Game system
Patent Information
- Application Number
- PCT/JP2024/023503
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-07
- Filing Date
- 2024-06-28
- Publication Date
- 2025-02-13
Smart Images

Figure JP2024023503_13022025_PF_FP_ABST
Abstract
Description
Game System
[0001] The present invention relates to a system used to play games in a virtual space.
[0002] In recent years, with the widespread use of head-mounted displays (HMDs) and the like, so-called VR games have been developed, in which a game is played by controlling a character in a virtual space (VR). In VR games, a player wears a head-mounted display on their head and plays the game while viewing the virtual space displayed on the display, providing a high level of immersion.
[0003] Patent Literature 1 describes a system including a head-mounted display, a game processing device, and a controller. The head-mounted display has functions such as acquiring information about its position and orientation, and displaying image data of a virtual space on a display unit. The game processing device has functions such as progressing through a game in the virtual space, determining the position and orientation of a character controlled by a player in the virtual space from information about the position and orientation of the head-mounted display, and generating image data of the virtual space captured at that position and orientation. The controller can be held and operated by the player in one hand.
[0004] In this system, for example, when a character in an action game is to cast a spell, a pre-prepared trajectory (e.g., a spiral trajectory) is displayed in virtual space, and the player moves the controller along that trajectory. The closer the trajectory of the controller moved by the player matches the pre-prepared trajectory, the greater the effect the game processing device has on the character in casting the spell.
[0005] Japanese Patent Application Laid-Open No. 2019-201942
[0006] In the system described in Patent Document 1, the player must repeatedly move the controller along the same trajectory each time they want the character to cast a spell. Furthermore, to cast a spell with great effect, the player must faithfully move the controller along a pre-prepared trajectory. Conventional systems such as those described in Patent Document 1 have the problem that players become bored with the game as they repeat these same routine actions.
[0007] The problem that the present invention aims to solve is how to make a character perform an action by a non-uniform movement of a player when progressing through a game by operating the character in a virtual space.
[0008] The present invention, which has been made to solve the above problems, is a game system in which a player progresses through a game by operating a character located in a virtual space, comprising: a memory unit that stores display data of the virtual space, display data of the character, and action data in which, for each of one or more actions performed by the character, the content of the action, sound information for initiating the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the player or character are associated; a player terminal that is worn by the player and has a position detection unit that detects the attitude of the player and a predetermined part of the player, and a display unit; a sound detection unit that detects sound emitted by the player; an action reflection unit that reflects the trajectory of the predetermined part of the player detected by the position detection unit in the action of the character; a progress control unit that progresses through the game by processing the action of the character based on a predetermined algorithm; and a display processing unit that displays on the display unit an image of the virtual space captured from the viewpoint of the character or an image of the character captured from a predetermined viewpoint, based on the attitude of the player terminal detected by the position detection unit. an action initiation unit that, in response to the detection of a sound corresponding to the sound information by the sound detection unit, identifies an action corresponding to the sound information, determines an amount of movement of the player or a character controlled by the player from the trajectory of a predetermined part of the player detected by the position detection unit, and initiates the identified action at a magnitude determined from the amount of movement and the effect information.
[0009] In the game system according to the present invention, a player wears a player terminal and plays a game by controlling a character through their own movements. A head-mounted display, for example, can be suitably used as the player terminal. During game play, the positions of predetermined body parts of the player are detected by a position detection unit, and the detected player movements are reflected in the character's movements. For example, if the player terminal is a head-mounted display, multiple cameras included in the head-mounted display can track specific body parts of the player (fingertips, arm joints, toes, foot joints, etc.). Alternatively, specific body parts of the player may be detected by a motion capture device provided separately from the head-mounted display. If the player carries an input device such as a controller, the position of the input device may be tracked.
[0010] The game is progressed by a progress control unit, and during this time, the display unit of the player terminal displays an image of the virtual space captured from the character's viewpoint, or an image of the character captured from a predetermined viewpoint, based on the attitude of the player terminal (e.g., the position and orientation of the player terminal. The predetermined viewpoint is, for example, a viewpoint capturing the character from diagonally above and behind).
[0011] When the voice detection unit detects that the player has made a sound corresponding to the voice information included in the action data during game play, the character's action associated with the voice information is identified. The magnitude of this action is determined by the amount of movement calculated from the trajectory of a predetermined body part of the player detected by the position detection unit or the amount of movement of the character reflecting the trajectory of the predetermined body part of the player, and effect information previously stored in the storage unit. The amount of movement can be calculated, for example, from the distance traveled or the acceleration of the predetermined body part of the player.
