Computer program, game system used for same, and control method
The computer program adjusts reticle display in shooting games to reflect distance, environmental factors, and user conditions, addressing the lack of distance awareness in existing games and enhancing gameplay realism and accuracy.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-25
- Publication Date
- 2026-03-26
AI Technical Summary
Existing shooting games fail to accurately reflect the distance from the firing position to the target in the reticle display, leading to insufficient awareness of shooting distance and difficulty in gameplay.
A computer program and control method that determine a predicted distance from the firing position to the target and adjust the reticle display mode accordingly, incorporating factors like gravity, wind, and user character state to enhance realism and accuracy.
Enhances gameplay realism by accurately depicting the impact range of projectiles based on distance, environmental factors, and user conditions, improving player strategy and engagement.
Smart Images

Figure JP2025026429_26032026_PF_FP_ABST
Abstract
Description
Computer program, game system used therein, and control method
[0001] The present invention relates to a computer program, etc., applied to a computer incorporated into a game system that provides a game in which an error occurs between a predetermined position included in the reference image and the actual position reached by the moving object, depending on the distance from the launch position to the target. This system utilizes a display device that displays a game screen including a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that indicates a range that serves as a guideline for the moving object's destination, and an input device that inputs user instructions for launching the moving object.
[0002] There exists a type of game in which an error occurs between a predetermined position included in the reference image and the actual position of the moving object, depending on the distance from the launch position to the target, using a display device that shows a game screen including a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that indicates a range that serves as an estimate of the moving object's destination, and an input device that inputs user instructions for launching the moving object. For example, there is a shooting game known in which a bullet and a reticle that simulates aiming by a sight are used as the moving object and reference image, respectively (see Non-Patent Document 1, for example). In addition, Non-Patent Document 2 exists as prior art documents related to the present invention.
[0003] "Biohazard Resistance: Pay Attention to the Reticle When Ammo is Low! BIOHAZARD RESISTANCE #14", [online], Hoshikake, [Searched September 9, 2024], Internet, <URL: https: / / www.youtube.com / watch?v=hjf_FSKyTIU&t=84s> "Armored Core 6: 'Now Your Attacks Will Hit!' Complete Explanation of Recoil Control! Assembly Summary ACVI", [online], Ruka Games, [Searched September 9, 2024], Internet, <URL: https: / / www.youtube.com / watch?v=f0B1zjTyhP4&t=94s>
[0004] In the game of Non-Patent Document 1, a reticle is displayed when aiming a gun for firing a bullet. In this game, the size of the reticle may change slightly depending on the elapsed time since the start of display (when aiming the gun). On the other hand, Non-Patent Document 2 also discloses a shooting game using a reticle, but the size of the reticle changes such that it once becomes larger immediately after shooting and then returns to its original size within a few seconds. However, neither of the shooting games in Non-Patent Documents 1 and 2 is configured to reflect the distance from the bullet's firing position (the gun barrel or the character's position) to the target of shooting in the display mode of the reticle. Therefore, for example, it is not possible to sufficiently make the user aware of the distance, such as the range of the gun's shooting distance. On the other hand, in actual shooting, the distance to the target is often related to the difficulty of shooting. Therefore, the distance to the target is often recognized.
[0005] Therefore, an object of the present invention is to provide a computer program or the like that can add new strategy to a game.
[0006] The computer program of the present invention is configured to function as distance determination means for determining, as the distance from the firing position to the target, a predicted distance predicted based on a predetermined position, and display change means for changing the display mode of the reference image according to the predicted distance, in a computer incorporated in a game system that provides a game of a type in which an error corresponding to the distance from the firing position to the target occurs between a predetermined position included in the reference image and the actual arrival position of the moving object, using a display device that displays a game screen including a virtual three-dimensional space as a space in which the moving object moves from the firing position toward the target and a reference image indicating a range serving as a guide for the arrival position of the moving object, and an input device for inputting a user's instruction for firing the moving object.
[0007] On the other hand, the present invention provides a game of the type in which an error occurs between a predetermined position included in the reference image and the actual position of the moving object, depending on the distance from the launch position to the target, using a display device that displays a game screen including a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that indicates a range that serves as a guideline for the position the moving object will reach, and an input device that inputs user instructions for launching the moving object, wherein the game system provides a game of the type in which an error occurs between a predetermined position included in the reference image and the actual position the moving object will reach, depending on the distance from the launch position to the target, and comprises a distance determination means for determining a predicted distance predicted based on the predetermined position as the distance from the launch position to the target, and a display change means for changing the display mode of the reference image according to the predicted distance.
[0008] Furthermore, the control method of the present invention involves a computer incorporated into a game system that provides a game in which an error occurs between a predetermined position included in the reference image and the actual position of the moving object, depending on the distance from the launch position to the target, using a display device that displays a game screen including a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that indicates a range that serves as a guideline for the destination position of the moving object, and an input device that inputs user instructions for launching the moving object, to execute a distance determination procedure for determining a predicted distance predicted based on the predetermined position as the distance from the launch position to the target, and a display change procedure for changing the display mode of the reference image according to the predicted distance.
[0009] A diagram showing the schematic configuration of a network system to which a game system according to one embodiment of the present invention is applied. A functional block diagram showing the main parts of the control system of the game machine. A diagram schematically showing an example of a game screen. An explanatory diagram for explaining the deviation of the point of impact applied to a general shooting game. An explanatory diagram for explaining the deviation of the point of impact applied to an FPS game. An explanatory diagram for explaining an example of how the display of the reticle image changes according to the predicted point of impact distance. An explanatory diagram for explaining an example of how the display of the reticle image reflects the effect of gravity. An explanatory diagram for explaining an example of how the display of the reticle image reflects the effect of wind. A diagram explaining an example of the characteristics of each weapon type in tabular form. A flowchart showing an example of the procedure for reticle change processing.
[0010] Hereinafter, a game system (a game system according to one embodiment of the present invention) and the like, in which a computer program according to one embodiment of the present invention is implemented, will be described with reference to the attached drawings.
[0011] (Overall Configuration) First, with reference to Figure 1, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described. As shown in Figure 1, the network system 1 is configured as a client-server type system that includes a central server 2 and a plurality of game machines 3 as client devices that can be connected to the central server 2 via a predetermined network NT (for example, the Internet).
[0012] Game machine 3 is an example of a game device, and is a computer device that provides a predetermined game. Game machine 3 implements a computer program according to one embodiment of the present invention and functions as a game system according to one embodiment of the present invention in the network system 1. Game machine 3 may include various game devices (computer devices) that provide games. For example, game machine 3 may be configured as a commercial (business) game device that allows users to play games within a range corresponding to the play fee in exchange for payment of a predetermined consideration. This type of game machine 3 is sometimes called an arcade game machine, and is often installed in predetermined facilities such as stores with the primary purpose of generating revenue by having a large number of users play the game repeatedly.
