation.
[0079] [Details of the process performed by processor 21] Figure 13 is a flowchart showing the game processing according to this embodiment. This processing is an example. For example, the game starts when the user initiates play for a designated stage.
[0080] [Select equipment to use] In Figure 13, first, in step S1, the processor 21 starts the stage play. First, a process is performed to allow the user to select the equipment to be used. Specifically, The Sessa 21 displays the equipment change screen as described above. Next, the processor 21, Based on user input, the system will equip the player character with the specified equipment chip. Furthermore, the processor 21 processes the player character data for the specified equipment. This is reflected as equipment information in 511. Then, processor 21 is the equipment change screen. The process will proceed to the next step depending on the termination operation.
[0081] [Stage preparation process] Next, in step S2, the processor 21 performs stage preparation processing. Figure 14 shows: This flowchart shows the details of the stage preparation process. First, in step S11, Rossessa 21 stores stage data 502 from, for example, a game cartridge, in its storage unit 22. It loads the data into the next step, step S12, where the processor 21 loads the stage data 5. Based on 02, the above stage mesh and collision are placed in the virtual space, and play Construct the stage that will be targeted.
[0082] Next, in step S13, various characters such as player characters and enemy characters Place the object in the designated position.
[0083] Next, in step S14, the processor 21 loads the player character data 511. Based on the item information, the types and number of equipment chips equipped to the player character are as follows: To determine.
[0084] Next, in step S15, the processor 21 consults the above-mentioned equipment chip correspondence table 510. Based on the above equipment chip types and number of equipped chips, the primary texture and se The texture of the Kandari is determined. Specifically, first, processor 21 determines the number of equipment items as described above. Identify the equipment chip type 551 with the highest number of equipped items and the equipment chip type 551 with the second highest number of equipped items. Next, Processor 21 corresponds to the primary chip type 551, which has the highest number of installed chips. Corresponding to retexture identifier 552 and equipment chip type 551, which is the second most frequently equipped item. The processor 21 then identifies the secondary texture identifier 553. Based on the defined primary texture identifier 552, the primary texture will be used. The texture image is identified from the primary texture data 508. Similarly, the process Sa21, based on the identified secondary texture identifier 553, The texture image to be used as the chat is identified from the secondary texture data 509. If there are multiple types of equipment chips that rank first in the number of equipped items, they will be equipped to the player character. The primary and secondary textures are determined based on the order in which they were placed. In terms of equipment, the type of equipment chip that was equipped first is considered the type of equipment chip with the most equipped chips. Treat it as such, and the type of equipment chip equipped in the next order is the type of equipment chip with the second highest number of equipped chips. Treat it as such.
[0085] Next, in step S16, the processor 21 uses a virtual camera to view the virtual space constructed above. The game image generated based on the captured image is displayed on the display unit 5. The painted texture is initially a transparent texture, so at this point, the stage Regarding the mesh, rendering is performed in a way that essentially only stage textures are used. This will happen. After that, processor 21 will finish the stage preparation process. Then, the stage play will begin.
[0086] Returning to Figure 13, next, in step S3, the processor 21 acquires the operation data 514. In the following step S4, the processor 21 controls the movement of various character objects. Specifically, the processor 21 first performs the following based on the operation data 514: This controls the character's actions (movement, firing ink projectiles, etc.). If this occurs, the process of making ink bullets appear will also be executed. In addition, processor 21 will also process the enemy The system also performs processes such as controlling character movement and the movement of fired ink projectiles as needed.
[0087] Next, in step S5, the processor 21 processes the ink bullets fired by the player character. The processor 21 determines whether or not a collision has occurred, that is, it determines when an impact has occurred. The detection process is performed. If, as a result of this determination, no impact has occurred, then (step S5 is N O) The process then proceeds to step S7, which will be described later.
