Game program, game processing method, and game device
The game program and device allow for finer character customization by equipping characters with multiple part models and ensuring compatibility, enhancing customization freedom and coherence.
Patent Information
- Application Number
- PCT/JP2024/011138
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-21
- Publication Date
- 2025-09-25
AI Technical Summary
Conventional games limit the freedom of character creation by allowing appearance changes only on an equipment item-by-item basis, restricting the granularity of customization.
A game program and device that enable appearance changes in units smaller than equipment items by equipping characters with multiple part models, setting compatibility standards, and allowing part model replacements to ensure coherent and compatible character appearances.
Enhances character customization freedom and coherence by enabling appearance changes in finer increments, preventing incompatible model combinations, and maintaining character parameters unchanged.
Smart Images

Figure JP2024011138_25092025_PF_FP_ABST
Abstract
Description
Game program, game processing method, and game device
[0001] The present disclosure relates to a game program, a game processing method, and a game device.
[0002] Japanese Patent Publication No. 2021-49222 discloses a game program in which a player character can equip equipment items.
[0003] Incidentally, in conventional games such as those shown in Patent Publication No. 2021-49222, it is common to equip a character with equipment items on an equipment screen, character creation screen, etc., to change the character's appearance.
[0004] However, in conventional games, when changing a character's appearance using equipment items, changes could only be made on an equipment item-by-item basis, so there is room for improvement in the degree of freedom in character creation.
[0005] Therefore, an object of the present disclosure is to provide a game program, a game processing method, and a game device that enable appearance to be changed in units smaller than that of an equipment item.
[0006] The game program according to the first aspect causes a computer to execute a process in which a character is equipped with an equipment item made up of a plurality of part models, and when a selection of a part model different from the plurality of part models is received, the character is displayed wearing the one part model.
[0007] The game program according to the second aspect is the game program according to the first aspect, in which at least one standard that defines compatibility between part models is set for each part model, and when selection of one of the part models is accepted, the game program causes the computer to execute processing to replace a specific part model, of the multiple part models worn by the character, that has the same standard as the one part model, with the one part model.
[0008] A game program according to a third aspect, in the game program according to the first or second aspect, assigns an attribute to a part model relating to its compatibility with another part model, and when the one part model is to be worn, if the one part model is incompatible with the other part model worn by the character, causes the computer to execute processing to replace one of the one part model and the other part model with a part model that is compatible with the other part model.
[0009] A game program according to a fourth aspect is a game program according to any one of the first to third aspects, in which the computer executes a process of attaching the one part model to a specific part of the character and changing the shape of the specific part to match the shape of the one part model.
[0010] A game program according to a fifth aspect causes a computer to execute a process in a game program according to any one of the first to fourth aspects, in which, when the character is equipped with an equipment item, the parameters of the character are changed in accordance with the equipped equipment item, and, when a part model is attached, the appearance of the character is changed without changing the parameters of the character.
[0011] In a game processing method according to a sixth aspect, a computer executes a process in which a character is equipped with an equipment item made up of a plurality of part models, and when a selection of a part model different from the plurality of part models is received, the character is displayed wearing the one part model.
[0012] A game device according to a seventh aspect includes a processor, which equips a character with an equipment item made up of a plurality of part models, and when the processor receives a selection of a part model that is different from the plurality of part models, displays the character equipped with the one part model.
[0013] According to the game program, game processing method, and game device disclosed herein, it is possible to change the appearance in smaller units than equipment items.
[0014] 1 is a diagram showing a schematic configuration of a game device; FIG. 2 is a block diagram showing a functional configuration of a game device; FIG. 3 is a flowchart showing a flow in which a specific process is executed; FIG. 4 is a display example of an equipment screen; FIG. 5 is a display example of an editing screen; FIG. 6 is a first display example of an editing screen; FIG. 7 is a second display example of an editing screen; FIG. 8 is a third display example of an editing screen; FIG. 9 is a fourth display example of an editing screen; and FIG.
[0015] The gaming device 10 according to this embodiment will be described below. First, the hardware configuration of the gaming device 10 according to this embodiment will be described with reference to FIG. 1. 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, as an example, a home gaming device will be described as the gaming device 10. The gaming device 10 is an example of a computer.
