JP6396027B2 - Program and game device - Google Patents

Program and game device Download PDF

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JP6396027B2
JP6396027B2 JP2014024664A JP2014024664A JP6396027B2 JP 6396027 B2 JP6396027 B2 JP 6396027B2 JP 2014024664 A JP2014024664 A JP 2014024664A JP 2014024664 A JP2014024664 A JP 2014024664A JP 6396027 B2 JP6396027 B2 JP 6396027B2
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turning
virtual camera
game
control
additional
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JP2015150063A (en
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菊池 徹
徹 菊池
恩田 明生
明生 恩田
雄二 ▲高▼橋
雄二 ▲高▼橋
泰広 下野
泰広 下野
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株式会社バンダイナムコエンターテインメント
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Description

  The present invention relates to a program for generating an image of a game space viewed from a virtual camera attached to an operation object on a computer and displaying a marker indicating an attack direction at a given reference position in the game image. .
  Conventionally, as a kind of shooting game, an image of a game space viewed from a virtual camera attached to an operation object is generated, a marker indicating an attack direction is displayed at a given reference position in the game image, and the marker is displayed. In addition, a game of a type in which a target is shot is known (see, for example, Patent Document 1).
  Various techniques using a head-mounted display are also known in order to enhance the sense of presence and immersion in game play (see, for example, Patent Document 2 and Patent Document 3).
Japanese Patent No. 3365556 JP 2000-210468 A JP 2003-125313 A
  Head mounted displays are very good at enhancing the realistic and immersive feel of video games. In particular, if a head mounted display having a head tracking function capable of detecting the posture of the player's head is used, for example, the virtual camera can be controlled in conjunction with the posture of the head. As long as the player changes the direction of the head, the player can immediately see the scenery in the desired direction in the game world.
  On the other hand, when the head-mounted display is used as an input device for controlling the direction of the virtual camera, the input range is naturally affected by the limit on the human body structure where the head is shaken. From the viewpoint of reality, it is natural and technically unavoidable, but if it is the best operability in video games, it is not necessarily affirmed depending on the game content. For example, in a shooting game aiming at a target in the field of view, the case where the virtual camera cannot be moved around by the limit of swinging and the desired target cannot be captured in the field of view and can not be shot will be frustrating to the player . Such a problem is not limited to the case of using a head-mounted display, but may also occur in the same manner when using another operation input device having a limited operation range such as a lever, dial, or pedal.
  The present invention is a game in which a change in the viewing direction is limited by the limit on the operation input device side in a game in which a target in the view is attacked based on a marker displayed at a given reference position in a game image. It aims at improving the operativity in.
In a first invention for solving the above-described problem, an image of a game space viewed from a virtual camera attached to an operation object is generated on a computer, and an attack direction is set at a given reference position in the game image. A program for displaying a marker to be displayed,
Turning control means for controlling turning of the virtual camera within a turning angle range that defines a turning direction angle range that is the swing direction of the virtual camera (for example, the processing unit 200, the game calculation unit 202, and the turning control unit in FIG. 10). 208, step S4) in FIG.
The turning angle in the first turning direction of the virtual camera (for example, the operator's line-of-sight camera 32 in FIG. 5) is the limit angle of the turning angle range, and satisfies a given condition for determining that additional turning is possible. Detection means (for example, the processing unit 200 in FIG. 10, the game calculation unit 202, the visual field change support control unit 220, the activation condition satisfaction detection unit 221, the steps S10 to S12 in FIG. 12),
When the detection is made, additional control means (for example, the processing unit 200, the game calculation unit 202, the field-of-view change support control unit 220, and the additional turning control in FIG. 10) performs additional control for making additional turning in the first turning direction. Unit 230, step S14 in FIG.
As a program for causing the computer to function.
  According to the first aspect of the present invention, when the virtual camera is controlled to turn within the turning angle range at the standard time and the given condition is satisfied even if the turning angle reaches the limit, the limit angle of the turning angle range is satisfied. Additional turns can be made beyond In other words, even if the change in the view direction is restricted by the limit of the operation input device, the view change is automatically added, so that the target in the view can be attacked. That is, operability is improved.
The method for realizing the additional turning can be appropriately set depending on the model structure of the operation object.
For example, as a second invention, the operation object (for example, the tank 60 in FIG. 13) includes a first part (for example, a turning turret 61) in which the virtual camera is virtually arranged, and a second part (the vehicle body 62). Is configured to be connected in a variable relative posture, and the turning control means controls the turning of the virtual camera in the turning angle range by rotating the first part with respect to the second part. The additional control means can constitute the program of the first invention that realizes the additional turning by rotating the second part.
  According to a third aspect of the present invention, when an instruction for turning in the second turning direction opposite to the first turning direction is made after the additional turning by the additional control means, the reverse of the additional turning is performed. As an additional control priority restoration means (for example, the processing unit 200, the game calculation unit 202, the view change support control unit 220, the additional turning priority restoration control unit 232 in FIG. 12, step S52 in FIG. 12) that preferentially turns the direction. A program according to the first or second invention for further functioning the computer.
  According to the third aspect of the present invention, the situation of the additional turn can be quickly returned to the original turn control state.
  As a fourth aspect of the invention that employs another method of realizing additional turning, the operation object includes a first part where the virtual camera is virtually arranged and a second part connected in a variable relative posture. The turning control means controls the turning of the virtual camera in the turning angle range by rotating the first part with respect to the second part, and the additional control means controls the second part. The program according to the first aspect of the present invention may be configured to perform the additional turning on the assumption that the vehicle has been rotated.
According to a fifth aspect of the invention, there is provided a program for causing a computer to generate an image of a game space viewed from a virtual camera attached to an operation object and to display a marker indicating an attack direction at a given reference position in the game image. Because
A turning control means for controlling the turning of the virtual camera in a turning angle range in which an angle range of a turning direction that is a swing direction of the virtual camera is defined;
The turning angle of the virtual camera in the first turning direction is a limit angle of the turning angle range, and it is determined that the marker (for example, the aiming marker 40 in FIG. 5) can be separated from the reference position. Detection means for detecting that a given condition is satisfied (for example, the processing unit 200 in FIG. 10, the game calculation unit 202, the view change support control unit 220, the activation condition satisfaction detection unit 221, steps S <b> 10 to S <b> 12 in FIG. 12, Steps S20 to S22),
When the detection is made, additional control means (for example, the process of FIG. 10) performs additional control for moving the marker away from the reference position toward the first turning direction in the game image at the limit angle. 12 is a program for causing the computer to function as the unit 200, the game calculation unit 202, the field-of-view change support control unit 220, the aiming addition movement control unit 234, and step S24 in FIG.
