Game program, game processing method, and game device
The game system automatically selects and switches the target character based on proximity and user direction, addressing complex operations and unintended selections, providing a more intuitive gameplay experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2025-03-28
- Publication Date
- 2026-06-26
AI Technical Summary
Existing game systems require complex user operations for switching the target of operation or fail to consider user intent, leading to unintended target selection.
A game system that automatically selects the character closest to a specific object and switches the target based on the user's operation direction, ensuring the selected character aligns with the user's intended action.
Enables seamless and intuitive target switching that reflects the user's intentions without complicating operations, enhancing gameplay experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game processing method, and a game device.
Background Art
[0002] In a game, there is a scene where a user operates a specific character from among a plurality of characters that can be an operation target. For example, in a baseball game, when the team of the user's operation target is the defensive team and catches a hit ball, there is a scene where there are a plurality of defensive players (characters) around the position where the hit ball falls. In such a scene, the user operates one of the plurality of players as the operation target, but may want to switch the player to be operated depending on the hit ball or the positions of the players.
[0003] For example, Patent Document 1 discloses a method of performing an operation for the user to switch the player who is the operation target. Further, Patent Document 2 discloses a method of determining whether or not to automatically switch the operation target based on the distance between the hand of the operation target and the ball, the angle formed by the moving direction of the enemy character associated with the ball and the friendly character, and the like.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, as disclosed in Patent Document 1, when the user themselves switches the target of operation, both the operation to switch the target of operation and the operation on the target of operation are required, making the operation complicated. Furthermore, although the method disclosed in Patent Document 2 switches the target of operation automatically, it does not take user operation into consideration, so the target of operation may not be the one intended by the user.
[0006] Some aspects of the present invention aim to provide a game program, a game processing method, and a game device that enable switching of the target of operation in accordance with the user's intentions without requiring complicated operations.
[0007] Furthermore, another aspect of the present invention aims to provide a game program, a game processing method, and a game device that enable the effects described in the embodiments described later. [Means for solving the problem]
[0008] To solve the above-mentioned problems, one aspect of the present invention is a game program that causes a computer to perform the following steps for a game in which the character to be controlled by the user is switched from among a plurality of characters: to select the character that is closest to a specific object from among the plurality of characters as the character to be controlled; to detect the user's operation and direction of operation for moving the character to be controlled selected as the character to be controlled; if the user's operation is detected, to determine whether or not to switch the character to be controlled based on the user's direction of operation and the direction from the character to be controlled to the specific object; and if it is determined that the character to be controlled should be switched, to switch one of the plurality of characters to be controlled.
[0009] Furthermore, one aspect of the present invention is a game processing method executed by a computer that performs game processing in which the character to be controlled by the user is switched from among a plurality of characters, the method comprising: selecting the character with the smallest distance from a specific object from among the plurality of characters as the character to be controlled; detecting the user's operation and direction of operation to move the character to be controlled selected as the character to be controlled; if the user's operation is detected, determining whether or not to switch the character to be controlled based on the user's direction of operation and the direction from the character to be controlled to the specific object; and if it is determined that the character to be controlled should be switched, switching one of the plurality of characters to be controlled.
[0010] Furthermore, one aspect of the present invention is a game device that performs the processing of a game in which the character to be controlled by the user is switched from among a plurality of characters, comprising: a selection unit that selects the character with the smallest distance from a specific object from among the plurality of characters as the character to be controlled; a detection unit that detects the user's operation and direction of operation for moving the character to be controlled selected as the character to be controlled; a determination unit that, when the user's operation is detected, determines whether or not to switch the character to be controlled based on the user's direction of operation and the direction from the character to be controlled to the specific object; and a switching unit that, when it is determined that to switch the character to be controlled, switches one of the plurality of characters to be controlled. [Brief explanation of the drawing]
[0011] [Figure 1] A diagram illustrating the outline of the process for determining the target of the operation according to the embodiment. [Figure 2] A block diagram showing an example of the configuration of the game system according to the embodiment. [Figure 3] A block diagram showing an example of the functional configuration of a game device according to this embodiment. [Figure 4]A schematic diagram showing an example of a game space created by game processing according to the embodiment. [Figure 5] A flowchart showing an example of game processing according to the embodiment. [Figure 6] A diagram showing an example of player character parameters according to this embodiment. [Figure 7] A diagram showing an example of parameters for a ball object according to the embodiment. [Figure 8] An illustrative diagram showing the estimated positions of the player character and ball object according to this embodiment. [Figure 9] A schematic diagram showing an example of a directional range used to determine the direction of operation according to the embodiment. [Figure 10] A flowchart showing an example of the process for determining the target of operation according to the embodiment. [Figure 11] A schematic diagram showing an example of the positional relationship of game objects on a game field according to the embodiment. [Figure 12] A timing chart showing a first example of the switching of the target of operation according to the embodiment. [Figure 13] A timing chart showing a second example of the switching of the target of operation according to the embodiment. [Modes for carrying out the invention]
[0012] [Embodiment] One embodiment of the present invention will be described below with reference to the drawings. [Overview of the game device] First, an overview of an example of game processing performed by the game device according to this embodiment will be described. The game device according to this embodiment is typically a home game console, but it may also be installed in amusement facilities such as arcades. Examples of home game consoles include stationary game consoles that output game images to a display such as a television (television receiver) for gameplay, and portable game consoles with a built-in display.
[0013] Also, the game according to this embodiment is a game played using a plurality of characters. A character is a game character such as a person, animal, object (e.g., vehicle) that appears in the game, and is displayed as an image (character image) on the game screen. The user plays the game with the selected character among the plurality of characters as the operation target. Here, a baseball game in which a game is played between a team that is the operation target of the user and an opponent team will be described as an example. When the team that is the operation target of the user is the offensive side, the user performs a batting operation to make the selected player character (batter) bat according to the batting order. On the other hand, when the team that is the operation target of the user is the defensive side, the user performs a pitching operation to make the selected player character (pitcher) pitch as a pitcher, and a defensive operation to make the selected player character play as a fielder.
[0014] Here, the defensive operation will be described. When the team that is the operation target of the user is the defensive side and catches the hit ball, there is a scene where a plurality of defensive side player characters exist around the position where the hit ball falls. In such a scene, one of the plurality of player characters is selected as the operation target of the user, and the other player characters are controlled by the game device as, for example, NPCs (Non Player Characters). For example, there is a method of automatically selecting the player character closest to the hit ball as the operation target. However, simply automatically selecting the player character closest to the hit ball as the operation target does not necessarily mean that the operation target intended by the user is the player closest to the hit ball, so the operation target that reflects the user's intention may not be achieved. Also, since the player closest to the hit ball changes every moment, the operation target player character may change frequently, making the operation difficult. Therefore, in this embodiment, not only is the player character closest to the hit ball automatically selected, but the player character to be the operation target is determined in consideration of the user's operation.
