Information processing program, information processing method, and information processing apparatus
By generating a moving object in the destination field and controlling its movement to seamlessly transition the character, the game ensures continuous movement between fields, preserving the tempo and sense of dynamism.
Patent Information
- Application Number
- PCT/JP2024/011137
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-21
- Publication Date
- 2025-09-25
AI Technical Summary
Existing games hinder the seamless transition of a moving object's movement when transitioning between fields, particularly when a character moves from one field to another while riding a moving object, disrupting the tempo and sense of dynamism.
Generate a moving object in the destination field outside the display area and control its movement to seamlessly transition the character onto it, ensuring continuous movement without stopping.
Enables seamless continuation of movement between fields, maintaining the tempo and sense of dynamism by allowing characters to ride moving objects without interruption.
Smart Images

Figure JP2024011137_25092025_PF_FP_ABST
Abstract
Description
Information processing program, information processing method, and information processing device
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device.
[0002] Conventionally, techniques for improving the playability of games in which a user moves around a field in a virtual space through user operations have been known (see, for example, JP 2018-187170 A).
[0003] There are known games in which a player controls a character in an open world created in a game space. However, when a player attempts to move between fields and continue moving on a moving object, the tempo of the movement may be hindered. Therefore, it is difficult to continue the movement state of the previous field while riding on a moving object in the new field.
[0004] An object of the present disclosure is to provide an information processing program, an information processing method, and an information processing device that enable a moving object to continue moving seamlessly.
[0005] The information processing program of the first aspect causes a computer to execute a process in which, when a character is moving in a first field in a virtual space including a plurality of fields that can be transitioned between each other, a moving object that can move in a second field is generated, and when the moving object reaches a destination coordinate, the character boards the moving object and continues moving the character in the second field.
[0006] The information processing program of the second aspect is the information processing program of the first aspect, in which the target coordinates are coordinates in the second field corresponding to a predetermined position of the character in the first field, and the computer executes a process to determine whether the target coordinates satisfy predetermined generation conditions, and if the generation conditions are satisfied, to generate the moving object in the second field.
[0007] The information processing program of the third aspect causes a computer to execute a process of generating the moving object outside a display area and moving it to the destination coordinates.
[0008] The information processing program of the fourth aspect causes a computer to execute a process of controlling a moving speed of the moving object in movement to the destination coordinates in accordance with an approach to the destination coordinates.
[0009] The information processing program of the fifth aspect causes a computer to execute processing to continue the movement of the character in accordance with an operation performed by a user when the character is mounted on the moving object to continue the movement.
[0010] The information processing program of the sixth aspect causes a computer to execute a process in which, when the moving object reaches the destination coordinates at a first movement speed, the moving object continues moving at a second movement speed corresponding to an operation for continuing the movement, the second movement speed being faster than the first movement speed.
[0011] The information processing program of the seventh aspect causes a computer to execute a process of regenerating the moving object at a different point if the moving object is unable to reach the destination coordinates within a predetermined time after the moving object is generated.
[0012] An eighth aspect of the information processing program causes a computer to execute a process in which, while moving through the second field, an operation to generate the moving object is performed to generate the moving object, and an operation to board the character is performed to board the generated moving object; and, while moving through the first field, when an operation to generate the moving object is performed and the moving object reaches the target coordinates, the computer executes a process in which the character boards the generated moving object without an operation to board the object.
[0013] In a ninth aspect of the information processing method, a computer executes a process in which, when a character is moving in a first field in a virtual space including a plurality of fields that can be transitioned between each other, a moving object that can move in a second field is generated, and when the moving object reaches a destination coordinate, the character boards the moving object and continues moving the character in the second field.
[0014] An information processing device of a tenth aspect includes a processor, and when a character is moving in a first field in a virtual space including a plurality of fields that can be transitioned between, the processor generates a moving object that can move in a second field, and when the moving object reaches a destination coordinate, the character boards the moving object and continues moving the character in the second field.
[0015] According to the present disclosure, it is possible to continue seamless movement of a moving object.
