Computer system and control method therefor
Patent Information
- Application Number
- PCT/JP2024/033109
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-28
- Filing Date
- 2024-09-17
- Publication Date
- 2025-04-03
AI Technical Summary
The prior art is difficult to achieve a variety of secondary effects in shooting games based on the degree of injury and the mode of injury, especially in complex destruction scenarios, such as the out-of-control crash or decomposition of the aircraft.
By setting specific parameter values in the computer system, controlling the movement of the injured object, and applying predefined gravity field and destruction rules in the virtual space, multiple motion trajectories and decomposition methods of the injured object are realized.
It achieves diversification according to the degree and method of injury, producing more realistic and variable secondary effects, enhancing the realistic and interesting nature of the game.
Smart Images

Figure JP2024033109_03042025_PF_FP_ABST
Abstract
Description
Computer system and control method
[0001] The present invention relates to a computer system for controlling the execution of a game.
[0002] In shooting games, which are one of the popular genres of video games, one of the important elements is the occurrence of secondary effects such as game developments and presentations that correspond to the damage dealt or received.
[0003] For example, Patent Document 1 describes a secondary effect technology in which, when a bullet fired from a player object's gun hits an enemy character, a predetermined amount of damage is inflicted on the enemy character, and the bullet bounces off the enemy character (ricochet) and hits another nearby object (wooden box), causing secondary damage.
[0004] JP 2010-72768 A
[0005] Other examples of secondary effects are possible besides "ricochets." For example, in a game of air combat between fighter planes, a damaged enemy fighter plane may become uncontrollable and crash, or break into several pieces, falling and hitting buildings or other structures that explode, causing "entanglement destruction."
[0006] However, secondary effects such as the "entanglement and destruction" of fighter planes require complex technology. Relatively simple techniques such as the conventional "ricochet" technique cannot be applied as is. Even when considering the falling of a fighter plane, many variations are required, such as cases where the fighter plane crashes while retaining its original shape, or cases where the fighter plane breaks into several pieces and falls.
[0007] For example, in the case of a fighter jet falling in its original form, a parabolic trajectory or a spiraling trajectory is desirable as it looks more realistic. In the case of a fighter jet breaking into several pieces and scattering as it falls, it is desirable to adopt an unpredictable, rotating or zigzagging trajectory to evoke the idea that its complex shape creates various changes in air resistance during the fall. Depending on the size of the parts that break down from the fighter jet and the weight of the parts in the game setting, a nearly straight-down trajectory may be more realistic than a parabolic trajectory, or it may be more realistic to have the parts reach a greater distance than a parabolic trajectory.
[0008] When there are many variations in secondary effects, such as the example of a fighter jet's "entanglement destruction," technology that can accommodate those variations is required. The same is true for other examples. For example, when a race car comes into contact with an object while driving and is damaged, it crashes, disintegrates, and shatters. There can be many variations in secondary effects. However, in conventional technology, secondary effects in response to damage inflicted or received damage were generally simple and designed to produce a fixed effect. Therefore, it was not possible to generate a wide variety of secondary effects in response to damage inflicted or received.
[0009] The problem to be solved by the present invention is to provide a technique that enables various secondary effects to be produced in response to the damage inflicted or the damage received.
[0010] The first disclosure is a computer system that performs control for generating an image of a virtual space, and includes: a specific parameter value setting unit that sets a specific parameter value that is referenced when controlling the movement of a damaged object that moves in response to damage; a movement control unit that controls the movement of the damaged object by referring to the specific parameter value; and an effect display control unit that performs effect display control to indicate that the other object has been affected when a given positional relationship condition based on the approach or contact of the damaged object with another object due to the movement control of the movement control unit is satisfied.
[0011] According to the first disclosure, a computer system sets a specific parameter value that is referenced when controlling the movement of a damaged object that moves in response to damage. The computer system then controls the movement of the damaged object by referencing the specific parameter value. As a result of the movement control, the computer system controls the influence display of other objects that the damaged object approaches or comes into contact with, thereby expressing the appearance of being affected by the damaged object. In other words, the movement of the damaged object after damage varies depending on the specific parameter value. This results in various secondary effects depending on the damage inflicted or received.
[0012] The second disclosure is a computer system in which, in the above-mentioned computer system, a predetermined gravitational field is provided in the virtual space, and the movement control by the movement control unit is a control that gradually moves the damaged object in the direction of gravity based on the gravitational field.
[0013] According to the second disclosure, the computer system can realize an expression in which a damaged object "falls" after being damaged, affecting other objects.
[0014] The third disclosure is a computer system in which the damaged object is either 1) the same as the original object before receiving the damage, 2) a partial object that constituted the original object and was broken down or scattered due to the damage, or 3) a replacement object that is obtained after the original object is broken down or scattered due to the damage.
[0015] According to the third disclosure, the computer system can display damaged objects in one of the following states: a state in which the damaged objects maintain their original shape before receiving damage, a state in which the damaged objects are disintegrated or scattered due to damage, or a state in which the damaged objects are represented by replacement objects after being disintegrated or scattered. In other words, damaged states can be visually displayed in a variety of ways. For example, in a scattered state, the number of damaged objects increases compared to the number of original objects before receiving damage, and effect display control is performed for each of the damaged objects, thereby realizing a spectacular display effect.
[0016] A fourth disclosure is a computer system in which the specific parameter value setting unit sets the specific parameter value based on at least one of the type, physical quantity, performance, and state of the original object.
[0017] The type, physical quantity, performance, and state of the original object include, for example, if the original object is a fighter jet, physical quantities include the dimensions and weight of the aircraft. Performance includes the type of weaponry installed, the amount of weaponry installed, the amount of fuel installed, the number of engines installed, the maximum speed, and the maximum acceleration. State includes the amount of damage already taken, the number of remaining weapons, and the remaining fuel. These are factors that greatly affect the state of damage that occurs when damage is taken.
[0018] According to the fourth disclosure, the computer system can diversify the causes of the damage inflicted or the secondary action effects that occur in response to the damage inflicted.
[0019] The fifth disclosure is a computer system in which, in the above-mentioned computer system, a plurality of the other objects exist in the virtual space, and the influence display control unit performs the influence display control for the other objects among the plurality of other objects that satisfy the positional relationship condition.
[0020] According to the fifth disclosure, the computer system can selectively perform influence display control on other objects that satisfy a positional relationship condition from among a plurality of other objects.
[0021] A sixth disclosure is a computer system in which, in the above-mentioned computer system, the specific parameter value setting unit sets the specific parameter value corresponding to each of the other objects based on at least one of the priority, type, physical quantity, performance, and state of the other objects.
[0022] According to the sixth disclosure, the computer system can set specific parameter values that reflect the priority, type, physical quantity, performance, and state of each of the other objects.
[0023] The seventh disclosure is a computer system further comprising a predictive display control unit that predicts and displays the direction and / or trajectory in which the damaged object will move through movement control by the movement control unit, wherein the predictive display control unit predicts the other object that satisfies the positional relationship condition through movement control by the movement control unit, and variably controls the predictive display based on the specific parameter value corresponding to the other object.
[0024] According to the seventh disclosure, the computer system can predict and display the direction and / or trajectory of movement of a damaged object due to movement control by a movement control unit based on specific parameter values.
[0025] An eighth disclosure is the computer system described above, further comprising an other object distinguishable display control unit that distinguishably displays each of the other objects based on the specific parameter value corresponding to the other object.
[0026] According to the eighth disclosure, the computer system can identify and display each other object based on a specific parameter value.
[0027] The ninth disclosure is a computer system in which, in the above-mentioned computer system, the movement control unit uses the specific parameter values corresponding to each of the other objects to select a moving target object that has the other object as a movement target for the damaged object, and controls the movement of the damaged object toward the moving target object.
[0028] According to the ninth disclosure, the computer system can set a moving target object for the damaged object based on a specific parameter value, thereby making it appear as if the damaged object is moving toward the moving target object.
[0029] A tenth disclosure is a computer system in which, in the above-mentioned computer system, the specific parameter value setting unit sets the specific parameter value based on at least one of the type, physical quantity, performance, and state of the damage-inflicting object that inflicted the damage.
[0030] According to the tenth disclosure, the computer system can set specific parameter values that reflect the type of damage-inflicting object that has caused damage, as well as differences in physical quantity, performance, and state, thereby enabling more diverse movement control and effect display control.
[0031] An eleventh disclosure is the computer system, wherein the virtual space is a game space, and the specific parameter value setting unit sets the specific parameter value based on a game situation.
[0032] According to the eleventh disclosure, a specific parameter value can be set based on the game situation.
[0033] The twelfth disclosure is a computer system in which, in the above-mentioned computer system, the specific parameter value setting unit sets the specific parameter value based on the game situation, using at least one of the following as the game situation: 1) the distance between the damaged object and the other object, 2) the damage history of the damaged object, 3) the number of times the damage has occurred, 4) the interval between the damage occurrences, 5) the elapsed time since the last time the damage occurred, 6) the history of the effect display control, 7) the number of times the effect display control has been performed, 8) the interval between the effects display control, and 9) the elapsed time since the last time the effect display control has been performed.
[0034] According to the twelfth disclosure, the computer system can set specific parameter values based on various game situations.
[0035] A thirteenth disclosure is a computer system in which, in the above computer system, the movement control unit performs control to move the damaged object along a given direction based on the direction in which the damage was received.
[0036] According to the thirteenth disclosure, the computer system can move the damaged object based on the direction in which the damage was received.
[0037] A fourteenth disclosure is a computer system, in which the above computer system further includes a prediction display control unit that predicts and displays the direction and / or trajectory in which the damaged object will move due to movement control by the movement control unit.
