US20100144448A1 - Information storage medium, game device, and game system - Google Patents

Information storage medium, game device, and game system Download PDF

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Publication number
US20100144448A1
US20100144448A1 US12/557,960 US55796009A US2010144448A1 US 20100144448 A1 US20100144448 A1 US 20100144448A1 US 55796009 A US55796009 A US 55796009A US 2010144448 A1 US2010144448 A1 US 2010144448A1
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United States
Prior art keywords
base
objects
game
section
game character
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Abandoned
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US12/557,960
Inventor
Kazuaki Fujimoto
Taichi Higashino
Kouichirou Watanabe
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Bandai Namco Entertainment Inc
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Namco Bandai Games Inc
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Assigned to NAMCO BANDAI GAMES INC. reassignment NAMCO BANDAI GAMES INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: WATANABE, KOUICHIROU, FUJIMOTO, KAZUAKI, HIGASHINO, TAICHI
Publication of US20100144448A1 publication Critical patent/US20100144448A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6607Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics

Definitions

  • the present invention relates to an information storage medium, a game device, and a game system.
  • An image generation system (game system) that generates an image viewed from a virtual camera (given viewpoint) in an object space (virtual three-dimensional space) in which a plurality of polygons are disposed, has been known.
  • Such an image generation system is very popular as a system that allows the game player to experience virtual reality.
  • An image generation system that allows the game player to customize a game character by selecting each part object of the game character has been known (e.g., JP-A-2006-268406).
  • a computer-readable information storage medium storing a program that causes a computer to function as:
  • an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
  • a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • a game device comprising:
  • an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
  • a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • a game system having a game device, a server, and an information processing device that can transmit and receive data via a network
  • the information processing device including:
  • a communication control section that transmits selection information to the server, the selection information being information for selecting one base object from a plurality of base objects each of which forms a base of a hairstyle of a game character, and for selecting at least one part object from a plurality of part objects each of which can be attached to at least one of the plurality of base objects,
  • the server including:
  • a setting section that generates setting information based on the selection information transmitted from the information processing device, the setting information linking the one base object and the at least one part object that have been selected by a game player to a game character of the game player;
  • the game device including:
  • an object data storage section that stores the plurality of base objects and the plurality of part objects
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information transmitted from the server;
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • FIG. 1 is a diagram illustrating an example of the configuration of a game system according to one embodiment of the invention.
  • FIG. 2 is a functional block diagram illustrating an example of a game system according to one embodiment of the invention.
  • FIG. 3 is a table of examples of a base object and a part object that can be selected by a game player.
  • FIG. 4 is a table of examples of setting information.
  • FIGS. 5A and 5B illustrate a base object “ponytail A”.
  • FIG. 6 illustrates base objects “ponytail B” and “ponytail C”.
  • FIGS. 7A and 7B illustrate a base object “pigtails A”.
  • FIG. 8 illustrates a base object “pigtails B”.
  • FIGS. 9A and 9B illustrate a base object “sweptback”.
  • FIGS. 10A and 10B are diagrams for describing creation of a base object and a part object.
  • FIG. 11 is a diagram for describing the motion of a part object.
  • FIGS. 12A and 12B illustrate drawing based on the combination of a base object and a part object.
  • FIG. 13 is a flowchart illustrating an example of a process performed by a game device according to one embodiment of the invention.
  • the invention may provide an information storage medium, a game device and a game system enabling the hairstyle of a game character to be customized in various ways.
  • a computer-readable information storage medium storing a program that causes a computer to function as:
  • an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
  • a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • a game device comprising the above-described sections.
  • the hairstyle of the game character can be customized (represented) based on the combination of the base object and the part object, the hairstyle of the game character can be customized in various ways.
  • part of the plurality of base objects stored in the object data storage section may differ in position of attachment of the at least one part object.
  • the object data storage section may store the plurality of base objects for each game character.
  • a natural hairstyle can be formed for each game character by providing different base objects corresponding to the skeleton and the height of each game character.
  • the object data storage section may store the plurality of part objects for each game character.
  • a natural hairstyle can be formed for each game character by providing different part objects corresponding to the skeleton and the height of each game character.
  • the object data storage section may store the plurality of base objects, each of the plurality of base objects that is linked to a given game character being deformed by determining a scale value of a bone corresponding to each of the plurality of base objects; and the object data storage section may store the plurality of part objects, a position of each of the plurality of part objects that is linked to a given game character being changed by making the determined scale value reflected in a bone corresponding to each of the plurality of part objects.
  • the base object and the part object can be easily created and stored for each game character.
  • the drawing section may draw the one base object and the at least one part object based on color information selected by the game player.
  • the hairstyle of the game character can be customized in various ways by using the color information selected by the game player.
  • the above information storage medium may store a program that causes the computer to further function as a motion processing section that causes the at least one part object to make a motion based on physical simulation information set for the at least one part object.
  • the above game device may further comprise a motion processing section that causes the at least one part object to make a motion based on physical simulation information set for the at least one part object.
  • the drawing section may draw the one base object and the at least one part object while changing at least one of the shape, size, color, and motion of the at least one part object based on the combination of the one base object and the at least one part object linked to a game character.
  • the hairstyle of the game character can be customized in various ways based on the combination of the base object and the part object.
  • a game system having a game device, a server, and an information processing device that can transmit and receive data via a network
  • the information processing device including:
  • a communication control section that transmits selection information to the server, the selection information being information for selecting one base object from a plurality of base objects each of which forms a base of a hairstyle of a game character, and for selecting at least one part object from a plurality of part objects each of which can be attached to at least one of the plurality of base objects,
  • the server including:
  • a setting section that generates setting information based on the selection information transmitted from the information processing device, the setting information linking the one base object and the at least one part object that have been selected by a game player to a game character of the game player;
  • the game device including:
  • an object data storage section that stores the plurality of base objects and the plurality of part objects
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information transmitted from the server;
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • the base object and the part object can be respectively selected so that the hairstyle of the game character can be customized in various ways.
  • FIG. 1 illustrates an example of a game system according to one embodiment of the invention.
  • the game system includes a plurality of game devices 10 , a server 30 , and an information processing device 40 (e.g., a portable telephone, a portable game device, or a PC that can execute a program).
  • the game devices 10 , the information processing device 40 , and the server 30 are connected via a network 20 (e.g., Internet).
  • the network 20 may be the Internet, a dedicated line, or a mobile communication network, or may be a cable or wireless LAN channel.
  • the information processing device 40 includes a communication control section 42 .
  • the communication control section 42 transmits selection information to the server 30 based on operation data from an operation section, the selection information being information for selecting one base object from a plurality of base objects that form a base of the hairstyle of a game character, and selecting at least one part object from a plurality of part objects that can be attached to each base object.
  • the server 30 includes a setting section 32 , a communication control section 34 , and a storage section 36 .
  • the setting section 32 generates setting information that links one base object and at least one part object selected by the game player to the player's game character and a player ID based on the selection information transmitted from the information processing device 40 , and stores the setting information in the storage section 36 .
  • the communication control section 34 transmits the setting information to the game device 10 .
  • FIG. 2 is a functional block diagram illustrating the game device 10 according to this embodiment. Note that the game device 10 according to this embodiment may have a configuration in which some of the elements (sections) illustrated in FIG. 2 are omitted.
  • An operation section 160 allows the game player to input operation data about an object (game character or moving object).
  • the function of the operation section 160 may be implemented by a lever, a button, a steering wheel, a microphone, a touch panel display, a casing, or the like.
  • a storage section 170 serves as a work area for a processing section 100 , a communication section 196 , and the like.
  • the function of the storage section 170 may be implemented by a RAM (VRAM) or the like.
  • the storage section 170 includes a main storage section 172 used as a work area, a drawing buffer 174 that stores the final display image and the like, an object data storage section 176 that stores object model data, a texture storage section 178 that stores a texture that is linked to each object, and a Z-buffer 179 that stores a Z-value when an image of an object is generated. Note that some of these sections may be omitted.
  • the object data storage section 176 stores a plurality of base objects each of which forms a base of the hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the base objects.
  • Part of the plurality of base objects stored in the object data storage section 176 may differ in position of attachment of the part objects.
  • the object data storage section 176 may store the base objects for each game character.
  • the object data storage section 176 may store the part objects for each game character.
  • the object data storage section 176 may store physical simulation information for causing the part object stored for each game character to make a motion.
  • the object data storage section 176 may store the base objects, each of the base objects that is linked to a given game character being deformed by determining a scale value of a bone corresponding to each of the base objects; and the object data storage section 176 may store the part objects, a position of each of the part objects that is linked to a given game character being changed by making the determined scale value reflected in a bone corresponding to each of the part objects.