[0015] Referring to FIG. 1, the outline of the operation target determination process for determining the player character to be operated will be described. FIG. 1 is a diagram for explaining the outline of the operation target determination process according to the present embodiment. The operation target determination process according to the present embodiment includes an "operation target selection process" and an "operation target change process". The operation target selection process is a process in which when there is no operation instructing the movement of the player character by the user, the game device (system) automatically selects the player character to be the operation target. In FIG. 1, player A and player B, who are player characters, and a ball object BO indicating a hit ball are displayed. As shown in the figure, when the distance Lb between player B and the ball object BO is smaller than the distance La between player A and the ball object BO, player B, who is the closest to the ball, is selected as the operation target. Also, a cursor P1 indicating that it is selected as the operation target is associated with (for example, displayed at the position pointing to) player B. Specifically, for a ball flying in a three-dimensional space, the player character with the minimum distance between the coordinates of the ball projected onto a plane (two-dimensional) corresponding to the ground and the coordinates of the player on the same plane is selected as the operation target.
[0016] The operation target change process is a process of switching the player character as the operation target in consideration of the "direction" of the movement (hereinafter referred to as the "user's operation direction") acquired based on the operation when there is an operation instructing the movement of the player character by the user. For example, it is determined whether the direction Db from player B, who is selected as the operation target by the operation target selection process, to the ball object BO matches the user's operation direction Du. If it is determined that they do not match, then the operation target is changed to player A, who has the minimum distance from the ball. If it is determined that they match, the operation target remains player B without being changed. After the operation target is changed to player A, the direction Da from player A to the ball object BO matches the user's operation direction Du. This user's operation direction Du is due to an operation with the intention of the user operating player A, which means that the operation target has been switched to the player character intended by the user.
[0017] Hereinafter, the present embodiment will be described in detail. [Game System Configuration] Figure 2 is a block diagram showing an example of the configuration of the game system 1 according to this embodiment. The game system 1 consists of a game device 10 and a server device 30, and these devices are connected via a communication network NW. Here, one game device 10 used by a user is shown, but multiple game devices 10 used by other users can be connected to the server device 30 via the communication network NW, and multiple users can play against each other online using their respective game devices 10.
[0018] The server device 30 manages the game program and other necessary components for executing game processing on the game device 10. For example, the server device 30 is a computer device managed by a game operating company and can be viewed as a system composed of multiple server machines, storage, network switches, routers, firewalls, etc.
[0019] The game program managed by the server device 30 includes at least a portion of the game processing program. The game program includes not only programs downloaded to the game device 10 before the game starts, but also programs downloaded to the game device 10 after the game starts. The game program downloaded to the game device 10 before the game starts is not limited to those managed by the server device 30, but may also be managed by a server device that distributes programs that run on the game device 10. The server device 30 may also execute a portion of the game processing.
[0020] The game device 10 is a computer device that performs the game processing played by the user. Here, the game device 10 is described as a stationary game console as an example. As shown in the figure, the game device 10 is composed of a communication unit 11, an input / output IF unit 12, a storage unit 13, and a CPU (Central Processing Unit) 14.
[0021] The communication unit 11 is a device that performs communication compatible with communication standards of communication networks NW such as wireless LAN, wired LAN, and mobile communication (LTE), which enable communication between the game device 10 and the server device 30.
[0022] The input / output IF unit 12 is an interface for connecting to external input and output devices. For example, a controller 15 and a display device 16 are connected to the input / output IF unit 12.
[0023] Controller 15 is an input device for the user to input game operations. For example, Controller 15 is equipped with an operation lever and operation buttons. For example, the user can use the operation lever to indicate the direction of movement of the player character. As an example, the user tilts the operation lever in the direction they want the player character to move. The direction in which the operation lever is tilted corresponds to the user's operation direction. Note that the direction in which the user operates Controller 15 (for example, the direction in which the operation lever is tilted) does not necessarily coincide with the direction of movement of the player character. The input / output IF unit 12 detects the operation state of Controller 15 and outputs an operation signal to the CPU 14 based on the detected operation state.
[0024] The display device 16 displays game images based on game processing performed by the game device 10 and outputs sound based on game processing. The display device 16 comprises a display unit 161 and an audio output unit 162. The display unit 161 is configured to include, for example, a liquid crystal display panel or an organic EL (ElectroLuminescence) display panel. The audio output unit 162 is configured to include, for example, a speaker. The audio output unit 162 may also be configured to include an audio output terminal for outputting sound to earphones or headphones.
[0025] The display device 16 may be a television with the function of receiving television broadcast waves, or it may be a monitor without the function of receiving television broadcast waves. Furthermore, the display device 16 may be configured without an audio output unit 162. The audio output unit 162 may be configured as a separate device from the display device 16.
[0026] The memory unit 13 includes, for example, an HDD (Hard Disk Drive), SSD (Solid State Drive), EEPROM (Electrically Erasable Programmable Read-Only Memory), ROM (Read-Only Memory), RAM (Random Access Memory), etc., and stores various data, programs, etc., used by the game device 10 for processing. Note that the memory unit 13 is not limited to one built into the game device 10, but may also be an external storage device connected via the input / output IF unit 12, etc.
[0027] The CPU 14 functions as a control center that controls each part of the game device 10. For example, the CPU 14 executes the game processing of the baseball game by running the game program stored in the memory unit 13.
[0028] [Functional configuration of game device 10] Next, the functional configuration of the game device 10 will be described with reference to Figure 3. Figure 3 is a block diagram showing an example of the functional configuration of the game device 10 according to this embodiment. The illustrated game device 10 includes a game processing unit 140 as a functional configuration realized by the CPU 14 executing a game program stored in the memory unit 13. The game processing unit 140 is composed of an operation detection unit 141 (an example of a detection unit), a drawing processing unit 142, and an operation target control unit 143.
[0029] The operation detection unit 141 detects user operations on the controller 15. For example, the operation detection unit 141 acquires operation signals input via the input / output IF unit 12 in response to user operations on the controller 15, and detects user operations based on the acquired operation signals. User operations include, for example, operations related to playing the game. Operations related to playing the game include operations to move the player character selected as the target of operation, and the direction of operation. The drawing processing unit 142 draws game images based on game processing and updates the game images at a predetermined frame rate (for example, 30fps).
[0030] Figure 4 is a schematic diagram showing an example of a game space resulting from the game processing according to this embodiment. The illustrated game space includes a game field FL that mimics a baseball field. The game field FL is represented as a two-dimensional space using XY coordinates. On this game field FL (two-dimensional coordinate plane), nine defensive player characters, one offensive player character as a batter, up to three offensive player characters as runners, and a ball object are displayed. The ball object, which flies in three-dimensional space, is represented by coordinates projected onto the game field FL (two-dimensional coordinate plane).
[0031] In the example shown in Figure 4, the ball object BO is thrown by player character C1, who is the pitcher, in response to user input. The ball object BO is then hit by player character C2, who is the batter, and the hit ball object BO is moving in the direction of arrow Y1. In this state, of the nine defensive player characters, only one is controlled by the user, and the remaining eight are NPCs. Here, of the nine defensive player characters, player character C3, indicated by cursor P1, is the closest to the ball object BO and is therefore selected as the player character to be controlled. For example, this player character C3 corresponds to player B in Figure 1, and the next closest player character to the ball object BO after player character C3, player character C4, corresponds to player A in Figure 1.