[0038] According to the fourteenth disclosure, the computer system can predict and display the direction and / or trajectory of movement of the damaged object.
[0039] A fifteenth disclosure is the computer system, wherein the effect display control unit uses the specific parameter value to control whether or not to perform the effect display control.
[0040] According to the fifteenth disclosure, the computer system can use a specific parameter value to determine whether to perform effect display control. Therefore, depending on the specific parameter value, other objects may or may not be affected by the damaged object, thereby providing diversity to the damage-related performance display.
[0041] The sixteenth disclosure is a control method for a computer system to perform control for generating an image of a virtual space, the control method including: setting a specific parameter value to be referenced when controlling the movement of a damaged object that moves in response to damage; controlling the movement of the damaged object by referring to the specific parameter value; and, when a given positional relationship condition based on the approach or contact of the damaged object with another object due to the movement control is satisfied, performing an effect display control that indicates that the other object has been affected.
[0042] According to the sixteenth disclosure, a control method can be realized that allows a computer system to achieve the same effects as those of the first disclosure.
[0043] 19 is a system configuration diagram showing an example of the configuration of a game system. A diagram for explaining a game executed by the game system. A diagram for explaining a damage display related to a shot down enemy plane. A diagram for explaining a damage display related to a shot down enemy plane. A diagram for explaining setting of a damaged object. A diagram for explaining setting of a specific parameter value. A diagram for explaining an example of variables of a function for calculating a specific parameter value. A diagram showing an example of a hitch damage display when no priority is set. A diagram for explaining control of "hitchment destruction" based on a specific parameter value. A diagram showing an example of a game screen display. A block diagram showing an example of the functional configuration of a server system. A diagram showing examples of programs and data stored in a server storage unit. A diagram showing an example of the data configuration of enemy plane initial setting data. A diagram showing an example of the data configuration of ground object initial setting data. A diagram showing an example of the data configuration of play data. A diagram showing an example of the data configuration of hitch management data. A functional block diagram showing an example of the functional configuration of a user terminal. A flowchart for explaining the flow of processing executed by the server system. A flowchart continuing from FIG. 18. A flowchart continuing from FIG. 19. A diagram showing an example of the functional configuration of a user terminal in a second embodiment. A diagram for explaining a modified example.
[0044] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0045] 1 is a system configuration diagram showing an example of the configuration of a game system according to this embodiment. The game system 1000 is a computer system for executing a given online game in which a user, a player 2, controls a player character to play the game.
[0046] The game system 1000 is a computer system including a server system 1100 and user terminals 1500 (1500a, 1500b, ...) for individual users, which are connected to each other so as to enable data communication via a network 9. The user terminals 1500 are man-machine interfaces (MMIF).
[0047] The network 9 refers to a communication path that allows data communication, and includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and the like.
[0048] The server system 1100 is a game server that performs various processes such as providing a predetermined registration procedure, managing registered user information, and generating and managing various data for running the game.
[0049] The server system 1100 has a control board 1150 mounted on a main unit. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that some or all of the functions mounted on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).
[0050] Although the server system 1100 is depicted as a single server device, it may be configured as multiple devices. For example, the server system 1100 may be configured with multiple blade servers that share functions and are connected to each other via an internal bus so that data can be communicated. The server system 1100 may also include a database and online storage.
[0051] The user terminal 1500 is a computer system used by the player 2 to participate in the online game, and serves as the man-machine interface in the game system 1000 .
[0052] The user terminal 1500 (1500a, 1500b, ...) is a computer system that can be connected to the network 9, such as a personal computer, a smartphone, a wearable computer, a portable game device, a home game device, or a tablet computer.
[0053] For example, the user terminal 1500a and the user terminal 1500b are illustrated as smartphones. The user terminal 1500a and the user terminal 1500b include an operation input device, an image display device, and a control board 1550. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, and a mouse. Examples of the image display device include a touch panel 1506, a head-mounted display, and a glasses-type display.
[0054] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 connected to the network 9, and the like. These elements equipped on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. Part or all of the control board 1550 may be configured using an ASIC, an FPGA, or an SoC.
[0055] The control board 1550 stores in the IC memory 1552 programs and various data for realizing the functions of the user terminal 1500. By executing a predetermined application program, the user terminal 1500 realizes the functions as a man-machine interface (MMIF) for the game system 1000 and as a client of the online game.
[0056] The user terminal 1500c is a type of terminal used by connecting to a monitor, and is an example of a desktop personal computer or a home game console, to which a VR (Virtual Reality) MMIF set 1580 is communicatively connected. The VR MMIF set 1580 includes VR goggles 1581, a VR headset 1583, a VR controller 1585, a flight controller set 1587 having a joystick and throttle lever, and the like. Note that the user terminal 1500a or the user terminal 1500b may be configured to include the VR MMIF set 1580.
[0057] The user terminal 1500 is configured to download the programs and various data necessary to play the game from the server system 1100, but it may also be configured to read them from a storage medium such as a memory card that the user has obtained separately.
[0058] FIG. 2 is a diagram illustrating a game executed by the game system 1000. The game executed by the game system 1000 is a shooting game themed around aerial combat and ground attacks using fighter jets. The player controls a player aircraft 4 (player character; player object) in a game space 3 in which various objects are placed in a virtual three-dimensional space. The player selects and fires a type of missile 5 (flying object) appropriate to the situation from among the missiles 5 (flying object) installed on the player's aircraft. The player aims to destroy a computer-controlled enemy aircraft 6 (NPC; object to be attacked) and designated ground objects 8 (8a, 8b, ...).
[0059] In the example of FIG. 2 , a clock tower 8a, a bridge 8b, and ordinary buildings 8c to 8f are depicted as ground objects 8. The clock tower 8a and the bridge 8b have a size and design that make them stand out among the other ground objects 8. They are also assigned important tactical targets for attack. For example, the clock tower 8a and the bridge 8b are located on the route of enemy ground forces. The ground objects 8 may also be objects other than these. For example, they may be enemy combat vehicles, ammunition depots, factories, military bases, military airports, naval port facilities, field artillery, etc. Depending on the design of the game space 3, the ground objects 8 may also be maritime objects (e.g., port facilities, ships, offshore facilities, etc.). Ground objects 8 and maritime objects may be mixed together.
[0060] 3 and 4 are diagrams for explaining the damage display for a shot-down enemy aircraft 6. As shown in FIG. 3, when a missile 5 hits an enemy aircraft 6, a given hit damage is inflicted on the enemy aircraft 6. Specifically, the amount of hit damage is calculated, and the amount of hit damage is subtracted from the durability value of the enemy aircraft 6. When the durability value of the enemy aircraft 6 reaches "0", the enemy aircraft 6 is shot down.
[0061] A shot-down enemy aircraft 6 is changed from its original object before damage (an object representing a healthy aircraft) to a damaged object 12 (12a, 12b, ...). In the example of Figure 3, it is divided into three parts: a damaged body 12a, a separated left wing section 12b, and unused armament 12c that has come off the aircraft (for example, a missile 5 or a dropped bomb that was hanging under the wing).
[0062] A gravitational field is set in the game space 3. The damaged objects 12 (12a, 12b, ...) are gradually moved along the direction of gravity (thick white arrow) based on the gravitational field. This is called "damage movement control." Specifically, the movement of the damaged objects 12 is controlled so that they fall toward the ground or sea in the game space 3.
[0063] A moving target object 20 selected from the ground objects 8 is associated with the damaged object 12, and the damaged object 12 is controlled to move closer to the moving target object 20. In the example of Fig. 3, the damaged body 12a is associated with a clock tower 8a as a moving target object 20a. The left wing 12b is associated with a bridge 8b as a moving target object 20b, and the unused weapon 12c is associated with a general building 8d as a moving target object 20d.
[0064] 4, in the damage receiving movement control, when the damaged object 12 comes into contact with or approaches the associated moving target object 20, it is determined that a predetermined positional relationship condition is satisfied. Then, the moving target object 20 is given entrapment damage. Then, depending on the amount of entrapment damage, an effect display control is performed to indicate that the moving target object 20 has been affected by the damaged object 12. For example, an entrapment damage display 22 is displayed.
[0065] The content of the entrapment damage display 22 varies depending on the cumulative entrapment damage that the moving target object 20 has received (the remaining durability value may be obtained by subtracting the amount of entrapment damage from the initial durability value).
[0066] For example, when the accumulated entanglement damage is small, the entanglement damage display 22 may display a dust cloud effect to represent the occurrence of a collision, or may partially destroy the moving target object 20. When the accumulated damage reaches a medium level, the entanglement damage display 22 may display a smoke or flame effect to represent the occurrence of a fire. The moving target object 20 may be partially destroyed. When the accumulated entanglement damage reaches its limit and the remaining durability value reaches "0", the moving target object 20 (moving target objects 20a and 20b in the example of FIG. 4) is treated as having been destroyed. Therefore, in this case, the entanglement damage display 22 may display the moving target object 20 as being completely destroyed. It may also be displayed as if it has been burned down in a fire.
[0067] By incorporating the "caught-in-destruction" effect in the game, where debris from such aerial battles falls onto the ground or sea, causing damage to buildings and other structures, the realism of the game world can be enhanced, and the unique excitement of games, such as the exhilarating feeling of a chain reaction of destruction, can be enhanced.
[0068] The "Caught-in-Destruction" effect display can be realized by preparing a pattern and applying it to all the scenes, but this would result in a fixed effect display that could be disappointing. Therefore, the server system 1100 controls various factors that affect the "Caught-in-Destruction" aspect according to the situation at the time, thereby adding variety to the "Caught-in-Destruction."