[0012] In the game system according to the present invention, as described above, the action associated with the sound uttered by the player is identified, and the magnitude of the action is determined according to the amount of movement of the player. Since the content of the player's movement is free, the player can make the character execute the action by any movement of their choice.
[0013] In the game system according to the present invention, it is preferable that an object that reflects the image of the character is placed in the virtual space.
[0014] When an image of the virtual space captured from the character's viewpoint is displayed on the display unit of the head-mounted display, the player cannot directly see the movements of the character he or she is controlling. However, when an object that reflects the character's image is placed as described above, the player can see the movements of the character reflected in the object.
[0015] Preferably, the game system according to the present invention further comprises an action data recording unit that records display data of the virtual space and action data of the character while the action initiation unit is initiating the action.
[0016] In the case where an action data recording section is provided, after the game play is over, the player can enjoy image data of the scene in which the character performed an action.
[0017] By using the game system of the present invention, a character can appear in a virtual space, and when the player controls the character to progress through the game, the character can be made to perform actions through non-standard movements by the player.
[0018] FIG. 1 is a diagram showing the main components of a control / processing device and a player terminal included in an embodiment of a game system according to the present invention. FIG. 2 is an example of action data in this embodiment. FIG. 3 is a diagram showing a state in which a player has made a sound to activate an action in this embodiment. FIG. 4 is a diagram showing an example of a player's movement when causing a character to activate an action in this embodiment. FIG. 5 is a diagram showing an example of a player's posture at the time when a character has activated an action in this embodiment. FIG. 6 is a diagram showing an example of a state in which a character has activated an action in this embodiment. FIG. 7 is another diagram showing an example of a state in which a character has activated an action of a magnitude corresponding to the amount of movement of the character in this embodiment.
[0019] An embodiment of a game system according to the present invention will be described below with reference to the drawings. In the game system 1 of this embodiment, a player controls characters located in a virtual space to play an action game. In this action game, multiple characters are divided into multiple groups and compete against each other. It is not necessary for the player to control all of the multiple characters; for example, if there is only one player, characters other than the character controlled by that player are controlled by, for example, a progress control unit 22 (described below).
[0020] Figure 1 shows the overall configuration of a game system 1 of this embodiment. The game system 1 of this embodiment includes a control / processing device 10 and player terminals 30. Although only one player terminal 30 is shown in Figure 1, multiple player terminals 30 are used in a multiplayer game. The control / processing device 10 is provided, for example, on a cloud server, and is configured to be able to communicate with the player terminals 30 via a network such as the Internet.
[0021] The control / processing device 10 includes a storage unit 11. The storage unit 11 stores game setting data 111, character display data 112, and action data 113. The game setting data 111 includes display data for a virtual space in which the action game unfolds, display data for objects such as items used in each stage of the action game, and progress information for each stage (such as events in that stage and the conditions for their occurrence, and conditions for clearing that stage). The character display data 112 includes display data for player characters that can be controlled by the player, and display data for non-player characters such as enemy characters that automatically appear as the stage progresses.
[0022] The action data 113 is information that associates, for each of one or more actions that can be performed by each character, the content of the action, audio information for invoking the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the character. Because the movements of the character in the virtual space reflect the movements of the player, the amount of movement of the character can also be rephrased as the amount of movement of the player.
[0023] 2 shows an example of the action data 113. In this example, information on one or more actions is stored for each of group X to which character A and other characters operated by the player belong, and group Y to which character B and other characters belong.
[0024] One of the actions in Group X, "Fire a beam from the staff," is activated when a player controlling a character belonging to Group X, such as character A, says "Command X" and moves the character with a movement amount exceeding a predetermined threshold x. A beam of light of a size calculated based on the effect information is fired from the staff. This deals damage to enemy characters according to the size of the beam. Another action in Group Y, such as character B, is activated when a player controlling a character belonging to Group Y, such as character B, says "recover" and moves the character with a movement amount exceeding a predetermined threshold x. This restores hit points (HP) with an effect calculated based on the effect information. Another action in Group Y, such as character Y's "Detoxify a teammate character," is activated when a player controlling a character belonging to Group X, such as character B, says "poison" and moves the character with a movement amount exceeding the threshold x. In this embodiment, a player can have the character they control perform an action at any time, except when there are insufficient magic points (MP) or when the system prohibits casting a spell due to the stage's development. The threshold value x and upper limit value y in FIG. 2 may be values common to all actions, or may be different for each action. In this embodiment, as described below, the player's voice is compared with the voice in the action data 113, and the amount of movement of the character controlled by the player is calculated only while the player is operating the button 52 on the assistive device 51.
