Game processing method, game program, and game system
By employing two mice to control virtual objects and intersect their orientations, the game processing methods introduce innovative gameplay mechanics, enhancing operability and user engagement through complex interactions and strategic elements.
Patent Information
- Application Number
- PCT/JP2023/039741
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-02
- Publication Date
- 2025-05-08
AI Technical Summary
Existing game processing technologies using a mouse lack innovative operability and gameplay mechanics, limiting the potential for new and engaging gaming experiences.
The proposed game processing methods utilize two mice to control virtual objects, allowing for the creation of new gameplay mechanics by intersecting the orientations of the objects, forming triangular regions, and executing specific processes based on these interactions.
This approach enables the development of new games with unique operational feels and gameplay experiences, enhancing user engagement and interest by incorporating complex interactions and strategic elements.
Smart Images

Figure JP2023039741_08052025_PF_FP_ABST
Abstract
Description
Game processing method, game program, and game system
[0001] The present disclosure relates to information processing for controlling a virtual object based on data output from a mouse.
[0002] Conventionally, game processing using a mouse has been known (for example, see Patent Document 1).
[0003] Japanese Patent Application Laid-Open No. 2001-62145
[0004] In the above technology, there is room for providing new games with new operability and gameplay using a mouse.
[0005] In view of the above, the following configuration example can be given.
[0006] (Configuration 1) Configuration 1 is a game processing method that causes a processor of an information processing device to execute the following: moving a first object on a virtual surface in a virtual space based on first data output in response to movement of a first mouse on the surface, and rotating the first object based on second data output in response to rotation of the first mouse; moving a second object on the virtual surface in the virtual space based on second data output in response to movement of a second mouse on the surface, and rotating the second object based on second data output in response to rotation of the second mouse; and executing a first process based on an intersection point where the facing direction of the first object and the facing direction of the second object intersect.
[0007] The above configuration example provides a new game that utilizes the intersection of the orientations of the first and second mice, such as a game that allows players to enjoy a new operational feel by adjusting the position and orientation of the mouse with both hands.
[0008] (Configuration 2) In Configuration 2 based on Configuration 1, the first processing may be processing based on a triangular area formed on a virtual plane by a position of a first object, a position of a second object, and the intersection point.
[0009] The above configuration example provides a novel game that uses triangular regions, and also provides a game experience that requires consideration of the positions of the first object and the second object themselves in addition to the position where the directions of the first object and the second object intersect, thereby increasing the interest of the game.
[0010] (Configuration 3) Configuration 3 may be configured as in configuration 2, wherein the first process is a process of exerting a first effect, which is an advantageous effect in the game, within the triangular region.
[0011] According to the above configuration example, it is possible to provide motivation for actively creating triangular areas.
[0012] (Configuration 4) In configuration 4, in configuration 3, the processor may move a third object on a virtual plane. The first effect may be an effect on the third object that is included in the triangular region.
[0013] According to the above configuration example, it is possible to provide a game element in which a moving third object is surrounded by a triangular area.
[0014] (Configuration 5) Configuration 5 may be configured in the above configuration 4 to cause the processor to execute a second process that imposes a second effect that is disadvantageous in the game when the first object or the second object and the third object are in a predetermined positional relationship.
[0015] According to the above configuration example, it is possible to provide a game element in which the player creates a triangular area by moving the first object and the second object while avoiding collision with the third object, thereby improving the entertainment value of the game.
[0016] (Configuration 6) In Configuration 6 based on Configuration 4 or 5, in the first processing, the effect amount of the first effect may be increased as the time during which the third object is included in the triangular region increases.
[0017] According to the above configuration example, it is possible to provide a gaming experience in which the player operates two mice so as to maintain the state in which the third object is contained within the triangular area, thereby improving the entertainment value of the game.
[0018] (Configuration 7) Configuration 7 is the configuration 5, wherein in the first processing, the effect amount of the first effect may be increased as the area of the triangle decreases.
[0019] According to the above configuration example, in order to reduce the area of the triangle to obtain a greater effect, it becomes necessary to get closer to the third object. Therefore, if the third object is an enemy character, for example, the risk of the player being damaged increases, providing a tense gaming experience. This improves the entertainment value of the game.
