CN110573223B - Game device, computer-readable storage medium, and game system - Google Patents

Game device, computer-readable storage medium, and game system Download PDF

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Publication number
CN110573223B
CN110573223B CN201880026839.9A CN201880026839A CN110573223B CN 110573223 B CN110573223 B CN 110573223B CN 201880026839 A CN201880026839 A CN 201880026839A CN 110573223 B CN110573223 B CN 110573223B
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Prior art keywords
game
arrival time
determination position
game device
predicted arrival
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CN110573223A (en
Inventor
森一浩
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Sega Games Doing Business Sega Games Co ltd AS KK
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Sega Games Doing Business Sega Games Co ltd AS KK
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

Provided is a game device which prevents a player from feeling that a communication abnormality has occurred in the display of a result determination position of a game communicated with another game device. The game device for causing a player to play a game in which a 1 st object corresponding to a process of each of other game devices and a 2 nd object operated by the player for the device are moved to a result determination position in a virtual space includes: a prediction unit that predicts a predicted arrival time at which the 2 nd object arrives at the result determination position based on a situation at the 2 nd object arrival time prediction point; and a control unit that generates a display screen such that the 1 st object reaches the achievement determination position at the predicted arrival time of the 1 st object, and generates a display screen such that the 2 nd object reaches the achievement determination position at the predicted arrival time of the 2 nd object.

Description

Game device, computer-readable storage medium, and game system
Technical Field
The present invention relates to a game device, a program, and a game system.
Background
In recent years, progress in IT (information technology) has also been greatly related to the field of electronic games, and an online match-up game system has been provided that allows a plurality of users to simultaneously operate terminals via a network such as the internet to play a match-up type electronic game (game).
In this type of online match-up game system, since the internet itself is an unstable network environment without delay compensation, it is known that it is susceptible to a delay in reception of data (packets) or loss of packets (loss).
Conventionally, there is known a method of estimating present position information in a game (virtual) space by an operation using position information of past several video frames of an opponent character when a data reception delay or a packet loss occurs, and performing substitute display using the estimated information (see, for example, patent document 1).
< Prior Art document >
< patent document >
Patent document 1: japanese patent No. 4807517
Disclosure of Invention
< problems to be solved by the present invention >
For example, for display at the time of achievement judgment in an online match-up game system such as display at the time of arrival at end judgment in a match game, it is also sought to apply countermeasures taken when a data reception delay or a data packet loss occurs. However, for the display at the time of the result judgment in the online match-up system, a measure with higher accuracy is required that does not make the player feel uncomfortable.
In view of the above-described problems, it is an object of the present invention to provide a game device that prevents a player from feeling that a communication abnormality has occurred in displaying a result determination position of a game communicated with another game device.
< means for solving the problems >
In order to solve the above-described problems, the present invention according to claim 1 provides a game device which is connected to 1 or more other game devices via a network so as to be able to communicate with each other, and which allows a player to play a game in which 1 or more 1 st objects which move in a virtual space within the game in accordance with respective processes of the other game devices and a 2 nd object which moves in the virtual space by a player operation with respect to the game device move to a position for determining a result of the virtual space, the game device comprising: a prediction unit configured to set an arrival time prediction point at a predetermined position to which the 1 st object and the 2 nd object at the result determination position pass, and predict a predicted arrival time at which the 2 nd object arrives at the result determination position based on a situation in which the 2 nd object passes the arrival time prediction point; and a control unit that generates a display screen so that the 1 st object reaches the achievement determination position at a predicted arrival time at which the 1 st object arrives at the achievement determination position, which is predicted based on a situation in which the 1 st object passes through the arrival time prediction point, and that generates a display screen so that the 2 nd object reaches the achievement determination position at the predicted arrival time at the 2 nd object.
< effects of the invention >
According to the present invention, it is possible to provide a game device that prevents a player from feeling that a communication abnormality has occurred in displaying a result determination position of a game that communicates with another game device.
