TW202202214A - Program, information processing device, and information processing method - Google Patents

Program, information processing device, and information processing method Download PDF

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TW202202214A
TW202202214A TW110105462A TW110105462A TW202202214A TW 202202214 A TW202202214 A TW 202202214A TW 110105462 A TW110105462 A TW 110105462A TW 110105462 A TW110105462 A TW 110105462A TW 202202214 A TW202202214 A TW 202202214A
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target
control
moving body
ball
game
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TW110105462A
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TWI780595B (en
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曽我部大介
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日商科樂美數碼娛樂股份有限公司
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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Debugging And Monitoring (AREA)

Abstract

The present invention enables control of the movement of a movement body in a game using an aspect in conformance with content of the game. A program according to the present invention executes, on a computer, setting a target position for moving a moving body within a virtual space, updating the target position by establishing, on the basis of a prescribed parameter, a positional relationship between a reference position set in advance within the virtual space and the target position, and controlling movement of the movement body within the virtual space according to the updated target position.

Description

程式、資訊處理裝置、及資訊處理方法Program, information processing device, and information processing method

本發明係關於程式、資訊處理裝置、及資訊處理方法。The present invention relates to a program, an information processing apparatus, and an information processing method.

作為一般公知的遊戲,公知因應來自使用者的操作,進行遊戲內之所定移動體(物件)的移動的控制。作為此種遊戲的一例,可舉出以擊球游標來定位投手角色所投出之球物件,讓打者角色打擊球物件的棒球遊戲。在此種棒球遊戲中,例如於使投手角色進行投球的狀況下,因應使用者的操作,進行球種及行進路線的指定,因應該球種及該行進路線的指定,進行球物件之移動的控制(例如球物件的軌道及到達點的控制)。例如於專利文獻1,揭示於棒球遊戲中,在使投手角色進行投球之狀況下,從投手角色送出之球的移動的控制相關之技術的一例。 [先前技術文獻] [專利文獻]As a generally known game, it is known to control the movement of a predetermined moving body (object) in the game in response to an operation from a user. An example of such a game is a baseball game in which a ball object thrown by a pitcher character is positioned with a batting cursor, and the hitter character hits the ball object. In such a baseball game, for example, in a situation where a pitcher character pitches a ball, the type of ball and the course of travel are specified in accordance with the user's operation, and the ball object is moved according to the designation of the type of ball and the course of travel. Controls (such as the orbit of the ball object and the control of the arrival point). For example, Patent Document 1 discloses an example of a technique related to the control of the movement of the ball sent from the pitcher character in a baseball game when the pitcher character throws the ball. [Prior Art Literature] [Patent Literature]

[專利文獻1] 日本特開2019-51372號公報[Patent Document 1] Japanese Patent Application Laid-Open No. 2019-51372

[發明所欲解決之課題][The problem to be solved by the invention]

另一方面,在現實的棒球中,投手並不一定可將球投向如預期之行進路線(目標),有每於投球會發生偏差之狀況。因為發生此種偏差,也可假定對打者方有利地作用之狀況。根據此種背景,例如利用以現實中可能發生之移動體的移動相關之偏差,於遊戲內對使用者有利或不利地作用之樣態進行模擬的方式,來進行移動體的移動的控制,可期待實現更提升遊戲性的效果。On the other hand, in the actual baseball, the pitcher may not always be able to throw the ball to the intended course (target), and there is a situation in which deviation occurs every time the pitch is thrown. Because of the occurrence of such a deviation, it can also be assumed that the situation in which the batter is acting favorably. From such a background, for example, it is possible to control the movement of the moving body by simulating a state in which the deviation in the movement of the moving body that may occur in reality is used to simulate a state in which the user acts favorably or unfavorably in the game. Looking forward to achieving more game-enhancing effects.

本發明係有鑑於前述內容,目的為實現能以更符合遊戲的內容之樣態來控制該遊戲內之移動體的移動。 [用以解決課題之手段]The present invention is based on the above-mentioned content, and an object of the present invention is to control the movement of a moving body in the game in a form more suitable for the content of the game. [means to solve the problem]

本發明的程式係使電腦執行:於虛擬空間內設定使移動體移動之目標的位置的步驟、藉由依據所定參數來訂定預先設定於前述虛擬空間內的基準位置與前述目標的位置的位置關係,更新前述目標的位置的步驟、及因應前述更新之前述目標的位置,控制前述虛擬空間內之前述移動體的移動的步驟。The program of the present invention causes the computer to execute: the step of setting the position of the target for moving the mobile body in the virtual space, and by determining the position of the reference position and the position of the target preset in the virtual space according to the predetermined parameters relationship, the step of updating the position of the object, and the step of controlling the movement of the moving body in the virtual space in response to the updated position of the object.

以下,一邊參照添附圖面,一邊針對本發明的理想實施形態詳細進行說明。再者,於本說明書及圖面中,關於具有實質上相同之功能構造的構成要件,藉由附加相同的符號而省略重複說明。Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings. In addition, in this specification and drawing, about the component which has substantially the same functional structure, the same code|symbol is attached|subjected and repeated description is abbreviate|omitted.

<系統構造> 參照圖1,針對本發明的一實施形態相關之系統1的構造之一例說明概要。系統1係包含複數遊戲裝置10-n(n為正的整數),與伺服器裝置30。伺服器裝置30與遊戲裝置10-n係透過所定網路N,可發送接收各種資訊及各種資料地連接。複數遊戲裝置10-n(例如遊戲裝置10-1、10-2、…)係實質上可適用相同的構造。因此,在之後,不特別區別複數遊戲裝置10-n個別時,有僅單稱為「遊戲裝置10」之狀況。<System Configuration> Referring to FIG. 1 , an outline of an example of the structure of a system 1 according to an embodiment of the present invention will be described. The system 1 includes a plurality of game devices 10 - n (n is a positive integer), and a server device 30 . The server device 30 and the game device 10-n are connected through a predetermined network N so as to transmit and receive various information and various data. A plurality of game devices 10-n (eg, game devices 10-1, 10-2, . . . ) can be applied with substantially the same structure. Therefore, in the following, when the plural game apparatuses 10-n are not distinguished individually, they may be simply referred to as "game apparatus 10".

又,網路N係只要可連接伺服器裝置30與遊戲裝置10之間的話,其種別並未特別限定。作為具體的一例,作為網路N,適用網際網路、專用線路、公眾線路(例如電話線路、移動體通訊線路等)、LAN(Local Area Network)、WAN(Wide Area Network)等亦可。又,網路N係作為無線的網路亦可,作為有線的網路亦可。又,網路N係包含複數種類之不同的網路亦可。作為具體的一例,伺服器裝置30與遊戲裝置10之間的通訊藉由其他通訊裝置中繼亦可。於此狀況中,對於該其他通訊裝置、伺服器裝置30及遊戲裝置10個別之間的通訊,適用相互不同之種別的網路亦可。In addition, the type of the network N is not particularly limited as long as the server device 30 and the game device 10 can be connected. As a specific example, as the network N, the Internet, a dedicated line, a public line (for example, a telephone line, a mobile communication line, etc.), a LAN (Local Area Network), a WAN (Wide Area Network), etc. may be applied. In addition, the network N may be a wireless network or a wired network. In addition, the network N may include plural kinds of different networks. As a specific example, the communication between the server device 30 and the game device 10 may be relayed by other communication devices. In this situation, different types of networks may be applied to the communication between the other communication device, the server device 30 and the game device 10 individually.

作為遊戲裝置10,例如適用家庭用的遊戲專用機(固定型或攜帶型)、個人電腦、多功能型電視機(所謂智慧電視)、業務用(商業用)遊戲機等亦可。又,作為其他一例,作為遊戲裝置10,適用智慧型手機、手機終端、PHS(Personal Handy-phone System)終端、攜帶資訊終端(PDA:Personal Digital Assistant)、平板型電腦等亦可。As the game device 10 , for example, a dedicated game machine (stationary or portable) for home use, a personal computer, a multifunctional TV (so-called smart TV), and a business (commercial) game machine may be applied. As another example, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a PDA (Personal Digital Assistant), a tablet computer, etc. may be applied as the game device 10 .

伺服器裝置30係與用以單一識別各使用者的使用者ID建立對應,將使用者的遊戲相關之資訊,記憶於像資料庫等的所定記憶區域來管理。又,伺服器裝置30係執行進行通訊對戰時之對戰對手決定處理(所謂匹配處理)等。在通訊對戰中,例如操作遊戲裝置10-1的使用者A,與操作遊戲裝置10-2的使用者B可透過網路N進行對戰遊戲。在通訊對戰時,有在藉由伺服器裝置30匹配之遊戲裝置10-1與遊戲裝置10-2之間,利用P2P(Peer to Peer)連接等直接通訊來進行對戰的方法。又,作為其他一例,也有將在遊戲裝置10-1與遊戲裝置10-2之間的資料的交換,經由伺服器裝置30來進行對戰的方法。利用任一方法來進行通訊對戰亦可。The server device 30 is associated with a user ID for single identification of each user, and manages the information related to the user's game by memorizing it in a predetermined memory area such as a database. In addition, the server device 30 executes a battle opponent determination process (so-called matching process) and the like when a communication battle is performed. In the communication battle, for example, the user A who operates the game device 10-1 and the user B who operates the game device 10-2 can play a battle game through the network N. At the time of communication battle, there is a method in which direct communication, such as a P2P (Peer to Peer) connection, is used between the game device 10-1 and the game device 10-2 matched by the server device 30 to perform the battle. In addition, as another example, there is a method of exchanging data between the game device 10 - 1 and the game device 10 - 2 via the server device 30 to perform a battle. You can use any method to conduct communication battles.

再者,關於成為通訊對戰的對象之遊戲裝置10-1與遊戲裝置10-2之間的通訊,只要可相互進行資料的交換的話,所適用之通訊方式及所利用之協定並未特別限定。 作為具體的一例,遊戲裝置10-1與遊戲裝置10-2之間的通訊藉由OSI參考模型的傳輸層上的通訊協定,且主要是安裝於IP協定上的UDP(User Datagram Protocol)來實現亦可。當然,利用UDP以外的其他協定亦可。 又,在成為通訊對戰之對象的遊戲裝置10具有使用所定頻帶(例如2.4GHz的頻帶)的近距離無線通訊功能時,不透過伺服器裝置30,利用在複數台的遊戲裝置10之間直接進行通訊,實現通訊對戰亦可。Furthermore, regarding the communication between the game device 10-1 and the game device 10-2 that are the target of the communication battle, as long as data can be exchanged with each other, the communication method to be applied and the protocol to be used are not particularly limited. As a specific example, the communication between the game device 10-1 and the game device 10-2 is realized by the communication protocol on the transport layer of the OSI reference model, and is mainly implemented by the UDP (User Datagram Protocol) installed on the IP protocol. You can also. Of course, other protocols than UDP can also be used. In addition, when the game device 10 to be the target of the communication battle has a short-range wireless communication function using a predetermined frequency band (eg, a 2.4 GHz frequency band), it is used directly between a plurality of game devices 10 without passing through the server device 30 . Communication, communication and battle can also be realized.

<硬體構造> 針對本發明的一實施形態之構成系統1的各裝置的硬體構造之一例在以下進行說明。<Hardware structure> An example of the hardware structure of each device constituting the system 1 according to an embodiment of the present invention will be described below.

(遊戲裝置的硬體構造) 首先,參照圖2,針對遊戲裝置10的硬體構造之一例進行說明。遊戲裝置10係包含CPU(Central Processing Unit)101、ROM(Read Only Memory)102、RAM(Random Access Memory)103、通訊裝置104、輸入裝置105、輸出裝置106、記憶裝置107。該等構造要素係可透過包含位址匯流排、資料匯流排、及控制匯流排等的匯流排108相互連接。再者,在匯流排108與各構成要素之間,因應需要而存在介面電路亦可,但在圖2中,省略該介面電路的圖示。(Hardware structure of game device) First, an example of the hardware structure of the game device 10 will be described with reference to FIG. 2 . The game device 10 includes a CPU (Central Processing Unit) 101 , a ROM (Read Only Memory) 102 , a RAM (Random Access Memory) 103 , a communication device 104 , an input device 105 , an output device 106 , and a memory device 107 . These structural elements may be interconnected by bus 108 including address bus, data bus, and control bus, among others. Furthermore, an interface circuit may exist between the bus bar 108 and each constituent element as required, but the illustration of the interface circuit is omitted in FIG. 2 .

CPU101係利用將記憶於ROM102的控制程式解壓至RAM103,執行所解壓之該控制程式,實現遊戲裝置10的各種功能。ROM102係記憶用以實現遊戲裝置10之各種功能的程式(例如OS:Operation System等)及資料等。RAM103係使用來作為CPU101的主記憶區域、如工作區域等之暫時記憶各種資訊及各種資料的記憶區域。The CPU 101 decompresses the control program stored in the ROM 102 into the RAM 103 , and executes the decompressed control program, thereby realizing various functions of the game device 10 . The ROM 102 stores programs (eg, OS: Operation System, etc.) and data for realizing various functions of the game device 10 . The RAM 103 is used as a main memory area of the CPU 101 , a memory area for temporarily storing various information and various data such as a work area, and the like.

通訊裝置104係透過網路N執行與伺服器裝置30及其他遊戲裝置10之間的通訊相關之各種處理。作為通訊裝置104所適用的裝置係因應通訊路徑的種別及適用的通訊方式而適當變更亦可。The communication device 104 executes various processes related to communication between the server device 30 and other game devices 10 through the network N. The device applicable as the communication device 104 may be appropriately changed according to the type of the communication path and the applicable communication method.

輸入裝置105係利用於受理來自使用者的各種指示。又,作為輸入裝置105係例如可適用觸控面板、物理按鍵、控制器、類比搖桿、鍵盤、指向裝置等。 又,作為輸入裝置105所適用的裝置係因應辨識來自使用者的指示的方法而適當變更亦可。作為具體的一例,作為輸入裝置105,適用麥克風等的集聲裝置,藉由該集聲裝置,收集使用者所發出的聲音亦可。此時,利用對於所集聲的聲音施加音響解析及自然語言處理等的各種解析處理,辨識該聲音所示的內容來作為來自使用者的指示亦可。又,作為輸入裝置105,適用複數種類的裝置亦可。The input device 105 is used to receive various instructions from the user. In addition, as the input device 105, for example, a touch panel, a physical button, a controller, an analog joystick, a keyboard, a pointing device, etc. can be applied. In addition, the device applied as the input device 105 may be appropriately changed according to the method of recognizing the instruction from the user. As a specific example, a sound collecting device such as a microphone is applied as the input device 105 , and the sound emitted by the user may be collected by the sound collecting device. In this case, various analysis processes such as acoustic analysis and natural language processing may be applied to the collected sound, and the content indicated by the sound may be recognized as an instruction from the user. In addition, as the input device 105, a plurality of types of devices may be applied.

輸出裝置106係輸出各種資訊的裝置,利用於對於使用者之各種資訊的提示(例如告知資訊的告知等)。在本實施形態中,作為輸出裝置106,至少適用液晶顯示器或有機EL(Electro-Luminescence)顯示器等之已知的各種顯示裝置,利用顯示各種顯示資訊(例如遊戲畫面等),對於使用者提示資訊。又,此時,利用作為輸出裝置106所適用的顯示裝置,與作為輸入裝置105所適用的觸控面板協力動作,實現具備觸控介面的顯示器亦可。再者,作為輸出裝置106所適用的顯示裝置顯示遊戲畫面等之各種顯示資訊的區域相當於「顯示區域」之一例。 又,作為輸出裝置106,適用因應為了對於使用者提示資訊所利用的媒體之其他裝置亦可。作為具體的一例,作為輸出裝置106,適用揚聲器等的音響輸出裝置,利用從該音響輸出裝置輸出聲音或電子音等的音響,對使用者提示資訊亦可。又,作為輸出裝置106,適用複數種類的裝置亦可。The output device 106 is a device for outputting various kinds of information, and is used for prompting various kinds of information to the user (for example, notification of notification information, etc.). In the present embodiment, as the output device 106, at least various known display devices such as a liquid crystal display and an organic EL (Electro-Luminescence) display are applied, and various display information (for example, a game screen, etc.) is displayed to present information to the user. . In addition, in this case, the display device applied as the output device 106 may be used in cooperation with the touch panel applied as the input device 105 to realize a display having a touch interface. In addition, the area|region which displays various display information, such as a game screen, as a display apparatus applied as the output apparatus 106 corresponds to an example of a "display area". In addition, as the output device 106, other devices that correspond to the media used for presenting information to the user may be applied. As a specific example, an audio output device such as a speaker may be applied as the output device 106, and information may be presented to the user by outputting sound such as sound or electronic sound from the audio output device. In addition, as the output device 106, a plurality of types of devices may be applied.

記憶裝置107係主要記憶各種資料及各種程式的記憶裝置。作為具體的一例,記憶裝置107係記憶後述的遊戲相關之遊戲程式、該遊戲相關聯的各種資料亦可。記憶裝置107係例如藉由如HDD(Hard Disk Drive)、SSD(Solid State Drive)所代表之非揮發性記憶體等的可暫時或持續記憶各種資料的記憶裝置來實現。The memory device 107 is a memory device that mainly stores various data and various programs. As a specific example, the memory device 107 may memorize a game program related to a game described later and various data related to the game. The memory device 107 is realized by, for example, a memory device capable of temporarily or continuously storing various data, such as a non-volatile memory represented by HDD (Hard Disk Drive) and SSD (Solid State Drive).

再者,後述的遊戲裝置10的功能及處理係例如藉由CPU101讀取出記憶於ROM102或記憶裝置107的程式,將該程式解壓於RAM103並執行所實現者。 又,只要CPU101可讀取用以實現遊戲裝置10之功能及處理的程式的話,記憶該程式的場所、CPU101讀取該程式的方法並未特別限定。又,作為具體的一例,CPU101係讀取出記憶於可對於遊戲裝置10裝卸的記錄媒體的程式亦可。又,作為其他的一例,CPU101係讀取出對於遊戲裝置10可透過網路從其他裝置傳輸的程式亦可。In addition, the functions and processing of the game device 10 described later are executed by, for example, the CPU 101 reading out a program stored in the ROM 102 or the memory device 107, decompressing the program in the RAM 103, and executing the realized program. In addition, as long as the CPU 101 can read a program for realizing the functions and processing of the game device 10, the place where the program is memorized and the method by which the CPU 101 reads the program are not particularly limited. In addition, as a specific example, the CPU 101 may read a program stored in a recording medium that can be attached to and detached from the game device 10 . In addition, as another example, the CPU 101 may read a program that can be transmitted to the game device 10 from other devices through the network.