[0088] [Filling process] On the other hand, if an impact occurs (YES in step S5), in step S6, the processor 21 performs the fill process. Figure 15 is a flowchart showing the details of the fill process. In Figure 15, first, in step S21, the processor 21 is on the collision Identify the impact coordinates.
[0089] Next, in step S22, the processor 21 applies the above-mentioned painted area to the collision. Determine the corresponding area. For example, determine a predetermined number of shape patterns, such as a liquid spreading out. Prepare these, and processor 21 will randomly select one from them. Then, By arranging the shape pattern such that the point of impact is at the center, the processor 21, Determine the area corresponding to the painted area.
[0090] Next, in step S23, the processor 21 corresponds to the area on the collision. The area on the painted texture (UV coordinate range) is identified as the painted area.
[0091] Next, in step S24, the processor 21 processes the primary texture and secondary texture. The color information is obtained from each of the textures. Next, the processor 21 obtains the color information. The color information is combined and determined as the player color. Then, the processor 21 processes the above color information. The color information of the painted area on the texture is updated with the player color. That is, The primary and secondary textures are combined and applied to the painted area. The drawing settings are applied.
[0092] After that, processor 21 terminates the painting process.
[0093] [Other various processes] Returning to Figure 13, we then perform the remaining game processing in step S7. Specifically, Processor 21 performs impact detection and the above-mentioned process for ink bullets fired by enemy characters. Perform the painting process as appropriate. This will paint a portion of the above painting texture with the enemy color. This will result in a situation where... Also, for example, the treasure chests placed within the stage... If the operation to open the ejection is performed, the processor 21 will use the predetermined equipped chip. Execute the process to assign it to the target.
[0094] [Drawing process] Next, in step S8, the processor 21 performs the drawing process. Figure 16 shows the drawing process. Flowchart detailing the process. In Figure 16, first, in step S31, Rossesser 81 determines whether or not it has rendered all the polygons that make up the stage mesh. Determine. If not all has been drawn yet (NO in step S31), then in step S32... The processor 81 then selects the next polygon to be drawn from the polygons that have not yet been drawn. Select Lygon.
[0095] Next, in step S33, the processor 21 determines the current polygon to be drawn. Determine whether all pixels corresponding to the polygon have been drawn. As a result, if all pixels related to the polygon to be drawn have been drawn (YES in step S33), The process returns to step S31 above and is repeated. Meanwhile, if not all pixels have been drawn yet... If not (NO in step S33), in step S34, processor 21 will draw the undrawn image. From the beginning, select the next pixel to be drawn.
[0096] Next, in step S35, the processor 21 processes the stage corresponding to the pixel to be drawn. The color information of the UV coordinates within the texture is obtained. Specifically, the processor 21 first performs Identify the UV coordinates of the stage texture corresponding to the vertex information of the stage mesh. Then, The processor 21 acquires the color information corresponding to the UV coordinates.
[0097] Next, in step S36, the processor 21 processes the paint texture corresponding to the above-mentioned drawing target pixels. The color information of the UV coordinates within the chat is obtained. Then, the processor 21 uses the identified UV coordinates Obtain color information. As described above, the color information of the painted texture (player color) is as follows: The equipment chips are colored according to their equipped status.
[0098] Next, in step S37, processor 21 processes the above stage texture and paint technique. By blending the UV coordinate colors obtained from each of the studs, the pixels to be drawn are rendered. Determine the color. In this case, the color of the paint texture takes precedence over the color of the stage texture. Blending is performed so that it is rendered as if it were painted onto the stage texture. The drawing color is determined by overlapping it with the color. In this embodiment, in terms of blending ratio, The stage texture color is rendered at a 0% rate, and the paint texture color is rendered at a 100% rate. A blending process will be performed. After this, various lighting processes will be carried out. Then, the final drawing color of the pixels related to the stage mesh is determined. And the processor Step 21 draws the target pixel using the drawing color. Then, the process returns to step S33. The process is then repeated.