  • the storage section 170 includes a setting information storage section 177 .
  • the setting information storage section 177 stores the setting information that links one base object and at least one part object selected by the game player to the player's game character.
  • An information storage medium 180 stores a program, data, and the like.
  • the function of the information storage medium 180 may be implemented by an optical disk (CD or DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, a memory (ROM), or the like.
  • the processing section 100 executes various processes according to this embodiment based on a program (data) stored in the information storage medium 180 .
  • a program that causes a computer to function as each section according to this embodiment i.e., a program that causes a computer to execute the process of each section
  • a display section 190 outputs an image generated according to this embodiment.
  • the function of the display section 190 may be implemented by a CRT, an LCD, a touch panel display, a head mount display (HMD), or the like.
  • a sound output section 192 outputs sound generated according to this embodiment.
  • the function of the sound output section 192 may be implemented by a speaker, a headphone, or the like.
  • the communication section 196 controls communication with the outside (e.g., server 30 or another game device 10 ).
  • the function of the communication section 196 may be implemented by hardware such as a processor or a communication ASIC, a program, or the like.
  • the game device may receive a program or data that causes a computer to function as each section according to this embodiment from an information storage medium or a storage section included in a server through a network, and may store the received program or data in the information storage medium 180 or the storage section 170 .
  • a case where the game device operates based on the program or data received from the server is also included within the scope of the invention.
  • the processing section 100 performs a game process, an image generation process, a sound generation process, and the like based on operation data from the operation section 160 , a program, and the like.
  • the game process includes starting the game when game start conditions have been satisfied, proceeding with the game, disposing an object such as a game character or a map, displaying an object, calculating the game result, finishing the game when game end conditions have been satisfied, and the like.
  • the processing section 100 performs various processes using the main storage section 172 of the storage section 170 as a work area.
  • the function of the processing section 100 may be implemented by hardware such as a processor (e.g., CPU or DSP) or an ASIC (e.g., gate array), or a program.
  • the processing section 100 includes a communication control section 108 , an object space setting section 110 , a movement/motion processing section 112 , a virtual camera control section 114 , a drawing section 120 , and a sound generation section 130 . Note that some of these sections may be omitted.
  • the communication control section 108 transmits a setting information transmission request to the server 30 through the communication section 196 , and receives the setting information transmitted from the server 30 through the communication section 196 .
  • the communication control section 108 transmits operation data that has been input by the game player using the operation section 160 to another game device 10 through the communication section 196 , and receives operation data transmitted from another game device 10 through the communication section 196 .
  • the object space setting section 110 disposes an object (i.e., an object formed by a primitive such as a polygon, free-form surface, or subdivision surface) that represents a display object (e.g., game character, building, stadium, car, tree, pillar, wall, or map (topography)) and a light source in an object space.
  • an object i.e., an object formed by a primitive such as a polygon, free-form surface, or subdivision surface
  • a display object e.g., game character, building, stadium, car, tree, pillar, wall, or map (topography)
  • the object space setting section 110 determines the position and the rotational angle of an object in a world coordinate system (the rotational angle is synonymous with orientation or direction; e.g., the rotational angle when the object is rotated clockwise around each of the X, Y, and Z axes in the world coordinate system), and disposes the object at the determined position (X, Y, Z) and the determined rotational angle (rotational angles around the X, Y, and Z axes).
  • the rotational angle is synonymous with orientation or direction; e.g., the rotational angle when the object is rotated clockwise around each of the X, Y, and Z axes in the world coordinate system
  • the object space setting section 110 disposes the base object and the part object in the object space as elements of the game character based on the setting information stored in the setting information storage section 177 .
  • the movement/motion processing section 112 calculates the movement (displacement) and the motion (movement/motion simulation) of the object (e.g., game character or moving object). Specifically, the movement/motion processing section 112 causes the object to move or make a motion (animation) in the object space based on operation data input by the game player using the operation section 160 , operation data transmitted from another game device 10 , a program (movement/motion algorithm), various types of data (motion data), and the like.
  • the movement/motion processing section 112 performs a simulation process that sequentially calculates movement information (position, rotational angle, speed, or acceleration) and motion information (i.e., the position or the rotational angle of each part that forms the object) about the object every frame ( 1/60th of a second).
  • movement information position, rotational angle, speed, or acceleration
  • motion information i.e., the position or the rotational angle of each part that forms the object
  • frame refers to a time unit when performing an object movement/motion process (simulation process) or an image generation process.
  • the movement/motion processing section 112 may cause the part object to make a motion based on the physical simulation information set for the part object.
  • the virtual camera control section 114 controls a virtual camera (viewpoint) for generating an image viewed from a given (arbitrary) viewpoint in the object space. Specifically, the virtual camera control section 114 controls the position (X, Y, Z) or the rotational angle (e.g., the rotational angle of the virtual camera when the virtual camera is rotated clockwise around each of the X, Y, and Z axes) of the virtual camera in the world coordinate system. Specifically, the virtual camera control section 114 controls the viewpoint position, the line-of-sight direction, and the angle of view. For example, the virtual camera control section 114 may cause the virtual camera to follow the movement of the moving object.
  • the virtual camera control section 114 may cause the virtual camera to follow the movement of the moving object.
  • the virtual camera control section 114 controls the position or the rotational angle (direction) of the virtual camera so that the virtual camera follows a change in position or rotation of the object to photograph the object (e.g., game character or moving object) from behind using the virtual camera.
  • the virtual camera control section 114 may control the virtual camera based on information such as the position, rotational angle, or speed of the object obtained by the movement/motion processing section 112 .
  • the virtual camera control section 114 may rotate the virtual camera by a predetermined rotational angle, or may move the virtual camera along a predetermined path.
  • the virtual camera control section 114 controls the virtual camera based on virtual camera data that specifies the position (moving path) or the rotational angle of the virtual camera.
  • the virtual camera control section 114 performs the above control process on each virtual camera.
  • the drawing section 120 performs a drawing process based on the results of various processes (game process) performed by the processing section 100 to generate an image (i.e., an image of the game character for which the base object and the part object are set as elements), and outputs the generated image to the display section 190 .
  • the drawing section 120 receives object data (model data) including vertex data (e.g., vertex position coordinates, texture coordinates, color data, normal vector, or alpha value) of each vertex of the object (model), and performs a vertex process (shading using a vertex shader) based on the vertex data included in the received object data.
  • the drawing section 120 may perform a vertex generation process (tessellation, surface division, or polygon division) for dividing the polygon, if necessary.
  • the drawing section 130 performs a vertex movement process and a geometric process such as coordinate transformation (world coordinate transformation or viewing transformation (camera coordinate transformation)), clipping, projective transformation (perspective transformation or projection transformation based on the viewpoint), viewpoint transformation (screen coordinate transformation), and light source calculations based on a vertex processing program (vertex shader program or first shader program), and changes (updates or adjusts) the vertex data of each vertex that forms the object based on the processing results.
  • the object data e.g., object vertex position coordinates, texture coordinates, color data (luminance data), normal vector, or alpha value
  • object data e.g., object vertex position coordinates, texture coordinates, color data (luminance data), normal vector, or alpha value
  • the drawing section 120 then performs a rasterization process (scan conversion) based on the vertex data changed by the vertex process so that the surface of the polygon (primitive) is linked to pixels.
  • the drawing section 120 then performs a pixel process (shading using a pixel shader or a fragment process) that draws the pixels that form the image (fragments that form the display screen).
  • the drawing section 120 determines the drawing color of each pixel that forms the image by performing various processes such as a texture reading (texture mapping) process, a color data setting/change process, a translucent blending process, and an anti-aliasing process based on a pixel processing program (pixel shader program or second shader program), and outputs (draws) the drawing color of the object subjected to perspective transformation to the drawing buffer 174 (i.e., a buffer that can store image information for each pixel; VRAM or rendering target).
  • the pixel process includes a per-pixel process that sets or changes the image information (e.g., color, normal, luminance, and alpha value) for each pixel.
  • the drawing section 120 thus generates an image viewed from the virtual camera (given viewpoint) in the object space.
  • the drawing section 120 may generate an image so that images (segmented images) viewed from the respective virtual cameras are displayed on one screen.
  • the vertex process and the pixel process are implemented by hardware that enables a programmable polygon (primitive) drawing process (i.e., a programmable shader (vertex shader and pixel shader)) based on a shader program written in shading language.