[0069] 5 is a diagram illustrating the setting of a damaged object of the enemy aircraft 6, which is one of the factors that affect the aspect of "entanglement destruction." When a missile 5 hits the enemy aircraft 6, the server system 1100 performs a part determination to determine which part of the enemy aircraft 6 the missile 5 hit and a direction determination to determine from which relative direction the missile 5 hit the enemy aircraft 6. Then, a damaged object 12 is set based on the type and performance of the missile 5 that hit, the part determination results, the direction determination results, and the state of the enemy aircraft 6.
[0070] The damaged object 12 is a "prototype object" or a "partial object."
[0071] The "original object" has the same object configuration as the original object 14 before the enemy aircraft 6 is damaged. In the example of FIG. 5, the damaged object 12g corresponds to this. The damaged object 12g may be realized by changing the standard skin of the original object 14 to a dirty skin that has been stained due to destruction. Alternatively, it may be realized by replacing it with another replacement object that has been prepared in advance. The damaged object 12g, which is the original object, is suitable for selection when expressing a situation in which the aircraft has suffered only minor damage but is essentially out of control, or has crashed due to a loss of thrust.
[0072] A "partial object" represents an enemy aircraft 6 whose body and armament have been torn apart due to damage. In the example of FIG. 5 , the damaged body 12a, left wing 12b, and unused armament 12c (such as a missile 5 or dropped bomb that was hanging under the wing) correspond to the damaged object 12, which is a partial object. The damaged object 12, which is a partial object, may be realized by unbinding the parts that make up the original object 14 and then making them individually controllable for movement. Alternatively, it may be realized by replacing it with another replacement object that has been prepared in advance.
[0073] It should be noted that the configuration and number of partial objects of the enemy aircraft 6 are not limited to the example shown in Figure 5. How many of the object parts that make up the enemy aircraft 6 are divided into is determined depending on the situation at the time. For example, if the result of determining the damaged part is a part such as the wingtip or cockpit, it is considered that the damage is minor enough to cause loss of control, and the damaged object 12 is designated as a "original object." If the result of determining the damaged part is a part such as the fuselage, engine, center of the main wing, or unused armament, it is considered that the damage is major, and the damaged object 12 is designated as a "partial object."
[0074] Furthermore, if the damaged object 12 is a "partial object," it is determined 1) how many partial objects it should be set to, and 2) into which parts of the original object 14 it should be broken down.
[0075] Specifically, the original object 14 of the enemy plane 6 is made up of a plurality of parts linked in a hierarchical structure. Each part has a predetermined disassembly requirement that must be met in order for that part to be disassembled from a higher-level part to become a damaged object 12. When the disassembly requirement is met, that part is separated from the higher-level part and becomes a single damaged object 12 together with other parts that belong to that part below it.
[0076] The "disassembly requirements" are defined using at least one of the following: 1) a part determination sub-condition described by the part name of the part determination result; 2) a direction determination sub-condition described by the direction range of the direction determination result; 3) a state sub-condition described by the range or threshold of the state parameter value of the enemy aircraft 6; and 4) a hit damage amount sub-condition described by the range or threshold of the amount of hit damage inflicted on the enemy aircraft 6.
[0077] The server system 1100 determines the scattering speed V (V1, V2, . . . ) of each of the damaged objects 12.
[0078] If the damaged object 12 is a prototype object, the scattering speed V may be the resultant vector of the movement speed vector of the enemy aircraft 6 and the movement speed vector of the missile 5 (direction of damage; this may be multiplied appropriately depending on the performance of the missile 5).
[0079] If the damaged object 12 is a partial object, the vector may be a composite vector of the movement speed vector of the enemy plane 6, the movement speed vector of the missile 5, and a randomly generated dispersion vector.
[0080] Regardless of whether the damaged object 12 is an original object or a partial object, the damaged object 12 is moved along a given direction based on the direction in which the enemy plane 6 (the object that is the source of the damaged object 12) received the damage that caused the generation of the damaged object 12.
[0081] Next, the server system 1100 determines the trajectory (falling course) of the enemy aircraft 6, using the scattering velocity V as the initial velocity vector. The trajectory is selected from a number of pre-prepared types. Examples of trajectory types include: 1) a simple parabolic curve; 2) a compound random curve that is a parabolic curve overall but randomly changes direction and accelerates and decelerates like falling leaves; and 3) a convoluted curve that is a parabolic curve overall but rotates as it falls. Of course, other trajectory types can also be set as appropriate depending on the design of the enemy aircraft 6 and the settings of the game world. Alternatively, rather than selecting a trajectory from pre-prepared types, a physical calculation can be used to determine the trajectory each time.
[0082] The type of trajectory to be selected is determined according to a predetermined rule based on the size and weight of the damaged object 12. A part category (for example, wing, unused weaponry, fuselage, engine, canopy, small parts, etc.) may be set for each part of the enemy aircraft 6, and the type of trajectory may be selected according to a predetermined rule by referring to the part category of the parts that make up the damaged object 12. Of course, the game creator may specify in advance the type of trajectory that he or she deems appropriate for each part, and the type of trajectory specified for the highest-level part among the parts that make up the damaged object 12 may be adopted.
[0083] Therefore, the damaged object 12 of the enemy plane 6 can be set in a variety of ways, such as whether it crashes while retaining its original shape, or breaks up and scatters, and at what speed, depending on what type of enemy plane 6 it is, what state it is in, what type of missile 5 hits it, and how it is shot down.
[0084] FIG. 6 is a diagram for explaining the setting of a specific parameter value related to the selection of the moving target object 20, which is one of the factors that affect the mode of "entanglement destruction."
[0085] The specific parameter values Ps (Ps1, Ps2, . . . ) are set for each ground object 8 (candidate object) that is a candidate for the moving target object 20 of the damaged object 12.
[0086] Candidate objects (candidate ground objects 8) for the moving target object 20 are ground objects 8 that exist within a candidate selection range 28, based on the initial position of the damaged object 12 (for example, the position where the missile 5 hit the enemy plane 6). The candidate selection range 28 may be, for example, a spherical or approximately spherical range with a radius r (for example, determined by a predetermined function according to the flight altitude of the enemy plane 6 in the game space 3). The candidate selection range 28 may also be in the shape of a cone that expands with the direction of the scattering velocity V of the damaged object 12 as its axis.
[0087] The specific parameter value Ps is calculated using a function f with various parameter values as variables. In Fig. 6, the difference in the magnitude of the specific parameter value Ps calculated for each candidate object is represented by a difference in font size.
[0088] As shown in Fig. 6, the function f for calculating the specific parameter value Ps is defined using multiple variables, which may be one or more of the following five parameter values shown in Fig. 7:
[0089] (1) Variables W (Wam, Wpf, Wst) related to the missile 5 Wam: physical quantity of the missile 5 in the game (e.g., size, weight, etc.). Wpf: value indicating the type of missile 5, performance value in the game (e.g., power, range, etc.). Wst: status value of the missile 5 (e.g., movement speed, etc.). The physical quantity Wam is defined by a function f such that the larger the value, the larger the specific parameter value Ps. The value Wpf is defined by a function f such that the larger the value indicating the type (the higher the model with higher performance, the higher the value) or the larger the value indicating the type with higher performance value, the larger the specific parameter value Ps. The status value Wst is defined by a function f such that the larger the state of the missile 5's energy value, the larger the specific parameter value Ps. In other words, the more destructive the missile 5, the larger the specific parameter value Ps is defined by a function f. Note that the variable W (Wam, Wpf, Wst) is a variable for the damage-inflicting object (missile 5) that inflicted damage on the enemy aircraft 6, but it may also be a physical quantity, type, performance, or state of the player aircraft 4, not limited to the missile 5.
[0090] (2) Variables D (Dam, Dpf, Dst) related to the original object 14 of the enemy aircraft 6 (see FIG. 5) Dam: physical quantity of the enemy aircraft 6 in the game (e.g., size, weight, etc.). Dpf: value indicating the type of enemy aircraft 6, performance value in the game (e.g., maximum speed, maximum altitude, number of weapons carried, etc.). Dst: status value of the enemy aircraft 6 (e.g., remaining durability, number of remaining bullets, type of unused weapon, etc.). The physical quantity Dam is defined by a function f so that the larger the value, the larger the specific parameter value Ps. The value Dpf is defined by a function f so that the larger the value indicating the type or the value indicating a type with a higher performance value, the larger the specific parameter value Ps. The function f is defined so that the larger the state value Dstha and energy value, the larger the specific parameter value Ps. In other words, the function f is defined so that the larger the enemy aircraft 6 that is likely to crash and cause greater damage, the larger the specific parameter value Ps.
[0091] (3) Scattering Speed V of Damaged Object 12 The scattering speed V is defined by a function f such that the higher the speed, the larger the specific parameter value Ps.
[0092] (4) Variables C (Cam, Cpf, Cst, Cpr) relating to ground objects 8 that are candidates for the moving target object 20 Cam: physical quantity of the candidate object in the game (e.g., size, weight, etc.). Cpf: value representing the type of candidate object, performance value in the game. Cst: candidate object status value (e.g., damage accumulation value, etc.). Cpr: priority for selection as the moving target object 20. The physical quantity Cam and performance value st are defined by a function f so that the larger their values are, the larger the specific parameter value Ps becomes. For example, the specific parameter value Ps becomes larger for ground objects 8 that appear to have a greater impact on the surroundings, so that they are more noticeable when completely destroyed. Furthermore, the priority Cpr is defined by a function f so that the specific parameter value Ps becomes larger for values indicating a higher priority.
