TWI780595B - Program, information processing device, and information processing method - Google Patents

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

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TWI780595B
TWI780595B TW110105462A TW110105462A TWI780595B TW I780595 B TWI780595 B TW I780595B TW 110105462 A TW110105462 A TW 110105462A TW 110105462 A TW110105462 A TW 110105462A TW I780595 B TWI780595 B TW I780595B
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aforementioned
target
control
moving body
game
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TW202202214A (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

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。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。Realize that the movement of moving objects in the game can be controlled in a manner more suitable for the content of the game. The program of the present invention causes the computer to execute: the step of setting the position of the target for moving the moving body in the virtual space, and setting the position of the reference position preset in the virtual space and the position of the target according to the predetermined parameters relationship, a step of updating the position of the aforementioned target, and a step of controlling the movement of the aforementioned moving body in the aforementioned virtual space in response to the aforementioned updated position of the aforementioned target.

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 device, 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. As an example of this kind of game, can enumerate the baseball game that locates the ball object thrown by the pitcher character with the batting cursor, and allows the batter character to hit the ball object. In such a baseball game, for example, when the pitcher character is pitching, the type of ball and the course of travel are designated in response to the user's operation, and the ball object is moved in response to the designation of the type of ball and the course of travel. Controls (such as the trajectory of the ball object and the control of the arrival point). For example, Patent Document 1 discloses an example of technology related to the control of movement of a ball thrown from a pitcher character in a baseball game under the condition that the pitcher character is pitched. [Prior Art Literature] [Patent Document]

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

[發明所欲解決之課題][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 real baseball, the pitcher may not always be able to throw the ball to the expected course (target), and deviations may occur every time the ball is pitched. Because of this deviation, it is also possible to assume that the batter is in a favorable position. Based on this background, for example, by using deviations related to the movement of the mobile body that may occur in reality to simulate a state that acts beneficially or unfavorably on the user in the game, the movement of the mobile body can be controlled. 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 made in view of the foregoing, and aims to control the movement of moving objects in the game in a manner 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 moving body in the virtual space, and setting the position of the reference position preset in the virtual space and the position of the target according to the predetermined parameters relationship, a step of updating the position of the aforementioned target, and a step of controlling the movement of the aforementioned moving body in the aforementioned virtual space in response to the aforementioned updated position of the aforementioned target.

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 attached drawings. In addition, in this specification and drawings, 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 Structure> Referring to FIG. 1 , an outline will be described for an example of the structure of a system 1 related to an embodiment of the present invention. 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 that various information and various data can be sent and received. A plurality of game devices 10-n (for example, game devices 10-1, 10-2, . . . ) are substantially applicable to the same structure. Therefore, in the following, when the plurality of game devices 10-n are not particularly distinguished individually, there may be cases where they are simply referred to as "game device 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。Also, the type of the network N is not particularly limited as long as it can connect the server device 30 and the game device 10 . As a specific example, as the network N, the Internet, dedicated lines, public lines (such as telephone lines, mobile communication lines, etc.), LAN (Local Area Network), WAN (Wide Area Network), etc. may be applied. In addition, the network N may be a wireless network or a wired network. Also, the network N may include plural types 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 case, different types of networks may be applied to the communications between the other communication devices, the server device 30 and the game device 10 .

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 game machine (stationary or portable type) for home use, a personal computer, a multi-function TV (so-called smart TV), or a game machine for business use (commercial use) may be applied. In addition, as another example, as the game device 10, a smart phone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA: Personal Digital Assistant), a tablet computer, etc. may be applied.

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 uniquely identifying each user, and stores information related to the user's game in a predetermined memory area such as a database for management. Also, the server device 30 executes opponent determination processing (so-called matching processing) and the like at the time of a communication battle. 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. In the communication battle, there is a method of conducting a battle using direct communication such as a P2P (Peer to Peer) connection between the game device 10-1 and the game device 10-2 matched by the server device 30 . In addition, as another example, there is also 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. Utilize any method to carry out communication battle also can.

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 which become the object of the communication battle, as long as data can be exchanged with each other, the applicable communication method and the protocol 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 through the communication protocol on the transport layer of the OSI reference model, and mainly UDP (User Datagram Protocol) installed on the IP protocol. also can. Of course, other protocols other than UDP can also be used. In addition, when the game device 10 to be the object of the communication battle has a short-range wireless communication function using a predetermined frequency band (for example, a frequency band of 2.4 GHz), the game device 10 directly conducts the game without going through the server device 30 . Communication, it is also possible to realize communication battle.

<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 configuration 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 configuration 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 . The structural elements may be interconnected by buses 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 needed, 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 implements various functions of the game device 10 by decompressing the control program stored in the ROM 102 to the RAM 103 and executing the decompressed control program. The ROM 102 stores programs (for example, OS: Operation System, etc.) and data for realizing various functions of the game device 10 . The RAM 103 is used as the main memory area of the CPU 101, such as a memory area for temporarily storing various information and various data such as a work area.

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. Applicable devices as the communication device 104 may be appropriately changed according to the type of communication path and 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, physical buttons, a controller, an analog joystick, a keyboard, a pointing device, and the like 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 may be used as the input device 105 , and the user's voice may be collected by the sound collecting device. In this case, various analysis processes such as acoustic analysis and natural language processing are applied to the collected voices, and the content indicated by the voices may be recognized as an instruction from the user. In addition, as the input device 105, plural 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 that outputs various information, and is used for presenting various information to the user (for example, notification of notification information, etc.). In this embodiment, as the output device 106, at least various known display devices such as a liquid crystal display or an organic EL (Electro-Luminescence) display are used to present information to the user by displaying various display information (such as a game screen, etc.). . In addition, at this time, a display device having a touch interface may be realized by using a display device applied as the output device 106 to cooperate with a touch panel applied as the input device 105 . In addition, the area where the display device to which the output device 106 is applied displays various display information such as a game screen corresponds to an example of a "display area". In addition, as the output device 106, other devices corresponding to the medium used for presenting information to the user may be applied. As a specific example, an audio output device such as a speaker is used as the output device 106 , and information may be presented to the user by using sound such as audio or electronic sound output from the audio output device. In addition, as the output device 106, plural 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 store 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 non-volatile memory represented by HDD (Hard Disk Drive) and SSD (Solid State Drive), etc., which can temporarily or continuously store various data.

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。Furthermore, the functions and processing of the game device 10 described later are realized by, for example, reading out a program stored in the ROM 102 or the memory device 107 by the CPU 101 , decompressing the program in the RAM 103 and executing it. Also, as long as the CPU 101 can read the program for realizing the functions and processing of the game device 10, the place where the program is stored and the method for the CPU 101 to read the program are not particularly limited. In addition, as a specific example, the CPU 101 may read a program stored in a recording medium detachable from the game device 10 . In addition, as another example, the CPU 101 may read a program that can be transferred from other devices via a network to the game device 10 .

(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 . The structural elements may be interconnected by buses 306 including an address bus, a data bus, and a control bus, among others. Furthermore, an interface circuit may exist between the bus bar 306 and each constituent element as needed, but in FIG. 3 , the illustration of this interface circuit is omitted.

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 implements various functions of the server device 30 by decompressing the control program stored in the ROM 302 to the RAM 303 and executing the decompressed control program. The ROM 302 stores programs (for example, OS, etc.) and data for realizing various functions of the server device 30 . The RAM303 is used as the main memory area of the CPU301, such as a memory area for temporarily storing various information and various data such as a work area.

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 the communication between the game devices 10 through the network N. Applicable devices as the communication device 304 may be appropriately changed according to the type of 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 the 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 about each user used in the game. Can. The memory device 307 is realized, for example, by a memory device capable of temporarily or continuously storing various data such as 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 an unillustrated database or the like.