[0032] If we consider the player character and the ball object BO as game objects, the maximum number of game objects on the game field FL is 14. The game processing unit 140 controls the positions of up to 14 game objects. The game processing unit 140 controls the player character being controlled according to the user's actions. In addition, the game processing unit 140 controls other player characters (NPCs) and the ball object BO, regardless of the user's actions, according to the state on the game field FL (such as the relative positions of various game objects) and the progress of the match. As shown in Figure 5, the CPU 14, as a function of the game processing unit 140, executes this game processing control every frame at a predetermined frame rate (for example, 30fps) and updates the game image.
[0033] Figure 5 is a flowchart illustrating an example of game processing according to this embodiment. The CPU 14 performs input processing based on user operations on the controller 15 (step S10). For example, the CPU 14 acquires operation signals based on user operations on the controller 15 and performs processing based on the acquired operation signals. As an example, the CPU 14 determines the acceleration and direction of the player character being controlled based on the operations on that player character. As another example, the CPU 14 determines the acceleration and direction of the ball object BO based on operations on the opposing batter character or control of an NPC. The CPU 14 also determines the acceleration and direction of other player characters (NPCs) other than the one being controlled.
[0034] Next, the CPU 14 performs game processing based on the input processing in step S10 (step S20). For example, the CPU 14 updates the positions of up to 14 game objects present on the game field FL based on the acceleration and direction of the game objects determined in step S10.
[0035] Then, the CPU 14 draws and updates the game image containing the game object based on the position of the game object updated in step S20 (step S30). The CPU 14 executes this game processing in steps S10 to S30 once per frame at a predetermined frame rate (for example, 30fps). The CPU 14 may perform the processing in steps S10 and S20 and the processing in S30 asynchronously. For example, the CPU 14 may execute the processing in steps S10 and S20 at a variable frame rate, and only the processing in step S30 at a predetermined frame rate.
[0036] During the game processing in step S20, the target determination process described with reference to Figure 1 is performed. The target control unit 143 is configured to perform the target determination process and includes a target selection unit 144 (an example of a selection unit), a target change unit 145 (an example of a switching unit), a position estimation unit 146, and a determination unit 147 (an example of a determination unit).
[0037] The target selection unit 144 selects the player character to be controlled, independently of user input. For example, the target selection unit 144 selects the player character with the shortest distance from the ball object BO as the target of control.
[0038] The target of operation change unit 145 switches the player character that is being operated on based on the user's operation. For example, when the target of operation change unit 145 detects a user operation, it switches the target of operation based on whether the direction of the user's operation matches the direction from the target player character to the ball object BO.
[0039] Here, the determination of whether the user's direction of operation matches the direction from the player character to the ball object BO is based not only on the positional relationship at the time of the user's operation, but also on the positional relationship that takes into account the movement of the player character or the ball object BO up to a predetermined period of time (for example, a predetermined frame ahead). This is because when the user performs an operation to move the player character, they consider not only the current position of the player character and the ball object BO, but also the movement to a position slightly ahead.
[0040] The position estimation unit 146 estimates the position of the player character being controlled and the position of the ball object BO from the time user operation is detected until a predetermined period of time later. For example, the position estimation unit 146 estimates the position of the player character being controlled and the position of the ball object BO from the frame in which user operation is detected until a predetermined frame later. The estimation of the player character's position and the ball object BO's position will be explained in detail below.
[0041] The position estimation unit 146 takes the moment the user performs an action as the first frame and estimates the position of the player character up to a predetermined frame ahead (for example, the 300th frame), assuming that the action continues. For example, the position estimation unit 146 estimates the position of the player character from the first frame to a predetermined frame ahead (for example, the 300th frame) based on the acceleration and direction of the player character's movement, which is determined according to the user's action. The position estimation unit 146 stores the coordinates (X,Y) of the player character's position for each frame in the storage unit 13.
[0042] Furthermore, the position estimation unit 146 takes the moment the user operates as the first frame and estimates the position of the ball object BO, which moves in response to the hit, up to a predetermined frame ahead (for example, the 300th frame). Based on the acceleration and direction of the movement of the ball object BO, the position estimation unit 146 estimates the position of the ball object BO from the first frame to a predetermined frame ahead (for example, the 300th frame). The position estimation unit 146 stores the coordinates (X,Y) of the position of the ball object BO for each frame in the storage unit 13.
[0043] Figure 6 shows an example of player character parameters according to this embodiment. The player parameters 131 shown are an example of player character parameters held in the memory unit 13. The player parameters 131 include parameters indicating acceleration, velocity, and direction (angle), and the XY coordinates (n) of the player character's position in the Nth frame (N and n are positive integers). Acceleration and direction are determined according to the user's operation on the player character. Velocity is calculated based on acceleration and direction. The XY coordinates (1) of the player character in the first frame are the actual coordinates in the first frame at the time the user operated. The XY coordinates (2) of the player character in the second frame to the XY coordinates (300) of the 300th frame are estimated values calculated based on the XY coordinates (1) of the first frame, acceleration (velocity), and direction.
[0044] When each player character operates as an NPC, the acceleration and direction parameters are determined by the system, and the values of the other parameters are calculated based on the determined acceleration and direction values.
[0045] Figure 7 shows an example of parameters for a ball object according to this embodiment. The illustrated ball parameters 132 show an example of parameters for a ball object BO held in the memory unit 13. The ball parameters 132 include parameters indicating acceleration, velocity, and direction (angle), and the XY coordinates (n) of the position of the ball object BO in the Nth frame. Acceleration and direction are determined by the opponent's actions or NPC control. Velocity is calculated based on acceleration and direction. The XY coordinates (1) of the ball object BO in the first frame are the actual coordinates of the ball object BO in the first frame shown in Figure 6. The XY coordinates (2) of the ball object BO in the second frame to the XY coordinates (300) of the 300th frame are estimated values calculated based on the XY coordinates (1) of the first frame, acceleration (velocity), and direction.
[0046] Figure 8 is an illustrative diagram showing the estimated positions of the player character and ball object according to this embodiment. In this figure, player B and ball object BO correspond to player B and ball object BO shown in Figure 1. Note that the user's operation direction Du is different from that in Figure 1. This figure shows the estimated positions of player B and ball object BO from the time of user operation on player B (the target of operation) (frame 1) to 300 frames later. Based on the position of player B and ball object BO in each frame, the directions (vectors) Db1, ..., Dbn, ..., Db300 from player B to ball object BO in each frame are determined.
[0047] When a user operation is detected, the determination unit 147 determines whether or not to switch the target of the operation based on the user's operation direction Du and the direction Db from the target player character to the ball object BO. For example, if the user's operation direction Du and the direction Db from the target player character to the ball object BO match, the determination unit 147 determines not to switch the target of the operation. On the other hand, if the user's operation direction Du and the direction Db from the target player character to the ball object BO do not match, the determination unit determines to switch the target of the operation.