[0013] Furthermore, game console 3 may be configured as a user terminal device for the user's personal use. A user terminal device is a computer device that is network-connected and used for the user's personal purposes. User terminal devices include various computer devices such as stationary or book-type personal computers (PCs), stationary home game consoles, portable game consoles, portable tablet devices, and mobile phones including smartphones. Below, we will describe a case in which a stationary home game console is used as game console 3 as an example of a user terminal device.
[0014] The game console 3 (a stationary home game console) includes a stationary game console body 5, a controller 6 as an example of an input device connected to the game console body 5, and a monitor 7 as an example of an output device. The game console body 5 is configured primarily for the purpose of providing games and is sometimes called a consumer game console or game console. The input device is not limited to the controller 6, but may be any appropriate input device for inputting various play actions (instructions or operations), such as a camera for inputting user actions (various instructions), or a touch panel that outputs signals according to the touch position. The monitor 7 is a display device that displays a game screen for providing games. Multiple monitors 7 may be connected to the game console body 5. In addition, the game console 3 may include various output devices other than the monitor 7, such as a speaker unit for audio output, but these are not shown in the illustration.
[0015] Game console 3 provides a video game that includes an element of launching a moving object toward a target, using a game screen that includes a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that shows a range that serves as a guideline for the moving object's destination. As long as this element is included, the video game may be configured as appropriate, for example, it may be a basketball game (sports game) in which a basketball, as the moving object, is thrown (launched) toward a goal, which is the target. Alternatively, it may be a role-playing game that includes a similar element. Below, as an example of a predetermined game, we will describe the case in which game console 3 provides a shooting game.
[0016] Shooting games are a type of game in which players shoot at targets using various weapons such as guns. In shooting games, bullets fired from weapons function as moving objects. Shooting games can be classified as appropriate; for example, they can be classified based on whether the game screen is in a third-person or first-person perspective. When the game screen is displayed in a first-person perspective, shooting games are sometimes called first-person shooter (FPS) games. In FPS games, the game screen is displayed from the perspective of the character controlled by the user, and the virtual three-dimensional space included in the game screen changes in accordance with the character's actions. Shooting at targets is then performed through the weapon held by that character. The character itself may not be displayed on the game screen. Characters include not only the concept of a person, but also various concepts that are given personality traits, such as animals and objects (e.g., vehicles). Below, we will explain the case where an FPS game is provided as an example of a shooting game.
[0017] The central server 2 may be configured by combining multiple server units as appropriate, or it may be configured as a single server unit. The central server 2 may also be configured as a cloud server utilizing cloud computing technology. The central server 2 provides various services related to the game as appropriate. For example, the central server 2 provides the game machines 3 with services such as matching each user (users of other game machines 3) as opponents or collaborators, and relaying game information that should be shared between game machines 3. In addition, various information and communication terminal devices such as mobile phones, smartphones, and commercial game machines (arcade game machines) may be added to the network system 1 as appropriate. Furthermore, for example, an arcade game machine may be used as a client that provides games linked to games provided on game machine 3.
[0018] (Game Machine Control System) Next, with reference to Figure 2, the main parts of the control system of the game machine 3 will be explained. The game machine 3 is equipped with a control unit 31 as a computer and a memory unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU, which is an example of a processor that performs various processes according to a predetermined computer program, with internal memory and other peripheral devices necessary for its operation.
[0019] The memory unit 32 is an external storage device that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor memory device. The memory unit 32 stores the game program PG and game data GD. The game program PG is an example of a computer program that causes the control unit 31 to execute various processes necessary to provide an FPS game. The game data GD is the data necessary to provide an FPS game. The game data GD may appropriately include various types of game data such as image data, audio data, or ID management data. The ID management data is data for managing various IDs such as user IDs to identify each user. The image data is data for displaying various images for the game screen. The audio data is data for playing various sounds for the game (including background music). In Figure 2, weapon data AD is shown as an example of game data GD.
[0020] Weapon Data AD is data used to define the characteristics of weapons provided in an FPS game. An FPS game may have only one type of weapon, but as an example, multiple types of weapons are provided. The various characteristics of each weapon are managed in Weapon Data AD. For example, each weapon is given an appropriate range as one of its characteristics, depending on its type. The range is the range (distance) at which each weapon achieves the highest accuracy. Weapon Data AD will be discussed further later.
[0021] The control unit 31 is equipped with various logical devices through a combination of the control unit 31's hardware resources and the game program PG as software resources. The control unit 31 performs various processes necessary for providing the FPS game (including processes necessary to enjoy the services provided by the center server 2) via the logical devices. Figure 2 shows the matching unit 33, the progress control unit 34, and the display control unit 35.
[0022] The matching unit 23 is a logical device that performs various processes related to matching a user with other users. For example, when a user plays an FPS game against another user using another game console 3, matching via the center server 2 is required, and the matching unit 23 performs various well-known processes related to that matching.
[0023] The progress control unit 24 is a logical device that performs various processes to control the progress of the game. Such processes include appropriately switching between various game screens for playing an FPS game, measuring various scores or times, and switching between various weapons.
[0024] The display control unit 25 is a logical device that performs processing to control the display of various objects included in the game screen. In the case of FPS games, the user character does not necessarily have to be displayed on the game screen as an object, but if it is displayed, the various processing includes processing to display the user character. For example, the display control unit 25 performs processing to display (draw) a virtual three-dimensional space corresponding to the game field as the area in which the user character is active, and to change the range of the game field included in the game screen to realize the movement of the user character. The display control unit 25 also performs processing to display the movement of bullets fired from weapons and to realize a display that represents the bullet's impact (arrival). Furthermore, the display control unit 25 performs processing to display a reticle image as an example of a reference image that indicates a range that serves as a guideline for the bullet's impact position (arrival position). For example, as one such processing, the display control unit 25 performs a reticle change process. Details of the procedure for the reticle change process will be described later.
[0025] The game machine 3 is equipped with appropriate output devices and input devices depending on the type of game device, such as an arcade game machine. In the example shown in Figure 2, the controller 6 and monitor 7 described above are shown as examples. The monitor 7 is a well-known display device for displaying various game screens, including a virtual three-dimensional space, a reticle image, or a target object. The monitor 7 displays the game screen (image) according to the output signal from the control unit 21. Similarly, the controller 6 is a well-known input device equipped with various operation units. The controller 6 outputs signals to the control unit 21 according to various operations performed on each operation unit. For example, the controller 6 performs operations such as manipulating a character in a virtual three-dimensional space or instructing the character to fire (fire bullets). It then outputs signals to the control unit 21 according to these operations. The input device may include multiple types of input devices depending on their purpose, such as one for character operation and another for firing instructions.