Drawings
Fig. 1 is a block diagram of an example of a game system in the present embodiment.
Fig. 2 is a hardware configuration diagram of an example of the game device in the present embodiment.
Fig. 3 is a processing block diagram of an example of the game device in the present embodiment.
Fig. 4 is a configuration diagram of an example of the route information stored in the route information storage section.
Fig. 5 is a configuration diagram of an example of the predicted arrival end time stored in the predicted arrival end time storage unit.
Fig. 6 is a configuration diagram of an example of the positional speed information stored in the positional speed information storage unit.
Fig. 7 is an explanatory diagram of an example of the arrival end time prediction point, the predicted arrival end time, and the movement speed adjustment section.
Fig. 8 is a diagram illustrating an example of processing at the arrival end time prediction point.
Fig. 9 is a diagram illustrating an example of processing in the movement speed adjustment section.
Fig. 10 is a flowchart of an example of competition processing in the present embodiment.
Fig. 11 is a flowchart of an example of the movement speed adjustment section processing.
Detailed Description
Hereinafter, embodiments of the present invention will be described in detail. In the present embodiment, a racing game is described as an example of a game in which a plurality of objects move to the result determination position in a virtual space in the game.
[ 1 st embodiment ]
< System Structure >
Fig. 1 is a block diagram of an example of a game system in the present embodiment. The game system 1 is connected to a network 22 such as a LAN of a store 14 in various places such as an entertainment facility via a network 20 such as the internet. In each store 14, 1 or more game devices 12 are installed. The game devices 12 are connected to a network 22 of the store 14. It should be noted that the game system 1 of fig. 1 is merely an example, and various system configuration examples may exist according to different uses or purposes. For example, the game system 1 may be configured to include the server device 10 that manages information on a player who plays a game, result information on a game played by the player, and the like. In addition, the game device 12 may be connected to a network 20.
The game device 12 is a device (cab) for a player to play a racing game. The game device 12 includes, for example, an operation unit, a seat unit, an image display unit, and the like. The game device 12 is not limited to a dedicated game device installed in the store 14 or the like, and may be a PC, a smartphone, a tablet computer, a dedicated home game device, or the like.
< hardware Structure >
The game device 12 of fig. 1 is implemented by a hardware configuration shown in fig. 2, for example. Fig. 2 is a hardware configuration diagram of an example of the game device in the present embodiment.
The game device 12 includes a computer 650 that controls the entire device. Further, game device 12 includes an operation unit 600 connected to a computer 650, an image display unit 610, a sound unit 620, and an IO board 640. Further, the game apparatus 12 includes an IC card unit 660, a coin unit 670, and a communication unit 680, which are connected to the computer 650.
The operation unit 600 is used for a player to perform a game operation. The operation unit 600 includes operation portions such as a steering wheel, an accelerator pedal, a brake pedal, and a shift lever, and detects the operation content or the operation amount of the operation portions by sensors or the like, for example. The sound unit 620 is configured to include, for example, an amplifier and a speaker. The sound unit 620 is used to output game sounds.
Various illuminations 630 such as a cold cathode tube 631, a fluorescent lamp 632, and a lamp 633 are connected to the IO board 640. The lighting 630 is controlled to perform a predetermined lighting or blinking operation as an effect according to a scene of a game, for example.
The game device 12 includes an IC card unit 660 and a slot unit 670. The IC card unit 660 includes an IC card reader/writer 661 for reading and writing information of an IC card as an information storage medium. When the player reads the IC card information by an operation such as holding the IC card in the IC card unit 660, the game device 12 acquires the player information associated with the IC card information from the server device 10. In this way, the game device 12 can identify the player who plays the game.
The slot unit 670 is a structure for inserting a game play fee. The communication unit 680 is an interface that connects the game apparatus 12 to the network 22. Thereby, the game device 12 can perform data communication via the communication means 680.