[0016] Fig. 1 is a block diagram showing the hardware configuration of a game device. Fig. 2 is a block diagram showing an example of the functional configuration of a game device. Fig. 3 is a diagram for explaining an example of a mode in which movement is continued in a technique according to this embodiment. Fig. 4 is a diagram for explaining an example of a condition for generating a moving object. Fig. 5 is a flowchart showing information processing executed by the game device.
[0017] Hereinafter, an example of an embodiment of the technology of the present disclosure will be described in detail with reference to the drawings. First, an outline of a game that is the premise of this embodiment and terminology related to the game will be described.
[0018] A game is a set of activities and rules for play or competition. Games are played, for example, by players using strategy and skill to achieve a specific goal. Games are played to achieve various goals, for example, competitive goals such as winning, combat goals such as defeating an opponent, educational goals such as learning, and narrative goals such as completing a scenario. Games may be competitive or non-competitive.
[0019] In this embodiment, a game having gameplay in which a user, as a player, controls a character in an open world constructed in a game space will be described as an example. In the open world, multiple fields can be transitioned between without switching screens. The multiple fields can be, for example, ground, air, undersea, or space, depending on the gameplay. In this embodiment, an example will be described in which there are air and ground fields and transition is made from air to ground. The character is a player character that can be controlled by the user, and may be a human, animal, robot, machine, or fictional creature, but the type is not particularly limited. The character can move three-dimensionally across the field. Furthermore, in the open world, the character can move by riding a moving object to efficiently move across the field. The user can generate a moving object in the field and operate it to have the character ride on it. The moving object is set for each field according to the gameplay. On the ground, a horse, a vehicle, a motorcycle, or other living creature is set as a moving object. In the air, a parasail, a bird, a dragon, an airship, or the like is set as a moving object. In this embodiment, a horse on the ground is set as a moving object.
[0020] Here, the problems of the related art will be explained. As explained above, for example, when a player attempts to move from the air to a ground field and continue moving while riding a moving object, the tempo of the movement may be hindered. For example, when a player attempts to board a horse, a moving object on the ground, from the air, it is conceivable that the player will board the horse after landing or will board the horse directly from the air, but in either case, the player must first stop the horse. This hinders the sense of dynamism created by the character's movement.
[0021] Therefore, in this embodiment, the generated moving object is moved to a target point, and when the moving object reaches the target point, the character rides the moving object and continues moving. This allows the game of this embodiment to continue the movement of the character without losing the tempo of the movement or the sense of dynamism that accompanies the movement.
[0022] A gaming device 10 according to this embodiment will be described. FIG. 1 is a block diagram showing the hardware configuration of the gaming device 10. The gaming device 10 is, for example, a home gaming device, a portable gaming device, an arcade gaming device, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, the gaming device 10 is, as an example, a "home gaming device." The gaming device 10 is an example of a "computer."
[0023] 1, the game device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, storage 14, a display 15, a speaker 16, an external I / F (Interface) 17, a communication I / F 18, and an input I / F 19. Each component is connected to each other via a bus 20 so as to be able to communicate with each other.
[0024] The CPU 11 is a central processing unit that executes various programs and controls each section.
[0025] The ROM 12 stores various programs and various data. The various data stored in the ROM 12 includes occurrence conditions, which will be described later. The RAM 13 temporarily stores programs or data as a working area.
[0026] The storage 14 is configured by a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.
[0027] The display 15 is, for example, a liquid crystal display, and displays various types of information. In this embodiment, the display 15 is integrated with the game device 10. However, this is not a limitation, and the display 15 may be separate from the game device 10. Furthermore, in this embodiment, the display 15 does not have a touch panel. However, this is not a limitation, and the display 15 may have a touch panel integrated therewith.
[0028] The speaker 16 outputs various sounds. The external I / F 17 is an interface for connecting an external device to the game device 10. One example of the external device is a recording medium 30.