<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 application target> Here, in order to easily understand the technical features related to one embodiment of the present invention, an outline will be described for a game, which is an example of the application target of the technology. 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, combat games based on fighting, and insect-catching games. . As an example, here, a baseball game in which the batter character hits (an example of a function) a ball object (an example of a moving body) thrown by a pitcher character is mainly described, and other games may also 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's screen and operation) FIG. 4 is an example of a screen D10 showing a state in which the batter is viewed from the pitcher's side in the screen of a baseball game. The user who operates the pitcher character PC performs various operations related to a baseball game (such as an operation for pitching) while watching 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 a pitching course, etc. are displayed. Also, on the screen D10, an unillustrated ball type selection icon may be displayed. At this time, the user on the pitcher side can determine the type of ball to pitch from among the one or more ball types held by the pitcher role PC. . If the ball type is determined, the pitcher character PC will enter the pitching posture. For example, the user on the pitcher side can designate a pitching course until the pitcher character PC releases the ball thereafter. As a specific example, the user at the pitcher side can operate the controller (analog joystick or direction keys, etc.) to move the course designation cursor AC to designate the course for pitching. Furthermore, it is also possible to apply the control that the pitcher character PC enters the pitching posture after the determination of the pitch type and the designation of the pitching course are performed. At this time, for example, after the ball type is determined, the pitching route can be designated. After the pitching route is designated, the pitcher character PC enters the pitching posture in response to an instruction to start pitching. Moreover, in the game device 10 such as a screen-integrated type, when the screen is a touch panel, the user can touch the screen with an operating body such as a finger or a stylus, and designate the touched position as a pitching course. Also, as another example, the control of moving the course designation cursor AC in response to 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 mentioned above, the user on the pitcher side performs operations related to the start of pitching through the controller (such as pressing the pitching start button), the pitcher character PC starts pitching, and releases the ball object BL. Also, as another example, the pitcher character PC may automatically start pitching, and the ball object BL may be released. Furthermore, in FIG. 4 , the strike zone SZ and the course designation cursor AC are conveniently displayed, but, for example, after the pitcher character PC releases the ball object BL, these displays may be suppressed (for example, eliminated).

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 toward the home plate HB. Furthermore, the game device 10 is not only the ball type and the pitching route, but also calculates the trajectory of the ball object BL released from the pitcher role PC according to the ability parameters of the pitcher role PC (such as ball speed, ball control, change level, etc.). Can. For the calculation of the trajectory 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 set as a simpler baseball game in which the pitcher character PC starts pitching only by 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, the user who operates the batter role BC (that is, the user on the batter side) cannot see the screen of the game device 10 on the pitcher side (the screen in FIG. 4 ), so it is impossible to know which kind of ball the opponent chooses. and pitching route. Also, even in the situation of the CPU competition mode, the user on the player side cannot know which type of ball and pitching route 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。(Screen and operation on the batter side) FIG. 5 is an example of a screen D20 showing a state of viewing the pitcher's side from the batter's side in the screen of a baseball game. The user operating the hitter character PC performs various operations related to the baseball game (for example, batting operation) while watching 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 batting cursor MC is also called a batting cursor or the like. The batting cursor MC is initially displayed at a predetermined position (for example, the center) before the pitcher character PC enters the pitching action (for each pitch), for example, in the strike zone SZ above the home plate HB. The user can adjust the swinging position of the bat object BO by moving the batting cursor MC. For example, the user can move the batting cursor MC to any position by inverting the analog joystick of the controller to any direction. The movement operation of the batting cursor MC is not only the operation caused by the analog joystick, but also the operation caused by the arrow keys, the operation caused by the pointing device such as the mouse, and the touch operation on the touch panel. conduct. The movable area of the batting cursor MC is the strike zone SZ, or an area including the strike zone SZ, and an area within the strikeable range (the range within which the bat can reach) (hereinafter also referred to as the "strike 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 in a manner overlapping the ball object BL in accordance with the timing when the ball object BL thrown by the pitcher character PC passes through the plane approximately coincident with the strike zone SZ, and performs a counter-measure to the batter. The character BC instructs the operation of the swing action (for example, pressing the swing button), whereby the ball object BL can be hit. In other words, when the ball object BL exists inside the range specified so as to have a predetermined distance in front of and behind the plane, and the ball object BL overlaps with the batting cursor MC, the aforementioned swing motion is instructed. , can hit (strike) 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 it is difficult to superimpose the batting cursor MC and move it in the three-dimensional game space, it is also possible to display the arrival point area AP indicating the expected position where 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 pitcher character PC throws the ball object BL, or after a predetermined time elapses from the pitch. The arrival point area AP is also called an approach point, an impact 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 batting cursor MC, the strike zone SZ, and the arrival point area AP are preferably displayed in such a manner that none of them cover the display of the ball object BL of one hole, for example, they are preferably displayed semi-transparently. The strike zone SZ may be eliminated after the pitcher character PC starts the pitching action, or after the pitcher character PC delivers the ball object BL. By applying this kind of control, other objects superimposed on 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。Basically, the conditions shown in (a) and (b) below may be required for the object BL to hit (throw out) the ball. (a) The ball object BL overlaps with the batting cursor MC. Or, even if the ball object BL and the batting cursor MC do not overlap, the ball object BL and the batting cursor MC are within the predetermined distance range. (b) When the ball object BL passes near the batter character BC, the user performs a predetermined swing operation. The timing at which the ball object BL passes the vicinity of the player character BC is specifically the timing at which the ball object BL exists within the range specified to have a predetermined distance before and after the aforementioned 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 of (b) above is that the swing operation is performed when the ball BL reaches (the arrival point area AP and the ball BL roughly 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 condition of (a) above, if the ball object BL is separated from the batting cursor MC by only a distance or more than a predetermined distance, even if the bat is swung, the swing will be lost. Also, regarding the above-mentioned condition of (b), the same as the batting of a real baseball, the timing of the swing deviates from the timing when the aforementioned predetermined ball object BC passes through the vicinity of the batter character BC, and if it is too fast or too slow, the swing will miss.

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 batting cursor MC. As a specific example, when the upper side of the batting cursor MC overlaps the lower side of the ball object BL, the angle of the hit ball increases, and the hitting result may be controlled so as to become a fly ball (a fly ball or a flat fly ball). . Also, as another example, when the lower side of the batting 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. Also, 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 becoming 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 near the middle of the timing when the ball object BL passes through the vicinity of the hitter character BC (the timing when the ball object BL passes through the plane of the strike zone SZ), then it becomes a hit in the middle direction, and if it is faster than that If it is slower than that, it can be a so-called pull hit, or it can be a so-called push hit. The direction of the hit ball can also 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 consider the ability parameters (such as strength, trajectory, etc.) of the player character BC to control the track of the hit ball object BL. For the calculation of the trajectory of the struck 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 (3-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, the x-axis, the y-axis, and the z-axis, which are perpendicular to each other, is used.

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 and the center O3 of the home plate HB in the virtual three-dimensional space. Also, the y-axis system is set so as to roughly coincide with the vertical direction of the virtual three-dimensional space. Also, the x-axis system is set so as to roughly coincide with the direction perpendicular to the z-axis in the horizontal direction of the virtual three-dimensional space. Also, the origin of the virtual three-dimensional space is conveniently set at the center of the strike zone SF described later.