< software Structure >
Processing module
The software configuration of the game device 12 in the present embodiment will be described. Fig. 3 is a processing block diagram of an example of the game device in the present embodiment. The game device 12 implements a timer unit 30, a game control unit 32, a position/velocity information transmitting/receiving unit 34, a predicted arrival end time transmitting/receiving unit 36, a velocity calculation unit 38, a position calculation unit 40, a drawing processing unit 42, a prediction processing unit 44, a route information storage unit 46, a position/velocity information storage unit 48, and a predicted arrival end time storage unit 50 by executing programs.
The timer unit 30 has a timer function and a clock function. The timer function of the timer unit 30 is a function for measuring an elapsed time from the start of measurement, and measures an elapsed time until a vehicle of a player moving in the virtual space reaches an end point. It is assumed that the clock function of the timer section 30 is synchronized with the time of the other game device 12. For example, the game device 12 can synchronize with the progress of a game executed by another game device 12 by specifying the start time by time.
The game control unit 32 is notified of credit information, which is information of coins inserted into the coin-feed unit 670. When the credit information indicating that the game progress fee is charged is notified, the game control unit 32 starts the game. The position/velocity information transmitting/receiving unit 34 transmits position/velocity information of a vehicle (own vehicle) moving in the virtual space to the other game device 12 by an operation of the own device by the player. The position/velocity information transmitting/receiving unit 34 receives position/velocity information of the vehicle (opponent vehicle) moving in the virtual space from the other game device 12 by an operation of the other player on the other game device 12.
The predicted arrival end time transmitting/receiving unit 36 transmits the predicted arrival end time of the own vehicle to the other game device 12. Further, the predicted arrival end time transmitting/receiving unit 36 receives the predicted arrival end time of the opponent vehicle from the other game device 12.
The speed calculation unit 38 receives the operation contents and the operation amounts of operation units such as a steering wheel, an accelerator pedal, a brake pedal, and a shift lever from the operation unit 600, and calculates basic acceleration/deceleration and a basic turning angle based on the operation contents and the operation amounts. As a specific method of calculation by the speed calculation unit 38, a method based on a physical calculation method of acceleration/deceleration and turning angle generated in an actual vehicle can be used.
The position calculation unit 40 calculates a movement amount of the host vehicle from the calculated acceleration/deceleration and turning angle, and calculates a next position of the host vehicle by reflecting the calculated movement amount on the current position of the host vehicle. The drawing processing unit 42 generates a display screen on which the host vehicle and the opponent vehicle are drawn based on the calculated position of the host vehicle and the position of the opponent vehicle received from the other game device 12. The display screen may be generated from the perspective of the driver of the vehicle, or may be generated to be photographed by a virtual camera located at the rear upper side of the vehicle.
As will be described later, the prediction processing unit 44 predicts the time at which the own vehicle reaches the end point (predicted arrival end point time). The route information storage unit 46 stores route information for racing the own vehicle and the opponent vehicle. The position/velocity information storage unit 48 stores position/velocity information of the own vehicle and the opponent vehicle. The predicted arrival time storage unit 50 stores the predicted arrival time predicted arrival end times of the vehicle and the opponent vehicle.
Fig. 4 is a configuration diagram of an example of the route information stored in the route information storage section. The route information of fig. 4 includes items such as a route name, route data, and a predicted arrival point at the destination time. The route name is the name of the route. The route data is information about the route required for the racing game of width, curvature, gradient, full length, etc. The arrival end time prediction point indicates a point on the route for predicting the arrival end time of the own vehicle. In other words, in the game device 12 of the present embodiment, the predicted arrival end time is calculated based on the situation (speed, acceleration, turning angle, and the like) when the vehicle passes the estimated arrival end time point.
It is conceivable to set the estimated arrival time point near the end of the final curve and the start of the final straight acceleration, for example. This is because the vehicle normally travels toward the end point at the maximum acceleration after the final straight-line acceleration is started, and it is expected that the accuracy of predicting the time to reach the end point will be improved. For example, it is conceivable to set the arrival end time prediction point at a position where the vehicle is predicted to pass 3 to 5 seconds before reaching the end.