[0020] (Configuration 8) Configuration 8 may be configured in any one of configurations 1 to 7 above, wherein the processor executes a third process that applies a third effect, which is an advantageous effect in the game, on a line connecting the first object and the second object.
[0021] According to the above configuration example, the player can play the game while being aware of the positional relationship (positioning) between the first object and the second object, thereby making the game more interesting.
[0022] (Configuration 9) Configuration 9 is any one of configurations 2 to 8, and may cause the processor to execute a fourth process of exerting a fourth effect, which is an advantageous effect in the game, at the intersection.
[0023] According to the above configuration example, it is possible to generate advantageous effects at the intersection, which adds a strategic element to the game by making the user think about where to place the intersection, thereby increasing the game's enjoyment.
[0024] (Configuration 10) Configuration 10 is the configuration 1 described above, wherein the first process may be a process of exerting a fifth effect, which is an advantageous effect in the game, at the intersection.
[0025] According to the above configuration example, a novel game can be provided that utilizes the operability of causing the direction in which the first object faces and the direction in which the second object faces to intersect.
[0026] According to the present disclosure, a novel game using a mouse can be provided.
[0027] 1. A block diagram showing an example of the hardware configuration of the information processing device 2. 2. An example of the appearance of the mouse 40. 3. A diagram for explaining the operation of the mouse 40. 4. An example of a game screen for the game processing assumed in this embodiment. 5. An example of the mouse posture. 6. An example of a game screen for the game processing assumed in this embodiment. 7. An example of various data stored in the storage unit 22 of the information processing device 2. 8. A flowchart showing details of the game processing. 9. An example of a game screen for the first embodiment. 10. A diagram for explaining an example of mouse operation. 11. An example of a game screen for the first embodiment. 12. An example of a game screen for the second embodiment. 13. An example of a game screen for the second embodiment.
[0028] An embodiment will be described below.
[0029] [Hardware Configuration of Information Processing Device 2] FIG. 1 is a block diagram showing an example of the hardware configuration of an information processing device 2 according to this embodiment. In FIG. 1, the information processing device 2 includes a processor 21. The processor 21 is an information processing unit that executes various information processes executed by the information processing device 2. In this embodiment, the processor 21 is configured as a System-on-a-Chip (SoC) that includes at least a Central Processing Unit (CPU) function and a Graphics Processing Unit (GPU) function. In other embodiments, the CPU and the GPU may be separate components. The processor 21 executes various information processes by executing an information processing program (e.g., a game program) stored in a storage unit 22. The storage unit 22 may be an internal storage medium such as a flash memory or a Dynamic Random Access Memory (DRAM), or may be configured to use an external storage medium inserted into a slot (not shown). The information processing device may be, for example, a game device, a personal computer, or a server.
[0030] The information processing device 2 also includes a communication unit 23 for communicating with other information processing devices and a predetermined server.
[0031] The information processing device 2 also includes an input device communication unit 24 that enables the information processing device 2 to communicate with various input devices via wired or wireless communication. In this embodiment, an example will be described in which two mice, a first mouse 40A and a second mouse 40B (hereinafter, these may be collectively referred to simply as mice), are used as an example of input devices.
[0032] Furthermore, a display unit 30 (e.g., a monitor) is connected to the information processing device 2 via an image / audio output unit 25. The processor 21 outputs, for example, images and sounds generated by executing the above-described information processing to the display unit 30 via the image / audio output unit 25.
[0033] 2 is a schematic diagram showing an example of the appearance of the first mouse 40A and the second mouse 40B. As shown in Fig. 2, the first mouse 40A and the second mouse 40B are plate-shaped with the y-axis direction as the longitudinal direction (a rectangular parallelepiped or a similar shape in which the thickness in the x-axis direction is smaller than the thickness in the y-axis direction and the z-axis direction, and the thickness in the z-axis direction is smaller than the thickness in the y-axis direction), and are the same size.
[0034] The first mouse 40A includes a sensor (sometimes referred to as a "mouse sensor") that detects operations such as a user sliding the first mouse 40A across a work surface (the work surface that the bottom surface contacts in FIG. 2). The mouse sensor is, for example, provided so as to be exposed through an opening 43A provided in the bottom surface of the first mouse 40A. The mouse sensor acquires data for calculating the movement (movement direction, movement distance, movement speed, etc.) of the first mouse 40A on the work surface, which is placed with its bottom surface facing the work surface. The mouse sensor is, for example, an optical sensor or a laser sensor. Furthermore, as shown in FIG. 2, the first mouse 40A includes a button 41A and a button 42A.
