WO2007001050A1 - ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 - Google Patents
ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 Download PDFInfo
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- WO2007001050A1 WO2007001050A1 PCT/JP2006/312993 JP2006312993W WO2007001050A1 WO 2007001050 A1 WO2007001050 A1 WO 2007001050A1 JP 2006312993 W JP2006312993 W JP 2006312993W WO 2007001050 A1 WO2007001050 A1 WO 2007001050A1
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- game
- player
- basic position
- game device
- basic
- Prior art date
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Classifications
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- A63F13/10—
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- A63F13/12—
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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
- A63F13/20—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
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- 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
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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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
- A63F13/45—Controlling the progress of the video game
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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
- A63F13/837—Shooting of targets
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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
- 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
- A63F2300/10—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 input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—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 input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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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
- 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
- A63F2300/10—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 input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
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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
- 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
- A63F2300/50—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 details of game servers
- A63F2300/53—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 details of game servers details of basic data processing
- A63F2300/534—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 details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
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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
- 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
- A63F2300/50—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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/5533—Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
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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
- 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
- A63F2300/50—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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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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
- 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
- A63F2300/50—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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
-
- 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
- A63F2300/8076—Shooting
Definitions
- Network game system network game system control method, game device, game device control method, and information storage medium
- the present invention relates to a network game system, a network game system control method, a game device, a game device control method, and an information storage medium, and in particular, sharing of the position and orientation of an object in a network game, and the game device Concerning the user interface.
- a network game in which a plurality of game devices are connected via a communication network to share a virtual space.
- a plurality of objects associated with each game device are arranged in a virtual space.
- the position and orientation of the object associated with the game device are determined by the player's game.
- the information is updated based on the game operation, and the information is transmitted to other game devices.
- the present invention has been made in view of the above problems, and a first object is to relate the game devices among a plurality of game devices while suppressing an increase in traffic on the communication network. Another object of the present invention is to provide a network game system, a network game system control method, a game device, a game device control method, and an information storage medium that can share the positions and orientations of the objects.
- a second object is to provide a game device, a game device control method, and an information storage medium that can easily move an object in an arbitrary direction in a virtual space.
- a network game system includes a plurality of game devices connected to a communication network, each of which is associated with one of the plurality of game devices.
- a network game system that shares a virtual space in which an object is arranged and a plurality of base positions are set, wherein each game device selects a first base position that selects one of the plurality of base positions.
- a first base position receiving means for receiving the base position to be transmitted and one of the base positions received by the first base position receiving means are selected.
- a second basic position selecting means an own object position determining means for determining the position of the object associated with the game device based on the basic position selected by the first basic position selecting means; Self-object posture determining means for determining the posture of the object associated with the game device based on the basic position selected by the second basic position selecting means.
- the network game system control method includes a plurality of game devices connected to a communication network, and each of the plurality of game devices includes a plurality of out-of-objects associated with each other.
- Selection A first basic position transmitting step for transmitting the basic position selected in the first basic position selecting step to another game device, and another game device in the first basic position transmitting step.
- a first basic position receiving step for receiving the transmitted basic position; a second basic position selecting step for selecting one of the basic positions received in the first basic position receiving step; and the game
- An object position determination step for determining a position outside the object associated with the device based on the basic position selected in the first basic position selection step; and an attitude of the object associated with the game device Including a self-object posture determination step of determining based on the basic position selected in the second basic position selection step.
- a plurality of base positions are set in the virtual space. Then, in each game device, one of the plurality of basic positions (herein referred to as the first basic position) is selected. The base position selected in this way is transmitted to another game device. In each game device, one of the basic positions selected by the other game devices (referred to herein as the second basic position) is also selected. Then, the position and orientation of the object are determined by these basic positions. That is, the position of the object associated with the game device is determined based on the first basic position. At this time, the position of the object may be the first basic position itself, or may be a position obtained by shifting the first basic position by a given shift amount. Further, a posture outside the object associated with the game device is determined based on the second basic position. For example, the posture of the object is determined so as to face the second base position or a position obtained by shifting the second base position by a given shift amount.