[0048] Here, the user's operation direction Du and the direction Db from the player character being operated to the ball object BO are said to coincide if the user's operation direction Du falls within a predetermined directional range. The predetermined directional range is a range based on the direction Db from the player character being operated to the ball object BO. The determination unit 147 determines whether the user's operation direction Du falls within the predetermined directional range from the frame in which the user's operation is detected to a predetermined frame ahead (for example, 300 frames ahead).
[0049] The specified directional range will be explained in more detail with reference to Figure 9. Figure 9 is a schematic diagram showing an example of a direction range used to determine the direction of operation according to this embodiment. In this figure, the range of angle θ between the direction (vector) Dbn from player B to ball object BO in the Nth frame and the direction (vector) Dbn+1 from player B to ball object BO in the N+1th frame corresponds to the predetermined direction range. In the illustrated example, since the user's operation direction Du is included in the predetermined direction range (range of angle θ), it is determined that the user's operation direction Du and the direction Db from the player character being operated to ball object BO are the same.
[0050] The determination unit 147 determines whether the user's operation direction Du falls within a predetermined directional range (angle θ range) determined by the direction Dbn from the target player character to the ball object BO in the Nth frame and the direction Dbn+1 from the target player character to the ball object BO in the N+1st frame, up to 300 frames ahead from the frame in which the user's operation is detected.
[0051] Then, if the determination unit 147 determines that the user's operation direction Du falls within a predetermined directional range in at least one frame from frame 1 to frame 300, it determines that the user's operation direction Du and the direction Db from the player character being controlled to the ball object BO match, and determines that the target of operation will not be switched. On the other hand, if the determination unit 147 determines that there are no frames from frame 1 to frame 300 in which the user's operation direction falls within the predetermined directional range, it determines that the user's operation direction Du and the direction Db from the player character being controlled to the ball object BO do not match, and determines that the target of operation will be switched.
[0052] Furthermore, the predetermined directional range for determining the user's direction of operation may be the range obtained by adding an angle α to the range of angle θ determined by the direction from player B to ball object BO in the Nth frame and the (N+1)th frame. As shown in the figure, the predetermined directional range may be the range of angle (θ+2α) between the direction Dbn' obtained by adding an angle α to the direction Dbn from player B to ball object BO in the Nth frame, and the direction Dbn+1' obtained by adding an angle α to the direction Dbn+1 from player B to ball object BO in the (N+1)th frame.
[0053] Furthermore, the determination unit 147 may determine whether the user's operation direction Du matches the direction Db from the player character being controlled to the ball object BO, based on whether a predetermined percentage (e.g., 50% or 100%) of the frames from frame 1 to frame 300 in which the user's operation direction Du falls within a predetermined direction range. For example, if a predetermined percentage of the frames from frame 1 to frame 300 in which the user's operation direction Du falls within a predetermined direction range, the determination unit 147 may determine that the user's operation direction Du matches the direction Db from the player character being controlled to the ball object BO. On the other hand, if a predetermined percentage of the frames from frame 1 to frame 300 in which the user's operation direction Du falls within a predetermined direction range, the determination unit 147 may determine that the user's operation direction Du does not match the direction Db from the player character being controlled to the ball object BO.
[0054] Alternatively, instead of using the direction Dbn of the Nth frame and the direction Dbn+1 of the N+1st frame, the direction Dbn of the Nth frame and the direction of the N+Mth frame may be used (where M is an integer). For example, the determination unit 147 may determine whether the user's operation direction Du matches the direction Db from the player character being controlled to the ball object BO by checking whether the user's operation direction Du is included in a predetermined directional range determined by the directions Db from player B to the ball object BO in the Nth frame and the N+2nd frame.
[0055] Furthermore, the determination unit 147 may determine whether the user's operation direction Du matches the direction Db from the player character being controlled to the ball object BO by determining whether the user's operation direction Du falls within a predetermined directional range determined by the direction Db1 from player B to the ball object BO in the first frame and the direction Db300 from player B to the ball object BO in the 300th frame. Alternatively, the determination unit 147 may determine whether the user's operation direction Du matches the direction Db from the player character being controlled to the ball object BO by determining whether the user's operation direction Du falls within a predetermined directional range determined by the direction Db1 from player B to the ball object BO in the first frame and the direction Dbn (the direction from player B to the ball object BO in the Nth frame) that makes the largest angle with said direction Db1.
[0056] Furthermore, the predetermined directional range may be a range of predetermined angles based on the direction Db1 from player B to ball object BO in the first frame. For example, the predetermined directional range may be a range of predetermined angles from the direction Db1 from player B to ball object BO in the first frame, or it may be a range of predetermined angles centered on that direction Db1. In other words, the determination unit 147 may determine whether the user's operation direction Du matches the direction Db from the player character being operated on to ball object BO by determining whether the user's operation direction Du is included in the range of predetermined angles based on the direction Db1 from player B to ball object BO in the first frame.
[0057] Furthermore, the predetermined directional range may be a range of pre-set angles based on the direction Db1 from player B to ball object BO in each frame. For example, the predetermined directional range may be a range of pre-set angles from the direction Db1 from player B to ball object BO in each frame, or it may be a range of pre-set angles centered on that direction Db1. In other words, the determination unit 147 may determine whether the user's operation direction Du matches the direction Db from the player character being controlled to ball object BO, based on whether the user's operation direction Du is included in the pre-set angle range based on the direction Db1 from player B to ball object BO in each frame from frame 1 to frame 300. In this case, it may be determined that they match if the user's operation direction Du is included in the pre-set angle range in at least one frame, or if the user's operation direction Du is included in the pre-set angle range in a predetermined percentage of frames. Note that the pre-set angle may be 0 degrees, i.e., a perfect match may be determined.
[0058] Furthermore, while we explained an example where the analysis was conducted up to 300 frames after the frame in which user action was detected, the analysis is not limited to 300 frames; the number of frames to be included in the analysis can be arbitrarily determined.
[0059] In the example described, the position estimation unit 146 estimates the positions of both player B (the player character being controlled) and ball object BO up to a predetermined frame ahead, taking into account the movement of both. However, it is also possible to estimate the position of only one of them. For example, the position estimation unit 146 may estimate only the position of ball object BO up to a predetermined frame ahead without moving the position of player B (the player character being controlled) from its position in the first frame. In this case, the direction Db from player B to ball object BO in each frame is determined by the position of player B in the first frame and the position of ball object BO in each frame.
[0060] The determination unit 147 determines that if the user's operation direction Du and the direction Db from the target player character to the ball object BO do not match, it will switch the target of operation. In this case, the target of operation change unit 145 switches the target of operation to the next player character that is closest to the ball object BO.
[0061] Thus, when user operation is detected, the target of operation change unit 145 does not simply select the player character with the shortest distance from the ball object BO as the target of operation, but performs an "target of operation change process" that switches the target player character based on the user's operation. For example, if the direction from the target player character with the shortest distance from the ball object BO to the ball object BO does not match the user's operation direction, the target of operation change unit 145 switches to the next player character with the shortest distance from the ball object BO.