[0035] Similarly to the first mouse 40A, the second mouse 40B is equipped with a mouse sensor that detects operations such as when the user slides the second mouse 40B across the work surface. The mouse sensor of the second mouse 40B is exposed from an opening 43B provided on the bottom surface of the second mouse 40B, for example.
[0036] Data acquired by the mouse sensors of the first mouse 40A and second mouse 40B is repeatedly transmitted at appropriate times to the input device communication unit 24. As shown in Fig. 2, the second mouse 40B includes a button 41B and a button 42B. Data indicating the operation states of the buttons 41B and 42B is repeatedly transmitted to the input device communication unit 24 at appropriate times.
[0037] The first mouse 40A and the second mouse 40B are also equipped with attitude sensors. Specifically, the first mouse 40A and the second mouse 40B are each equipped with an acceleration sensor (not shown) and an angular velocity sensor (not shown). The acceleration sensor detects the magnitude of acceleration along three predetermined axes (x, y, and z axes shown in FIG. 2). The acceleration sensor may detect acceleration along one or two axes. The angular velocity sensor detects angular velocity around the three predetermined axes (x, y, and z axes shown in FIG. 2). The angular velocity sensor may detect angular velocity around one or two axes. The detection results of the acceleration sensor and the angular velocity sensor are repeatedly transmitted to the input device communication unit 24 at appropriate timing.
[0038] The orientation sensor may be a geomagnetic sensor or other type of sensor capable of detecting orientation, or a combination of several sensors. Alternatively, a combination of multiple optical sensors may be used as the orientation sensor. For example, it may be possible to detect whether each mouse has been rotated based on the difference in the detection values of the optical sensors (such as differences in the direction of movement).
[0039] In addition, the first mouth 40A is provided with a vibration device (not shown) that vibrates the first mouth 40A, and the second mouth 40B is provided with a vibration device (not shown) that vibrates the second mouth 40B.
[0040] FIG. 3 is a diagram illustrating a method of operating the first mouse 40A and the second mouse 40B. As shown in FIG. 3, the user holds the first mouse 40A in his left hand and the second mouse 40B in his right hand 33. Then, as shown in FIG. 3, the user can move the first mouse 40A on the work surface, press the button 41A with his index finger or middle finger, and press the button 42A with his thumb. Also, as shown in FIG. 3, the user can move the second mouse 40B on the work surface, press the button 41B with his index finger or middle finger, and press the button 42B with his thumb.
[0041] The work surface of the first mouse 40A and the work surface of the second mouse 40B may not be a single work surface (a common work surface) but may be different work surfaces.
[0042] [Regarding Processing Assumed in This Embodiment] Next, an overview of information processing assumable in this embodiment will be described. In this embodiment, game processing is assumed as an example of information processing. The game processing is a game in which two different virtual objects are operated with two mice. FIG. 4 shows an example of a game screen of the game. FIG. 4 shows a first object 101 and a second object 102. The first object 101 and the second object 102 are placed on a virtual surface, which is a surface formed in a virtual space. The first object 101 and the second object 102 can move on the virtual surface. Note that the virtual surface does not necessarily have to be visible to the user. The virtual surface may be a flat surface or a curved surface. The virtual surface may also be a deformable surface, such as a rippling surface of water.
[0043] In this game, a first object 101 is controlled with a first mouse 40A, and a second object 102 is controlled with a second mouse 40B. To explain an example of the operation, for example, when starting the game processing, a user places each mouse on a predetermined work surface in a vertical orientation, as shown in FIG. 5 . The orientation of each mouse at this time is associated with the orientation of each object (initial orientation at the start of the game) as shown in FIG. 4 , and the game processing is started. During game play, a user can move each mouse on the virtual surface by moving the corresponding object in parallel on the work surface. Note that the object may temporarily move away from the virtual surface by, for example, jumping in response to pressing a predetermined button. Furthermore, by rotating each mouse (around the z-axis) on the work surface, as shown in FIG. 6 , the user can rotate the corresponding object in accordance with the rotation of the mouse, as shown in FIG. 7 . The amount of rotation can be determined, for example, based on the difference from the orientation at the start of the game. In this game, predetermined processing, as will be described later, is executed based on the positional relationship of each object and the attitude (direction) of each object.