- the posture of each object is determined based on a base position that is used as a base when determining the position of any other object. For this reason, the posture of each object can be directed to a position related to another object.
- each of the game devices has the base selected by the second basic position selection means.
- the second basic position transmitting means for transmitting the basic position to the other game device and the position of the object associated with the other game device are received by the first basic position receiving means.
- the other object position determining means for determining based on the basic position to be transmitted and the posture outside the object associated with the other game apparatus are transmitted from the other game apparatus by the second basic position transmitting means.
- other object posture determining means for determining based on the basic position. In this way, the position and orientation of the object associated with another game device can be suitably determined while suppressing an increase in communication network traffic.
- each game device receives a shift amount input means for inputting a shift amount of an object associated with the game device, and a shift amount input by the shift amount input means to the other game devices.
- Shift amount transmitting means for transmitting.
- the own object position determining means inputs the position outside the object associated with the game device by the basic position selected by the first basic position selecting means and the shift amount input means.
- the shift amount may be determined based on the shift amount. In this way, the object can be placed at a position where the basic position force is also shifted. At this time, if the shift amount is a one-dimensional amount or two-dimensional amount with an upper limit, the object can be arranged at a position shifted from the basic position with a small amount of data.
- the self-object posture determination unit is configured to determine a posture outside the object associated with the game device, the basic position selected by the second basic position selection unit, and the position of the object. Based on,! /, You can decide! / ...
- the second basic position selecting means is a medium force of the basic position received by the first basic position receiving means based on the current position of the object associated with the game device. One may be newly selected. In this way, the surrounding force of the object can be selected as a base position that is used as a base when determining the position of the object. In this case, the base position may be selected further based on the current posture of the object.
- each of the game devices may further include direction input means for the player to input direction data.
- the first base position selection means may select one of the plurality of base positions according to the direction data input by the direction input means. In this way, the player can select the base position arranged in the direction he desires.
- the direction input means includes a player attitude determination means for acquiring data indicating the player attitude, and direction data indicating a direction in the virtual space based on the data acquired by the player attitude determination means. And direction data calculation means for calculating. In this way, the player can input the direction in the virtual space by changing the posture.
- the player posture determination means may acquire data indicating the position of the predetermined part of the player as data indicating the posture of the player. In this way, the player can input the direction in the virtual space by moving the position of a predetermined part (for example, the head).
- the first basic position selection means is configured to output the plurality of basics according to the direction data calculated by the direction data calculation means when the player operates a predetermined operation member.
- One of the positions may be selected.
- the position of the predetermined portion of the player can be prevented from being reflected in the direction data, and the operability can be improved.
- the operation member may be disposed under the player's foot. In this way, the player can operate the operation member with his / her foot.
- the player attitude determination means separates an ultrasonic receiver that transmits an ultrasonic wave toward the player and an ultrasonic wave that is transmitted from the ultrasonic transmitter and reflected by the player.
- a plurality of ultrasonic receivers receiving at a position, and a time measurement for measuring each time until the ultrasonic waves are received by the ultrasonic receivers by transmitting the ultrasonic waves by the ultrasonic transmitters
- data indicating the posture of the player may be acquired based on each time measured by the time measuring means. By doing so, it is possible to obtain data indicating the posture of the player without contact with the player.
- game image generation means for generating a game screen including a direction instruction image representing a direction indicated by the direction data calculated by the direction data calculation means. May be. In this way, it is possible to easily recognize which direction is input.
- the player posture determination means calculates data indicating the shift amount of the position of the head of the player from a reference position as data indicating the position of the predetermined part of the player, and calculates the direction data.
- the means may calculate direction data indicating a direction according to a deviation of the reference position force of the position of the head of the player. In this way, it is possible to input the direction even in a narrow place by moving the head around the reference position.
- a game device is a game device that is connected to a communication network and shares a virtual space in which an object is arranged with another game device connected to the communication network.