[0016] 1, the game device 10 includes a CPU (Central Processing Unit) 11, a memory 12, a storage 13, an external I / F (Interface) 14, a communication I / F 15, and an input I / F 16. The CPU 11, the memory 12, the storage 13, the external I / F 14, the communication I / F 15, and the input I / F 16 are connected to each other via a bus 20 so as to be able to communicate with each other.
[0017] The CPU 11 is a central processing unit that executes various programs and controls each component. The CPU 11 is an example of a processor. The memory 12 serves as a working area and temporarily stores programs or data. The storage 13 is configured with a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and data.
[0018] The storage 13 stores a game program 30 for executing a predetermined game on the game device 10. The CPU 11 reads the game program 30 from the storage 13 and executes the game program 30 using the memory 12 as a work area. Note that the game program 30 is not limited to being stored in the storage 13, and may be stored in a recording medium such as an optical disc, a USB (Universal Serial Bus) memory, or an SD memory card. The game program 30 may also be downloadable to the game device 10 via the communication I / F 15.
[0019] The external I / F 14 is an interface for connecting various external devices to the game device 10. In this embodiment, a speaker 21 and a display 22 are connected to the external I / F 14.
[0020] The speaker 21 outputs various sounds. The speaker 21 may be integrated with the game device 10, or may be integrated with the display 22. The display 22 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 22 may have an integrated touch panel. Alternatively, the display 22 may be integrated with the game device 10.
[0021] The communication I / F 15 is an interface for connecting the game device 10 to a network. The communication I / F 15 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).
[0022] The input I / F 16 is an interface for connecting an input device 23 to the game apparatus 10. The input device 23 is a controller having operation buttons and directional keys, a mouse, a keyboard, or the like, and is used to perform various inputs. A user operates the game using the input device 23. Operation information indicating the content of the input operation performed by the user using the input device 23 is stored in the memory 12. The input device 23 may be integrated with the game apparatus 10. Alternatively, the input device 23 may be detachable from the game apparatus 10. The number of input devices 23 may be one or more. Alternatively, the input device 23 may be a touch panel integrated with the display 22. In this embodiment, an example in which a controller is used as the input device 23 will be described.
[0023] Next, a description will be given of the functional configuration of the game device 10. Fig. 2 is a block diagram showing an example of the functional configuration of the game device 10.
[0024] 2, the CPU 11 of the game device 10 has, as functional components, a reception unit 11A, a game progression unit 11B, and a display control unit 11C. Each functional component is realized by the CPU 11 reading and executing a game program 30 stored in the storage 13.
[0025] The reception unit 11A receives an input operation from the user using the input device 23 .
[0026] The game progression unit 11B controls the progress of the game based on the user's input operations received by the reception unit 11A and information defined in the game program 30. Here, a game refers to a collection of activities and rules for playing or competing. A game is played, for example, by a user making full use of strategy and skill to achieve a specific objective. A game is played to achieve various objectives, for example, a competitive objective such as winning, a combat objective such as defeating an opponent, an educational objective such as learning, or a narrative objective such as completing the progression of a scenario. A game may be competitive or non-competitive.
[0027] The following description will be given taking as an example a case where the game played on the game device 10 is a game in which the appearance of a character can be changed by equipping the character with equipment items. In this game, the appearance of the character controlled by the user can be changed in a number of ways. The character may be a human, animal, robot, machine, or fictional creature that appears in the game, and the type of character is not particularly limited. In this embodiment, a human character will be described as an example.
[0028] The first of the multiple methods is to change the character's appearance by equipping the character with an equipment item on the equipment screen. Equipment items include weapons, armor, etc. Equipment items have parameters set. When a character is equipped with an equipment item, the character's parameters are changed according to the parameters set for the equipped equipment item. Parameters include numerical concepts that indicate ability values such as attack power and defense power, as well as non-numerical concepts such as "acquire skill A" and "gain resistance B."
[0029] On the equipment screen, changes can be made on an equipment item-by-item basis, and the parameters and design of the equipped equipment item are reflected on the character. As a result, for example, if a character is equipped with armor on the equipment screen, the character's defensive ability value is improved, and the character's appearance is changed to that of the character wearing the armor. An example of the display on the equipment screen will be described later using Figure 4.
[0030] The second method involves changing the character's appearance on an editing screen that allows editing of multiple part models that make up the equipment item worn by the character. A part model is a part that makes up part of the appearance of an equipment item. For example, if the type of equipment item is body armor worn on the character's upper and lower body, the parts worn on the upper and lower body become the part models of that body armor.