[0044] In the game processing, a collision determination may be performed between the first object 101 and the second object 102. When the two objects collide, at least one of them may be repelled or blown away. In this case, at least one of the mice may be vibrated or a predetermined sound may be output.
[0045] Furthermore, with regard to the movement of the first object 101 and the second object 102, the movement pattern of the first object 101 in response to a movement operation of the first mouse 40A and the movement pattern of the second object 102 in response to a movement operation of the second mouse 40B may be constantly or temporarily different. For example, consider a case where the first object 101 acquires a speed-reducing item that appears in the virtual space. In this case, even if the first mouse 40A and the second mouse 40B are each moved in parallel by the same amount, the movement of the first object 101 may be controlled so that the movement amount is smaller than that of the second object 102.
[0046] Furthermore, the movement mode of the object corresponding to one mouse may be changed based on the operation of the other mouse. For example, when a predetermined button on the first mouse 40A is pressed or when the first object 101 acquires a specific item, the movement amount of the second object 102 in response to the operation amount of the second mouse 40B may be controlled to be different from normal.
[0047] Furthermore, in the above game processing, remaining lives and durability (HP, etc.) of the first object 101 and the second object 102 may be set. In this case, the remaining lives and durability may be managed as a common entity or separately. If managed separately, for example, control may be performed such that only the first object 101 reaches game over and exits the virtual space. In this case, the game is developed so that only the second object 102 is operated to continue the game. For example, assuming a game processing in which each of the first object 101 and the second object 102 can attack independently, when one of the objects reaches game over, it may be possible to continue playing using only the other object thereafter.
[0048] Furthermore, in the description of the game processing described below, it is basically assumed that one user operates two mice as described above. In this regard, in other embodiments, the game processing may be executed as two users each operating one of the two mice. For example, the game processing may be executed as a cooperative play type game processing. Furthermore, in such a game, remote users may each operate one of the mice in an online play format. In this case, a play mode in which one person operates two mice and a play mode in which two users each operate one mouse may be selectable. In other words, in a game using two mice, a play mode in which one person uses two mice and a play mode in which two users each operate one mouse may be selectable. Furthermore, the difficulty level and operation method of the game may vary depending on the play mode.
[0049] The various processes described above may or may not be used in conjunction with game processing that utilizes the intersection of the directions in which the objects face, as will be described below. Of course, the various processes described above may also be executed in game processing that does not use the processes described below.
[0050] Next, an example of a predetermined process based on the positional relationship and orientation of each object will be described. In this embodiment, the process utilizes the intersection of the facing directions of the first object 101 and the second object 102 (their tips). In other words, the game exemplified below is a game in which a user operates the first object 101 and the second object 102 with two mice, respectively, and creates an intersection point based on the facing directions of each object. An example of a game process using this process will be described in detail below. In the following description, the position where the facing directions of the first object 101 and the second object 102 intersect is referred to as the "intersection position." Note that the "intersection position" does not need to be an exact point, but may be an area. For example, in the game process, thick lines (which may be visible or invisible) extend from each object in the facing direction, and the area resulting from their intersection may be treated as the intersection position.
[0051] [Example of Data Used] First, various data used in this game processing will be described. Fig. 8 is a memory map showing an example of various data stored in the storage unit 22 of the information processing device 2. The storage unit 22 stores a game program 601, first object data 602, second object data 603, third object data 604, first mouse operation data 605, second mouse operation data 609, etc.
[0052] The game program 601 is a program for executing the game processing according to this embodiment.
[0053] The first object data 602 is data related to the first object 101. The first object data 602 includes data constituting the appearance of the first object 101, data indicating the position and posture of the first object 101 on the virtual plane, and data indicating various states of the first object 101, such as the number of lives remaining and durability of the first object 101.
[0054] The second object data 603 is data relating to the second object 102. The second object data 603 includes various data relating to the second object 102, similar to the first object data 602.
[0055] The third object data 604 is data relating to various virtual objects other than the first object 101 and the second object 102. For example, the third object data 604 is data relating to an enemy character.