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 a square-shaped area set within the strike zone SF. Furthermore, the center of the strike zone SZ is conveniently located approximately at 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 on a plane substantially coincident with the strike zone SZ, for example, and moves on the plane by an operation from the pitcher's side user through the predetermined input device 105, for example. 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 (for example, the center), and the course designation cursor AC is presented. In addition, the position of the target OP1 is moved on the above-mentioned plane in response to the user's operation from the pitcher's side, and the course designation cursor AC is also moved in conjunction with the movement of the target OP1. According to the control described above, the user on the pitcher side can designate 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 aforementioned plane according to the designation result. The object OP1 is considered as the arrival point of the ball object BL on a plane roughly coincident with the strike zone SZ (or strike zone SF) when the game device 10 calculates the trajectory of the ball object BL.

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 arranged at the center O2 of the mound. Also, the batter character BC is arranged in any strike zone 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 arranged in the batting area BX on the right side as viewed from the pitcher character PC side with the home plate HB as the reference. Also, when the batter role BC is set to hit left, it is arranged in the batting area BX on the left side as viewed from the pitcher role PC side with the home plate HB as a reference.

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 in response to the operation of the user on the pitcher side, and the object OP1 is determined when receiving the operation of throwing the ball by the user. Moreover, the movement of the ball object BL is controlled so that the ball object BL passes through the object OP1 from the movement start position PS and reaches the movement end position PE. Furthermore, the movement start position PS is set above the center O2 in the vertical direction. The movement end position PE is set in the direction opposite to the movement start position PS (in other words, behind the home plate HB) with respect to 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 objects> Next, in order to easily understand the technical features related to this embodiment, an example of control related to the movement of the ball object BL (moving body) in 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 mentioned above, in real baseball, the pitcher may not always be able to throw the ball on the expected course (target), and deviations may occur every time the ball is pitched. 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 pitch. As a specific example, there is known a game in which the ball type and the course of travel are designated in response to user operations, and then the position of the ball object's arrival point is controlled in response to the ability parameters 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) corresponding to the ability parameter set in the pitcher role. In addition, the control example related to the movement of the ball object BL demonstrated below with reference to FIG. 7 is also called a "comparative example" for convenience. In addition, in FIG. 7, the same code|symbol as FIG. 4-FIG. 6 represents the same object as the object to which the said code|symbol was added in FIG. 4-FIG.

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 parameters (for example, ability parameters related to ball control) set in the pitcher role are used as an indicator of how accurately the pitch can be performed for the target OP1 designated by the course designation cursor AC. Specifically, in the control of the comparative example, a substantially circular region BF1 is set with the set object OP1 as the center, and the arrival point OC of the ball object BL is randomly set in the region BF1 . At this time, control is performed in such a way that the pitcher role's ability parameter related to ball control is higher, and the size of the area BF1 is smaller (for example, the radius is shorter).

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 the situation where the ball-handling ability of the pitcher role is relatively high, and the situation where the ball-handling ability is relatively low, the difference between the setting result of the area BF1 and the setting result of the arrival point OC corresponding to the area BF1 is revealed. an example. Furthermore, in the following description, conveniently, "the state of relatively high ball control ability" is equivalent to the state of relatively high ball control-related ability parameters. Similarly, "a state of relatively low ball control ability" is equivalent to a state of relatively low ball control-related ability parameters. Radius r1 is the radius of area BF1 in situations where the ball handling ability of the pitcher role is revealed to be relatively high. Also, the radius r2 is the radius of the area BF1 in a situation where the pitcher's ball handling ability 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 more the ability parameter of the pitcher role represents the more advantageous parameter in the game, the smaller the size of the area BF1 (for example, the shorter the radius) is controlled. Furthermore, "indicates that it is more advantageous in the game" refers to a situation and a state that is more advantageous in the game. For example, "a parameter indicating superiority in a game" corresponds to a parameter that can obtain a judgment result that is more advantageously used in a game when making a judgment using the parameter. As a specific example, the higher the parameter value of the ball-handling ability parameter, the higher the ball-handling ability of the pitcher character, and the higher the ball-handling ability parameter, the more superiority 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 controls, it is possible to simulate a situation where the degree of deviation between the target OP1 and the arrival point OC (in other words, disorder of ball control) becomes larger as the pitcher character's ball control ability becomes lower. That is, from the standpoint of the user on the pitcher side, the lower the ball control ability of the pitcher role, the more difficult it is to throw the ball to the expected place. Therefore, for example, in a situation where it is more beneficial to play the game by throwing the ball to the expected place, it is possible to simulate the situation that the aforementioned low level of ball control ability adversely affects the aforementioned user.

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 when viewed from the standpoint of the player on the side of the player. Specifically, in the baseball game described with reference to FIGS. 4 to 6 , the batting operation corresponds to an operation of designating a position in the batting zone SF in accordance with timing. Due to the characteristics of this kind of operation, it is difficult for the batter (the user on the batter side, or the batter character) to feel satisfied or dissatisfied with the pitching route (the position of the arrival point OC) because of the batting operation and the result of the operation. A tendency to reflect in a game-friendly modality. On the other hand, as long as the influence of the concept of self-satisfaction on the pitching course can be simulated in the game, for example, it can be simulated that when the pitch can be more accurately pitched toward the course of the batter's dissatisfaction, the user on the pitcher side will feel The user on the hitter'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, in the present invention, a technology is proposed that can control the movement of the moving object in the game in a manner more suitable for the content of the game. Specifically, when the assumption is applied to a baseball game, when multiple users are divided into the pitcher's side and the batter's side to conduct user battles, the more parameters corresponding to the pitcher's side of the simulation are expressed in the game, the more advantageous it is in the game. An example of technology to control the movement of the pitched ball object is proposed in such a way that the user on the center pitcher side becomes more advantageous.

<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 , for the technical idea of the control of the movement of the mobile body realized by the system related to an embodiment of the present invention, attention is paid to the situation of controlling the movement of the ball object suitable for baseball game. illustrate. In addition, in FIG. 8, the same code|symbol as FIG. 4-FIG. 6 represents the object same as the object which the said code|symbol was added in FIG. 4-FIG.

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 the ball object BL is hit, the effect given to the ball object BL is controlled in accordance with the positional relationship between the strike zone SZ and the hitting position. Specifically, when the hitting position is located outside the strike zone SZ, the effect of the action given to the ball object BL becomes lower than when the hitting position is located inside the strike zone SZ (for example, by being The speed of the hit ball becomes slower). Thereby, for example, when the ball object BL reaches the outside of the strike zone SZ, it is possible to simulate a fly ball that is difficult to hit even if the hit is successful, and the user on the pitcher side becomes a more advantageous situation. Also, 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 designating cursor AC corresponding to the user's operation on the pitcher side is applied, and after setting the position of the target OP1, parameters corresponding to the user (such as the control of the pitcher role) are applied. ball ability), update the control on the position of the target OP1. In this case, the control content related to updating the position of the target OP1 (for example, control direction and control amount, etc.) is determined in such a way that the more the aforementioned parameters show the superiority in the game, the more dominant the pitcher side user becomes in the game. For example, in FIG. 8 , an example of an update result of the position of the target OP1 is shown separately for a situation in which the ball handling ability of the pitcher role is relatively high, and separately from a situation in which the ball handling ability is relatively low. In addition, in the following description, in order to clearly distinguish the object OP1 after the position is updated from the object OP1 before the position is updated, it may be 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 this embodiment, the positional relationship between the reference position O1 and the position of the object OP1 preset in the game space (3-dimensional virtual space) is determined according to predetermined parameters, and the position of the object OP1 is determined. update (ie determine the position of the object OP2). The reference position O1 is set, for example, at a predetermined position in the strike zone SZ (for example, 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 updating the position of the object OP1 will be described in more detail. For example, the left diagram of FIG. 8 is an example of the control related to the update of the position of the target OP1 when the ball control ability of the pitcher role 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 role is high, the position of the target OP1 is updated in such a way that the position of the target OP2 is farther from the reference position O1 than the position of the target OP1 before updating. . On the other hand, the right diagram of FIG. 8 is an example of the control related to the updating of the position of the target OP1 when the pitcher role's ball handling ability is low (for example, when the parameter value is less than the threshold value). As shown in the right diagram of FIG. 8, when the ball control ability of the pitcher role is low, the position of the target OP1 is updated so that the position of the target OP2 becomes closer to the reference position O1 than the position of the target OP1 before updating. . 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 in response to the parameters of the user corresponding to the pitcher side (such as the ball-handling ability of the pitcher role).