  According to the fifth invention, when the virtual camera is controlled to turn within the turning angle range at the standard time and the given condition is satisfied even when the turning angle reaches the limit, the virtual camera is originally displayed at the reference position. The attack marker can be moved toward the turning direction that is reaching its limit. In other words, there is a high possibility that the marker can be matched to the target even in a scene where the change of the viewing direction is restricted by the limit of the operation input device. That is, operability is improved.
  According to a sixth aspect of the present invention, when the turning instruction operation in the second turning direction opposite to the first turning direction is performed after the separation movement by the additional control means, the marker is moved to the reference position. Additional control priority restoration means (for example, the processing unit 200, the game calculation unit 202, the visibility change support control unit 220, the additional movement priority restoration control unit 236 in FIG. 12, step S56 in FIG. 12) that preferentially controls the movement. A program according to a fifth aspect of the invention for further functioning the computer.
  According to the sixth aspect, the additionally moved marker can be quickly returned to the original reference position.
  In a seventh aspect of the present invention, the detection means uses the given condition that, in the game image at the limit angle, a given target object exists on the first turning direction side from the reference position. The program according to any one of the first to sixth inventions that performs the detection including at least (for example, step S12 in FIG. 12).
  In addition, according to an eighth aspect of the invention, the detection means performs the detection by including at least the given condition that an instruction to turn in the first turning direction exceeding the limit angle is performed. (For example, step S22 in FIG. 12) is a program according to any one of the first to seventh inventions.
  According to the seventh and eighth inventions, by limiting the conditions under which detection is performed by the detection means, the effects of the invention can be highlighted.
  According to a ninth aspect of the invention, the computer is used as means for performing control for displaying a predetermined display object for allowing the player to recognize the front direction of the operation object (for example, the front direction display body display control unit 210 in FIG. 10). A program according to any one of the first to eighth inventions for further functioning.
  According to the ninth aspect, it is possible to realize a mechanism that does not lose sight of the front direction of the operation object even when the player swings.
In a tenth aspect of the invention, the operation object is a moving body that moves in the game space.
The virtual camera is a viewpoint camera of an operator object arranged in the cockpit of the moving body, and is a program for generating the game image as a cockpit view viewed from the cockpit. It is a program of the invention.
  According to the tenth aspect, the effect of the invention can be further enhanced.
  An eleventh invention is a program for generating an image to be displayed on a head mounted display having a sensor capable of detecting a swing angle of a player, and based on a detection result of the sensor, the virtual camera The program according to any one of the first to tenth aspects of the invention further causes the computer to function as means for determining a turning instruction operation (for example, the turning operation detection unit 206 in FIG. 10).
  According to the eleventh aspect, the turning of the virtual camera can be linked to the change in the head posture of the player detected by the head mounted display. Even in the case where the virtual camera cannot be moved around at the limit of swinging as described above, and the desired target cannot be captured and shot, the operability desired by the player can be realized.
A twelfth aspect of the present invention is a game device that generates an image of a game space viewed from a virtual camera attached to an operation object, and displays a marker indicating an attack direction at a given reference position in the game image. Turning control means (for example, the control board 1350 in FIG. 1, the processing unit 200 in FIG. 10, the game) that controls the turning of the virtual camera within a turning angle range that defines an angle range in the turning direction that is the swing direction of the virtual camera. A calculation unit 202, a turning control unit 208, step S4 in FIG. 12, and
Detection means for detecting that the turning angle of the virtual camera in the first turning direction is the limit angle of the turning angle range and that a given condition for determining that additional turning is possible is satisfied (for example, FIG. 1 control board 1350, the processing unit 200 of FIG. 10, the game calculation unit 202, the view change support control unit 220, the activation condition satisfaction detection unit 221, steps S10 to S12 of FIG.
When the detection is made, additional control means (for example, the control board 1350 in FIG. 1, the processing unit 200 in FIG. 10, the game calculation unit 202, and the field-of-view change support) that performs additional control for additional turning in the first turning direction. It is a game device provided with the control part 220, the additional turning control part 230, and step S14 of FIG.
  According to the twelfth aspect, the same effect as in the first aspect can be obtained.
A thirteenth aspect of the present invention is a game device that generates an image of a game space viewed from a virtual camera attached to an operation object and displays a marker indicating an attack direction at a given reference position in the game image.
Turning control means (for example, the control board 1350 in FIG. 1, the processing unit 200 in FIG. 10, the game) that controls the turning of the virtual camera within a turning angle range that defines an angle range in the turning direction that is the swing direction of the virtual camera. A calculation unit 202, a turning control unit 208, step S4 in FIG. 12, and
Detecting that the turning angle of the virtual camera in the first turning direction is a limit angle of the turning angle range, and that a predetermined condition for determining that the marker can be separated from the reference position is satisfied Detection means (for example, the control board 1350 in FIG. 1, the processing unit 200 in FIG. 10, the game calculation unit 202, the view change support control unit 220, the activation condition satisfaction detection unit 221, the steps S10 to S12 in FIG. 12, and the steps S20 to S20). S22)
When the detection is made, additional control means (for example, the control of FIG. 1) performs additional control for moving the marker away from the reference position toward the first turning direction in the game image at the limit angle. The game apparatus includes a substrate 1350, a processing unit 200 in FIG. 10, a game calculation unit 202, a field-of-view change support control unit 220, an aiming addition movement control unit 234, and step S24 in FIG.
  According to the thirteenth aspect, the same effect as in the fifth aspect can be obtained.
The figure which shows an example of a structure of an arcade game device. The figure which shows the structural example of a headset. The figure for demonstrating the outline | summary of a game. The figure which shows the structural example of the mobile weapon which is an operation object. The fragmentary sectional view of the mobile weapon which shows the example of an internal structure of the cockpit 13. FIG. The figure for demonstrating an example of the state which reached the visual field change limit. The figure which shows the example which performed the additional turning control which supplements a visual field change in the same situation as FIG. The figure which shows the condition where the aiming marker currently fixed to the center of a game image has not reached the target object. The figure which shows the example which performed the additional movement of the aiming marker which supplements a visual field change. The functional block diagram which shows the function structural example of a game device for business use. The figure which shows the example of the program and data which a memory | storage part memorize | stores. The flowchart for demonstrating the flow of a process in an arcade game device. The figure which shows the modification of the operation object by which the virtual camera is virtually arranged.
[First Embodiment]
FIG. 1 is a diagram illustrating an example of the configuration of the arcade game device according to the present embodiment.
The arcade game apparatus 1300 includes a seat 1302 on which the player 3 is seated, a controller unit 1340 that is disposed in front of the seat and incorporates a control board 1350, and a headset 1380 that the player 3 wears on the head.