[0025] The control / processing device 10 also includes, as functional blocks, an action reflection unit 21, a progress control unit 22, a display processing unit 23, an action initiation unit 24, an action data recording unit 25, and an action data registration unit 26. These functional blocks are realized by causing a processor to execute a dedicated control / processing device program 20 that is pre-installed in the control / processing device 10.
[0026] The action reflection unit 21 reflects the trajectory of a predetermined body part of the player detected by the player terminal 30 in the action of the character operated by the player. The predetermined body part of the player may be, for example, the player's fingertips, arm joints, toes, or foot joints. Furthermore, as in the example described below, when the player plays while holding an assistive device 51 (including a controller) in his or her hand, the assistive device 51 may be used as the predetermined body part. The predetermined body part of the player may be one or more. The more predetermined body parts there are, the more precisely and faithfully the player's actions can be reflected in the character's actions. Furthermore, reducing the number of predetermined body parts reduces the computational load. Therefore, the number of predetermined body parts can be determined by taking these factors into consideration. Furthermore, when the player makes a sound, the action reflection unit 21 moves the mouth of the character operated by the player in synchronization with the sound, causing the character to act as if it is talking.
[0027] The progress control unit 22 processes the character's movements based on a predetermined algorithm and progresses the game based on the game setting data 111. The progress control unit 22 also controls characters not controlled by a player based on a predetermined algorithm. The display processing unit 23 determines the posture (position and orientation) in the virtual space of the character controlled by the player wearing the player terminal 30 based on the posture (position and orientation, in this embodiment) of the player terminal 30, and generates an image capturing the virtual space from the character's viewpoint. The action initiation unit 24 compares the player's voice detected by the player terminal 30 while a button 52 (described below) is being operated with the voice information included in the action data 113 of the character controlled by the player, and identifies the action to be initiated. The action initiation unit 24 also calculates the amount of movement from the character's movements reflecting the trajectory of a specific part of the player's body detected by the player terminal 30 while the button 52 (described below) is being operated, and initiates the character's action based on the effect information of the action data 113. The action data recording unit 25 records image data and audio data of character actions in the virtual space that are performed during the game. The action data registration unit 26 accepts registration of new action data or changes to already saved action data.
[0028] The player terminal 30 in this embodiment is a head-mounted display. The player terminal 30 is equipped with a memory unit 31, a sound collection unit 32 provided on the side or other portion of the head-mounted display, an imaging unit 33 consisting of multiple cameras fixed to both sides and the top of the head-mounted display, and a display unit 34. An assisting device 51 is also wirelessly connected to the player terminal 30. A button 52 is provided on the assisting device 51, and when the player presses the button 52, the fact that the button 52 has been pressed is transmitted to the player terminal 30 and the control / processing device 10.
[0029] The player terminal 30 includes functional blocks including a posture detection unit 41, a sound detection unit 42, a body part detection unit 43, and a display processing unit 44. The posture detection unit 41 detects changes in the position and direction of the player terminal 30 (head-mounted display) as posture changes and transmits this information to the control / processing device 10 at a predetermined cycle. The sound detection unit 42 detects the player's voice through the sound collection unit 32 and transmits it to the control / processing device 10. The body part detection unit 43 detects the positions of predetermined body parts of the player (fingertips, arm joints, toes, foot joints, assistive devices 51, etc.) from images captured at a predetermined cycle by multiple cameras in the imaging unit 33 and transmits the detected positions to the control / processing device 10 at a predetermined cycle (typically, a frame rate, as described below). The display processing unit 44 displays image data of the virtual space received from the control / processing device 10 on the display unit 34. Furthermore, the display processing unit 44 not only has the function of displaying images on the display unit 34, but also has the function of reading input instructions from the player on the screen and transmitting that information to the control / processing device 10. Input instructions in the virtual space can be given, for example, by input to an operation unit provided on the head-mounted display, by the movement of the player's fingertip detected by the body part detection unit 43, or by input operation to buttons 52 provided on the assistive device 51. These functional blocks are realized by executing a dedicated player terminal program 40 pre-installed on the player terminal 30 by a processor.