(伺服器裝置的硬體構造) 接下來,參照圖3,針對伺服器裝置30的硬體構造之一例進行說明。伺服器裝置30係具備CPU301、ROM302、RAM303、通訊裝置304、記憶裝置305。該等構造要素係可透過包含位址匯流排、資料匯流排、及控制匯流排等的匯流排306相互連接。再者,在匯流排306與各構成要素之間,因應需要而存在介面電路亦可,但在圖3中,省略該介面電路的圖示。(Hardware structure of the server device) Next, an example of the hardware configuration of the server device 30 will be described with reference to FIG. 3 . The server device 30 includes a CPU 301 , a ROM 302 , a RAM 303 , a communication device 304 , and a memory device 305 . These structural elements may be interconnected by bus 306 including address bus, data bus, and control bus, among others. Furthermore, an interface circuit may exist between the bus bar 306 and each constituent element as required, but the illustration of the interface circuit is omitted in FIG. 3 .

CPU301係利用將記憶於ROM302的控制程式解壓至RAM303,執行所解壓之該控制程式,實現伺服器裝置30的各種功能。ROM302係記憶用以實現伺服器裝置30之各種功能的程式(例如OS等)及資料等。RAM303係使用來作為CPU301的主記憶區域、如工作區域等之暫時記憶各種資訊及各種資料的記憶區域。The CPU 301 decompresses the control program stored in the ROM 302 into the RAM 303 , and executes the decompressed control program, thereby realizing various functions of the server device 30 . The ROM 302 stores programs (eg, OS, etc.), data, and the like for realizing various functions of the server device 30 . The RAM 303 is used as a main memory area of the CPU 301 , a memory area for temporarily storing various information and various data such as a work area, and the like.

通訊裝置304係透過網路N執行與各遊戲裝置10之間的通訊相關之各種處理。作為通訊裝置304所適用的裝置係因應通訊路徑的種別及適用的通訊方式而適當變更亦可。The communication device 304 executes various processes related to communication between the game devices 10 through the network N. The device applicable as the communication device 304 may be appropriately changed according to the type of the communication path and the applicable communication method.

記憶裝置305係主要記憶各種資料及各種程式的記憶裝置。作為具體的一例,記憶裝置305係記憶後述的遊戲相關之遊戲程式、該遊戲相關聯的各種資料、操作遊戲裝置10的使用者相關之資訊、及在該遊戲中使用之各使用者的資訊亦可。記憶裝置307係例如藉由如HDD、SSD所代表之非揮發性記憶體等的可暫時或持續記憶各種資料的記憶裝置來實現。又,上述的資料及資訊中至少一部分記憶於未圖示的資料庫等亦可。The memory device 305 is a memory device that mainly stores various data and various programs. As a specific example, the memory device 305 stores a game program related to the game described later, various data related to the game, information related to the user who operates the game device 10, and information of each user used in the game. Can. The memory device 307 is realized by, for example, a memory device that can temporarily or continuously store various data, such as a non-volatile memory represented by HDD and SSD. In addition, at least a part of the above-mentioned data and information may be stored in a database or the like not shown.

<適用對象的一例> 在此,為了容易理解本發明的一實施形態相關之技術特徵,針對該技術的適用對象之一例即遊戲來說明概要。作為本實施形態的系統1中所執行的遊戲,可舉出例如以棒球、足球、網球等的各種運動作為題材的運動遊戲、以戰鬥作為題材的戰鬥遊戲、捕獲昆蟲等的遊戲等之各種遊戲。作為其一例,在此,主要針對讓打者角色打擊(作用的一例)投手角色所投出之球物件(移動體的一例)的棒球遊戲進行說明,因應需要也會提到其他遊戲。<Example of Applicable Objects> Here, in order to facilitate understanding of the technical features related to one embodiment of the present invention, an outline will be described with respect to an example of a game to which the technology is applied. Examples of games to be executed in the system 1 of the present embodiment include sports games based on various sports such as baseball, soccer, and tennis, battle games based on battles, and insect-catching games. . As an example, here, a baseball game in which a batter character hits (an example of action) a ball object (an example of a moving object) thrown by a pitcher character will be mainly described, and other games will be mentioned as necessary.

(投手側的畫面及操作) 圖4係揭示棒球遊戲的畫面中從投手側觀看打者側之狀態的畫面D10之一例。操作投手角色PC的使用者係一邊觀看畫面D10一邊進行棒球遊戲相關之各種操作(例如投球的操作)。於畫面D10,顯示藉由使用者操作的投手角色PC、好球帶SZ、對戰對手的打者角色BC、用以指定投球行進路線的行進路線指定游標AC等。又,於畫面D10,顯示未圖示的球種選擇用圖示亦可,此時,投手側的使用者可從投手角色PC持有之1以上的球種中,從其決定投球的球種。 決定球種的話,投手角色PC會進入投球姿勢。例如,之後到投手角色PC釋出球為止之間,投手側的使用者可指定投球行進路線。作為具體的一例,投手側的使用者係可操作控制器(類比搖桿或方向鍵等)移動行進路線指定游標AC,以指定投球行進路線。 再者,適用進行球種的決定及投球行進路線的指定之後,投手角色PC才會進入投球姿勢的控制亦可。此時,例如決定球種之後,可指定投球行進路線,指定投球行進路線之後,因應進行投球開始的指示,投手角色PC進入投球姿勢。 又,於畫面一體型等的遊戲裝置10中,畫面為觸控面板時,使用者可藉由以手指或觸控筆等的操作體來接觸畫面,將接觸位置指定為投球行進路線亦可。又,作為其他一例,適用因應接觸位置的移動,移動行進路線指定游標AC的控制亦可。(Pitcher side screen and operation) FIG. 4 is an example of a screen D10 showing a state in which the batter side is viewed from the pitcher side in the screen of the baseball game. The user who operates the pitcher character PC performs various operations related to the baseball game (for example, the operation of pitching) while viewing the screen D10. On the screen D10, the pitcher character PC operated by the user, the strike zone SZ, the opponent's batter character BC, the course designation cursor AC for designating the pitching course, and the like are displayed. In addition, the screen D10 may display an icon for ball type selection not shown. In this case, the user on the pitcher side can determine the ball type to be pitched from among the ball types held by the pitcher character PC. . When the ball type is determined, the pitcher character PC enters the pitching position. For example, the user on the pitcher side can specify a pitching route until the pitcher character PC releases the ball. As a specific example, the user on the pitcher side can operate the controller (analog joystick, arrow keys, etc.) to move the course designation cursor AC to designate the pitching course. Furthermore, the pitcher character PC may enter the control of the pitching posture only after the determination of the ball type and the designation of the pitching route are applied. In this case, for example, after the ball type is determined, a pitching course may be designated, and after the pitching course is designated, the pitcher character PC enters a pitching posture in response to an instruction to start pitching. In addition, in the game device 10 of a screen-integrated type or the like, when the screen is a touch panel, the user may touch the screen with an operating body such as a finger or a stylus pen, and the contact position may be designated as the pitching course. In addition, as another example, the control of moving the course designation cursor AC in accordance with the movement of the contact position may be applied.

如上所述般指定投球行進路線之後係利用投手側的使用者透過控制器進行投球的開始相關之操作(例如按下投球開始按鍵),投手角色PC開始投球,釋出球物件BL。又,作為其他一例,投手角色PC自動開始投球,釋出球物件BL亦可。再者,在圖4中,方便上顯示好球帶SZ及行進路線指定游標AC,但是,例如投手角色PC釋出球物件BL之後,抑制(例如消除)該等顯示亦可。After specifying the pitching route as described above, the user on the pitcher side performs an operation related to the start of pitching through the controller (for example, pressing the pitching start button), the pitcher character PC starts pitching, and releases the ball object BL. In addition, as another example, the pitcher character PC may automatically start pitching, and the ball object BL may be released. 4, the strike zone SZ and the course designation cursor AC are conveniently displayed. However, for example, after the pitcher character PC releases the ball object BL, these displays may be suppressed (eg, erased).

遊戲裝置10係依據藉由投手側的使用者所選擇之球種及投球行進路線,計算出從投手角色PC釋出之球物件BL的軌道,使球物件BL向本壘板HB的方向移動。再者,遊戲裝置10係不僅球種及投球行進路線,也依據投手角色PC的能力參數(例如球速、控球、變化等級等),計算出從投手角色PC釋出之球物件BL的軌道亦可。關於球物件BL的軌道的計算,例如適用已知的演算法亦可。The game device 10 calculates the trajectory of the ball object BL released from the pitcher character PC based on the ball type and the pitching route selected by the user on the pitcher side, and moves the ball object BL in the direction of the home plate HB. Furthermore, the game device 10 calculates the trajectory of the ball object BL released from the pitcher character PC according to the ability parameters of the pitcher character PC (such as ball speed, ball control, change level, etc.) Can. For the calculation of the orbit of the ball object BL, for example, a known algorithm may be applied.

再者,在前述中已揭示投手側的使用者選擇球種及投球行進路線的範例,但是,也可設為像僅藉由選擇投球行進路線,讓投手角色PC開始投球之更簡易的棒球遊戲。Furthermore, the example in which the user on the pitcher side selects the ball type and the pitching route has been disclosed above, but it can also be a simpler baseball game in which the pitcher character PC starts pitching by simply selecting the pitching route. .

再者,從操作打者角色BC的使用者(亦即打者側的使用者),無法看到投手側的遊戲裝置10的畫面(圖4的畫面),所以,無法得知對手選擇哪種球種及投球行進路線。又,即使於CPU對戰模式之狀況中,打者側的使用者也無法得知哪種球種及投球行進路線被遊戲裝置10的CPU自動選擇。Furthermore, from the user operating the batter character BC (that is, the user on the batter side), the screen of the game device 10 on the pitcher side (the screen shown in FIG. 4 ) cannot be seen, so it is impossible to know which ball type the opponent has selected. and pitching route. In addition, even in the CPU battle mode, the user on the batter side cannot know which ball type and pitch course are automatically selected by the CPU of the game device 10 .

(打者側的畫面及操作) 圖5係揭示棒球遊戲的畫面中從打者側觀看投手側之狀態的畫面D20之一例。操作打者角色PC的使用者係一邊觀看畫面D20一邊進行棒球遊戲相關之各種操作(例如打擊的操作)。於畫面D20,顯示藉由打者側的使用者操作的打者角色PC、球棒物件BO、對戰對手的投手角色PC、擊球游標MC、好球帶SZ、及本壘板HB等。(The screen and operation on the batter's side) FIG. 5 is an example of a screen D20 showing a state in which the pitcher side is viewed from the batter side in the screen of the baseball game. The user who operates the batter character PC performs various operations related to the baseball game (for example, an operation of hitting) while viewing the screen D20. On the screen D20, the batter character PC, the bat object BO, the opponent's pitcher character PC, the batting cursor MC, the strike zone SZ, the home plate HB, and the like are displayed by the user on the batter side.

擊球游標MC也稱為打擊游標等。擊球游標MC係投手角色PC進入投球動作之前(每球),例如對於本壘板HB的上方的好球帶SZ,初始顯示於所定位置(例如中央)。使用者係可藉由移動擊球游標MC,調整球棒物件BO的揮擊的位置。例如,使用者藉由將控制器的類比搖桿倒向任意方向等的操作,可使擊球游標MC移動至任意位置。擊球游標MC的移動操作係除了類比搖桿所致之操作以外,也可藉由方向鍵所致之操作、滑鼠等的指向裝置所致之操作、對於觸控面板的觸控操作等來進行。擊球游標MC的可移動區域係好球帶SZ,或包含好球帶SZ的區域,且可進行打擊的範圍(球棒可及的範圍)的區域(以下也稱為「打擊區帶SF」)。The hitting cursor MC is also called a hitting cursor or the like. The batting cursor MC is initially displayed at a predetermined position (eg, the center) before the pitcher character PC enters the pitching action (per ball), for example, the strike zone SZ above the home plate HB. The user can adjust the swing position of the bat object BO by moving the hitting cursor MC. For example, the user can move the hitting cursor MC to any position by inverting the analog joystick of the controller in any direction. The movement operation of the batting cursor MC is not only analogous to the operation caused by the joystick, but also through the operation caused by the direction keys, the operation caused by the pointing device such as a mouse, and the touch operation on the touch panel. conduct. The movable area of the batting cursor MC is tied to the strike zone SZ, or the area that includes the strike zone SZ, and the area that can be hit (the range that the bat can reach) (hereinafter also referred to as "hitting zone SF") ).

操作打者角色BC的使用者係配合投手角色PC投出之球物件BL通過與好球帶SZ大略一致之平面的時機,以重疊於該球物件BL之方式移動擊球游標MC,並且進行對於打者角色BC指示揮擊動作的操作(例如揮擊按鍵的按下),藉此可擊出球物件BL。換句話說,於球物件BL存在於以再前述平面的前後具有所定距離之方式規定的範圍之內側的時機中,在球物件BL與擊球游標MC重疊的狀態下,指示前述揮擊動作時,可擊出(打擊)球物件BL。The user who operates the batter character BC moves the batting cursor MC so as to overlap the ball object BL at the timing when the ball object BL thrown by the pitcher character PC passes through a plane roughly coincident with the strike zone SZ, and performs a match to the batter. The character BC instructs the operation of the swipe action (eg, the pressing of the swipe button), whereby the ball object BL can be hit. In other words, at the timing when the ball BL exists inside the range defined so as to have a predetermined distance in front of and behind the plane, and the ball BL overlaps with the batting cursor MC, the swipe action is instructed , can hit (hit) the ball object BL.

再者,由於將擊球游標MC重疊於移動於3維的遊戲空間內的操作伴隨難度,於好球帶SZ存在的平面上,顯示表示球物件BL到達之預定位置的到達點區域AP亦可。作為具體的一例,從投手角色PC投出球物件BL之後,或從投球經過所定時間之後,於好球帶SZ存在的平面上,顯示到達點區域AP亦可。到達點區域AP也被稱為進壘點或打擊點等。Furthermore, since the operation of superimposing the hitting cursor MC in the three-dimensional game space is accompanied by difficulty, it is also possible to display the arrival point area AP indicating the predetermined position at which the ball object BL arrives on the plane where the strike zone SZ exists. . As a specific example, the arrival point area AP may be displayed on the plane where the strike zone SZ exists after the ball object BL is thrown from the pitcher character PC, or after a predetermined time has elapsed since the pitch. The arrival point area AP is also referred to as a base entry point or a strike point or the like.

擊球游標MC、好球帶SZ、及到達點區域AP係以任一都不會遮住一洞的球物件BL的顯示之方式顯示為佳,例如成為半透明顯示為佳。關於好球帶SZ,投手角色PC開始投球動作之後,或投手角色PC送出球物件BL之後消除亦可。利用適用此種控制,於投球中,可容易看到與好球帶SZ重疊顯示之其他物件。The hitting cursor MC, the strike zone SZ, and the reaching point area AP are preferably displayed in such a way that none of them can block the display of the ball object BL of a hole, for example, it is preferable to be displayed in a semi-transparent manner. The strike zone SZ may be eliminated after the pitcher character PC starts the pitching action, or after the pitcher character PC sends the ball object BL. By applying this control, other objects displayed overlapping the strike zone SZ can be easily seen during pitching.

對於為了打擊(擊出)球物件BL來說,基本上,要求作為以下(a)及(b)所示的條件亦可。 (a)球物件BL與擊球游標MC重疊。或者,即使球物件BL與擊球游標MC並未重疊,球物件BL與擊球游標MC也在所定距離範圍內。 (b)於球物件BL通過打者角色BC的附近的時機中,藉由使用者進行所定的揮棒操作。球物件BL通過打者角色BC的附近的時機係具體來說是球物件BL存在於以在前述平面的前後具有所定距離之方式規定的範圍之內側的時機。In order to hit (hit) the ball object BL, basically, the conditions shown in the following (a) and (b) may be required. (a) The ball object BL overlaps the batting cursor MC. Alternatively, even if the ball object BL and the hitting cursor MC do not overlap, the ball object BL and the hitting cursor MC are within the predetermined distance range. (b) When the ball object BL passes the vicinity of the batter character BC, the user performs a predetermined swing operation. Specifically, the timing at which the ball BL passes through the vicinity of the batter character BC is a timing when the ball BL exists inside a range defined so as to have a predetermined distance in front of and behind the plane.

前述(b)的條件換言之,即在球物件BL到達(到達點區域AP與球物件BL大略重疊)好球帶SZ或其附近的時機,進行揮棒操作。In other words, the condition (b) above is that the swing operation is performed when the ball BL reaches (the arrival point area AP and the ball BL approximately overlap) the strike zone SZ or its vicinity.

關於前述(a)的條件,球物件BL與擊球游標MC僅相離開,或離開所定距離以上時,即使進行揮棒也會揮空。又,關於前述(b)的條件,與現實的棒球的打擊相同,揮棒的時機偏離前述所定球物件BC通過打者角色BC之附近的時機,太快或太慢的話,就會揮空。Regarding the above-mentioned condition (a), when the ball object BL and the batting cursor MC are only separated from each other, or are separated by a predetermined distance or more, the bat will be vacated even if a swing is performed. In the above-mentioned condition (b), the timing of the swing deviates from the timing at which the predetermined ball object BC passes the vicinity of the batter character BC, as in the actual baseball hitting.

打擊成功時,依據球物件BL與擊球游標MC的位置關係,決定打擊的內容或對於打擊的結果。作為具體的一例,在擊球游標MC的上側重疊於球物件BL的下側時,被擊出之球的角度提高,打擊結果以成為飛球(高飛球或平飛球)之方式控制亦可。又,作為其他一例,在擊球游標MC的下側重疊於球物件BL的上側時,被擊出之球的角度降低,打擊結果以成為滾地球之方式控制亦可。又,擊球游標MC的中心與球物件BL的中心的距離越近,則被擊出之球越強勁,成為安打或全壘打的機率提升。When the hit is successful, the content of the hit or the result of the hit is determined according to the positional relationship between the ball object BL and the hitting cursor MC. As a specific example, when the upper side of the hitting cursor MC overlaps the lower side of the ball object BL, the angle of the hit ball is increased, and the hitting result can be controlled so as to be a fly ball (a fly ball or a level fly ball). . As another example, when the lower side of the hitting cursor MC overlaps the upper side of the ball object BL, the angle of the hit ball is lowered, and the hitting result may be controlled so that it becomes a ground ball. In addition, the closer the distance between the center of the batting cursor MC and the center of the ball object BL is, the stronger the hit ball is, and the probability of a hit or a home run increases.