[0056] The first mouse operation data 605 is data indicating the operation performed on the first mouse 40A. The first mouse operation data 605 includes mouse sensor data 606A, attitude sensor data 607A, and button data 608A. The mouse sensor data 606A is data output from the mouse sensor of the first mouse 40A. The mouse sensor data 606A includes data indicating the amount and direction of movement of the first mouse 40A on the work surface. The attitude sensor data 607A is data output from the attitude sensor. In this example, the attitude sensor data 607A includes acceleration data and angular velocity data about three predetermined axes. The button data 608A is data indicating the press state of each of the buttons on the first mouse 40A.
[0057] The second mouse operation data 609 is data indicating the operation performed on the second mouse 40B. The second mouse operation data 609 includes mouse sensor data 606B, attitude sensor data 607B, and button data 608B. The mouse sensor data 606B includes data indicating the amount and direction of movement of the second mouse 40B on the work surface. The attitude sensor data 607B is data output from the attitude sensor of the second mouse 40B. The button data 608B is data indicating the pressed state of each button of the second mouse 40B.
[0058] [Flowchart Example] Next, an example of a flowchart of this game processing will be described. Note that in this embodiment, the flowchart shown below is realized by one or more processors reading and executing a program stored in one or more memories. Furthermore, this flowchart is merely an example of the processing process. Therefore, the processing order of each step may be changed as long as the same results are obtained. Furthermore, the values of variables and thresholds used in the determination steps are merely examples, and other values may be used as necessary.
[0059] 9 is a flowchart showing details of an example of game processing according to this embodiment. The processing loop of steps S1 to S7 in FIG. 9 is repeated multiple times per second depending on the frame rate.
[0060] First, in step S1 , the processor 21 acquires the first mouse operation data 605 and the second mouse operation data 609 .
[0061] Next, in step S2, the processor 21 moves the first object 101 on the virtual surface based on the mouse sensor data 606A included in the first mouse operation data 605. The processor 21 also rotates the first object 101 on the virtual surface based on the orientation sensor data 607A included in the first mouse operation data 605.
[0062] Next, in step S3, the processor 21 moves the second object 102 on the virtual surface based on the mouse sensor data 606B included in the second mouse operation data 609. The processor 21 also rotates the second object 102 on the virtual surface based on the orientation sensor data 607B included in the second mouse operation data 609.
[0063] Next, in step S4, the processor 21 calculates the directions in which the first object 101 and the second object 102 are facing. Then, the processor 21 calculates the intersection position based on the directions. If the intersection position does not exist, information indicating this is calculated.
[0064] Next, in step S5, processor 21 executes a predetermined game process based on the intersection position. Note that this game process may also include a process for when the intersection position is not calculated. A specific example of this predetermined game process will be described later.
[0065] Next, in step S6 , processor 21 generates a game image that reflects the predetermined game processing, and outputs it to display unit 30 .
[0066] Next, in step S7, processor 21 determines whether a predetermined game end condition has been satisfied. If the game end condition has not yet been satisfied (NO in step S7), the process returns to step S1 and the process is repeated. If the game end condition has been satisfied (YES in step S7), processor 21 ends the game process.
[0067] This concludes the description of the example flowchart of the game processing of this embodiment.
[0068] Next, a specific example of the predetermined game processing that can be executed in step S5 will be described.
[0069] First Example As a first example, a game process based on a triangular region will be described. FIG. 10 shows an example of a game screen using the triangular region. In FIG. 10, the directions of the first object 101 and the second object 102 are indicated by dotted arrows. Note that these dotted arrows are shown for convenience of explanation and are not displayed on the screen. FIG. 10 also shows a third object 103. FIG. 10 also displays a triangular region in which the intersection position is one of the vertices and the tip position of the first object 101 and the tip position of the second object 102 are the other vertices. Note that the positions other than the intersection position are not limited to the tip positions of the objects, and other positions, such as the midpoint positions of the objects, may be used as vertices.