[0062] On the other hand, if the user's operation is no longer detected and there is a player character that is the closest to the ball object BO than the character to be operated on, the operation target selection unit 144 performs an "operation target selection process" to select the player character with the shortest distance as the operation target. In other words, if the user's operation is no longer detected and the player character with the shortest distance to the ball object BO is not the operation target, the operation target selection unit 144 switches to the player character with the shortest distance to the ball object BO as the operation target.
[0063] When switching the player character being controlled, some player characters present on the game field (FL) may be excluded from the selection of controlled player characters. These excluded player characters include fielders who are heading towards cover, fielders who are covering, and infielders who are in front of the batted ball (towards home plate), among the currently controlled player characters or players who are not currently being controlled. For example, a catcher covering a base will be excluded from the selection of controlled player characters.
[0064] Furthermore, if the target of operation is switched by the target of operation selection process or the target of operation change process, switching of the target of operation is prohibited for a predetermined period thereafter. If the target of operation selection unit 144 switches the target of operation based on the distance to the ball object BO when no user operation is detected, switching of the target of operation is prohibited for a predetermined period (second period) after the switch. Also, if the target of operation change unit 145 switches the target of operation based on the user's operation direction and the direction from the target character to the ball object BO, switching of the target of operation is prohibited for a predetermined period (first period) after the switch.
[0065] Here, the predetermined period for prohibiting the switching of the target may differ depending on whether the target selection unit 144 switches the target by a target selection process that does not involve user operation, or whether the target modification unit 145 switches the target by a target modification process that takes user operation into consideration. For example, the predetermined period for prohibiting the switching of the target may be set to be longer when the target modification unit 145 switches the target by a target modification process than when the target selection unit 144 switches the target by a target selection process. As an example, the predetermined period for prohibiting the switching of the target when the target selection unit 144 switches the target by a target selection process (second period) may be set to 500 msec, and the predetermined period for prohibiting the switching of the target when the target modification unit 145 switches the target by a target modification process (first period) may be set to 800 msec.
[0066] Furthermore, if the target selection unit 144 or the target change unit 145 prohibits switching the target of operation, it is not necessary to determine whether or not to switch, or even if such determination is made, the determination result is ignored and the switching is not performed.
[0067] [Processing behavior] Next, we will explain the operation of the process for determining the target of the operation, which takes place in the game processing of step S20 shown in Figure 5. Figure 10 is a flowchart showing an example of the process for determining the target of operation according to this embodiment.
[0068] First, the CPU 14 determines whether or not the user has performed any action on the controller 15 (step S201). User action refers to an action that moves the player character being controlled. In some cases, the user's intention may be to move a player character that is not the target of the action, but the CPU 14 interprets this as an action that moves the target player character, regardless of the user's intention. If the CPU 14 determines that there has been user action (step S201: YES), it proceeds to the target change processing in step S210. On the other hand, if the CPU 14 determines that there has been no user action (step S201: NO), it proceeds to the target selection processing in step S220.
[0069] First, the process of changing the target of operation in step S210 will be explained. The CPU 14 determines whether a predetermined period (for example, 800 msec) or more has elapsed since the target of operation was switched by the target of operation change process (step S211). If the CPU 14 determines that a predetermined period (for example, 800 msec) or more has not elapsed since the target of operation was switched by the target of operation change process (step S211: NO), the process of changing the target of operation is terminated without switching the target of operation. Then, the process proceeds to step S230.
[0070] On the other hand, if the CPU 14 determines that a predetermined period (for example, 800 msec) or more has elapsed since the operation target was switched by the operation target change process (step S211: YES), it proceeds to step S213. In step S213, the CPU 14 estimates the positions of the player character and the ball object BO from the frame in which the user operation was detected to a predetermined frame ahead, and calculates the direction from the player character to the ball object BO (see Figure 8).
[0071] Next, the CPU 14 determines whether the user's direction of operation is within a predetermined directional range (step S215). The predetermined directional range is, for example, the range of angles θ between the direction from the player character being operated on to the ball object BO in the Nth frame and the N+1th frame (N=1,2,...,299) (or the range with an angle α×2 added to that range) (see Figure 9). For example, the CPU 14 determines whether the user's direction of operation is within the predetermined directional range based on whether the user's direction of operation is included in the predetermined directional range from the 1st frame to the 300th frame.
[0072] If the CPU 14 determines that the user's operating direction is within a predetermined directional range (step S215: YES), it terminates the operation target change process without switching the operation target. Then, it proceeds to the process in step S230.
[0073] On the other hand, if the CPU 14 determines that the user's direction of operation is not within a predetermined directional range (step S215: NO), it switches the target of operation to the next player character that is closest to the ball object BO (step S217). Then, the CPU 14 finishes the operation target change process and proceeds to the process in step S230.
[0074] Next, the process of selecting the target of operation in step S220 will be explained. The CPU 14 determines whether a predetermined period (for example, 500 msec) or more has elapsed since the target of operation was switched by the target of operation selection process (step S221). If the CPU 14 determines that a predetermined period (for example, 500 msec) or more has not elapsed since the target of operation was switched by the target of operation selection process (step S221: NO), the CPU 14 terminates the target of operation selection process without switching the target of operation. Then, the process proceeds to step S230.
[0075] On the other hand, if the CPU 14 determines that a predetermined period (for example, 500 msec) or more has elapsed since switching the target of operation through the target of operation selection process (step S221: YES), it proceeds to step S223. In step S223, the CPU 14 determines whether the player character with the minimum distance from the ball object BO is the target player character (step S223).
[0076] If CPU14 determines that the player character closest to the ball object BO is the player character to be controlled (step S223: YES), it terminates the control target selection process without switching the control target. Then it proceeds to step S230. On the other hand, if CPU14 determines that the player character closest to the ball object BO is not the player character to be controlled (step S223: NO), it switches the control target to the player character closest to the ball object BO (step S225). Then CPU14 terminates the control target selection process and proceeds to step S230.
[0077] In step S230, the CPU 14 updates all game objects on the game field FL, including the player character that is the target of the operation, as determined by the operation target change process or the operation target selection process.
[0078] Note that the processing in step S230 may be performed before step S201. In other words, the update of the game object may be an update that reflects the processing result of the operation target change processing or operation target selection processing in the current frame, or an update that reflects the processing result of the operation target change processing or operation target selection processing in the previous frame.
[0079] Next, we will explain specific examples of switching between controlled objects by referring to Figures 11 to 13. Note that the content explained here is merely to illustrate examples of switching between controlled objects and does not correspond to situations in an actual baseball game.
[0080] Figure 11 is a schematic diagram showing an example of the positional relationships of game objects on the game field FL. This figure schematically represents an example of the positional relationship between player characters and the ball object BO, the user's direction of operation, and the target of operation. Player character Ca is referred to as player A. Player character Cb is referred to as player B. Player character Cc is referred to as player C. For the ball object BO, the positions at times t1, t2, t3, and t4 are shown, as well as the estimated positions of the ball object BO at frames 200 and 300, with the position of the ball object BO at time t2 being the position at frame 1. In this figure, the distance between player A and the ball object BO at time t1 is L1. The distance between player A and the ball object BO at time t2 is L2, the distance between player B and the ball object BO is L3, and the distance between player C and the ball object BO is L4. The relationship between these distances is L2 > L4 > L3 > L1. Figure 12 is a timing chart showing the first example of switching the target of operation. Figure 13 is a timing chart showing the second example of switching the target of operation.