又例如,揮棒操作的時機為球物件BL通過打者角色BC之附近的時機的中間附近(球物件BL通過好球帶SZ的平面的時機)的話,則成為中間方向的打擊,比其快的話,成為所謂拉打打擊,比其慢的話成為所謂推打的打擊亦可如此,被擊出之球的方向係受到揮棒操作之時機的影響亦可。For another example, if the timing of the swing operation is in the middle of the timing when the ball object BL passes the vicinity of the batter character BC (the timing when the ball object BL passes through the plane of the strike zone SZ), it will be a hit in the middle direction, and if it is faster than that. , the so-called pull-hit, or the so-called push-hit if it is slower, and the direction of the hit ball may be affected by the timing of the swing operation.

進而,遊戲裝置10係也考慮打者角色BC的能力參數(例如力量、彈道等),控制被擊出的球物件BL的軌道亦可。關於所打擊之球物件BL的軌道的計算,例如適用已知的演算法亦可。Furthermore, the game device 10 may also control the trajectory of the hit ball BL in consideration of the ability parameters (for example, strength, trajectory, etc.) of the hitter character BC. For the calculation of the trajectory of the hit ball object BL, for example, a known algorithm may be applied.

(遊戲空間) 圖6係模式揭示執行棒球遊戲的遊戲空間(3維的虛擬空間)之一例的圖。在本實施形態中,作為遊戲空間,採用藉由x軸、y軸、及z軸相互正交的3軸所規定之3維空間。(game space) FIG. 6 is a diagram schematically showing an example of a game space (a three-dimensional virtual space) in which a baseball game is executed. In the present embodiment, as the game space, a three-dimensional space defined by three axes in which the x-axis, the y-axis, and the z-axis are orthogonal to each other is employed.

z軸係設定於與連結虛擬3維空間內之投手丘的中心O2與本壘板HB的中心O3的直線L3平行的方向。又,y軸係以與虛擬3維空間之垂直方向大略一致的方式設定。又,x軸係以與虛擬3維空間之水平方向中正交於z軸的方向大略一致的方式設定。又,關於虛擬3維空間的原點,在方便上作為設定於後述之打擊區帶SF的中心者。The z-axis is set in a direction parallel to a straight line L3 connecting the center O2 of the mound in the virtual three-dimensional space and the center O3 of the home plate HB. In addition, the y-axis system is set so as to substantially coincide with the vertical direction of the virtual three-dimensional space. In addition, the x-axis system is set so as to substantially coincide with the direction orthogonal to the z-axis in the horizontal direction of the virtual three-dimensional space. The origin of the virtual three-dimensional space is set at the center of the strike zone SF, which will be described later, for convenience.

打擊區帶SF係例如通過本壘板HB的中心O3,且與x-y平面的平行的平面。好球帶SZ係設定於打擊區帶SF內之方形狀的區域。再者,好球帶SZ的中心係方便上作為大略位於打擊區帶SF的中心者。The strike zone SF is, for example, a plane that passes through the center O3 of the home plate HB and is parallel to the x-y plane. The strike zone SZ is set in a square-shaped area within the strike zone SF. Furthermore, the center of the strike zone SZ is conveniently located approximately in the center of the strike zone SF.

行進路線指定游標AC係例如位於與好球帶SZ大略一致的平面上,例如依據來自透過所定輸入裝置105之投手側的使用者的操作,移動於該平面上。具體來說,於與好球帶SZ大略一致的平面上設定目標OP1,將該目標OP1的位置作為基準點(例如中心),提示行進路線指定游標AC。此外,利用因應來自投手側之使用者的操作,讓目標OP1的位置在前述平面上移動,連鎖於該目標OP1的移動,行進路線指定游標AC也會移動。依據如上所述的控制,投手側的使用者係可一邊確認行進路線指定游標AC的位置,一邊指定目標OP1的位置,依據該指定的結果,決定前述平面上之該目標OP1的位置。目標OP1係在藉由遊戲裝置10進行球物件BL的軌道的計算時,作為與好球帶SZ(或打擊區帶SF)大略一致的平面上之該球物件BL的到達點來考慮。The course designation cursor AC is located, for example, on a plane roughly coincident with the strike zone SZ, and moves on the plane in accordance with, for example, an operation from a user on the pitcher side through the predetermined input device 105 . Specifically, the target OP1 is set on a plane substantially coincident with the strike zone SZ, and the position of the target OP1 is used as a reference point (eg, center), and the course designation cursor AC is presented. In addition, the position of the object OP1 is moved on the plane according to the operation of the user from the pitcher side, and the course designation cursor AC also moves in conjunction with the movement of the object OP1. According to the above control, the user on the pitcher side can specify the position of the target OP1 while confirming the position of the course designation cursor AC, and determine the position of the target OP1 on the plane according to the specified result. The target OP1 is considered as the arrival point of the ball BL on a plane roughly coincident with the strike zone SZ (or the strike zone SF) when calculating the trajectory of the ball BL by the game device 10 .

投手角色PC係配置於投手丘的中心O2。又,打者角色BC係配置於對於本壘板HB配線於x方向之任一的打擊區BX。具體來說,打者角色BC設定為右打時,被配置於以本壘板HB為基準從投手角色PC側觀看,位於右側的打擊區BX。又,打者角色BC設定為左打時,被配置於以本壘板HB為基準從投手角色PC側觀看,位於左側的打擊區BX。The pitcher role PC is located in the center O2 of the pitcher mound. In addition, the batter character BC is arranged in any one of the strike areas BX in the x-direction with respect to the home plate HB wiring. Specifically, when the batter character BC is set to hit right, it is placed in the hitting area BX located on the right side as viewed from the pitcher character PC side with respect to the home plate HB. In addition, when the batter character BC is set to hit left, it is arranged in the hitting area BX located on the left side as viewed from the pitcher character PC side with respect to the home plate HB.

因應投手側之使用者的操作,控制球物件BL的移動相關之目標OP1的位置,之後,受理該使用者所致之投球的操作時,決定該目標OP1。此外,以球物件BL從移動開始位置PS通過該目標OP1到達移動結束位置PE為止之方式,控制該球物件BL的移動。再者,移動開始位置PS係設定於中心O2的垂直方向上方。又移動結束位置PE係設定於以本壘板HB為基準,移動開始位置PS相反側的方向(換句話說是本壘板HB的後方)。The position of the object OP1 related to the movement of the ball object BL is controlled according to the operation of the user on the pitcher side, and then the object OP1 is determined when the operation of pitching by the user is accepted. Further, the movement of the ball BL is controlled so that the ball BL passes through the object OP1 from the movement start position PS to the movement end position PE. In addition, the movement start position PS is set above the vertical direction of the center O2. Further, the movement end position PE is set in a direction opposite to the movement start position PS with reference to the home plate HB (in other words, behind the home plate HB).

<移動體的移動相關的控制例> 接下來,為了容易理解本實施形態相關之技術特徵,針對棒球遊戲之球物件BL(移動體)的移動相關之控制的一例進行說明。<Example of control related to movement of moving body> Next, in order to facilitate understanding of the technical features related to the present embodiment, an example of control related to the movement of the ball object BL (moving body) of a baseball game will be described.

如前述般,在現實的棒球中,投手並不一定可將球投向如預期之行進路線(目標),有每於投球會發生偏差之狀況。為了模擬此種狀況,例如近年來也提案有對於投手角色設定控球等的能力參數,將該能力參數反映於伴隨投球之球物件的移動的控制之技術。作為具體的一例,公知因應使用者的操作,進行球種及行進路線的指定之後,因應投手角色的能力參數,進行球物件的到達點之位置的控制的遊戲。As described above, in real baseball, the pitcher may not always be able to throw the ball to the desired course (target), and there is a situation in which deviation occurs every time the pitch is thrown. In order to simulate such a situation, for example, in recent years, a technique has been proposed in which ability parameters such as ball control are set for the pitcher character, and the ability parameters are reflected in the control of the movement of the ball object accompanying the pitching. As a specific example, a game is known in which the ball type and the course of travel are specified in accordance with the user's operation, and then the position of the arrival point of the ball object is controlled in accordance with the ability parameter of the pitcher character.

例如,圖7係用以針對因應設定於投手角色的能力參數之球物件BL(移動體)的移動相關之控制的一例進行說明的說明圖。再者,將參照圖7在以下說明之球物件BL的移動相關之控制例在方便上也稱為「比較例」。又,於圖7中,與圖4~圖6相同的符號係表示與圖4~圖6中附加該符號之對象相同的對象者。For example, FIG. 7 is an explanatory diagram for explaining an example of the control related to the movement of the ball object BL (moving body) according to the ability parameter set in the pitcher character. In addition, the control example concerning the movement of the ball object BL which will be described below with reference to FIG. 7 is also referred to as a "comparative example" for convenience. In addition, in FIG. 7 , the same reference numerals as those in FIGS. 4 to 6 indicate the same objects as those to which the reference numerals are added in FIGS. 4 to 6 .

在比較例的控制中,設定於投手角色的能力參數(例如控球相關的能力參數)利用來作為可對於藉由行進路線指定游標AC指定的目標OP1,多正確地進行投球的指標。具體來說,在比較例的控制中,將所設定之目標OP1作為中心來設定大略圓形狀的區域BF1,於該區域BF1內隨機設定球物件BL的到達點OC。此時,以投手角色的控球相關之能力參數越高,區域BF1的尺寸越小之方式(例如半徑越短)進行控制。In the control of the comparative example, the ability parameter set in the pitcher character (for example, the ability parameter related to ball control) is used as an index for more accurate pitching to the target OP1 designated by the course designation cursor AC. Specifically, in the control of the comparative example, a roughly circular region BF1 is set with the set target OP1 as the center, and the arrival point OC of the ball BL is randomly set in the region BF1. At this time, the control is performed in such a way that the higher the ability parameter related to the ball control of the pitcher character, the smaller the size of the area BF1 (for example, the shorter the radius).

例如,在圖7中,針對投手角色的控球能力比較高之狀況,與該控球能力比較低之狀況個別,揭示區域BF1的設定結果,與因應該區域BF1之到達點OC的設定結果之一例。再者,在之後的說明中,方便上「控球能力比較高之狀況」係相當於控球相關之能力參數比較高之狀況。同樣地,「控球能力比較低之狀況」係相當於控球相關之能力參數比較低之狀況。半徑r1係揭示投手角色的控球能力比較高之狀況中區域BF1的半徑。又,半徑r2係揭示投手角色的控球能力比較低之狀況中區域BF1的半徑。在圖7所示的範例中,半徑r1及r2係設為成立r1<r2的關係者。For example, in FIG. 7 , for a situation where the pitcher character's ball-handling ability is relatively high, separately from a situation in which the ball-handling ability is relatively low, the setting result of the area BF1 and the setting result of the reaching point OC corresponding to the area BF1 are disclosed separately. An example. Furthermore, in the following description, for convenience, "the condition of relatively high ball-handling ability" is equivalent to a condition in which the ability parameters related to ball-handling are relatively high. Similarly, "the condition of low ball control ability" is equivalent to the condition that the ability parameters related to ball control are relatively low. The radius r1 indicates the radius of the area BF1 in a situation where the pitcher character's ball-handling ability is relatively high. In addition, the radius r2 indicates the radius of the area BF1 in a situation where the ball-handling ability of the pitcher character is relatively low. In the example shown in FIG. 7 , the radii r1 and r2 are set to satisfy the relationship of r1<r2.

如此在圖7所示的範例中,以投手角色的能力參數越是表示在遊戲中更具優位性的參數,則區域BF1的尺寸越小之方式(例如半徑越短)進行控制。再者,「表示在遊戲中更具優位性」係表示在遊戲中更有利地作用之狀況及狀態。例如,「表示在遊戲中更具優位性的參數」係相當於在進行利用該參數的判定時,可獲得在遊戲中更有利地作用之判定結果的參數。作為具體一例,控球的能力參數的參數值越高,則表示投手角色的控球能力高之狀況中,該參數值越高,則該能力參數表示在遊戲中更具優位性。Thus, in the example shown in FIG. 7 , the ability parameter of the pitcher character represents a more dominant parameter in the game, and the size of the area BF1 becomes smaller (eg, the radius becomes shorter). In addition, "indicating more superiority in the game" means a situation and state that functions more favorably in the game. For example, "a parameter indicating more superiority in the game" corresponds to a parameter that can obtain a judgment result that acts more favorably in the game when a judgment is made using the parameter. As a specific example, the higher the parameter value of the ability parameter of ball control, the higher the ball control ability of the pitcher character is, and the higher the parameter value is, the more dominant the ability parameter is in the game.

利用適用以上的控制,可模擬投手角色的控球能力越低,目標OP1與到達點OC之間的偏離程度(換句話說控球的紊亂)會變得更大之狀況。亦即,以投手側的使用者的立場來看,投手角色的控球能力越低,則越難往所預期的場所進行投球。因此,例如於利用往預期的場所進行投球可更有利地進行遊戲之狀況下,可模擬前述控球能力的偏低程度不利地作用於前述使用者之狀況。By applying the above control, a situation in which the degree of deviation between the target OP1 and the reaching point OC (in other words, the disorder of the ball control) becomes larger as the ball-handling ability of the achievable pitcher character becomes lower. That is, from the standpoint of the user on the pitcher side, the lower the ball-handling ability of the pitcher role, the more difficult it is to pitch to a desired place. Therefore, for example, in a situation where the game can be more advantageously performed by pitching to a desired place, a situation in which the aforementioned low degree of ball-handling ability adversely affects the aforementioned user can be simulated.

另一方面,上述的比較例的控制係在從打者側的使用者的立場來看時,並不一定會對遊戲之該使用者的有利不利造成影響。具體來說,參照圖4~圖6所說明的棒球遊戲中,打擊的操作係相當於配合時機來指定打擊區帶SF中之位置的操作。藉由此種操作的特性,打者(打者側的使用者,或打者角色)對於投球行進路線(到達點OC的位置)得意或不得意的概念係有對於打擊的操作及該操作的結果,難以在符合遊戲性的樣態中反映的傾向。相對於此,只要可將對於投球行進路線之得意不得意之概念的影響在遊戲上模擬的話,例如可模擬在可朝向打者不得意的行進路線更正確地進行投球時,投手側的使用者對於打者側的使用者成為更有利之狀況。On the other hand, the control system of the above-mentioned comparative example does not necessarily affect the advantages and disadvantages of the user of the game from the standpoint of the user on the batter side. Specifically, in the baseball game described with reference to FIGS. 4 to 6 , the operation of hitting corresponds to an operation of specifying a position in the hitting zone SF in accordance with the timing. Due to the characteristics of this operation, the concept of whether the batter (the user on the batter side, or the batter role) is satisfied or dissatisfied with the pitching route (the position of reaching the point OC) is related to the operation of the hitting and the result of the operation, and it is difficult to A tendency to reflect in a style that fits the gameplay. On the other hand, as long as the influence of the concept of smugness on the pitching course can be simulated in the game, for example, when the pitcher can be more accurately pitched toward the batter's unsatisfactory course, the user on the pitcher's side can be simulated. The user on the batter's side becomes a more favorable situation.

有鑑於以上的狀況,在本發明中,提案能以更符合遊戲的內容之樣態來控制該遊戲內之移動體的移動的技術。具體來說,針對假設適用於棒球遊戲時,複數使用者分成投手側與打者側來進行使用者對戰之狀況下,模擬對應投手側的參數越是表示於遊戲中更具優位性,於該遊戲中投手側的使用者越成為更有利之狀況的方式控制投球之球物件的移動之技術的一例進行提案。In view of the above situation, the present invention proposes a technology that can control the movement of a moving object in the game in a form more suitable for the content of the game. Specifically, for a situation where a plurality of users are divided into a pitcher side and a batter side to play a user battle when it is assumed to be applicable to a baseball game, the more the parameters corresponding to the pitcher side are represented in the game, the more dominant the game is. An example of a technique for controlling the movement of a pitching ball object so that the user on the pitcher side becomes more favorable is proposed.

<技術思想> 參照圖8,針對藉由本發明的一實施形態相關之系統所實現之移動體的移動之控制的技術思想,注目於將同控制適用於棒球遊戲之投出的球物件的移動之控制的狀況進行說明。再者,於圖8中,與圖4~圖6相同的符號係表示與圖4~圖6中附加該符號之對象相同的對象者。<Technical Thought> Referring to FIG. 8 , with regard to the technical idea of the control of the movement of the moving body realized by the system according to the embodiment of the present invention, attention is paid to the situation of applying the same control to the control of the movement of the ball thrown in the baseball game. illustrate. In addition, in FIG. 8, the code|symbol which is the same as that of FIGS. 4-6 represents the same object as the object to which the code|symbol is attached|subjected in FIGS. 4-6.

首先,作為前提,在參照圖8所說明的棒球遊戲中,對於球物件BL進行打擊時,因應好球帶SZ與打擊位置的位置關係,控制賦予球物件BL之作用的效果。具體來說,打擊位置位於好球帶SZ的外側時,以相較於打擊位置位於好球帶SZ的內側時,賦予球物件BL之作用的效果變得更低之方式進行控制(例如以被擊出之球的速度變得更慢之方式進行控制)。 藉此,例如在球物件BL到達好球帶SZ的外側之狀況下,可模擬即使打擊成功也難以成為安打性的飛球,投手側的使用者成為更有利之狀況。又,在球物件BL到達好球帶SZ的內側之狀況下,可模擬因為打擊成功而容易成為安打性的飛球,投手側的使用者成為更不利之狀況。再者,好球帶SZ相當於「第1區域」之一例。First, as a premise, in the baseball game described with reference to FIG. 8, when hitting the ball BL, the effect of the action given to the ball BL is controlled according to the positional relationship between the strike zone SZ and the hitting position. Specifically, when the hitting position is outside the strike zone SZ, it is controlled in such a way that the effect of the action given to the ball object BL becomes lower than when the hitting position is inside the strike zone SZ (for example, by being The speed of the shot shot becomes slower). Thereby, for example, when the ball object BL reaches the outer side of the strike zone SZ, it is possible to simulate a fly ball which is difficult to hit even if the hit is successful, and the user on the pitcher side becomes a more advantageous situation. In addition, when the ball object BL reaches the inside of the strike zone SZ, it is possible to simulate a fly ball that is likely to become a hit due to a successful hit, and the user on the pitcher side becomes a more disadvantageous situation. Furthermore, the strike zone SZ corresponds to an example of the "first zone".