[0026] (Game Details) Next, the details of the FPS game will be explained with reference to Figure 3. Figure 3 is a schematic diagram showing an example of a game screen. As shown in Figure 3, the game screen 50 includes a game field 51 and a reticle image 52. As described above, the game field 51 corresponds to the activity range of the user character and is represented to create a virtual three-dimensional space. Various objects may be provided in the game field 51. In the example of Figure 3, a shooting target 53 having a personified part 53A is provided. In the game screen 50, various objects in the game field 51 can be used as targets for shooting. In the example of Figure 3, the case where the shooting target 53 is the target for shooting is shown. In this example, the game field 51 and the shooting target 53 function as the virtual three-dimensional space and target of the present invention.
[0027] The reticle image 52 is an image that shows a range that serves as a guideline for the bullet's impact location. The reticle image 52 can be represented as appropriate, and is generally represented in a way that simulates aiming through a sight. In the example in Figure 3, the reticle image 52 is formed in a cross shape including a horizontal line 52A and a vertical line 52B. A certain range based on the center position CN where the horizontal line 52A and the vertical line 52B intersect in the reticle image 52 functions as the predicted impact range FAR. The predicted impact range FAR is the range in which the bullet is expected to hit. Since the reticle image 52 only shows a guideline for the impact location, the actual impact location may be outside the predicted impact range FAR, for example. As an example, the actual impact location is determined to always be inside the predicted impact range FAR. In other words, the fired bullet is not limited to the center position CN, but will hit somewhere within the predicted impact range FAR.
[0028] The actual impact point may be determined as appropriate. For example, it may be determined by a predetermined calculation formula that includes various influencing factors as variables. As an example, the actual impact point is randomly determined within the predicted impact range FAR. In this case, the accuracy of the bullet increases as the predicted impact range FAR narrows (becomes smaller). In the example in Figure 3, the predicted impact range FAR is represented by a dashed line for both the horizontal line 52A and the vertical line 52B, while everything else is represented by a solid line. Specifically, the reticle image 52 is positioned so that the center position CN is located around the chest of the anthropomorphic part 53A, and the predicted impact range FAR is formed in a circle centered on that center position CN. In this case, when a bullet is fired, it will randomly hit one of the parts corresponding to the shoulders, abdomen, and lower jaw of the anthropomorphic part 53A, which are included in the predicted impact range FAR. Note that in the example in Figure 3, the predicted impact area (FAR) is shown as a dashed line for ease of explanation, but in the actual game screen 50, the display of the predicted impact area (FAR) is omitted.
[0029] The position of the reticle image 52 may be set as appropriate. For example, if the controller 6 is formed in the shape of a gun that can detect the position where the muzzle is pointed on the game screen 50, the reticle image 52 may be set to be positioned where the muzzle is pointed. In other words, the reticle image 52 may be positioned in a variable position that changes according to various user operations. In the example of Figure 3, the reticle image 52 is positioned so that its center position CN is located at the center of the game screen 50. In this example, the reticle image and its center position CN function as the reference image and predetermined position, respectively, according to the present invention. Furthermore, the positions of the gun (weapon) and the muzzle (or user character) virtually provided in the game field 51 function as the item and firing position, respectively, according to the present invention.
[0030] (Deviation in the point of impact) Next, we will explain deviation in the point of impact with reference to Figures 4 to 6. In real shooting, deviation (error) can occur between the predicted point of impact seen through the sights and the actual point of impact, depending on various influencing factors such as environmental factors (elements) such as gravity, magnetism, and wind, or factors related to the shooter (shooter elements) such as muzzle sway and body sway. For this reason, similar deviation, that is, deviation between the predicted point of impact and the actual point of impact, is sometimes represented in general shooting games.
[0031] Figure 4 is an explanatory diagram illustrating the deviation in the point of impact that is applied to typical shooting games. Figure 4(1) shows an example of linear deviation, and Figure 4(2) shows an example of curved deviation. As shown in Figures 4(1) and (2), the deviation range is generally set to increase as the distance between the user character (or the muzzle of the gun used by the user character in the virtual three-dimensional space) and the predicted point of impact increases. In real-world shooting, as the distance increases, various influencing factors such as environmental factors are more likely to affect the predicted point of impact seen through the sights, resulting in a greater deviation (error) between the predicted point of impact and the actual point of impact. In typical shooting games, a similar tendency is reflected as deviation in the actual point of impact.
[0032] Specifically, as shown in Figure 4 (1), the blur range ER increases in proportion to the distance between the position of the virtual camera VC (user character), which represents the user character's field of view in the virtual three-dimensional space, and the predicted impact position (hereinafter sometimes referred to as the predicted impact distance). In the example in Figure 4 (1), five types of predicted impact positions are shown in order from the position of the virtual camera VC, from the first position to the fifth position. The blur range ER changes in a linear fashion, increasing as the predicted impact distance increases (the position further from the virtual camera VC).
[0033] The change in the sway range ER is not limited to a linear relationship and may be set as appropriate. For example, as shown in (2) of Figure 4, it may be represented by a curved shape according to various calculation formulas such as a quadratic function. In this case as well, the sway range ER increases as the predicted impact distance increases. However, the effect of distance is greater than in the linear case of (1). For this reason, when comparing the five predicted impact positions in the linear example of (1), the sway range ER changes such that it becomes larger in the curved shape from the third position onward. The sway of real bullets is often calculated using a quadratic function, and the change in the curved shape of (2) may be considered closer to reality. In any case, as shown in Figure 4, in general shooting games, a sway range ER is often set between the predicted impact position and the actual impact position according to various algorithms in order to reproduce real shooting. Note that the sway range ER is not limited to examples where it is specified by a function such as a linear or curved shape, but may be specified by appropriate methods other than functions, such as by a predetermined spatial region.
[0034] Figure 5 is an explanatory diagram illustrating the deviation in the point of impact applied to the FPS game provided by game console 3. The FPS game is also provided as a type of shooting game in which there is a deviation (error) between the predicted point of impact and the actual point of impact. The example in Figure 5 shows the case in which the predicted point of impact range FAR changes linearly according to the predicted point of impact distance. The deviation range ER in the example of Figure 4 is realized in the predicted point of impact range FAR in the FPS game. Therefore, in the example of Figure 5, the predicted point of impact range FAR functions as the deviation range ER. Also, (1) in Figure 5 shows the first pattern of linear change, and (2) shows the second pattern.