[0081] First, let's explain the first example of switching the target of operation by referring to Figures 11 and 12. During the period from time t1 to time t2, player A is closest to the ball object BO. Therefore, player A is selected as the target of operation by the target selection process, and cursor P1 is displayed for player A. At this time, cursors P2 and P3 are hidden. At time t2, the player closest to the ball object BO changes from player A to player B, so the target of operation switches from player A to player B by the target selection process. Cursor P1 becomes hidden and cursor P2 is displayed. Because the target of operation has switched by the target selection process, for a period of 500 msec from time t2, switching of the target of operation is prohibited regardless of the direction of operation performed by the user.
[0082] At time t2, if the user performs an operation in the direction Du1, intending to control player B, it is determined that the user's operation direction Du1 matches the direction from player B to the ball object BO. Therefore, even if it becomes possible to switch the target of the operation 500 msec after time t2, the target of the operation will not be switched due to the target change process.
[0083] Subsequently, at time t4, if the user performs an operation in direction Du2 intending to control player C, it is determined that the user's operation direction Du2 does not match the direction from player B to ball object BO. The operation target is then changed, and the operation target switches to player C, who is the closest to ball object BO. Cursor P2 becomes invisible and cursor P3 is displayed. Switching the operation target is prohibited for 800 msec from time t4.
[0084] Next, with reference to Figures 11 and 13, a second example of switching the target of operation will be explained. From time t1 to time t2, as in the first example, player A is selected as the target of operation, and cursor P1 is displayed on player A. At time t2, the player closest to the ball object BO changes from player A to player B, so the target of operation switches from player A to player B due to the target selection process. Cursor P1 becomes invisible and cursor P2 is displayed.
[0085] In this second example, unlike the first example, at time t2, the user performs an operation in direction Du2, intending to operate on player C. Since switching the target of operation is prohibited for 500 msec from time t2, player B remains the target of operation, and the user's operation in direction Du is processed as an operation on player B. After 500 msec from time t2, when switching the target of operation becomes possible, it is determined that the user's operation direction Du2 does not match the direction from player B to the ball object BO, and the target of operation is switched to player C, who is the next closest to the ball object BO (time t3). Cursor P2 becomes invisible and cursor P3 is displayed. For 800 msec from time t3, switching the target of operation is prohibited.
[0086] [Summary of the Embodiments] As described above, the game device 10 according to this embodiment executes a game process in which the player character to be controlled by the user is switched from among a plurality of player characters (an example of a character). For example, the game device 10 selects the player character that is closest to the ball object BO (an example of a specific object) from among the plurality of player characters as the player character to be controlled. The game device 10 also detects the user's operation and direction of operation to move the player character to be controlled (an example of a player character to be controlled) that has been selected as the player character to be controlled. When the game device 10 detects the user's operation, it determines whether or not to switch the player character to be controlled based on the user's direction of operation and the direction from the player character to the ball object BO. If the game device 10 determines that it should switch the player character to be controlled, it switches the player character to be controlled from among the plurality of player characters.
[0087] As a result, the game device 10 determines the target of operation not only by considering the distance between the player character and the ball object BO, but also by considering the user's actions to move the player character. Therefore, it is possible to switch to a target of operation that reflects the user's intentions without requiring complicated operations.
[0088] For example, if the game device 10 determines that it is time to switch the target of control, it switches the target of control to the player character that is closest to the ball object BO after the player character that was the target of control.
[0089] As a result, when the game device 10 switches the target of control, it will then select the player character that is closest to the ball object BO, thus enabling the switch to a target of control that reflects the user's intentions.
[0090] For example, the game device 10 determines to switch the target of operation if the user's direction of operation does not fall within a predetermined directional range based on the direction from the player character being operated on to the ball object BO.
[0091] This allows the game device 10 to switch the target of control based on the user's input if the player character being controlled is not the one the user intended to control.
[0092] For example, when a user performs an operation to move a player character, they consider not only the current position of the player character and the ball object BO, but also moving to a position slightly ahead. Therefore, the game device 10 estimates at least one of the player character's position and the ball object BO's position from the time the user's operation is detected until a predetermined period of time in advance. Based on the estimation results of at least one of the player character's position and the ball object BO's position, the game device 10 determines whether the user's direction of operation falls within a predetermined directional range from the time the user's operation is detected until a predetermined period of time in advance.
[0093] As a result, the game device 10 can appropriately determine whether the player character being controlled is the one the user intended to control, by determining the user's control direction over a predetermined period of time, taking into account the movement of the player character or ball object BO.
[0094] For example, the game device 10 renders an image of the game, which includes multiple player characters and a ball object BO, at a predetermined frame rate. The game device 10 then determines whether the user's direction of operation falls within a predetermined range of directions from the frame in which the user's operation is detected to a predetermined frame ahead.
[0095] As a result, the game device 10 can appropriately determine whether the player character being controlled is the target of the user's control, by determining the user's control direction over a predetermined number of frames, taking into account the movement of the player character or ball object BO.
[0096] As an example, the game device 10 determines whether the user's direction of operation in the Nth (where N is a positive integer)th frame falls within a predetermined directional range determined by the direction from the player character being operated on in the Nth frame to the ball object BO and the direction from the player character being operated on in the N+1th frame to the ball object BO, from the frame in which the user's operation is detected up to a predetermined frame later.
[0097] As a result, the game device 10 can appropriately determine whether the player character being controlled is the target of the user's control, by determining the user's control direction over a predetermined number of frames, taking into account the movement of the player character or ball object BO.
[0098] If the game device 10 no longer detects user input, and there is a character that is the closest to the ball object BO than the player character being controlled, the device 10 sets the character with the shortest distance as the target of control.
[0099] This allows the game device 10 to target player characters that the user is likely to control, even if the user is not currently controlling any player characters.
[0100] If the game device 10 switches the target of operation based on the user's direction of operation and the direction from the player character being operated to the ball object BO, it prohibits switching the target of operation for a first period after the switch (for example, 800 msec).
[0101] This allows the game device 10 to prevent the target of control from switching more frequently than necessary in a short period of time due to slight changes in the positional relationship between the player character and the ball object BO, or the direction of the user's operation.
[0102] If the game device 10 switches the target of operation based on the distance to the ball object BO when no user operation is detected, it prohibits switching the target of operation for a second period after the switch (for example, 500 msec).
[0103] This allows the game device 10 to prevent the target of control from switching more frequently than necessary in a short period of time due to slight changes in the positional relationship between the player character and the ball object BO, or the direction of the user's operation.
[0104] For example, the first period (e.g., 800 msec) is set to be longer than the second period (e.g., 500 msec).
[0105] As a result, when the game device 10 determines that it will switch the target of operation based on user input, it can prioritize this determination over the determination of switching the target of operation by the system that is not based on user input, thereby making it less likely for the target of operation to switch.