基於以上,在本實施形態中,適用伴隨因應投手側的使用者之操作的行進路線指定游標AC的移動,進行目標OP1的位置的設定之後,因應對應該使用者的參數(例如投手角色的控球能力),更新該目標OP1的位置的控制。此時,以前述參數於遊戲中越展現優位性,投手側的使用者越於該遊戲中成為更加優位之方式,決定目標OP1的位置的更新相關之控制內容(例如控制方向及控制量等)。例如,在圖8中,針對投手角色的控球能力比較高之狀況,與該控球能力比較低之狀況個別,揭示目標OP1的位置的更新結果之一例。再者,在之後的說明中,為了將位置被更新後的目標OP1與位置被更新前的目標OP1明確地區別,有方便上稱為「OP2」之狀況。Based on the above, in the present embodiment, the movement of the course designation cursor AC in response to the operation of the user on the pitcher side is applied, and after the position of the target OP1 is set, the position of the target OP1 is set, and the parameter (for example, the control of the pitcher character) corresponding to the user is applied. Ball Capability), update the control of the position of the target OP1. At this time, the control contents (such as control direction and control amount, etc.) related to the update of the position of the target OP1 are determined in such a way that the above-mentioned parameters show more superiority in the game, and the pitcher side user becomes more superior in the game. For example, in FIG. 8 , an example of an update result of the position of the target OP1 is disclosed for a situation in which the pitcher character's ball-handling ability is relatively high, separately from a situation in which the ball-handling ability is relatively low. Furthermore, in the following description, in order to clearly distinguish the object OP1 after the position has been updated and the object OP1 before the position has been updated, there is a situation called "OP2" for convenience.

具體來說,在本實施形態中,藉由依據所定參數來訂定預先設定於遊戲空間(3維的虛擬空間)內的基準位置O1與目標OP1的位置的位置關係,進行該目標OP1的位置的更新(亦即決定目標OP2的位置)。基準位置O1係例如設定於好球帶SZ內的所定位置(例如好球帶SZ的中心)。Specifically, in the present embodiment, the position of the object OP1 is determined by determining the positional relationship between the reference position O1 and the position of the object OP1 set in advance in the game space (three-dimensional virtual space) according to predetermined parameters. update (that is, determine the position of the target OP2). The reference position O1 is set, for example, at a predetermined position within the strike zone SZ (eg, the center of the strike zone SZ).

在此,針對目標OP1的位置的更新相關之控制的內容,更詳細進行說明。 例如,圖8的左圖係揭示投手角色的控球能力高時(例如參數值超過閾值時)之目標OP1的位置的更新相關之控制的一例。如圖8的左圖所示,在投手角色的控球能力高時,以目標OP2的位置相較於更新前之目標OP1的位置,成為遠離基準位置O1的位置之方式,更新目標OP1的位置。 相對於此,圖8的右圖係揭示投手角色的控球能力低時(例如參數值未滿閾值時)之目標OP1的位置的更新相關之控制的一例。如圖8的右圖所示,在投手角色的控球能力低時,以目標OP2的位置相較於更新前之目標OP1的位置,成為接近基準位置O1的位置之方式,更新目標OP1的位置。 如此,因應對應投手側之使用者的參數(例如投手角色的控球能力),決定目標OP1之位置的更新相關之控制的控制方向(亦即移動位置的方向)。Here, the content of the control related to the update of the position of the object OP1 will be described in more detail. For example, the left diagram of FIG. 8 shows an example of control related to updating the position of the target OP1 when the pitcher character's ball control ability is high (for example, when the parameter value exceeds a threshold value). As shown in the left diagram of FIG. 8 , when the ball control ability of the pitcher character is high, the position of the target OP1 is updated so that the position of the target OP2 is farther from the reference position O1 than the position of the target OP1 before the update. . On the other hand, the right diagram of FIG. 8 shows an example of control related to updating the position of the target OP1 when the pitcher character's ball-handling ability is low (eg, when the parameter value is less than the threshold value). As shown in the right diagram of FIG. 8 , when the ball-handling ability of the pitcher character is low, the position of the target OP1 is updated so that the position of the target OP2 is closer to the reference position O1 than the position of the target OP1 before the update. . In this way, the control direction of the control related to the update of the position of the target OP1 (ie, the direction of moving the position) is determined according to the parameters of the user corresponding to the pitcher (eg, the ball control ability of the pitcher character).

又,因應對應投手側之使用者的參數,決定目標OP1之位置的更新相關之控制的控制量。 作為具體的一例,以投手角色的控球能力越高,目標OP2的位置相較於更新前之目標OP1的位置,成為離基準位置O1越遠的位置之方式(換句話說以更加相隔開之方式),更新目標OP1的位置亦可。 同樣地,以投手角色的控球能力越低,目標OP2的位置相較於更新前之目標OP1的位置,成為越接近基準位置O1的位置之方式(換句話說以更接近之方式),更新目標OP1的位置亦可。In addition, the control amount of the control related to the update of the position of the target OP1 is determined according to the parameter corresponding to the user on the pitcher side. As a specific example, the higher the ball-handling ability of the pitcher role, the more distant the position of the target OP2 from the reference position O1 than the position of the target OP1 before the update (in other words, the further apart from the position of the target OP1). method), the position of the target OP1 can also be updated. Similarly, as the pitcher's ball-handling ability is lower, the position of the target OP2 becomes closer to the position of the reference position O1 than the position of the target OP1 before the update (in other words, the position of the target OP1 is closer), and the update The position of the target OP1 may also be used.

例如,圖9係針對目標OP1的位置的更新相關之控制中適用於控制方向及控制量的決定的指標之一例揭示概要的圖。於圖9中,延伸於圖式的橫方向的標度係模式揭示目標OP1的位置的更新相關之控制的控制方向及控制量。該標度係圖式的右方向對應投手側成為更有利之控制的控制方向,圖式的左方向對應打者側成為更有利之控制的控制方向。具體來說,與圖8所示的範例建立對應時,圖式的右方向相當於朝向好球帶SZ的外側之目標OP1的位置的更新相關之控制方向,圖式的左方向相當於朝向好球帶SZ的內側之目標OP1的位置的更新相關之控制方向。For example, FIG. 9 is a diagram showing the outline of an example of an index applied to the determination of the control direction and the control amount in the control related to the update of the position of the target OP1 . In FIG. 9 , the scale pattern extending in the horizontal direction of the drawing shows the control direction and control amount of the control related to the update of the position of the object OP1 . The right direction of the scale system diagram corresponds to the control direction where the pitcher side becomes the more favorable control, and the left direction of the diagram corresponds to the control direction where the batter side becomes the more favorable control. Specifically, when corresponding to the example shown in FIG. 8 , the right direction of the diagram corresponds to the control direction related to updating the position of the target OP1 on the outside of the strike zone SZ, and the left direction of the diagram corresponds to the good direction. The control direction related to the update of the position of the target OP1 inside the belt SZ.

又,圖9所示之標度的附加於各記憶體的數值係模式揭示適用於目標OP1的位置的更新相關之控制的參數的參數值。亦即,在圖9所示的範例中,該參數(例如投手角色的控球相關之能力參數的參數値在「-2」~「+2」的範圍中設定。再者,該參數值係以「±0」作為基點,+方向側相當於遊戲中展現優位性的方向。In addition, the numerical system pattern added to each memory of the scale shown in FIG. 9 reveals the parameter value of the parameter suitable for the control related to the update of the position of the object OP1. That is, in the example shown in FIG. 9, the parameter value (for example, the parameter value of the ability parameter related to the ball control of the pitcher character) is set in the range of "-2" to "+2". Furthermore, the parameter value is With "±0" as the base point, the + direction side corresponds to the direction that shows dominance in the game.

亦即,在圖9所示的範例中,前述參數的參數值超過閾值(例如±0)時,以更新後之目標OP1的位置(目標OP2的位置)相較於更新前之OP1的位置,位於好球帶SZ的外側之方式,決定目標OP1的位置的更新之控制方向。又,此時,以該參數的參數值越高,更新後之目標OP1的位置(目標OP2的位置)越會成為從更新前之OP1的位置朝向好球帶SZ的外側更加移動的位置之方式,決定目標OP1的位置的控制量。 又,前述參數的參數值未滿閾值(例如±0)時,以更新後之目標OP2的位置相較於更新前之OP1的位置,更位於好球帶SZ的內側之方式,決定目標OP1的位置的更新之控制方向。又,此時,以該參數的參數值越低,更新後之目標OP2的位置越會成為從更新前之OP1的位置朝向好球帶SZ的內側更加移動的位置之方式,決定目標OP1的位置的控制量。 再者,前述所定參數係相當於「表示目標之位置的控制相關之優位性的參數」之一例。That is, in the example shown in FIG. 9 , when the parameter value of the aforementioned parameter exceeds the threshold (eg ±0), the position of the target OP1 after the update (the position of the target OP2 ) is compared with the position of the target OP1 before the update, The way of being located outside the strike zone SZ determines the control direction of the update of the position of the target OP1. Also, at this time, as the parameter value of this parameter is higher, the position of the target OP1 after the update (the position of the target OP2) becomes a position that moves further from the position of the OP1 before the update toward the outside of the strike zone SZ. , which determines the control amount of the position of the target OP1. In addition, when the parameter value of the aforementioned parameter is less than the threshold value (eg ±0), the position of the target OP2 after the update is more inside the strike zone SZ than the position of the target OP1 before the update, to determine the target OP1. The control direction of the update of the position. In this case, the position of the target OP1 is determined so that the position of the target OP2 after the update becomes a position further moved toward the inside of the strike zone SZ from the position of the OP1 before the update as the parameter value of the parameter is lower. amount of control. In addition, the above-mentioned predetermined parameter corresponds to an example of "parameter indicating the superiority of the control of the position of the target".

利用適用以上的控制,投手角色的控球能力高時,球物件BL的到達點成為好球帶SZ外(所謂壞球)的可能性變高。亦即,即使打擊成功也難以成為安打性的飛球,故可模擬投手側的使用者成為更有利之狀況(亦即打者側的使用者成為更不利之狀況)。 又,投手角色的控球能力低時,球物件BL的到達點成為好球帶SZ內的可能性變高。亦即,打擊成功時,容易成為安打性的飛球,故可模擬打者側的使用者成為更有利之狀況(亦即投手側的使用者成為更不利之狀況)。By applying the above control, when the ball control ability of the pitcher character is high, there is a high possibility that the arrival point of the ball object BL will be outside the strike zone SZ (so-called bad ball). That is, even if the hit is successful, it is difficult to become a hit fly ball, so it is possible to simulate a situation where the user on the pitcher side becomes more favorable (that is, a situation where the user on the batter side becomes more unfavorable). Moreover, when the ball control ability of the pitcher character is low, there is a high possibility that the arrival point of the ball object BL will be within the strike zone SZ. That is, when the hit is successful, it is easy to become a hit fly ball, so it is possible to simulate a situation where the user on the batter side becomes more favorable (that is, a situation where the user on the pitcher side becomes more unfavorable).

<功能構造> 參照圖10,針對本實施形態相關之遊戲裝置10的功能構造之一例,尤其注目於參照圖4~圖6所說明的棒球遊戲中,用以實現參照圖8及圖9所說明之控制的構造進行說明。如圖10所示,遊戲裝置10係包含UI110、控制部130、記憶部150。<Functional structure> Referring to FIG. 10 , as an example of the functional structure of the game device 10 according to the present embodiment, the structure for realizing the control explained with reference to FIGS. 8 and 9 is particularly noted in the baseball game explained with reference to FIGS. 4 to 6 . Be explained. As shown in FIG. 10 , the game device 10 includes a UI 110 , a control unit 130 , and a memory unit 150 .

UI110係相當於所謂使用者介面(User Interface),執行受理來自使用者的指示的處理、對使用者提示資訊的處理。UI110係包含輸入部111與輸出部112。UI110 is equivalent to the so-called user interface (User Interface), and executes the process of accepting the instruction from the user and the process of presenting the information to the user. UI 110 includes an input unit 111 and an output unit 112 .

輸入部111係藉由所定輸入裝置(例如輸入裝置105)實現,將依據從使用者受理之輸入的輸入資訊,輸出至控制部130(後述的輸入解析部131)。作為具體的一例,輸入部111藉由觸控面板實現時,受理手指等的操作體所致之觸控的位置(例如畫面上的位置)相關之資訊作為輸入資訊被輸出至控制部130亦可。又,作為其他一例,輸入部111藉由類比搖桿或物理的按鍵等實現時,因應該類比搖桿及該按鍵等所受理之操作的資訊,作為輸入資訊被輸出至控制部130亦可。當然前述僅為一例,因應利用於輸入部111的實現之輸入裝置的種別,適當變更輸入資訊的內容亦可。The input unit 111 is realized by a predetermined input device (eg, the input device 105 ), and outputs the input information based on the input received from the user to the control unit 130 (the input analysis unit 131 described later). As a specific example, when the input unit 111 is realized by a touch panel, the information related to the position (for example, the position on the screen) of the touch received by an operator such as a finger may be output to the control unit 130 as input information. . As another example, when the input unit 111 is realized by an analog joystick or a physical key, etc., the information of the operations accepted by the analog joystick and the key may be output to the control unit 130 as input information. Of course, the above is only an example, and the content of the input information may be appropriately changed according to the type of the input device used for the realization of the input unit 111 .

輸出部112係藉由所定輸出裝置(例如輸出裝置106)實現,對於使用者提示各種輸出資訊。再者,本實施形態的輸出部112係至少一部分的功能藉由所謂顯示器等的顯示裝置實現,構成為可將成為提示對象的資訊,作為如圖像等的顯示資訊,提示給使用者的構造。又,輸出部112係構成為可將成為對使用者之提示對象的資訊,作為與顯示資訊不同種別的資訊,提示給使用者的構造亦可。作為具體的一例,輸出部112係至少一部分的功能藉由所謂揚聲器等的音響輸出裝置實現,構成為可將成為提示對象的資訊,作為如聲音或電子音等的音響,提示給使用者的構造亦可。當然前述僅為一例,因應利用於輸出部112的實現之輸出裝置的種別,適當變更輸出資訊的種別亦可。The output unit 112 is realized by a predetermined output device (eg, the output device 106 ), and presents various output information to the user. Furthermore, at least a part of the functions of the output unit 112 of the present embodiment is realized by a display device such as a so-called display, and is configured to present information to be presented to the user as display information such as an image or the like. . In addition, the output unit 112 may have a structure capable of presenting the information to be presented to the user as information of a different type from the displayed information to the user. As a specific example, at least a part of the function of the output unit 112 is realized by an audio output device such as a so-called speaker, and is configured to present the information to be presented to the user as a sound such as a sound or an electronic sound. You can also. Of course, the above is just an example, and the type of the output information may be appropriately changed according to the type of the output device used for the realization of the output unit 112 .

記憶部150係記憶後述的控制部130利用於遊戲的實現之各種資料及各種程式。作為具體的一例,記憶部150係記憶像前述之投手角色的控球相關之能力參數等的與遊玩遊戲的使用者建立對應的參數相關之參數資訊151。又,記憶部150係例如記憶用以識別遊玩遊戲的使用者的識別資訊、該使用者相關之各種資訊亦可。記憶部150係例如可藉由記憶裝置107來實現。The memory unit 150 stores various data and various programs used by the control unit 130 to be described later for realizing the game. As a specific example, the memory unit 150 stores parameter information 151 related to parameters associated with a user who plays the game, such as the aforementioned ability parameters related to ball control of the pitcher character. In addition, the memory unit 150 may store, for example, identification information for identifying a user who played the game, and various information related to the user. The memory unit 150 can be realized by, for example, the memory device 107 .

控制部130係進行遊戲裝置所提供之各種功能的實相關之控制(尤其,遊戲的實現相關之各種控制)。控制部130係包含輸入解析部131、目標位置設定部132、目標位置更新部133、移動體控制部134、作用賦予部135、角色控制部136、輸出控制部137。The control unit 130 performs actual control of various functions provided by the game device (in particular, various controls related to the realization of a game). The control unit 130 includes an input analysis unit 131 , a target position setting unit 132 , a target position update unit 133 , a moving body control unit 134 , an action imparting unit 135 , a character control unit 136 , and an output control unit 137 .

輸入解析部131係從輸入部111取得輸入資訊,依據該輸入資訊,辨識透過輸入部111之來自使用者的指示。 例如,輸入解析部131係輸入部111藉由觸控面板實現時,因應受理輸入資訊所示之觸控的位置,辨識來自使用者的指示亦可。 作為更具體的一例,如參照圖4所說明般,在棒球遊戲中投手角色PC進行投球之狀況下,輸入解析部131係作為所指定的投球行進路線,辨識受理觸控的位置亦可。 又,作為其他一例,如參照圖5所說明般,在棒球遊戲中打者角色BC進行打擊之狀況下,輸入解析部131係作為所指定的打擊位置,辨識受理觸控的位置亦可。The input analysis unit 131 obtains input information from the input unit 111 , and recognizes an instruction from the user through the input unit 111 based on the input information. For example, when the input part 111 is realized by a touch panel, the input analysis unit 131 may recognize the instruction from the user according to the position of the touch indicated by the received input information. As a more specific example, as described with reference to FIG. 4 , when the pitcher character PC is pitching in a baseball game, the input analyzing unit 131 may recognize the position where the touch is accepted as the designated pitching route. As another example, as described with reference to FIG. 5 , when the batter character BC hits in the baseball game, the input analysis unit 131 may recognize the position where the touch is accepted as the designated hitting position.