[0031] Unlike the equipment screen, the edit screen does not allow the user to change equipment items, but allows the user to edit the part models to be equipped on the character and change the character's appearance on a part model basis. In this embodiment, as an example, the equipment items whose part models are edited on the edit screen are armor. Display examples of the edit screen will be described later using Figures 5 to 8.
[0032] Here, the game progression unit 11B sets at least one standard for each part model that defines compatibility between part models. As an example, this standard defines the arrangement of the part model when it is worn on a character. In the present embodiment, three types of standards are provided: an "upper garment" to be worn on the character's upper body, a "lower garment" to be worn on the lower body, and an "outer garment" to be worn over the upper garment.
[0033] The game progression unit 11B also assigns attributes to component models relating to their compatibility with other component models. As an example, these attributes indicate the shape of the component model. For example, in this embodiment, the attributes include "short coat," "long coat," "shirt (loose fit)," "shirt (slim fit)," "long pants (loose fit)," and "long pants (slim fit)."
[0034] Here, a compatibility database indicating the compatibility between attributes is stored in the storage 13. The compatibility database stores the attributes assigned to each component model, attributes that are incompatible with the attribute, attributes that are compatible with the attribute, and, if any, the details of special effects based on the attribute. For example, the compatibility database can determine that a specific attribute, "long coat," is incompatible with an attribute, "shirt (loose fit)," and is compatible with an attribute, "shirt (slim fit)." Such compatibility is determined arbitrarily in advance, taking into account the appearance, shape, range of motion, etc., between the component models.
[0035] The display control unit 11C controls the display content of the display 22 based on the user's input operation received by the reception unit 11A, information defined in the game program 30, and the like.
[0036] 3 is a flowchart showing the flow of specific processing executed by the game device 10. The specific processing is performed by the CPU 11 reading the game program 30 from the storage 13, expanding it in the memory 12, and executing it. The specific processing shown in FIG. 3 is executed, for example, when an operation to open an editing screen, which will be described later, is received.
[0037] 3, the CPU 11 acquires character information from the storage 13. The character information includes information about the character's appearance and physique, and information about equipment items equipped by the character. The CPU 11 then proceeds to step S11.
[0038] In step S11, the CPU 11 displays the character on the display 22 with an appearance based on the character information acquired in step S10. The character's appearance here is a character with the appearance and physique indicated in the character information, equipped with multiple component models that make up the equipment item indicated in the character information. The CPU 11 then proceeds to step S12.
[0039] In step S12, the CPU 11 determines whether or not it has accepted the selection of a part model that is different from the multiple part models that make up the equipment item indicated in the character information acquired in step S10. If the CPU 11 determines that it has accepted the selection of the part model (step S12: YES), it proceeds to step S13. On the other hand, if the CPU 11 determines that it has not accepted the selection of the part model (step S12: NO), it proceeds to step S17. As an example, the CPU 11 determines that it has accepted the selection of the part model when it accepts operation of the OK button 54 on an editing screen described below.
[0040] In step S13, the CPU 11 determines whether the one part model selected in step S12 is incompatible with the other part models worn by the character. If the CPU 11 determines that the one part model is incompatible with the other part models (step S13: YES), the process proceeds to step S15. On the other hand, if the CPU 11 determines that the one part model is not incompatible with the other part models (step S13: NO), the process proceeds to step S14. As an example, the CPU 11 refers to a compatibility database to determine whether the one part model is incompatible with the other part models.
[0041] In step S14, the CPU 11 replaces one of the multiple part models worn by the character with a single part model selected by the user. Specifically, the CPU 11 replaces a specific part model from the multiple part models that has the same specifications as the single part model selected in step S12 with the single part model. For example, the CPU 11 replaces outer garment A, an example of a specific part model that has the same "outer garment" specifications as outer garment B, an example of the single part model, with outer garment B (see FIGS. 5 to 7). Specific examples of FIGS. 5 to 7 will be described later. The CPU 11 then proceeds to step S16.
[0042] In step S15, the CPU 11 replaces one of the one part model and the other part model with a part model that is compatible with the other part model. For example, in step S15, the CPU 11 replaces the one part model with a part model that is compatible with the other part model, and then exchanges the replaced part model with the specific part model. As another example, in step S15, the CPU 11 replaces the other part model with a part model that is compatible with the one part model, and then exchanges the one part model with the specific part model. Then, the CPU 11 proceeds to step S16.