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 in accordance with the parameters of the user on the pitcher side. As a specific example, the higher the ball-handling ability of the pitcher role, the position of the target OP2 is compared with the position of the target OP1 before updating, and becomes the mode of the farther position from the reference position O1 (in other words, at a distance that is farther apart. method), and update the position of the target OP1. Similarly, the lower the ball-handling ability of the pitcher role, the position of the target OP2 is compared to the position of the target OP1 before updating, and the position of the target OP1 becomes closer to the position of the reference position O1 (in other words, in a mode that is closer), and the update The location of the target OP1 is also acceptable.

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 an outline of an example of an index applicable to determination of a control direction and a control amount in control related to updating the position of the object OP1. In FIG. 9 , the scale pattern extending in the horizontal direction of the drawing reveals 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 corresponds to the control direction of the pitcher's side which becomes more favorable control, and the left direction of the diagram corresponds to the control direction of the batter's side which becomes more favorable control. Specifically, when establishing correspondence with the example shown in FIG. 8 , the right direction in the diagram corresponds to the control direction related to updating the position of the target OP1 toward the outside of the strike zone SZ, and the left direction in the diagram corresponds to the direction toward the strike zone SZ. The control direction related to the update of the position of the object OP1 inside the ball zone 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 value added to each memory of the scale shown in FIG. 9 is a pattern that reveals the parameter value of the parameter applicable to 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 role) is set in the range of "-2"~"+2". Furthermore, the parameter value is With "±0" as the base point, the + direction side corresponds to the direction in which superiority is displayed 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 parameters exceeds a threshold (for example, ±0), the position of the target OP1 (the position of the target OP2) after the update is compared with the position of the OP1 before the update, The method located outside the strike zone SZ determines the control direction for updating the position of the target OP1. Also, at this time, the higher the parameter value of this parameter, the more the updated position of the target OP1 (the position of the target OP2) will move from the position of OP1 before the update toward the outside of the strike zone SZ. , to determine 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 (for example, ±0), the position of the target OP1 is determined so that the position of the target OP2 after the update is located on the inner side of the strike zone SZ than the position of the OP1 before the update. The direction of control for position updates. In this case, the position of the target OP1 is determined in such a way that the lower the parameter value of the parameter is, the more the position of the target OP2 after the update moves toward the inner side of the strike zone SZ from the position of the OP1 before the update. amount of control. In addition, the above-mentioned predetermined parameter corresponds to an example of "the parameter indicating the priority related to 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 role is high, the possibility that the arrival point of the ball object BL becomes outside the strike zone SZ (so-called ball) becomes high. 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, the user on the batter side becomes a more disadvantageous situation). Also, when the ball control ability of the pitcher role is low, the possibility that the arrival point of the ball object BL is within the strike zone SZ becomes high. That is, when hitting is successful, it is easy to become a hit fly ball, so it can be simulated that the user on the batter side becomes a more favorable situation (that is, the user on the pitcher side becomes a more disadvantageous situation).

<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, for an example of the functional structure of the game device 10 related to this embodiment, in particular, attention is paid to the structure for realizing the control described with reference to Fig. 8 and Fig. 9 in the baseball game described with reference to Fig. 4 to Fig. 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) to execute the process of accepting instructions from the user and the process of presenting information to the user. The 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 (for example, the input device 105 ), and outputs 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, information related to a position (for example, a position on the screen) that accepts a touch by an operating body such as a finger may be output to the control unit 130 as input information. . In addition, as another example, when the input unit 111 is implemented by an analog stick or physical buttons, information on operations accepted by the analog stick and the buttons may be output to the control unit 130 as input information. Of course, the foregoing is only an example, and the content of the input information may be appropriately changed in accordance with the type of input device used to implement 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 (such as 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 in this embodiment is realized by a display device such as a so-called display, and it is configured to present the information to be presented to the user as display information such as an image. . In addition, the output unit 112 may be configured to present the information to be presented to the user as a different type of information from the displayed information to the user. As a specific example, at least part of the functions 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 voice or electronic sound. also can. Of course, the foregoing is only an example, and the type of output information may be appropriately changed in accordance with the type of output device used to implement 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 storage unit 150 stores various data and various programs that are used by the control unit 130 to realize the game, which will be described later. As a specific example, the memory unit 150 stores the parameter information 151 related to the parameter corresponding to the user who plays the game, such as the ability parameter related to the ball handling of the aforementioned pitcher role. Also, the memory unit 150 may memorize, for example, identification information for identifying a user playing a game, or various information related to the user. The memory unit 150 can be realized by the memory device 107, for example.

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 realization of games). The control unit 130 includes an input analyzing unit 131 , a target position setting unit 132 , a target position updating 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 according to the input information. For example, when the input analysis unit 131 is realized by a touch panel, it may recognize an instruction from the user in response 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 analysis unit 131 may recognize the position where the touch is accepted as the designated pitching route. In addition, as another example, as described with reference to FIG. 5 , in a baseball game when the batter character BC hits, the input analysis unit 131 may recognize the position where the touch is accepted as the designated batting 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。Also, as another example, when the input analysis unit 131 is realized by an analog stick or physical buttons, etc., the input analysis unit 131 may recognize instructions from the user in response to the input contents of the analog stick and the buttons. As a more specific example, as described with reference to FIG. 4 , in a baseball game where the pitcher character PC is pitching, the input analysis unit 131 specifies the position of the cursor AC according to the input accepted by the analog joystick. Updates are also available. In addition, at this time, the input analysis unit 131 may recognize the position of the course designation cursor AC at the time of accepting the input of the predetermined key as the designated pitching course. In addition, as another example, as described with reference to FIG. 5 , in a baseball game when the batter character BC hits, the input analysis unit 131 updates the position of the batting cursor MC based on the input received by the analog joystick. also can. In addition, at this time, the input analysis unit 131 may recognize the position of the batting cursor MC at the time when the input of the predetermined key is accepted as the designated batting 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 foregoing is only an example, and the method for the input analysis unit 131 to recognize the instruction from the user based on the input information may be appropriately changed in response to the type of input information, the content of the game, and the situation when the input unit 111 accepts the input from the user. .

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 corresponding 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 , in a baseball game where the pitcher character PC is pitching, the input analysis unit 131 outputs information on the recognition result in response to an instruction from the user to the target position setting unit 132 described later. also can. In addition, as another example, as described with reference to FIG. 5 , in a baseball game, when the batter character BC hits, information on the recognition result in response to an instruction from the user may be output to the role imparting unit 135 described later. . In addition, the input analysis unit 131 may notify the output control unit 137 described later of the information of the recognition result in response to an instruction from the user. In this way, the output control unit 137 can feed back the information corresponding 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 mobile body. At this time, the target position setting unit 132 may obtain, for example, information of the recognition result corresponding to the instruction from the user from the input analysis unit 131 , and set the position of the target OP1 based on the information. At this time, the target position setting unit 132 may set the position directly designated by the user by the course 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 an indirect traveling route such as "inner corner", "outer corner", "higher" and "lower" from the user. also can.