[0099] On the other hand, as a result of the determination in step S31 above, all polygons that make up the stage mesh If drawing is complete (YES in step S31), then in step S38, the process Ssa21 renders various objects, such as player characters.
[0100] Next, in step S39, the processor 21 generates a provisional drawing as described above. The final game image is generated by compositing images of the virtual space with UI images and other elements as needed. The image is then output as a video signal. After that, the processor 21 terminates the drawing process.
[0101] [Game End Determination] Returning to Figure 13, next, in step S9, processor 21 determines the currently playing stage Determine whether the conditions for ending the game have been met. If not, (step If NO is given in step S9, return to step S3 above and the process is repeated. If the condition is met, ( If step S9 is YES, the processor 21 terminates the game processing. As a reward for completing the game, the process of granting users the specified equipment chips will also be executed as appropriate. Furthermore, processor 21 also performs the process of updating the owned item data 513 as appropriate.
[0102] This concludes the detailed explanation of the game processing in this embodiment.
[0103] As described above, in this embodiment, the drawing settings according to the equipped chip status are set for the player. View the results of a character's predetermined action (in this example, drawing a painted area by shooting ink). It is reflected intuitively. This means that separate equipment confirmation screens, etc., will not be displayed during gameplay. Without needing to display it, users can easily understand what equipment they are currently using.
[0104] [Differentiation] In the above embodiment, the equipment chip to be equipped to the player character is provided by the user. I gave an example of manual selection. In other embodiments, in addition to such manual selection... It may also be configured to select automatically. For example, for each stage, it may be configured to select "recommended equipment chips". The term "P" may be predefined. And the user owns such an equipment chip. If so, it may be automatically equipped to the player character before the start of stage play. Then, by performing the drawing process described above, in the case of manual selection, the user themselves can select You can easily check what equipment chips you've equipped during gameplay. Also, in the case of automatic selection... Therefore, users can easily understand which equipment chips have been automatically selected.
[0105] Furthermore, in the above embodiment, the "item" to be equipped to the player character is "equipment" The example given was "chips." In other embodiments, the examples are not limited to such "items." For example, the player character can choose from several "skills" or "magic" to use. That's fine too. And, regarding the effect images etc. when using the selected skills etc., Depending on the selection, the primary and secondary textures described above will be determined. These may be used to draw effect images, etc.
[0106] Furthermore, in the above embodiment, the primary texture is the primary texture group data 5 If you choose from 08, and select the secondary texture from secondary texture data 509, He gave the following example: In other words, "a texture group for the base color" and "a texture group for the pattern" The group of textures to be selected is different for each option, such as "sha group". An example was given. In another embodiment, from one texture group, the primary It may also be configured to select a texture and a secondary texture. For example, as described above... It's not a matter of a "base color" and a "pattern," but rather multiple single-color texture images. From a single texture group included, select texture images of different colors as the primary. You may select it as a texture and secondary texture. And the selected plan The color obtained by combining the "color" related to the primary texture and the "color" related to the secondary texture is shown above. You may set this as the player color.
[0107] Furthermore, in the above embodiment, there are two textures: primary texture and secondary texture. An example was given of identifying the Scha and combining them to determine the above player color. In this embodiment, a configuration using only one texture is also possible. For example, one texture Regarding the character, you may adjust the drawing content using two different drawing settings. Then, change the contents (combinations) of these drawing settings according to the equipped status of the above equipment chips. This is also fine. As an example of drawing settings, set "Color" as the first drawing setting, and the second drawing setting You can also set the "brightness" as an example. This is assumed to be the case where a "red" texture image is identified as the first drawing setting. Assume a combination. Even in this case, the second rendering setting will change depending on the equipped chip status. "Red" can be rendered with different brightness levels. As a result, visually, "bright red" and "dark red" can appear differently. Drawing processes may be performed that cause the colors to be perceived as distinctly different. In addition to the brightness mentioned above, information such as "height" (a so-called height map) can also be used. This allows for variations in the thickness of the ink, thereby expressing the viscosity of the ink. Furthermore, this difference in elevation may be varied depending on the equipment used.