  • a programmable shader i.e., a programmable shader (vertex shader and pixel shader)
  • the programmable shader enables a programmable per-vertex process and a per-pixel process to increase the degree of freedom of the drawing process so that the representation capability can be significantly improved as compared with a fixed drawing process using hardware.
  • the drawing section 120 performs a texture mapping process, a hidden surface removal process, an alpha blending process, and the like when drawing the object.
  • texture mapping refers to a process that maps a texture (texel value) stored in a texture storage section 178 of the storage section 170 onto the object.
  • the drawing section 120 reads a texture (surface properties such as color (RGB) and alpha value) from the texture storage section 178 of the storage section 170 using the texture coordinates set (assigned) to the vertices of the object and the like.
  • the drawing section 120 maps the texture (two-dimensional image) onto the object.
  • the drawing section 120 performs a pixel-texel association process, a bilinear interpolation process (texel interpolation process), and the like.
  • the drawing section 120 may perform a hidden surface removal process by a Z-buffer method (depth comparison method or Z-test) using the Z-buffer 179 (depth buffer) that stores the Z-value (depth information) of the drawing pixel. Specifically, the drawing section 120 refers to the Z-value stored in the Z-buffer 179 when drawing the drawing pixel corresponding to the primitive of the object. The drawing section 120 compares the Z-value stored in the Z-buffer 179 with the Z-value of the drawing pixel of the primitive.
  • a Z-buffer method depth comparison method or Z-test
  • the drawing section 120 draws the drawing pixel, and updates the Z-value stored in the Z-buffer 179 with a new Z-value.
  • alpha blending refers to a translucent blending process (e.g., normal alpha blending, additive alpha blending, or subtractive alpha blending) based on the alpha value (A value).
  • the alpha value is information that can be stored in association with each pixel (texel or dot), such as additional information other than the color information.
  • the alpha value may be used as mask information, translucency (equivalent to transparency or opacity), bump information, or the like.
  • the drawing section 120 may draw the base object and the part object based on color information (color information stored as the setting information stored in the setting information storage section 177 ) selected by the game player. Specifically, the drawing section 120 may set the color of each drawing pixel of the primitive that forms the base object and the part object based on the color information selected by the game player.
  • the drawing section 120 may refer to the setting information stored in the setting information storage section 177 , and draw the base object and the part object while changing at least one of the shape, size, color, and motion of the part object based on the combination of the base object and the part object linked to the game character.
  • the sound generation section 130 performs a sound generation process based on the results of various processes performed by the processing section 100 to generate game sound such as background music (BGM), effect sound, or voice, and outputs the generated game sound to the sound output section 192 .
  • game sound such as background music (BGM), effect sound, or voice
  • the game system may be a system dedicated to a single-player mode that allows only one player to play the game, or may be a system provided with a multi-player mode that allows a plurality of players to play the game.
  • a game image and game sound supplied to each player may be generated by one terminal, or may be generated by a distributed process using a plurality of terminals (game devices or portable telephones) connected through a network (transmission line or communication line), for example.
  • the game system implements an online fighting game.
  • Each game player can customize the hairstyle of the player's game character that appears in the fighting game using the information processing device 40 (e.g., portable telephone).
  • the information processing device 40 e.g., portable telephone
  • a customization screen that allows the game player to customize the game character is displayed on a display section of the information processing device 40 .
  • the customization screen allows the game player to select the type, clothes, hairstyle, and the like of the game character from a plurality of options.
  • the game player can select one base object and at least one part object from a plurality of base objects that form a base of the hairstyle of the game character and a plurality of part objects that can be attached to each base object.
  • the customization screen also allows the game player to select the hair color (color information).
  • the game player possess an IC card that stores the player ID, and inputs the player ID (card number) printed on the surface of the IC card using the customization screen.
  • FIG. 3 is a table of examples of the base object and the part object that can be selected by the game player.
  • three base objects “ponytail”, “pigtails”, and “sweptback”, and a plurality of part objects that can be attached to each base object are provided.
  • Each part object is classified as “back hair” or “front hair”.
  • the game player can select one part object respectively from each category. Note that part objects “right front hair” and “left front hair” can be selected at the same time.
  • FIG. 4 is a table of examples of the setting information according to this embodiment.
  • Setting information 200 is stored in the storage section 36 of the server 30 .
  • Information that specifies a game character 220 , a base object 230 , at least one part object 240 , a hair color 250 , and the like that have been selected by each game player using the customization screen is stored as the setting information 200 while being linked to a player ID 210 input by the game player using the customization screen.
  • the game device 10 When the game player has inserted the IC card into a card reader provided in the game device 10 when starting the game, the game device 10 reads the player ID from the IC card, and transmits the player ID read from the IC card to the server 30 .
  • the server 30 When the server 30 has received the player ID from the game device 10 , the server 30 transmits the setting information corresponding to the player ID to the game device 10 .
  • the server 30 also transmits the setting information corresponding to the player ID of another game player (opposing player) to the game device 10 .
  • the game device 10 sets the base object and the part object specified by the setting information 200 transmitted from the server 30 as elements of the game character specified by the setting information.
  • the model data of the game character (game character object), the base object, and the part object is stored in advance in the object data storage section 176 of the game device 10 .
  • the game player who has customized the game character using the information processing device 40 can play the game in which the game character customized by the game player appears using an arbitrary game device 10 connected to the server 30 .
  • a plurality of base objects that differ in the part object attachment position and the number of part objects to be attached are provided as the base objects that form a base of the hairstyle of the game character.
  • FIGS. 5A and 5B illustrate a base object “ponytail A” according to this embodiment.
  • FIG. 5A illustrates a customization example of the hairstyle of the game character when the base object “ponytail A” is selected as a base object BO and part objects “back hair A”, “right front hair A”, and “left front hair A” are selected as part objects PO attached to the base object “ponytail A”
  • FIG. 5B illustrates a customization example of the hairstyle of the game character when part objects “back hair B” and “front hair B” are selected as the part objects PO attached to the base object “ponytail A”.
  • the base object “ponytail A” is a base object BO to which the part object PO that imitates a lock of back hair is attached at one position of the back of the head, and is formed so that the hairs are converged on the back hair attachment position (one knot) such that a natural image is obtained when the part object PO that imitates a lock of back hair is attached to the base object “ponytail A”.
  • At least one part object PO that imitates front hair can be attached to the base object “ponytail base A”.
  • FIG. 6 illustrates base objects “ponytail B” and “ponytail C” according to this embodiment.
  • the base objects “ponytail B” and “ponytail C” are base objects BO to which the part object PO that imitates a lock of back hair is attached at one position of the back of the head, and are formed so that the hairs are converged on the back hair attachment position (one knot) in the same manner as the base object “ponytail A”.
  • the back hair attachment position (knot) of the base object “ponytail B” is higher than that of the base object “ponytail A”
  • the back hair attachment position (knot) of the base object “ponytail C” is lower than that of the base object “ponytail A”.
  • FIGS. 7A and 7B illustrate a base object “pigtails A” according to this embodiment.
  • FIG. 7A illustrates a customization example of the hairstyle of the game character when the base object “pigtails A” is selected as the base object BO and part objects “back hair D” and “left front hair A” are selected as the part objects PO attached to the base object “pigtails A”
  • FIG. 7B illustrates a customization example of the hairstyle of the game character when part objects “back hair E” and “front hair B” are selected as the part objects PO attached to the base object “pigtails A”.
  • the base object “pigtails A” is a base object BO to which the part objects PO that imitate a lock of back hair are attached at two positions of the back of the head, and is formed so that the hairs are converged on two back hair attachment positions (two knots) such that a natural image is obtained when the part objects PO that imitate a lock of back hair are attached to the base object “pigtails A”.
  • FIG. 8 illustrates a base object “pigtails B” according to this embodiment.
  • the base object “pigtails B” is a base object BO to which the part objects PO that imitate a lock of back hair are attached at two positions of the back of the head, and is formed so that the hairs are converged on the two back hair attachment positions (knots) in the same manner as the base object “pigtails A”.
  • the back hair attachment positions (knots) of the base object “pigtails B” are lower than those of the base object “pigtails A”.
  • FIGS. 9A and 9B illustrate a base object “sweptback” according to this embodiment.
  • FIG. 9A illustrates a customization example of the hairstyle of the game character when the base object “sweptback” is selected as the base object BO and a part object “back hair G” is selected as the part object PO attached to the base object “sweptback”
  • FIG. 9B illustrates a customization example of the hairstyle of the game character when a part object “back hair H” is selected as the part object PO attached to the base object “sweptback”.
  • the base object “sweptback” is a base object BO to which the part object PO that imitates back hair is attached over the entire back of the head.