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 receiving various information such as the progress status of the game. In this case, the position of the target OP1 may be set using a discriminator configured by machine learning based on information related to the game progress, designation of the course, and pitching results as training data.

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 the 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 updating unit 133 receives the setting result of the position of the object OP1 from 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 target position updating unit 133 updates the position of the target OP1 by determining the positional relationship between the preset reference position O1 in the virtual space and the position of the target OP1 (determining the position of the target OP2) according to the aforementioned parameters. . At this time, the target position updating unit 133 determines the control direction (such as the direction of moving the position of the target OP1) and the control amount (such as the movement amount of the position of the moving target OP1) related to the updating of the position of the target OP1 according to 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。Furthermore, the type of parameters used by the object position updating unit 133 to update the position of the object OP1 and the method of obtaining information related to the parameters are not particularly limited. As a specific example, the target position update unit 133 may use the ability parameter of a predetermined character to update the position of the target OP1. At this time, the target position updating unit 133 may acquire the information related to the above-mentioned ability parameters by, for example, reading the parameter information 151 stored in the storage unit 150 . In addition, as another example, the target position update unit 133 may use parameters corresponding to the result of a 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 receives a predetermined operation and a preset reference timing may be used for updating the position of the object OP1. Note 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 updating unit 133 outputs information corresponding to the setting result of the position of the target OP1 (for example, information related to the position of the target OP2 shown in FIG. 8 ) to the moving object 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 . In this way, the output control unit 137 can also display the update result of the position of the object 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 mobile body control unit 134 receives the update result of the position of the object OP1 caused by the target position update unit 133, and passes the updated object OP1 (object OP2) with a predetermined mobile body (such as a ball object BL) from the preset movement start position PS. ) until the movement end position PE is reached to control the movement of the moving body. In addition, at this time, the mobile object control unit 134 may control the route related to the movement of the mobile object in accordance with predetermined conditions. As a specific example, the mobile body control unit 134 controls the ball object sent from the pitcher role in response to the designated ball type (such as straight ball, curve ball, jet ball, etc.) for the pitch caused by the pitcher role in a baseball game. A path (orbit) related to the movement of BL (moving object) may also be used. In addition, the mobile body control unit 134 may notify the action imparting unit 135 of information related to the control of the movement of the mobile 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 (for example, a part of the strike zone SF) on the path.

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, when the mobile body control unit 134 applies an action to the mobile body by the action imparting unit 135 described later, it may control the movement of the mobile body in response to the action given to the mobile body. As a specific example, the moving body control unit 134 may control the path (trajectory) related to the movement of the moving body in accordance with the direction and magnitude of the initial velocity of the moving body after the action is applied. In addition, at this time, the mobile body control unit 134 solves the motion equation of the mass point by using the initial velocity of the mobile body, and repeatedly calculates the position of the mobile body, thereby specifying the path related to the movement of the mobile 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 effect imparting unit 135 specifies a timing at which an effect can be applied to the mobile body in response to the control related to the movement of the mobile body by the mobile body control unit 134 (hereinafter also referred to as “action imparting timing”). As a specific example, the action imparting unit 135 specifies that the ball object BL (moving body) can be assigned to the ball object BL according to the timing when 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. The timing of giving the effect of striking (that is, applying the effect) may also be used.

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 specifying a position related to granting an effect to a mobile object at an effect granting timing, the effect imparting unit 135 assigns an effect to the moving body in accordance with the positional relationship between the position related to granting the effect and the position of the moving body. . As a specific example, the action imparting unit 135 acquires information on the recognition result corresponding to the instruction from the user from the input analysis unit 131, and specifies the position of the batting cursor MC based on the information. In addition, the action imparting unit 135 performs a hit determination process of determining whether or not at least a part of the ball object BL and the batting cursor MC overlap at the action imparting timing. Then, when the action imparting unit 135 judges that the ball object BL overlaps with at least a part of the batting cursor MC through the hitting determination process, it may apply the action to the ball object BL.

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 mobile body in accordance with the positional relationship between the position related to the action imparted to the mobile body (for example, the ball object BL) and the position of the mobile body. As a specific example, the action imparting unit 135 determines the direction of the initial velocity of the ball object BL after the action is applied in response to the center (sweet spot) of the batting cursor MC, the center of gravity of the ball object BL, and the positional relationship. and sizes are also available.

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, the action imparting unit 135 outputs information (such as the direction and magnitude of the initial velocity of the mobile body) corresponding to the result of applying the action to the mobile body to the mobile body control unit 134 when applying the action to the mobile 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 actions of various characters in a virtual space (such as a game space). The character control unit 136 controls the movement of the character in the virtual space, for example, by controlling the movement of character data (such as a three-dimensional model and images) stored in a predetermined memory area (such as the memory unit 150, etc.). Furthermore, in this embodiment, a three-dimensional model is applied as data of a character conveniently. As a specific example, the character control unit 136 may cause the pitcher character PC to perform an action of raising the hand, and an action of throwing the ball object BL after raising the hand. In addition, as another example, the character control unit 136 may make the batter character BC swing the bat object BO after holding the bat object BO in preparation for hitting.

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 the information of the control result corresponding to the action of the character to the output control unit 137 . In this way, the output control unit 137 can also present the action 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 be used in the output unit 112 realized by the display device to display the screen of the game and present various information related to the game (such as the progress status of the game) 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 . At this time, for example, the output control unit 137 arranges objects such as the baseball field, the batter character BC, and the pitcher character PC in the game space, as well as virtual light sources and virtual cameras, and pastes textures on the three-dimensional model for rendering. , generate color rendering image data representing the game space, and display it 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 (for example, writes it into a predetermined rendering RAM). Thereby, on the output part 112, the batter character BC, the pitcher character PC, the ball object BL, etc. 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 (such as a ball object BL) in the game space and the dynamics of the moving body ( For example, the direction of movement and the speed of movement, etc.) are also possible.

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 superimpose image data such as the course designation cursor AC and shot cursor MC on the color display image upon receiving the recognition result of the instruction from the user by the input analysis unit 131 . As a result, the course designation cursor AC and 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。Moreover, the output control unit 137 receives the update result of the position of the object OP1 (for example, the determination result of the position of the object OP2 shown in FIG. Color renderings are also acceptable. 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 game screen, and may control the output of other types of information depending on the type of output device used to implement 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。Furthermore, 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, it is not necessarily the functional structure of the game device 10 of this embodiment. For example, some of the above-described series of components may be provided in a device other than the game device 10 such as the server device 30 . As a specific example, some of the components of the control unit 130 (in particular, at least a part of the other components other than the target position update unit 133 ) may be provided in another device.

<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 , for an example of the processing of the game device 10 related to this embodiment, in particular, attention is paid to the processing for realizing the control described with reference to FIGS. 8 and 9 in the baseball game described with reference to FIGS. 4 to 6 . illustrate. Furthermore, in the example shown in FIG. 11 , conveniently, the user on the pitcher side performs the pitching operation due to the pitcher role PC, and the user on the batter side performs the batting operation due to the batter role 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 strike zone SF designated by the course designation cursor AC as the ball object BL. The movement control 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 update 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 role PC. Furthermore, in S103, the target position update unit 133 updates the position of the target OP1 by determining the positional relationship between the preset reference position O1 in the virtual space and the position of the target OP1 based on the obtained capability parameters. . 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 role exceeds a threshold value, the position of the target OP2 becomes far from the reference position O1 compared with the position of the target OP1 before updating. The position of the object OP1 is updated in the way of the position. On the other hand, when the parameter value of the ball handling ability of the pitcher role is less than the threshold value, the position of the target OP1 is updated in such a manner that the position of the target OP2 becomes closer to the reference position O1 than the position of the target OP1 before updating. . At this time, the output control unit 137 accepts the update result of the position of the target OP1, and makes the image data of the arrival point area AP superimposed on the display game by presenting the arrival point area AP at the corresponding position in the hint strike zone SF. Color rendering images of spaces are also acceptable.