Fig. 5 is a configuration diagram of an example of the predicted arrival end time stored in the predicted arrival end time storage unit. The predicted arrival end time in fig. 5 includes items such as the predicted arrival end time of the vehicle (own vehicle) of the own game device and the predicted arrival end time of each vehicle (opponent vehicle) of the other game device 12.
Fig. 6 is a configuration diagram of an example of the positional speed information stored in the positional speed information storage unit. The position/velocity information in fig. 6 includes items such as the position and velocity of the vehicle (own vehicle) in the own game device, and the position and velocity of each vehicle (opponent vehicle) in the other game device 12.
< treatment >
Destination time prediction point, predicted destination time, and travel speed adjustment section
Fig. 7 is an explanatory diagram of an example of the arrival end time prediction point, the predicted arrival end time, and the movement speed adjustment section. The arrival time prediction point is set at a predetermined position where the host vehicle and the opponent vehicle pass from the start point to the end point. The prediction processing unit 44 calculates the predicted arrival end time based on the situation when the host vehicle passes the estimated arrival end time point. The predicted arrival end time of the opponent vehicle is predicted by the other game device 12.
The movement speed adjustment section is defined from the arrival destination predicted point to the destination point. The game control unit 32 controls the movement of the host vehicle and the opponent vehicle in the movement speed adjustment section as described later so that the host vehicle and the opponent vehicle reach the destination point at the respective predicted arrival destination times. In this way, by receiving the predicted arrival end time of the opponent vehicle from the other game device 12 with a sufficient margin in the game device 12 in the present embodiment, it is possible to realize a game in which the player does not feel that communication abnormality has occurred in the display of the end point.
Note that, since each game device 12 is affected by the content and amount of operation performed by the player on the operation unit 600 even after the own vehicle has passed through the estimated arrival end time point, the actual arrival end time of the own vehicle of one game device 12 may be significantly later than the estimated arrival end time due to, for example, the operation performed by the player on the operation unit 600.
In this case, in one game device 12, if the end is reached according to the predicted end time, the player who should be the 1 st player may become the 2 nd player or less. On the other hand, in another game device 12 that receives the predicted arrival end time of the vehicle of one game device 12 as the predicted arrival end time of the opponent vehicle, the vehicle of one game device 12 may arrive at the end point by the 1 st name as it is at the predicted arrival end time, regardless of the actual arrival end time of the vehicle of one game device 12. However, since there is no inexpensive player even if such a situation occurs, the game device 12 of the present embodiment allows a player operation of making the actual arrival destination time of the own vehicle significantly later than the predicted arrival destination time.
Hereinafter, the processing of the game device 12 of the present embodiment will be described with reference to display screens of 2 game devices 12. Fig. 8 is a diagram illustrating an example of processing at the arrival end time prediction point. Fig. 9 is a diagram for explaining an example of processing in the movement speed adjustment section. In fig. 8 and 9, the vehicle of one game machine 12 is referred to as a vehicle a, and the vehicle of the other game machine 12 is referred to as a vehicle B.
Fig. 8 (a) and 9 (a) show display screens of one game device 12 on which the own vehicle a and the opponent vehicle B are displayed. Fig. 8 (B) and 9 (B) show display screens of another game device 12 on which the own vehicle B and the opponent vehicle a are displayed. Note that the letter "a" surrounded by a box (□) in fig. 8 (a) and 9 (a) indicates the vehicle a. The letter "B" surrounded by a circle (∘) in fig. 8 (a) and 9 (a) represents the opponent vehicle B. Note that, a letter "B" surrounded by a box (□) in fig. 8 (B) and 9 (B) indicates the host vehicle B. The letter "a" surrounded by a circle (∘) in fig. 8 (B) and 9 (B) represents the opponent vehicle a.
In the display screen of fig. 8 (a), the own vehicle a is ahead of the opponent vehicle B at the arrival end time prediction point. When the predicted arrival end time point of fig. 8 (a) is passed, the prediction processing unit 44 of one game device 12 predicts the predicted arrival end time of the own vehicle a.