[0093] The priority Cpr is set in order according to what the game creator thinks will be the most visually effective damage display when the ground object 8 is "caught in and destroyed." In this embodiment, the clock tower 8a is set to the first priority, the bridge 8b to the second priority, and the general buildings 8c to 8f to the third priority (lowest).
[0094] The clock tower 8a is the tallest building, is located on the route of advancement of the enemy ground forces, and is near the general buildings 8d to 8f. Assuming that the clock tower 8a were to be completely destroyed, 1) it would impede the advancement route of the enemy ground forces, giving the player a tactical advantage, 2) it would have a strong visual effect of the tallest building being destroyed, and 3) it would secondarily create a sense of suspense by further involving the general buildings 8d to 8f, so it would be given the highest priority. Note that a predetermined value indicating that the clock tower cannot be selected as a moving target object 20 may be set as the lowest priority.
[0095] If no priority is set, there is a high possibility that ordinary buildings 8c to 8f will be selected as the movement target object 20, as in the example shown in Figure 8. In the example of Figure 8, ordinary building 8d is selected as the movement target object 20a corresponding to the damaged body 12a, and ordinary building 8c is selected as the movement target object 20b corresponding to the left wing 12b, and both are completely destroyed.
[0096] However, when comparing Figure 8 and Figure 4 in terms of the visual impact of the damage display, it is immediately clear which has a higher visual impact and is more impressive. As will be described later, the entanglement damage display 22, i.e., "entanglement destruction," does not necessarily occur, so it is beneficial from the perspective of increasing interest to set a priority for the entanglement damage display 22 and increase the possibility of an example like that shown in Figure 4 occurring.
[0097] Furthermore, if we focus on the changes in the game situation that accompany "entanglement and destruction," the complete destruction of the clock tower 8a and bridge 8b blocks the route of advancement of enemy ground forces. This allows the player to, for example, prevent the approach of enemy anti-aircraft vehicles. From the player's perspective, the case in which the clock tower 8a and bridge 8b are entangled and destroyed, as shown in Figure 4, allows the player to progress through the game more advantageously than the case in Figure 8. Once the player realizes this advantage, they will begin to try tactical play, such as utilizing "entanglement and destruction," with the aim of shooting down enemy aircraft 6 near the ground object 8 that is likely to be a key point. This further increases the excitement of the game.
[0098] If the ground object 8 is an enemy air defense radar facility, an enemy airport control tower, an enemy communications tower, an underwater tunnel entrance or a railway, it is preferable to set a relatively high priority to it, such as a clock tower 8a or a bridge 8b, as this will similarly have the effect of giving the player an advantage.
[0099] Depending on the configuration of the game stage, maritime objects may be placed in place of or mixed with ground objects 8. In this case, relatively high priorities are set for enemy aircraft carriers, enemy supply ships, enemy destroyers, offshore plants, submarines, etc., such as clock towers 8a and bridges 8b. On the other hand, relatively low priorities are set for civilian ships, hospital ships, lighthouses, offshore wind power generation facilities, etc., such as general buildings 8c to 8f, thereby appropriately achieving effects related to visual impression and effects that give an advantage to the player.
[0100] Returning to Figure 7, (5) Variables G (Gdi, Ghn, Ght, Ghint) related to the game situation Gdi: distance from the enemy plane 6 (or damaged object 12) to the candidate object. Ghn: number of times damage has occurred (number of hits) to the enemy plane 6 (or the object that was the source of the damaged object 12). Ght: elapsed time since the last damage occurred to the enemy plane 6. Ghint: interval between damage occurrences to the enemy plane 6 (for example, average value of the intervals between damage occurrences the past N times). The number of damage occurrences Ghn, elapsed time Ght, and occurrence interval Ghint can be said to be variables based on the damage history to the enemy plane 6, more specifically, the damage history to the object that is the source of the damaged object 12.
[0101] The distance Gdi is defined by a function f such that the shorter the distance Gdi, the greater the specific parameter value Ps. The number of damage occurrences Ghn is defined by a function f such that the greater the damage occurrence count Ghn, the greater the specific parameter value Ps. The elapsed time Ght is defined by a function f such that the shorter the elapsed time Ght, the greater the specific parameter value Ps. The damage occurrence interval Ghint is defined by a function f such that the shorter the damage occurrence interval Ghint, the greater the specific parameter value Ps.
[0102] By appropriately setting the damage occurrence count Ghn, the elapsed time Ght, and the occurrence interval Ghint, it is possible to detect a "combo"-like attack rush in which multiple attacks hit the enemy aircraft 6 consecutively in a short period of time without the player aircraft 4 receiving damage. If a "combo"-like attack rush is detected, the specific parameter value Ps may be calculated to be large.
[0103] Returning to FIG. 6, the server system 1100 selects and sets a predetermined number (at least one) of moving target objects 20 corresponding to the damaged object 12 from among the candidate objects in descending order of the specific parameter value Ps.
[0104] 9 is a diagram for explaining the control of "entanglement destruction" based on the specific parameter value Ps. The server system 1100 determines the probability of "entanglement destruction (effect display control)" and the probability of the entrapment damage display 22 based on the specific parameter value Ps of the moving target object 20. For example, the larger the specific parameter value Ps, the higher the probability of each of these is determined.
[0105] The server system 1100 executes a probability lottery process applying the realized probability. If the probability lottery is won, a collision trajectory 30 is set for the damaged object 12, causing the damaged object 12 to collide with or come into contact with the corresponding moving target object 20. The damaged object 12 is then controlled to move along the set collision trajectory 30 toward the corresponding moving target object 20.
[0106] The collision trajectory 30 is not limited to a course on which the damaged object 12 collides with or comes into contact with the moving target object 20, but may be a trajectory that allows deviation within a range in which a collision is determined. Also, the collision trajectory 30 may be a course on which the damaged object 12 falls to a nearby position due to the impact of the fall of the damaged object 12.
[0107] Specifically, a parabolic motion trajectory that serves as the base of the collision trajectory 30 may be created, and then this may be arranged into a trajectory form according to the type of trajectory (for example, represented by three types of dashed arrows in FIG. 3 ) to determine the collision trajectory 30. For example, the collision trajectory 30 may be determined by adjusting the start point, midpoint, and end point of a curve function prepared in advance for each trajectory type to the start point, midpoint, and end point of the base parabolic motion trajectory by scaling or deformation.
[0108] When the damaged object 12, whose movement is controlled based on the collision trajectory 30, eventually collides with, comes into contact with, or approaches the corresponding moving target object 20, the server system 1100 determines that a given positional relationship condition has been satisfied, and the damaged object 12 is caught up in the moving target object 20, causing damage.
[0109] The "amount of entrapment damage" increases as the specific parameter value Ps increases. Then, an influence control is performed on the moving target object 20 according to the accumulated amount of entrapment damage, and an entrapment damage display 22 is displayed. For example, if the accumulated amount of entrapment damage exceeds the resistance value set for the moving target object 20, an entrapment damage display 22 representing the total destruction of the moving target object 20 is displayed. In other words, "entrapment destruction" is displayed.
[0110] If the probability lottery process to which the realized probability is applied is not successful, a non-collision trajectory 32 is set in which the damaged object 12 falls toward the corresponding moving target object 20 but does not collide with it. Then, the movement of the damaged object 12 is controlled based on the non-collision trajectory 32. The non-collision trajectory 32 can be set in the same way as the collision trajectory 30 is created.
[0111] The damaged object 12, whose movement is controlled based on the collision-free trajectory 32, ultimately falls to the ground without colliding with the corresponding moving target object 20, causing no damage to the moving target object 20. In the examples of Figures 3 and 4, this corresponds to the case where unused weapon 12c falls to the ground but does not cause damage to either the bridge 8b or the general building 8d.
[0112] In other words, the specific parameter value Ps set for the moving target object 20 corresponds to the "attraction degree" of the damaged object 12 when the damaged object 12 falls. Furthermore, when the damaged object 12 collides with the corresponding moving target object 20, the specific parameter value Ps corresponds to the damage degree.
[0113] Furthermore, when focusing on the damage movement control of the damaged object 12, the collision trajectory 30 and the non-collision trajectory 32 are determined by 1) the direction of gravity in the gravitational field, and 2) the relative positional relationship between the damaged object 12 and the corresponding moving target object 20. The corresponding moving target object 20 is determined based on the specific parameter value Ps of the damaged object 12. Therefore, it can also be said that the movement of the damaged object 12 is controlled based on the specific parameter value Ps.
[0114] 10 is a diagram showing an example of a game screen display, illustrating an example of an instrument display type. The instrument display type game screen displays various instrument information (e.g., a compass, a light meter, a speedometer, the number of remaining gears, the remaining durability value, a radar screen, etc.) on an image of the game space 3 captured by a forward-facing virtual camera set in the player's device 4. Note that the game screen display may also be of a cockpit view type, a third-person view type, or the like. The cockpit view type is a view type captured by a pilot's viewpoint virtual camera set in the cockpit of the player's device 4. The third-person view type is a view type captured by a third-person viewpoint virtual camera set behind the player's device 4 so as to follow the player's device 4.
[0115] On the game screen W2, when a missile 5 hits an enemy aircraft 6, silhouettes 40 (40a, 40b, 40c) of each damaged object 12 and predicted display 42 (42a, 42b, 42c) of damage movement control are displayed for a certain period of time.
[0116] The silhouette 40 is displayed moving along the trajectory of the damaged object 12. The predicted display 42 predicts and displays the trajectory of the damaged object 12. Specifically, the predicted display 42 displays the collision trajectory 30 or the non-collision trajectory 32 as, for example, a line. The type of line and the display color differ depending on the magnitude of the specific parameter value Ps of the damaged object 12. The form of the predicted display 42 for the collision trajectory 30 and the form of the predicted display 42 for the non-collision trajectory 32 may be different.