  • the base object “sweptback” does not have a knot, differing from the base objects “ponytail” and “pigtails”, and is formed so that the hairs are swept back toward the back of the head.
  • a plurality of base objects that form a base of the hairstyle of the game character and a plurality of part objects that can be attached to each base object are stored in advance, and the hairstyle of the game character is formed by the combination of the base object and the part object. Therefore, the hairstyle of the game character can be formed in various ways while controlling an increase in the amount of object data as compared with the case of storing a plurality of objects that respectively represent the complete hairstyle.
  • the object data storage section 176 stores a plurality of base objects and a plurality of part objects each of which can be attached to at least one of the base objects for each game character. Specifically, since each game character has a different head shape and height (head position), it is necessary to change the shape of the base object and the attachment positions of the base object and the part object (positions in the local coordinate system of the game character) corresponding to the game character to which the base object and the part object are attached.
  • base objects and part objects respectively corresponding to a plurality of game characters are created based on a base object and a part object corresponding to one game character and stored in advance.
  • FIGS. 10A and 10B are diagrams for describing creation of the base object and the part object.
  • a bone BB (base bone) is set for the base object BO
  • a bone VB virtual part bone
  • a bone PB part bone
  • the base object BO and the virtual part bone VB have a parent-child relationship with the base bone BB
  • the position of the part bone PB is constrained by the virtual part bone PB
  • the skin of the part object PO is bound to the part bone PB.
  • the part bone PB is a skeleton formed by a plurality of bones and joints, and is set to cause the part object PO to make a motion.
  • the base object BO for the game character A is deformed to fit the skeleton (head shape) of the game character B by inputting a scale value of the base bone BB of the base object BO for the game character A to create the base object BO for the game character B.
  • the scale value may be input to each of the three axial directions of the base bone BB.
  • the scale value input to the base bone BB is reflected in the virtual part bone VB so that the position and the size of the virtual part bone VB change. Since the position of the part bone PB is constrained by the virtual part bone VB, the part bone PB only changes in position (i.e., the size of the part bone PB does not change). The part object PO also only changes in position.
  • the base object BO for the game character A is deformed by inputting a scale value into the base bone BB of the base object BO.
  • the position (attachment position) of the part object PO is changed according to the deformation of the base object BO, and thus the part object PO for the game character A becomes a part object PO for the game character B.
  • FIG. 11 illustrates the motion of the part object according to this embodiment.
  • the part object PO is caused to make a motion by controlling the bone PB (part bone) of the part object PO based on the physical simulation information (e.g., weight and inertial force) about the part object PO, as illustrated in FIG. 11 .
  • the physical simulation information e.g., weight and inertial force
  • a hit object HO that is shaped along the skeleton of the game character is set for the part object PO as the physical simulation information, and the motion of the part object PO is controlled so that the hit object HO repels the part object PO.
  • a hit object HO that fits to the skeleton of the game character A is set for the part object PO for the game character A
  • another hit object HO that fits the skeleton of the game character B is set for the part object PO for the game character B, as illustrated in FIG. 11 .
  • the motion of the part object PO can thus be controlled to fit the skeleton of the game character.
  • FIGS. 12A and 12B illustrate drawing based on the combination of the base object and the part object.
  • At least one of the shape, size, color, and motion of the part object is changed when the combination of the base object and the part object linked to the game character coincides with a predetermined combination.
  • shape information, scale information, color information, motion data, and the like corresponding to a predetermined combination of the base object and the part object are stored as table data, and the shape, size, color, and motion of the part object are changed referring to the table data.
  • the game character is drawn without changing the shape and the like of the part object PO attached to the base object BO.
  • the part objects “front hair C” and “back hair G” are selected as the part objects PO (see FIG. 12B )
  • the game character is drawn while enlarging the part object “front hair C” (part object PO) attached to the base object BO in the front-and-back direction.
  • the part object “front hair C” or “back hair G” may be caused to make a predetermined motion, or the part objects “front hair C” and “back hair G” (part object PO) and the base object BO may be drawn in a predetermined color (i.e., the color information set as the table data).
  • the hairstyle of the game character can be customized in various ways based on the combination of the base object and the part object.
  • the communication control section 108 transmits the player ID of a game player of the game device 10 read from the IC card inserted into the card reader to the server 30 (step S 10 ).
  • the communication control section 108 receives the setting information 200 transmitted from the server 30 , and stores the setting information 200 in the setting information storage section 177 (step S 12 ).
  • the object space setting section 110 sets the base object and the part object selected by the game player for the game character selected by the game player as elements of the game character selected by the game player based on the setting information 200 (step S 14 ).
  • the object space setting section 110 sets the base object and the part object selected by another game player (opposing player) of another game device 10 for the game character selected by the other game player as elements of the game character selected by the other game player based on the setting information 200 (step S 16 ).
  • the object space setting section 110 then disposes the game character of the game player and the game character of the other game player in the object space (step S 18 ).
  • the movement/motion processing section 112 performs movement/motion calculations on the game character of the game player based on the operation data from the operation section 160 , and performs movement/motion calculations on the game character of the other game player based on the operation data transmitted from the other game device 10 (step S 20 ).
  • the drawing section 120 generates an image of the object space that is viewed from the virtual camera and includes the game character of the game player and the game character of the other game player (step S 22 ). In this case, the drawing section 120 draws the base object and the part object of each game character based on color information 250 for each game character referring to the setting information 200 .
  • the processing section 100 determines whether or not to continue the process (step S 24 ). When the processing section 100 has determined to continue the process, the process returns to the step 20 .
  • the above embodiments have been described taking an example in which the game player accesses the server 30 and customizes the game character using the information processing device 40 .
  • the customization screen that allows the game player to customize the game character may be displayed on the display section 190 of the game device 10 so that the game player can customize the hairstyle and the like of the game character using the game device 10 .
  • the processing section 100 of the game device 10 includes a setting section that sets one base object and at least one part object selected by the game player as elements of the game character selected by the game player based on the operation data from the operation section 160 .

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Abstract

A computer-readable information storage medium storing a program that causes a computer to function as: an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects; a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player; an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and a drawing section that generates an image of the object space viewed from a given viewpoint.

Description

  • Japanese Patent Application No. 2008-311547, filed on Dec. 5, 2008, is hereby incorporated by reference in its entirety.
  • BACKGROUND OF THE INVENTION
  • The present invention relates to an information storage medium, a game device, and a game system.
  • An image generation system (game system) that generates an image viewed from a virtual camera (given viewpoint) in an object space (virtual three-dimensional space) in which a plurality of polygons are disposed, has been known. Such an image generation system is very popular as a system that allows the game player to experience virtual reality.
  • An image generation system that allows the game player to customize a game character by selecting each part object of the game character has been known (e.g., JP-A-2006-268406).
  • However, since such an image generation system represents the hairstyle of the game character using a single part object, the hairstyle of the game character cannot be customized in various ways.
  • SUMMARY
  • According to a first aspect of the invention, there is provided a computer-readable information storage medium storing a program that causes a computer to function as:
  • an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
  • a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • According to a second aspect of the invention, there is provided a game device comprising:
  • an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
  • a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • According to a third aspect of the invention, there is provided a game system having a game device, a server, and an information processing device that can transmit and receive data via a network,
  • the information processing device including:
  • a communication control section that transmits selection information to the server, the selection information being information for selecting one base object from a plurality of base objects each of which forms a base of a hairstyle of a game character, and for selecting at least one part object from a plurality of part objects each of which can be attached to at least one of the plurality of base objects,
  • the server including:
  • a setting section that generates setting information based on the selection information transmitted from the information processing device, the setting information linking the one base object and the at least one part object that have been selected by a game player to a game character of the game player; and
  • another communication control section that transmits the setting information to the game device, and
  • the game device including:
  • an object data storage section that stores the plurality of base objects and the plurality of part objects;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information transmitted from the server; and
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING
  • FIG. 1 is a diagram illustrating an example of the configuration of a game system according to one embodiment of the invention.
  • FIG. 2 is a functional block diagram illustrating an example of a game system according to one embodiment of the invention.
  • FIG. 3 is a table of examples of a base object and a part object that can be selected by a game player.
  • FIG. 4 is a table of examples of setting information.
  • FIGS. 5A and 5B illustrate a base object “ponytail A”.
  • FIG. 6 illustrates base objects “ponytail B” and “ponytail C”.
  • FIGS. 7A and 7B illustrate a base object “pigtails A”.
  • FIG. 8 illustrates a base object “pigtails B”.
