WO2006011283A1 - ゲームソフトウエア及びゲーム装置 - Google Patents
ゲームソフトウエア及びゲーム装置 Download PDFInfo
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- WO2006011283A1 WO2006011283A1 PCT/JP2005/008752 JP2005008752W WO2006011283A1 WO 2006011283 A1 WO2006011283 A1 WO 2006011283A1 JP 2005008752 W JP2005008752 W JP 2005008752W WO 2006011283 A1 WO2006011283 A1 WO 2006011283A1
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- conversation
- character
- image
- opponent character
- eye
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features 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 output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features 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 output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6623—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating a group of characters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention provides a game that can be produced such that the eyelid closing state and the line of sight of the opponent character in the game differ according to the familiarity calculated with the operation character operated by the player
- the present invention relates to software and game devices.
- game software is a concept including the program itself and various data associated with the program as necessary. However, “game software” is not necessarily associated with data! /, But there is always a program.
- the “various associated data” may be stored together with the program in a memory means such as a ROM disk, or may be stored in an external memory means so as to be readable via a communication medium such as the Internet. It may be done.
- the expression of the opponent character is fixed for a predetermined time for each predetermined conversation with the operation character, which is a lack of realism and is one factor that impairs the fun of the game.
- the present invention can express the expression of the opponent character talking with the operating character in a finely varying manner according to the familiarity between the operating character and the opponent character. It is intended to provide game software and game devices.
- an operation character that a player operates via a controller (12) and a partner character (CR) that is a conversation partner with the operation character as a scenario progresses in the game world.
- the game software (GPR) that causes the computer (16) to execute the procedure for setting the conversation scene to be conversed and displaying the image (IM1) of the opponent character in the conversation scene on the display (9)! / ⁇ And
- the game software is further stored in the computer.
- the memory (3, 15) is read out emotion data (PD) indicating the emotion to be expressed to the opponent character! /, And the read emotion to be expressed and the From the evaluation value of the opponent character, the expression mode calculation determination procedure (CCP) of the eye, which determines the expression mode of the eyelid open / close state and the eye position in the image of the partner character in the conversation scene,
- PD emotion data
- CCP expression mode calculation determination procedure
- a conversation image generation procedure for generating the conversation image on which the image of the opponent character in the conversation scene is displayed based on the calculated open / closed state and eye position of the eyelid, and displaying on the display ,
- the eyelid open / close state and eye-gaze position in the image (IM1) of the opponent character talking to the operating character are the intimacy evaluation values (LV1 to LV) with the operating character.
- the opponent character (CR) in the conversation scene are controlled in a manner that changes depending on the emotion to be expressed, so that the expression of the opponent character talking to the operation character is changed between the operation character and the opponent character.
- the image can be expressed with finely changing according to the intimacy, which makes it possible to express images with a rich human touch.
- the procedure for determining the expression mode of the eye is:
- a blink control procedure for displaying blinks in such a manner that the eyelids are opened and closed every predetermined time in the image of the opponent character in the conversation image
- Eye expression mode change procedure for calculating and determining the eyelid open / closed state or line-of-sight position expression mode of the opponent character after the blink is performed
- the conversation image generation procedure generates a conversation image after the partner character blinks based on the eyelid opening / closing state or the eye-gaze position expression mode changed by the eye expression mode change procedure, and the display It is configured to be displayed on the screen.
- the conversation image generation procedure includes:
- Whether or not to generate the conversation image based on the eyelid opening / closing state and eye position determined by the calculation is determined by the occurrence rate (HP) set based on the evaluation values (LV1 to LV7). Lottery procedures (CCP) and
- An image generation control procedure for controlling to generate the conversation image on which the image of the opponent character is displayed in the conversation scene is configured.
- the image of the opponent character (IM1) 1S is always the eyelid opening / closing state and eye position corresponding to the evaluation value of closeness, and the player's expression of the opponent character is expected.
- GPR game software
- the present invention sets a conversation scene in which an operation character that a player operates via a controller and an opponent character that is a conversation partner with the operation character in a game world as the scenario progresses. And a game device capable of displaying an image of the opponent character in the conversation scene on a display.