[0117] The prediction display 42 may indicate the direction of movement rather than the trajectory (predicted course) with a line. Specifically, the silhouette 40 may be displayed moving, and the velocity vector at each point in time may be displayed with an arrow. A line indicating the trajectory may be displayed behind the moving silhouette 40, and both the direction and the trajectory may be included in the prediction display 42.
[0118] On the radar screen 44, a mark 46 of the ground object 8 is displayed, and the mark 46 is distinguishably displayed according to the specific parameter value Ps corresponding to the ground object 8. For example, the mark 46 is distinguishably displayed in a display color according to the specific parameter value Ps. In the example of FIG. 10 , the difference is expressed by a white mark 46 and a hatched mark 46. Furthermore, the mark 46 of the ground object 8 selected as the moving target object 20 may be displayed in a specific color. In the example of FIG. 10 , this corresponds to the mark 46 filled in black. Furthermore, the specific parameter value Ps may be displayed not only by the display color of the mark 46 but also by adding numerical text (numbers on the radar screen 44). Note that the mark 46 of the ground object 8 may be distinguishably displayed by changing the shape.
[0119] The prediction display 42 allows the player to understand at a glance in which direction the wreckage of the enemy aircraft 6 hit by the missile 5 will fly, and whether it will fall and be caught up in destruction. By referring to the relative positions of the marks 46 on the radar screen 44, the player can learn strategies, such as what positional relationship the enemy aircraft 6 should be in relative to the ground objects 8 to shoot down the enemy aircraft 6, and what range of ground objects 8 it will catch up in and destroy. Once mastered, the player can control the position and timing of shooting down the enemy aircraft 6 and take advantage of the chance of being caught up in destruction to gain an advantage in the game. This adds a new level of excitement and enhances the appeal of gameplay.
[0120] 11 is a block diagram showing an example of the functional configuration of a server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
[0121] The operation input unit 100s is a means for inputting various operations for managing the server system 1100. For example, a keyboard, a touch panel, a mouse, etc., correspond to this.
[0122] The server processing unit 200s is realized by electronic components such as a processor that serves as an arithmetic circuit, such as a CPU, GPU, ASIC, or FPGA, as well as IC memory, and controls input and output of data between the server processing unit 200s and each functional unit, including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various arithmetic processing based on predetermined programs and data, data received from operation input signals from the operation input unit 100s, and the like, and comprehensively controls the server system 1100.
[0123] The server processing unit 200s includes a user management unit 202, a game management unit 210, a timekeeping unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s.
[0124] The user management unit 202 performs processing related to user registration procedures for the game system 1000 and stores and manages various information linked to user accounts.
[0125] The game management unit 210 performs various controls related to game execution. Specifically, it sets up a game space by placing background objects in a virtual three-dimensional space, places objects such as the player's plane 4, enemy plane 6, and ground objects 8 in the game space, and controls the player's plane 4 in response to operational inputs by the player. It also automatically controls the operations of the missiles 5 and enemy plane 6. It also performs hit determinations between objects, determines play results, and so on.
[0126] The game management unit 210 has a specific parameter value setting unit 212 , a movement control unit 214 , an effect display control unit 216 , a prediction display control unit 218 , and an other object distinguishable display control unit 220 .
[0127] The specific parameter value setting unit 212 sets a specific parameter value Ps that is referenced when controlling the movement of the damaged object 12 that moves after receiving damage.
[0128] Specifically, the specific parameter value setting unit 212 sets the specific parameter value Ps based on at least one of the type, physical quantity, performance, and state of the original object 14 of the enemy aircraft 6 (see Figure 7; various variables D).
[0129] In addition, the specific parameter value setting unit 212 sets specific parameter values Ps corresponding to each ground object 8 that is a candidate for the moving target object 20 based on at least one of the priority, type, physical quantity, performance, and state of the candidate ground object 8 (see Figure 7; various variables C).
[0130] In addition, the specific parameter value setting unit 212 sets the specific parameter value Ps based on at least one of the type, physical quantity, performance, and state of the damage-inflicting object that caused the damage (see Figure 7; various variables W).
[0131] In addition, the specific parameter value setting unit 212 sets a specific parameter value Ps based on the game situation, using at least one of the following as the game situation: 1) the distance between the damaged object 12 and the ground object 8 that is a candidate for the moving target object 20, 2) the damage history of the damaged object 12, 3) the number of times damage has occurred, 4) the interval between damage occurrences, and 5) the elapsed time since the last damage occurred (see Figure 7; various variables G).
[0132] The movement control unit 214 performs movement control (damage movement control) of the damaged object 12 by referring to the specific parameter value Ps. Specifically, a predetermined gravitational field is provided in the game space 3, and a collision trajectory 30 or a non-collision trajectory 32 that falls in the direction of gravity based on the gravitational field is set, and the damaged object 12 is gradually moved based on the course indicated by these. This corresponds to damage movement control (see FIG. 9).
[0133] Here, when focusing on the setting and application of the collision trajectory 30, the movement control unit 214 selects a moving target object 20 in the damage movement control of the damaged object using the specific parameter value Ps corresponding to each candidate object of the moving target object 20. Then, it can be said that the movement control unit 214 controls the movement of the damaged object 12 toward the moving target object 20.
[0134] The movement control unit 214 also sets the scattering speed V as the initial speed for controlling the movement of the damaged object 12 (see FIG. 5). The scattering speed V reflects the result of determining the direction in which the missile 5 hit the enemy aircraft 6, so it can be said that the movement control unit 214 controls the movement of the damaged object 12 along a given direction based on the direction in which the enemy aircraft 6 was damaged.
[0135] The effect display control unit 216 performs effect display control to indicate that the other object has been affected when a given positional relationship condition based on the approach or contact of the damaged object 12 with the other object due to the damage movement control is satisfied. This corresponds to the display control of the caught-in damage display 22 for the ground object 8 (see FIG. 4).
[0136] Specifically, the influence display control unit 216 performs influence display control for objects that satisfy the positional relationship condition from among a plurality of ground objects 8 (other objects) that exist in the game space.
[0137] The effect display control unit 216 also uses the specific parameter value Ps to control whether or not to perform effect display control, which corresponds to a probability lottery process for determining whether or not to realize a collision between the damaged object 12 and the moving target object 20 (see FIG. 9 ).
[0138] The predictive display control unit 218 variably controls the display of a predictive display 42 that indicates the direction and / or trajectory of movement of the damaged object 12 (see FIG. 10).
[0139] The other object distinguishable display control unit 220 distinguishes each ground object 8 based on the specific parameter value Ps corresponding to that object. This corresponds to the distinguishable display of the mark 46 on the radar screen 44 (see FIG. 10).
[0140] The timekeeping unit 280s uses a system clock to measure various times such as the current date and time and time limits.
[0141] The sound generation unit 290s is realized by executing an IC or software that generates and decodes audio data. The sound generation unit 290s outputs the generated audio signal to the sound output unit 390s. The sound output unit 390s is realized by a speaker or the like, and emits sound based on the audio signal.
[0142] The image generation unit 292s generates images of various management screens for system management of the server system 1100 and outputs the image data to the image display unit 392s. The image generation unit 292s also generates some or all of the images to be displayed on the user terminal 1500. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.
[0143] The communication control unit 294s executes data processing related to data communication and realizes data exchange with external devices via the communication unit 394s. The communication unit 394s realizes communication by connecting to the network 9. For example, this is realized by a wireless communication device, a line termination device, a modem, a TA (terminal adapter), a jack and a control circuit for a wired communication cable, etc. In the example of FIG. 1, this corresponds to the communication device 1153.
[0144] The server storage unit 500s stores programs and various data for implementing various functions that allow the server processing unit 200s to comprehensively control the server system 1100. The server storage unit 500s is also used as a work area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s in accordance with various programs. These functions are implemented by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, these correspond to storage media such as the IC memory 1152 and hard disks installed in the server system 1100.
[0145] 12 is a diagram showing examples of programs and data stored in the server storage unit 500s. The server storage unit 500s stores a server program 501 and a distribution client program 503. It also stores game initial setting data 510, user registration data 600 that manages various data related to registered users for each user, game play data 700, and a current date and time 900. The server storage unit 500s also stores other programs and data (e.g., timers, counters, various flags, etc.) as appropriate.
[0146] The server program 501 is a program for realizing the functions of the user management unit 202 and the game management unit 210 .
[0147] The distribution client program 503 is an original client program that is provided to the user terminal 1500 and executed.
[0148] The game initial setting data 510 stores various initial setting data related to the game. The game initial setting data 510 includes player aircraft initial setting data 520P, enemy aircraft initial setting data 520E, and ground object initial setting data 560. Of course, data other than these may also be included as appropriate.
[0149] The player aircraft initial setting data 520P stores various initial setting values for the player aircraft 4. The enemy aircraft initial setting data 520E is prepared for each type of enemy aircraft 6 that appears in the game, and stores various initial setting values for the enemy aircraft 6.
[0150] The player aircraft initial setting data 520P and the enemy aircraft initial setting data 520E have different setting targets but basically the same data structure. Taking the enemy aircraft initial setting data 520E as an example, as shown in Figure 13, it includes, for example, a model 521, original physical quantity data 522, original performance value data 524, armament setting data 526, and part object data 540.
[0151] The armament setting data 526 is prepared for each type of missile 5, drop tank, etc. carried by the enemy aircraft 6. One armament setting data 526 includes armament type, physical quantity data, and performance value data.