[0030] Next, the flow of playing a game in the game system 1 of this embodiment will be described.
[0031] When a user wears the player terminal 30 (head-mounted display) on their head and issues a command to start the game on the initial screen displayed on the display unit 34, the display processing unit 23 in the control / processing device 10 generates title screen data for the action game stored in the storage unit 11 and transmits it to the player terminal 30. In the player terminal 30, the display processing unit 44 displays the received screen data on the display unit 34. When the user selects the start button displayed on the title screen, this information is transmitted to the control / processing device 10, and the action game begins.
[0032] In the control / processing device 10, the progress control unit 22 generates screen data displaying a list of selectable characters in the action game selected by the user and the groups to which those characters belong, and transmits the generated screen data to the player terminal 30. In the player terminal 30, the display processing unit 44 displays the received screen data on the display unit 34. When the user selects a character, the information is transmitted to the control / processing device 10. Based on the received information, the control / processing device 10 stores information associating the player terminal 30 used by the player with the character in the storage unit 11. During play of the action game, only audio information related to actions associated with the group to which the character associated with the player terminal 30 belongs is valid. In other words, even if a player makes a sound corresponding to audio information included in action data 113 associated with a group other than the group to which the character they are controlling belongs, that action will not be activated. Note that, as described above, only audio produced by the player while the player is operating the button 52 is compared with the audio information included in the action data 113; audio produced by the player outside of this time period is not compared with the audio information in the action data 113. Any sound emitted while the player is not operating the button 52 is transmitted to the participants of the game. Furthermore, while the sound is being emitted, the mouth of the character operated by that player moves, making it appear as if the character is talking.
[0033] Once an action game and character are selected, the progress control unit 22 starts the action game. If the character selected by the player possesses an item 61 that activates an action (e.g., the wizard character's wand shown in Figures 6 and 7), the player holds an assistive device 51 resembling the item (e.g., the assistive device resembling the wand handle shown in Figures 3 to 5) in their hand (see Figure 3). Such items are pre-positioned in the virtual space, and when the player moves the assistive device 51 to bring the character's hand in the virtual space within a predetermined distance of the wand handle, the character begins to hold the wand. When the player moves the assistive device 51 after the character is holding the wand, the trajectory of the movement is reflected in the trajectory of the wand in the virtual space. The display processing unit 23 generates three-dimensional image data of an initial scene in the virtual space in which the action game unfolds and places the character in that initial position. It also generates image data capturing the virtual space from the character's viewpoint and transmits it to the player terminal 30. Thereafter, each time a change in the attitude (position and direction) of the player terminal 30 is received from the player terminal 30, new image data is generated and transmitted to the player terminal 30. In the player terminal 30, the display processing unit 44 sequentially displays the received screen data on the display unit 34.
[0034] When the player changes the settings through a predetermined input operation, the display processing unit 23 places a mirror object reflecting the character's image in a position facing the character in the virtual space. The object's position is appropriately moved to a position that does not interfere with the game's progress, or is hidden. The player can visually confirm the appearance of the character they are controlling. In an action game such as this embodiment, displaying a mirror object during a battle with an enemy character can sometimes interfere with the battle. In such a case, for example, the mirror object can be hidden when using magic. In this case, the player cannot see the character they are controlling during the battle with the enemy character, but can confirm the effect of the magic cast by checking the size and change of effects such as magic circles that appear in the virtual space when the magic is cast. Furthermore, as described below, video is automatically recorded while an action is being performed. Therefore, by reading the data after the battle with the enemy character is over, the player can confirm how the character they are controlling performed the action.
[0035] After the action game begins, the progress control unit 22 performs appropriate processing in response to the player's operation of the character, and progresses the game. As the game progresses, the character's posture (position and direction) in the virtual space is changed in response to changes in the posture (position and direction) of the player terminal 30 received from the player terminal 30. In addition, the action reflection unit 21 reflects the trajectory of a predetermined part of the player received from the player terminal 30 in the character's movements, and when the player makes a sound, moves the character's mouth in accordance with the sound.
[0036] When a predetermined condition is met during play of an action game (for example, when a character moves a predetermined distance in virtual space or reaches a predetermined position in the field), the progress control unit 22 generates an event. One typical event in this embodiment is the appearance of an enemy character.