- the game device includes:
- An intimacy calculation storage means for calculating intimacy between an operation character and each partner character in the form of an evaluation value and storing it in a memory each time a predetermined event set in the game occurs;
- a conversation image generation command means for generating a conversation image by generating an image of the opponent character set in the scenario so as to have a conversation with the operation character in the conversation scene, and for instructing to display on the display ,
- the emotion data indicating the emotion to be expressed to the opponent character is read from the memory, and the read emotion to be expressed and the evaluation value of the opponent character are obtained.
- An eye expression mode calculation determining means for calculating and determining the eyelid opening / closing state and the eye-gaze position expression mode in the image of the opponent character in the conversation scene;
- a conversation image generating means for generating the conversation image on which the image of the opponent character in the conversation scene is displayed based on the calculated open / closed state and eye position of the eyelid, and displaying the conversation image on the display;
- the open / close state and eye position of the eyelid in the image (IM1) of the opponent character having a conversation with the operation character are the intimacy evaluation values (LV1 to LV7) between the operation character and the relevant character. Since it is controlled in a way that changes according to the emotion to be expressed about the opponent character (CR) in the conversation scene, the expression of the opponent character talking to the operation character depends on the familiarity between the operation character and the opponent character. It is possible to express the image with detailed changes, and it is possible to express images with a rich human touch.
- FIG. 1 is a control block diagram of a game machine to which the present invention is applied.
- FIG. 2 is a diagram showing an example of a table showing the expression form of the eyes according to the familiarity level set for each opponent character and the emotion to be expressed.
- FIG. 3 is a diagram showing an example of an eye expression mode table.
- FIG. 4 is a table showing an example of blink control contents according to the evaluation level of closeness.
- FIG. 5 is a diagram showing an example of an image of an opponent character.
- FIG. 6 is a diagram showing another image of the opponent character.
- FIG. 7 is a diagram showing still another example of the partner character image.
- FIG. 8 is a flowchart showing an example of eye expression control for the opponent character.
- the game device 20 executes a predetermined game in accordance with game software GPR such as an adventure game recorded on a ROM disk 15 as a recording medium.
- the game device 20 includes a CPU Ul composed mainly of a microprocessor, ROM2 and RAM3 as main storage devices for the CPU1, an image processing device 4 and a sound processing device 6, and buffers 5, 7 for these devices. And a ROM disk reader 8.
- ROM2 an operating system is written as a program necessary for controlling the overall operation of the game machine.
- the RAM 3 a game program and data read from the ROM disk 15 as a storage medium are written as necessary.
- the image processing device 4 receives image data from the CPU 1 and draws a game screen on the frame buffer 5, converts the drawn image data into a predetermined video reproduction signal, and monitors it at a predetermined timing. Output to.
- the sound processing device 6 reproduces data such as voice and musical sound and sound source data read from the ROM disk 15 and recorded in the sound buffer 7 and outputs them from the speaker 10.
- the ROM disk reader 8 reads a program or data recorded on the ROM disk 15 in accordance with an instruction from the CPU 1 and outputs a signal corresponding to the read content.
- the ROM disk 15 stores programs and data necessary for game execution.
- the monitor 9 is a television receiver for home use. As the speaker 10, the built-in speaker of the television receiver is generally used.
- a communication control device 11 is connected to the CPU 1 via a bus 14, and a controller 12 and an auxiliary storage device 13 as input devices are detachably attached to the device 11 via appropriate connection ports.
- the controller 12 functions as an input device, and is provided with operation members such as operation keys for receiving operations by the player.
- the communication control device 11 scans the operation state of the controller 12 at a constant cycle (for example, 1Z60 seconds), and outputs a signal corresponding to the scanning result to the CPU1.
- the CPU 1 determines the operation state of the controller 12 based on the signal.
- a plurality of controllers 12 and auxiliary storage devices 13 can be connected to the communication control device 11 in parallel.
- the monitor 9, the speaker 10, the controller 12, the ROM disk 15 and The other components excluding the auxiliary storage device 13 are integrally accommodated in a predetermined housing to constitute the game machine body 16.
- This game machine body 16 functions as a computer.
- Game software GPR Stored on the ROM disk 15 is game software GPR in which a game progresses according to a predetermined scenario, such as an action game, a role playing game, or an adventor game.
- CPU 1 when a predetermined initialization operation (for example, a power-on operation) is performed, CPU 1 first executes a predetermined initialization process according to a program stored in ROM 2. When initialization is completed, CPU 1 starts reading game software GPR stored on ROM disk 15, and starts game processing according to the program. When the player performs a predetermined game start operation on the controller 12 as an input device, the CPU 1 starts various processes necessary for executing the game according to the procedure of the game program GPR based on the instruction.