  • FIGS. 9A and 9B illustrate a base object “sweptback”.
  • FIGS. 10A and 10B are diagrams for describing creation of a base object and a part object.
  • FIG. 11 is a diagram for describing the motion of a part object.
  • FIGS. 12A and 12B illustrate drawing based on the combination of a base object and a part object.
  • FIG. 13 is a flowchart illustrating an example of a process performed by a game device according to one embodiment of the invention.
  • DETAILED DESCRIPTION OF THE EMBODIMENT
  • The invention may provide an information storage medium, a game device and a game system enabling the hairstyle of a game character to be customized in various ways.
  • (1) According to one embodiment of the invention, there is provided a computer-readable information storage medium storing a program that causes a computer to function as:
  • an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
  • a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • According to one embodiment of the invention, there is provided a game device comprising the above-described sections.
  • According to the above embodiments, since the hairstyle of the game character can be customized (represented) based on the combination of the base object and the part object, the hairstyle of the game character can be customized in various ways.
  • (2) In each of the above-described information storage medium and the game device, part of the plurality of base objects stored in the object data storage section may differ in position of attachment of the at least one part object.
  • According to the above configuration, a situation in which an unnatural image is obtained when attaching the part object to the base object can be prevented.
  • (3) In each of the above-described information storage medium and the game device, the object data storage section may store the plurality of base objects for each game character.
  • In the above configuration, a natural hairstyle can be formed for each game character by providing different base objects corresponding to the skeleton and the height of each game character.
  • (4) In each of the above-described information storage medium and the game device, the object data storage section may store the plurality of part objects for each game character.
  • In the above configuration, a natural hairstyle can be formed for each game character by providing different part objects corresponding to the skeleton and the height of each game character.
  • (5) In each of the above-described information storage medium and the game device, the object data storage section may store the plurality of base objects, each of the plurality of base objects that is linked to a given game character being deformed by determining a scale value of a bone corresponding to each of the plurality of base objects; and the object data storage section may store the plurality of part objects, a position of each of the plurality of part objects that is linked to a given game character being changed by making the determined scale value reflected in a bone corresponding to each of the plurality of part objects.
  • In the above configuration, the base object and the part object can be easily created and stored for each game character.
  • (6) In each of the above-described information storage medium and the game device, the drawing section may draw the one base object and the at least one part object based on color information selected by the game player.
  • In the above configuration, the hairstyle of the game character can be customized in various ways by using the color information selected by the game player.
  • (7) The above information storage medium may store a program that causes the computer to further function as a motion processing section that causes the at least one part object to make a motion based on physical simulation information set for the at least one part object.
  • The above game device may further comprise a motion processing section that causes the at least one part object to make a motion based on physical simulation information set for the at least one part object.
  • (8) In each of the above-described information storage medium and the game device, the drawing section may draw the one base object and the at least one part object while changing at least one of the shape, size, color, and motion of the at least one part object based on the combination of the one base object and the at least one part object linked to a game character.
  • In the above configuration, the hairstyle of the game character can be customized in various ways based on the combination of the base object and the part object.
  • (9) According to one embodiment of the invention, there is provided a game system having a game device, a server, and an information processing device that can transmit and receive data via a network,
  • the information processing device including:
  • a communication control section that transmits selection information to the server, the selection information being information for selecting one base object from a plurality of base objects each of which forms a base of a hairstyle of a game character, and for selecting at least one part object from a plurality of part objects each of which can be attached to at least one of the plurality of base objects,
  • the server including:
  • a setting section that generates setting information based on the selection information transmitted from the information processing device, the setting information linking the one base object and the at least one part object that have been selected by a game player to a game character of the game player; and
  • another communication control section that transmits the setting information to the game device, and
  • the game device including:
  • an object data storage section that stores the plurality of base objects and the plurality of part objects;
  • an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information transmitted from the server; and
  • a drawing section that generates an image of the object space viewed from a given viewpoint.
  • According to the above embodiment, the base object and the part object can be respectively selected so that the hairstyle of the game character can be customized in various ways.
  • Some embodiments of the invention will now be described below. Note that the embodiments described below do not unduly limit the scope of the invention as stated in the claims. Also, not all the elements described below should be taken as essential requirements of the invention.
  • 1. Configuration
  • FIG. 1 illustrates an example of a game system according to one embodiment of the invention.
  • The game system according to this embodiment includes a plurality of game devices 10, a server 30, and an information processing device 40 (e.g., a portable telephone, a portable game device, or a PC that can execute a program). The game devices 10, the information processing device 40, and the server 30 are connected via a network 20 (e.g., Internet). The network 20 may be the Internet, a dedicated line, or a mobile communication network, or may be a cable or wireless LAN channel.
  • The information processing device 40 includes a communication control section 42. The communication control section 42 transmits selection information to the server 30 based on operation data from an operation section, the selection information being information for selecting one base object from a plurality of base objects that form a base of the hairstyle of a game character, and selecting at least one part object from a plurality of part objects that can be attached to each base object.
  • The server 30 includes a setting section 32, a communication control section 34, and a storage section 36. The setting section 32 generates setting information that links one base object and at least one part object selected by the game player to the player's game character and a player ID based on the selection information transmitted from the information processing device 40, and stores the setting information in the storage section 36. The communication control section 34 transmits the setting information to the game device 10.
  • FIG. 2 is a functional block diagram illustrating the game device 10 according to this embodiment. Note that the game device 10 according to this embodiment may have a configuration in which some of the elements (sections) illustrated in FIG. 2 are omitted.
  • An operation section 160 allows the game player to input operation data about an object (game character or moving object). The function of the operation section 160 may be implemented by a lever, a button, a steering wheel, a microphone, a touch panel display, a casing, or the like.
  • A storage section 170 serves as a work area for a processing section 100, a communication section 196, and the like. The function of the storage section 170 may be implemented by a RAM (VRAM) or the like. The storage section 170 includes a main storage section 172 used as a work area, a drawing buffer 174 that stores the final display image and the like, an object data storage section 176 that stores object model data, a texture storage section 178 that stores a texture that is linked to each object, and a Z-buffer 179 that stores a Z-value when an image of an object is generated. Note that some of these sections may be omitted.
  • The object data storage section 176 according to this embodiment stores a plurality of base objects each of which forms a base of the hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the base objects.
  • Part of the plurality of base objects stored in the object data storage section 176 may differ in position of attachment of the part objects.
  • The object data storage section 176 may store the base objects for each game character.
  • The object data storage section 176 may store the part objects for each game character. The object data storage section 176 may store physical simulation information for causing the part object stored for each game character to make a motion.
  • The object data storage section 176 may store the base objects, each of the base objects that is linked to a given game character being deformed by determining a scale value of a bone corresponding to each of the base objects; and the object data storage section 176 may store the part objects, a position of each of the part objects that is linked to a given game character being changed by making the determined scale value reflected in a bone corresponding to each of the part objects.
  • The storage section 170 according to this embodiment includes a setting information storage section 177. The setting information storage section 177 stores the setting information that links one base object and at least one part object selected by the game player to the player's game character.
  • An information storage medium 180 (computer-readable medium) stores a program, data, and the like. The function of the information storage medium 180 may be implemented by an optical disk (CD or DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, a memory (ROM), or the like. The processing section 100 executes various processes according to this embodiment based on a program (data) stored in the information storage medium 180. A program that causes a computer to function as each section according to this embodiment (i.e., a program that causes a computer to execute the process of each section) may be stored in the information storage medium 180.
  • A display section 190 outputs an image generated according to this embodiment. The function of the display section 190 may be implemented by a CRT, an LCD, a touch panel display, a head mount display (HMD), or the like. A sound output section 192 outputs sound generated according to this embodiment. The function of the sound output section 192 may be implemented by a speaker, a headphone, or the like.
  • The communication section 196 controls communication with the outside (e.g., server 30 or another game device 10). The function of the communication section 196 may be implemented by hardware such as a processor or a communication ASIC, a program, or the like.
  • Note that the game device may receive a program or data that causes a computer to function as each section according to this embodiment from an information storage medium or a storage section included in a server through a network, and may store the received program or data in the information storage medium 180 or the storage section 170. A case where the game device operates based on the program or data received from the server is also included within the scope of the invention.
  • The processing section 100 (processor) performs a game process, an image generation process, a sound generation process, and the like based on operation data from the operation section 160, a program, and the like. The game process includes starting the game when game start conditions have been satisfied, proceeding with the game, disposing an object such as a game character or a map, displaying an object, calculating the game result, finishing the game when game end conditions have been satisfied, and the like.