[0152] The part object data 540 is prepared for each of the various part objects constituting the original object 14, and includes various data related to the part. One piece of part object data 540 includes, for example, a part ID 541, a part category 542, part model data 543, connection data 544, part physical quantity data 545, disassembly requirements 546, and a trajectory type 547.
[0153] The link data 544 stores the part ID of the upper layer part (parent part) to which the part is linked, link position information, and the like.
[0154] The disassembly requirement 546 defines the requirement that must be met for the part to be disassembled from a higher-level part. The disassembly requirement 546 is defined using at least one of a part determination sub-condition, a direction determination sub-condition, a state sub-condition for the state parameter values of the aircraft, and a hit damage amount sub-condition for the amount of hit damage inflicted upon an attack.
[0155] The number and contents of the sub-conditions describing the disassembly requirement 546 are not limited to those listed above and can be set as appropriate. For example, sub-conditions regarding the type of missile that hits, the amount of damage inflicted by a missile 5 that hits, the number of missiles 5 that hit the enemy aircraft 6 before it is destroyed, and the like can be included as appropriate.
[0156] The trajectory type 547 specifies the type of falling course when the part is broken down from the parent part to become the damaged object 12 and is subjected to damage movement control.
[0157] If none of the disassembly requirements 546 are met, the enemy plane 6 falls as a single damaged object 12 (12g; see Figure 5) as an original object. If one or more of the disassembly requirements 546 are met, the enemy plane 6 separates into multiple partial objects, each of which becomes a damaged object 12 (12a, 12b, 12c; see Figure 5).
[0158] In addition, when a wingman NPC of the player's aircraft 4 appears during the game, the player's aircraft initial setting data 520P for that wingman is prepared separately.
[0159] The ground object initial setting data 560 is prepared for each type of ground object 8, and stores various data related to that type of ground object 8. As shown in Fig. 14, one piece of ground object initial setting data 560 has, for example, an object type 561, physical quantity data 562, performance value data 563, priority 564, part object data 570, and effect display definition data 580. Of course, data other than these may also be included as appropriate.
[0160] The part object data 570 is prepared for each of the various part objects that make up the type of the ground object 8, and includes various data related to the part. One piece of part object data 570 includes a part ID 571, a part category 572, part model data 573, linkage data 574, and part material quantity data 575.
[0161] The parts of the ground object 8 defined by the part object data 570 are the various portions of the ground object 8 in a state where the ground object 8 is destroyed as indicated by the entanglement damage display 22. Therefore, when the entanglement damage display 22 is expressed as disappearance, the part object data 570 can be omitted.
[0162] The effect display definition data 580 is prepared for each type of entanglement damage display 22 for that type of ground object 8. One piece of effect display definition data 580 includes an entanglement damage amount requirement 581 and entanglement damage display data 582.
[0163] The caught-in damage amount requirement 581 indicates a condition regarding the caught-in damage amount that must be satisfied in order for the setting data to be applied.
[0164] The entrapment damage display data 582 is data for realizing the entrapment damage display 22. For example, the damage display data 582 corresponding to the entrapment damage amount requirement 581, which is defined as a requirement that the amount of entrapment damage be relatively small, can be dust cloud effect data that represents the occurrence of a collision. When the impact display is executed, this effect is displayed.
[0165] Furthermore, damage display data 582 corresponding to an entrapment damage amount requirement 581 defined as a requirement for a relatively large amount of entrapment damage specifies which of the part objects constituting the ground object 8 are to be disassembled. Also, the damage display data 582 appropriately includes a smoke explosion effect, a flashing light effect, and the like for expressing the intensity of the impact. When the impact display is executed based on the definition data, a smoke explosion effect or a flashing light effect is executed, and the ground object 8 is disassembled into parts, and the movement of the ground object 8 is controlled in accordance with, for example, a gravitational field.
[0166] Returning to FIG. 12, the play data 700 is created for each game play, and includes various data related to the game progress control of that game play.
[0167] 15, one piece of play data 700 includes a player account 701, player aircraft management data 702P, enemy aircraft management data 702E, and ground object management data 706. It also includes hit damage history data 730, damaged object management data 740, and caught-in object management data 750. Of course, data other than these may also be included as appropriate.
[0168] The player machine management data 702P stores the latest various data for controlling the player machine 4. For example, the player machine management data 702P includes an object ID, a model, and status value data. Of course, data other than these can also be stored as appropriate. The status value data includes position coordinates, speed, acceleration, remaining durability (or damage accumulation value), number of remaining weapons, etc.
[0169] The enemy aircraft management data 702E is created for each enemy aircraft 6 and stores the latest various data for controlling the enemy aircraft 6. The data structure of the enemy aircraft management data 702E is the same as that of the player aircraft management data 702P.
[0170] The ground object management data 706 is created for each ground object 8 and stores the latest various data for controlling the ground object 8. The ground object management data 706 stores, for example, an object ID, position coordinates, status value data (such as a remaining durability value or a damage accumulation value), and part management data 708.
[0171] The part management data 708 is prepared for each part of the ground object 8, and stores information on the position and orientation of the part. In the initial state at the start of the game, each part of the ground object 8 is in the initial position and initial orientation indicated by the ground object initial setting data 560, and the ground object 8 is displayed in an undamaged state.
[0172] When the ground object 8 is caught up in the falling of the damaged object 12 and suffers damage, the parts specified by the damage display data 582 (see Figure 14) move away from their initial positions and realize a caught-up damage display 22, such as partial damage or total destruction.
[0173] Hit damage history data 730 is created each time an attack by a missile 5 from the player's aircraft 4 hits an enemy aircraft 6. One hit damage history data 730 stores the enemy aircraft ID, the date and time of the hit, and the amount of hit damage. By tracing back the hit damage history data 730, it is possible to determine the variable Gh (Ghn, Ght, Ghint) based on the damage history to the enemy aircraft 6 (see FIG. 7).
[0174] The damaged object management data 740 is created for each damaged object 12 and stores various data about the damaged object. One damaged object management data 740 includes, for example, a damaged object ID 741, a parts ID list 743, and state value data 745.
[0175] The part ID list 743 is a list of part IDs 541 that indicate which part of the enemy aircraft 6 the damaged object 12 is made up of. For example, in the case of the left wing section 12b, the left wing section 12b is made up of a main wing part that connects to the fuselage section of the enemy aircraft 6 as a parent part, an aileron part that uses the main wing part as a parent part, a flap part, a missile 5 and a drop tank that are suspended under the wing, etc. Therefore, the part ID list 743 includes these part IDs. If the damaged object 12 is an even smaller part than the left wing section 12b (for example, an aileron alone), the part ID list 743 will contain only the part ID of the aileron part.
[0176] The state value data 745 includes the position coordinates, posture, scattering speed V, current speed, acceleration, etc. of the damaged object 12 .
[0177] The entrapment management data 750 is created for each damage-receiving object 12, and stores various data for controlling the "entrapment destruction" that occurs when the damage-receiving object 12 falls.
[0178] 16, one piece of entrapment management data 750 includes an applicable damaged object ID 751 indicating the damaged object 12 corresponding to the management data, candidate object data 752, a moving target object ID 753, a realization flag 754, an entrapment damage amount 755, and trajectory data 756. Of course, data other than these can also be stored as appropriate.
[0179] The applied damaged object ID 751 indicates the damaged object 12 corresponding to the management data.
[0180] The candidate object data 752 is created for each ground object 8 within a predetermined range from the position of the enemy aircraft 6 that is the origin of the damaged object 12, when that object is selected as a candidate for the moving target object 20. One piece of candidate object data 752 includes a candidate object ID and a specific parameter value Ps.
[0181] The moving target object ID 753 is the object ID of the object with the largest specific parameter value Ps among the candidate objects. The realization flag 754 is a flag indicating whether or not "entanglement destruction" caused by the damaged object 12 will be realized based on the result of the probability lottery (see FIG. 9 ). The trajectory data 756 is trajectory data when the damaged object 12 indicated by the applied damaged object ID falls.
[0182] 17 is a functional block diagram showing an example of the functional configuration of a user terminal 1500. The user terminal 1500 includes an operation input unit 100, a device processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a device storage unit 500.
[0183] The operation input unit 100 outputs operation input signals corresponding to various operation inputs made by the player to the device processing unit 200. For example, this can be realized by a push switch, a touch panel, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, or the like.
[0184] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls data input / output between the device processing unit 200 and each functional unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 controls the operation of the user terminal 1500 by executing various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100.
[0185] The device processing unit 200 includes a client control unit 260 , a timing unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .
[0186] The client control unit 260 performs various controls to make the user terminal 1500 function as an MMIF (man-machine interface) as a control unit acting as a client in the game system 1000. Specifically, the client control unit 260 has an operation input information providing unit 261 and a display control unit 262.
[0187] The operation input information providing unit 261 controls transmission of operation input information to the server system 1100 in response to input from the operation input unit 100 .
[0188] The display control unit 262 performs control to display various images based on the data received from the server system 1100 .
[0189] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.
[0190] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of reproducing audio files, or the like, and generates sound signals of music, sound effects, and various operation sounds, and outputs them to the sound output unit 390. The sound output unit 390 is realized by a device such as a speaker that outputs (emits) sound based on the sound signal input from the sound generation unit 290.
[0191] The image generation unit 292 generates and outputs an image signal that causes the image display unit 392 to display an image based on the control of the client control unit 260. In the example of Fig. 1, this corresponds to a GPU (Graphics Processing Unit), a graphics controller, a graphics board, etc., mounted on the control board 1550. The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.
[0192] The communication control unit 294 executes data processing related to data communication and realizes data exchange with external devices via the communication unit 394. The communication unit 394 realizes communication by connecting to the network 9. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication module 1553.