[0106] Furthermore, the game processing method in the game device 10, which performs game processing in which the player character to be controlled by the user is switched from among multiple player characters (an example of a character), includes the steps of: selecting the player character with the smallest distance from the ball object BO (an example of a specific object) from among the multiple player characters as the target to be controlled; detecting the user's operation and direction of operation to move the selected target player character (an example of a target character to be controlled); determining whether or not to switch the target to be controlled based on the user's direction of operation and the direction from the target player character to the ball object BO, if it is determined that the target to be controlled should be switched, switching the target to another player character from among the multiple player characters.
[0107] As a result, the game processing method in the game device 10 determines the target of operation not only based on the distance between the player character and the ball object BO, but also by considering the user's actions to move the player character. Therefore, it is possible to switch to a target of operation that reflects the user's intentions without requiring complicated operations.
[0108] [Differentiation] Although embodiments of this invention have been described in detail above with reference to the drawings, the specific configurations are not limited to the embodiments described above, and include designs and the like that do not depart from the spirit of this invention. For example, the configurations described in the embodiments described above can be combined in any way.
[0109] In the above embodiment, the operation target changing unit 145 described an example in which, if the user's direction of operation does not match the direction from the target player character to the ball object, the operation target is switched to the player character with the shortest distance from the ball object BO. However, it is not limited to this, and when switching to an operation target, the operation target changing unit 145 may determine the player character whose direction of operation matches the direction to the ball object as the operation target.
[0110] Furthermore, although the above embodiment was explained using a baseball game as an example, it is not limited to baseball games. For example, it can be applied to various sports-themed games such as soccer, rugby, and American football, as long as the user can switch between multiple characters. Moreover, it is not limited to sports-themed games, but can be applied to any game, such as a combat game in which multiple warrior characters capture or attack a specific enemy object.
[0111] Alternatively, the program for realizing the functions of the game processing unit 140 described above may be recorded on a computer-readable recording medium, and the program recorded on this recording medium may be loaded into a computer system and executed to perform the processing as the game processing unit 140. Here, "loading the program recorded on the recording medium into a computer system and executing it" includes installing the program into the computer system. Here, "computer system" includes hardware such as the OS and peripheral devices. Furthermore, "computer system" may include multiple computer devices connected via a network including communication lines such as the Internet, WAN, LAN, and dedicated lines. Furthermore, "computer-readable recording medium" refers to portable media such as flexible disks, magneto-optical disks, ROMs, CD-ROMs, and storage devices such as hard disks built into the computer system. Thus, the recording medium storing the program may also be a non-transient recording medium such as a CD-ROM. Furthermore, the recording medium also includes internal or external recording media that are accessible from the distribution server for distributing the program. The program code stored on the distribution server's recording medium may be different from the program code in a format executable on the terminal device. In other words, as long as it can be downloaded from the distribution server and installed in a format executable on the terminal device, the format in which it is stored on the distribution server is not relevant. Furthermore, the program may be divided into multiple parts, each downloaded at a different time and then combined on the terminal device, and each divided program may be distributed by a different distribution server. In addition, "computer-readable recording medium" includes volatile memory (RAM) within computer systems that act as servers or clients when a program is transmitted over a network, which retains the program for a certain period of time. Moreover, the above program may be intended to implement only a part of the functions described above. Furthermore, it may be a so-called differential file (differential program) that can implement the above functions in combination with a program already recorded in the computer system.
[0112] Furthermore, some or all of the functions of the game processing unit 140 described above may be implemented as an integrated circuit such as an LSI (Large Scale Integration). Each of the functions described above may be made into a separate processor, or some or all of them may be integrated into a single processor. In addition, the method of implementing the integrated circuit is not limited to LSIs; it may also be implemented using dedicated circuits or general-purpose processors. Furthermore, if an integrated circuit technology that can replace LSIs emerges due to advances in semiconductor technology, an integrated circuit using that technology may be used.
[0113] Furthermore, in the above embodiment, at least a portion of the data stored in the memory unit 13 of the game device 10 may be stored in an externally connected storage device. The externally connected storage device is a storage device connected to the game device 10 by wire or wireless connection. For example, the externally connected storage device may be a storage device connected by USB (Universal Serial Bus), wireless LAN (Local Area Network), wired LAN, etc., or it may be a storage device (data server) connected via the internet, etc. This storage device (data server) connected via the internet, etc. may be used using cloud computing.
[0114] Furthermore, at least some of the components of the game processing unit 140 may be provided by a server device 30 connected via the internet or the like. For example, the above embodiment can be applied to a so-called cloud game in which game processing is performed on the server device 30.
[0115] [Note] Based on the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding the present invention, reference numerals in the attached drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0116] (Note 1) A game program according to one aspect of the present invention causes a computer that performs the processing of a game in which the character to be controlled by the user is switched from among a plurality of characters to be the character to be controlled (S220) of the plurality of characters that is closest to a specific object (BO) to be the character to be controlled (S10) to detect the user's operation and direction of operation to move the character to be controlled selected as the character to be controlled (S10) if the user's operation is detected to be switched, to determine whether or not to switch the character to be controlled based on the user's direction of operation (Du) and the direction from the character to be controlled to the specific object (Db) (S215) if it is determined that the character to be controlled should be switched to be controlled (S217).
[0117] According to the configuration described in Appendix 1, the game program determines the target of the action not only by considering the distance between the character and a specific object, but also by considering the user's actions to move the character. Therefore, it is possible to switch the target of the action in a way that reflects the user's intentions without requiring complicated operations.
[0118] (Note 2) One aspect of the present invention is a game program as described in Note 1, wherein in the switching step (S217), if it is determined that the target of operation should be switched, the character that is closest to the next specific object after the target character of operation is switched to the target of operation.
[0119] According to the configuration described in Appendix 2, when the game program switches the target of control, it will then select the character that is closest to the next specific object, thus enabling the switch to a target of control that reflects the user's intentions.
[0120] (Note 3) One aspect of the present invention is a game program as described in Note 1 or Note 2, wherein in the determination step (S215), if the user's direction of operation is not included in a predetermined directional range based on the direction from the target character to the specific object, it is determined to switch the target object.
[0121] According to the configuration described in Appendix 3, the game program can switch the target character based on user input if the character being controlled is not the one the user intended to control.
[0122] (Note 4) One aspect of the present invention is a game program as described in Note 3, wherein the computer is further instructed to perform a step (S213) of estimating at least one of the position of the character being operated on and the position of the specific object from the time the user's operation is detected until a predetermined period of time in advance, and in the determination step (S215), based on the estimation result of at least one of the position of the character being operated on and the position of the specific object, it is determined whether the direction of the user's operation from the time the user's operation is detected until the predetermined period of time in advance falls within the predetermined direction range.
[0123] According to the configuration described in Appendix 4, the game program can appropriately determine whether the character being controlled is the one the user intended to control by determining the user's direction of operation, taking into account the movement of the character or a specific object, over a predetermined period of time.