[0035] As shown in Figure 5, in FPS games, a range is set for each weapon, and a different linear function (algorithm) is applied to the range to improve accuracy compared to other ranges. Therefore, among the five types of predicted impact positions similar to the example in Figure 4, the predicted impact position corresponding to the range is set to a different value in the predicted impact position FAR than in the example in Figure 4. The range is the range that corresponds to the firing distance generally set for each type of real weapon. The firing distance of real guns often indicates the distance at which accuracy is highest. Therefore, in FPS games, the predicted impact position FAR is set to realize this concept of real-world firing distance. Specifically, in FPS games, the predicted impact position FAR (the range in which the bullet deviates) is set so that it is smaller than other ranges in the range, within the range of movement of the bullet from the muzzle (virtual camera VC in the example in Figure 5) to the predicted impact position.
[0036] For example, as shown in Figure 5(1), the predicted impact range FAR is set to increase proportionally to the predicted impact distance both inside and outside the range, but the rate of increase differs inside and outside the range. Specifically, in the first pattern, the range is from the first to the third position, and the range is from the fourth to the fifth position (the other range). The predicted impact range FAR changes linearly even in the range from the first to the third position, but the slope angle of this linearity is smaller than that from the fourth to the fifth position. In other words, different linear coefficients are applied inside and outside the range so that the degree of increase (rate of increase) of the predicted impact range FAR is greater outside the range than inside the range. For this reason, for example, the difference in magnitude between the second and third positions is greater than the similar difference between the third and fourth positions (both adjacent predicted impact positions). In this example, the range of predicted impact positions outside the range, including the fourth and fifth positions, functions as the other range of the present invention.
[0037] Furthermore, as shown in Figure 5 (2), the range may also be set in the middle of the movement range. In this case as well, the predicted impact area (FAR) is set to increase proportionally to the predicted impact distance both inside and outside the range, and the rate of increase differs between inside and outside the range. Specifically, in the second pattern, the area from the second position to the third position is within the range, and the area from the fourth position to the fifth position, plus the first position before the range, is outside the range. The predicted impact area (FAR) changes linearly with a similar slope at the first position and from the fourth to the fifth position, and linearly with a smaller slope from the second to the third position. In this case as well, the degree of increase (rate of increase) of the predicted impact area (FAR) is greater outside the range than inside the range. However, the area just before the range is also outside the range. As a result, the predicted impact area (FAR) becomes smaller than the area just before the range (outside the range), and the rate at which the predicted impact area (FAR) increases increases again outside the range thereafter. In this example, the range of predicted impact locations before the range, including the first position, and the range of predicted impact locations outside the range, including the fourth and fifth positions, all function as other ranges of the present invention.
[0038] The first and second patterns in Figure 5 are merely illustrative, and the changes in the predicted impact area (FAR) inside and outside the range can be implemented as appropriate. For example, the range can be applied to example (2) in Figure 4, and the range can be set as an appropriate part of the curved change. Furthermore, the various ranges, such as the first or second pattern, and the changes in the predicted impact area (FAR) can be set according to the weapon. In FPS games, these various methods are used to simulate improved accuracy at range.
[0039] (Display Mode of Reticle Image) Next, the display mode of the reticle image 52 will be explained. The display mode of the reticle image 52 changes in accordance with the change in the predicted impact range FAR based on the predicted impact distance. It may also change depending on environmental factors, etc. Figure 6 is an explanatory diagram to show an example of how the display mode of the reticle image 52 changes according to the predicted impact distance (range). Figures 6(1) and (2) schematically show examples of game screens 50 when using weapons with different ranges from the same position. (1) shows an example of a game screen 50 within the range, and (2) shows an example of a game screen 50 outside the range. For this reason, the game screen 50 in Figure 6(1) includes an example of the display mode of the reticle image 52 within the range, and the game screen 50 in Figure 6(2) includes an example of the display mode of the reticle image 52 outside the range. Note that the game screen 50 in Figure 6(1) is the same as the game screen 50 in the example in Figure 3. Therefore, the same reference numerals as in the example in Figure 3 are used, and detailed explanations are omitted. Similarly, for the game screen 50 in (2), the same reference numerals are used for common components, and detailed explanations are omitted.
[0040] As shown in Figure 6(1), the display of the reticle image 52 within the range is the same as in the example in Figure 3. However, as shown in Figure 6(2), outside the range, the dashed portions of the horizontal line 52A and the vertical line 52B are enlarged, the spacing of the solid lines widens, and the reticle image 52 is displayed larger overall. In other words, outside the range, the dashed portions widen to represent the predicted impact range FAR, which is larger than within the range, and a larger reticle image 52 is displayed overall. Specifically, the predicted impact range FAR of the reticle image 52 is large enough to include both shoulders, abdomen, and lower jaw of the anthropomorphic part 53A within the range, but outside the range, it changes to include not only the entire anthropomorphic part 53A but also the entire plate on which the anthropomorphic part 53A is formed. In this way, the display of the reticle image 52 changes according to the predicted impact distance to realize the predicted impact range FAR.
[0041] Next, referring to Figures 7 and 8, we will explain how the display of the reticle image 52 changes in response to environmental elements. In FPS games, environmental elements may or may not affect the predicted impact range (FAR). If they do affect the FAR, they may or may not affect the display of the reticle image 52. Figures 7 and 8 show examples of how the display of the reticle image 52 changes when gravity and wind, as examples of environmental elements, affect the predicted impact range (FAR).
[0042] Specifically, Figure 7 is an explanatory diagram illustrating an example of how the reticle image 52 is displayed, reflecting the effects of gravity. Figure 7(1) shows an example of the effect of gravity on a bullet, and Figure 7(2) shows an example of how the reticle image 52 is displayed, reflecting the effects of gravity. Both Figure 7(2) and Figure 8 schematically show a game screen 50 that includes a reticle image 52 that has changed according to environmental elements. For this reason, components common to the example in Figure 3 are denoted by the same reference numerals and their explanations are omitted.
[0043] In actual shooting, the trajectory of a bullet (gun bullet) is affected by gravity (which varies by location), and this also affects the hitting accuracy. Specifically, gravity acts in the direction of causing the bullet to drop, and the effect becomes greater as the distance extends. In a FPS game, for example, a similar effect may be reflected in the display position of the reticle image 52. For example, as shown in (1) of FIG. 7, when the bullet VO is fired from the virtual camera VC (gun barrel), if it is not affected by gravity, it moves along the straight-line trajectory SL. On the other hand, when affected by gravity, it acts downward and becomes greater as the distance extends. Therefore, although the bullet VO initially moves along the straight-line trajectory SL, it gradually deviates from the straight-line trajectory SL and follows a gentle parabola downward, depicting a descending trajectory DL. As a result, the position of the predicted landing range FAR shifts from the position FARv at the end of the straight-line trajectory SL to the end of the descending trajectory DL that has dropped slightly from there. The degree of the shift may vary depending on the magnitude of gravity.