On the other hand, in the display screen of fig. 8 (B), the own vehicle B is ahead of the opponent vehicle a at the arrival end time prediction point. When the predicted arrival end time point of fig. 8 (B) is passed, the prediction processing unit 44 of the other game device 12 predicts the predicted arrival end time of the own vehicle B.
Here, as shown in fig. 8 (C), it is assumed that the predicted arrival end time of the vehicle a is "2 minutes 58 seconds 23" and the predicted arrival end time of the vehicle B is "2 minutes 59 seconds 05". One game device 12 and the other game device 12 control the movement of the vehicle a and the vehicle B so that the vehicle a and the vehicle B reach the destination point at the predicted arrival destination time shown in fig. 8 (C), respectively.
In the display screen of fig. 9 (a), an example is shown in which the own vehicle a reaches the destination point prior to the opponent vehicle B. The display screen of fig. 9 (a) is an example in which the destination is reached as it is with the ranking in the display screen of fig. 8 (a). In addition, the display screen of fig. 9 (B) shows an example in which the opponent vehicle a overtakes the own vehicle B and arrives at the destination point prior to the own vehicle B. The display screen of fig. 9 (B) is an example in which the ranking is changed and the end point is reached in the display screen of fig. 8 (B).
In this way, in the present embodiment, based on the predicted arrival end time of the host vehicle predicted by the host device and the predicted arrival end time of the opponent vehicle predicted by the other game device 12, the movement of the host vehicle and the opponent vehicle to the end point can be controlled with the predicted arrival end time as the target time.
In the example shown in fig. 8 and 9, when the player of one game device 12 performs an emergency brake within the movement speed adjustment section, the opponent vehicle B whose arrival destination is the predicted arrival destination time may overtake and the ranking of the display screen of fig. 9 (a) may be changed. In this case, it becomes a result that the player of one game device 12 is carried over the opponent vehicle B. In addition, the player who becomes another game device 12 is also given a result of the opponent vehicle a arriving at the destination with the predicted arrival destination time as the target.
Treatment of Competition
Fig. 10 is a flowchart of an example of the competition process in the present embodiment. The game devices 12 participating in the same race start the race in synchronization. As a method of starting a race synchronously, for example, the following methods can be considered: the game device 12 that has completed the preparation notifies the other game devices 12, and the game device 12 that has finally completed the preparation notifies the other game devices 12 that the start time has been designated.
After the race starts, in step S11, the speed calculation unit 38 and the position calculation unit 40 of each game device 12 calculate the acceleration/deceleration, the turning angle, and the position of the host vehicle. In step S12, the position/velocity information transmitting/receiving unit 34 of each game device 12 transmits the calculated acceleration/deceleration, turning angle, and position of the own vehicle to the other game devices 12 as position/velocity information. The drawing processing unit 42 performs drawing processing for generating a display screen on which the own vehicle and the opponent vehicle are drawn based on the calculated position of the own vehicle and the position and velocity information of the opponent vehicle received from the other game device 12, and displaying the display screen on the image display unit 610.
The processing of steps S11 to S13 is repeated at predetermined time intervals until the own vehicle reaches the arrival end time prediction point. For example, when 60 video frames are displayed every 1 second, the processing of steps S11 to S13 is repeated 60 times for 1 second. Therefore, the game device 12 can receive the position and speed information of the vehicle (opponent vehicle) of another game device 12 participating in the same race, generate a display screen drawing the own vehicle and the opponent vehicle, and display the generated screen on the image display unit 610.
When the host vehicle reaches the arrival end time prediction point, the prediction processing unit 44 proceeds from step S14 to step S15, and calculates the predicted arrival end time based on the conditions such as the acceleration/deceleration, the turning angle, and the position when the host vehicle passes through the arrival end time prediction point. In step S16, the predicted arrival end time transmitting/receiving unit 36 transmits the calculated predicted arrival end time of the own vehicle to the other game device 12. Then, the process proceeds to step S17, and the game control unit 32 performs the movement speed adjustment section processing shown in fig. 17 until the competition is completed.