[0029] The recording medium 30 may be a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, an SD memory card, or the like. A game program 30A for executing a predetermined game on the game device 10 is stored on the recording medium 30. The CPU 11 reads the game program 30A from the recording medium 30 via the external I / F 17 and executes the game program 30A using the RAM 13 as a working area. The game program 30A is not limited to being stored on the recording medium 30; it may be pre-stored in the storage 14 of the game device 10 or may be downloadable to the game device 10 via a network. The game program 30A is an example of an "information processing program."
[0030] The communication I / F 18 is an interface for connecting the game device 10 to a network. The communication I / F 18 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).
[0031] The input I / F 19 is an interface for connecting to an input device 38. The input device 38 is a controller having operation buttons and directional keys, a mouse, a keyboard, or the like, and is used to perform various inputs. The user operates the game using the input device 38. Operation information indicating the content of the input operation performed by the user using the input device 38 is stored in the RAM 13. In this embodiment, the input device 38 is separate from the game apparatus 10. However, this is not limiting, and the input device 38 may be integrated with the game apparatus 10. Furthermore, the input device 38 may be detachable from the game apparatus 10. Furthermore, the number of input devices 38 may be one or more.
[0032] Next, the functional configuration of the game device 10 will be described. Fig. 2 is a block diagram showing an example of the functional configuration of the game device 10. As shown in Fig. 2, the CPU 11 of the game device 10 includes, as functional components, a reception unit 40, an acquisition unit 42, a determination unit 44, and a control unit 46. Each functional component is realized by the CPU 11 reading and executing a game program 30A stored on the recording medium 30. The game device 10 is an example of an information processing device disclosed herein.
[0033] A method according to this embodiment for moving a moving object between fields and continuing its movement will now be described. FIG. 3 is a diagram illustrating an example of a method for continuing movement according to this embodiment. (A1) of FIG. 3 shows a state in which a moving object 62 has been generated, and (A2) shows a state in which a character 60 has continued to move while riding the moving object 62. Furthermore, a camera C captures an image of the game space within a shooting range R, which is then rendered on the display 15 as the game display area. Note that the illustrated shooting range R is merely an example, and the shooting range R can be set to any three-dimensional coordinates and direction by operating the camera C.
[0034] (A1) shows a state in which the character 60 is gliding through the air field F1 and is about to move to the ground field F2. In (A1), when the game player performs an operation to generate a moving object, a destination coordinate P is set in the ground field F2 for the character 60. The destination coordinate P is the coordinate where the character 60 boards the moving object 62 and lands on the ground field F2. As shown in (A1), the coordinate of the ground field F2 directly below the character 60 in the air field F1 is set. Note that the destination coordinate P is not limited to being directly below the character 60 in the air field F1. For example, the destination coordinate P may be set to the coordinate of the ground field F2 that is ahead of the character 60's current direction of movement and is available for landing, or the coordinate set as the character 60's destination during movement, or the like, corresponding to the expected destination of the character 60. A moving object 62 is generated in the ground field F2, and the moving object 62 moves toward the destination coordinate P. The moving object 62 is generated outside the display area of the shooting range R. If the moving object 62 is a horse, the horse is summoned by an operation to summon the horse and generated outside the display area. The target coordinates P may be set to coordinates according to the moving speed and direction of the character 60. The generation of the moving object 62 is determined based on a generation condition related to the target coordinates P, which will be described later. After generating the moving object 62, the user can freely control the movement of the character by a movement operation. When the moving object 62 approaches the target coordinates P, the character 60 automatically transitions to a landing action.
[0035] When the moving object 62 reaches the destination coordinates P, the state transitions to (A2). (A2) is a state in which the character 60 boards the moving object 62 that has reached the destination coordinates P and continues moving. Thus, although the character 60 lands on the ground field F2, the character 60 continues moving using the moving object 62 without stopping due to the landing. In this manner, in this embodiment, the character 60 boards the moving object 62 and can continue moving seamlessly without stopping due to landing from the air to the ground. The game space is a space displayed on the display 15 of the game device 10 and is an example of a "virtual space" in the present disclosure. Furthermore, the air field F1 is an example of a "first field" in the present disclosure, and the ground field F2 is an example of a "second field" in the present disclosure. Hereinafter, when describing matters common to the air field F1 and the ground field F2, they will be simply referred to as "field."