[0044] As shown in (2) of FIG. 7, the descent of the predicted landing range FAR is reflected in the display position of the reticle image 52. Specifically, in the example of (2) of FIG. 7, the reticle image 52 is arranged at a position shifted downward from the position (for example, the center of the game screen 50) in the example of FIG. 3 so as to correspond to the descent of the predicted landing range FAR. That is, the display position of the reticle image 52 has changed to show the predicted landing range FAR after reflecting gravity (environmental factor). As a result, the predicted landing range FAR does not include both shoulders and the lower jaw of the anthropomorphic part 53A, but instead includes almost all of both arms and the torso. Therefore, in the example of FIG. 3, the bullet VO may hit both shoulders and the lower jaw of the anthropomorphic part 53A, but in the example of (2) of FIG. 7, the possibility of hitting them has disappeared. Instead, there is a possibility of hitting almost all of both arms and the torso. That is, due to the display position of the reticle image 52 and thus the descent of the predicted landing range FAR, the influence of gravity is reflected in the actual landing position of the bullet VO.
[0045] Figure 8 is an explanatory diagram illustrating an example of how the reticle image 52 is displayed, reflecting the effects of wind. In the example in Figure 8, the wind is blowing from right to left, and this direction is indicated by the block arrow WP. As shown in Figure 8, the display of the reticle image 52 reflects the effects of wind and changes to shift in the direction of the wind. Specifically, both the horizontal line 52A and the vertical line 52B are displayed shifted to the left, so that the center position CN is shifted to the left due to the effects of wind. In addition, the dashed line portion of the horizontal line 52A is enlarged, and the shape of the predicted impact area FAR changes from a circle in the example in Figure 3 to an ellipse. As a result, the area (size) of the predicted impact area FAR is also enlarged. The degree of shift and the degree of enlargement of the dashed line portion reflect the strength of the wind. For example, if the wind is strong, the dashed line portion will enlarge so that the area of the predicted impact area FAR becomes 20% larger, and it will shift in the direction of the wind by an amount equal to the strength of the wind (if the wind speed is 2 m, then 2 m in the game field 51). Wind strength may be reflected in the firing range, for example, by reducing the firing range (distance) by 30% if the wind is strong. In this case, the reduction in firing range also affects the expansion of the predicted impact area (FAR), thus expanding the range of deviation in a superimposed manner. As an example, the display manner of the reticle image 52 (and thus the predicted impact area FAR) changes according to the effect of the wind on the actual impact position, reflecting the effect of the wind in this way.
[0046] In addition to environmental factors, the display mode of the reticle image 52 may also be influenced by, for example, the shooter element. For example, the user character moves around the game field 51 at various speeds, such as running or walking, in response to user operations. Similarly, the user character may assume various postures, such as standing, kneeling, or crawling, in response to user operations. These states of the user character (shooter), such as movement speed or posture, influence the display mode of the reticle image 52. In this example, movement speeds such as running and walking, and one of them, function as multiple movement speeds and one movement speed, respectively, according to the present invention. Also, postures such as standing, kneeling, and crawling, and one of them, function as multiple postures and one posture, respectively, according to the present invention.
[0047] For example, each posture of the user character may be associated with the range so that the more stable the posture is, the longer the range is extended. For example, each posture may be associated with a ratio such as 1 for the standing posture, 1.1 for the one-knee kneeling posture, and 1.2 for the crawling posture, and these ratios may be applied to the range. In this case, for example, if the original range (the range initially set for the weapon) is 10 m, the original range is applied in the standing posture, 11 m obtained by adding 1.1 to the original range is applied in the one-knee kneeling posture, and 12 m obtained by adding 1.2 to the original range is applied in the crawling posture. And, for example, the crawling posture has an effect of reducing the predicted landing range FAR as being within the range outside the original range where the predicted landing range FAR should be large. When the predicted landing range FAR becomes smaller, the display of the reticle image 52 also becomes smaller correspondingly.
[0048] Similarly, the moving speed in the moving state of the user character may be associated with the range so that, for example, the faster the moving speed is, the shorter the range is. For example, ratios such as 0.6 for running and 0.9 for walking may be associated with the moving state, and these ratios may be applied to the range. In this case, for example, if the original range is 10 m, 6 m obtained by adding 0.6 to the original range is applied when running, and 9 m obtained by adding 0.9 to the original range is applied when walking. And, for example, the running state has an effect of making the predicted landing range FAR larger as being outside the range within the original range where the predicted landing range FAR should be small. When the predicted landing range FAR becomes larger, the display of the reticle image 52 also becomes larger correspondingly. As an example, the posture or the moving speed is reflected in the display mode of the reticle image 52 in this way through the range.
[0049] Furthermore, the user character may be provided with various other parameters, and various states may be determined based on these parameters. For example, the user character may be provided with parameters such as HP value or stamina value. The values of these parameters may be reflected in the display mode of the reticle image 52. The HP value is a parameter used to determine whether to continue playing. When the remaining HP value reaches zero, it is determined to be game over, and the game ends. The stamina value is a parameter related to the user character's ability to act. The stamina value decreases with action, but it is possible to continue playing even if it reaches zero. However, depending on the remaining stamina value, various action restrictions may occur, such as a decrease in running speed, inability to jump, or inability to crawl. The HP value and stamina value are recovered based on various recovery conditions, such as the use of recovery items. In the case of stamina value, for example, being immobile may be included as a recovery condition. That is, stamina value may recover according to the elapsed time when an immobile state is formed. In this example, the stamina value functions as a parameter of the present invention.
[0050] For example, if the remaining stamina value reaches 99%, the area of the predicted impact range (FAR) may be increased by 1.1 times. In this way, the remaining stamina value and the area of the predicted impact range (FAR) may be associated. Furthermore, the remaining stamina value may be associated with the range, for example, if it falls below a predetermined value, the range may be shortened by a predetermined ratio. The predetermined value and predetermined ratio may be set as appropriate. For example, if 30% is applied as the predetermined value and 30% as the predetermined ratio, the range may be shortened by 30% when the remaining stamina value falls below 30%. In other words, when the remaining stamina value falls below 30%, both the effect of increasing the predicted impact range (FAR) and the effect of shortening the range (both of which affect the accuracy) may be applied. In this way, the remaining stamina value may be reflected in the display of the predicted impact range (FAR) and, consequently, the display of the reticle image 52, via the range. The same applies to the HP value. These are just a few examples of how the user character's state can affect the display of the reticle image 52. The user character's state may have various effects on the display of the reticle image 52, including, for example, any combination of these effects.