[0037] The voices emitted by the player are detected by the voice detection unit 42 and sequentially transmitted to the control / processing device 10. When the player emits a voice to initiate an action of the character controlled by the player while pressing the button 52 of the assistive device 51 (see FIG. 3 ), the action initiation unit 24 compares the voice with the voice information of the action data of the character controlled by the player, stored in the action data 113. When the action initiation unit 24 detects a match, the action initiation unit 24 identifies the action corresponding to the voice emitted by the player. The player also performs an arbitrary action while continuing to press the button 52 of the assistive device 51, either simultaneously with, before, or after emitting the above-mentioned voice. The action initiation unit 24 calculates the amount of movement of the character controlled by the player operating the button 52 while the button 52 is pressed. Note that if the player does not emit a voice while pressing the button 52, the input operation on the button 52 is canceled.
[0038] In this embodiment, the action initiation unit 24 compares the player's voice with the voice information in the action data 113 only while the player continues to press the button 52 of the assisting device 51. However, it is also possible to compare the voice information in the action data 113 every time the player makes a sound, regardless of whether the button 52 is pressed or not. However, in this case, the action initiation unit 24 would be constantly operating, which would impose a heavy load on the action initiation unit 24. Therefore, it is preferable to configure the action initiation unit 24 to compare the voice only while the button 52 is being pressed, as in this embodiment. Furthermore, the configuration of this embodiment may be configured to set an upper limit (e.g., one minute) for recognizing a state in which the button 52 is continuously pressed, and reset the input operation via the button 52 after the upper limit has elapsed. This allows the action initiation unit 24 to operate for a time period equal to or less than the upper limit, even if the player continues to press the button 52.
[0039] Furthermore, in this embodiment, the amount of movement of the character is calculated only while the player continues to press button 52 of assistive device 51, but it is also possible to obtain the amount of movement of the character for a predetermined period of time (for example, 5 seconds) from the time the player presses button 52.
[0040] Figure 4 shows an example of the player's movements while the player is pressing the button 52. Figure 5 shows an example of the player's posture when the player releases the button 52 (when the character performs an action).
[0041] In this embodiment, the magnitude of the effect of an action is determined as follows. In this embodiment, the amount of movement of a character is defined as the sum of the movement distances of the character's left and right hands. While the player is pressing the button 52 of the assisting device 51, the action initiation unit 24 calculates the movement distances (Euclidean distances) of the character's left and right hands in the virtual space at regular time intervals (e.g., a time interval corresponding to the video frame rate of 60 frames per second) and sequentially adds up the movement distances of the left and right hands. The action initiation unit 24 then determines whether the accumulated value k exceeds a predetermined threshold x. When the accumulated value reaches an upper limit y (y > x), the accumulation of the movement distance is terminated even if the button 52 of the assisting device 51 is still pressed. The accumulation of the movement distance is also terminated when the player releases the button 52 of the assisting device 51 or when a preset upper limit time is reached.
[0042] For example, when the player operating character A utters the sound "Command X," an action of "firing a beam of light from the staff" (see FIG. 6) is identified in the action data 113. For example, if the movement amount k of character A while the player continues to press button 52 before and after uttering this sound is 400, and the threshold value x of the effect information in the action data 113 is 100 and the upper limit value y is 1,100, the action initiation unit 24 causes character A to fire a beam of light from the staff toward an enemy character with a magnitude equivalent to the value calculated by (400-100) / (1,100-100)=0.3 (i.e., 30% of the maximum effect amount; Level 3) (see FIG. 7).
[0043] The method for determining the magnitude of the effect of an action is not limited to the above. For example, various methods can be used, such as a simpler calculation formula in which the magnitude of the effect of an action is determined according to the value m obtained by dividing the character's movement amount k by a threshold value x. Other actions in group X to which character A belongs, and actions in other groups, are also processed in the same manner. The length of time for calculating the character's movement amount may be common to all actions, or may differ for each action.
[0044] The action data recording unit 25 stores in the storage unit 11 three-dimensional data and audio data of the virtual space while the player is pressing the button 52 or while the character is performing an action. The three-dimensional data may be stored as an image file or a video file, or as various 3D motion data files in the virtual space. Saving the data as an image file or a video file allows for quick playback. Saving the data as a 3D motion data file reduces the file size. Note that 3D motion data refers to data representing the movement of an object or character. 3D motion data is a numerical record of the movement of each part of a three-dimensional model (object or character) in a three-dimensional virtual space over time. Using this data format allows the model to reproduce natural movements.