- a predetermined initialization operation for example, a power-on operation
- the game device 20 performs a predetermined process according to the read game software GPR, performs display control of an image displayed on the monitor 9, and controls the progress of a predetermined scenario.
- a program recorded on the ROM disk 15 is loaded into the RAM 3 and executed by the CPU 1, thereby playing various genres of games on the screen of the display 9. I can do it.
- the game machine 1 as a home game machine has been described as an example, but the game machine 1 may be a so-called portable game machine.
- the present invention is not limited to a device capable of playing back general music or video recording media using a game-dedicated device, but a computer such as a personal computer, a mobile phone, etc. That is, any game software can be used.
- a server independent from game machine 1 It may be stored in an external memory means such as, and downloaded to a memory such as RAM3 via a communication mediating means such as the Internet by a reading program provided in the game software GPR. .
- the game by the game software GPR is, for example, an adventure game, and the player operates the controller 12 by operating the operation character set by the CPU 1 through the game software GPR. While talking with the opponent character set by the game software GPR in the game world set by the game software GPR, proceed with the predetermined scenario.
- the game software GPR uses the scenario progress program SPP to control the progress of the game scenario via the CP U1.
- the scenario the operation character and the character appearing in the game are displayed.
- Various events are set up as events that occur between the two.
- the scenario progress program SPP sends an operation character in the conversation scene to the character control program CCP constituting the game software GPR via the CPU 1.
- An image of the opponent's CR that is set in the scenario to be conversing with! Is generated and commanded to be displayed on display 9 as an image of the conversation scene (step S1 in Fig. 8) .
- the character control program CCP reads the character video data CID corresponding to the opponent character CR having a conversation with the operation character from the character data file CDF in the game software GPR via the CPU 1.
- the conversation image CIM is generated via the image processing device 4 and the frame notifier 5 and displayed on the display 9 as shown in FIG.
- the game software GPR shown in FIG. 1 describes only the software elements related to the present invention that constitute the game software GPR, and the game software GPR describes in FIG.
- various programs and data necessary for executing a game using the game software GPR are stored.
- Conversation image CIM is generated from character image data CID of video IM 1 of the other character who is supposed to have a conversation with the operating character in the scenario. It is displayed as a part of it.
- the conversation image CIM can simultaneously display an image of a character other than the opponent character CR (one or more, or a plurality of characters) and a background image at the same time.
- the conversation image CIM one or more opponent characters CR made up of independent objects and a background image made up of objects separate from these characters are drawn as screen images.
- the object here means a sprite, a single-plate polygon to which a character image is mapped, a 3D polygon model, and the like.
- a conversation display area CDA is set below the conversation image CIM and displayed on the display 9.
- the player reads the message MSG displayed in the conversation display area CDA and proceeds with the conversation with the opponent character CR.
- the conversation contents of the operation character operated by the player and the opponent character CR that communicates with the operation character are stored in the game software GPR via the CPU 1 in such a way that the scenario progress program SPP corresponds to the progress of the scenario.
- the conversation progress program CPP to be configured is instructed to control the progress of the conversation, and the conversation progress program CPP reads the conversation data corresponding to the scenario development from the CDA, the conversation data file CAF that constitutes the game software GPR, and Image Conversation display area of CIM Controlled by displaying on CDA.
- the conversation display area CDA has “Erica” as the name NAM of the opponent character CR, and “You” as the word uttered by the opponent character CR. "I will not forget you.”
- the dialogue SF power message is displayed as MSG.
- the game software GPR is operated in parallel with the progress of the scenario by the scenario progress program SPP, and the player operates through the controller 12 by the familiarity calculation program FRP constituting the game software GPR via the CPU 1.
- the familiarity between the operation character and the opponent character CRT appearing in the game (known according to the closeness between the operation character and the opponent character, such as romance, compatibility, and favor) are always calculated for each predetermined event in the form of evaluation values.
- the familiarity calculation program FRP is an operation character game that the player operates via the controller 12. Action in the game, speech and behavior, attitudes to the opponent character CR, attitudes to other characters in the game, selection of choices that can be selected by the player displayed in the conversation display area CDA by the scenario progress program SPP in the game, etc.
- the familiarity between the operation character (ie, the player) and the opponent character CR is calculated as an evaluation value by a known method, and the RAM 3 Store it in a separate memory.