[0051] (Weapon Data) Next, an example of weapon data AD will be explained with reference to Figure 9. Weapons function as tools that fire bullets in FPS games. Figure 9 is a diagram that illustrates an example of the characteristics of each weapon type managed in weapon data AD in tabular form. As shown in Figure 9, each weapon is assigned information such as weapon type, distances from the first to the third range, and the range of recoil at each distance. In weapon data AD, this information is described so that it is related to each other. In the example in Figure 9, the distance corresponding to the firing range is shown with a thick line.
[0052] For example, as shown in Figure 9, FPS games offer weapon types such as "handgun," "machine gun," "rifle," and "bazooka." Each weapon type also has a range of recoil set for different distances. Specifically, for the "handgun," the first distance is set to "0-12m," and the recoil range for the first distance is set to "2." The recoil range value represents the ratio that should be applied to the diameter of the predicted impact range FAR (recoil range). Therefore, in the case of a handgun, the predicted impact range FAR is set so that the diameter is twice the standard diameter in the range where the predicted impact distance falls between 0 and 12m, and the corresponding reticle image 52 is displayed.
[0053] Furthermore, for "handguns," a second range of "12m~" is set, and the recoil range for the second range is set to "5." Therefore, in the case of handguns, the predicted impact range FAR is set so that the diameter is five times the standard diameter in the range where the predicted impact distance is 12m or more, and the corresponding reticle image 52 is displayed. Comparing the recoil range of the first range and the recoil range of the second range in the case of handguns, the recoil range of the first range is smaller. Therefore, the first range functions as the effective range. The weapon data AD may also include information indicating the effective range separately, such as information that identifies the first range in the case of handguns.
[0054] In the case of a "machine gun," comparing the range of sway at the first distance ("0-30m") ("3") with the range of sway at the second distance ("30m and above") ("10"), the range of sway (ratio) at the first distance is smaller. Specifically, in the case of a machine gun, the predicted impact radius (FAR) at the first distance is set to have a diameter three times that of the reference diameter, while the predicted impact radius (FAR) at the second distance is set to have a diameter ten times that of the reference diameter. For this reason, even in the case of a machine gun, the first distance functions as the effective range.
[0055] Similarly, for a "rifle," the first range ("0-50m") functions as the effective range, and for a "bazooka," the second range ("5-80m") functions as the effective range. Furthermore, the range of recoil is smallest for the rifle's effective range (first range) at "1" (reference diameter), and largest for the bazooka's third range ("80m and above") at "15" (reference diameter, i.e., 15 times the diameter of the predicted impact range FAR set for the rifle within its effective range). As an example, weapon data AD thus includes information on multiple distances for each weapon type, and the range of recoil for each distance (ratio of the diameter of the predicted impact range FAR). In this example, multiple weapons such as "handgun," "machine gun," "rifle," and "bazooka" function as multiple items of the present invention.
[0056] (Game Machine Processing) Next, the procedure for the reticle change process will be explained with reference to Figure 10. The reticle change process is a process for changing the display mode of the reticle image 52 according to the predicted impact distance or environmental elements. Each time the game field 51 included in the reticle image 52 changes (the user character moves or changes its posture), the display control unit 35 starts the reticle change process shown in Figure 10 and first determines the environmental elements that apply to the game field 51 after the change (after the action) (step S101). Environmental elements include, for example, gravity or wind as described above. For this reason, the display control unit 35 determines the environmental elements such as gravity and wind in the game field 51 after the change.
[0057] Next, the display control unit 35 determines the predicted impact position of the bullet VO (step S102). This determination is performed based on the center position CN of the reticle image 52. Specifically, the display control unit 35 determines the target (object) in the game field 51 located at the center position CN as the predicted impact position. This determination reflects the environmental elements determined in step S101. For example, if gravity is applied, the display position of the reticle image 52 is shifted downwards where gravity is applied, and the target after this shift is determined as the predicted impact position. Similarly, if wind is applied, the center position CN of the reticle image 52 is shifted in the direction of the wind according to its strength, and the width of the horizontal line 52A is expanded according to the degree of wind. Then, the target after this shift is determined as the predicted impact position.
[0058] Next, the display control unit 35 determines the predicted impact distance (the predicted distance from the firing position to the target) (step S103). Specifically, the display control unit 35 measures the distance between the predicted impact position determined in step S101 and the position of the virtual camera VC (muzzle or user character) which is assumed to be the firing position of the bullet VO. The display control unit 35 then determines that the measured distance is the predicted impact distance.
[0059] Next, the display control unit 35 determines the range (step S104). Specifically, the display control unit 35 first determines the range of the weapon currently in use while referring to the weapon data AD. Furthermore, in step S104, the display control unit 35 determines whether the predicted impact distance determined in step S103 falls within the range of the weapon currently in use.
[0060] Next, the display control unit 35 determines the state of the user character during firing (when firing a bullet) (step S105). The state of the user character includes, for example, movement speed such as running or walking, posture such as standing, crouching, or crawling, and the state corresponding to the remaining amount of various parameters such as stamina. Therefore, the display control unit 35 determines the state of the user character related to these.
[0061] Next, the display control unit 35 changes the display mode of the reticle image 52 (step S106). This change is performed to reflect the determination results of steps S101, S103, S104, and S105. Specifically, the display control unit 35 changes the display mode of the reticle image 52 to a display position or display mode that reflects the environmental element determined in step S101. It also changes the display mode of the reticle image 52 to a size corresponding to the predicted impact distance determined in step S103. This change reflects the determination result of step S104. In other words, the size of the reticle image 52 changes depending on whether the predicted impact distance falls within the range of the weapon currently in use.
[0062] Furthermore, the display control unit 35 changes the size of the reticle image 52 to reflect the state of the user character determined in step S105. For example, it applies a ratio corresponding to the movement speed or posture to the range, or a ratio corresponding to the remaining stamina value to the area of the predicted impact range FAR or the range, and changes the display pattern of the reticle image 52 accordingly. As an example, the display control unit 35 changes the display pattern of the reticle image 52 in this way in step S106. After this change, the display control unit 35 terminates the reticle change process. This realizes changes in the display pattern of the reticle image 52 according to environmental elements, predicted impact distance, range, and the state of the user character.