[0036] The reception unit 40 receives operations from the user using the input device 38. Examples of operations according to the present embodiment include an operation to generate a moving object 62, an operation to move the character 60, and the like. While the character 60 is gliding through the air field F1, the reception unit 40 constantly receives operations to move the character 60. A movement operation is an operation to continue movement and includes an operation to specify the direction and speed of movement. An operation to generate the moving object 62 can be received while the character 60 is moving through the air field F1. An operation to move the character 60 and an operation to generate the moving object 62 can be received simultaneously. Note that the present embodiment assumes a case in which the character 60 continues to move even after an operation to generate the moving object 62 has been performed. Furthermore, the present embodiment describes an example in which an operation to generate the moving object 62 is received from the user. However, the present embodiment is not limited to an operation to generate the moving object 62. An event occurrence involving a field transition, for example, may be substituted for an operation to generate the moving object 62.
[0037] The acquisition unit 42 acquires various information related to the game. For example, the acquisition unit 42 acquires field information. The field information includes information on the navigation mesh of the ground field F2, coordinate information on the terrain, and location information on collision objects. In this embodiment, when an operation to generate a moving object 62 is accepted, field information is acquired for a predetermined range around the character 60. The navigation mesh is a data structure that represents locations where the character 60 can move by connecting meshes. The meshes are represented by polygons, and a movement cost is assigned to each polygon. The cost may be set higher for higher or lower locations. In addition, the acquisition unit 42 acquires position information and movement information of the character 60 on the field as various information. The acquisition unit 42 also acquires position information and movement information of the moving object 62 on the field. The position information is coordinates on the field. The movement information is a movement direction and movement speed.
[0038] When the determination unit 44 receives an operation to generate the moving object 62, it searches for the destination coordinates P from the field information. The destination coordinates P constantly change as the character 60 moves, so constant searching is necessary. The determination unit 44 determines whether the searched destination coordinates P satisfy the conditions for generating the moving object 62. The generation conditions are set, for example, based on whether the location is suitable for continuing movement. Examples of suitable locations for continuing movement include locations where movement is possible, locations where the Z coordinate height is not extremely high (or low), and locations that are not enclosed spaces. A location where movement is possible is a location where a navigation mesh is applied to the ground field F2. Locations where obstacles or buildings exist as collision objects are locations where movement is impossible because no navigation mesh is applied, and the moving object 62 cannot enter. Furthermore, locations where the Z coordinate is below a threshold are set as locations that are not extremely high. Furthermore, a cost defined by the navigation mesh may be used to determine high altitudes. This is because extremely high altitudes may restrict the movement of the moving object 62, preventing it from moving. In addition, locations where a navigation mesh exists at a certain distance or more around the destination coordinates P are set as locations that are not enclosed spaces. This is because if there is a location where no navigation mesh exists in the direction of movement, it will be a dead end and the moving object 62 will not be able to continue moving. Also, this is because if there is not a certain amount of space or more, the moving object 62 will not be able to appear outside the display area. Locations that are not enclosed spaces can be detected by searching for navigation meshes around the destination coordinates P.
[0039] FIG. 4 is a diagram illustrating an example of the generation conditions for moving objects. In the example of FIG. 4, (B1) shows a case where the destination coordinate P is a location that satisfies the generation conditions, and (B2) shows a case where the destination coordinate P is a location that does not satisfy the generation conditions. In (B1), a movable location with a navigation mesh applied is indicated by N, and the destination coordinate P is located within N. Furthermore, the Z coordinate of the destination coordinate P is not extremely high, nor is the destination coordinate P located in an enclosed space. Therefore, the destination coordinate P in (B1) satisfies the generation conditions. On the other hand, a building O, which is a collision object, exists at the location of the destination coordinate P in (B2), making it a location where movement is impossible. Therefore, the destination coordinate P in (B2) does not satisfy the generation conditions.