[0045] The saved 3D data and audio data of the action can be read out and viewed from the storage unit 11 at any time by not only the player controlling the character who performed the action, but also players controlling other characters in the same action game, or players participating (logging in) as game viewers or photographers of game scenes without controlling a character themselves. When playing back the 3D data, players can set any viewpoint within the 3D space to view images and videos of the action. These files can also be downloaded from the storage unit 11. For example, the downloaded data can be uploaded to a viewing site on the Internet for widespread viewing.
[0046] In the game system 1 of this embodiment, as described above, when a player operating a character makes a sound corresponding to sound information associated with a predetermined action for the character, the action corresponding to the sound information is identified. Furthermore, the magnitude of the effect of the action is determined according to the amount of movement of the character in the virtual space. In this case, the type of movement of the character in the virtual space does not matter, so the player can make the character perform the action by any movement of their choice.
[0047] Furthermore, in the game system 1 of this embodiment, a user such as a player can add new actions. When the user instructs the addition of an action through a predetermined input operation, the action data registration unit 26 displays a screen for inputting the action content, the scene in which the action can be performed, audio information, and effect information. The action content may be selected by the user from among those pre-stored in the memory unit 11 of the control / processing device 10. The scene in which the action can be performed may be selected by the user from among those pre-stored in the memory unit 11. The audio information may be registered by having the user register a sound (e.g., by having the user actually produce the sound). The effect information may be selected by selecting one or more parameters from among those pre-stored in the memory unit 11 (e.g., threshold values, reference values, etc.) and specifying the calculation method and coefficients. This allows the player to increase the variety of actions that a character can perform in an action game. The action content, audio information, or effect information may also be changed in the same manner as above.
[0048] The above embodiment is merely an example and can be modified as appropriate in accordance with the spirit of the present invention.
[0049] In the above embodiment, an action game is described, but the type of game to be played is not limited, and may be a role-playing game, a fighting game, a sports game, or the like. Action data with content appropriate to the type of game to be played may be prepared. In addition, in the above embodiment, an assisting device 51 having a button 52 is used, but whether or not to use the assisting device 51 and what type of assisting device 51 to use may be determined appropriately depending on whether or not the character possesses an item. If the assisting device 51 is not used, an input operation unit in place of the button 52 may be provided on the player terminal 30.
[0050] In the above embodiment, the trajectory of a predetermined body part of a player is first converted into the movement of a character controlled by the player, and the effect of the action is calculated from the amount of movement of the character. However, the amount of movement of the player may be calculated from the trajectory of a predetermined body part of the player, and the magnitude of the effect of the character's action may be determined from the amount of movement and effect information. Also, in the above embodiment, multiple characters are grouped and an action is associated with each group, but an action may also be associated with each character. Alternatively, both actions common to the group and actions different for each character may be used.
[0051] In the above embodiment, the amount of movement of the character is calculated while the player is pressing the button 52 or for a predetermined period of time after the player starts pressing the button 52. However, other methods may also be used. For example, the magnitude of the effect of an action may be calculated using the amount of movement of the character for a predetermined period of time after the player starts making a sound corresponding to the sound information included in the action data. Alternatively, the amount of movement of the character for a predetermined period of time after the player stops making the sound may be used. Alternatively, the amount of movement of the character may be used after a predetermined delay after the player stops making the sound. Furthermore, the amount of movement of the character may be continuously calculated, and the accumulation of the amount of movement may be started when the amount of movement per unit time exceeds a predetermined threshold, and the accumulation of the amount of movement may be stopped when the amount of movement per unit time falls below the predetermined threshold. In these cases, the amount of movement of the character for a predetermined period of time is calculated even if the player does not operate the button 52.
[0052] In the above embodiment, the player performs input operations on a screen displayed on the display unit of the player terminal 30. However, instead of (or in addition to) this, the player may perform input operations via a controller connected to the player terminal 30 by wire or wirelessly. Furthermore, in the above embodiment, changes in the position and orientation of the player terminal 30 are reflected in the position and orientation of the character in the virtual space. However, instead of (or in addition to) this, the character's position and orientation may be changed in response to operations using a controller. For example, when a player needs to travel a long distance across a field in an action game, if the character's position is changed only by changes in the position of the player terminal 30, the player wearing the player terminal 30 would need to travel a long distance. In such cases, it is effective to adopt a configuration in which the character's position can be moved by input via a controller.