[0108] Furthermore, in the above embodiment, the case where the enemy color is fixed to black is given as an example. I gave it up. In this regard, in other embodiments, depending on the content of the player color, the enemy color The content may be decided. That is, the color should be one that is easily distinguishable from the player's color. You can also dynamically change the enemy color. For example, the primary texture and secondary A predetermined color is defined as the enemy color based on the combination of textures. It is also possible to do so. And each time the primary and secondary textures are determined, In other words, each time the equipment is changed, the enemy color is selected according to the combination. That's good too.
[0109] In other embodiments, a color vision assistance function may be implemented in the game processing. For example, a predetermined The settings screen could also allow users to turn "Color Vision Assistance" on or off. If the auxiliary function is set to ON, the color will change regardless of the equipment status of the equipment chips mentioned above. The player color is determined based on predetermined colors (drawing settings) that are predefined for visual assistance. It may be determined.
[0110] Furthermore, in the above embodiment, the determination of the "primary texture" and the "secondary texture" Regarding the determination, an example was shown in which the determination is made based on the number of equipped chips. In other embodiments, It's not about the number of items equipped, but rather the total improvement in parameters enhanced by the equipment chips, or the improvement Based on the ratio, determine the "primary texture" and "secondary texture". This is also acceptable. In this case, the user can visually and to some extent easily understand the current equipment configuration. It can be understood.
[0111] Furthermore, regarding the determination of the "primary texture" and "secondary texture" mentioned above, The example given cited an instance where the decision was based on the number of equipped items. If there is only one type of equipped chip, then "Primary Texture" and "Secondary Texture" are used. Both "Kuscha" examples cited use of textures corresponding to the type of equipment chip in question. In this regard, in other embodiments, the process may be carried out as follows: namely, a predetermined texture The image is predefined as the "default color". Then, the player character will have And, in a state where only "one" equipment chip corresponding to the default color is always equipped, It is permissible to do so. Furthermore, the control chip corresponding to the default color is not visible to the user. Furthermore, the equipment cannot be removed. In other words, it is an internal system that the user cannot control. It is treated as an equipment chip. And, for example, if there is only one type of equipment chip, You may use a texture image related to the default color as a secondary texture. More specifically, when only one type of equipment chip is equipped, and two or more equipment chips are equipped If you have equipped a chip, the default color equipment chip that you have equipped "only one of" will not be affected. The top will inevitably become the "equipment chip with the second highest number of equipped items." Also, only one equipment chip can be equipped. If both are equipped, both will be the "equipment chip with the most equipped items," but in this case, the differential The equipment chip with the "Fort Color" trait should be treated as the "second most equipped equipment chip." Also, if no equipment chips are equipped, the default color texture will be used. You can use the images as the "primary texture" and "secondary texture".