[0040] The control unit 46 generates a moving object 62 when the generation conditions are satisfied. When generating the moving object 62, the control unit 46 controls the generation position of the moving object 62 so that it is outside the display area of the shooting range R of the camera C. The generation position of the moving object 62 is, for example, a predetermined position opposite the movement direction of the character 60. By generating the moving object 62 on the opposite side of the movement direction and moving it to the destination coordinate P, seamless continuation of movement can be achieved. This avoids the sense of incongruity that can occur when the moving object 62 suddenly appears on the screen. The control unit 46 also starts the movement of the generated moving object 62. The running states of the moving object 62 for each movement speed include, for example, a dash state, a (normal) running state, and a walking state, and the speed relationship is "dashing state > running state > walking state." The initial movement speed is set to "dashing state" to reach the destination coordinate P. Note that when the shooting range R of the camera C is facing backward, the moving object 62 may be generated after performing a fade-in process even if it is within the display area. Furthermore, an alarm sound (or display) may be generated while the moving object 62 is being generated. The alarm sound is a sound defined for the moving object 62, and if the moving object 62 is a horse, the alarm sound will be a whinnying sound. Furthermore, the alarm sound before riding may be made easier for the user to recognize by changing the volume, frequency, pitch, etc., of the alarm sound compared to the alarm sound after the object appears.
[0041] The control unit 46 also executes control related to field transition, causes the character 60 to ride the moving object 62, and continues the movement of the character 60 on the ground field F2. The control related to field transition by the control unit 46 includes (1) control before landing, (2) control at the time of landing, and (3) control after landing.
[0042] (1) Control before landing will be described. The control unit 46 controls the movement state of the moving object 62 until it moves to the destination coordinate P in response to its approach to the destination coordinate P. The control unit 46 causes the moving object 62 to run in a dashing state until it enters a peripheral range of the destination coordinate P. The peripheral range may be set to any range, such as a circular range of several meters. When the moving object 62 approaches the destination coordinate P within a threshold range, the control unit 46 seamlessly switches from a dashing state to a running state and from a running state to a walking state to improve maneuverability, fine-tuning the direction and position of the moving object 62 to the destination coordinate P, which is the point where the character 60 will fall. Note that the gliding movement speed of the character 60 in the aerial field F1 is set to be approximately the same as that of the running or walking state so that the moving object 62 can catch up with the character 60. By controlling the movement state of the moving object 62 in this manner, it is possible to prevent the player from feeling uncomfortable when riding the moving object 62, even if the position of the character 60 is shifted.
[0043] (2) Control upon landing will be described. When the moving object 62 reaches the destination coordinate P, the control unit 46 causes the character 60 to stop gliding, drop, and board the moving object 62. The control unit 46 may also control the character 60 to adjust its height coordinate as the moving object 62 approaches, so that boarding can be performed smoothly regardless of the character 60's current altitude. For comparison, the differences in operability during boarding between when moving through the second field and when moving through the first field will be illustrated. When moving through the second field, the moving object 62 is generated by an operation to generate the moving object 62. When the moving object 62 reaches the vicinity of the character 60, the character 60 is boarded by an operation to board the moving object 62. On the other hand, when moving through the first field, the moving object 62 is generated by an operation to generate the moving object 62. When the moving object 62 reaches the destination coordinate P, the game moves to the second field, and the character 60 boards the moving object 62 without an operation to board the moving object 62. By eliminating the need to operate the boarding operation when transitioning to a new field, the operability of boarding when transitioning to a new field can be improved.