[0043] In step S16, the CPU 11 displays the character with the changed appearance on the display 22. The character's appearance here is different from the appearance displayed on the display 22 in step S11. The CPU 11 then proceeds to step S17.
[0044] In step S17, the CPU 11 determines whether or not to terminate the display of the editing screen. In other words, the CPU 11 determines whether or not to close the editing screen. Here, if the CPU 11 determines that the display of the editing screen is to be terminated (step S17: YES), the CPU 11 terminates the specific process. On the other hand, if the CPU 11 determines that the display of the editing screen is not to be terminated (step S17: NO), the CPU 11 returns to step S12. As an example, the CPU 11 determines that the display of the editing screen is to be terminated when a predetermined operation to close the editing screen using the input device 23 is received.
[0045] 4 shows an example of the equipment screen display. The equipment screen shown in FIG. 4 displays an armor display section 40, a weapon display section 41, and image information 42.
[0046] The armor display section 40 shows the armor equipped to the character, and the weapon display section 41 shows the weapon equipped to the character.
[0047] On the equipment screen, the user equips the character with the equipment item by selecting a desired equipment item from a pull-down menu corresponding to each of the armor display section 40 and the weapon display section 41. The options in each pull-down menu include armor or weapons that the user currently owns in the game.
[0048] 4 displays "Body Armor A," indicating that the character is equipped with "Body Armor A." As a result, the character's defensive ability value is improved as a parameter corresponding to the equipped body armor A, and the character's appearance is changed to one in which the body armor A is worn.
[0049] 4 displays "Weapon A," indicating that the character is equipped with "Weapon A." As a result, the character's attack power ability value is improved as a parameter corresponding to the equipped weapon A, and the character's appearance is changed to one in which weapon A is attached to the body.
[0050] The image information 42 shows the appearance of the character equipped with the protective gear and weapon shown in the protective gear display area 40 and the weapon display area 41. The image information 42 shown in Fig. 4 shows the appearance of the character equipped with body armor A and weapon A attached to the body.
[0051] Fig. 5 shows a first display example of the edit screen. Specifically, Fig. 5 shows a state before the appearance is changed, in which the character is displayed with an appearance based on the character information.
[0052] The editing screen shown in FIG. 5 displays equipment information 50, image information 52, and an OK button 54.
[0053] The equipment information 50 indicates information about the equipment items equipped by the character. As an example, the equipment information 50 includes item information 60 indicating the equipment items equipped on the equipment screen shown in Fig. 4, and model information 62 indicating multiple component models that make up the equipment items. The item information 60 shown in Fig. 5 is "Body Armor A," and indicates that the character is equipped with "Body Armor A."
[0054] The model information 62 includes a first display section 62A showing the "outer garment" to be worn by the character, a second display section 62B showing the "top garment," and a third display section 62C showing the "bottom garment." In Fig. 5, "Outer garment A" is displayed in the first display section 62A, "Top garment A" in the second display section 62B, and "Bottom garment A" in the third display section 62C. Here, the model information 62 shown in Fig. 5 shows multiple component models of "body armor A" in its initial state. In other words, the multiple component models of "body armor A" in its initial state are "Outer garment A," "Top garment A," and "Bottom garment A."
[0055] On the editing screen, the user selects a desired part model from a pull-down menu corresponding to each of the first display section 62A, the second display section 62B, and the third display section 62C, and edits the part model to be equipped on the character. The options in each pull-down menu include "outer garment," "top garment," and "bottom garment" that make up the equipment items the user has acquired in the game, regardless of whether they are currently in possession of the item.
[0056] The image information 52 shows the appearance of a character wearing a plurality of part models shown in the model information 62. The image information 52 shown in Fig. 5 is composed of a character image 52A, an outer garment image 52B, an upper garment image 52C, a lower garment image 52D, and a weapon image 52E.
[0057] The character image 52A shows a human character with the appearance and physique shown in the character information. The outer garment image 52B shows outer garment A worn by the character. The top garment image 52C shows top garment A worn by the character. The bottom garment image 52D shows bottom garment A worn by the character. The weapon image 52E shows weapon A worn by the character.