[0124] (Note 5) One aspect of the present invention is a game program as described in Note 4, wherein the computer is further made to perform the step (S30) of drawing an image of the game including the plurality of characters and the specific object at a predetermined frame rate, and in the determination step (S215), it is determined whether the direction of the user's operation falls within the predetermined direction range from the frame at which the user's operation is detected to a predetermined frame ahead (for example, 300 frames ahead).
[0125] According to the configuration described in Appendix 5, the game program can appropriately determine whether the character being controlled is the one the user intended to control by determining the user's direction of operation, taking into account the movement of the character or a specific object, over a predetermined number of frames.
[0126] (Note 6) One aspect of the present invention is a game program as described in Note 5, wherein in the determination step (S215), it is determined whether the user's operation direction in the Nth (where N is a positive integer)th frame falls within the predetermined directional range determined by the direction from the target character to the specific object in the Nth frame and the direction from the target character to the specific object in the N+1th frame, from the frame in which the user's operation is detected to a predetermined frame ahead.
[0127] According to the configuration described in Appendix 6, the game program can appropriately determine whether the character being manipulated is the one intended by the user by determining the user's direction of operation, taking into account the movement of a character or a specific object, over a predetermined number of frames.
[0128] (Note 7) One aspect of the present invention is a game program described in any one of Notes 1 to 6, wherein in the selection step (S220), if user operation is no longer detected and there is a character that is the shortest distance from the specific object than the character to be operated on, the character with the shortest distance is set as the target of operation.
[0129] According to the configuration described in Appendix 7, the game program can target characters that the user is likely to control when the user is not currently controlling any characters.
[0130] (Note 8) One aspect of the present invention is a game program described in any one of Notes 1 to 7, wherein in the switching step (S217), if the target of operation is switched based on the user's operation direction and the direction from the target character to the specific object, the switching of the target of operation is prohibited for a first period after the switching (for example, 800 msec).
[0131] According to the configuration described in Appendix 8, the game program can prevent the target of control from switching more frequently than necessary in a short period of time due to slight changes in the positional relationship between the character and a specific object, or the direction of the user's operation.
[0132] (Note 9) One aspect of the present invention is a game program as described in Note 8, wherein in the switching step (S217), if the target of operation is switched based on the distance to the specific object while no user operation is detected, the switching of the target of operation is prohibited for a second period after the switching (for example, 500 msec).
[0133] According to the configuration described in Appendix 9, the game program can prevent the target of control from switching more frequently and unnecessarily in a short period of time due to slight changes in the positional relationship between the character and a specific object, or the direction of the user's operation.
[0134] (Note 10) One aspect of the present invention is a game program as described in Note 9, wherein the first period (e.g., 800 msec) is set to be longer than the second period (e.g., 500 msec).
[0135] According to the configuration described in Appendix 10, when a game program determines whether to switch the target of control based on user input, it can prioritize this determination over system-driven determinations for switching the target of control that are not based on user input, thereby making it less likely for the target of control to switch.
[0136] (Note 11) A game processing method according to one aspect of the present invention is a game processing method performed by a computer that performs game processing in which the character to be operated by the user is switched from among a plurality of characters, and includes the steps of: selecting the character with the smallest distance from a specific object (BO) among the plurality of characters as the target of operation (S220); detecting the user's operation and direction of operation to move the character to be operated selected as the target of operation (S10); determining whether or not to switch the target of operation based on the user's direction of operation (Du) and the direction from the target of operation character to the specific object (Db) when the user's operation is detected (S215); and if it is determined that the target of operation should be switched, switching another character among the plurality of characters to the target of operation (S217).
[0137] According to the configuration described in Appendix 11, the game processing method determines the target of the operation not only based on the distance between the character and a specific object, but also by considering the user's actions to move the character. Therefore, it is possible to switch the target of the operation in a way that reflects the user's intentions without requiring complicated operations.
[0138] (Note 12) A game device (10) according to one aspect of the present invention is a game device that performs the processing of a game in which the character to be operated by the user is switched from among a plurality of characters, and comprises: a selection unit (144, S220) that selects the character with the smallest distance from a specific object (BO) among the plurality of characters as the target to be operated; a detection unit (141, S10) that detects the user's operation and direction of operation to move the character to be operated selected as the target to be operated; a determination unit (147, S215) that, when the user's operation is detected, determines whether or not to switch the target to be operated based on the user's direction of operation (Du) and the direction from the target to be operated character to the specific object (Db); and a switching unit (145, S217) that, when it is determined that the target to be operated should be switched, switches another character among the plurality of characters to be the target to be operated.
[0139] According to the configuration described in Appendix 12, the game device determines the target of operation not only based on the distance between the character and a specific object, but also by considering the user's actions to move the character. Therefore, it is possible to switch the target of operation in a way that reflects the user's intentions without requiring complicated operations. [Explanation of Symbols]
[0140] 1 Game system, 10 Game device, 11 Communication unit, 12 Input / Output IF unit, 13 Memory unit, 14 CPU, 15 Controller, 16 Display device, 140 Game processing unit, 141 Operation detection unit, 142 Drawing processing unit, 143 Operation target control unit, 144 Operation target selection unit, 145 Operation target change unit, 146 Position estimation unit, 147 Judgment unit, 161 Display unit, 162 Audio output unit
Claims
1. A computer that executes the processing of a game in which the user controls a character from among multiple characters, The steps include selecting one character from among the plurality of characters based on the position of a specific object as the target of the operation, The steps include detecting the user's operation and direction of operation to move the target character selected as the target of the operation, When the user's operation is detected, the step of determining whether or not to switch the target of the operation based on the direction of the user's operation and the direction from the target character to the specific object, If it is determined that the target of the operation should be switched, the step is to switch one of the multiple characters to the target of the operation. A game program to run.
2. In the above determination step, If the user's direction of operation does not fall within a predetermined directional range based on the direction from the target character to the specific object, it is determined to switch the target object. The game program according to claim 1.
3. In the determination step described above, characters that meet the conditions are excluded from the target of the operation switch. The game program according to claim 1 or 2.
4. A game processing method executed by a computer that performs game processing in which the character controlled by the user switches from among multiple characters, The steps include selecting one character from among the plurality of characters based on the position of a specific object as the target of the operation, The steps include detecting the user's operation and direction of operation to move the target character selected as the target of the operation, When the user's operation is detected, the step of determining whether or not to switch the target of the operation based on the direction of the user's operation and the direction from the target character to the specific object, If it is determined that the target of the operation should be switched, the step is to switch one of the multiple characters to the target of the operation. A game processing method that includes this.
5. A game device that performs the processing of a game in which the character controlled by the user is switched from among multiple characters, A selection unit that selects one character from among the plurality of characters based on the position of a specific object as the target of the operation, A detection unit that detects the user's operation and direction of operation to move the target character selected as the target of the operation, When the user operation is detected, a determination unit determines whether or not to switch the target of the operation based on the direction of the user's operation and the direction from the target character to the specific object, When it is determined that the target of the operation should be switched, a switching unit switches one of the multiple characters to the target of the operation, A game device equipped with the following features.