又,作為其他一例,輸入解析部131係輸入部111藉由類比搖桿或物理的按鍵等實現時,因應對於該類比搖桿及該按鍵等的輸入內容,辨識來自使用者的指示亦可。 作為更具體的一例,如參照圖4所說明般,在棒球遊戲中投手角色PC進行投球之狀況下,輸入解析部131係依據類比搖桿所受理的輸入,進行行進路線指定游標AC的位置的更新亦可。又,此時,輸入解析部131係作為所指定的投球行進路線,辨識所定按鍵受理輸入時之該行進路線指定游標AC的位置亦可。 又,作為其他一例,如參照圖5所說明般,在棒球遊戲中打者角色BC進行打擊之狀況下,輸入解析部131係依據類比搖桿所受理的輸入,進行擊球游標MC的位置的更新亦可。又,此時,輸入解析部131係作為所指定的打擊位置,辨識所定按鍵受理輸入時之該擊球游標MC的位置亦可。In addition, as another example, when the input unit 111 is realized by an analog joystick or a physical button, etc., the input analysis unit 131 may recognize the instruction from the user according to the input content of the analog joystick and the button. As a more specific example, as described with reference to FIG. 4 , when the pitcher character PC pitches a ball in a baseball game, the input analysis unit 131 performs the position of the course designation cursor AC based on the input received by the analog joystick. Updates are also possible. In addition, at this time, the input analysis unit 131 may recognize the position of the cursor AC for the specified course when the input is accepted by the specified key as the specified pitching course. As another example, as described with reference to FIG. 5 , when the batter character BC hits a baseball game, the input analysis unit 131 updates the position of the batting cursor MC based on the input received by the analog stick. You can also. In addition, in this case, the input analyzing unit 131 may recognize the position of the hitting cursor MC at the time of accepting the input of the predetermined button as the designated hitting position.

當然前述僅為一例,輸入解析部131依據輸入資訊,辨識來自使用者的指示的方法係因應輸入資訊的種別、遊戲的內容、輸入部111受理來自使用者的輸入時的狀況等適當變更亦可。Of course, the above is just an example, and the method of recognizing the instruction from the user by the input analysis unit 131 based on the input information may be appropriately changed according to the type of input information, the content of the game, the situation when the input unit 111 accepts the input from the user, etc. .

然後,輸入解析部131係將因應來自使用者的指示之辨識結果的資訊,因應輸入部111受理來自使用者的輸入時的狀況,輸出至所定輸出目標亦可。 例如,如參照圖4所說明般,在棒球遊戲中投手角色PC進行投球之狀況下,輸入解析部131係將因應來自使用者的指示之辨識結果的資訊,輸出至後述的目標位置設定部132亦可。 又,作為其他一例,如參照圖5所說明般,在棒球遊戲中打者角色BC進行打擊之狀況下,將因應來自使用者的指示之辨識結果的資訊,輸出至後述的作用賦予部135亦可。 又,輸入解析部131係將因應來自使用者的指示之辨識結果的資訊,通知後述的輸出控制部137亦可。藉此,輸出控制部137可將因應來自使用者的指示之資訊,透過輸出部112,反饋給該使用者。Then, the input analysis unit 131 may output the information of the recognition result according to the instruction from the user to a predetermined output destination according to the situation when the input unit 111 accepts the input from the user. For example, as described with reference to FIG. 4 , when the pitcher character PC pitches a ball in a baseball game, the input analysis unit 131 outputs the information of the recognition result according to the instruction from the user to the target position setting unit 132 described later. You can also. As another example, as described with reference to FIG. 5 , when the batter character BC hits in the baseball game, the information of the recognition result in response to the instruction from the user may be output to the action imparting unit 135 described later. . In addition, the input analysis unit 131 may notify the output control unit 137 to be described later of the information of the recognition result according to the instruction from the user. Thereby, the output control unit 137 can feed back the information in response to the instruction from the user to the user through the output unit 112 .

目標位置設定部132係進行所定移動體之移動的控制相關之目標OP1的位置的設定。此時,目標位置設定部132係例如從輸入解析部131取得因應來自使用者的指示之辨識結果的資訊,並依據該資訊,設定目標OP1的位置亦可。此時,目標位置設定部132係將藉由圖4所示的行進路線指定游標AC等,使用者直接指定的位置,設定作為目標OP1的位置亦可。又,作為其他一例,目標位置設定部132係依據來自使用者之如「內角」、「外角」、「偏高」、「偏低」等之間接的行進路線的指定,設定目標OP1的位置亦可。The target position setting unit 132 sets the position of the target OP1 related to the control of the movement of the predetermined moving body. At this time, the target position setting unit 132 may obtain information on the recognition result in response to the instruction from the user, for example, from the input analysis unit 131, and set the position of the target OP1 based on the information. In this case, the target position setting unit 132 may set the position directly designated by the user, such as the travel route designation cursor AC shown in FIG. 4 , as the position of the target OP1 . Also, as another example, the target position setting unit 132 sets the position of the target OP1 according to the designation of the traveling route, such as "inner angle", "outer angle", "higher", "lower", etc. from the user. You can also.

又,作為其他一例,目標位置設定部132係採納如遊戲的進行狀況等之各種資訊,設定目標OP1的位置亦可。此時,目標OP1的位置的設定,利用依據將遊戲的進行狀況、行進路線的指定、及投球的結果等相關之資訊作為訓練資料的機器學習,所構成的判別器亦可。In addition, as another example, the target position setting unit 132 may set the position of the target OP1 by taking in various information such as the progress status of the game. In this case, the setting of the position of the target OP1 may be a discriminator constructed by using information related to the progress of the game, the designation of the course, and the result of pitching as training data using machine learning.

然後,目標位置設定部132係將因應目標OP1的位置之設定結果的資訊,輸出至目標位置更新部133。Then, the target position setting unit 132 outputs information corresponding to the setting result of the position of the target OP1 to the target position updating unit 133 .

目標位置更新部133係接受目標位置設定部132所致之目標OP1的位置的設定結果,如參照圖8及圖9所說明般,依據所定參數來更新該目標OP1的位置。具體來說,目標位置更新部133係藉由依據前述參數來訂定預先設定於虛擬空間內的基準位置O1與目標OP1的位置的位置關係(決定目標OP2的位置),更新該目標OP1的位置。此時,目標位置更新部133係依據前述參數,決定目標OP1的位置的更新相關之控制方向(例如移動目標OP1的位置的方向)、及控制量(例如移動目標OP1的位置的移動量)亦可。The target position update unit 133 receives the setting result of the position of the target OP1 by the target position setting unit 132 , and updates the position of the target OP1 according to the predetermined parameters as described with reference to FIGS. 8 and 9 . Specifically, the object position update unit 133 updates the position of the object OP1 by specifying the positional relationship between the reference position O1 and the position of the object OP1 preset in the virtual space (determining the position of the object OP2) according to the aforementioned parameters. . At this time, the target position update unit 133 determines the control direction (for example, the direction of the position of the moving object OP1 ) and the control amount (for example, the amount of movement of the position of the moving object OP1 ) related to updating the position of the object OP1 based on the aforementioned parameters. Can.

再者,目標位置更新部133利用於目標OP1的位置的更新之參數的種別及該參數相關之資訊的取得方法並未特別限定。 作為具體的一例,目標位置更新部133係將所定角色的能力參數利用於目標OP1的位置的更新亦可。此時,目標位置更新部133係例如利用讀取記憶於記憶部150的參數資訊151,取得前述能力參數相關的資訊亦可。 又,作為其他一例,目標位置更新部133係將因應使用者所致之所定操作的結果之參數利用於目標OP1的位置的更新亦可。作為具體的一例,因應從使用者受理所定操作的時機與預先設定之成為基準的時機的差的大小所決定之參數利用於目標OP1的位置的更新亦可。再者,關於同控制的一例,作為變形例另外在之後詳細說明。In addition, the type of the parameter which the target position update unit 133 uses to update the position of the target OP1 and the method of acquiring the information related to the parameter are not particularly limited. As a specific example, the target position update unit 133 may use the ability parameter of the predetermined character to update the position of the target OP1. At this time, the target position updating unit 133 may obtain the information related to the aforementioned ability parameter by, for example, reading the parameter information 151 stored in the memory unit 150 . In addition, as another example, the target position update unit 133 may use the parameter according to the result of the predetermined operation by the user to update the position of the target OP1. As a specific example, a parameter determined according to the magnitude of the difference between the timing at which the user accepts the predetermined operation and the timing at which the predetermined reference is made may be used for updating the position of the target OP1. It should be noted that an example of the same control will be described in detail later as a modified example.

然後,目標位置更新部133係將因應目標OP1的位置之設定結果的資訊(例如圖8所示之目標OP2的位置相關之資訊),輸出至移動體控制部134。又,目標位置更新部133係將因應目標OP1的位置之更新結果的資訊,輸出至輸出控制部137亦可。藉此,輸出控制部137也可將目標OP1的位置的更新結果,透過輸出部112,提示給使用者。Then, the target position update unit 133 outputs the information corresponding to the setting result of the position of the target OP1 (eg, information related to the position of the target OP2 shown in FIG. 8 ) to the moving body control unit 134 . In addition, the target position update unit 133 may output information corresponding to the update result of the position of the target OP1 to the output control unit 137 . Thereby, the output control unit 137 can also present the update result of the position of the target OP1 to the user through the output unit 112 .

移動體控制部134係接受目標位置更新部133所致之目標OP1的位置的更新結果,以所定移動體(例如球物件BL)從預先設定的移動開始位置PS通過更新後的目標OP1(目標OP2)到達移動結束位置PE為止之方式,控制移動體的移動。 又,此時,移動體控制部134係因應所定條件,控制移動體的移動相關之路徑亦可。作為具體的一例,移動體控制部134係於棒球遊戲中,因應針對投手角色所致之投球所指定的球種(例如直球、曲球、噴射球等),控制從該投手角色送出之球物件BL(移動體)的移動相關之路徑(軌道)亦可。 又,移動體控制部134係將移動體的移動的控制相關之資訊,通知作用賦予部135亦可。藉此,作用賦予部135係可辨識移動體的移動相關之路徑、該移動體通過該路徑上之各部(例如打擊區帶SF的一部分)的時機。The moving body control unit 134 receives the update result of the position of the target OP1 by the target position updating unit 133, and a predetermined moving body (for example, the ball BL) passes the updated target OP1 (the target OP2) from the preset movement start position PS. ) to control the movement of the moving body until it reaches the movement end position PE. In addition, at this time, the moving body control unit 134 may control the path related to the movement of the moving body according to predetermined conditions. As a specific example, in a baseball game, the moving body control unit 134 controls the ball object sent from the pitcher character according to the ball type (for example, straight, curve, jet, etc.) designated for the pitch by the pitcher character. A path (orbit) related to the movement of the BL (moving body) may also be used. In addition, the moving body control unit 134 may notify the action imparting unit 135 of the information related to the control of the movement of the moving body. Thereby, the action imparting unit 135 can recognize the path related to the movement of the moving body and the timing at which the moving body passes through each part on the path (for example, a part of the strike zone SF).

又,移動體控制部134係在藉由後述的作用賦予部135對於移動體賦予作用時,因應賦予移動體的該作用,控制該移動體的移動亦可。作為具體的一例,移動體控制部134係因應被賦予作用後之移動體的初速度的方向及大小,控制該移動體的移動相關之路徑(軌道)亦可。又,此時,移動體控制部134係藉由使用移動體的初速度來解開質點的運動方程式,重複計算移動體的位置,藉此特定該移動體的移動相關之路徑亦可。In addition, the moving body control unit 134 may control the movement of the moving body in accordance with the action given to the moving body when the action is applied to the moving body by the action applying unit 135 described later. As a specific example, the moving body control unit 134 may control the path (track) related to the movement of the moving body according to the direction and magnitude of the initial velocity of the moving body after the action is applied. In this case, the moving body control unit 134 may solve the equation of motion of the mass point using the initial velocity of the moving body, and repeatedly calculate the position of the moving body, thereby specifying a path related to the movement of the moving body.

作用賦予部135係特定可因應移動體控制部134所致之移動體的移動相關之控制,對於移動體賦予作用的時機(以下也稱為「作用賦予時機」)。作為具體的一例,作用賦予部135係依據球物件BL(移動體)從移動開始位置PS到達移動結束位置PE為止之間通過打擊區帶SF的一部分的時機,特定對於該球物件BL賦予可進行打擊(亦即賦予作用)的作用賦予時機亦可。The action imparting unit 135 specifies a timing (hereinafter also referred to as "action imparting timing") to impart an action to the moving body in response to the control related to the movement of the moving body by the moving body control unit 134 . As a specific example, the action imparting unit 135 specifies that the ball object BL (moving body) passes through a part of the strike zone SF from the movement start position PS to the movement end position PE, and specifies that the ball object BL can be given. The effect of striking (that is, giving effect) may be given timing.

又,作用賦予部135係於作用賦予時機中進行對移動體之作用的賦予相關之位置的指定時,因應該作用的賦予相關之位置與移動體之位置的位置關係,對於該移動體賦予作用。 作為具體的一例,作用賦予部135係從輸入解析部131取得因應來自使用者的指示之辨識結果的資訊,並依據該資訊,特定擊球游標MC的位置。又,作用賦予部135係於作用賦予時機中,進行判定球物件BL與擊球游標MC的至少一部分是否重疊的打擊判定處理。然後,作用賦予部135係藉由該打擊判定處理,判定球物件BL與擊球游標MC的至少一部分重疊時,對於該球物件BL賦予作用亦可。In addition, when the action imparting unit 135 specifies the position related to the imparting of the action to the moving body at the action imparting timing, the action imparting unit 135 imparts the action to the moving body according to the positional relationship between the position related to the imparting of the action and the position of the moving body. . As a specific example, the action imparting unit 135 acquires information of the recognition result in response to the instruction from the user from the input analyzing unit 131, and specifies the position of the hitting cursor MC based on the information. In addition, the action imparting unit 135 performs a shot determination process of determining whether or not at least a part of the ball object BL and the hitting cursor MC overlap with each other at the action imparting timing. Then, the action imparting unit 135 may assign an action to the ball object BL when it is determined that the ball object BL overlaps with at least a part of the hitting cursor MC through the hit determination process.

又,作用賦予部135係因應對移動體(例如球物件BL)之作用的賦予相關之位置與移動體之位置的位置關係,控制賦予該移動體的作用亦可。 作為具體的一例,作用賦予部135係因應擊球游標MC的中心(甜區(Sweet spot))、球物件BL的重心、位置關係,決定被賦予作用之後的該球物件BL的初速度的方向及大小亦可。In addition, the action imparting unit 135 may control the action imparted to the moving body according to the positional relationship between the position related to the imparting of the action to the moving body (eg, the ball BL) and the position of the moving body. As a specific example, the action imparting unit 135 determines the direction of the initial velocity of the ball BL after the action is applied in accordance with the center (sweet spot) of the hitting cursor MC, the center of gravity of the ball BL, and the positional relationship. and size.

然後,作用賦予部135係在對於移動體賦予作用時,將因應對於移動體賦予作用的結果之資訊(例如移動體的初速度的方向及大小),輸出至移動體控制部134。Then, when the action applying unit 135 applies an action to the moving body, it outputs to the moving body control unit 134 information corresponding to the result of applying the action to the moving body (for example, the direction and magnitude of the initial velocity of the moving body).

角色控制部136係於虛擬空間(例如遊戲空間)內,控制各種角色的動作。角色控制部136係例如利用控制記憶於所定記憶區域(例如記憶部150等)之角色的資料(例如立體模型及圖像等)的動作,控制虛擬空間內之角色的動作。再者,在本實施形態中,方便上作為角色的資料適用立體模型者。 作為具體的一例,角色控制部136係使投手角色PC進行抬起手的動作、及抬起手之後投出球物件BL的動作等亦可。又,作為其他一例,角色控制部136係使打者角色BC進行握住球棒物件BO準備打擊的姿勢之後揮擊該球棒物件BO的動作等亦可。The character control unit 136 controls the actions of various characters in a virtual space (eg, a game space). The character control unit 136 controls the movement of the character in the virtual space by, for example, controlling the movement of character data (eg, three-dimensional models and images) stored in a predetermined storage area (eg, the storage unit 150 ). Furthermore, in the present embodiment, a three-dimensional model is used as the data of the character for convenience. As a specific example, the character control unit 136 may cause the pitcher character PC to perform an action of raising his hand, an action of throwing the ball object BL after raising his hand, or the like. As another example, the character control unit 136 may make the batter character BC take a posture of holding the bat object BO to prepare for hitting, and then swing the bat object BO, or the like.

然後,角色控制部136係將因應角色的動作之控制結果的資訊,輸出至輸出控制部137。藉此,輸出控制部137也可將角色的動作,透過輸出部112,提示給使用者。Then, the character control unit 136 outputs to the output control unit 137 the information of the control result according to the action of the character. Thereby, the output control unit 137 can also present the movement of the character to the user through the output unit 112 .

輸出控制部137係利用使輸出部112輸出資訊,將各種資訊提示給使用者。例如,輸出控制部137係利用於藉由顯示裝置所實現的輸出部112,顯示遊戲的畫面,將該遊戲相關之各種資訊(例如遊戲的進行狀況等)提示給使用者亦可。The output control unit 137 presents various information to the user by causing the output unit 112 to output information. For example, the output control unit 137 may display the screen of the game by using the output unit 112 realized by the display device, and may present various information related to the game (eg, the progress of the game, etc.) to the user.