[0058] Here, the multiple component models shown in the model information 62 are worn on predetermined body parts of the character. Specifically, top A, for which the "top" specifications are set, is worn on the upper body, bottom A, for which the "bottom" specifications are set, is worn on the lower body, and top A, for which the "outer" specifications are set, is worn on the upper body over the top. As a result, the image information 52 shown in FIG. 5 shows the appearance of a character wearing a "shirt" and "short coat" on the upper body, "long pants" on the lower body, and wielding a "bamboo sword" as a weapon. Note that, because this image information 52 shows the state in which the multiple component models of "body armor A" in the initial state are worn on the character, the character's appearance is similar to the image information 42 shown in FIG. 4.
[0059] Fig. 6 is a second display example of the editing screen. Specifically, Fig. 6 shows the state after the user has selected a part model different from the multiple part models of outer garment A, upper garment A, and lower garment A in the initial state of body armor A.
[0060] In the model information 62 shown in FIG. 6, "Outer garment B" is displayed in the first display section 62A, indicating that outer garment B constituting body armor B has been selected as an example of one of the component models.
[0061] Here, the OK button 54 becomes operable when at least one of the multiple component models shown in the model information 62 has been changed. When the CPU 11 receives an operation of the OK button 54 on the editing screen shown in Fig. 6, it determines that the selection of outer garment B has been received, and causes the character to wear the outer garment B.
[0062] Fig. 7 shows a third display example of the edit screen. Specifically, Fig. 7 shows the state after the OK button 54 is operated on the edit screen shown in Fig. 6.
[0063] 7, the appearance of the character shown in image information 52 has been changed from that shown in Fig. 6. In image information 52, the character shown in character image 52A is wearing outer garment B shown in outer garment image 52F instead of outer garment A shown in outer garment image 52B.
[0064] 7 shows the character's appearance wearing a "shirt" and "long coat" on the upper half of his body, "long pants" on the lower half of his body, and equipped with a "bamboo sword" as a weapon. The user can play the game using a character whose appearance has been changed in this way on the editing screen.
[0065] 7, the attributes of outer garment B, top garment A, and bottom garment A, which are multiple component models, are assumed to be "long coat," "shirt (loose fit)," and "long pants (loose fit)." In the compatibility database, "long coat" and "shirt (loose fit)" are defined as attributes that are incompatible with each other.
[0066] In the above case, in the identification process shown in FIG. 3 , the CPU 11 replaces one of the component models, outer garment B (an example of one component model) and top A (an example of another component model), with a component model that is compatible with the other component model. In this game, for each component model, multiple component models are provided in different sizes, such as “slim,” “normal,” and “loose,” “S,” “M,” and “L,” or “short,” “normal,” and “long.” In the editing screen shown in FIG. 7 , the CPU 11 selects a component model with a “slim” attribute assigned to it that is compatible with outer garment B from the multiple component models provided for top A, and then dresses the character in that component model. As a result, in FIG. 7 , a top image 52G is displayed, showing a shirt with the same design as the shirt shown in top image 52C that is compatible with outer garment B, with narrower shoulders and chest width.
[0067] Fig. 8 is a fourth display example of the edit screen. Specifically, Fig. 8 shows a state after the lower garment worn by the character has been changed from the state shown in Fig. 7.
[0068] On the editing screen shown in Fig. 8 , the character is wearing bottoms D, which constitutes body armor D, as shown in third display section 62C of model information 62. With bottoms D now worn by the character, the character's appearance shown in image information 52 has changed from that shown in Fig. 7 . In image information 52, bottoms D shown in bottoms image 52H are worn on the lower half of the character's body shown in character image 52A, instead of bottoms A shown in bottoms image 52D. In the following description of Fig. 8 , bottoms D will be an example of one component model, and the lower half of the body will be an example of a specific body part.
[0069] Here, the attribute of bottoms D is "long pants (slim)," and the "long pants (slim)" has a special effect of changing the shape of the lower body of the character wearing them. The shape of the character's lower body, including the thighs and calves, shown in the character information is thicker than the shape of bottoms D. In this case, the CPU 11 changes the shape of the character, including at least the lower body wearing bottoms D, to match the shape of bottoms D. As an example, in the editing screen shown in FIG. 8 , the CPU 11 slims down the character's physique so that the shape of the lower body matches the shape of bottoms D. As a result, image information 52 shown in FIG. 8 displays character image 52I, which shows a character whose physique has become slimmer than that shown in character image 52A. Furthermore, in image information 52, the shapes of outer garment B and upper garment A worn by the character have been changed to match the slimmer physique of the character shown in character image 52I from that shown in character image 52A.