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 role PC in response to the position of the target OP2 (that is, the update result of the position of the target OP1 ). Specifically, the moving object control unit 134 controls the movement of the ball object BL from the preset movement start position PS through the object OP2 to the movement end position PE. In addition, at this time, the moving body control unit 134 may control the path (trajectory) related to the movement of the ball object BL in accordance with the type of ball 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, as a result of the action imparting unit 135 performing the control related to the movement of the ball object BL according to the instruction from the user on the player side, the hit related to whether the hit of the ball object BL by the batter character BC is successful or not Judgment processing. Specifically, in response to the control related to the movement of the ball object BL by the moving body control unit 134, the effect imparting unit 135 specifies an action imparting timing according to the timing when the ball object BL passes through a part of the strike zone SF. In addition, the action imparting unit 135 determines whether or not at least a part of the ball object BL and the batting cursor MC overlap each other as a shot determination process when specifying a position related to the action of the mobile body at the action imparting timing. 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 object control unit 134 perform a striking process in accordance with the result of the striking 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 in 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 object BL after the action is applied in accordance with the center (sweet spot) of the batting cursor MC, the center of gravity of the ball object BL, and the positional relationship. Then, the moving body control unit 134 controls the movement of the ball object BL according to the direction and magnitude of the initial velocity of the ball object BL after the action is applied. As a specific example, the moving body control unit 134 solves the motion equation of the mass point by using the initial velocity of the moving body, and repeatedly calculates the position of the ball object BL, thereby specifying the path related to the movement of the ball object 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。The above series of processes may be executed every pitch, for example. In addition, in the aforementioned series of processes, at least any one of the operations related to pitching (especially the designation of the position of the target OP1) and the operations related to hitting (especially the designation of the hitting position and timing) 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。<Modifications> Hereinafter, modifications 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。(Modification 1: An example of an index applied to the control related to the update of the position of the target) As Modification 1, an example of control related to updating the position of the object OP1 will be described with particular attention paid to an example of an index applied to the same control. For example, FIG. 12 is a diagram showing an outline of an example of an index applicable to determination of a control direction and a control amount in control related to updating the position of the object OP1. Furthermore, in this modified example, in order to understand the features more easily, the description will be made focusing on the control of the movement of the ball object thrown in the 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 this modified example, in the control related to the update of the position of the object OP1, the selected elements (in other words, elements with randomness) are applied to the determination of the control direction and the control amount, and the example described with reference to FIG. 9 different. Specifically, in response to the ability parameters related to ball control of the pitcher role, determine the control direction and control amount of the control related to the update of the position of the target OP1. 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 pattern extending in the horizontal direction of the drawing reveals 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 corresponds to the control direction where the pitcher side becomes more favorable control, and the right direction of the diagram corresponds to the control direction where the batter side becomes more favorable control. Specifically, when establishing correspondence with the example shown in FIG. 8 , the left direction in the diagram corresponds to the control direction related to updating the position of the target OP1 toward the outside of the strike zone SZ, and the right direction in the diagram corresponds to the control direction toward the strike zone SZ. The control direction related to the update of the position of the object OP1 inside the ball zone SZ. In addition, five drawing categories may be set so as to correspond to mutually different positions along the extending directions of the scale. For each selection category, assign a control direction and a control amount that should establish a corresponding position on the scale. Furthermore, conveniently, for the center-located lottery category among the five lottery categories, for the leftward lottery category, the control direction and control amount related to the update of the position of the target OP1 toward the outside of the strike zone SZ are allocated, For the rightward lottery classification, the control direction and control amount related to the update of the position of the target OP1 toward the inside of the strike zone SZ are allocated. In addition, the selection classification of the ability parameters related to ball control of the pitcher role is selected, and the control direction and control amount related to the update of the position of the target OP1 are determined by drawing using the selection 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 ball control of the pitcher role is set in the range of "-2" to "+2". Furthermore, the value of this parameter is based on "±0" as the base point, and the + direction side corresponds to the direction in which the superiority is displayed in the game. In addition, the drawing classification is set in advance for each parameter value so that the position of the target OP1 is updated to move toward the outer side of the strike zone SZ more easily as the 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 ball control of the pitcher role is "±0", the probability of selecting each of the 5 lottery categories becomes approximately equal, and the selection of each The probability of selecting a class. In addition, when the parameter value of the above-mentioned ability parameter is "+1" or "+2", the lottery classification of the control direction in which the position of the assigned target OP1 is updated to move toward the outside of the strike zone SZ is set higher. probability. In addition, at this time, the higher the parameter value of the above-mentioned ability parameter is assigned, the more the position of the target OP1 after the update will be the control amount of the position moving from the position of OP1 before the update to the outside of the strike zone SZ. , setting a higher probability. In addition, when the parameter value of the above-mentioned ability parameter is "-1" or "-2", the lottery classification of the control direction in which the position of the assigned target OP1 is updated to move toward the inside of the strike zone SZ is set higher. probability. In addition, at this time, the lower the parameter value of the ability parameter assigned, the more the position of the target OP1 after the update will be the control amount of the position that moves from the position of OP1 before the update to the inside of the strike zone SZ. , setting a higher probability. That is, the probabilities of selecting each selection category are weighted according to the parameter values of the aforementioned capability parameters. Specifically, the probability of selecting each lottery category is weighted so that the pitcher's side becomes more favorable control as the parameter value of the above-mentioned ability parameter that is easier to apply indicates superiority.

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, it is possible to simulate the quantitative change of the gameplay (such as difficulty, etc.) in response to the priority of the parameter, and it is possible to reflect the selection factors such as probability, etc., and weighting, etc. for the change of the gameplay. elements of the deviation from 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。(Modification 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 control related to updating the position of the object OP1 will be described, paying particular attention to an example of a method of determining the control content (for example, control direction or control amount) of the same control. Specifically, in this modified example, an example of the determination of the control content related to the update of the position of the object OP1 is reflected on the execution result of the predetermined operation by the user will be described. For example, FIG. 13 is a diagram for describing an outline of an example of a method of determining a control direction and a control amount in control related to updating the position of the object OP1. In addition, in this modified example, in order to understand the features more easily, the description will be given focusing on the state of controlling 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 this modified example, as at least a part of the operation related to pitching received from the user on the pitcher side, the operation of accepting the determination of the control content of the control related to the update of the position of the target OP1 is performed, and the target is determined according to the content of the operation. Control content of the control related to the update of the position of OP1. Specifically, in the example shown in FIG. 13, the operations related to "start pitching" and "release" are accepted, and the control related to the update of the position of the object OP1 is determined in response 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 substantially circular determination area MC2 is set with the target OP1 set by the course designation cursor AC as the center. Moreover, the mark MC1 of a substantially circular shape is set so that determination area MC2 may become a concentric circle. When an operation to start pitching is accepted, the mark MC1 starts to converge toward the target OP1, and the mark MC1 that converges after a predetermined period of time overlaps the target OP1 roughly. When an operation related to release is accepted during this period, the content of the control related to the update of the position of the object OP is determined in accordance with the positional relationship between the determination area MC2 and the mark 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 converged marker MC1 is within the determination area MC2 at the timing of accepting the release operation, the control that the position of the target OP1 is updated to move toward the outside of the strike zone SZ may be applied. Also, at this time, the closer the converged mark MC1 is to the target OP1 (in other words, the smaller the size of the mark MC1), the more control that the position of the target OP1 is updated to move toward the outside of the strike zone SZ. also can. That is, at this time, the more favorable control on the pitcher's side is applied. On the other hand, when the converged marker MC1 is within the determination area MC2 at the timing of accepting the release operation, the control that the position of the target OP1 is updated to move toward the inside of the strike zone SZ may be applied. Also, at this time, the farther the convergent mark MC1 is from the target OP1 (in other words, the larger the size of the mark MC1 ), the more the position of the target OP1 is updated to move toward the inner side of the strike zone SZ. also can. That is, at this time, the more unfavorable control on the pitcher's side is applied. That is, at this time, the information on the timing of the operation corresponding to the acceptance release corresponds to an example of a parameter used for updating the position of the object OP1. Also, if no release operation is accepted until the converged marker MC1 roughly overlaps with the target OP1, it may be judged as a pitch failure, or the convergence of the marker MC1 toward the target OP1 may be restarted without judging as a pitch failure. When it is judged that the pitch is missed, a system that becomes more unfavorable on the pitcher's side may be applied, for example, a control in which the position of the target OP1 is updated to move further toward the inside of the strike zone SZ may be applied. At this time, as for the control amount of the position of the object OP1, the same control amount as when the release operation is accepted at the timing when the mark MC1 is farthest from the object OP1 may be applied. In addition, as another example, it is also possible to simulate a so-called wild pitch by applying control that the ball object BL passes through a position away from the strike zone SZ regardless of the position of the target OP1.