  • The processing section 100 performs various processes using the main storage section 172 of the storage section 170 as a work area. The function of the processing section 100 may be implemented by hardware such as a processor (e.g., CPU or DSP) or an ASIC (e.g., gate array), or a program.
  • The processing section 100 includes a communication control section 108, an object space setting section 110, a movement/motion processing section 112, a virtual camera control section 114, a drawing section 120, and a sound generation section 130. Note that some of these sections may be omitted.
  • The communication control section 108 transmits a setting information transmission request to the server 30 through the communication section 196, and receives the setting information transmitted from the server 30 through the communication section 196. The communication control section 108 transmits operation data that has been input by the game player using the operation section 160 to another game device 10 through the communication section 196, and receives operation data transmitted from another game device 10 through the communication section 196.
  • The object space setting section 110 disposes an object (i.e., an object formed by a primitive such as a polygon, free-form surface, or subdivision surface) that represents a display object (e.g., game character, building, stadium, car, tree, pillar, wall, or map (topography)) and a light source in an object space. For example, the object space setting section 110 determines the position and the rotational angle of an object in a world coordinate system (the rotational angle is synonymous with orientation or direction; e.g., the rotational angle when the object is rotated clockwise around each of the X, Y, and Z axes in the world coordinate system), and disposes the object at the determined position (X, Y, Z) and the determined rotational angle (rotational angles around the X, Y, and Z axes).
  • The object space setting section 110 according to this embodiment disposes the base object and the part object in the object space as elements of the game character based on the setting information stored in the setting information storage section 177.
  • The movement/motion processing section 112 calculates the movement (displacement) and the motion (movement/motion simulation) of the object (e.g., game character or moving object). Specifically, the movement/motion processing section 112 causes the object to move or make a motion (animation) in the object space based on operation data input by the game player using the operation section 160, operation data transmitted from another game device 10, a program (movement/motion algorithm), various types of data (motion data), and the like. Specifically, the movement/motion processing section 112 performs a simulation process that sequentially calculates movement information (position, rotational angle, speed, or acceleration) and motion information (i.e., the position or the rotational angle of each part that forms the object) about the object every frame ( 1/60th of a second). Note that the term “frame” refers to a time unit when performing an object movement/motion process (simulation process) or an image generation process.
  • The movement/motion processing section 112 (motion processing section) may cause the part object to make a motion based on the physical simulation information set for the part object.
  • The virtual camera control section 114 controls a virtual camera (viewpoint) for generating an image viewed from a given (arbitrary) viewpoint in the object space. Specifically, the virtual camera control section 114 controls the position (X, Y, Z) or the rotational angle (e.g., the rotational angle of the virtual camera when the virtual camera is rotated clockwise around each of the X, Y, and Z axes) of the virtual camera in the world coordinate system. Specifically, the virtual camera control section 114 controls the viewpoint position, the line-of-sight direction, and the angle of view. For example, the virtual camera control section 114 may cause the virtual camera to follow the movement of the moving object. Specifically, the virtual camera control section 114 controls the position or the rotational angle (direction) of the virtual camera so that the virtual camera follows a change in position or rotation of the object to photograph the object (e.g., game character or moving object) from behind using the virtual camera. In this case, the virtual camera control section 114 may control the virtual camera based on information such as the position, rotational angle, or speed of the object obtained by the movement/motion processing section 112. Alternatively, the virtual camera control section 114 may rotate the virtual camera by a predetermined rotational angle, or may move the virtual camera along a predetermined path. In this case, the virtual camera control section 114 controls the virtual camera based on virtual camera data that specifies the position (moving path) or the rotational angle of the virtual camera. When a plurality of virtual cameras (viewpoints) are provided, the virtual camera control section 114 performs the above control process on each virtual camera.
  • The drawing section 120 performs a drawing process based on the results of various processes (game process) performed by the processing section 100 to generate an image (i.e., an image of the game character for which the base object and the part object are set as elements), and outputs the generated image to the display section 190. When generating a three-dimensional game image, the drawing section 120 receives object data (model data) including vertex data (e.g., vertex position coordinates, texture coordinates, color data, normal vector, or alpha value) of each vertex of the object (model), and performs a vertex process (shading using a vertex shader) based on the vertex data included in the received object data. When performing the vertex process, the drawing section 120 may perform a vertex generation process (tessellation, surface division, or polygon division) for dividing the polygon, if necessary.
  • In the vertex process, the drawing section 130 performs a vertex movement process and a geometric process such as coordinate transformation (world coordinate transformation or viewing transformation (camera coordinate transformation)), clipping, projective transformation (perspective transformation or projection transformation based on the viewpoint), viewpoint transformation (screen coordinate transformation), and light source calculations based on a vertex processing program (vertex shader program or first shader program), and changes (updates or adjusts) the vertex data of each vertex that forms the object based on the processing results. The object data (e.g., object vertex position coordinates, texture coordinates, color data (luminance data), normal vector, or alpha value) obtained by the geometric process is stored in the object data storage section 176.
  • The drawing section 120 then performs a rasterization process (scan conversion) based on the vertex data changed by the vertex process so that the surface of the polygon (primitive) is linked to pixels. The drawing section 120 then performs a pixel process (shading using a pixel shader or a fragment process) that draws the pixels that form the image (fragments that form the display screen). In the pixel process, the drawing section 120 determines the drawing color of each pixel that forms the image by performing various processes such as a texture reading (texture mapping) process, a color data setting/change process, a translucent blending process, and an anti-aliasing process based on a pixel processing program (pixel shader program or second shader program), and outputs (draws) the drawing color of the object subjected to perspective transformation to the drawing buffer 174 (i.e., a buffer that can store image information for each pixel; VRAM or rendering target). Specifically, the pixel process includes a per-pixel process that sets or changes the image information (e.g., color, normal, luminance, and alpha value) for each pixel. The drawing section 120 thus generates an image viewed from the virtual camera (given viewpoint) in the object space. When a plurality of virtual cameras (viewpoints) are provided, the drawing section 120 may generate an image so that images (segmented images) viewed from the respective virtual cameras are displayed on one screen.
  • The vertex process and the pixel process are implemented by hardware that enables a programmable polygon (primitive) drawing process (i.e., a programmable shader (vertex shader and pixel shader)) based on a shader program written in shading language. The programmable shader enables a programmable per-vertex process and a per-pixel process to increase the degree of freedom of the drawing process so that the representation capability can be significantly improved as compared with a fixed drawing process using hardware.
  • The drawing section 120 performs a texture mapping process, a hidden surface removal process, an alpha blending process, and the like when drawing the object.
  • The term “texture mapping” refers to a process that maps a texture (texel value) stored in a texture storage section 178 of the storage section 170 onto the object. Specifically, the drawing section 120 reads a texture (surface properties such as color (RGB) and alpha value) from the texture storage section 178 of the storage section 170 using the texture coordinates set (assigned) to the vertices of the object and the like. The drawing section 120 maps the texture (two-dimensional image) onto the object. In this case, the drawing section 120 performs a pixel-texel association process, a bilinear interpolation process (texel interpolation process), and the like.
  • The drawing section 120 may perform a hidden surface removal process by a Z-buffer method (depth comparison method or Z-test) using the Z-buffer 179 (depth buffer) that stores the Z-value (depth information) of the drawing pixel. Specifically, the drawing section 120 refers to the Z-value stored in the Z-buffer 179 when drawing the drawing pixel corresponding to the primitive of the object. The drawing section 120 compares the Z-value stored in the Z-buffer 179 with the Z-value of the drawing pixel of the primitive. When the Z-value of the drawing pixel is a Z-value that indicates a position in front of the virtual camera (e.g., a small Z-value), the drawing section 120 draws the drawing pixel, and updates the Z-value stored in the Z-buffer 179 with a new Z-value.
  • The term “alpha blending” refers to a translucent blending process (e.g., normal alpha blending, additive alpha blending, or subtractive alpha blending) based on the alpha value (A value).
  • Note that the alpha value is information that can be stored in association with each pixel (texel or dot), such as additional information other than the color information. The alpha value may be used as mask information, translucency (equivalent to transparency or opacity), bump information, or the like.
  • The drawing section 120 may draw the base object and the part object based on color information (color information stored as the setting information stored in the setting information storage section 177) selected by the game player. Specifically, the drawing section 120 may set the color of each drawing pixel of the primitive that forms the base object and the part object based on the color information selected by the game player.
  • The drawing section 120 may refer to the setting information stored in the setting information storage section 177, and draw the base object and the part object while changing at least one of the shape, size, color, and motion of the part object based on the combination of the base object and the part object linked to the game character.