- Position storage means for storing a plurality of base positions set in the virtual space; base position selection means for selecting one of the plurality of base positions; and the base position selected by the other game device.
- posture determining means for determining based on the base position.
- the game device control method is a game device that is connected to a communication network and shares a virtual space in which objects are arranged with other game devices connected to the communication network.
- a basic position selecting step for selecting one of a plurality of basic positions set in the virtual space, and a basic position receiving step for receiving the basic position selected by the other game device;
- a position determining step for determining the position of the object based on the basic position selected in the basic position selecting step; and the basic position received in the basic position receiving step for determining the posture of the object.
- a posture determining step that is determined based on the position.
- the information storage medium is a means for sharing a virtual space in which an outside of an object is arranged with another game device via a communication network, and a plurality of sets set in the virtual space.
- Position storage means for storing a base position; one of the plurality of base positions;
- a base position selection means to select, a base position reception means to receive the base position selected by the other game device, and a position of the object based on the base position selected by the base position selection means.
- Examples of the computer include an arcade game machine, a home game machine, a portable game machine, a personal computer, various server computers, a portable information terminal, and a portable phone.
- the program may be stored in a CD-ROM, DVD-ROM, or other computer-readable information storage medium.
- the degree of freedom of the posture of the object is limited by the plurality of base positions set in the virtual space, the increase in traffic of the communication network is suppressed, and a plurality of game devices can be controlled.
- the positions and postures of objects associated with these game devices can be shared between them.
- the game device is a game device in which a player moves an object arranged in a virtual space, a player posture determination means for obtaining data indicating the posture of the player, and the player Based on the data acquired by the posture determining means, the direction data calculating means for calculating the direction data indicating the direction in the virtual space, and the object in the virtual space according to the direction data calculated by the direction data calculating means. And a game image generating means for generating a game screen showing a state of moving.
- the game apparatus control method is a game apparatus control method in which a player moves an object arranged in a virtual space, and the player attitude for acquiring data indicating the player attitude.
- the direction data calculation step for calculating the direction data indicating the direction in the virtual space based on the data acquired in the player posture determination step, and the direction data calculated in the direction data calculation step.
- a game image generation step of generating a game screen showing how the object moves in the virtual space.
- the information storage medium provides a pre-program for acquiring data indicating the posture of the player. Based on the data acquired by the player attitude determination means, the direction data calculation means for calculating the direction data indicating the direction in the virtual space in which the object is arranged, and the direction data calculation means
- An information storage medium storing a program for causing a computer to function as game image generation means for generating a game screen showing how the object moves in the virtual space according to the direction data.
- Examples of the computer include an arcade game machine, a home game machine, a portable game machine, a personal computer, various server computers, a portable information terminal, and a mobile phone.
- the program may be stored in a CD-ROM, DVD-ROM or other computer-readable information storage medium.
- the player can input a direction in the virtual space by moving his / her posture, can move the object in that direction, and can easily move the object in any direction in the virtual space. It can be moved.
- the player posture determination means may acquire data indicating the position of the predetermined part of the player as data indicating the posture of the player. In this way, the player can input the direction in the virtual space by moving the position of a predetermined part (for example, the head).
- the game image generating means may cause the object to be in the virtual space according to the direction data calculated by the direction data calculating means when the player operates a predetermined operation member. !, Generate a game screen showing how it moves. In this way, when an operation is not performed on a predetermined operation member, the object can be prevented from moving according to the posture of the player, and operability can be improved.
- the operation member may be disposed under the player's feet. In this way, the player can operate the operation member with his / her foot.
- a plurality of base positions are set in the virtual space, and the game image generation means selects one of the plurality of base positions according to the direction data calculated by the direction data calculation means.
- a game screen may be generated that shows how the object moves in the virtual space toward the selected base position.
- the player posture determination means separates an ultrasonic transmitter that transmits an ultrasonic wave toward the player and an ultrasonic wave that is transmitted from the ultrasonic transmitter and reflected by the player.