[0070] Assume that the mouse 40 is positioned as shown in FIG. 6 in the screen example shown in FIG. 10 . In this case, if the second mouse 40B is rotated clockwise as shown in FIG. 11 , the orientation of the second object 102 also changes as shown in FIG. 12 . As a result, the vertex positions of the triangle also change. As a result, the intersection position changes, and the position, shape, and area of the triangle may also change. In other words, the user can change the shape, position, and area of the triangle by operating the two mice 40. Note that FIG. 12 also shows that one of the third objects 103 has been placed within the triangular area. This game utilizes such a triangular area. Specifically, in this game, a first process that provides an advantageous effect to the user is executed within the triangular area. For example, consider a game in which one or more enemy characters that can move on a virtual surface appear as the third object 103 in a virtual space. In such a game, a process of inflicting damage (attacking) on enemy characters contained within the triangular area is an example of the first process. At this time, a collision determination process may also be performed between the first object 101 and the second object 102 and an enemy character. If a collision with an enemy character occurs, a second process may be executed to impose an adverse effect on the game. The adverse effect in the second process may be, for example, damage to the first object 101 or the second object 102, loss of a remaining life, or game over. This requires an operation to keep the enemy character within a triangular area while avoiding collision with the enemy character, thereby providing a new and unprecedented gameplay. Furthermore, the enemy character may fire a fourth object such as a bullet. If the fourth object collides with the first object 101 or the second object 102, a process may be performed to cause damage to the first object 101 or the second object 102. Furthermore, the fourth object may not be erased even if it is within the triangular area. In other words, the first process may not be applied to the fourth object.Another example of the first process is a process of acquiring an item by placing the item within the triangular area in a game in which the item appears as the third object 103. Another example is a process of strengthening an ally character, which is an example of the third object 103, by placing the ally character within the triangular area.
[0071] Furthermore, the condition for executing the first process may be that the intersection position is within a predetermined distance from each of the first object 101 and the second object 102 (is reasonably close).
[0072] The effect amount of the first process may be varied depending on the time the third object 103 is included within the triangular region or the size of the triangular region. As an example of varying the effect amount depending on time, for example, in a game in which the player attacks an enemy character by keeping it within the triangular region, the control may be performed so that damage can only be inflicted once the enemy character is included within the triangular region for a predetermined period of time or longer. Alternatively, for example, the control may be performed so that damage is continuously inflicted on the enemy character while the enemy character is included within the triangular region. That is, the control may be performed so that the longer the time the third object 103 is included within the triangular region, the greater the effect amount obtained compared to when the time is shorter. As an example of varying the effect amount depending on the size of the area, for example, in a game in which the player attacks an enemy character by keeping it within the triangular region, the control may be performed so that the smaller the area of the triangle, the greater the amount of damage inflicted per unit time. In this case, the player can be more susceptible to damage by approaching the enemy character or the enemy character can more easily leave the triangular region, but the reward is the ability to inflict great damage. In other words, a high-risk, high-reward gameplay can be incorporated, improving the game's enjoyment.
[0073] Furthermore, a third process may be executed on the line connecting the first object 101 and the second object 102, which provides a third effect, which is an advantageous effect different from the effect of the first process. For example, when the enemy character is sandwiched between the first object 101 and the second object 102, the enemy character may perform a different type of attack from the attack process performed by the first process. For example, an attack using a different weapon or a different attack method may be performed. By performing such a process, the user can consider the positioning of the first object 101 and the second object 102, thereby improving the strategic and entertaining aspects of the game. Note that the line connecting the first object 101 and the second object 102 does not necessarily have to be an exact line, but may also refer to a line included within a thick area connecting both objects.
[0074] The predetermined processes (first process, third process) may be executed when a predetermined button on each mouse is pressed. Multiple processes may be executed by pressing a predetermined button, or different processes may require the pressing of different buttons.
[0075] In this way, by playing a game based on a triangular area, a new game can be provided that provides an unprecedented operational feel by adjusting the position and angle of both hands (two mice) on the work surface.
[0076] Second Example Next, as a second example, an example of game processing will be described that more directly uses the position where the orientations of the first object 101 and the second object 102 intersect. This is game processing that uses the intersection of the orientations of the first object 101 and the second object 102 as a "pointer" for indicating a predetermined position. This is game processing that applies the first process that has an advantageous effect on the user as described above only to the intersection position.
[0077] Examples of processing in the second embodiment include the following processing. For example, as shown in Figures 13 and 14, a plurality of third objects 103 are displayed, and one of these can be designated (selected) based on the intersection position. Then, there is processing in which an attack is made on the third object 103 at the intersection position. Note that although Figures 13 and 14 show an example in which a "sight" is displayed to present the intersection position to the user in an easy-to-understand manner, a configuration in which the "sight" is not displayed is also possible.