  • The sound generation section 130 performs a sound generation process based on the results of various processes performed by the processing section 100 to generate game sound such as background music (BGM), effect sound, or voice, and outputs the generated game sound to the sound output section 192.
  • The game system according to this embodiment may be a system dedicated to a single-player mode that allows only one player to play the game, or may be a system provided with a multi-player mode that allows a plurality of players to play the game. When a plurality of players play the game, a game image and game sound supplied to each player may be generated by one terminal, or may be generated by a distributed process using a plurality of terminals (game devices or portable telephones) connected through a network (transmission line or communication line), for example.
  • 2. Method According to this Embodiment
  • A method according to this embodiment is described below with reference to the drawings.
  • 2-1. Outline
  • The game system according to this embodiment implements an online fighting game. Each game player can customize the hairstyle of the player's game character that appears in the fighting game using the information processing device 40 (e.g., portable telephone).
  • Specifically, when the game player has accessed the server 30 using the information processing device 40, a customization screen that allows the game player to customize the game character is displayed on a display section of the information processing device 40. The customization screen allows the game player to select the type, clothes, hairstyle, and the like of the game character from a plurality of options. Regarding the hairstyle of the game character, the game player can select one base object and at least one part object from a plurality of base objects that form a base of the hairstyle of the game character and a plurality of part objects that can be attached to each base object. The customization screen also allows the game player to select the hair color (color information). The game player possess an IC card that stores the player ID, and inputs the player ID (card number) printed on the surface of the IC card using the customization screen.
  • FIG. 3 is a table of examples of the base object and the part object that can be selected by the game player. In this embodiment, as illustrated in FIG. 3, three base objects “ponytail”, “pigtails”, and “sweptback”, and a plurality of part objects that can be attached to each base object are provided. Each part object is classified as “back hair” or “front hair”. The game player can select one part object respectively from each category. Note that part objects “right front hair” and “left front hair” can be selected at the same time.
  • FIG. 4 is a table of examples of the setting information according to this embodiment. Setting information 200 is stored in the storage section 36 of the server 30. Information that specifies a game character 220, a base object 230, at least one part object 240, a hair color 250, and the like that have been selected by each game player using the customization screen is stored as the setting information 200 while being linked to a player ID 210 input by the game player using the customization screen.
  • When the game player has inserted the IC card into a card reader provided in the game device 10 when starting the game, the game device 10 reads the player ID from the IC card, and transmits the player ID read from the IC card to the server 30. When the server 30 has received the player ID from the game device 10, the server 30 transmits the setting information corresponding to the player ID to the game device 10. The server 30 also transmits the setting information corresponding to the player ID of another game player (opposing player) to the game device 10. The game device 10 sets the base object and the part object specified by the setting information 200 transmitted from the server 30 as elements of the game character specified by the setting information. The model data of the game character (game character object), the base object, and the part object is stored in advance in the object data storage section 176 of the game device 10.
  • According to this embodiment, the game player who has customized the game character using the information processing device 40 can play the game in which the game character customized by the game player appears using an arbitrary game device 10 connected to the server 30.
  • 2-2. Details of Base Object and Part Object
  • The details of the base object and the part object according to this embodiment are described below.
  • In this embodiment, a plurality of base objects that differ in the part object attachment position and the number of part objects to be attached are provided as the base objects that form a base of the hairstyle of the game character.
  • FIGS. 5A and 5B illustrate a base object “ponytail A” according to this embodiment. FIG. 5A illustrates a customization example of the hairstyle of the game character when the base object “ponytail A” is selected as a base object BO and part objects “back hair A”, “right front hair A”, and “left front hair A” are selected as part objects PO attached to the base object “ponytail A”, and FIG. 5B illustrates a customization example of the hairstyle of the game character when part objects “back hair B” and “front hair B” are selected as the part objects PO attached to the base object “ponytail A”.
  • As illustrated in FIGS. 5A and 5B, the base object “ponytail A” is a base object BO to which the part object PO that imitates a lock of back hair is attached at one position of the back of the head, and is formed so that the hairs are converged on the back hair attachment position (one knot) such that a natural image is obtained when the part object PO that imitates a lock of back hair is attached to the base object “ponytail A”. At least one part object PO that imitates front hair can be attached to the base object “ponytail base A”.
  • FIG. 6 illustrates base objects “ponytail B” and “ponytail C” according to this embodiment. As illustrated in FIG. 6, the base objects “ponytail B” and “ponytail C” are base objects BO to which the part object PO that imitates a lock of back hair is attached at one position of the back of the head, and are formed so that the hairs are converged on the back hair attachment position (one knot) in the same manner as the base object “ponytail A”. However, the back hair attachment position (knot) of the base object “ponytail B” is higher than that of the base object “ponytail A”, and the back hair attachment position (knot) of the base object “ponytail C” is lower than that of the base object “ponytail A”.
  • FIGS. 7A and 7B illustrate a base object “pigtails A” according to this embodiment. FIG. 7A illustrates a customization example of the hairstyle of the game character when the base object “pigtails A” is selected as the base object BO and part objects “back hair D” and “left front hair A” are selected as the part objects PO attached to the base object “pigtails A”, and FIG. 7B illustrates a customization example of the hairstyle of the game character when part objects “back hair E” and “front hair B” are selected as the part objects PO attached to the base object “pigtails A”.
  • As illustrated in FIGS. 7A and 7B, the base object “pigtails A” is a base object BO to which the part objects PO that imitate a lock of back hair are attached at two positions of the back of the head, and is formed so that the hairs are converged on two back hair attachment positions (two knots) such that a natural image is obtained when the part objects PO that imitate a lock of back hair are attached to the base object “pigtails A”.
  • FIG. 8 illustrates a base object “pigtails B” according to this embodiment. As illustrated in FIG. 8, the base object “pigtails B” is a base object BO to which the part objects PO that imitate a lock of back hair are attached at two positions of the back of the head, and is formed so that the hairs are converged on the two back hair attachment positions (knots) in the same manner as the base object “pigtails A”. However, the back hair attachment positions (knots) of the base object “pigtails B” are lower than those of the base object “pigtails A”.
  • FIGS. 9A and 9B illustrate a base object “sweptback” according to this embodiment. FIG. 9A illustrates a customization example of the hairstyle of the game character when the base object “sweptback” is selected as the base object BO and a part object “back hair G” is selected as the part object PO attached to the base object “sweptback”, and FIG. 9B illustrates a customization example of the hairstyle of the game character when a part object “back hair H” is selected as the part object PO attached to the base object “sweptback”.
  • As illustrated in FIGS. 9A and 9B, the base object “sweptback” is a base object BO to which the part object PO that imitates back hair is attached over the entire back of the head. The base object “sweptback” does not have a knot, differing from the base objects “ponytail” and “pigtails”, and is formed so that the hairs are swept back toward the back of the head.
  • According to this embodiment, a plurality of base objects that form a base of the hairstyle of the game character and a plurality of part objects that can be attached to each base object are stored in advance, and the hairstyle of the game character is formed by the combination of the base object and the part object. Therefore, the hairstyle of the game character can be formed in various ways while controlling an increase in the amount of object data as compared with the case of storing a plurality of objects that respectively represent the complete hairstyle.
  • According to this embodiment, since a plurality of base objects that differ in the part object (back hair) attachment position and the number of part objects to be attached (i.e., the positions and the number of knots) are provided, a situation in which an unnatural image is obtained when attaching the back hair part object to the base object can be prevented.
  • 2-3. Creation of Base Object and Part Object
  • In this embodiment, the object data storage section 176 stores a plurality of base objects and a plurality of part objects each of which can be attached to at least one of the base objects for each game character. Specifically, since each game character has a different head shape and height (head position), it is necessary to change the shape of the base object and the attachment positions of the base object and the part object (positions in the local coordinate system of the game character) corresponding to the game character to which the base object and the part object are attached.
  • In this embodiment, base objects and part objects respectively corresponding to a plurality of game characters are created based on a base object and a part object corresponding to one game character and stored in advance.
  • FIGS. 10A and 10B are diagrams for describing creation of the base object and the part object.
  • As illustrated in FIGS. 10A and 10B, a bone BB (base bone) is set for the base object BO, and a bone VB (virtual part bone) and a bone PB (part bone) are set for the part object PO. The base object BO and the virtual part bone VB have a parent-child relationship with the base bone BB, the position of the part bone PB is constrained by the virtual part bone PB, and the skin of the part object PO is bound to the part bone PB. The part bone PB is a skeleton formed by a plurality of bones and joints, and is set to cause the part object PO to make a motion.