[0193] The device storage unit 500 stores programs for causing the device processing unit 200 to realize given functions, various data, etc. It is also used as a work area for the device processing unit 200, and temporarily stores the results of calculations executed by the device processing unit 200 in accordance with various programs, input data input from the operation input unit 100, etc. These functions are realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROM or DVD, etc. In the example of FIG. 1, this corresponds to the IC memory 1552 mounted on the control board 1550.
[0194] Specifically, the terminal storage unit 500 stores a client program 800 (application program) for causing the user terminal 1500 to function as a client control unit 260 for the virtual space service, client data 810, and a current date and time 900. Of course, data other than these can also be stored as appropriate.
[0195] The client data 810 is various data used for control by the client control unit 260. The client data 810 includes, for example, a user account, a password, and the like.
[0196] 18 to 20 are flowcharts illustrating the flow of processing executed by the server system 1100. As shown in Fig. 18, the server system 1100 initially places the player plane 4, the enemy plane 6, and the ground object 8 in the game space 3, which is a virtual three-dimensional space, and starts controlling the progress of the game (step S10).
[0197] When the missile of the player's aircraft 4 hits the enemy aircraft 6 (YES in step S12), the server system 1100 determines and inflicts the amount of hit damage to the enemy aircraft 6 (step S14), and creates hit damage history data 730 (step S16).
[0198] If, as a result of the hit damage amount being inflicted, the missile 5 hits the enemy aircraft 6, causing its durability value to become "0" and it is determined that it is shot down (YES in step S20), the server system 1100 determines the part and direction that the missile 5 hit (step S22), and determines the damaged object 12 of the enemy aircraft 6 (step S24).
[0199] That is, the server system 1100 refers to the disassembly requirements 546 in the enemy aircraft initial setting data 520E of the enemy aircraft 6, and if none of the disassembly requirements 546 are satisfied, sets the damaged object 12 (12g; see Figure 5), which is the original object 14.
[0200] If one or more of the referenced disassembly requirements 546 are satisfied, the parts for which the disassembly requirements 546 are satisfied are separated from the parent parts, and each is made into a damaged object 12 (12a, 12b, 12c; see FIG. 5). At this stage, the damaged object 12 is determined, but it has not yet been placed in the game space 3, and on the game screen, the enemy plane 6 hit by the missile 5 remains as it is.
[0201] Next, the server system 1100 sets a scattering speed V for each of the damaged objects 12 (step S26; see FIG. 5).
[0202] Then, the damageable objects 12 are sorted in descending order by their physical quantity (for example, size), and loop A is executed in descending order from the top of the sorted results (starting with the damageable objects 12 with the largest physical quantity) (steps S40 to S62).
[0203] In loop A, the server system 1100 selects ground objects 8 within the candidate selection range 28 from the enemy aircraft 6 that has been shot down as candidate objects (step S42; see Figure 6), and calculates a specific parameter value Ps for each (step S44).
[0204] Then, the candidate object among the candidate objects that has the largest specific parameter value Ps and has not been selected as the moving target object 20 is selected and determined as the moving target object 20 corresponding to the damaged object 12 that is the processing target of loop A (step S46).
[0205] 19, the server system 1100 next determines the realization probability based on the specific parameter value Ps of the moving target object 20, and executes a probability lottery process applying the realization probability (step S50; see FIG. 9).
[0206] If the probability lottery result is "realized" (YES in step S52), the server system 1100 sets the moving target object 20 as the moving target object and calculates the collision trajectory 30 by applying the trajectory type 547 (see FIG. 13). Then, the course data of the collision trajectory 30 is set as the trajectory data 756 (see FIG. 16) of the damaged object 12 that is the processing target of loop A (step S54). Furthermore, the amount of involved damage is determined based on the specific parameter value Ps of the moving target object 20, and set as the involved damage amount 755 (see FIG. 16) (step S56), and loop A is ended (step S62).
[0207] If the probability lottery result is "not realized" (NO in step S52), the server system 1100 calculates a non-collision trajectory 32 that will miss the moving target object 20. Then, the server system 1100 sets the course data of the non-collision trajectory 32 to the trajectory data 756 of the damaged object 12 that is the processing target of loop A (step S58), and ends loop A (step S62).
[0208] Once loop A has been executed for each of the newly set damaged objects 12 relating to the enemy plane 6 that has been shot down, preparations are complete to display the enemy plane 6 as having crashed.
[0209] Next, the server system 1100 displays the silhouette 40 and the predicted display 42 for each damaged object 12 on the game screen W2 (see FIG. 10) (step S72). Then, on the radar screen 44, an identification display based on the specific parameter value Ps of the ground object 8 is performed (step S74).
[0210] Next, the server system 1100 displays effects such as smoke and preceding explosions on the enemy plane 6 that has been shot down to indicate damage caused by the hit of the missile 5 (step S76).Then, the server system 1100 starts displaying each of the newly set damaged objects 12 associated with the enemy plane 6 and controlling their movement based on the trajectory data 756 (step S78).
[0211] In this step, if the damaged object 12 is an original object, the enemy plane 6 that has been shot down is controlled to move in a manner that causes it to crash due to loss of control or thrust. If the damaged object 12 is a plurality of partial objects, the enemy plane 6 that has been shot down is controlled to disintegrate and fall in pieces.
[0212] 20, the server system 1100 determines whether there is a moving target object 20 for which the positional relationship condition is determined to be satisfied by contact or approaching within a predetermined distance, as the positional relationship between the damaged object 12 under damage movement control and the moving target object 20. If it is determined that there is such a condition (YES in step S90), the server system 1100 subtracts the amount of damage involved from the durability value of the moving target object 20 (step S92).
[0213] Next, the server system 1100 executes effect display control (step S94). Specifically, definition data satisfying the entanglement damage amount requirement 581 is searched for among the effect display definition data 580 of the ground object initial setting data 560 of the moving target object 20, and the entanglement damage display 22 is displayed in accordance with the definition. Note that, in conjunction with step S94, the damaged object 12 detected in step S90 may be erased from the game space 3.
[0214] If the predetermined game end condition is not met (NO in step S100), the server system 1100 repeats steps S12 to S100. If the game end condition is met (YES in step S100), the server system 1100 evaluates the playing results and displays the evaluation results (step S102), and ends the series of processes.
[0215] As described above, this embodiment provides a new technique for representing the impact of a falling object on other objects. In a case where a flying object (enemy aircraft 6) in the game space 3 "falls" as a damaged object 12, the game system 1000 sets a specific parameter value Ps for each ground object 8 surrounding the enemy aircraft 6 and selects a moving target object 20. The game system 1000 then controls the movement of the damaged object 12 along a collision trajectory 30 with the moving target object 20. When a positional relationship condition is met that determines that the damaged object 12 has come into contact with or approached the moving target object 20, the damaged object 12 is caught in the moving target object 20 and a damage display 22 (impact display) is executed. Therefore, the movement of the damaged object 12 after damage varies depending on the specific parameter value Ps. This results in various secondary effects depending on the damage inflicted or received.
[0216] Furthermore, the specific parameter value Ps reflects the physical quantities, performance, and status values in the game related to the original object (enemy plane 6) that is falling, the other flying object (missile 5) that caused the falling object to fall, and the object (ground object 8) that becomes the moving target object 20. Therefore, it is possible to diversify the causes of the damage inflicted or the secondary action and effect that occurs in response to the damage inflicted.
[0217] Furthermore, the specific parameter value Ps reflects the priority set for the ground object 8. By appropriately setting the priority, a specific ground object 8 is more likely to be preferentially selected as the moving target object 20 based on the direction of the game creator. Therefore, spectacular "entanglement destruction" can be intentionally generated with a high probability, thereby enhancing the appeal of the game.
[0218] Second Embodiment Next, a second embodiment to which the present invention is applied will be described. The second embodiment is basically realized in the same way as the first embodiment, but differs in that game progress control is executed by the user terminal 1500. In the description of the second embodiment, differences from the first embodiment will be mainly described, and components similar to those in the first embodiment will be assigned the same reference numerals as in the first embodiment, and duplicated description will be omitted.
[0219] 21 is a diagram showing an example of the functional configuration of a user terminal 1500B in the second embodiment. The user terminal 1500B has a game management unit 210. Accordingly, the user terminal 1500B stores in the terminal storage unit 500 a game program 802 for realizing the functions of the game management unit 210, game initial setting data 510, and play data 700.
[0220] According to the second embodiment, the same effects as those of the first embodiment can be obtained.
[0221] [Modifications] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and components can be added, omitted, or modified as appropriate.
[0222] (Variation 1) For example, the first embodiment shows an example of implementing an online game using a client-server system configuration, and the second embodiment shows an example of implementing a standalone game, but this is not limiting. For example, a game may be implemented in a system in which multiple user terminals 1500 are connected via P2P (peer-to-peer). In this case, a configuration can be adopted in which one of the user terminals 1500 configuring the P2P serves as a host machine and functions as the server system 1100 of the first embodiment.
[0223] (Variation 2) In the above embodiment, a missile 5 is used as an example of a damage-inflicting object that inflicts hit damage on an enemy aircraft 6, but this is not limiting. The damage-inflicting object may also be a machine gun bullet (projectile) fired by the player's aircraft 4. Furthermore, depending on the setting of the game world, the damage-inflicting object that is a projectile may be omitted. For example, in the example of FIG. 22 , the player's aircraft 4 is equipped with a directed energy cannon 7, which fires directed energy (e.g., a laser) at the enemy aircraft 6 to inflict damage. The effect display object that represents the fired directed energy can also be considered a type of projectile. In a game set in outer space with a fleet battle theme, the same applies to a case in which the player's aircraft 4 is equipped with a charged particle cannon mobile weapon.