Fig. 11 is a flowchart of an example of the movement speed adjustment section processing. When the predicted arrival end time transmitting/receiving section 36 receives the predicted arrival end time of the opponent vehicle in step S21, the predicted arrival end time of the opponent vehicle is stored in the predicted arrival end time storage section 50 in step S22. If the predicted arrival end time of the opponent vehicle is not received, the process of step S22 is skipped.
In step S23, the game control unit 32 calculates the acceleration/deceleration, the turning angle, and the position of the host vehicle so that the host vehicle reaches the end point at the predicted arrival end time of the host vehicle. The game control unit 32 calculates the acceleration/deceleration, the turning angle, and the position of the opponent vehicle so that the opponent vehicle reaches the destination point at the predicted arrival destination time of the opponent vehicle.
Proceeding to step S24, the position/velocity information transmitting/receiving unit 34 of the game device 12 receives the position/velocity information of the opponent vehicle in which the predicted arrival end time is not stored, from the other game device 12 corresponding to the opponent vehicle. If there is no opponent vehicle for which the predicted arrival end time is not stored, the position/velocity information transmitting/receiving unit 34 of the game device 12 skips the processing of step S24.
Proceeding to step S25, the drawing processing unit 42 performs drawing processing for generating a display screen on which the host vehicle and the opponent vehicle are drawn based on the calculated positions of the host vehicle and the opponent vehicle and the position of the opponent vehicle received from the other game device 12, and displaying the display screen on the image display unit 610. The processing of steps S21 to S25 is repeated until all the vehicles reach the end point and the race ends.
(conclusion)
According to the present embodiment, it is possible to provide the game device 12 that prevents the player from feeling that a communication abnormality has occurred in the display of the end point position in the racing game in which communication with another game device 12 is performed. The present embodiment is not limited to the display of the end position, and may be applied to the display of an intermediate position if, for example, the ranking is recorded at an intermediate position in a race.
[ other embodiments ]
In embodiment 1, each game device 12 predicts the predicted arrival end time of the own vehicle and distributes the predicted arrival end time to another game device, but the present invention is not limited to this. For example, each game device 12 may distribute the situation of the time, acceleration/deceleration, turning angle, position, or the like when the own vehicle passes to the predicted destination time point to another game device 12, and predict the predicted destination time of the opponent vehicle by the other game device 12.
In embodiment 1, the section from the predicted arrival end point time to the end point is used as the movement speed adjustment section, but the section may be set as an automatic driving section, for example, and the host vehicle and the opponent vehicle may be caused to arrive at the end point with the ranking based on the predicted arrival end point time while performing an effect such as slow motion.
The present invention is not limited to the specifically disclosed embodiments, and various modifications or changes may be made without departing from the scope of the invention as claimed. For example, the present invention is not limited to a racing game, and may be applied to a game in which an object such as a player character operated by a player moves to a destination in a virtual space in the game.
In the game system 1 of the present embodiment, the game devices 12 predict the predicted arrival end time, but a server device may be provided to transmit information on the time when the own vehicle passes the arrival end time prediction point in each game device 12 to the server device, and the server device may predict the predicted arrival end time and distribute the predicted arrival end time to the game devices 12.