  The seat 1302 includes an armrest 1304, a human sensor 1306 that detects the approach of another person, and a microphone 1308 that collects surrounding sounds.
  The front end portion of the armrest portion 1304 includes one or a plurality of operation input devices 1310 for operation input related to the game, and an emergency stop button 1312.
  Although the operation input device 1310 is depicted as a joystick in the illustrated example, the type and installation location of the device can be appropriately set according to the game content, that is, the operation content. For example, a touch panel, button switch, lever, volume, mouse, keyboard, handle, pedal 1311, or the like may be used. The operation input device 1310 detects an operation input by the player 3 and outputs an operation input signal to the control board 1350.
  The emergency stop button 1312 is a button switch for interrupting the game. When the player 3 performs an operation such as when feeling bad during the game, an operation signal is output to the control board 1350.
  Below the seat 1302, a baggage accommodation space 1320, a shaking sensor 1326, and an uninterruptible power supply 1328 are provided.
  A door 1324 that can be locked by an automatic lock 1322 that is locked during game play is provided at the entrance of the baggage storage space 1320. Thereby, the baggage accommodation space 1320 functions as a locker.
  The shake sensor 1326 is a sensor for detecting an earthquake or abnormal damage of a building in which the arcade game device is installed, and is realized by, for example, a known acceleration sensor or seismometer.
  The controller unit 1340 includes a touch panel 1332, a coin insertion device 1334 used for payment of a play price, an IC card reader 1336, an emergency bulletin receiver 1338, a warning light 1344, an auxiliary head tracker 1342, and a control board. 1350.
  The touch panel 1332 has a display surface directed toward the sheet 1302, and can provide information to the player 3 by displaying a game guide, an operation guide, a warning display, a notification screen, and the like in accordance with an image signal from the control board 1350. Further, an operation input by a touch operation can be detected and an operation input signal can be output to the control board 1350.
  The IC card reader 1336 performs short-range wireless communication with the IC card 6 possessed by the player 3 (or a portable device such as a smartphone having a function corresponding to the IC card) under the control of the control board 1350 to read data. Or write. When the IC card 6 has a function as a prepaid card, it can also be used for payment of play consideration.
  Upon receiving the emergency bulletin, the emergency bulletin receiver 1338 outputs a reception signal to the control board 1350. In this embodiment, a known earthquake early warning receiver is used. For example, a wired or wireless communication that receives a predetermined early warning radio signal (including emergency broadcast) that is notified to the facility in the event of an emergency such as a fire. It may be a device.
  The warning lamp 1344 is controlled to emit light by the control board 1350 and issues a warning to a staff member in relation to the arcade game apparatus 1300.
  The auxiliary head tracker 1342 is an auxiliary device used to improve the accuracy of the head tracking of the player 3 by the headset 1380. The auxiliary head tracker 1342 detects the position and posture of the head and transmits the position information and posture information to the control board. 1350 can be output. For example, an infrared light emitter that irradiates infrared rays (IR) in the direction of the sheet 1302, an IR image sensor that receives infrared reflected light, and the distance from the intensity of the reflected light to each part (including the head) of the player 3 is measured. It can be realized by a known IR distance sensor technology using an LSI that calculates the position and orientation of the head. Alternatively, a known technique for calculating the position and posture of the head from the position and posture of the infrared reflection point group arranged in the headset 1380 in a predetermined arrangement positional relationship from an image captured by the IR image sensor may be used. Further, the player 3 may be photographed with a color image sensor, and the position and orientation of the head may be calculated by recognizing the headset 1380. If the head tracking accuracy by the headset 1380 is sufficient, it can be omitted. Conversely, when the head tracking function on the headset 1380 side is omitted, this may be used as the main head tracking means.
The control board 1350 includes various electronic electric devices and electronic elements for controlling the operation of the arcade game apparatus 1300.
For example,
1) Various microprocessors such as CPU (Central Processing Unit) 1351, GPU (Graphics Processing Unit), DSP (Digital Signal Processor),
2) Various IC memories 1352 such as VRAM, RAM, ROM,
3) a communication module 1353 for connection to the communication line 9;
4) Driver circuit 1354 of touch panel 1332,
5) Operation input device 1310, emergency stop button 1312, human sensor 1306 and microphone 1308, shaking sensor 1326, coin insertion device 1334, IC card reader 1336, emergency breaking news receiver 1338, warning light 1344, headset 1380, etc. An interface circuit 1357 for controlling input / output of signals to / from
Etc. are installed. Then, the control board 1350 comprehensively controls the operation of the arcade game apparatus 1300 by reading the program and data stored in the IC memory 1352 and performing arithmetic processing.
Note that part or all of the control board 1350 may be realized by an ASIC (Application Specific Integrated Circuit).
Further, the communication line 9 referred to here means a communication path capable of data communication. That is, the communication line 9 includes a communication network such as a telephone communication network, a cable network, and the Internet in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) using Ethernet (registered trademark). This means that the communication method may be wired or wireless.
FIG. 2 is a diagram illustrating a configuration example of the headset 1380 in the present embodiment, and corresponds to (1) a front view and (2) a side view.
The headset 1380 is a device that the player 3 wears on the head, and provides the player 3 with image and sound information and has a function of detecting the position and posture of the head. For example, the headset 1380 includes a headphone 1381, an HMD 1383 (Head Mounted Display), and two external image sensors 1385 for both eyes.
And a signal cable 1387 and a headset substrate 1389.
  The HMD 1383 can be realized by a known immersive head mounted display in which the viewing angle provided corresponds to a human viewing angle and its driver circuit. For example, a communication IC that receives an image signal from the control board 1350, an image display device and an optical element that display an image based on the received image signal to both eyes of the wearer with a visual angle equivalent to the naked eye, and a multiaxial angular velocity (at least One or a plurality of gyroscopes that can measure the angular velocity of the swinging axis of the wearer), and an IC chip that calculates head posture information. Some of them may be included in the headset substrate 1389.
  The signal cable 1387 is wired to the control board 1350 so that data communication is possible. Communication with the control board 1350 may be realized by wireless communication.
  The headset substrate 1389 is a dedicated control substrate that is connected to each part of the headset 1380 and performs various arithmetic processing in the headset and processing related to data communication control with the outside. For example, it can be realized by a CPU, an IC memory, an image processing LSI, a communication IC, an interface circuit, or the like.
FIG. 3 is a diagram for explaining an outline of the game in the present embodiment.
The game of this embodiment is a shooting game. The player 3 becomes an operator 5 (operator) of the mobile weapon 10 (operation object), moves in the game space formed in the virtual three-dimensional space, finds the target object 7, attacks and destroys it. The game is cleared when the specified number is defeated within a predetermined time or when the predetermined target is defeated. On the other hand, the game is over when an attack from the target object 7 is received and damage is accumulated (hit points or action points are subtracted) and the action becomes impossible.