[0063] As explained above, in this configuration, the distance to the target is predicted based on the reticle image 52. Specifically, the predicted impact distance from the firing position (e.g., the user character's position) to the target (e.g., the shooting target 53) is determined based on the center position CN included in the reticle image 52. The display mode of the reticle image 52 then changes according to this predicted impact distance. In other words, the predicted impact distance is reflected in the display mode of the reticle image 52. Therefore, the display mode of the reticle image 52 makes the player aware of the predicted impact distance (distance to the target). An error corresponding to the distance occurs between the center position CN of the reticle image 52 and the actual impact position. Therefore, by using the display mode of the reticle image 52, the player can be made aware of the degree of error that may occur in the actual impact position before firing the bullet VO. This adds a new strategic element to the game: awareness of the predicted impact distance.
[0064] Furthermore, the display pattern of the reticle image 52 reflects not only the predicted impact distance but also various influencing factors. For example, if the error is determined by different linear functions inside and outside the firing range, the firing range is further reflected in the display pattern of the reticle image 52. Therefore, by utilizing the display pattern of the reticle image 52, a new strategic element of awareness of the firing range can be added to the game. For example, if the firing range is 12m, the predicted impact range FAR will be displayed relatively small within 12m, so it will not deviate significantly from the center position CN. However, beyond that, the predicted impact range FAR will expand, and there is a possibility of a significant deviation from the center position CN. This deviation (error) is reflected in the display pattern of the reticle image 52. This gives the user the choice (strategy) of whether to approach within 12m to ensure a hit on the target (including enemy characters if present) or to use a different weapon with a longer range.
[0065] Similarly, if the display mode of the reticle image 52 further reflects various character states such as movement speed, posture, or stamina values, or various environmental elements such as wind, gravity, and magnetism, the display mode of the reticle image 52 can be used to make the player more aware of the character's state or environmental elements. This adds a new strategic element of awareness.
[0066] In the above configuration, the display control unit 35 of the game machine 3 functions as the distance determination means and the display change means of the present invention by executing the procedure shown in Figure 10. Specifically, the display control unit 35 functions as the distance determination means by executing step S103 in Figure 10, and as the display change means by executing step S106.
[0067] The present invention is not limited to the embodiments described above and may be implemented in forms that have been appropriately modified or altered. Furthermore, the present invention may be implemented in forms obtained by appropriately combining various technical means included in the embodiments described above and the embodiments that have been modified below. For example, in the embodiments described above, the range is reflected in the logic (algorithm) that determines the error. However, the present invention is not limited to this form. For example, the logic that determines the error does not have to change whether the target is inside or outside the range. In this case, whether the target is inside or outside the range may be reflected in a display manner other than the size of the predicted impact range FAR, such as the color scheme of the reticle image 52. Alternatively, whether the target is inside or outside the range may be notified by sound.
[0068] In the above-described configuration, the network system 1 includes a central server 2. However, the present invention is not limited to this configuration. For example, when an offline game is provided that is played without connecting to the network NT, the central server 2 may be omitted, and the game console 3 may function as the game system of the present invention on its own. Alternatively, the central server 2 may perform all or part of the role (various processing, etc.) of the game console 3. In this case, the combination of the game console 3 and the central server 2 (e.g., the network system 1), or the central server 2 alone (including cases where it is composed of multiple server devices), may function as the game system of the present invention.
[0069] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.
[0070] The present invention provides a computer (PG) that is incorporated into a game system (3) that provides a game in which an error occurs between a predetermined position (CN) included in the reference image and the actual position of the moving object, depending on the distance from the launch position to the target, using a display device (7) that displays a game screen (50) including a virtual three-dimensional space (51) as the space in which a moving object (VO) moves from a launch position toward a target (53), and a reference image (52) that indicates a range that serves as a guideline for the destination position of the moving object, and an input device (6) that inputs user instructions for launching the moving object. The computer (PG) is configured to function as a distance determination means (35) that determines a predicted distance predicted based on the predetermined position as the distance from the launch position to the target, and a display change means (35) that changes the display mode of the reference image according to the predicted distance.
[0071] According to this invention, the predicted distance from the launch position to the target is determined based on predetermined positions included in the reference image. The display mode of the reference image then changes according to this predicted distance. In other words, the predicted distance is reflected in the display mode of the reference image. Therefore, the predicted distance can be made aware of through the display mode of the reference image. An error corresponding to the distance will occur between the predetermined position in the reference image and the actual destination. Therefore, by utilizing the display mode of the reference image, the degree of error that may occur in the actual destination can be made aware of before the moving object is launched. This adds a new strategic element to the game: awareness of the predicted distance.
[0072] A moving object can be any object in a virtual three-dimensional space. For example, in a basketball game where a basketball is thrown (launched) towards a goal, the moving object could be a basketball. In this case, the moving object is launched so that it can be thrown by a player. Alternatively, the moving object could be a bullet fired from a gun (tool) in a shooting game. In other words, a moving object can be any suitable object launched in various ways in a virtual three-dimensional space. Furthermore, the error that occurs in the actual destination may be uniform or may vary depending on various conditions. For example, the movement range of a moving object may include a range with less error than other ranges. The degree of error (various algorithms, including various calculation formulas and predetermined rules for determining the degree of error) may differ between the range and other ranges.
[0073] For example, in one embodiment of the computer program of the present invention, the game is provided with an item that functions as a tool for launching the moving object, the item is set with a range in which the error is smaller than in other ranges, and the display changing means may change the display mode such that the reference image becomes smaller when the predicted distance falls within the range compared to when it falls within other ranges. In this case, a new strategic element of awareness of the range can be added to the game by utilizing the display mode of the reference image.
[0074] The error between the predetermined position in the reference image and the actual destination may arise according to various algorithms. For example, the error may be affected only by the distance to the target. Specifically, the error may arise according to a linear function or a quadratic function with distance as the variable. Alternatively, for example, the actual destination may be determined by lottery to be at any position within the range indicated by the reference image, and the probability of being determined to be within the range of the reference image in that lottery, or being determined to be near the predetermined position, may change depending on the distance.
[0075] Furthermore, the game may have other influencing factors, and the degree of error may change depending on these influencing factors. In other words, the algorithm that determines the error may include variables other than distance. For example, the influencing factors may be environmental factors related to the movement environment of moving objects in a virtual three-dimensional space, such as wind, magnetism, and gravity. Alternatively, the influencing factors may be user factors related to user actions (playing). User factors may be set appropriately depending on the type of game, etc. For example, if an item that fires moving objects is used through a character controlled by the user, the user factors may be factors that result from the state of the character when the item is used. In this case, the character may be given appropriate states depending on the type of character, the type of game, etc. For example, the character may be configured to produce various postures or various movement speeds when firing moving objects. Similarly, the character may be given various parameters that change according to the play situation. The state of the character may include the state of those parameters. In addition, the influencing factors may appropriately influence the error. For example, the influencing factors may influence the error in a way that directly changes it, or they may influence it in a way that indirectly changes it. Indirectly influencing the result, various factors such as character operability, the size of the area where target reach is determined, or the range of the attack may intervene between the error and the result. Furthermore, there may be one or more types of items.