Description of the symbols
1. Game system
12. Game device
14. Shop
20. 22 network
30. Timer part
32. Game control unit
34. Position and speed information transmitting/receiving unit
36. Predicted arrival end time transmitting/receiving unit
38. Speed calculating part
40. Position calculating part
42. Drawing processing unit
44. Prediction processing unit
46. Route information storage unit
48. Position and speed information storage unit
50. Predicted arrival end time storage unit

Claims (7)

1. A game device that is connected to 1 or more other game devices via a network so as to be able to communicate with each other, and that enables a player to play a game in which 1 or more 1 st objects that move in a virtual space within the game in accordance with respective processes of the other game devices and a 2 nd object that moves in the virtual space by a player operation with respect to the game device move to a performance determination position in the virtual space, the game device comprising:
a prediction unit configured to set an arrival time prediction point at a predetermined position to which the 1 st object and the 2 nd object at the result determination position pass, and predict a predicted arrival time at which the 2 nd object arrives at the result determination position based on a situation in which the 2 nd object passes the arrival time prediction point; and
and a control unit that generates a display screen so that the 1 st object reaches the achievement determination position at a predicted arrival time at which the 1 st object arrives at the achievement determination position, which is predicted based on a situation in which the 1 st object passes through the arrival time prediction point, and that generates a display screen so that the 2 nd object reaches the achievement determination position at the predicted arrival time at which the 2 nd object arrives at the achievement determination position.
2. The game device of claim 1,
the prediction unit predicts the predicted arrival time of the 2 nd object based on a time when the 2 nd object passes through the arrival time prediction place and a moving speed of the 2 nd object.
3. The game apparatus according to claim 1 or 2,
the control means adjusts the moving speed of the 1 st object and the 2 nd object so that the 1 st object and the 2 nd object reach the result determination position at the predicted arrival time of each of the objects.
4. The game apparatus according to claim 1 or 2, further comprising:
a transmission/reception unit that transmits the predicted arrival time of the 2 nd object to the other game device, and receives the predicted arrival times of the 1 st object predicted by the other game devices, respectively, from the other game devices.
5. The game apparatus according to claim 1 or 2, further comprising:
a transmission/reception unit that transmits information indicating a situation in which the 2 nd object passes through the arrival time prediction point to the other game devices and receives information indicating a situation in which the 1 st object passes through the arrival time prediction point from each of the other game devices,
wherein the prediction unit predicts the predicted arrival times at which the 1 st object arrives at the achievement determination position, respectively, based on the received information indicating the situation where the 1 st object passes through the arrival time prediction locations, respectively.
6. A computer-readable storage medium storing a program that causes a game device, which is connected to 1 or more other game devices via a network so as to be able to communicate with each other, to play a game in which 1 or more 1 st objects that move in a virtual space within the game in accordance with respective processes of the other game devices and a 2 nd object that moves in the virtual space by a player operation with respect to the game device move to a result determination position in the virtual space, to function as:
a prediction unit configured to set an arrival time prediction point at a predetermined position where the 1 st object and the 2 nd object at the result determination position pass, and predict a predicted arrival time at which the 2 nd object reaches the result determination position based on a situation in which the 2 nd object passes the arrival time prediction point; and
and a control unit that generates a display screen so that the 1 st object reaches the achievement determination position at a predicted arrival time at which the 1 st object arrives at the achievement determination position, which is predicted based on a situation in which the 1 st object passes through the arrival time prediction point, and that generates a display screen so that the 2 nd object reaches the achievement determination position at the predicted arrival time at which the 2 nd object arrives at the achievement determination position.
7. A game system in which a plurality of game devices are connected to each other so as to be able to communicate with each other via a network, and a player who operates the game device is caused to play a game in which a plurality of objects that move in a virtual space within the game in accordance with respective processes of the game devices are moved to a result determination position of the virtual space,
wherein the game devices each include:
a prediction unit that sets an arrival time prediction point at a predetermined position through which a plurality of the objects in the achievement determination position pass, and predicts a predicted arrival time at which an object of an operation target moves in the virtual space in accordance with a situation in which the object passes through the arrival time prediction point by operating the object with respect to a player of the player, the object of the operation target reaching the achievement determination position; and
and a control unit that generates a display screen so that each of the objects other than the operation target reaches the achievement determination position at a predicted arrival time at which each of the objects other than the operation target reaches the achievement determination position, the predicted arrival time being based on a situation in which each of the objects other than the operation target passes through the arrival time prediction point, and that generates a display screen so that each of the objects of the operation target reaches the achievement determination position at the predicted arrival time of the object of the operation target.
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