- This evaluation value of closeness is calculated for all opponent characters CR appearing in the game, and stored in the memory for each opponent character CR.
- the event is targeted by CPU1 via the intimacy calculation program FRP based on the scenario progress program SPP.
- the intimacy with the opponent character CR is recalculated, and the evaluation value of the intimacy of the corresponding opponent character CR in the memory is updated.
- the evaluation level LV is divided into seven levels from level LV1 to level LV7 according to the evaluation value of intimacy for all opponent characters CR.
- the level LV1 is set so that the closeness between the operation character and the opponent character CR is the lowest
- the level LV7 is set so that the closeness between the operation character and the opponent character CR is the highest.
- the evaluation levels LV1 to LV7 are also stored in the RAM 3 together with the evaluation value for each opponent character CR, and are updated when the evaluation value is appropriately updated.
- the evaluation levels LV1 to LV7 can be regarded as the evaluation values themselves.
- the scenario progress program SPP instructs the character control program CCP to generate an image of the partner character CR
- the emotion to be expressed is notified via CPU 1 as emotion data PD (step Sl in FIG. 8).
- the emotion of the opponent character CR to be displayed on the display 9 is set as a parameter for each conversation scene to be displayed and as emotion data PD for each partner character CR. Therefore, when the conversation scene to be displayed on the display 9 is determined in the scenario development, emotion data PD power corresponding to the scene PD attribute data (RAM3, ROM disk 15, etc.) of the opponent character appearing in the conversation scene The force (stored in the appropriate memory) is also read and the character control program CCP is notified.
- emotion data PD includes “normal”, “joy”, “sadness”, “drag”, “surprise”, “texture”, and the like. Multiple types (any type is acceptable) are set.
- the character control program CCP receives the emotion data PD for the opponent character CR to be displayed from the scenario progress program SPP, the familiarity that forms the game software GPR Z emotion level table TBL Referring to the sentiment data PD and the evaluation value levels LV1 to LV7 of the current opponent character CR, the expression form of the eye of the opponent character CR to be displayed in the conversation image CIM is determined (step in FIG. 8). S3).
- each opponent character CR in the familiarity Z emotion level table TBL, as shown in FIG. 2, each opponent character CR (in the case shown in FIG. 2, “Erica”, “Kiyoko”, “Luna” is shown as the opponent character CR.
- the number of opponent characters CR can be set for one or more persons, regardless of the number of opponent characters CR), and the intimacy evaluation level LV1 to LV7 at that time and the opponent character CR are set.
- the sentiment data PD there are multiple types of expression of the eyes. In the case of Fig. 2, for example, 5 types from No. 0 to No.
- the opponent character CR is “Erica” and the emotion to be expressed is emotion data PD.
- “Sadness” is specified from the scenario progress program SPP and the evaluation level of the intimacy of the opponent character CR “Erica” at that time is LV7, the expression mode of the eyes DM by the intimacy Z emotion level table TBL Is determined as “No. 0”.
- the character representation program CCP By referring to the familiarity Z emotion level table TBL, the character representation program CCP generates the image IM1 of the opponent character CR via the CPU1 and the eye representation mode DM is determined.
- the character control program CCP refers to the eye expression mode table TB2 constituting the game software GPR, and determines the eyelid opening / closing state and eye position corresponding to the determined eye expression mode DM.
- a control mode expression mode is determined (step S4 in FIG. 8).
- a specific representation mode of the eyelid open / close state and the position of the eye line is defined according to each eye representation mode DM.
- the position of the line of sight has also been turned away from the normal frontal state force, so the expression in the form of removing the line of sight from the operating character is set. , “No.
- the character control program CCP via the CPU 1, the expression mode of the eye for the determined opponent character CR.
- DM in the actual conversation image CIM An operation is performed to determine the probability of occurrence, that is, the occurrence rate HP.
- the blink control program ECP constituting the game software GPR
- the CPU also instructs the CPU 1 to perform the determining operation for the expression mode DM of the eye.
- the blink control program ECP displays the displayed eye of the opponent character CR in such a manner that the eyelid of the opponent character CR is opened and closed every predetermined time. Perform blink control. For example, for each opponent character CR, an image with the eyelids closed and a half-image prepared as character video data CID in the character data file CDF are replaced with the previous images when blinking. This is done by generating image IM1. Since the blink control in the conversation image CIM is a well-known technique in the game software GPR, detailed description thereof is omitted here.