  FIG. 4 is a diagram illustrating a configuration example of the mobile weapon 10 that is the operation object of the present embodiment. The mobile weapon 10 is designed as a biped robot robot weapon, and has a first part 11 corresponding to the upper body and a second part 12 corresponding to the lower body. The first portion 11 includes a cockpit 13 and an arm-shaped weapon portion 14. The 1st site | part 11 and the 2nd site | part 12 are connected by the joint structure equivalent to the waist | hip | lumbar part, and are connected so that it can rotate 360 degrees around the vertical axis Av.
FIG. 5 is a partial cross-sectional view of the mobile weapon 10 showing an internal configuration example of the cockpit 13.
The mobile weapon 10 of this embodiment is modeled not only inside the cockpit 13 but also the operator 5. That is, a cockpit model including a front instrument panel block 21, an operator seat 22, a frame body 26 that supports a glass canopy 24, and the like, and an operator model 30 in a sitting posture are provided in the cockpit 13.
  The limbs of the operator model 30 are attached to an operating rod or an operating pedal of the cockpit, and the operation is controlled as if the operator is maneuvering in response to an input from the operation input device 1310.
  An operator viewpoint camera 32 is installed at the position of both eyes of the operator model 30. The operator viewpoint camera 32 is set to have the same or almost the same field angle of view as the human viewing angle, and is set with the front direction of the mobile weapon 10 as the initial direction. Then, the posture is controlled so as to face the line of sight of the player 3 in conjunction with the movement of the head of the player 3 detected by the HMD 1383. That is, control is performed so that the head of the operator model 30 moves in conjunction with the movement of the head of the player 3. In the present embodiment, turning control is performed so as to swing at least about the vertical axis Ap.
  The state of the game space including the inside of the cockpit 13 photographed by the operator viewpoint camera 32 is a game image W5 in which the aiming marker 40 and the front direction display body 42 indicating the advancing direction of the machine are synthesized in the center of the image, and the HMD 1383 Is displayed. That is, the player 3 plays the game while watching the so-called “cockpit view” through the HMD 1383.
  During game play, if a predetermined attack operation is input, the weapon unit 14 shoots in the direction indicated by the aiming marker 40. Therefore, if an attack operation input is made while the target object 7 is captured in the aiming marker 40, the target object 7 can be attacked. Since the operator viewpoint camera 32 serving as a viewpoint for displaying the game screen is linked to the movement of the head detected by the HMD 1383, the player 3 changes the direction of the head so as to capture the target object 7 in the aiming marker 40. It can be adjusted and aimed. Of course, depending on the orientation of the head, if the limbs of the operator model 30 enter the field of view of the operator viewpoint camera 32, they will also appear on the game screen. Similarly, the inside of the cockpit 13 and the outside of the glass canopy 24 can be seen just by turning the neck. Such a virtual reality sensation creates a high immersive feeling as if he / she is operating in the cockpit 13 of the mobile weapon 10.
Now, the high immersive feeling and virtual reality obtained by using the headset 1380 provided with the HMD 1383 may not always realize good game operability. For example, if the operator viewpoint camera 32 is controlled in posture so as to face the player 3's line of sight in conjunction with the movement of the head of the player 3 detected by the HMD 1383, conversely, the display of the game screen is The player 3 is affected by physical restrictions (specifically, the range in which the neck can be turned). This diminishes the appeal of the game world, which enables things that cannot be realized in reality.
Therefore, in this embodiment, there is a device that appropriately compensates for the influence of the physical constraints of the player on the game operation without hindering the high immersive feeling and virtual reality obtained by using the headset 1380 provided with the HMD 1383. It is elaborated. This is referred to as a “vision change support function”. In this embodiment, the visibility change support function is realized by “additional turning” and “additional movement of the aiming position”.
First, the visual field change support function by “additional turning” will be described.
FIG. 6 is a diagram for explaining an example of a state where the visibility change limit has been reached. While the mobile weapon 10 is moving, the situation is shown in which the target object 7 approaches from the left (9 o'clock direction, approximately azimuth 270 °) so as to follow. In order to facilitate understanding, the player 3 is depicted directly in FIG. 6 instead of the operator model 30 (including the operator viewpoint camera 32 interlocked with the movement of the HMD 1383). If we compare this situation, it corresponds to the scene of an action movie that breaks through the enemy moving in a straight line while shooting the left and right enemies. The player 3 cannot stop moving, but must attack the target object 7 approaching from the left. Naturally, the player 3 turns his neck to the left so as to point the aiming marker 40 toward the left target object 7. However, since the angle at which the neck can be turned is limited, the aiming marker 40 does not reach the target object 7 as shown in the game image example W6. Alternatively, depending on the design of the cockpit 13, the field of view may be cut off by the cockpit internal image 44, and the target object 7 may be hidden. In any case, an exhilarating play like the scene of breaking through an enemy in an action movie will not come true.
  FIG. 7 shows an example in which the additional turning control for compensating for the field of view change is executed in the same situation as FIG. When the player 3 turns his head all the way to the left to direct the aiming marker 40 toward the target object 7, the swing limit state continues, and the target object 7 exists in the view range at that time (more precisely, the view range The first object 11 of the mobile weapon 10 is automatically and additionally turned in the current swinging direction when the target object 7 is present on the swinging direction side of the aiming marker 40. As a result of the additional turning, the direction of the head of the player 3 remains the same, but the field of view can be captured more widely on the left side than in the situation of FIG. 6, and as shown in the game image example W7, the aiming marker 40 reaches the target object 7 and can be attacked. Therefore, an exhilarating play such as a scene of breaking through an enemy in an action movie is also possible.
  In this way, the view change support function by “additional turning” is a situation in which the virtual camera (operator viewpoint camera 32) linked to the HMD 1383 cannot move any more due to physical limitations of the player. This is realized by automatically turning the object (the first part 11 of the mobile weapon 10) and artificially turning the virtual camera.
  Although the turning amount in the additional turning control can be set as appropriate, it is meaningful to enable the attack by aligning the aiming marker 40 with the target object 7 in the vicinity of the swing limit, so that the aiming marker 40 becomes the target each time. It would be preferable to allow the amount of turning until the object 7 is reached. Nonetheless, if the turn is too high, unnaturalness will be apparent, so it is advisable to set a limit on the amount of turn.
Next, the visual field change support function by “additional movement of the aiming position” will be described.
FIG. 8 shows the same situation as FIG. 7, but shows a situation where the aiming marker 40 fixed at the center of the game image has not reached the target object 7 because the additional turning has reached the limit. In such a situation, it is expected that the player 3 will turn the neck further to the left, from the thought that “it will arrive soon.” Specifically, it is expected to perform a “transcendence trial beyond the swing limit”, such as slowly turning the neck to the left, or moving it back and turning it all the way to the left. .