[0070] As described above, the CPU 11 equips a character with an equipment item composed of multiple part models. When the CPU 11 receives a selection of a single part model that is different from the multiple part models, the CPU 11 displays a character equipped with the single part model. This allows the game device 10 according to this embodiment to change the character's appearance in smaller increments than the equipment item level. Therefore, the game device 10 allows for greater freedom in character creation compared to conventional games in which the character's appearance can only be changed in increments of equipment items.
[0071] Furthermore, the CPU 11 sets at least one standard for each part model that defines compatibility between the part models. When the CPU 11 receives a selection of a part model, it replaces a specific part model, among the multiple part models equipped by the character, that has the same standard as the selected part model with the selected part model. This allows the game device 10 according to the present embodiment to combine part models that constitute one equipment item with part models that constitute another equipment item. Therefore, the game device 10 can display characters with appearances that are not possible in conventional games where character appearances can only be changed on an equipment item-by-equipment item basis.
[0072] The CPU 11 also assigns attributes to the part models relating to their compatibility with other part models. When equipping a part model, if the part model is incompatible with another part model being worn by the character, the CPU 11 replaces one of the part models with a part model that is compatible with the other part model. This makes it possible for the game device 10 according to this embodiment to prevent a character from being displayed with an appearance that combines incompatible part models.
[0073] The CPU 11 also attaches one part model to a specific part of the character. The CPU 11 then changes the shape of the specific part to match the shape of the one part model. As a result, the game device 10 according to this embodiment can display the character in a shape that matches the shape of the part model to be attached.
[0074] Furthermore, when equipping a character with an equipment item, the CPU 11 changes the character's parameters in accordance with the equipped equipment item. When equipping a part model, the CPU 11 changes the character's appearance without changing the character's parameters. In this way, the game device 10 according to this embodiment can change only the character's appearance without changing the character's parameters.
[0075] (Other) In the above embodiment, an example of changing the character's appearance on a part model basis was shown in which one of a plurality of part models worn by the character was replaced with another part model. However, the change on a part model basis is not limited to this, and it may also be a replacement on a set basis of two or more part models.
[0076] In the above embodiment, an example has been described in which the shape of a specific part of a character (e.g., the lower body) is changed to match the shape of a component model attached to the specific part. Alternatively or additionally to this configuration, the CPU 11 may change the shape of the specific part in accordance with a change in the character's physique. In this case, the user selects a desired physique from pre-prepared character physiques, such as "thin," "thick," "average," "short," and "tall," on the editing screen. For example, if "tall" is selected as the character's physique, the CPU 11 may slim down the shape of the lower body, which is an example of a specific part, in accordance with increasing the character's height.
[0077] In the above embodiment, the specifications define the arrangement of the part models when they are worn by a character, but this is not limiting. For example, the specifications may define the type of clothing to be worn by a character. In this case, specifications can be set to, for example, "short coat," "long coat," "shirt," "tank top," "shorts," and "long pants." By setting specifications in this way, it becomes possible to separately replace the "shirt" and "tank top," which are the top garments worn on the character's upper body.
[0078] In the above embodiment, the shape of a part model was used as an example of a factor for determining compatibility between attributes, but examples of factors for determining compatibility are not limited to this. For example, compatibility with another part model may be determined based on the range of motion of the movable part of the part model or the color of the part model. In this case, a database defining compatibility based on the range of motion of the movable part or compatibility based on the color of the part model is stored in the storage 13. If compatibility based on the range of motion of the movable part is poor, the CPU 11 replaces the part model with another part model that has a good compatibility, for example, a part model with the same shape but a different range of motion. Furthermore, if compatibility based on the color of the part model is poor, the CPU 11 replaces the part model with another part model that has a good compatibility, for example, a part model with the same shape but a higher brightness.
[0079] In the above embodiment, the CPU 11 determines compatibility based on the compatibility between attributes shown in the compatibility database, but the method for determining compatibility is not limited to this. For example, the CPU 11 may determine compatibility based on attributes between component models and various information about the component models (e.g., identification information, shape). The CPU 11 may also determine compatibility based on attributes between component models and specifications.