- the character control program CCP refers to the blink control table TB3 constituting the game software GPR, and expresses the eyes according to the evaluation value level LV of the intimacy of the opponent character CR.
- the occurrence rate HP of the mode DM is determined, and the blink control program ECP calculates the expression mode DM of the eye after the blink.
- the occurrence rate HP set for each of the evaluation value levels LV1 to LV7 and the subsequent control instruction data ID are stored.
- Intimacy Z emotion level table Eye expression mode determined by TBL
- the probability that the DM is actually expressed by the conversation image CIM is controlled by lottery at the occurrence rate HP set according to each evaluation value level LV1 to LV7 .
- the winning rate HP set at each of the evaluation value levels LV1 to LV7 is selected and won (the familiarity Z emotion level table TBL generates the conversation image CIM based on the expression mode DM of the eyes)
- the image IM1 of the opponent character CR is generated and displayed by the expression mode DM of the eye determined in the intimacy Z emotion level table TBL via the character control program CCP power SCPU1.
- the eye expression DM is displayed in the normal state of “No. 0” and the eye of the opponent character CR is displayed. Randomness is given to the expression mode.
- the expression mode of the eyes determined by the familiarity Z emotion level table TBL DM 1S is not necessarily expressed in the image IM1 of the opponent character CR of the conversation image CIM, and the predetermined evaluation value level LV
- the image IM1 of the opponent character CR is always prevented from appearing in the same expression DM, and the power of the other character CR is one person with free will. You can express how it behaves.
- the blink control table TB3 further specifies the control of the line of sight after blinking as the control instruction data ID, and the blink control program ECP performs the control after the partner character CR blinks for the partner character CR. This is performed based on the control instruction data ID set according to the evaluation value levels LV1 to LV7 (step S5 in FIG. 8).
- the control instruction data ID is “In the next blink, the original eye In the case of an opponent character CR with high control and an intimate character, the occurrence rate HP indicates the image of the opponent character CR in IM1.
- the line of sight is controlled to be deviated (corresponding to the case where the eye representation mode DM in Fig. 3 is No. 1 or No. 3), the line of sight is directed to the operating character at the next blink.
- the image IM1 is generated and controlled to return to the line of sight, producing a high degree of intimacy.
- the line of sight of the opponent character CR Each time, the appearance level HP corresponding to the evaluation value level LV of the intimacy becomes the line of sight calculated by lottery, and the state of calmness such as the line of sight deviating or returning to the operation character side is produced, and the opponent character CR It is possible to effectively produce a mental state that is confused.
- the line of sight of the opponent character CR is controlled from the front direction, which is the direction of the operation character, so that it is displayed in the form of the specified dialogue SF while it is displayed. It is possible to effectively produce a mental state that avoids jakuta.
- the blinking control program ECP can be controlled so that the eye expression DM after blinking via the CPU 1 is also changed to open and close the eyelids at the same time only by the line of sight. . Furthermore, it is possible to perform control so as to selectively change the position of the line of sight and the change of the open / closed state of the eyelid.
- the first eye representation mode DM of the partner character CR image IM1 displayed in the conversation image CIM generated first, and the subsequent blink of the image IM1
- the character control program CCP first generates the conversation image CIM.
- the image IM1 of the character CR is generated based on the determined initial expression DM and occurrence rate HP.
- the image IM1 of the character CR generated in this way is, for example, when the expression form DM of the eye is No. 0, the image IM1 is displayed with the eyelids open, as shown in FIG. It is generated in the form of facing the normal front, and therefore facing the operating character. Is displayed as a conversation image CIM (step S6 in FIG. 8).
- the expression mode DM of the eye is No. 1, as shown in FIG. 7, the image I Ml is a state force with the eyelid open and the eye line facing the normal front. It is generated by turning it aside, so the line of sight is removed from the operating character, and is displayed on the display 9 as the conversation image CIM.
- the control of changing the DM is performed by the conversation progress program CPP in a predetermined dialogue SF in the conversation display area CDA. Is displayed for a certain period of time.
- the display progress of the dialogue SF displayed in the conversation display area CAD is determined by the conversation progression program C PP through the CPU 1 based on the dialogue display progression command input via the player's controller 12.
- the dialogue SF is read from the conversation data file CAF, displayed in the conversation display area CAD until then, and displayed on the display 9 in a form replacing the dialogue SF.