[0044] (3) Control after landing will be described. After the character 60 boards, the control unit 46 switches the target of the movement operation to the moving object 62. Here, control of the movement speed after boarding will be described. The moving object 62 reaches the destination coordinate P at a walking movement speed. If the user continues the movement operation, the control unit 46 automatically switches from the walking state to a dash state to continue the movement of the moving object 62. This allows the moving object 62 to maintain high-speed movement even after landing on the ground field F2. As described above, when the moving object 62 reaches the destination coordinate P at the walking speed required for boarding, the control unit 46 continues the movement in a dash state, which allows the moving object 62 to move at a fast movement speed immediately in response to the movement operation. Note that if the user does not continue the movement operation, the moving object 62 may be stopped after boarding, or may be controlled to stop while attenuating the walking movement speed. Furthermore, the automatic running setting that continues such movement can be switched between enabled and disabled. If the setting is disabled, the moving object 62 will be stopped when boarding, even if a movement operation is being performed. A case where a movement operation is being continued is an example of "a case where a character is performing an operation to continue moving" in the present disclosure. The walking state is an example of a "first movement speed" and the dashing state is an example of a "second movement speed" in the present disclosure.
[0045] Next, the operation of the game device 10 will be described. Fig. 5 is a flowchart showing information processing executed by the game device 10. The information processing shown in Fig. 5 is executed by the CPU 11 executing the game program 30A. The information processing is executed, for example, when the reception unit 40 receives a user operation while the character 60 is gliding through the air field F1.
[0046] In step S10, the CPU 11 determines whether or not the received operation is an operation for generating the moving object 62. If the received operation is an operation for generating the moving object 62, the process proceeds to step S12, and if the received operation is not an operation for generating the moving object 62, the process ends.
[0047] In step S12, the CPU 11 acquires field information of the ground field F2.
[0048] In step S14, the CPU 11 searches for the target coordinates P of the character 60 from the field information.
[0049] In step S16, the CPU 11 determines whether the searched target coordinates P satisfy the generation conditions for the moving object 62. If the generation conditions are satisfied, the process proceeds to step S18. If the generation conditions are not satisfied, the determination process of this step is repeated at regular intervals. Note that if the generation conditions are not satisfied for a certain period of time or longer, the operation to generate the moving object 62 is canceled and the process ends.
[0050] In step S18, the CPU 11 generates a moving object 62 outside the display area.
[0051] In step S20, the CPU 11 controls the movement of the moving object 62 to the destination coordinates P. When the process has shifted to this step from step S18, the CPU 11 controls the generated moving object 62 to start moving to the destination coordinates P. When the process has shifted to this step from step S22, the CPU 11 controls the moving state (including the moving direction and moving speed) of the moving object 62 to be updated so that the moving object 62 can reach the destination coordinates P.
[0052] In step S22, the CPU 11 determines whether the moving object 62 has reached the periphery of the destination coordinates P within a certain time. If it has been determined that the moving object 62 has reached the periphery, the process proceeds to step S24. If it has not been determined that the moving object 62 has reached the periphery, the process returns to step S20 and controls the movement of the moving object 62. If the moving object 62 has not reached the periphery of the destination coordinates P after a certain time has elapsed, the process is canceled and terminated. Furthermore, as will be described later, if the moving object 62 has not reached the destination coordinates P after a certain time has elapsed, the process may return to step S18 and the moving object 62 may be generated again.
[0053] In step S24, the CPU 11 controls the moving speed of the moving object 62 in accordance with the approach to the destination coordinates P. The CPU 11 also fine-tunes the direction and position of the moving object 62 to the destination coordinates P.
[0054] In step S26, the CPU 11 causes the character 60 to ride on the moving object 62 in response to the moving object 62 reaching the destination coordinates P. At this time, it is assumed that the CPU 11 continues to accept movement operations from the user via the input device 38.
[0055] In step S28, the CPU 11 switches the target of the movement operation to the moving object 62, and continues the movement of the character 60 riding on the moving object 62 in accordance with the movement operation.
[0056] As described above, according to this embodiment, it is possible to allow moving objects to continue moving seamlessly.
[0057] (Modification) A modification of the above-described embodiment will be described. When the moving object 62 is generated, the control unit 46 changes the angle of view of the camera C in order to make the user aware that the moving object 62 has been destroyed. For example, the angle of view of the camera C is adjusted to be a wide angle. Note that when the angle of view is set for each type of camera C, the type of camera C may be changed.