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 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 parameters of predetermined characters described in the above-mentioned embodiment and other modified examples. 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, when the control of moving the position of the target OP1 toward the inside of the strike zone SZ is applied in response to the result of a predetermined operation performed by the user, the ability parameters related to ball control of the pitcher role are high. , the control amount related to the movement of the position of the object OP1 may be restricted. In addition, as another example, in the situation where the control of moving the position of the target OP1 toward the outside of the strike zone SZ is applied in response to the ability parameters related to the ball control of the pitcher role, it is also accepted that the decision executed by the user is accepted. When the mark 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 limited.

(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。(Modification 3: an example of a method of updating the position of a target) As Modification 3, an example of a method of updating the position of the object OP1 will be described. In this modification, an example will be described in which the control related to the update of the position of the object OP1 described with reference to FIG. 8 is combined with the control related to the setting of the arrival point OC of the mobile body described with reference to FIG. 7 .

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 updating unit 133 updates the position of the target OP1 through the control described with reference to FIG. 8 , and sets the approximate circle shown in FIG. A shape area BF1 is also acceptable. Then, the target position update unit 133 may further update the position of the target OP2 to a position within the area BF1. In addition, at this time, the target position update unit 133 may randomly determine the position within the area BF1. Moreover, when the target position update unit 133 is setting the area BF1, it determines the size of the area BF1 in response to the predetermined parameters related to the control of the movement of the mobile body (such as the ability parameters related to the ball control of the pitcher role) (in other words, Radius of area BF1) is also possible. Note that the area BF1 set based on the updated object OP1 at this time corresponds to an example of the "second 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 control as described above, the priority of the predetermined parameters can be reflected in the control related to the movement of the mobile body in a manner more in line with the content of the game, and it is possible to add a random function for changes in the gameplay corresponding to the control. elements of sex. As a specific example, it is possible to simulate the accuracy of ball control in response to the ability of a baseball pitcher as a change in gameplay that matches the content of the game, and to add randomness such as loss of control of the ball to this game change. 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 in which the control of this embodiment is applied to the control of the movement of the ball object BL at the time of pitching in a baseball game has been described. On the other hand, the control of this embodiment is not limited to the example of the above-mentioned baseball game, as long as the control of the movement of the moving body is performed in response to the setting result of the position of the target. As a specific example, in a soccer game where a shooter shoots a goal (such as a PK match), the control of this embodiment can also be applied to the movement control of the ball proposed by the shooter. At this time, for example, the position of the target OP1 related to the control of the movement of the shot ball may be updated in response to the ability parameter of the shooter's ability parameter related to the ball control of the shot. Also, as another example, in a game simulating a gunfight using a gun, the control of this embodiment can be applied to the control of the movement of a bullet fired from a gun. At this time, for example, the position of the object OP1 related to the control of the movement of the bullet fired from the gun may be updated in accordance with the ability parameter related to the accuracy of the gun shot of the character who shoots the gun. In addition, the control of this 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 addition, in the above-mentioned embodiment, an example in which the position of the object OP1 is set in the 3D virtual space is described. However, the area in which the position of the object OP1 is set is not necessarily limited to the 3D virtual space. For example, the area where the position of the object OP1 is set may be a two-dimensional area, and may not necessarily be an area based on a virtual space. As a specific example, on the 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. In this case, the position of the object OP1 can 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 parameters.

<附記> 根據上述的說明,本發明係例如可如以下掌握。<Notes> From the above description, the present invention can be understood 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) A program of the present invention is to make the computer execute: the step of setting the position of the target that moves the moving body in the virtual space; The step of updating the position of the target according to the position relationship of 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.

(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) The program of the other aspect of the present invention is to make the computer perform the following steps: the step of setting the position of the target for moving the moving body in the display area where the information is displayed; Displaying the positional relationship between the reference position in the area and the position of the target, updating the position of the target; and controlling the movement of the moving body in the display area in response 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) An information processing device according to the present invention is equipped with: setting means, which is to set the position of the target for moving the moving body in the virtual space; The positional relationship between the reference position in the virtual space and the position of the aforementioned target is used to update the position of the aforementioned target; and the control means controls the movement of the aforementioned moving body in the aforementioned virtual space in response to the aforementioned updated position of the aforementioned 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) An information processing method according to an aspect of the present invention is an information processing method performed by an information processing device, including: the step of setting the position of the target for moving the moving object in the virtual space; A 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 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 aforementioned inventions of (1), (9), (10) or (11), it is possible to change the gameplay in response to the superiority of parameters in the game to be more in line with the content of the game (such as the rules of the game) state feedback to the user. As a specific example, in a baseball game, when the thrown ball object is hit by the bat object, the superiority of the ball handling ability of the pitcher role can be used as a change in the difficulty of hitting (such as the ball's Hitting difficulty or hitting difficulty, etc.), feedback to the user on the side of the hitter.

(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 aforementioned aspect (1), the position of the aforementioned target is updated by controlling the amount of movement of the position of the aforementioned target according to the aforementioned predetermined parameters. According to the aspect of (2) above, it is possible to quantitatively express the change of the gameplay (such as the above-mentioned change of difficulty) in response to the priority of the parameters in the game 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 aforementioned aspect of (1) or (2), the position of the aforementioned target is updated by controlling the direction of moving the position of the aforementioned target according to the aforementioned predetermined parameters. According to the aspect of (3) above, it is possible to express the change of gameplay (such as the above-mentioned change of difficulty level) in response to the priority of parameters in the game in a manner 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 one of the aforementioned (1) to (3), the aforementioned program includes the control of moving the aforementioned moving body toward the position of the aforementioned target in the aforementioned virtual space, and for The program of the game of controlling the function of the moving body; moving the controlled moving body toward the position of the target, the closer the position reached to the reference position, the higher the effect of the function given to the moving body 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 of (4) above, the closer the position of the moving body when the action is given is closer to the reference position, the faster the speed of the moving body reflecting the action will be. Take 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 above-mentioned (4) or (5), the parameters of the control side (such as the pitcher side) that simulate the movement of the moving body can be used to give an effect to the moving body as the parameters of the control side (such as the pitcher side) show superiority based on the update result of the position of the aforementioned target. The side (such as the batter 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 of the aforementioned (4) or (5), the aforementioned predetermined parameter is a parameter indicating the relative priority of the control of the position of the aforementioned target; The higher the accuracy, the position of the aforementioned target is updated to a position farther away from the aforementioned reference position. According to the above (6), the moving direction of the moving body can be used to simulate the movement of the moving body. The higher the parameter on the control side, the more disadvantageous the game is for the side that acts on the moving body. As a specific example, in a baseball game, the more dominant the ability parameters related to ball control of the simulated pitcher character are, the more disadvantageous the batter-side user becomes.