作為具體的一例,輸出控制部137係使藉由顯示裝置所實現的輸出部112,輸出(顯示)參照圖4所說明的畫面D10、參照圖5所說明的畫面D20亦可。 此時,例如,輸出控制部137係於遊戲空間,配置棒球場、打者角色BC、及投手角色PC的物件、以及虛擬光源及虛擬相機等,對立體模型貼上紋理以施加彩現(rendering),生成表示遊戲空間的彩現圖像資料,並顯示於輸出部112。在此,輸出控制部137係以所定幀率,生成彩現圖像資料並顯示於輸出部112(例如寫入所定描繪RAM)。藉此,於輸出部112中,動畫顯示打者角色BC、投手角色PC、及球物件BL等。 又,此時,輸出控制部137係接受移動體控制部134所致之該移動體的移動的控制結果,辨識遊戲空間之移動體(例如球物件BL)的位置、及該移動體的動態(例如移動方向及移動速度等)亦可。As a specific example, the output control unit 137 may cause the output unit 112 realized by the display device to output (display) the screen D10 described with reference to FIG. 4 or the screen D20 described with reference to FIG. 5 . In this case, for example, the output control unit 137 arranges objects such as a baseball field, a batter character BC, a pitcher character PC, a virtual light source, a virtual camera, etc. in the game space, and applies a texture to the three-dimensional model for rendering. , the color rendering image data representing the game space is generated and displayed on the output unit 112 . Here, the output control unit 137 generates color rendering image data at a predetermined frame rate and displays it on the output unit 112 (eg, writes it into a predetermined rendering RAM). Thereby, in the output unit 112, the batter character BC, the pitcher character PC, the ball object BL, and the like are displayed in animation. In addition, at this time, the output control unit 137 receives the control result of the movement of the moving body by the moving body control unit 134, and recognizes the position of the moving body (for example, the ball BL) in the game space and the movement of the moving body ( For example, moving direction and moving speed, etc.) can also be used.

又,輸出控制部137係接受輸入解析部131所致之來自使用者的指示之辨識結果,使行進路線指定游標AC及擊球游標MC等的圖像資料重疊於彩現圖像亦可。藉此,於輸出部112中,顯示行進路線指定游標AC及擊球游標MC。In addition, the output control unit 137 may receive the recognition result of the instruction from the user by the input analysis unit 131, and may superimpose the image data such as the course designation cursor AC and the shot cursor MC on the color-displayed image. Thereby, the course designation cursor AC and the shot cursor MC are displayed on the output unit 112 .

又,輸出控制部137係接受目標位置更新部133所致之目標OP1的位置之更新結果(例如圖8所示之目標OP2的位置的決定結果),使到達點區域AP的圖像資料重疊於彩現圖像亦可。藉此,於輸出部112中,顯示到達點區域AP。In addition, the output control unit 137 receives the update result of the position of the object OP1 by the target position update unit 133 (for example, the determination result of the position of the object OP2 shown in FIG. 8 ), and superimposes the image data of the arrival point area AP on the Color rendering images are also available. Thereby, the arrival point area AP is displayed on the output unit 112 .

又,輸出控制部137並不限定於像遊戲的畫面等之顯示資訊,因應利用於輸出部112的實現之輸出裝置的種別,控制其他種別的資訊的輸出亦可。In addition, the output control unit 137 is not limited to display information such as a screen of a game, and may control the output of other types of information according to the type of output device used for the realization of the output unit 112 .

再者,圖10所示的功能構造僅為一例,只要可實現上述之各構成要素的功能,不一定是限定本實施形態之遊戲裝置10的功能構造者。 例如上述一連串的構成要素中一部分的構成要素設置於像伺服器裝置30等之不同於遊戲裝置10的其他裝置亦可。作為具體的一例,控制部130的各構成要素中之一部分的構成要素(尤其,目標位置更新部133以外之其他構成要素中至少一部分)設置於其他裝置亦可。In addition, the functional structure shown in FIG. 10 is only an example, and as long as the functions of the above-mentioned components can be realized, the functional structure of the game device 10 of the present embodiment is not necessarily limited. For example, some of the components in the above-mentioned series of components may be provided in other devices, such as the server device 30 , other than the game device 10 . As a specific example, a part of the components (in particular, at least a part of other components other than the target position update unit 133 ) of the components of the control unit 130 may be provided in other devices.

<處理> 參照圖11,針對本實施形態相關之遊戲裝置10的處理之一例,尤其注目於參照圖4~圖6所說明的棒球遊戲中,用以實現參照圖8及圖9所說明之控制的處理進行說明。再者,在圖11所示的範例中,方便上作為投手側的使用者進行投手角色PC所致之投球的操作,打者側的使用者進行打者角色BC所致之打擊的操作。<Processing> Referring to FIG. 11 , as an example of the processing of the game device 10 according to the present embodiment, especially in the baseball game described with reference to FIGS. 4 to 6 , the processing for realizing the control described with reference to FIGS. 8 and 9 is performed. illustrate. Furthermore, in the example shown in FIG. 11 , the user on the pitcher side performs the operation of pitching by the pitcher character PC, and the user on the batter side performs the operation of hitting by the batter character BC.

於S101中,依據來自投手側之使用者的指示,開始投球的動作時,目標位置設定部132係將藉由行進路線指定游標AC所指定之打擊區帶SF內的位置,設定為球物件BL的移動的控制相關之目標OP1的位置。In S101, when the action of pitching is started according to the instruction from the user on the pitcher side, the target position setting unit 132 sets the position within the hitting zone SF designated by the course designation cursor AC as the ball object BL. The control of the movement is related to the position of the object OP1.

接下來,於S102及S103中,藉由目標位置更新部133,進行所設定之目標OP1的位置的更新(修正)。 具體來說,於S102中,目標位置更新部133係參照記憶於記憶部150之對應前述使用者的參數資訊151,取得投手角色PC的控球相關之能力參數。 又,於S103中,目標位置更新部133係藉由依據所取得之前述能力參數,來訂定預先設定於虛擬空間內的基準位置O1與目標OP1的位置的位置關係,更新該目標OP1的位置。藉此,決定更新後之目標OP1(亦即目標OP2)的位置。 作為具體的一例,如參照圖8所說明的範例般,在投手角色之控球能力的參數值超過閾值時,以目標OP2的位置相較於更新前之目標OP1的位置,成為遠離基準位置O1的位置之方式,更新目標OP1的位置。相對於此,在投手角色之控球能力的參數值未滿閾值時,以目標OP2的位置相較於更新前之目標OP1的位置,成為接近基準位置O1的位置之方式,更新目標OP1的位置。 又此時,輸出控制部137係接受目標OP1的位置之更新結果,以在提示打擊區帶SF中對應之位置提示到達點區域AP之方式,使到達點區域AP的圖像資料重疊於表示遊戲空間的彩現圖像亦可。Next, in S102 and S103, the target position updating unit 133 updates (corrects) the position of the set target OP1. Specifically, in S102 , the target position update unit 133 refers to the parameter information 151 corresponding to the aforementioned user stored in the memory unit 150 to obtain the ability parameters related to ball control of the pitcher character PC. In addition, in S103, the target position update unit 133 updates the position of the target OP1 by determining the positional relationship between the reference position O1 and the position of the target OP1 preset in the virtual space according to the acquired capability parameter. . Thereby, the position of the updated object OP1 (that is, the object OP2) is determined. As a specific example, as in the example described with reference to FIG. 8 , when the parameter value of the ball-handling ability of the pitcher character exceeds the threshold, the position of the target OP2 is farther from the reference position O1 than the position of the target OP1 before the update. , update the position of the target OP1. On the other hand, when the parameter value of the ball-handling ability of the pitcher character is less than the threshold, the position of the target OP2 is updated so that the position of the target OP2 is closer to the reference position O1 than the position of the target OP1 before the update. . Also at this time, the output control unit 137 receives the update result of the position of the target OP1, and displays the arrival point area AP at the corresponding position in the reminder strike zone SF, so that the image data of the arrival point area AP is superimposed on the image data representing the game. A color rendering image of the space is also available.

於S104中,移動體控制部134係因應目標OP2的位置(亦即目標OP1的位置的更新結果),控制從投手角色PC送出之球物件BL的移動。具體來說,移動體控制部134係以從預先設定的移動開始位置PS通過目標OP2到達移動結束位置PE為止之方式,控制球物件BL的移動。又,此時,移動體控制部134係因應從前從投手側的使用者所指定的球種,控制球物件BL的移動相關之路徑(軌道)亦可。In S104, the moving body control unit 134 controls the movement of the ball object BL sent from the pitcher character PC according to the position of the object OP2 (that is, the update result of the position of the object OP1). Specifically, the moving body control unit 134 controls the movement of the ball BL so as to pass through the target OP2 from the preset movement start position PS to the movement end position PE. In addition, at this time, the moving body control unit 134 may control the path (track) related to the movement of the ball object BL in accordance with the ball type previously designated by the user on the pitcher side.

接下來,於S105中,作用賦予部135係進行依據來自打者側的使用者的指示與球物件BL的移動相關之控制的結果,打者角色BC所致之球物件BL的打擊是否成功相關的打擊判定處理。 具體來說,作用賦予部135係因應移動體控制部134所致之球物件BL的移動相關之控制,依據球物件BL通過打擊區帶SF的一部分的時機,特定作用賦予時機。又,作用賦予部135係於作用賦予時機中,在進行了對移動體的作用的賦予相關之位置的指定時,作為打擊判定處理,進行球物件BL與擊球游標MC的至少一部分是否重疊的判斷。Next, in S105, the action imparting unit 135 performs a blow based on the result of the control related to the movement of the ball object BL based on the instruction from the user on the batter side, and whether the hitting of the ball object BL by the batter character BC is successful or not. Judgment processing. Specifically, the action imparting unit 135 specifies an action imparting timing according to the timing at which the ball object BL passes through a part of the striking zone SF in response to the control related to the movement of the ball object BL by the moving body control section 134 . In addition, the action imparting unit 135 performs, as hitting determination processing, whether or not at least a part of the ball object BL and the hitting cursor MC overlap at least a part of the action imparting timing when specifying the position related to the imparting of the action to the moving body is performed. judge.

於S106中,藉由作用賦予部135及移動體控制部134,因應S105之打擊判定的結果來進行打擊處理。 具體來說,作用賦予部135係在藉由前述打擊判定處理,判定球物件BL與擊球游標MC的至少一部分重疊時,對於該球物件BL賦予作用。此時,作用賦予部135係因應擊球游標MC的中心(甜區)、球物件BL的重心、位置關係,決定被賦予作用之後的該球物件BL的初速度的方向及大小亦可。然後,移動體控制部134係因應被賦予作用之後的球物件BL的初速度的方向及大小,進行該球物件BL之移動的控制。作為具體的一例,移動體控制部134係藉由使用移動體的初速度來解開質點的運動方程式,重複計算球物件BL的位置,藉此特定該球物件BL的移動相關之路徑亦可。In S106, the action imparting unit 135 and the moving body control unit 134 perform strike processing according to the result of the strike determination in S105. Specifically, the action imparting unit 135 applies an action to the ball object BL when it is determined that the ball object BL overlaps with at least a part of the batting cursor MC by the above-mentioned hitting determination process. At this time, the action imparting unit 135 may determine the direction and magnitude of the initial velocity of the ball BL after the action is applied according to the center (sweet spot) of the hitting cursor MC, the center of gravity of the ball BL, and the positional relationship. Then, the moving body control unit 134 controls the movement of the ball BL according to the direction and magnitude of the initial velocity of the ball BL after the action is given. As a specific example, the moving body control unit 134 may solve the motion equation of the mass point using the initial velocity of the moving body, and repeatedly calculate the position of the ball BL, thereby specifying a path related to the movement of the ball BL.

以上之一連串的處理例如每於投球執行亦可。又,前述一連串處理中,投球相關的操作(尤其目標OP1的位置的指定)與打擊相關的操作(尤其打擊位置及打擊時機的指定)中至少任一藉由遊戲裝置10的CPU進行亦可。One of the above series of processing may be performed, for example, every time a ball is thrown. In addition, in the above-mentioned series of processing, at least any of the operation related to pitching (specification of the position of the target OP1 ) and the operation related to hitting (specification of the hitting position and hitting timing in particular) may be performed by the CPU of the game device 10 .

<變形例> 以下,針對本實施形態的變形例進行說明。<Variation> Hereinafter, a modification of the present embodiment will be described.

(變形例1:對目標的位置的更新相關之控制適用的指標之一例) 作為變形例1,針對對目標OP1的位置的更新相關之控制的一例,尤其注目於適用於同控制的指標之一例進行說明。例如,圖12係針對目標OP1的位置的更新相關之控制中適用於控制方向及控制量的決定的指標之一例揭示概要的圖。再者,在本變形例中,為了更容易理解特徵,注目於進行棒球遊戲中所投出之球物件的移動的控制之狀況進行說明。(Variation 1: An example of an index to which the control related to the update of the target position is applied) As Modification 1, an example of the control related to the update of the position of the object OP1 will be described, with particular attention being paid to an example of an index suitable for the same control. For example, FIG. 12 is a diagram showing an outline of an example of an index applied to the determination of the control direction and the control amount in the control related to the update of the position of the target OP1. In addition, in this modification, in order to understand a characteristic more easily, it demonstrates focusing on the situation of performing the control of the movement of the ball object thrown in a baseball game.

在本變形例中,在目標OP1的位置的更新相關之控制中對控制方向及控制量的決定適用抽選的要素(換句話說具有隨機性的要素)之處,與參照圖9所說明的範例不同。具體來說,因應投手角色的控球相關之能力參數,決定目標OP1之位置的更新相關之控制的控制方向及控制量的抽選分類,之後,藉由依據抽選分類的決定結果之抽選來決定該控制方向及控制量。In the present modification, in the control related to the update of the position of the object OP1, the point where the lottery element (in other words, the element with randomness) is applied to the determination of the control direction and the control amount is the same as the example described with reference to FIG. 9 . different. Specifically, according to the ability parameter related to the ball control of the pitcher character, the control direction of the control related to the update of the position of the target OP1 and the lottery classification of the control amount are determined. Control direction and control amount.

於圖12中,延伸於圖式的橫方向的標度係模式揭示目標OP1的位置的更新相關之控制的控制方向及控制量。該標度係圖式的左方向對應投手側成為更有利之控制的控制方向,圖式的右方向對應打者側成為更有利之控制的控制方向。具體來說,與圖8所示的範例建立對應時,圖式的左方向相當於朝向好球帶SZ的外側之目標OP1的位置的更新相關之控制方向,圖式的右方向相當於朝向好球帶SZ的內側之目標OP1的位置的更新相關之控制方向。 又,以與沿著前述標度延伸的方向相互不同的位置建立對應之方式,設定5個抽選分類亦可。對於各抽選分類,分派因應建立對應之標度上的位置的控制方向及控制量。再者,方便上對於5個抽選分類中位於中心的抽選分類,對於位於左方向的抽選分類,分派朝向好球帶SZ的外側之目標OP1的位置的更新相關之控制方向及控制量,對於位於右方向的抽選分類,分派朝向好球帶SZ的內側之目標OP1的位置的更新相關之控制方向及控制量。 此外,選擇因應投手角色的控球相關之能力參數的抽選分類,藉由使用該抽選分類的抽選,決定目標OP1的位置的更新相關之控制方向及控制量。In FIG. 12, the scale system pattern extending in the horizontal direction of the drawing shows the control direction and control amount of the control related to the update of the position of the object OP1. The left direction of the scale system diagram corresponds to the control direction where the pitcher side becomes the more favorable control, and the right direction of the diagram corresponds to the control direction where the batter side becomes the more favorable control. Specifically, when corresponding to the example shown in FIG. 8 , the left direction of the diagram corresponds to the control direction related to updating the position of the target OP1 on the outside of the strike zone SZ, and the right direction of the diagram corresponds to the direction of the target OP1 toward the outside of the strike zone SZ. The control direction related to the update of the position of the target OP1 inside the belt SZ. In addition, five lottery classifications may be set so as to correspond to mutually different positions along the extending direction of the scale. For each lottery classification, a control direction and a control amount are assigned according to the position on the scale corresponding to the establishment. Furthermore, it is convenient to assign the control direction and control amount related to the update of the position of the target OP1 toward the outer side of the strike zone SZ for the lottery classification located in the left direction among the 5 lottery classifications located in the center. In the right-hand lottery classification, the control direction and the control amount related to the update of the position of the target OP1 toward the inner side of the strike zone SZ are assigned. In addition, a lottery classification according to the ability parameter related to ball control of the pitcher character is selected, and the control direction and control amount related to the update of the position of the target OP1 are determined by the lottery using the lottery classification.

例如,在圖12所示的範例中,投手角色的控球相關之能力參數的參數値在「-2」~「+2」的範圍中設定。再者,該參數值係以「±0」作為基點,+方向側相當於遊戲中展現優位性的方向。 此外,以前述參數值越表示優位性,目標OP1的位置越容易被更新成朝向好球帶SZ的外側移動的位置之方式,對應該各參數值預先設定抽選分類。For example, in the example shown in FIG. 12, the parameter value of the ability parameter related to the ball control of the pitcher character is set in the range of "-2" to "+2". In addition, this parameter value is based on "±0", and the + direction side corresponds to the direction that shows dominance in the game. In addition, the lottery classification is preset corresponding to each parameter value so that the position of the target OP1 can be easily updated to a position moved toward the outer side of the strike zone SZ as the above-mentioned parameter value indicates superiority.

具體來說,在圖12所示的範例中,投手角色的控球相關之能力參數的參數値為「±0」時,以選擇5個抽選分類個別的機率成為大略相等之方式,設定選擇各抽選分類的機率。 此外,前述能力參數的參數值為「+1」、「+2」時,對於被分派目標OP1的位置被更新成朝向好球帶SZ的外側移動的位置之控制方向的抽選分類,設定更高的機率。又,此時,對於被分派前述能力參數的參數值越高,更新後之目標OP1的位置越會成為從更新前之OP1的位置朝向好球帶SZ的外側移動的位置之控制量的抽選分類,設定更高的機率。 又,前述能力參數的參數值為「-1」、「-2」時,對於被分派目標OP1的位置被更新成朝向好球帶SZ的內側移動的位置之控制方向的抽選分類,設定更高的機率。又,此時,對於被分派前述能力參數的參數值越低,更新後之目標OP1的位置越會成為從更新前之OP1的位置朝向好球帶SZ的內側移動的位置之控制量的抽選分類,設定更高的機率。 亦即,因應前述能力參數的參數值,對於選擇各抽選分類的機率進行加權。具體來說,以更容易適用前述能力參數的參數值越表示優位性,投手側越成為有利的控制之方式,對於選擇各抽選分類的機率進行加權。Specifically, in the example shown in FIG. 12, when the parameter value of the ability parameter related to the ball control of the pitcher character is "±0", the probability of selecting each of the five lottery categories is set to be approximately equal. The probability of the classification being drawn. In addition, when the parameter value of the aforementioned ability parameter is "+1", "+2", the lottery classification of the control direction in which the position of the assigned target OP1 is updated to the position moved toward the outside of the strike zone SZ is set higher. probability. Also, at this time, the higher the parameter value to which the aforementioned ability parameter is assigned, the more the position of the target OP1 after the update becomes the lottery classification of the control amount of the position moved from the position of the OP1 before the update toward the outside of the strike zone SZ. , set a higher chance. In addition, when the parameter values of the aforementioned ability parameter are "-1" and "-2", the lottery classification in the control direction in which the position of the assigned object OP1 is updated to move toward the inside of the strike zone SZ is set higher. probability. Also, at this time, the lower the parameter value to which the aforementioned ability parameter is assigned, the more the position of the target OP1 after the update becomes the lottery classification of the control amount of the position moved from the position of the OP1 before the update toward the inside of the strike zone SZ. , set a higher chance. That is, according to the parameter value of the aforementioned ability parameter, the probability of selecting each lottery category is weighted. Specifically, the probability of selecting each lottery classification is weighted in such a manner that the parameter value that is easier to apply to the aforementioned ability parameter indicates superiority and the pitcher side is more favorable for control.