[0080] In the above embodiment, when a character is equipped with an equipment item in the game, the character's appearance is changed in accordance with the equipped equipment item. However, this is not limited to this, and the game may be designed so that the character's appearance does not change in accordance with the equipment item.
[0081] In the editing screen of the above embodiment, the appearance of a character that has been changed on a part model basis is displayed not only on the display 22 connected to the game device 10, but also on displays connected to game devices operated by other users. In other words, in this game, even in the online multiplayer mode, the appearance of a character that a user has changed on a part model basis on the editing screen is also applied to the displays viewed by other users.
[0082] In the above embodiment, a plurality of types of standards are provided, but this is not limiting, and the number of types of standards may be one.
[0083] In the above embodiment, the equipment item whose part model is edited on the editing screen is described as armor, but the equipment items whose part models can be edited on the editing screen are not limited to armor. For example, the editing screens shown in Figures 5 to 8 may be capable of editing multiple part models that make up the weapon A shown in weapon image 52E. In this case, a "hilt" and a "tsuba" (guard) may be provided as specifications for a specific weapon, and the appearance of the weapon A may be changeable on a part model basis.
[0084] The edit screen of the above embodiment may also be configured to allow the user to check the specifications set for the multiple part models that make up the equipment item. Fig. 9 shows a fifth display example of the edit screen.
[0085] The editing screen shown in FIG. 9 displays list information 70 and specification information 75. The list information 70 lists equipment items that can be equipped by a character, organized by equipment location. For example, in the case of armor, the equipment locations are the character's head, body, and feet. The list information 70 shown in FIG. 9 includes a first icon 71, which is an icon indicating head armor that is equipped on the character's head, a second icon 72, which is an icon indicating body armor that is equipped on the character's body, and a third icon 73, which is an icon indicating foot armor that is equipped on the character's feet. Of the icons displayed on the editing screen, such as the first icon 71, the second icon 72, and the third icon 73, one icon can be selected by a user operation.
[0086] The specification information 75 indicates the specifications set for the multiple part models that make up the equipment item at the equipment location corresponding to one icon selected by a user operation from the list information 70. The editing screen shown in Fig. 9 shows a case where a second icon 72 is selected by a user operation. Therefore, the specification information 75 indicates that the specifications set for the multiple part models that make up the body armor that will be equipped on the character's body are of three types: "outer garment," "top garment," and "bottom garment."
[0087] In the above embodiment, compatibility may be determined based on flags set in the part models. In this case, for example, a combination of specific flag values may be defined as being "incompatible."
[0088] 3 , the CPU 11 may not display the appearance of the character wearing the pre-replacement part model in the image information 52, but may display the appearance of the character wearing the post-replacement part model in the image information 52. Alternatively, the CPU 11 may display the appearance of the character wearing the pre-replacement part model in the image information 52, and then display the appearance of the character wearing the post-replacement part model in the image information 52.
[0089] 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.
[0090] 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.
[0091] 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.).
[0092] 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.
[0093] 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. A game program for causing a computer to execute a process of equipping a character with an equipment item made up of multiple part models, and when a selection of a single part model different from the multiple part models is accepted, displaying the character equipped with the single part model.
2. The game program of claim 1, which causes a computer to execute the following process: setting at least one standard for each part model that determines compatibility between part models; and, when selection of said one part model is accepted, replacing a specific part model among multiple part models worn by said character that has the same standard as said one part model with said one part model.
3. The game program of claim 1, which causes a computer to execute a process of assigning attributes to a part model relating to its compatibility with another part model, and when the one part model is worn by the character, if the one part model is incompatible with the other part model worn by the character, replacing one of the one part model and the other part model with a part model that is compatible with the other part model.
4. The game program according to claim 1, for causing a computer to execute the following process: attaching the one part model to a specific part of the character; and changing the shape of the specific part to match the shape of the one part model.
5. The game program according to claim 1, which causes a computer to execute the following processing: when equipping the character with an equipment item, the parameters of the character are changed in accordance with the equipped equipment item; and when attaching a component model, the appearance of the character is changed without changing the parameters of the character.
6. A game processing method in which a computer executes a process of equipping a character with an equipment item composed of a plurality of part models, and when a selection of a part model different from the plurality of part models is received, displaying the character equipped with the one part model.
7. A game device comprising a processor, which equips a character with an equipment item made up of a plurality of part models, and when a selection of a part model different from the plurality of part models is received, displays the character equipped with the one part model.
Citation Information
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