  • For example, when creating the base object BO for a game character B from the base object BO for a game character A, the base object BO for the game character A is deformed to fit the skeleton (head shape) of the game character B by inputting a scale value of the base bone BB of the base object BO for the game character A to create the base object BO for the game character B. Note that the scale value may be input to each of the three axial directions of the base bone BB.
  • The scale value input to the base bone BB is reflected in the virtual part bone VB so that the position and the size of the virtual part bone VB change. Since the position of the part bone PB is constrained by the virtual part bone VB, the part bone PB only changes in position (i.e., the size of the part bone PB does not change). The part object PO also only changes in position.
  • Specifically, the base object BO for the game character A is deformed by inputting a scale value into the base bone BB of the base object BO. In a state that the base object BO is linked to the part object PO for the game character A as illustrated in FIG. 10B, the position (attachment position) of the part object PO is changed according to the deformation of the base object BO, and thus the part object PO for the game character A becomes a part object PO for the game character B.
  • According to this embodiment, it is easy to create a base object that is deformed to fit to the skeleton of one game character and a part object having an attachment position that is changed by deformation of the base object from a base object and a part object for another game character.
  • 2-4. Motion of Part Object
  • FIG. 11 illustrates the motion of the part object according to this embodiment.
  • In this embodiment, the part object PO is caused to make a motion by controlling the bone PB (part bone) of the part object PO based on the physical simulation information (e.g., weight and inertial force) about the part object PO, as illustrated in FIG. 11.
  • In this embodiment, in order to prevent a situation in which the part object PO is buried in the body of the game character, a hit object HO that is shaped along the skeleton of the game character is set for the part object PO as the physical simulation information, and the motion of the part object PO is controlled so that the hit object HO repels the part object PO.
  • Since each game character has a different skeleton, a hit object HO that fits to the skeleton of the game character A is set for the part object PO for the game character A, and another hit object HO that fits the skeleton of the game character B is set for the part object PO for the game character B, as illustrated in FIG. 11. The motion of the part object PO can thus be controlled to fit the skeleton of the game character.
  • 2-5. Drawing Based on Combination of Base Object and Part Object
  • FIGS. 12A and 12B illustrate drawing based on the combination of the base object and the part object.
  • In this embodiment, at least one of the shape, size, color, and motion of the part object is changed when the combination of the base object and the part object linked to the game character coincides with a predetermined combination. Specifically, shape information, scale information, color information, motion data, and the like corresponding to a predetermined combination of the base object and the part object are stored as table data, and the shape, size, color, and motion of the part object are changed referring to the table data.
  • For example, when the base object “sweptback” is selected as the base object BO and the part object “front hair C” is selected as the part object PO (see FIG. 12A), the game character is drawn without changing the shape and the like of the part object PO attached to the base object BO. On the other hand, when the part objects “front hair C” and “back hair G” are selected as the part objects PO (see FIG. 12B), the game character is drawn while enlarging the part object “front hair C” (part object PO) attached to the base object BO in the front-and-back direction. In this case, the part object “front hair C” or “back hair G” (part object PO) may be caused to make a predetermined motion, or the part objects “front hair C” and “back hair G” (part object PO) and the base object BO may be drawn in a predetermined color (i.e., the color information set as the table data).
  • According to this embodiment, the hairstyle of the game character can be customized in various ways based on the combination of the base object and the part object.
  • 3. Process
  • An example of the process performed by the game device 10 according to this embodiment is described below using a flowchart illustrated in FIG. 5.
  • The communication control section 108 transmits the player ID of a game player of the game device 10 read from the IC card inserted into the card reader to the server 30 (step S10). The communication control section 108 receives the setting information 200 transmitted from the server 30, and stores the setting information 200 in the setting information storage section 177 (step S12).
  • The object space setting section 110 sets the base object and the part object selected by the game player for the game character selected by the game player as elements of the game character selected by the game player based on the setting information 200 (step S14).
  • The object space setting section 110 sets the base object and the part object selected by another game player (opposing player) of another game device 10 for the game character selected by the other game player as elements of the game character selected by the other game player based on the setting information 200 (step S16).
  • The object space setting section 110 then disposes the game character of the game player and the game character of the other game player in the object space (step S18).
  • The movement/motion processing section 112 performs movement/motion calculations on the game character of the game player based on the operation data from the operation section 160, and performs movement/motion calculations on the game character of the other game player based on the operation data transmitted from the other game device 10 (step S20).
  • The drawing section 120 generates an image of the object space that is viewed from the virtual camera and includes the game character of the game player and the game character of the other game player (step S22). In this case, the drawing section 120 draws the base object and the part object of each game character based on color information 250 for each game character referring to the setting information 200.
  • The processing section 100 then determines whether or not to continue the process (step S24). When the processing section 100 has determined to continue the process, the process returns to the step 20.
  • 4. Modification
  • The invention is not limited to the above-described embodiments, and various modifications can be made. For example, any term cited together with a different term having a broader meaning or the same meaning at least once in this specification or drawings can be replaced by the different term in any place in this specification and drawings.
  • For example, the above embodiments have been described taking an example in which the game player accesses the server 30 and customizes the game character using the information processing device 40. Note that the customization screen that allows the game player to customize the game character may be displayed on the display section 190 of the game device 10 so that the game player can customize the hairstyle and the like of the game character using the game device 10. In this case, the processing section 100 of the game device 10 includes a setting section that sets one base object and at least one part object selected by the game player as elements of the game character selected by the game player based on the operation data from the operation section 160.
  • The above embodiments have been described taking an example in which a plurality of base objects and a plurality of part objects that can be attached to at least one of the base objects are stored for each game character. Note that one base object and at least one part object selected by the game player may be set (attached) as elements of the game character selected by the game player while changing the shape and the position (position in the local coordinate system of the game character) based on the type of game character.
  • Although only some embodiments of this invention have been described in detail above, those skilled in the art will readily appreciate that many modifications are possible in the embodiments without materially departing from the novel teachings and advantages of this invention. Accordingly, all such modifications are intended to be included within the scope of the invention.

Claims (12)

1. A computer-readable information storage medium storing a program that causes a computer to function as:
an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and
a drawing section that generates an image of the object space viewed from a given viewpoint.
2. The information storage medium as defined in claim 1,
wherein part of the plurality of base objects stored in the object data storage section differ in position of attachment of the at least one part object.
3. The information storage medium as defined in claim 1,
wherein the object data storage section stores the plurality of base objects for each game character.
4. The information storage medium as defined in claim 2,
wherein the object data storage section stores the plurality of base objects for each game character.
5. The information storage medium as defined in claim 3,
wherein the object data storage section stores the plurality of part objects for each game character.
6. The information storage medium as defined in claim 4,
wherein the object data storage section stores the plurality of part objects for each game character.
7. The information storage medium as defined in claim 1,
wherein the object data storage section stores the plurality of base objects, each of the plurality of base objects that is linked to a given game character being deformed by determining a scale value of a bone corresponding to each of the plurality of base objects; and
wherein the object data storage section stores the plurality of part objects, a position of each of the plurality of part objects that is linked to a given game character being changed by making the determined scale value reflected in a bone corresponding to each of the plurality of part objects.
8. The information storage medium as defined in claim 1,
wherein the drawing section draws the one base object and the at least one part object based on color information selected by the game player.
9. The information storage medium as defined in claim 1 storing a program that causes the computer to further function as:
a motion processing section that causes the at least one part object to make a motion based on physical simulation information set for the at least one part object.
10. The information storage medium as defined in claim 1,
wherein the drawing section draws the one base object and the at least one part object while changing at least one of the shape, size, color, and motion of the at least one part object based on the combination of the one base object and the at least one part object linked to a game character.
11. A game device comprising:
an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects;
a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player;
an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and
a drawing section that generates an image of the object space viewed from a given viewpoint.
12. A game system having a game device, a server, and an information processing device that can transmit and receive data via a network,
the information processing device including:
a communication control section that transmits selection information to the server, the selection information being information for selecting one base object from a plurality of base objects each of which forms a base of a hairstyle of a game character, and for selecting at least one part object from a plurality of part objects each of which can be attached to at least one of the plurality of base objects,
the server including:
a setting section that generates setting information based on the selection information transmitted from the information processing device, the setting information linking the one base object and the at least one part object that have been selected by a game player to a game character of the game player; and
another communication control section that transmits the setting information to the game device, and
the game device including:
an object data storage section that stores the plurality of base objects and the plurality of part objects;
an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information transmitted from the server; and
a drawing section that generates an image of the object space viewed from a given viewpoint.
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