[0078] For example, a process may be performed in which the third object 103 located at the intersection is lifted and moved to another position. As a specific example, a game process may be performed in which two rod-shaped objects are operated with two mice, and the third object is picked up and lifted with the rod-shaped objects and moved to another position. Furthermore, in a puzzle game in which pieces fall from above, a process may be performed in which a piece located at an intersection is erased. In such a puzzle game, the movement directions of the first object 101 and the second object 102 may be limited to movement in a predetermined direction only. For example, the first object 101 and the second object 102 may be allowed to move only horizontally below the area where the pieces fall.
[0079] In the second embodiment, the condition for executing the first process may be that the intersection position is within a predetermined distance from each of the first object 101 and the second object 102 .
[0080] In the second embodiment, the effect of the first process may be varied depending on the time the intersection point is pointed to. For example, the effect may be controlled so that the longer the enemy character overlaps with the intersection point, the greater the damage or other advantageous effect.
[0081] Note that the first embodiment described above may also use a process that exerts a predetermined effect on the intersection position, as in the second embodiment. For example, in a game in which enemy characters such as those described above appear in a virtual space, three types of attack methods may be available: a first attack method (first process in the first embodiment) that attacks enemy characters included in the triangular area; a second attack method (third process) that attacks enemy characters sandwiched between the first object 101 and the second object 102; and a third attack method (fourth process different from the first process) that attacks enemy characters located at the intersection position. In this case, the first process, the third process, and the fourth process may be executed on the condition that a predetermined button such as that described above is pressed.
[0082] In this way, even in game processing that uses processing that directly affects the intersection position, it is possible to provide a game that uses two mice and provides a novel operational feel.
[0083] Third Example Next, a third example will be described. As the third example, an example of game processing will be described in which a predetermined process is executed based on the "timing" at which the orientation of the first object 101 and the orientation of the second object 102 intersect. For example, consider a game in which a player character controls a player character holding two swords in each hand, which correspond to the first object 101 and the second object 102. The game screen may display, for example, the back of the player character, or only the two swords. The game process involves crossing the orientations of two mice in time with the timing at which an enemy character displayed at the back of the screen swings its sword from top to bottom, thereby crossing the two swords and blocking the attack, thereby defending against the enemy character's attack. In this process, regardless of the location of the intersection, the defensive process is executed based on the timing at which the intersection was created.
[0084] [Modifications] In the above embodiment, the mouse sensor detects the movement of each mouse and outputs the direction and amount of movement. In other embodiments, the mouse sensor may output only data related to reflected light from the work surface, and the information processing device 2 may output whether the mouse has moved, the direction and amount of movement, etc. based on the data. Also, in the above embodiment, the information processing device 2 calculates the current position of each mouse in the mouse coordinate system. However, the mouse sensor may calculate the current position of each mouse and transmit data related to this to the information processing device 2. Also, neither the information processing device 2 nor the mouse sensor may calculate the current position of the mouse. The same applies to the attitude sensor; either the information processing device 2 or the mouse may calculate the actual attitude.
[0085] The shape of the mouse 40 in the above embodiment is merely an example. For example, the mouse may have a grip that allows the user to easily grasp and lift it. As an example, the mouse may be used like a general game controller. In other words, a game controller with a mouse sensor is included in the scope of the mouse in this disclosure. The mouse may also be detachable from another device.
[0086] The above-described game may be a bird's-eye view game in which the ground surface (virtual surface) is viewed vertically, or a diagonal view game (sometimes called a quarter view).Furthermore, the game may be a game in which the virtual camera shows the front direction and the first object 101 and the second object 102 move up, down, left, and right on the screen.
[0087] Although two mice are used in the above embodiment, three or more mice may be used. In this case, the same process may be executed by two specific or unspecified mice out of the three or more mice, or by three or more mice.