  Then, when a transcendental trial at the swing limit is detected, as shown in FIG. 9, “additional movement of aiming position” for moving the aiming marker 40 away from the original display position temporarily so as to reach the target object 7. I do. Therefore, an exhilarating play like a scene of breaking through an enemy in an action movie becomes possible.
  As described above, the visual field change support function based on “additional movement of the aiming position” is that the virtual camera (operator viewpoint camera 32) linked to the HMD 1383 and the operation object (mobile weapon 10) on which the virtual camera is arranged are more than that. Since it is in a situation where it cannot turn, it is realized by making up for the lack of turning by moving the aiming marker 40. In terms of appearance, it can be rephrased as “sucking the aim to the target object”.
  As for the additional movement of the aiming position, the aiming marker 40 can be activated only when, for example, the game progress condition satisfies a predetermined activation permission condition in order to match the game rule fixed at the center of the screen. Is preferred. For example, when the player 3 changes to a high-performance mobile weapon 10 that can be acquired or acquired in the game, or has an item that can be acquired or acquired in the game, the player 3 has a predetermined permission condition. You can have acquired skills.
[Description of functional configuration]
Next, a functional configuration example for realizing the present embodiment will be described.
FIG. 10 is a functional block diagram showing a functional configuration example of the arcade game apparatus 1300 in the present embodiment. The arcade game device 1300 in this embodiment includes an operation input unit 100, a coin insertion unit 104, an IC card reading unit 106, a head posture change detection unit 110, a processing unit 200, a sound output unit 370, An image display unit 372, a communication unit 374, and a storage unit 500 are provided.
  The operation input unit 100 is a means for inputting various operations. It can be realized by a known operation input device such as a joystick, a push switch, a lever, a volume, a pedal switch, a keyboard, a mouse, a track pad, and a gesture input device. In the example of FIG. 1, the operation input device 1310, the pedal 1311, the emergency stop button 1312, and the touch panel 1332 correspond.
  The coin insertion unit 104 accepts coin insertion for each sheet and outputs an insertion detection signal to the processing unit 200. In the example of FIG. 1, the coin insertion device 1334 corresponds.
  The IC card reading unit 106 reads and writes data from the IC card 6 (or an electronic device having the same function as the IC card) in a non-contact manner. This can be realized by a known IC card reader / writer. In the example of FIG. 1, the IC card reader 1336 corresponds.
  The head posture change detection unit 110 detects a change in the posture of the head of the player 3 and outputs a signal corresponding to the detected change amount to the processing unit 200. For example, it can be realized by a known head tracker technique using a gyroscope, an acceleration sensor, or an image sensor. In the configuration of FIG. 1, the HMD 1383 (see FIG. 2) built in the headset 1380 and the auxiliary head tracker 1342 correspond.
  The processing unit 200 is realized by, for example, a microprocessor such as a CPU or a GPU, an electronic component such as an ASIC (Application Specific Integrated Circuit), an IC memory, and the like, and is connected to each functional unit including the operation input unit 100 and the storage unit 500. To control data input / output. Then, various arithmetic processes are executed based on predetermined programs and data, and input signals from the operation input unit 100, the head posture change detection unit 110, etc., and the operation of the arcade game apparatus 1300 is integratedly controlled. . In the example of FIG. 1, the control board 1350 corresponds.
  The processing unit 200 includes a game calculation unit 202, a sound signal generation unit 270, an image generation unit 272, and a communication control unit 274.
  The game calculation unit 202 executes calculation processes and executes various processes related to game progress control. For example, 1) a process of forming a game space by placing a background object in a three-dimensional virtual space, 2) placing a mobile weapon 10 in the game space, and controlling its movement according to an operation input from the operation input unit 100 Processing 3) Processing to arrange / control the virtual camera 4) Processing to place the target object 7 in the game space and control its operation automatically 5) Processing to determine hit and damage of the attack and reflection of damage 6) A process for determining whether or not the game end condition is satisfied can be executed.
  The game calculation unit 202 includes a turning angle range setting unit 204, a turning operation detection unit 206, a turning control unit 208, a front direction display body display control unit 210, and a visual field change support control unit 220.
  The turning angle range setting unit 204 determines a turning angle that defines an angle range of a turning direction that is a swinging direction of a virtual camera (in this embodiment, the operator viewpoint camera 32: see FIG. 5) that is a viewpoint for rendering a game image. A process for setting the range before starting the game is executed.
In the present embodiment, since the gyroscope and acceleration sensor mounted on the HMD 1383 are basically used to calculate the turning angle of the head from the change in the posture of the head, calibration is performed before the game starts.
Specifically, for example,
1) On the HMD 1383, a display instructing to stop for a while with the neck facing forward is set, and the origin of the turning direction is set. At this time, an instruction may be given from the operation device 1310 that the player 3 is facing the front, and the origin may be set accordingly.
2) Next, a display instructing that the head is swung all the way to the right and staying for a while is displayed, and from the posture change from the origin obtained by the head posture change detection unit 110, the “right swing limit angle (rightward) "Turning limit angle)" is set.
3) Further, a display instructing that the head is swung all the way to the left and staying for a while is displayed, and from the posture change from the origin obtained by the head posture change detection unit 110, the “left swing limit angle (leftward) "Turning limit angle)" is set.
Note that the method of setting the turning angle range can be changed as appropriate according to the head tracking technology employed. For example, when the distance sensor used as the auxiliary head tracker 1342 is mainly used for head tracking, each calibration process may be realized by using the distance measurement result. Further, for example, when the player 3 is photographed by a color image sensor serving as the auxiliary head tracker 1342 and head tracking is performed by image processing, each swing angle from the front to the full swing of the right and from the front to the full swing of the left Images may be taken and registered as dictionary data for matching. In addition, a configuration may be adopted in which data prepared in advance is applied to all the players 3 without performing the calibration as described above.
  The turning operation detection unit 206 detects a turning operation input of the virtual camera. In the present embodiment, it is assumed that a turning operation is input when a change in posture is detected by the head posture change detection unit 110. A known head tracking technique can be used as appropriate.
  The turning control unit 208 controls the turning of the virtual camera (in this embodiment, the operator viewpoint camera 32: see FIG. 5) within the turning angle range in conjunction with the turning operation input.
  The front direction display body display control unit 210 controls to display a predetermined display object for allowing the player to recognize the front direction (forward direction) of the operation object (in this embodiment, the mobile weapon 10: see FIGS. 4 to 5). I do. In the present embodiment, control is performed to synthesize and display the front direction display body 42 in the game image as a display object (see FIG. 5). The model of the cockpit 13 also functions as a display object indicating the front direction.