[0058] Furthermore, if the moving object 62 cannot reach the destination coordinates P after a certain time has elapsed, for example, because the moving object 62 gets caught on some collision object on the ground field F2, the control unit 46 regenerates the moving object 62. When the moving object 62 regenerates, the moving object 62 is regenerated while avoiding the route along which the object failed to reach the destination coordinates P.
[0059] Although the embodiments of the present disclosure have been described in detail above with reference to the accompanying drawings, the technical scope of the present disclosure is not limited to such examples. It is clear that a person skilled in the art of the present disclosure can conceive of various modifications or alterations within the scope of the technical idea described in the claims, and it is understood that these modifications or alterations also naturally fall within the technical scope of the present disclosure.
[0060] Furthermore, the effects described in the above embodiments are explanatory or exemplary and are not limited to those described in the above embodiments. In other words, the technology according to the present disclosure may achieve other effects that are obvious to a person skilled in the art of the present disclosure from the description in the above embodiments, in addition to or instead of the effects described in the above embodiments.
[0061] In the above-described embodiments, the term "processor" refers to a processor in a broad sense, and includes a general-purpose processor (e.g., a CPU) and a dedicated processor (e.g., a GPU: Graphics Processing Unit, an ASIC: Application Specific Integrated Circuit, an FPGA: Field Programmable Gate Array, a programmable logic device, etc.).
[0062] Furthermore, the operations of the processors in the above-described embodiments may be performed not only by a single processor but also by multiple processors located at physically separate locations working together. Furthermore, the order of the operations of the processors is not limited to the order described in the above-described embodiments, and may be changed as appropriate.
[0063] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.
Claims
1. An information processing program for causing a computer to execute the following process: when a character is moving in a first field in a virtual space including multiple fields that can be transitioned between, a moving object that can move in a second field is generated, and when the moving object reaches a destination coordinate, the character boards the moving object and continues moving in the second field.
2. An information processing program as claimed in claim 1 for causing a computer to execute the following process: the target coordinates are coordinates in the second field corresponding to a predetermined position of the character in the first field; it is determined whether the target coordinates satisfy predetermined generation conditions; and if the generation conditions are satisfied, the moving object is generated in the second field.
3. The information processing program according to claim 1 or 2, for causing a computer to execute a process of: generating the moving object outside a display area and moving it to the target coordinates.
4. The information processing program according to claim 1, for causing a computer to execute a process of controlling the speed of movement of the moving object to the destination coordinates in accordance with the approach to the destination coordinates.
5. An information processing program as claimed in claim 1 or claim 2 for causing a computer to execute a process in which, when the character is mounted on the moving object, if the user performs an operation to continue movement, the movement of the character is continued in accordance with the operation.
6. An information processing program as described in claim 5 for causing a computer to execute a process in which, when the moving object reaches the destination coordinates at a first movement speed, the moving object continues to move at a second movement speed in accordance with an operation to continue the movement, the second movement speed being faster than the first movement speed.
7. The information processing program according to claim 1, for causing a computer to execute a process in which, if the moving object is unable to reach the destination coordinates within a predetermined time after the moving object is generated, the moving object is regenerated at a different point.
8. An information processing program as described in claim 1 for causing a computer to execute the following process: while moving through the second field, an operation to generate the moving object is performed to generate the moving object, and an operation to board the character is performed to board the generated moving object; while moving through the first field, when an operation to generate the moving object is performed and the moving object reaches the target coordinates, the character is caused to board the generated moving object without an operation to board it.
9. An information processing method in which a computer executes the following process: when a character is moving in a first field in a virtual space including a plurality of fields that can be transitioned between, a moving object that can move in a second field is generated, and when the moving object reaches a target coordinate, the character rides the moving object and continues moving in the second field.
10. An information processing device comprising a processor, wherein when a character is moving in a first field in a virtual space including a plurality of fields that can be transitioned between, the processor generates a moving object that can move in a second field, and when the moving object reaches a destination coordinate, the character rides the moving object and continues moving the character in the second field.
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