[0088] In the above embodiment, each mouse may be vibrated according to the size of the triangular region or the intersection position. For example, the larger the triangular region, the greater the vibration. Furthermore, for example, the closer the intersection position is to the first object 101 or the second object 102, the greater the vibration. Furthermore, for example, the mouse corresponding to the object whose intersection position is closer between the first object 101 and the second object 102 may be vibrated more than the other mouse. That is, the vibration of the two mice may be controlled (including not vibrating) according to the positions indicated by the two mice. As an example, the vibration may be controlled according to the respective positions of the objects operated by the two mice, or the vibration of the two mice may be controlled according to a position on the screen indicated by the two objects operated by the two mice, or the vibration of the two mice may be controlled according to the positions of the two objects operated by the two mice and a position on the screen indicated by those objects. The position on the screen indicated by the two objects operated by the two mice may be, for example, the intersection of the two objects operated by the two mice or the overlapping position of the two objects. Furthermore, for example, the magnitude and frequency of the vibration of the two mice may be changed in response to a change in the positions indicated by the two mice. Such vibration control may be applied to games other than those described in the above embodiment or in fields other than games. Furthermore, three or more mice may be used.
[0089] In the above embodiment, the case where the above-described game processing is executed by a single information processing device 2 has been described. The information processing device 2 may include multiple storage devices and processors. The above-described game processing may be executed by sharing the processing among these devices. The information processing device may also be a server, and the above-described game processing may be executed in a distributed system consisting of multiple information processing devices including the server.
[0090] The game processing method, game program, and game system according to the present disclosure can provide novel game processing using a mouse.
[0091] 2 Information processing device 21 Processor 22 Storage unit 30 Display unit 40A First mouse 40B Second mouse
Claims
1. A game processing method comprising: causing a processor of an information processing device to: move a first object on a virtual surface within a virtual space based on first data output in response to movement of a first mouse on the surface; rotate the first object based on second data output in response to rotation of the first mouse; move a second object on the virtual surface within the virtual space based on second data output in response to movement of a second mouse on the surface; rotate the second object based on the second data output in response to the rotation of the second mouse; and execute a first process based on an intersection point where a direction in which the first object faces intersects with a direction in which the second object faces.
2. A game processing method as described in claim 1, wherein the first processing is processing based on a triangular area formed on the virtual surface by the position of the first object, the position of the second object, and the intersection point.
3. A game processing method according to claim 2, wherein the first process is a process for exerting a first effect, which is an advantageous effect in the game, within the triangular area.
4. The game processing method according to claim 3, further comprising the steps of: causing the processor to move a third object on the virtual surface; and the first effect being an effect on the third object in a state where it is included within the triangular area.
5. A game processing method as described in claim 4, further comprising causing the processor to execute a second process for exerting a second effect, which is an effect that is disadvantageous in the game, when the first object or the second object and the third object are in a predetermined positional relationship.
6. A game processing method according to claim 4 or 5, wherein in the first process, the effect amount of the first effect is increased the longer the time that the third object is included within the triangular area.
7. A game processing method according to claim 5, wherein in the first process, the smaller the area of the triangle, the greater the effect amount of the first effect.
8. A game processing method according to any one of claims 1 to 7, further comprising causing the processor to execute a third process for exerting a third effect, which is an advantageous effect in the game, on a straight line connecting the first object and the second object.
9. A game processing method according to any one of claims 2 to 8, further comprising causing the processor to execute a fourth process for exerting a fourth effect, which is an advantageous effect in the game, at the intersection.
10. A game processing method according to claim 1, wherein the first process is a process for exerting a fifth effect, which is an advantageous effect in the game, at the intersection.
11. A game program that causes a processor of an information processing device to: move a first object on a virtual surface in a virtual space based on first data output in response to movement of a first mouse on the surface; rotate the first object based on second data output in response to rotation of the first mouse; move a second object on the virtual surface in the virtual space based on second data output in response to movement of a second mouse on the surface; rotate the second object based on the second data output in response to the rotation of the second mouse; and execute a first process based on an intersection point where a direction in which the first object faces intersects with a direction in which the second object faces.
12. A game system having a mouse with an optical sensor and an attitude sensor, and a processor, wherein the processor: moves a first object on a virtual surface in a virtual space based on first data output in response to movement of a first mouse on the surface; rotates the first object based on second data output in response to rotation of the first mouse; moves a second object on the virtual surface in the virtual space based on second data output in response to movement of a second mouse on the surface; rotates the second object based on the second data output in response to the rotation of the second mouse; and executes a first process based on an intersection point where a direction in which the first object faces intersects with a direction in which the second object faces.
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