- the player controls the controller 12 to update (advance) the display of the dialogue SF in the conversation display area CAD.
- the dialogue that is repeatedly input by the player while inputting the dialogue display progress command to the CPU 1, that is, with a predetermined time just enough for the player to read and understand the dialogue SF displayed on the display 9. It is performed during the time period between the display progress commands (during this time, the displayed dialogue SF does not change).
- the eyelid state of the image IM 1 of the opponent character CR in the conversation image CIM according to the closeness between the operation characters and the feeling of the opponent character to be expressed in the conversation image CIM.
- the state of the line of sight will change, so the player will feel like a real person You can feel as if you are having a conversation with the other party, you can respond to the operation character CR with reality, and you can enhance the fun of the game.
- the expression mode DM of the subsequent eyes is determined again by the blink control table TB3.
- FIG. As shown in Fig. 7, there is a possibility that the image IM1 may be represented via the CPU 1 by the character control program CCP in the DM expression mode DM, which is different from the eyelid open / closed state and eye position so far. Yes (Depends on occurrence rate HP and control instruction data ID).
- the expression mode DM of the eye such as the open / closed state of the eyelids and the position of the line of sight, in various ways according to the evaluation level LV of the intimacy.
- the expression of the opponent character can be expressed.
- the CPU 1 constitutes a game control device, and various means of the game control device are constituted by a combination of the CPU 1 and specific software. At least one of these means is used.
- the unit may be replaced with a logic circuit.
- the present invention is not limited to a home game system, and may be configured as a game system of various scales. Industrial applicability
- the present invention can be used as an electronic game device using a computer and entertainment software to be executed by the computer.
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Abstract
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JP2004223767A JP3814661B2 (ja) | 2004-07-30 | 2004-07-30 | ゲームプログラム及びゲーム装置 |
JP2004-223767 | 2004-07-30 |
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WO2006011283A1 true WO2006011283A1 (ja) | 2006-02-02 |
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PCT/JP2005/008752 WO2006011283A1 (ja) | 2004-07-30 | 2005-05-13 | ゲームソフトウエア及びゲーム装置 |
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JP (1) | JP3814661B2 (ja) |
TW (1) | TW200603869A (ja) |
WO (1) | WO2006011283A1 (ja) |
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JP5966121B2 (ja) * | 2011-10-03 | 2016-08-10 | 株式会社ユピテル | 運転支援システムおよび運転支援プログラム |
JP2014004355A (ja) * | 2012-05-31 | 2014-01-16 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム装置の制御方法、及びプログラム |
JP6665215B2 (ja) * | 2018-02-26 | 2020-03-13 | 株式会社カプコン | ゲームプログラムならびにゲームシステム |
CN111193654B (zh) * | 2019-06-24 | 2021-12-17 | 腾讯科技(深圳)有限公司 | 一种社交会话的处理方法、装置、终端及介质 |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000107447A (ja) * | 1998-10-08 | 2000-04-18 | Konami Co Ltd | ビデオゲーム装置、ゲーム画像表示方法、及び記録媒体 |
JP2003245466A (ja) * | 2002-02-27 | 2003-09-02 | Namco Ltd | 画像生成情報、情報記憶媒体、および画像生成装置 |
-
2004
- 2004-07-30 JP JP2004223767A patent/JP3814661B2/ja not_active Expired - Fee Related
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2005
- 2005-05-12 TW TW094115386A patent/TW200603869A/zh unknown
- 2005-05-13 WO PCT/JP2005/008752 patent/WO2006011283A1/ja active Application Filing
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000107447A (ja) * | 1998-10-08 | 2000-04-18 | Konami Co Ltd | ビデオゲーム装置、ゲーム画像表示方法、及び記録媒体 |
JP2003245466A (ja) * | 2002-02-27 | 2003-09-02 | Namco Ltd | 画像生成情報、情報記憶媒体、および画像生成装置 |
Non-Patent Citations (1)
Title |
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"Tokuma INtermedia Mook Konami Label Kanzen Koryakubon Series Tokimeki Memorial -forever with you - Kanzen Koryakubon", TOKUMA SHOTEN INTAMEDIA KABUSHIKI KAISHA, 10 December 1995 (1995-12-10), pages 10 - 11, XP002996650 * |
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JP2006042844A (ja) | 2006-02-16 |
TW200603869A (en) | 2006-02-01 |
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