[0076] For example, in one embodiment of the computer program of the present invention, the game includes a character operated by the user via the input device as the target for firing the moving object via the item, and the error may change depending on the state of the character when firing the moving object via the item. In this embodiment, the error may change due to a change in the range that occurs depending on the state of the character when firing the moving object via the item. Furthermore, in this embodiment, the character is configured to occur at least one of a plurality of postures, a plurality of movement speeds, and a parameter state that changes according to the character's actions when firing the moving object, and the state of the character may include at least one of the posture, the movement speed, and the parameter state. Also, in an embodiment in which a moving object is fired via an item, the item may include a plurality of items, each with a different range.
[0077] Similarly, for example, in one embodiment of the computer program of the present invention, the virtual three-dimensional space is provided with environmental elements relating to the movement environment of the moving object as elements that influence the actual reach, and the display changing means may further change the display position of the reference image so that the reference image indicates the range after the environmental elements have been reflected. Alternatively, the virtual three-dimensional space is provided with environmental elements relating to the movement environment of the moving object as elements that influence the actual reach, and the display changing means may further change the display mode according to the influence that the environmental elements have on the actual reach. In these cases, the display mode of the reference image can be used to further make the player aware of the character's state, the type of item (range), or the environmental elements. This adds a new strategic element of awareness.
[0078] On the other hand, the present invention provides a game system (3) that utilizes a display device (7) that displays a game screen (50) including a virtual three-dimensional space (51) as a space in which a moving object (VO) moves from a launch position toward a target (53), and a reference image (52) that indicates a range that serves as a guideline for the destination position of the moving object, to provide a game of the type in which an error occurs between a predetermined position (CN) included in the reference image and the actual destination position of the moving object, according to the distance from the launch position toward the target, and further comprises a distance determination means (35) that determines a predicted distance predicted based on the predetermined position as the distance from the launch position toward the target, and a display change means (35) that changes the display mode of the reference image according to the predicted distance.
[0079] Furthermore, the control method of the present invention involves a computer (31) incorporated into a game system (3) that provides a game in which an error occurs between a predetermined position (CN) included in the reference image and the actual destination of the moving object, depending on the distance from the launch position to the target, using a display device (7) that displays a game screen (50) including a virtual three-dimensional space (51) as the space in which a moving object (VO) moves from a launch position toward a target (53), and a reference image (52) that indicates a range that serves as a guideline for the destination of the moving object, and an input device (6) that inputs user instructions for launching the moving object, to execute a distance determination procedure for determining a predicted distance predicted based on the predetermined position as the distance from the launch position to the target, and a display change procedure for changing the display mode of the reference image according to the predicted distance. The game system of the present invention can be realized by executing the computer program or control method of the present invention.
[0080] 3 Game console (game system) 5 Game console body 6 Controller (input device) 7 Monitor (display device) 31 Control unit (computer) 35 Display control unit (distance determination means, display change means) 50 Game screen 52 Reticle image (reference image) 53 Shooting target (target) CN Center position (determined position) PG Game program (computer program) VO Bullet (moving object)
Claims
1. A computer program incorporated into a game system that provides a game in which an error occurs between a predetermined position included in the reference image and the actual position reached by the moving object, depending on the distance from the launch position to the target, using a display device that displays a game screen including a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that indicates a range that serves as an estimate of the reach of the moving object, and an input device for inputting user instructions to launch the moving object, wherein the computer is configured to function as a distance determination means for determining a predicted distance predicted based on the predetermined position as the distance from the launch position to the target, and a display change means for changing the display mode of the reference image according to the predicted distance.
2. The computer program of claim 1, wherein the game is provided with an item that functions as a tool for launching the moving object, the item is set with a range in which the error is smaller than in other ranges, and the display changing means changes the display mode such that when the predicted distance falls within the range, the reference image is smaller than when it falls within other ranges.
3. The computer program of claim 2, wherein the game includes a character operated by the user via the input device as the target for launching the moving object via the item, and the error changes according to the state of the character when launching the moving object via the item.
4. The computer program of claim 3, wherein the error is affected by a change in the range that occurs depending on the state of the character when the moving object is fired via the item.
5. The computer program of claim 4, wherein the character is configured to generate at least one of a plurality of postures, a plurality of movement speeds, and a parameter state that changes according to the character's actions when launching the moving object, and the state of the character includes at least one of the posture, the movement speed, and the parameter state.
6. The computer program according to any one of claims 2 to 5, wherein the item comprises a plurality of items, each having a different range.
7. The computer program according to any one of claims 1 to 5, wherein the virtual three-dimensional space is provided with environmental elements relating to the movement environment of the moving object as elements that influence the actual reach, and the display changing means further changes the display position of the reference image so that the reference image indicates the range after the environmental elements have been reflected.
8. The computer program according to any one of claims 1 to 5, wherein the virtual three-dimensional space is provided with environmental elements relating to the movement environment of the moving object as elements that influence the actual destination, and the display changing means further changes the display mode according to the influence that the environmental elements have on the actual destination.
9. A game system that provides a game of the type in which an error occurs between a predetermined position included in the reference image and the actual position of the moving object, depending on the distance from the launch position to the target, using a display device that displays a game screen including a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that indicates a range that serves as an estimate of the destination position of the moving object, and an input device that inputs user instructions for launching the moving object, the game system comprising: distance determination means for determining a predicted distance predicted based on the predetermined position as the distance from the launch position to the target; and display change means for changing the display mode of the reference image according to the predicted distance.
10. A control method for a computer incorporated into a game system that provides a game in which an error occurs between a predetermined position included in the reference image and the actual position reached by the moving object, depending on the distance from the launch position to the target, using a display device that displays a game screen including a virtual three-dimensional space as the space in which a moving object moves from a launch position toward a target, and a reference image that indicates a range that serves as an estimate of the destination position of the moving object, and an input device that inputs user instructions for launching the moving object, wherein the computer is made to execute a distance determination procedure for determining a predicted distance predicted based on the predetermined position as the distance from the launch position to the target, and a display change procedure for changing the display mode of the reference image according to the predicted distance.
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