(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 one of the aforementioned aspects (4) to (6), the controlled moving body moves toward the position of the aforementioned target to arrive at the aforementioned virtual position in advance including the aforementioned reference position. When the space is within the first area, the effect of the action given to the moving body is controlled to be higher than when the moving body is out of the first area. According to the above-mentioned aspect (7), by using the control of the moving body shown in any of the above-mentioned (4)-(6) aspects, when the moving body reaches the first area, it is possible to simulate the effect on the moving body. become a more favorable situation. As a specific example, in a baseball game, it can be simulated that when the ball reaches the inside of the strike zone, it is more advantageous for the user on the batter side than when the ball reaches outside 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 one of the aforementioned (4)-(7), the position of the aforementioned object is further updated within the second area set based on the aforementioned updated position of the aforementioned target. According to the aspect of (8) above, an element having randomness can be added to the change of the gameplay in response to the control of the position of the object shown in any of the aspects (4) to (7) above.

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。As mentioned above, the present invention has been described together with the above-mentioned embodiments. However, the present invention is not limited to the above-mentioned embodiments, and modifications and the like can be made within the scope of the present invention. The above-mentioned embodiments or modified examples may be combined as appropriate. Furthermore, the present invention includes a program for realizing the functions of the above-mentioned 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 unit 130: Control Department 131: Input Analysis Department 132: Target position setting unit 133: Target position update unit 134: Mobile body control department 135: Function giving department 136: Character Control Department 137: Output control unit 150: memory department 151: Parameter information 301:CPU 302:ROM 303: RAM 304: communication device 305: memory device 306: busbar AC: Cursor for specifying the route of travel BL: Ball Object BO: Bat Object BC: Batter role PC: pitcher role PS: move start position PE: move end position SZ: strike zone BX: strike zone MC: batting cursor SF: strike zone BF1: area AP: Arrival point area O1: reference position O2: The 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 ] A diagram showing an example of the structure of the system of the present embodiment. [ Fig. 2 ] A diagram showing an example of a hardware structure of a game device. [ Fig. 3 ] A diagram showing an example of a hardware configuration of a server device. [FIG. 4] A diagram showing an example of a screen where the batter's state is viewed from the pitcher's side. [FIG. 5] A diagram showing an example of a screen where 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 ] An explanatory diagram for explaining an example of control related to the movement of the mobile object. [ Fig. 8 ] An explanatory diagram for explaining a technical idea of control of movement of a mobile body. [FIG. 9] A diagram showing an outline for an example of an index of control related to updating the position of an object. [ Fig. 10 ] A functional block diagram showing an example of the functional structure of the game device. [ Fig. 11 ] A flowchart showing an example of processing of the game device. [ Fig. 12 ] A diagram showing an outline for an example of an index of control related to updating the position of an object. [ Fig. 13 ] An explanatory diagram for explaining an example of control related to update of the position of an object.

SZ:好球帶 SZ: strike zone

O1:基準位置 O1: reference position

OP1:目標 OP1: target

OP2:目標 OP2: target

Claims (10)

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;且為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 characterized by causing a computer to execute the following steps: a step of setting the position of a target for moving a moving body in a virtual space; determining a reference position preset in the aforementioned virtual space and the position of the aforementioned target according to predetermined parameters The positional relationship of the position, the step of updating the position of the aforementioned target; and the step of controlling the movement of the aforementioned moving body in the aforementioned virtual space in response to the aforementioned updated position of the aforementioned target; The control of the position movement of the aforementioned target, and the game program of the control of the effect on the moving body; the moving body controlled by moving towards the position of the aforementioned target is closer to the aforementioned reference position, the aforementioned movement is given Control in such a way that the effect of the aforementioned effects of the body is higher. 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 described in Claim 1, wherein the position of the aforementioned target is updated by controlling the amount of movement of the position of the aforementioned target according to the aforementioned predetermined parameters. 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。 The program as described in Claim 1 or 2, wherein the position of the aforementioned target is updated by controlling the direction of moving the position of the aforementioned target according to the aforementioned predetermined parameters. 如請求項1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 described in Claim 1, wherein the closer the position of the moving body when the aforementioned action is given to the aforementioned The reference position is controlled in such a way that the speed of the aforementioned moving body that reflects this effect is faster. 如請求項1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 described in claim item 1, wherein the aforementioned predetermined parameter is a parameter representing the superiority related to the control of the position of the aforementioned target; the higher the superiority shown by the parameter, the position of the aforementioned target is updated to be farther away from the aforementioned The farther the reference position is. 如請求項1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 described in claim 1, wherein when the controlled moving body moves toward the position of the aforementioned target and arrives in the first area preset in the aforementioned virtual space in such a manner as to include the aforementioned reference position, compared to the aforementioned When the mobile body reaches the outside of the first area, the control is performed in such a manner that the effect of the aforementioned action imparted to the mobile body becomes higher. 如請求項1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 described in Claim 1, wherein the position of the aforementioned target is further updated in the second area set according to the aforementioned updated position of the aforementioned target. 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;且為包含於前述顯示區域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 characterized by causing the computer to execute the following steps: setting the position of the target for moving the moving body in the display area for displaying information; setting the reference position and The step of updating the position of the aforementioned object in relation to the position of the aforementioned target; and controlling the aforementioned display area in response to the aforementioned updated position of the aforementioned target The steps of the movement of the aforementioned moving body; and the program of the game including the control of moving the aforementioned moving body towards the position of the aforementioned target in the aforementioned display area, and the control of giving effect to the moving body; The control is performed in such a manner that the closer the position reached by the moving body controlled by moving the moving body is closer to the reference position, the higher the effect of the aforementioned function imparted to the moving body is. 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;於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中,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。 An information processing device, characterized by having: a setting means for setting the position of a target for moving a moving body in a virtual space; an updating means for setting a reference position preset in the aforementioned virtual space according to predetermined parameters The position relationship with the position of the aforementioned target is to update the position of the aforementioned target; and the control means is to control the movement of the aforementioned moving body in the aforementioned virtual space in response to the aforementioned updated position of the aforementioned target; In the game of controlling the movement of the mobile body toward the position of the aforementioned target and the control of giving effect to the mobile body, the closer the position reached by the aforementioned mobile body controlled by moving towards the position of the aforementioned target is to the aforementioned reference position, the more Control is performed so that the effect of the aforementioned action of the aforementioned mobile body is higher. 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;於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中,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。 An information processing method, which is an information processing method performed by an information processing device, is characterized in that it includes: a step of setting the position of a target for moving a moving body in a virtual space step; by determining the positional relationship between the reference position preset in the aforementioned virtual space and the position of the aforementioned target according to the predetermined parameters, and updating the position of the aforementioned target; and responding to the aforementioned updated position of the aforementioned target, controlling the aforementioned virtual Steps for moving the moving body in space; in the game including the control of moving the moving body toward the position of the target in the virtual space, and the control of giving an effect to the moving body, to move toward the position of the target Control is performed such that the closer the position to which the moving body is controlled is closer to the reference position, the higher the effect of the action given to the moving body is.
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TW201822857A (en) * 2016-11-08 2018-07-01 南韓里爾野球帶有限公司 Method for playing screen baseball using a pitching mode
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