[0053] In the above embodiment, a mirror object is placed in the virtual space and the character's image is projected onto it. However, instead of (or in addition to) this, a window projecting the character's image may be provided on the display unit 34, either separately from the portion displaying the virtual space or superimposed on the portion displaying the virtual space. When a mirror object is placed in the virtual space, if the character faces a direction different from the mirror object, the character's image cannot be seen through the mirror object. On the other hand, if the window is provided separately from the virtual space, the window continues to be displayed at a predetermined position on the display unit 34 regardless of the character's orientation in the virtual space, allowing the character's image to be seen regardless of the direction the character faces. The position at which the window is displayed may be variable, and the window may be switchable between visible and hidden.
[0054] Furthermore, in the above embodiment, an image capturing the virtual space from the character's viewpoint is displayed on the display unit 34. However, instead of this, an image capturing the character at a predetermined angle of view may be displayed on the display unit 34. For example, if an image capturing the character from diagonally above behind is displayed, the player can visually recognize the character's appearance without placing the above-mentioned objects or windows. Of course, objects and windows may be used in combination.
[0055] In the above embodiment, the game system was composed of the control and processing device 10 and the player terminal 30, but the components of the control and processing device 10 may be provided in the player terminal 30, and the game system may be composed solely of the player terminal 30. Alternatively, some of the functions of the control and processing device 10 may be made the functions of the player terminal 30, or conversely, some of the functions of the player terminal 30 may be made the functions of the control and processing device 10.
[0056] In the above embodiment, the player terminal 30 is configured to include a posture detection unit 41, a sound collection unit 32, and a voice detection unit 42, but a motion capture unit may be used separately from the player terminal 30 instead of the posture detection unit 41, or a voice detection device may be provided separately from the player terminal 30 instead of the sound collection unit 32 and voice detection unit 42. If a motion capture unit or voice detection device is provided separately from the player terminal 30, they should be configured to be able to communicate with the control / processing device 10 and / or the player terminal 30.
[0057] Aspects It will be apparent to those skilled in the art that the exemplary embodiments described above are examples of the following aspects.
[0058] (Item 1) One aspect of the present invention is a game system in which a player progresses through a game by operating a character located in a virtual space, comprising: a memory unit that stores display data of the virtual space, display data of the character, and action data in which, for each of one or more actions performed by the character, the content of the action, sound information for initiating the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the player or character are associated; a player terminal that is worn by the player and has a position detection unit that detects the attitude of the player and a predetermined part of the player, and a display unit; a sound detection unit that detects sound emitted by the player; an action reflection unit that reflects the trajectory of the predetermined part of the player detected by the position detection unit in the action of the character; a progress control unit that progresses through the game by processing the action of the character based on a predetermined algorithm; and a display processing unit that displays on the display unit an image of the virtual space captured from the viewpoint of the character or an image of the character captured from a predetermined viewpoint, based on the attitude of the player terminal detected by the position detection unit. an action initiation unit that, in response to the detection of a sound corresponding to the sound information by the sound detection unit, identifies an action corresponding to the sound information, determines an amount of movement of the player or a character controlled by the player from the trajectory of a predetermined part of the player detected by the position detection unit, and initiates the identified action at a magnitude determined from the amount of movement and the effect information.
[0059] In the game system according to paragraph 1, a player wears a player terminal and plays the game by moving around. A head-mounted display, for example, can be suitably used as the player terminal. During game play, the position of a predetermined part of the player's body is detected by a position detection unit, and the detected player's movements are reflected in the character's movements. For example, if the player terminal is a head-mounted display, multiple cameras included in the head-mounted display can track specific parts of the player (such as the player's fingertips, arm joints, toes, and foot joints). Alternatively, specific parts of the player may be detected by a motion capture device provided separately from the head-mounted display. If the player carries an input device such as a controller, the position of the input device may be tracked.
[0060] The game is progressed by a progress control unit, and during this time, the display unit of the player terminal displays an image of the virtual space captured from the character's viewpoint, or an image of the character captured from a predetermined viewpoint, based on the attitude of the player terminal (e.g., the position and orientation of the player terminal. The predetermined viewpoint is, for example, a viewpoint capturing the character from diagonally above and behind).
[0061] When the voice detection unit detects that the player has made a sound corresponding to predetermined voice information during game play, the character's action associated with the voice information is identified. The magnitude of this action is determined by the amount of movement determined from the trajectory of a predetermined part of the player detected by the position detection unit and effect information previously stored in the storage unit. The amount of movement can be determined, for example, from the distance traveled or the acceleration of the predetermined part of the player.