  The view change support control unit 220 executes processing related to the view change support function. And in this embodiment, it has the activation condition satisfaction detection part 221, the additional turning control part 230, the additional turning priority restoration control part 232, the aim addition movement control part 234, and the additional movement priority restoration control part 236.
  The activation condition satisfaction detection unit 221 detects that the activation condition for activating the visual field change support function is satisfied. In this embodiment, it has a swing limit detection unit 223, a limit excess swing trial detection unit 225, and a target detection unit 227.
  The swing limit detection unit 223 detects that the virtual camera has reached the left swing limit angle or the right swing limit angle.
The limit excess swing trial detection unit 225 stores the head 3 posture history (same as the virtual camera posture history) in the storage unit 500 for a predetermined time, and detects “excessive limit swing attempt” from the history. (See FIG. 9).
For example, 1) When the virtual camera has reached the left swing limit angle or right swing limit angle for a predetermined time, 2) the virtual camera has left swing limit angle or right swing limit angle 3) When the head posture further changes in the turning direction from the state of reaching 3), the event that the head is returned from the state of reaching the left swing limit angle or right swing limit angle and the swing limit is reached again is repeated. If it is detected (when it is performed more than a predetermined number of times within a predetermined time), the detection is determined.
  The target detection unit 227 detects the target object 7 existing in the field of view of the virtual camera.
  Then, the activation condition satisfaction detection unit 221 determines that the target object exists in the field of view of the virtual camera that has reached the left swing limit angle or the right swing limit angle (see FIGS. 6 to 7). ), It is detected and determined that the first activation condition for activating the visual field change support function by the additional turning is satisfied. In addition, when the virtual camera has reached the left turn limit angle or the right turn limit angle and an over-extended swivel attempt in the same turn direction is detected, a field-of-view change support function by additional movement of the aim is detected. It is detected and determined that the second activation condition to be activated is satisfied.
  The additional turning control unit 230 performs control for realizing the visual field change support function by the additional turning when the first activation condition is satisfied. Specifically, the first part 11 of the operation object (mobile weapon 10) is automatically turned in the range of the additional turning limit in the turning direction of the virtual camera (see FIG. 7). Turning is performed by changing the relative direction of the first part 11 with respect to the second part 12.
  The additional turning priority restoration control unit 232 performs the reverse turning for the additional turning when the turning operation input to the turning direction opposite to the direction of the additional turning is made after the additional turning control by the additional turning control unit 230. Is given priority.
The aiming additional movement control unit 234 moves the aiming marker 40 away from the predetermined reference position (the center of the game image in the present embodiment) toward the current turning direction of the virtual camera when the second activation condition is satisfied. Additional control is performed (see FIG. 9).
In this embodiment, the moving direction is the direction of the target object 7 in the field of view, but may be the current turning direction of the virtual camera. The amount of movement is up to the target object 7 in the field of view in this embodiment, but may be within a predetermined distance.
  The additional movement priority restoration control unit 236 uses the aiming marker 40 as a predetermined reference when a turning operation input in a direction opposite to the turning direction of the current virtual camera is made after the additional movement control by the aiming additional movement control unit 234. Priority is given to control to move to a position.
  The sound signal generation unit 270 is realized by a known technique such as a microprocessor such as a digital signal processor (DSP) and its control program, and based on the processing result by the game calculation unit 202, sound effects, BGM, and various operations related to the game A sound signal of the sound is generated and output to the sound output unit 370.
  The sound output unit 370 is realized by a device that outputs sound effects, BGM, and the like based on the sound signal input from the sound signal generation unit 270. The headphones 1381 mounted on the headset 1380 in FIG. 2 correspond to this.
  The image generation unit 272 can generate image data for displaying the operation guidance screen, and can output an image signal to the image display unit 372.
  The image display unit 372 displays various images based on the image signal input from the image generation unit 272. For example, it can be realized by an image display device such as a flat panel display, a cathode ray tube (CRT), or a projector. In the example of FIG. 1, the touch panel 1332 corresponds to the HMD 1383 mounted on the headset 1380 in the example of FIG. 2.
  The communication control unit 274 executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 374.
  The communication unit 374 connects to the communication line 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a cable communication cable jack, a control circuit, or the like. In the example of FIG. 1, the communication module 1353 is applicable.
  The storage unit 500 stores programs, various data, and the like for realizing various functions for causing the processing unit 200 to control the arcade game device 1300 in an integrated manner. Further, it is used as a work area of the processing unit 200, and temporarily stores the calculation results executed by the processing unit 200. This function is realized by, for example, an IC memory such as a RAM and a ROM, a magnetic disk such as a hard disk, and an optical disk such as a CD-ROM and DVD. In the example of FIG. 1, the IC memory 1352 corresponds to this.
  FIG. 11 is a diagram illustrating examples of programs and data stored in the storage unit 500 according to the present embodiment. The storage unit 500 stores a control program 501, game initial setting data 511, head posture data 513, posture history data 515, turning angle range data 520, and play data 600. In addition, information such as a timer, a counter such as the number of coins inserted, and various flags can be stored as appropriate.
  The control program 501 can be read and executed by the processing unit 200 to cause the arcade game device 1300 to realize a basic input / output function necessary for a computer, and further to realize a function as the game calculation unit 202. it can. Although shown as one program in the figure, it is needless to say that it may be constituted by a plurality of programs.
  The game initial setting data 511 stores various initial setting data that define game spaces, game rules, and various objects appearing in the game. Model data of the mobile weapon 10 and the target object 7, motion data used for motion control, ability parameter values such as attack power and defense power, and the like are also stored.
  The head posture data 513 is data defining the posture of the HMD 1383 sequentially calculated at a predetermined cycle based on the posture change detected by the head posture change detection unit 110, that is, data defining the posture of the head of the player 3. It is. In this embodiment, at least the turning angle in the swing direction (360 ° clockwise when viewed from above with the front as 0 °), that is, the yaw angle, is stored, but depending on the game content, the pitch angle and the roll angle are also stored appropriately. Can do. If the auxiliary head tracker 1342 can measure the distance to the HMD 1383, that is, the head of the player 3, the representative point distance, position coordinates, and the like may be stored as appropriate.
  The head posture data 513 for a certain period is always stocked in the posture history data 515.
  The turning angle range data 520 defines a range in which the virtual camera can turn. In the present embodiment, origin definition data 521, right swing limit angle (right turn limit angle) 522, and left swing limit angle (left turn limit angle) 524 are included.