- it may further include game image generation means for generating a game screen including a direction instruction image representing a direction indicated by the direction data calculated by the direction data calculation means. In this way, the player can easily recognize which direction is input.
- the player posture determination means calculates data indicating the shift amount of the position of the head of the player from a reference position as data indicating the position of the predetermined part of the player, and calculates the direction data.
- the means may calculate direction data indicating a direction according to a deviation of the reference position force of the position of the head of the player. In this way, it is possible to input the direction even in a narrow place by moving the head around the reference position.
- FIG. 1 is an external perspective view of a game device according to an embodiment of the present invention.
- FIG. 2 is an overall configuration diagram of a network shooting game system according to an embodiment of the present invention.
- FIG. 3 is a diagram showing an example of a game screen.
- FIG. 4 is a diagram showing a hardware configuration of the game device.
- FIG. 5 is a functional block diagram of the game device.
- FIG. 6 is a diagram showing a plurality of base positions set in a virtual three-dimensional space.
- FIG. 7 is a diagram showing a method for determining the position and posture of a player character object.
- FIG. 8 is a diagram for explaining a method for determining a posture of a player.
- FIG. 9 is a diagram showing a configuration of position data of a player character object.
- FIG. 10 is a diagram showing a change direction of the base position (placement reference position).
- FIG. 11 is a diagram showing a configuration of trajectory data of a bullet object.
- FIG. 12 is a diagram showing a method for correcting trajectory data.
- FIG. 13 is a diagram showing an example of a game screen including a moving direction instruction image.
- FIG. 14 is a diagram showing a relationship between direction data regarding the moving direction of the player character and the posture of the player.
- FIG. 15 is a diagram showing another procedure for changing the base position (placement reference position).
- FIG. 16 is an external perspective view of a game device according to a modification.
- FIG. 17 is a diagram showing a procedure for changing a base position (arrangement reference position) according to a modification.
- FIG. 18 is a diagram for explaining a paint mark display method for a static object.
- FIG. 19 is a diagram for explaining a method of displaying paint marks on a static object.
- FIG. 20 is a diagram for explaining a method of displaying paint marks on a static object.
- FIG. 21 is a diagram for explaining a paint mark display method for a static object.
- FIG. 22 is a diagram illustrating a method for displaying paint marks on a static object.
- FIG. 23 is a diagram for explaining a paint mark display method for a static object.
- FIG. 24 is a diagram for explaining a paint mark display method for a static object.
- FIG. 25 is a diagram for explaining a method of displaying paint marks on a dynamic object.
- FIG. 26 is a diagram illustrating a method for displaying paint marks on a dynamic object.
- FIG. 27 is a diagram for explaining a method of displaying paint marks on a dynamic object.
- FIG. 28 is a diagram illustrating a method for displaying paint marks on a dynamic object.
- FIG. 1 is a perspective view showing an appearance of a game device according to one embodiment of the present invention.
- the game apparatus 10 shown in the figure is a commercial machine arranged in various amusement halls, and a base 18 extending forward from the case 12 is attached to the bottom of the case 12.
- a game stage 20 thinner than the base 18 is attached to the front.
- a foot 52 is drawn at the center of the game stage 20, and when the player stands with the foot 52, the player faces the case 12.
- the forefront of the base 18, that is, the place where the game stage 20 is attached has a slope.
- the foot controller 50 is provided on this slope.
- the foot controller 50 has a built-in pressure-sensitive sensor. When a player standing on the game stage 20 puts his / her left or right foot forward and steps on the foot controller 50, that effect is displayed. Will be notified inside the device!
- the casing 12 is formed to be higher than the height of a general adult, and a substantially rectangular frame 14 is attached to the upper portion thereof.
- the frame body 14 is arranged slightly diagonally so that its front side is positioned higher than the rear side.
- the rear side of the frame pair 14 is fixed to the top of the housing 12, and further fixed to the top of the pair of support bars 16 on the left and right.
- the pair of support bars 16 are fixed to the left and right side surfaces of the housing 12.