利用適用如上所述的控制,可模擬因應參數的優位性之遊戲性(例如難易度等)的定量變化,並且可對於該遊戲性的變化,反映像機率等之抽選的要素、及像加權等之控制的偏差的要素。By applying the control as described above, quantitative changes in gameplay (eg difficulty, etc.) can be simulated in response to the superiority of the parameters, and elements such as lottery such as chance, and image weighting can be reflected to the changes in gameplay. Elements of the deviation of the control.

(變形例2:目標的位置的更新相關之控制內容的決定方向之一例) 作為變形例2,針對對目標OP1的位置的更新相關之控制的一例,尤其注目於同控制之控制內容(例如控制方向或控制量)的決定方法之一例進行說明。具體來說,在本變形例中,針對將使用者所致之所定操作的執行結果,反映於目標OP1的位置的更新相關之控制內容的決定時之一例進行說明。例如,圖13係用以針對目標OP1的位置的更新相關之控制中控制方向及控制量的決定方法之一例說明概要的圖。再者,在本變形例中,為了更容易理解特徵,注目於進行棒球遊戲中所投出之球物件BL的移動的控制之狀況進行說明。(Variation 2: An example of the determination direction of the control content related to the update of the target position) As Modification 2, an example of the control related to the update of the position of the object OP1 will be described, especially focusing on an example of the determination method of the control content (for example, the control direction and the control amount) related to the control. Specifically, in the present modification, an example will be described when the execution result of the predetermined operation by the user is reflected in the determination of the control content related to the update of the position of the object OP1. For example, FIG. 13 is a diagram for explaining an outline of an example of a method of determining a control direction and a control amount in the control related to the update of the position of the object OP1. In addition, in this modification, in order to understand a feature more easily, it demonstrates focusing on the situation of performing the control of the movement of the ball object BL thrown in a baseball game.

在本變形例中,作為從投手側的使用者受理的投球相關之操作的至少一部分,進行受理目標OP1的位置的更新相關之控制的控制內容的決定之操作,因應同操作的內容,決定目標OP1的位置的更新相關之控制的控制內容。具體來說,在圖13所示的範例中,受理「開始投球」及「釋出」相關的操作,因應受理「釋出」的操作的時機,決定目標OP1的位置的更新相關之控制的控制內容。In the present modification, as at least a part of the operation related to pitching received from the user on the pitcher side, an operation is performed to determine the control content of the control related to the update of the position of the target OP1, and the target is determined according to the content of the operation. The control content of the control related to the update of the position of OP1. Specifically, in the example shown in FIG. 13 , operations related to "start pitching" and "release" are accepted, and control of the control related to the update of the position of the target OP1 is determined according to the timing of accepting the operation of "release". content.

具體來說,以藉由行進路線指定游標AC設定的目標OP1作為中心,設定大略圓形狀的判定區域MC2。又,以判定區域MC2成為同心圓之方式,設定大略圓形狀的標記MC1。受理開始投球的操作時,標記MC1會朝向目標OP1開始收斂,經過所定期間後收斂的標記MC1與目標OP1大略重疊。在該期間內受理釋出相關的操作時,因應受理該操作的時機之判定區域MC2與標記MC1之間的位置關係,決定目標OP的位置的更新相關之控制的控制內容。Specifically, a roughly circular determination area MC2 is set with the target OP1 set by the course designation cursor AC as the center. Moreover, the marker MC1 of a roughly circular shape is set so that the determination area MC2 may become a concentric circle. When the operation to start pitching is accepted, the marker MC1 starts to converge toward the target OP1, and the marker MC1 that converges after a predetermined period of time has passed the target OP1 approximately overlaps with the marker MC1. When an operation related to release is accepted during this period, the control content of the control related to the update of the position of the target OP is determined according to the positional relationship between the determination area MC2 and the marker MC1 at the timing of accepting the operation.

作為具體的一例,於受理釋出的操作的時機中,收斂的標記MC1位於判定區域MC2內時,適用目標OP1的位置被更新成朝向好球帶SZ的外側移動的位置之控制亦可。又,此時,適用收斂的標記MC1離目標OP1越近(換句話說,標記MC1的尺寸越小),目標OP1的位置越會被更新成朝向好球帶SZ的外側更加移動的位置之控制亦可。亦即,此時,適用投手側更有利的控制。 相對於此,於受理釋出的操作的時機中,收斂的標記MC1位於判定區域MC2內時,適用目標OP1的位置被更新成朝向好球帶SZ的內側移動的位置之控制亦可。又,此時,適用收斂的標記MC1離目標OP1越遠(換句話說,標記MC1的尺寸越大),目標OP1的位置越會被更新成朝向好球帶SZ的內側更加移動的位置之控制亦可。亦即,此時,適用投手側更不利的控制。 亦即,此時,因應受理釋出的操作之時機的資訊相當於利用於目標OP1的位置的更新之參數的一例。 又,在收斂的標記MC1與目標OP1大略重疊為止的期間內並未受理釋出的操作時,判定為投球失敗亦可,不判定為投球失敗,再次開始標記MC1朝向目標OP1的收斂亦可。在判定為投球失敗時,適用以投手側成為更不利之方式,例如目標OP1的位置被更新成朝向好球帶SZ的內側更加移動的位置之控制亦可。此時,關於目標OP1的位置的控制量,適用在標記MC1與目標OP1相離最遠的時機中受理釋出的操作時相同的控制量亦可。又,作為其他一例,適用無關於目標OP1的位置,球物件BL通過遠離好球帶SZ的位置的控制,藉此模擬所謂暴投亦可。As a specific example, when the converging mark MC1 is located in the determination area MC2 at the timing of accepting the release operation, the position of the application target OP1 may be updated to a position moved toward the outside of the strike zone SZ. Also, at this time, the closer the marker MC1 to which the convergence is applied is from the target OP1 (in other words, the smaller the size of the marker MC1 is), the more the position of the target OP1 is updated to a control that moves further toward the outside of the strike zone SZ. You can also. That is, at this time, more favorable control on the pitcher side is applied. On the other hand, when the converging marker MC1 is located in the determination area MC2 at the timing of accepting the release operation, the position of the application target OP1 may be updated to a position moved toward the inside of the strike zone SZ. Also, at this time, the farther the marker MC1 to which the convergence is applied is from the target OP1 (in other words, the larger the size of the marker MC1 is), the more the position of the target OP1 is updated to a position that moves more toward the inside of the strike zone SZ. You can also. That is, at this time, more disadvantageous control on the pitcher side is applied. That is, at this time, the information corresponding to the timing of accepting the released operation corresponds to an example of a parameter used for updating the position of the object OP1. Also, if the release operation is not accepted until the converged mark MC1 approximately overlaps with the target OP1, the pitch may be judged as a failure, and the convergence of the mark MC1 toward the target OP1 may be resumed without being judged as a pitch failure. When it is determined that the pitch has failed, the pitcher side may be more disadvantageous, for example, the position of the target OP1 may be updated to a position that moves further toward the inside of the strike zone SZ. At this time, as for the control amount of the position of the target OP1, the same control amount may be applied when the operation to be released is accepted at the timing when the marker MC1 is the farthest from the target OP1. In addition, as another example, the position of the target OP1 is not applied, and the ball object BL may be controlled by the position away from the strike zone SZ, thereby simulating a so-called storm shot.

利用適用如上所述的操作,可將使用者所致之所定操作的執行結果,反映於目標OP1的位置的更新相關之控制內容的決定。 再者,關於同控制,與於上述的實施形態及其他變形例中所說明之利用所定角色的能力參數的控制組合利用亦可。此時,例如藉由使用者所致之所定操作的執行結果與所定角色的能力參數中一方所決定的控制內容因應另一方修正亦可。作為具體的一例,適用因應藉由使用者所執行之所定操作的結果,使目標OP1的位置朝向好球帶SZ的內側移動的控制之狀況中,也在投手角色的控球相關之能力參數高時,限制目標OP1的位置的移動相關之控制量亦可。又,作為其他一例,適用因應藉由投手角色的控球相關之能力參數,使目標OP1的位置朝向好球帶SZ的外側移動的控制之狀況中,也在受理藉由使用者所執行之所定操作的時機中標記MC1與目標OP1並未重疊時,限制目標OP1的位置的移動相關之控制量亦可。By applying the above-described operation, the execution result of the predetermined operation by the user can be reflected in the determination of the control content related to the update of the position of the object OP1. Furthermore, the same control may be used in combination with the control using the ability parameter of the predetermined character described in the above-described embodiment and other modifications. In this case, for example, the control content determined by one of the execution result of the predetermined operation by the user and the ability parameter of the predetermined character may be modified according to the other. As a specific example, in the case of applying the control to move the position of the target OP1 toward the inside of the strike zone SZ as a result of a predetermined operation performed by the user, the ability parameter related to the ball control of the pitcher character is high. At the time, the control amount related to the movement of the position of the object OP1 may be restricted. In addition, as another example, in the case of applying the control to move the position of the target OP1 toward the outside of the strike zone SZ in accordance with the ability parameter related to the ball control of the pitcher character, the decision performed by the user is also accepted. When the marker MC1 and the object OP1 do not overlap at the timing of the operation, the control amount related to the movement of the position of the object OP1 may be restricted.

(變形例3:目標的位置的更新方法之一例) 作為變形例3,針對目標OP1的位置的更新方法之一例進行說明。在本變形例中,針對對於參照圖8所說明之目標OP1的位置的更新相關之控制,組合參照圖7所說明之移動體的到達點OC的設定相關之控制時的一例進行說明。(Variation 3: An example of the method for updating the position of the target) As Modification 3, an example of a method of updating the position of the object OP1 will be described. In the present modification, an example in which the control related to the update of the position of the target OP1 explained with reference to FIG. 8 is combined with the control related to the setting of the arrival point OC of the moving body explained with reference to FIG. 7 will be described.

具體來說,目標位置更新部133係藉由參照圖8所說明的控制,更新目標OP1的位置之後,以更新後的目標OP1(亦即目標OP2)作為中心,設定圖7所示之大略圓形狀的區域BF1亦可。然後,目標位置更新部133係將目標OP2的位置進而更新成區域BF1內的位置亦可。再者,此時,目標位置更新部133係隨機決定區域BF1內的位置亦可。又,目標位置更新部133係在區域BF1的設定時,因應移動體的移動的控制相關之所定參數(例如投手角色的控球相關之能力參數)來決定該區域BF1的大小(換句話說,區域BF1的半徑)亦可。 再者,此時之依據更新後的目標OP1所設定的區域BF1相當於「第2區域」之一例。Specifically, the target position update unit 133 updates the position of the target OP1 by the control described with reference to FIG. 8 , and sets the approximate circle shown in FIG. 7 with the updated target OP1 (that is, the target OP2 ) as the center Shaped region BF1 may also be used. Then, the target position update unit 133 may further update the position of the target OP2 to the position within the area BF1. In this case, the target position update unit 133 may randomly determine the position within the region BF1. In addition, the target position update unit 133 determines the size of the area BF1 (in other words, the size of the area BF1) according to a predetermined parameter related to the control of the movement of the moving body (for example, the ability parameter related to the ball control of the pitcher character) when the area BF1 is set. The radius of the area BF1) is also acceptable. In addition, the area BF1 set based on the object OP1 after the update at this time corresponds to an example of a "2nd area".

利用適用如上所述的控制,可將所定參數的優位性,以更符合遊戲的內容之樣態反映於移動體的移動相關之控制,並且可對於因應該控制之遊戲性的變化,追加具有隨機性的要素。作為具體的一例,可作為符合遊戲的內容之遊戲性的變化,模擬因應棒球之投手的能力之控球的正確度,並且對於該遊戲性的變化,追加具有像控球的失控之隨機性的要素。By applying the above-mentioned control, the predominance of the predetermined parameters can be reflected in the control related to the movement of the mobile body in a form more suitable for the content of the game, and a random change in the gameplay according to the control can be added. elements of sex. As a specific example, it is possible to simulate the accuracy of ball control according to the ability of a baseball pitcher as a change of gameplay in accordance with the content of the game, and to add randomness such as loss of control of the ball to the change of game performance. elements.

<其他適用例> 在前述內容中,已針對將本實施形態的控制,適用於棒球遊戲之投球時的球物件BL的移動的控制時的一例進行說明。另一方面,並不限於上述的棒球遊戲的範例,只要是因應目標的位置的設定結果,進行移動體的移動的控制之狀況下,即可適用本實施形態的控制。 作為具體的一例,於足球遊戲中,藉由罰球者進行射門之狀況下(例如PK戰等),也可將本實施形態的控制適用於罰球者所提出之球的移動的控制。此時,例如因應罰球者的能力參數中關聯於射門的控球之能力參數,更新射門之球的移動的控制相關之目標OP1的位置亦可。 又,作為其他一例,於模擬使用槍器的槍戰的遊戲中,也可將本實施形態的控制適用於從槍器發射之子彈的移動的控制。此時,例如因應利用槍器進行槍擊的角色之關聯於槍擊的正確度之能力參數,更新從槍器發射之子彈的移動的控制相關之目標OP1的位置亦可。 又,本實施形態的控制適用於遊戲以外之其他程式之移動體的移動的控制亦可。<Other application examples> In the foregoing, an example of applying the control of the present embodiment to the control of the movement of the ball BL at the time of pitching in a baseball game has been described. On the other hand, it is not limited to the example of the above-mentioned baseball game, and the control of this embodiment can be applied as long as the control of the movement of the moving body is performed according to the setting result of the target position. As a specific example, in a soccer game, in a situation where the free thrower shoots (for example, a PK game), the control of this embodiment can be applied to the control of the movement of the ball proposed by the free thrower. At this time, the position of the target OP1 related to the control of the movement of the shot ball may be updated, for example, in response to the ability parameter of the ball control related to the shot in the ability parameter of the free thrower. In addition, as another example, in a game simulating a gun battle using a gun, the control of the present embodiment may be applied to the control of the movement of the bullet fired from the gun. In this case, for example, the position of the target OP1 related to the control of the movement of the bullet fired from the gun may be updated according to the ability parameter related to the accuracy of the shooting of the character who shoots with the gun. In addition, the control of the present embodiment may be applied to the control of the movement of the moving body in programs other than games.

又,在上述的實施形態中,注目於目標OP1的位置被設定於3維虛擬空間內時之一例進行說明,但是,設定目標OP1的位置的區域並不一定僅限定於3維虛擬空間。例如,設定目標OP1的位置的區域係作為2維區域亦可,不一定是以虛擬空間作為前提的區域亦可。 作為具體的一例,如顯示器等的顯示裝置的顯示面,目標OP1的位置被設定於顯示遊戲畫面等之顯示資訊的顯示區域內亦可。此時,利用依據所定參數來訂定預先設定於顯示區域內的基準位置與目標OP1的位置的位置關係,更新該目標OP1的位置即可。In the above-described embodiment, an example is described when the position of the object OP1 to be noticed is set in the three-dimensional virtual space. However, the area in which the position of the object OP1 is set is not necessarily limited to the three-dimensional virtual space. For example, the area in which the position of the object OP1 is set may be a two-dimensional area, and it is not necessarily an area premised on a virtual space. As a specific example, on a display surface of a display device such as a monitor, the position of the object OP1 may be set in a display area where display information such as a game screen is displayed. At this time, the position of the object OP1 may be updated by determining the positional relationship between the reference position preset in the display area and the position of the object OP1 according to the predetermined parameter.

<附記> 根據上述的說明,本發明係例如可如以下掌握。<Additional Notes> From the above description, the present invention can be grasped as follows, for example.

(1)本發明的一樣態的程式係使電腦執行:於虛擬空間內設定使移動體移動之目標的位置的步驟;藉由依據所定參數來訂定預先設定於前述虛擬空間內的基準位置與前述目標的位置的位置關係,更新前述目標的位置的步驟;及因應前述更新之前述目標的位置,控制前述虛擬空間內之前述移動體的移動的步驟。(1) The program of one state of the present invention causes the computer to execute: the step of setting the position of the object to move the moving body in the virtual space; The step of updating the position of the target according to the positional relationship of the position of the target; and the step of controlling the movement of the moving body in the virtual space according to the position of the target updated.

(9)本發明的其他一樣態的程式,係使電腦執行以下步驟:於顯示資訊的顯示區域內設定使移動體移動之目標的位置的步驟;藉由依據所定參數來訂定預先設定於前述顯示區域內的基準位置與前述目標的位置的位置關係,更新前述目標的位置的步驟;及因應前述更新之前述目標的位置,控制前述顯示區域內之前述移動體的移動的步驟。(9) Another aspect of the program of the present invention is to make the computer execute the following steps: the step of setting the position of the target to move the moving body in the display area of the displayed information; The step of updating the position of the target by displaying the positional relationship between the reference position in the area and the position of the target; and the step of controlling the movement of the moving body in the display area according to the updated position of the target.

(10)本發明的一樣態的資訊處理裝置,係具備:設定手段,係於虛擬空間內設定使移動體移動之目標的位置;更新手段,係藉由依據所定參數來訂定預先設定於前述虛擬空間內的基準位置與前述目標的位置的位置關係,更新前述目標的位置;及控制手段,係因應前述更新之前述目標的位置,控制前述虛擬空間內之前述移動體的移動。(10) A one-state information processing device according to the present invention includes: setting means for setting a position of a target to move the moving body in a virtual space; and updating means for pre-setting the above-mentioned setting according to a predetermined parameter The positional relationship between the reference position in the virtual space and the position of the target updates the position of the target; and the control means controls the movement of the moving body in the virtual space according to the updated position of the target.