[0112] Furthermore, regarding the determination of the "primary texture" and "secondary texture" mentioned above, In the example shown, when the first condition (the most equipped items) is met, the second condition (the second equipped item) is met. The example showed a relationship that does not satisfy the condition (large number of items). In other words, "primary text The criteria used to determine the "cha" and "secondary texture" are mutually exclusive. Such conditions have been exemplified. In this regard, the judgment conditions are not limited to such exclusive relationships. In other embodiments, conditions may be used such that the second condition may also be satisfied while the first condition is satisfied. In this case, for example, in a situation where both the equipment chip A and the equipment chip B satisfy the first condition and the second condition, they may be randomly selected so that the types of equipment chips related to the primary texture and the secondary texture do not overlap. That is, it may be determined such that the primary texture and the secondary texture correspond to different types of equipment chips. In addition, in the above embodiment, an example of painting the terrain such as the ground or the wall with ink has been described. However, in other embodiments, the object to be painted as described above is not limited to the terrain, and any range within a predetermined range in the virtual space may be the target. For example, it may be the surface of a predetermined object to be moved. Further, in the above embodiment, a case where a series of game processes are executed by a single game device 2 has been described. In other embodiments, the above series of processes may be executed in an information processing system composed of a plurality of information processing devices. For example, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, some of the above series of processes may be executed by the server-side device. Furthermore, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the main processes of the above series of processes may be executed by the server-side device. また、上記実施形態では、地面や壁等の地形をインクで塗るという例を説明したが、他 の実施形態では、上記のような塗りを行う対象は地形に限らず、仮想空間内の所定範囲で あればどのような範囲を対象としてもよい。例えば移動する所定のオブジェクト(の表面 )を対象としてもよい。
[0113] In addition, in the above embodiment, an example of painting the terrain such as the ground or the wall with ink has been described. However, in other embodiments, the object to be painted as described above is not limited to the terrain, and any range within a predetermined range in the virtual space may be the target. For example, it may be the surface of a predetermined object to be moved. ]Also, in the above embodiment, a case where a series of game processes are executed by a single game device 2 has been described. In other embodiments, the above series of processes may be executed in an information processing system composed of a plurality of information processing devices. For example, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, some of the above series of processes may be executed by the server-side device. Furthermore, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the main processes of the above series of processes may be executed by the server-side device. あればどのような範囲を対象としてもよい。例えば移動する所定のオブジェクト(の表面 )を対象としてもよいです。
[0114] Also, in the above embodiment, a case where a series of game processes are executed by a single game device 2 has been described. In other embodiments, the above series of processes may be executed in an information processing system composed of a plurality of information processing devices. For example, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, some of the above series of processes may be executed by the server-side device. Furthermore, in an information processing system including a terminal-side device and a server-side device that can communicate with the terminal-side device via a network, the main processes of the above series of processes may be executed by the server-side device. また、上記実施形態においては、一連のゲーム処理を単一のゲーム装置2で実行される 場合を説明した。他の実施形態においては、上記一連の処理が複数の情報処理装置からな る情報処理システムにおいて実行されてもよい。例えば、端末側装置と、当該端末側装置 とネットワークを介して通信可能なサーバ側装置とを含む情報処理システムにおいて、上 記一連の処理のうちの一部の処理がサーバ側装置によって実行されてもよい。更には、端 末側装置と、当該端末側装置とネットワークを介して通信可能なサーバ側装置とを含む情 The process is carried out, and some processing may be performed on the terminal device. In this system, the server-side system is composed of multiple information processing devices, and on the server side Multiple information processing devices may share the task of executing the process. It may also be configured as a web gaming setup. For example, game device 2 is an operation that indicates user actions. The data is sent to a designated server, where various game processes are executed. The result can also be configured to be streamed as video and audio to game device 2. stomach. [Explanation of symbols]
[0115] 2 Game devices 4 controllers 5 Display section 21 processors 22 Memory section 23 Wireless Communication Department 24 Controller Communication Unit 25 Image and audio output section
Claims
1. A means for determining at least one parameter from among several types of parameters to be used as a playable parameter in a game. When multiple types of parameters are determined as the aforementioned usage parameters, a means for identifying the type of usage parameter that satisfies the first condition as the first specified parameter by comparing the number of parameters determined as the aforementioned usage parameters for each of the multiple types of said usage parameters, and A game program that causes a computer to function as a means for drawing a first range in a virtual space based on a first drawing setting corresponding to the first specific parameter.
2. The game program according to claim 1, wherein the type of usage parameter that satisfies the first condition is the type of usage parameter that has the largest number of parameters determined as such usage parameters.
3. In determining the aforementioned usage parameters, the computer is made to function as a means for determining the usage parameters based on user operations. If there are multiple types of usage parameters that have the largest number of parameters determined as usage parameters, the type of usage parameter that satisfies the first condition is the type of usage parameter that has the largest number of parameters determined as usage parameters and was determined earliest in that order, according to claim 1.