[0062] In the game system according to paragraph 1, as described above, the action associated with the sound uttered by the player is identified, and the magnitude of the action is determined according to the amount of movement of the player. Since the content of the player's movement is free, the player can make the character execute the action by any movement of their choice.
[0063] (Clause 2) The game system according to clause 2 is the game system according to clause 1, wherein an object that reflects the image of the character is placed in the virtual space.
[0064] (Clause 3) The game system according to clause 3 is the game system according to clause 1 or 2, wherein a window showing an image of the character is displayed on the display unit.
[0065] In the game system according to paragraph 1, when an image of the virtual space from the character's point of view is displayed on the display unit of the head-mounted display, the player cannot directly see the movements of the character he or she is controlling. In the game system according to paragraph 2, an object that reflects the character's image is placed in the virtual space, and in the game system according to paragraph 3, a window that reflects the character's image is displayed on the display unit, so the player can see the character's movements.
[0066] (4) The game system according to 4 is the game system according to any one of 1 to 3, further comprising an action data recording unit that records display data of the virtual space and movement data of the character while the action initiation unit is initiating the action.
[0067] In the game system according to paragraph 4, after the game play is over, the player can enjoy image data of the scene in which the character performed an action.
[0068] (Clause 5) The game system according to clause 5 is the game system according to any one of clauses 1 to 4, further comprising an action data registration unit that allows the user to input the content of the action, the audio information, and the effect information, and stores new action data in the storage unit based on the input information.
[0069] In the game system according to paragraph 5, the player or the like can add any action data.
[0070] (Clause 6) The game system according to clause 6 is the game system according to any one of clauses 1 to 5, further comprising an input operation unit that accepts input operations by the player, and the action initiation unit operates based on input made to the input operation unit.
[0071] In the game system according to paragraph 6, the action initiator operates when the player operates the input operation unit. This may be such that the action initiator operates while the player continues to operate the input operation unit, or may be such that the action initiator operates for a predetermined time after the player operates the input operation unit. In the game system according to paragraph 6, the time for which the action initiator operates is limited, thereby reducing the load on the system.
[0072] DESCRIPTION OF SYMBOLS 1... Game system 10... Control / processing device 11... Memory unit 111... Game setting data 112... Character display data 113... Action data 20... Program for control / processing device 21... Action reflection unit 22... Progress control unit 23... Display processing unit 24... Action initiation unit 25... Action data recording unit 26... Action data registration unit 30... Player terminal 31... Memory unit 32... Sound collection unit 33... Imaging unit 34... Display unit 40... Program for player terminal 41... Posture detection unit 42... Sound detection unit 43... Body part detection unit 44... Display processing unit 51... Auxiliary tool 52... Button 61... Item
Claims
1. A game system in which a game progresses by having a player operate a character located in a virtual space, comprising: a memory unit storing display data of the virtual space, display data of the character, and action data in which, for each of one or more actions performed by the character, the content of the action, sound information for initiating the action, and effect information for determining the magnitude of the effect of the action from the amount of movement of the player or the character are associated; a player terminal worn by the player, having a position detection unit that detects the player's posture and a specified part of the player, and a display unit; a sound detection unit that detects sound emitted by the player; a movement reflection unit that reflects the trajectory of the specified part of the player detected by the position detection unit in the movement of the character; a progress control unit that progresses the game by processing the movement of the character based on a predetermined algorithm; and a display processing unit that displays on the display unit an image capturing the virtual space from the character's viewpoint or an image capturing the character from a specified viewpoint based on the posture of the player terminal detected by the position detection unit. an action activation unit that, in response to detection of a sound corresponding to the sound information by the sound detection unit, identifies an action corresponding to the sound information, calculates an amount of movement of the player or a character controlled by the player from a trajectory of a predetermined part of the player detected by the position detection unit, and activates the identified action with a magnitude determined from the amount of movement and the effect information.
2. The game system according to claim 1, characterized in that an object reflecting the image of the character is placed in the virtual space.
3. The game system according to claim 1, characterized in that a window showing the image of the character is displayed on the display unit.
4. The game system according to claim 1, further comprising an action data recording unit which records display data of the virtual space and action data of the character while the action initiation unit is initiating the action.
5. The game system according to claim 1, further comprising an action data registration unit which allows input of the content of the action, the voice information, and the effect information, and stores new action data in the memory unit based on the input information.
6. The game system according to claim 1, further comprising an input operation unit that accepts input operations by the player, wherein the action initiation unit operates based on input to the input operation unit.
Citation Information
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