  The play data 600 stores various data that defines the progress of the game. For example, status data such as position coordinates, posture control data, and hit points of each object such as the mobile weapon 10 and the target object 7 are stored. In addition, the position coordinates and attitude control data of the virtual camera (operator viewpoint camera 32) are also stored.
[Description of operation]
FIG. 12 is a flowchart for explaining the flow of processing in the arcade game apparatus 1300. The processing flow described here is realized by the processing unit 200 executing the control program 501. It is assumed that the player 3 wears the headset 1380 and sits on the seat 1302 and has paid the play price.
As shown in FIG. 12, the processing unit 200 of the arcade game apparatus 1300 first executes a turning angle range setting process, that is, a turning control calibration (step S2).
Specifically, the HMD 1383 displays to instruct to stop for a while with the neck facing forward, the head posture data 513 is reset, and the origin definition data 521 is set. Next, the HMD 1383 displays a display for instructing to rest for a while by shaking the neck all the way to the right. In response to this, when the player 3 swings to the right, the head posture data 513 is updated, and the maximum value is set as the right swing limit angle 522. Similarly, the left swing limit angle 524 is set.
Next, the processing unit 200 starts game progress control (step S4).
Specifically, a game space is configured in a virtual three-dimensional space, the mobile weapon 10 and the target object 7 are arranged, and a virtual camera (operator viewpoint camera 32) is arranged. Then, the operation control of the mobile weapon 10 is started according to the operation input signal from the operation input device 1310, and the automatic control of the target object 7 is started in a predetermined thinking routine.
Further, the head posture data 513 is sequentially updated based on the posture change detected by the HMD 1383, and control for interlocking the orientation of the virtual camera (operator viewpoint camera 32) so as to face the same direction as the HMD 1383 is started. In addition, control for displaying the aiming marker 40 and the front direction display body 42 on the game image is also started. In addition, various processes related to the game progress control are also started.
  After the game starts, the processing unit 200 sequentially determines whether or not the activation condition of the visibility change support function is satisfied. Specifically, if the head posture data 513 reaches the right swing limit angle 522 or the left swing limit angle 524 (YES in step S10), the target object 7 is in the current virtual camera view range. Determine if it exists.
  And when it exists (YES of step S12), the process part 200 makes the 1st site | part 11 of the mobile weapon 10 with which the virtual camera is arrange | positioned additionally turn in the present heading direction (step S14). However, the additional turning amount is within a predetermined limit.
  Next, the processing unit 200 performs the additional turning, and the posture indicated by the head posture data 513, that is, the posture of the virtual camera, the additional turning amount has reached the limit (YES in Step S20), and the current swing direction is reached. If the transcendence trial of the swing limit is detected (YES in step S22), additional movement control of the aiming marker 40 is performed (step S24).
  When the player 3 returns the head to the front side, the processing unit 200 determines that the turning of the virtual camera reaching the swing limit has been released (YES in step S50), and controls to restore the additional turning, that is, the first Control is performed to restore the relative posture between the first part 11 and the second part 12 to the state before the additional turning (step S52).
  If the aiming marker 40 is away from the predetermined reference position (YES in step S54), the aiming marker 40 is further restored to the reference position (step S56).
  If a given game end condition is satisfied (YES in step S60), the processing unit 200 executes a game result display process (step S62), and ends a series of processes.
  As described above, according to the present embodiment, when the swing limit of the player 3 is detected, the direction of the operation object (mobile weapon 10) in which the operator viewpoint camera 32 is virtually arranged is automatically added in the swing direction. Thus, it is possible to support a view change in the swing limit range. Furthermore, if the amount of additional turning reaches the limit and the player 3 continues to act to swing beyond the swing limit, the aiming marker 40 that is originally in the fixed position can be additionally moved in the turning direction. . That is, it is possible to improve the operability in a scene where the change of the viewing direction is restricted by the limit on the operation input device side.
[Modification]
Note that the embodiment of the present invention is not limited to the above, and it is possible to add, omit, and change components as appropriate.
(Part 1)
For example, in the above embodiment, as an example of the head posture change of the player 3, an example in which the virtual camera is turned in conjunction with swinging left and right (yawing) has been described, but the types of applicable posture changes are as follows. Not limited to this. The head posture change (pitching) looking up / looking down and the head posture change (rolling) tilting the neck to the left and right can be handled in the same manner. A configuration corresponding to all three elements of yawing, pitching, and rolling is also possible. It can be appropriately selected according to the game content.
(Part 2)
For example, in the above-described embodiment, the operator viewpoint camera 32 that is a virtual camera is configured to be able to change its posture relative to the mobile weapon 10 that is an operation object, but this may be fixed depending on the game content. Can do.
  For example, FIG. 13 shows a configuration example assuming a game in which the player 3 controls the tank 60. The tank 60 includes a turning turret 61 (a rotary platform on which a tank gun 64 is mounted, a second part) capable of turning 360 ° about a vertical axis Av on a vehicle body 62 (first part). The player 3 is in a control room provided in the swivel turret 61 and is set to perform maneuvering while looking at the outside from the periscope 63 provided in the swivel turret 61. In the case of this configuration, the virtual camera is fixed at a position to look into the periscope 63, and the HMD 1383 has a game image W13 configured as if looking out from the periscope 63 (for example, the outer peripheral portion 66 of the periscope 63, that is, the maneuvering). A part of the inner surface of the chamber is included).
  In this configuration, after the game is started, when the swing of the player 3 is detected by the HMD 1383, the processing unit 200 detects the swing of the swing so that the front of the turning turret 61 faces the same direction as the front of the player 3. The rotation turret 61 is rotationally controlled in conjunction with (step S4 in FIG. 12). In addition, in additional rotation control (corresponding to step S14 in FIG. 12) and additional turning recovery control (corresponding to step S52 in FIG. 12), additional turning control is performed so that the vehicle body 62 serving as the second part rotates and changes its direction. To do. Therefore, even if the relative positional relationship between the virtual camera and the operation object is fixed, the same effect as in the above embodiment can be obtained.
(Part 3)
In the above-described embodiment, the visual field change support function includes two functions of additional turning and additional movement of the aiming marker. However, only one of the configurations is possible. If the configuration is such that only the aiming marker is additionally moved, steps S14 to S22 can be omitted.
(Part 4)
Moreover, although the implementation | achievement of the additional turning in the said embodiment was implement | achieved by turning of the 1st site | part 11 with respect to the 2nd site | part 12, it is not restricted to this. The method of realizing the additional turning can be appropriately changed depending on the model structure of the operation object.