4. When multiple types of parameters are determined as the aforementioned usage parameters, a means for identifying the type of usage parameter that satisfies the second condition by comparing each of the multiple types of usage parameters is defined as the second specified parameter, and The game program according to claim 1, wherein the computer is further made to function as a means for drawing the first range based on the first drawing setting and the second drawing setting corresponding to the second specific parameter in the drawing.
5. The type of usage parameter that satisfies the first condition is the type of usage parameter that has the largest number of parameters determined as such usage parameters. The game program according to claim 4, wherein the type of usage parameter that satisfies the second condition is the type of usage parameter that has the second largest number of parameters determined as such usage parameters.
6. In determining the aforementioned usage parameters, the computer is made to function as a means for determining the usage parameters based on user operations. If there are multiple types of parameters that have the largest number of occurrences among the parameters determined as the aforementioned parameters, The type of usage parameter that satisfies the first condition is the type of usage parameter that has the largest number of parameters determined as usage parameters, and is the type of usage parameter that was determined earliest in the sequence of determination. The game program according to claim 4, wherein the type of usage parameter that satisfies the second condition is the type of usage parameter that has the largest number of parameters determined as usage parameters, and is the second earliest in the order in which it was determined as such usage parameter.
7. The game program according to claim 1, wherein the first drawing setting is a texture corresponding to the first specific parameter.
8. The game program according to claim 1, wherein the computer functions as a means for determining the usage parameters based on user operations in determining the usage parameters.
9. The game program according to claim 1, wherein the aforementioned usage parameters are virtual items used in the game.
10. The game program according to claim 1, wherein, in determining the usage parameters, the computer is made to function as a means for determining the parameters corresponding to virtual items used in the game as the usage parameters.
11. The game program according to claim 1, wherein the aforementioned usage parameters are performance parameters indicating the performance of an object in the game.
12. The game program according to any one of claims 1 to 11, wherein the computer functions as a means for drawing the first range, which is set based on user operations, based on the first drawing settings.
13. The game program according to claim 12, wherein the computer functions as a means for drawing a second range, which is set regardless of the user's operation, based on a third drawing setting different from the first drawing setting.
14. The aforementioned game is a game in which a character object corresponding to the user can be controlled within the virtual space, The game program according to any one of claims 1 to 11, further causing the computer to function as a means for changing the state of a character object if the character object is at least within the first range.
15. A means for setting user preferences regarding the use of color vision assistance based on the user's actions. The game program according to any one of claims 1 to 11, wherein, in the drawing, if the setting to use the user's color vision assistance is enabled, the computer further functions as a means for drawing the first range based on a fourth drawing setting, regardless of the first drawing setting.
16. A means for determining at least one parameter from among several types of parameters to be used as a playable parameter in the game, When multiple types of parameters are determined as the aforementioned usage parameters, a means for identifying the type of usage parameter that satisfies the first condition as the first specified parameter by comparing the number of parameters determined as such for each of the multiple types of usage parameters, A game device comprising means for drawing a first range in a virtual space based on a first drawing setting corresponding to the first specific parameter.
17. A means for determining at least one parameter from among several types of parameters to be used as a playable parameter in the game, When multiple types of parameters are determined as the aforementioned usage parameters, a means for identifying the type of usage parameter that satisfies the first condition as the first specified parameter by comparing the number of parameters determined as such for each of the multiple types of usage parameters, A game system comprising means for rendering a first range in a virtual space based on a first rendering setting corresponding to the first specific parameter.
18. A means for determining at least one parameter from among several types of parameters to be used as a playable parameter in a game. When multiple types of parameters are determined as the aforementioned usage parameters, a means for identifying the type of usage parameter that satisfies the first condition as the first specified parameter by comparing the number of parameters determined as the aforementioned usage parameters for each of the multiple types of said usage parameters, and A game processing method that causes a computer to function as a means for drawing a first range in a virtual space based on a first drawing setting corresponding to the first specific parameter.