(11)本發明之一樣態的資訊處理方法,係資訊處理裝置所執行的資訊處理方法,包含:於虛擬空間內設定使移動體移動之目標的位置的步驟;藉由依據所定參數來訂定預先設定於前述虛擬空間內的基準位置與前述目標的位置的位置關係,更新前述目標的位置的步驟;及因應前述更新之前述目標的位置,控制前述虛擬空間內之前述移動體的移動的步驟。(11) A state information processing method of the present invention, which is an information processing method executed by an information processing device, includes: a step of setting a position of a target for moving a moving body in a virtual space; The step of updating the position of the target by presetting the positional relationship between the reference position in the virtual space and the position of the target; and the step of controlling the movement of the moving body in the virtual space in response to the updated position of the target .

依據前述(1)、(9)、(10)或(11)的發明,可將因應遊戲內之參數的優位性之遊戲性的變化,以更符合遊戲的內容(例如遊戲的規則)之樣態反饋給使用者。作為具體的一例,於棒球遊戲中,在所投出之球物件被球棒物件擊出之狀況下,可將投手角色之控球能力的優位性,作為打擊的難易度的變化(例如球的打擊難度或打擊易度等),反饋給打者側的使用者。According to the invention of the aforementioned (1), (9), (10) or (11), the change of the gameplay in response to the superiority of the parameters in the game can be made to be more in line with the content of the game (such as the rules of the game) status feedback to the user. As a specific example, in a baseball game, when a thrown ball is hit by a bat, the dominance of the pitcher's ball-handling ability can be used as the change in the difficulty of hitting (for example, the Strike difficulty or strike ease, etc.), feedback to the user on the hitter side.

(2)在本發明的一樣態中,於前述(1)的樣態中,藉由依據前述所定參數,控制移動前述目標之位置的移動量,以更新前述目標的位置。依據前述(2)的樣態,可將因應遊戲內之參數的優位性之遊戲性的變化(例如上述之難易度的變化),以更符合遊戲的內容之樣態定量地表現。(2) In one aspect of the present invention, in the aspect (1), the position of the object is updated by controlling the amount of movement of the position of the object according to the predetermined parameter. According to the aspect of the above (2), the change of the gameplay in response to the superiority of the parameters in the game (for example, the above-mentioned change of difficulty) can be quantitatively expressed in a manner more in line with the content of the game.

(3)在本發明的一樣態中,於前述(1)或(2)的樣態中,藉由依據前述所定參數,控制移動前述目標之位置的方向,以更新前述目標的位置。依據前述(3)的樣態,可將因應遊戲內之參數的優位性之遊戲性的變化(例如上述之難易度的變化),以更符合遊戲的內容之樣態來表現。(3) In one aspect of the present invention, in the aspect (1) or (2), the position of the object is updated by controlling the direction of moving the position of the object according to the predetermined parameter. According to the aspect of the above (3), the changes of the gameplay in response to the superiority of the parameters in the game (for example, the above-mentioned changes in difficulty) can be expressed in an aspect more in line with the content of the game.

(4)在本發明的一樣態中,於前述(1)~(3)任一樣態中,前述程式,係包含於前述虛擬空間內使前述移動體朝向前述目標的位置移動的控制,與對於該移動體賦予作用的控制之遊戲的程式;以朝向前述目標的位置而移動被控制的前述移動體所到達的位置越接近前述基準位置,則賦予前述移動體的前述作用之效果越高的方式進行控制。(4) In one aspect of the present invention, in any of the aforementioned aspects (1) to (3), the program includes a control for moving the moving body toward the position of the target in the virtual space, and the same The program of the game of control of the action given to the moving body; the method in which the effect of the action given to the moving body is higher as the position to which the moving body under control is moved toward the target position is closer to the reference position. Take control.

(5)在本發明的一樣態中,於前述(4)的樣態中,以被賦予前述作用時之前述移動體的位置越接近前述基準位置,則反映該作用之前述移動體的速度越快之方式進行控制。(5) In one aspect of the present invention, in the aspect (4) above, the closer the position of the moving body when the action is given to the reference position, the faster the speed of the moving body reflecting the action is. Control in a fast way.

依據前述(4)或(5)的樣態,可藉由前述目標的位置的更新結果,模擬進行移動體的移動之控制側(例如投手側)的參數越表示優位性,對於移動體賦予作用側(例如打者側)於遊戲中成為越不利之狀況。According to the aspect of the above (4) or (5), the parameter of the control side (for example, the pitcher side) that simulates the movement of the moving body can be given an effect on the moving body based on the update result of the position of the target. The side (eg, the batter's side) becomes the more unfavorable situation in the game.

(6)在本發明的一樣態中,於前述(4)或(5)的樣態中,前述所定參數,係表示前述目標之位置的控制相關之優位性的參數;該參數所示之優位性越高,則將前述目標的位置更新成離前述基準位置越遠的位置。依據前述(6)的樣態,可藉由移動體的移動方向,模擬進行移動體的移動之控制側的參數越高,對於移動體賦予作用側於遊戲中越成為不利之狀況。作為具體的一例,於棒球遊戲中,可模擬投手角色之控球相關的能力參數越表示優位性,打者側的使用者成為越不利之狀況。(6) In one aspect of the present invention, in the aspect (4) or (5) above, the predetermined parameter is a parameter indicating the superiority of the control of the position of the object; the superiority indicated by the parameter If the performance is higher, the position of the aforementioned target is updated to a position farther from the aforementioned reference position. According to the aspect of the above (6), the higher the parameter of the control side that simulates the movement of the moving body based on the moving direction of the moving body, the more disadvantageous a situation is in the game that the action side is given to the moving body. As a specific example, in a baseball game, the ability parameter related to ball control that can simulate a pitcher character shows superiority, and the user on the batter side is in a disadvantageous situation.

(7)在本發明的一樣態中,於前述(4)~(6)任一樣態中,朝向前述目標的位置而移動被控制的移動體到達以包含前述基準位置之方式預先設定於前述虛擬空間內的第1區域內時,以相較於前述移動體到達該第1區域外時,賦予該前述移動體之前述作用的效果變得更高之方式進行控制。依據前述(7)的樣態,利用適用前述(4)~(6)任一樣態所示之移動體的控制,在移動體到達第1區域內時,可模擬對於移動體賦予作用側於遊戲中成為更有利之狀況。作為具體的一例,於棒球遊戲中,可模擬球物件到達好球帶內時,相較於該球物件到達該好球帶外時,打者側的使用者成為更有利之狀況。(7) In one aspect of the present invention, in any of the aforementioned aspects (4) to (6), the moving body controlled to move toward the target position reaches the virtual body previously set so as to include the reference position. When inside the 1st area|region in a space, it controls so that the effect of the said effect|action given to the said moving body may become higher than when the said moving body reaches outside the said 1st area|region. According to the aspect of the above (7), by applying the control of the moving object shown in any of the aspects (4) to (6) above, when the moving object reaches the first area, it is possible to simulate the application of the action side to the moving object in the game. become more favorable. As a specific example, in a baseball game, when the ball object reaches the inside of the strike zone, the user on the batter side is in a more advantageous situation than when the ball object reaches the outside of the strike zone.

(8)在本發明的一樣態中,於前述(4)~(7)任一樣態中,於依據前述更新之前述目標的位置所設定之第2區域內,進而更新前述目標的位置。依據前述(8)的樣態,可對於因應前述(4)~(7)任一樣態所示之目標的位置的控制之遊戲性的變化,追加具有隨機性的要素。(8) In one aspect of the present invention, in any of the above-mentioned aspects (4) to (7), the position of the object is further updated in the second area set based on the updated position of the object. According to the aspect of the above (8), a random element can be added to the change of the gameplay of the control of the position of the object shown in any of the aspects (4) to (7).

以上,已與上述的實施形態一起說明本發明,但是,本發明並不僅限定於上述之實施形態,在本發明的範圍內可進行變更等,適時組合上述的實施形態或變形例亦可。 又,於本發明,包含實現上述之實施形態的功能的程式,及儲存該程式之電腦可讀取的記錄媒體。The present invention has been described above with the above-described embodiments. However, the present invention is not limited to the above-described embodiments, and changes can be made within the scope of the present invention, and the above-described embodiments and modified examples may be appropriately combined. Furthermore, the present invention includes a program for realizing the functions of the above-described embodiments, and a computer-readable recording medium storing the program.

1:系統 10,10-1~10-n:遊戲裝置 30:伺服器裝置 101:CPU 102:ROM 103:RAM 104:通訊裝置 105:輸入裝置 106:輸出裝置 107:記憶裝置 108:匯流排 110:UI 111:輸入部 112:輸出部 130:控制部 131:輸入解析部 132:目標位置設定部 133:目標位置更新部 134:移動體控制部 135:作用賦予部 136:角色控制部 137:輸出控制部 150:記憶部 151:參數資訊 301:CPU 302:ROM 303:RAM 304:通訊裝置 305:記憶裝置 306:匯流排 AC:行進路線指定游標 BL:球物件 BO:球棒物件 BC:打者角色 PC:投手角色 PS:移動開始位置 PE:移動結束位置 SZ:好球帶 BX:打擊區 MC:擊球游標 SF:打擊區帶 BF1:區域 AP:到達點區域 O1:基準位置 O2:投手丘 O3:中心 HB:本壘板 OP1:目標 OP2:目標 D10:畫面 D20:畫面 N:網路1: System 10,10-1~10-n: Game device 30: Server device 101: CPU 102:ROM 103: RAM 104: Communication device 105: Input device 106: Output device 107: Memory Device 108: Busbar 110: UI 111: Input part 112: Output part 130: Control Department 131: Input Analysis Department 132: Target position setting section 133: Target position update department 134: Moving Body Control Department 135: Role Conferring Department 136: Character Control Department 137: Output Control Section 150: Memory Department 151: Parameter information 301:CPU 302: ROM 303:RAM 304: Communication device 305: Memory Device 306: Busbar AC: route-specific cursor BL: Ball Object BO: bat object BC: Hitters role PC: Pitcher role PS: Move the start position PE: move end position SZ: Strike Belt BX: Strike Zone MC: Batting Cursor SF: Strike Zone BF1: Area AP: Arrival Point Area O1: Reference position O2: Pitching mound O3: Center HB: Home Plate OP1: Target OP2: Target D10: Screen D20: Screen N: network

[圖1]揭示本實施形態的系統之構造的一例的圖。 [圖2]揭示遊戲裝置的硬體構造之一例的圖。 [圖3]揭示伺服器裝置的硬體構造之一例的圖。 [圖4]揭示從投手側觀看打者側之狀態的畫面之一例的圖。 [圖5]揭示從打者側觀看投手側之狀態的畫面之一例的圖。 [圖6]模式揭示遊戲空間之一例的圖。 [圖7]用以針對移動體的移動相關之控制的一例進行說明的說明圖。 [圖8]用以針對移動體的移動之控制的技術思想進行說明的說明圖。 [圖9]針對目標的位置的更新相關之控制的指標之一例揭示概要的圖。 [圖10]揭示遊戲裝置的功能構造之一例的功能區塊圖。 [圖11]揭示遊戲裝置的處理之一例的流程圖。 [圖12]針對目標的位置的更新相關之控制的指標之一例揭示概要的圖。 [圖13]用以針對目標的位置的更新相關之控制的一例進行說明的說明圖。[ Fig. 1] Fig. 1 is a diagram showing an example of the structure of the system of the present embodiment. [ Fig. 2 ] A diagram showing an example of the hardware structure of the game device. [ Fig. 3] Fig. 3 is a diagram showing an example of the hardware structure of the server device. [ Fig. 4 ] A diagram showing an example of a screen in which the state of the batter's side is viewed from the pitcher's side. [ Fig. 5 ] A diagram showing an example of a screen in which the state of the pitcher's side is viewed from the batter's side. [Fig. 6] A diagram showing an example of a pattern revealing game space. [ Fig. 7] Fig. 7 is an explanatory diagram for explaining an example of the control related to the movement of the moving body. [ Fig. 8] Fig. 8 is an explanatory diagram for explaining the technical idea of the control of the movement of the moving body. [ Fig. 9] Fig. 9 is a diagram showing the outline of an example of an index of control related to update of the target position. [ Fig. 10] Fig. 10 is a functional block diagram showing an example of the functional structure of the game device. [ Fig. 11 ] A flowchart showing an example of the processing of the game device. [ Fig. 12] Fig. 12 is a diagram showing an overview of an example of an index of control related to update of the target position. [ Fig. 13] Fig. 13 is an explanatory diagram for explaining an example of the control related to the update of the target position.

SZ:好球帶 SZ: Strike Belt

O1:基準位置 O1: Reference position

OP1:目標 OP1: Target

OP2:目標 OP2: Target

Claims (11)

一種程式,其特徵為使電腦執行以下步驟: 於虛擬空間內設定使移動體移動之目標的位置的步驟; 藉由依據所定參數來訂定預先設定於前述虛擬空間內的基準位置與前述目標的位置的位置關係,更新前述目標的位置的步驟;及 因應前述更新之前述目標的位置,控制前述虛擬空間內之前述移動體的移動的步驟。A program characterized by causing a computer to perform the following steps: the step of setting the position of the target for moving the moving body in the virtual space; The step of updating the position of the target by determining the positional relationship between the reference position preset in the virtual space and the position of the target according to the predetermined parameter; and The step of controlling the movement of the moving body in the virtual space in response to the updated position of the target. 如請求項1所記載之程式,其中, 藉由依據前述所定參數,控制移動前述目標之位置的移動量,以更新前述目標的位置。The program as recited in claim 1, wherein, By controlling the movement amount of moving the position of the target according to the predetermined parameter, the position of the target is updated. 如請求項1或2所記載之程式,其中, 藉由依據前述所定參數,控制移動前述目標之位置的方向,以更新前述目標的位置。A program as recited in claim 1 or 2, wherein, The position of the target is updated by controlling the direction of moving the position of the target according to the predetermined parameter. 如請求項1或2所記載之程式,其中, 前述程式,係包含於前述虛擬空間內使前述移動體朝向前述目標的位置移動的控制,與對於該移動體賦予作用的控制之遊戲的程式; 以朝向前述目標的位置而移動被控制的前述移動體所到達的位置越接近前述基準位置,則賦予前述移動體的前述作用之效果越高的方式進行控制。A program as recited in claim 1 or 2, wherein, The above-mentioned program is a game program including control for moving the moving body toward the position of the target in the virtual space, and control for imparting action to the moving body; The control is performed so that the effect of the action given to the moving body increases as the position to which the controlled moving body moves toward the target position is closer to the reference position. 如請求項4所記載之程式,其中, 以被賦予前述作用時之前述移動體的位置越接近前述基準位置,則反映該作用之前述移動體的速度越快之方式進行控制。The program as recited in claim 4, wherein, Control is performed so that the speed of the moving body reflecting the action is faster as the position of the moving body when the action is given is closer to the reference position. 如請求項4所記載之程式,其中, 前述所定參數,係表示前述目標之位置的控制相關之優位性的參數; 該參數所示之優位性越高,則將前述目標的位置更新成離前述基準位置越遠的位置。The program as recited in claim 4, wherein, The above-mentioned predetermined parameter is a parameter representing the superiority of the control of the position of the above-mentioned target; The higher the dominance indicated by this parameter, the further the position of the aforementioned target is updated to the position farther from the aforementioned reference position. 如請求項4所記載之程式,其中, 朝向前述目標的位置而移動被控制的移動體到達以包含前述基準位置之方式預先設定於前述虛擬空間內的第1區域內時,以相較於前述移動體到達該第1區域外時,賦予該前述移動體之前述作用的效果變得更高之方式進行控制。The program as recited in claim 4, wherein, When the moving body that is controlled to move toward the target position reaches the first area preset in the virtual space so as to include the reference position, compared to when the moving body reaches outside the first area, the It is controlled so that the effect of the said function of the said moving body becomes higher. 如請求項4所記載之程式,其中, 於依據前述更新之前述目標的位置所設定之第2區域內,進而更新前述目標的位置。The program as recited in claim 4, wherein, In the second area set according to the updated position of the target, the position of the target is further updated. 一種程式,其特徵為使電腦執行以下步驟: 於顯示資訊的顯示區域內設定使移動體移動之目標的位置的步驟; 藉由依據所定參數來訂定預先設定於前述顯示區域內的基準位置與前述目標的位置的位置關係,更新前述目標的位置的步驟;及 因應前述更新之前述目標的位置,控制前述顯示區域內之前述移動體的移動的步驟。A program characterized by causing a computer to perform the following steps: The step of setting the position of the target for moving the moving body in the display area of the displayed information; The step of updating the position of the target by determining the positional relationship between the reference position preset in the display area and the position of the target according to the predetermined parameter; and The step of controlling the movement of the moving body in the display area in response to the updated position of the target. 一種資訊處理裝置,其特徵為具備: 設定手段,係於虛擬空間內設定使移動體移動之目標的位置; 更新手段,係藉由依據所定參數來訂定預先設定於前述虛擬空間內的基準位置與前述目標的位置的位置關係,更新前述目標的位置;及 控制手段,係因應前述更新之前述目標的位置,控制前述虛擬空間內之前述移動體的移動。An information processing device is characterized by having: The setting means is to set the position of the target for moving the moving body in the virtual space; updating means for updating the position of the target by determining the positional relationship between the reference position preset in the virtual space and the position of the target according to the predetermined parameter; and The control means controls the movement of the moving body in the virtual space according to the position of the updated target. 一種資訊處理方法,係資訊處理裝置所執行的資訊處理方法,其特徵為包含: 於虛擬空間內設定使移動體移動之目標的位置的步驟; 藉由依據所定參數來訂定預先設定於前述虛擬空間內的基準位置與前述目標的位置的位置關係,更新前述目標的位置的步驟;及 因應前述更新之前述目標的位置,控制前述虛擬空間內之前述移動體的移動的步驟。An information processing method, which is an information processing method executed by an information processing device, is characterized by comprising: the step of setting the position of the target for moving the moving body in the virtual space; The step of updating the position of the target by determining the positional relationship between the reference position preset in the virtual space and the position of the target according to the predetermined parameter; and The step of controlling the movement of the moving body in the virtual space in response to the updated position of the target.
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