[0224] (Variation 3) The function f (see FIG. 6) for calculating the specific parameter value Ps is not limited to being fixed. For example, the weighting of each variable may be changed depending on the game difficulty level. For example, when the game difficulty level is "Easy," the weighting of the priority may be significantly increased. Furthermore, even ground objects 8 moving in a direction different from the scattering velocity V may be made into moving target objects 20 with a high probability, thereby creating an intentional game development. In the example of FIG. 4, it is possible to destroy the bridge 8b to block the invasion route of the enemy ground forces, thereby intentionally leading the game development to an advantageous situation for the player.
[0225] (Fourth Modification) In the above embodiment, the target of the moving target object 20 is exemplified as a ground object 8, but depending on the configuration of the game stage, a maritime object such as a ship or a wingman of the player's plane 4 may be the moving target object 20. Furthermore, the moving target object 20 may be a wingman of the enemy plane 6 or an air object other than a fighter plane that is a target of attack (for example, a transport plane, a tanker plane, an air traffic control plane, an airborne aircraft carrier plane, a helicopter, an aerial drone, a ballistic missile, a cruise missile, an anti-aircraft missile, a rocket, etc.).
[0226] Furthermore, depending on the setting of the game world, the moving target object 20 may be a fictional entity. For example, if the game world is set as a fantasy world, the moving target object 20 may be an entity from the land, sea, and air fantasy world (e.g., a giant monster, a floating island, etc.). If the troops in the game world are in space, the moving target object 20 may be a spaceship, an artificial satellite, a small space station, a colony, a planet, debris, etc.
[0227] For example, it will be possible to "shoot down a first moving object (e.g., fighter plane A), determine whether debris from the first moving object will hit a second moving object (e.g., another fighter plane B flying next to fighter plane A), and if so, the second moving object will be caught up in the debris and destroyed."
[0228] If the moving target object 20 is a moving body, one or more of the relative distance, relative direction, relative altitude difference, relative speed, and relative size with respect to the moving body may be included as a variable Cst (see FIG. 7 ) for a candidate object of the moving target object 20. If the moving target object 20 is an entity in a fantasy world, the variable Cst may include a magic attribute (for example, fire, water, earth, lightning, light, darkness, etc.).
[0229] By appropriately selecting and setting the variable Cst, it is possible to determine, for example, whether debris from a first moving body (e.g., fighter plane A) will hit a second moving body (e.g., another fighter plane B flying next to fighter plane A) based on the amount of movement, direction of movement, path of movement, speed of movement, etc. of the second moving body.
[0230] (Variation 5) The game genres and play styles to which the present invention can be applied are not limited to those described in the above embodiment. For example, instead of a shooting game themed around aerial combat and ground attacks using fighter planes, the present invention may be applied to a multiplayer car racing game in which each player controls a race car.
[0231] Specifically, each player aims to reach the goal while interfering with the other player's driving by crashing their own vehicle into other vehicles, causing damage and temporarily reducing their driving performance, or by throwing items from their own vehicle into other vehicles, causing them to become temporarily uncontrollable. A scene in which the own vehicle crashes into another vehicle or an item hits another vehicle is judged to be equivalent to a missile 5 hitting an enemy aircraft 6 in the above embodiment. If a background object beside the course is selected as the moving target object 20, it is possible to display damage in a spectacular manner, in which the other vehicle goes off the course, hitting the background object beside the course.
[0232] Similarly, this embodiment may be applied to a game including a damage display in which a player character or NPC that has received damage and become temporarily uncontrollable causes surrounding objects to become involved.
[0233] (Variation 6) The variables of the function f that calculates the specific parameter value Ps are not limited to the above example. For example, the server system 1100 may create influence display history data (e.g., data that associates ground object IDs with execution dates and times) each time it executes the entanglement damage display 22. Furthermore, variables related to the game situation may include the history of influence display control, the number of times influence display control has been executed, the interval between influence display control executions, and the time elapsed since the last influence display control execution.
[0234] That is, the specific parameter value may be set based on at least one of the following: 1) the distance between the damaged object and other objects, 2) the damage history of the damaged object, 3) the number of times damage has occurred, 4) the interval between damage occurrences, 5) the time elapsed since the last damage occurred, 6) the history of effect display control, 7) the number of times the effect display control has been performed, 8) the interval between effect display control occurrences, and 9) the time elapsed since the effect display control has been performed.
[0235] (Variation 7) In the above embodiment, an example of single play has been described, but this embodiment can also be applied to multiplay. In this case, each player's player aircraft 4 is treated in the same way as the enemy aircraft 6 in the above embodiment, and can be shot down and damage displayed.
[0236] 4...player's aircraft 5...missile 6...enemy aircraft 8...ground object 12...damaged object 20...moving target object 22...involvement damage display (impact display) 28...candidate selection range 30...collision trajectory 32...non-collision trajectory 42...prediction display 200s...server processing unit 210...game management unit 212...specific parameter value setting unit 214...movement control unit 216...impact display control unit 218...prediction display control unit 220...other object identification display control unit 500s...server storage unit 501...server program 510...game initial setting data 520E...enemy aircraft initial setting data 520P...player's aircraft initial setting data 540...parts object data 546...disassembly requirements 560...ground object initial setting data 564...priority 570...parts object data 576...disassembly requirements 580...impact display definition data 582...involvement damage display data 700... Play data 702E... Enemy aircraft management data 702P... Player aircraft management data 706... Ground object management data 730... Hit damage history data 740... Damaged object management data 741... Damaged object ID 750... Caught in control management data 751... Applied damaged object ID 753... Moving target object ID 755... Caught in control damage amount 756... Trajectory data 1000... Game system 1100... Server system 1500... User terminal Ps... Specific parameter value
Claims
1. A computer system that performs control for generating an image of a virtual space, comprising: a specific parameter value setting unit that sets a specific parameter value that is referenced when controlling the movement of a damaged object that moves in response to damage; a movement control unit that controls the movement of the damaged object by referring to the specific parameter value; and an effect display control unit that performs effect display control to indicate that the other object has been affected when a given positional relationship condition based on the approach of the damaged object to or contact with another object due to the movement control of the movement control unit is satisfied.
2. The computer system according to claim 1, wherein a predetermined gravitational field is provided in the virtual space, and the movement control by the movement control unit is a control for gradually moving the damaged object in the direction of gravity based on the gravitational field.
3. The computer system of claim 1 or 2, wherein the damaged object is either 1) the same as the original object before receiving the damage, 2) a partial object that constituted the original object and was disintegrated or scattered by the damage, or 3) a replacement object that is the original object after it has been disintegrated or scattered by the damage.
4. The computer system according to claim 3, wherein the specific parameter value setting unit sets the specific parameter value based on at least one of the type, physical quantity, performance, and state of the original object.
5. A computer system according to any one of claims 1 to 4, wherein a plurality of the other objects exist in the virtual space, and the influence display control unit performs the influence display control for an other object among the plurality of the other objects that satisfies the positional relationship condition.
6. The computer system according to claim 5, wherein the specific parameter value setting unit sets the specific parameter value corresponding to each of the other objects based on at least one of the priority, type, physical quantity, performance, and status of the other object.
7. The computer system of claim 6, further comprising a predictive display control unit that predicts and displays the direction and / or trajectory in which the damaged object will move due to movement control by the movement control unit, wherein the predictive display control unit predicts the other object that satisfies the positional relationship condition due to the movement control of the movement control unit, and variably controls the predictive display based on the specific parameter value corresponding to the other object.
8. The computer system according to claim 6 or 7, further comprising: an other object distinguishable display control unit for distinguishing and displaying each of the other objects based on the specific parameter value corresponding to the other object.
9. A computer system according to any one of claims 6 to 8, wherein the movement control unit uses the specific parameter values corresponding to each of the other objects to select a movement target object that has the other object as a movement target for the damaged object, and controls the movement of the damaged object towards the movement target object.
10. A computer system according to any one of claims 1 to 9, wherein the specific parameter value setting unit sets the specific parameter value based on at least one of the type, physical quantity, performance, and state of the damage-inflicting object that inflicted the damage.
11. A computer system according to any one of claims 1 to 10, wherein the virtual space is a game space, and the specific parameter value setting unit sets the specific parameter value based on a game situation.
12. The computer system of claim 11, wherein the specific parameter value setting unit sets the specific parameter value based on at least one of the following game situations: 1) the distance between the damaged object and the other object, 2) the damage history of the damaged object, 3) the number of times the damage has occurred, 4) the interval between the occurrences of the damage, 5) the elapsed time since the last occurrence of the damage, 6) the history of the effect display control, 7) the number of times the effect display control has been performed, 8) the interval between the occurrences of the effect display control, and 9) the elapsed time since the last occurrence of the effect display control.
13. The computer system according to any one of claims 1 to 12, wherein the movement control unit performs control to move the damaged object along a given direction based on the direction in which the damage was received.
14. A computer system according to any one of claims 1 to 13, further comprising a predictive display control unit that predicts and displays the direction and / or trajectory in which the damaged object will move as a result of movement control by the movement control unit.
15. A computer system according to any one of claims 1 to 14, wherein the effect display control unit uses the specific parameter value to control whether or not to perform the effect display control.
16. A control method for controlling a computer system to generate an image of a virtual space, comprising: setting a specific parameter value to be referenced when controlling the movement of a damaged object that moves as a result of being damaged; controlling the movement of the damaged object by referring to the specific parameter value; and, when a given positional relationship condition based on the approach of the damaged object to or contact with another object due to the movement control is satisfied, performing an effect display control indicating that the other object has been affected.
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