For example, apart from the operator viewpoint camera 32, a second virtual camera that captures the periphery of the mobile weapon 10 is set, for example, on the roof of the mobile weapon 10, and an image captured by the second virtual camera is taken from the operator viewpoint camera 32. It is assumed that display control is performed by fitting into the visible glass canopy 24 and synthesizing. Normally, the second virtual camera has a fixed relative position / relative posture with respect to the mobile weapon 10, but when an additional turn is required, the second virtual camera is moved in the swing direction of the player 3, that is, the operator. Additional turning is performed in the same direction as the turning direction of the viewpoint camera 32. That is, a landscape image (image taken by the second virtual camera) that can be seen through the glass canopy 24 is displayed so as to be scrolled in the opposite direction of the swing. In this method, even if the first part 11 is not actually turned with respect to the second part 12, the additional turning is realized in a manner that assumes that the second part 12 has rotated.
DESCRIPTION OF SYMBOLS 3 ... Player 7 ... Target object 10 ... Mobile weapon 11 ... 1st part 12 ... 2nd part 13 ... Cockpit 30 ... Operator model 32 ... Operator viewpoint camera 40 ... Aiming marker 42 ... Front direction indicator 44 ... Cockpit internal image 110 ... Head posture change detection unit 200 ... processing unit 202 ... game calculation unit 204 ... turning angle range setting unit 206 ... turning operation detection unit 208 ... turning control unit 210 ... front direction display body display control unit 220 ... view change support control unit 221 ... Trigger condition satisfaction detection unit 223 ... Swing limit detection unit 225 ... Excessive limit swing trial detection unit 227 ... Target detection unit 230 ... Additional turning control unit 232 ... Additional turning priority restoration control unit 234 ... Aiming additional movement control unit 236 ... Additional movement priority restoration control unit 500... Storage unit 501... Control program 513. Data 515 ... Attitude history data 520 ... Turning angle range data 522 ... Right swing limit angle 523 ... Right turn limit angle 524 ... Left swing limit angle 525 ... Left turn limit angle 1300 ... Professional game device 1310 ... Operation input device 1340 ... Controller 1350 ... Control board 1380 ... Headset 1383 ... HMD (Head Mounted Display)

Claims (13)

  1. A program for generating an image of a game space viewed from a virtual camera attached to an operation object on a computer and displaying a marker indicating an attack direction at a given reference position in the game image,
    A turning control means for controlling the turning of the virtual camera in a turning angle range in which an angle range of a turning direction that is a swing direction of the virtual camera is defined;
    Detection means for detecting that a turning angle in the first turning direction of the virtual camera is a limit angle of the turning angle range and that a target object is present in the view range at that time is satisfied;
    Additional control means for performing additional control to perform additional turning in the first turning direction when the detection is made;
    A program for causing the computer to function as
  2. The operation object is configured such that a first part where the virtual camera is virtually arranged and a second part are connected in a variable relative posture,
    The turning control means controls turning of the virtual camera in the turning angle range by rotating the first part with respect to the second part.
    The additional control means realizes the additional turning by rotating the second part.
    The program according to claim 1.
  3. After the additional turning by the additional control means, when a turning instruction operation in the second turning direction opposite to the first turning direction is performed, the reverse turning for the additional turning is preferentially performed. Additional control priority recovery means to perform,
    The program according to claim 1 or 2, for further functioning the computer.
  4. The operation object is configured such that a first part where the virtual camera is virtually arranged and a second part are connected in a variable relative posture,
    The turning control means controls turning of the virtual camera in the turning angle range by rotating the first part with respect to the second part.
    The additional control means performs the additional turning on the assumption that the second part has rotated.
    The program according to claim 1.
  5. A program for generating an image of a game space viewed from a virtual camera attached to an operation object on a computer and displaying a marker indicating an attack direction at a given reference position in the game image,
    A turning control means for controlling the turning of the virtual camera in a turning angle range in which an angle range of a turning direction that is a swing direction of the virtual camera is defined;
    Detecting means for detecting that the turning angle of the virtual camera in the first turning direction is a limit angle of the turning angle range and that a condition that the player has made an attempt to transcend the swing limit has been satisfied;
    An additional control means for performing additional control for moving the marker away from the reference position toward the first turning direction in the game image at the limit angle when the detection is performed;
    A program for causing the computer to function as
  6. Priority is given to control for moving the marker to the reference position when an instruction to turn in the second turning direction opposite to the first turning direction is made after the separation movement by the additional control means. Additional control priority recovery means,
    The program according to claim 5 for causing the computer to further function as:
  7. Said detecting means, of the game image in the limit angle, in the first turning direction from the reference position, and performs the detection, including that the target object is present in the condition,
    The program as described in any one of Claims 1-6.
  8. The detection means performs the detection by including, in the condition, an instruction operation of turning in the first turning direction exceeding the limit angle.
    The program as described in any one of Claims 1-7.
  9. Means for performing control to display a predetermined display object for allowing the player to recognize the front direction of the operation object;
    The program as described in any one of Claims 1-8 for making the said computer further function as.
  10. The operation object is a moving body that moves in the game space,
    The virtual camera is a viewpoint camera of an operator object arranged in the cockpit of the moving body,
    A program for generating the game image as a cockpit view seen from the cockpit,
    The program as described in any one of Claims 1-9.
  11. A program for generating an image to be displayed on a head mounted display having a sensor capable of detecting a swing angle of a player,
    Further causing the computer to function as means for determining a turning operation of the virtual camera based on a detection result of the sensor,
    The program as described in any one of Claims 1-10.
  12. A game device that generates an image of a game space viewed from a virtual camera attached to an operation object, and displays a marker indicating an attack direction at a given reference position in the game image,
    A turning control means for controlling the turning of the virtual camera in a turning angle range that defines an angle range of a turning direction that is a swing direction of the virtual camera;
    Detecting means for detecting that a turning angle in the first turning direction of the virtual camera is a limit angle of the turning angle range, and that a target object is present in the view range at that time is satisfied;
    Additional control means for performing additional control for additional turning in the first turning direction when the detection is made;
    A game device comprising:
  13. A game device that generates an image of a game space viewed from a virtual camera attached to an operation object, and displays a marker indicating an attack direction at a given reference position in the game image,
    A turning control means for controlling the turning of the virtual camera in a turning angle range that defines an angle range of a turning direction that is a swing direction of the virtual camera;
    Detecting means for detecting that the turning angle of the virtual camera in the first turning direction is a limit angle of the turning angle range, and that a condition that the player has made an attempt to transcend the swing limit has been satisfied;
    Additional control means for performing additional control for moving the marker away from the reference position toward the first turning direction in the game image at the limit angle when the detection is performed;
    A game device comprising:
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JP5759233B2 (en) * 2011-04-05 2015-08-05 任天堂株式会社 Information processing program, information processing system, and information processing method
JP5764390B2 (en) * 2011-06-06 2015-08-19 任天堂株式会社 Image generation program, image generation method, image generation apparatus, and image generation system

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