- An ultrasonic transmitter 17 and ultrasonic receivers 13 and 15 are provided on the front side of the frame body 14. In other words, the ultrasonic receiver 15 is provided on the upper left side, the ultrasonic receiver 13 is provided on the upper right side, and the ultrasonic transmitter 17 is provided on the upper center side.
- the ultrasonic transmitter 17 and the ultrasonic receivers 13 and 15 are arranged on the same straight line, and the ultrasonic transmitter 17 is mounted in the middle of the ultrasonic receivers 13 and 15.
- the ultrasonic waves are emitted downward from the ultrasonic transmitter 17, and the time until the reflected waves are detected by the ultrasonic receivers 13 and 15 is measured.
- the distance from the ultrasonic transmitter 17 to the player's head and the distance from the player's head strength ultrasonic receiver 13 and the distance from the ultrasonic transmitter 17 to the player's head Two distances are obtained: a distance obtained by adding the distance from the player's head to the ultrasonic receiver 15. Then, from these two distances, the posture of the player standing at the game stage 20 is detected! /.
- a monitor 24 for displaying a game screen is directly facing, and an advertisement board 22 is attached to the top thereof.
- a lower portion of the monitor 24 is pushed forward, and a protruding portion 26 is formed.
- a speaker 28 for outputting game sound effects and game music is attached to the forefront portion 26 in the foreground.
- an upper end of a front plate 38 which is a vertically long plate member having a width narrower than the casing width, is attached.
- the lower end of the front plate 38 is attached to the upper surface of the base 18 and is erected on the base 18.
- the front plate 38 rises substantially vertically from the base 18 and then bends to the housing 12 side, and the upper end is attached below the monitor 24 as described above. ing.
- Selection buttons 34 and 36 and a determination button 32 are attached to the front surface of the front plate 38, and the player can perform various selection operations by pressing these buttons. Yes.
- a gun holder is also formed below the selection buttons 34 and 36 and the decision button 32 so that the gun controller 30 can be put on when not in use.
- each of the signal cable 48 and the holding cable 42 is attached to the grip portion of the gun controller 30. Further, a directivity direction switch button 30a for switching display contents of the monitor 24 is provided on the side surface of the barrel portion of the gun controller 30.
- the other end of the signal cable 48 is introduced into the housing 12, and the detection result of the optical sensor (used for detecting the barrel direction) provided inside the barrel of the gun controller 30 indicates that the trigger has been pulled.
- a trigger signal to be notified and a line-of-sight direction switching signal indicating that the direction-direction switching button 30a has been pressed are notified to the inside of the housing 12 by the signal cable 48.
- the other end of the holding cable 42 is firmly attached to the lower part of the casing 12, so that the gun controller 30 is not easily taken away.
- a coin insertion part 40 and a coin return part 44 are provided at the lower part of the housing 12, and the coins inserted from the coin insertion part 40 below are collected in a coin box (not shown) inside.
- a coin collection door 46 is provided for collecting the coins.
- the player stands on the game stage 20 with his / her foot in the foot form 52, and directs the barrel toward the enemy displayed on the monitor 24 with the gun controller 30 in hand, Pull the trigger. Then, a bullet object is ejected in the virtual three-dimensional space and flies to the enemy. Similarly, a bullet object is ejected from the enemy toward itself. At this time, if the player shifts his / her head from side to side, or bends and lowers his / her head, the bullet object can be avoided.
- the game apparatus 10 is connected to a communication network, and constitutes a network shooting game system together with other game apparatuses 10. That is, as shown in the figure, in this network shooting game system 60, a plurality of game devices 10 (here, game devices 10) are connected to a communication network 62 such as the Internet. Devices 10-1 to: LO—n), and the lobby server 64 is also connected. Each game device 10 is provided with a server function 10b in addition to the client function 10a, and the lobby server 64 has a plurality of games that allows the game device 10 currently accessed to participate in a networking gaming game. Determine device 10.
- the lobby server 64 acquires the game proficiency level of the player of each game device 10, and thereby selects a plurality of game devices 10 played by players of the same game proficiency level, and selects them. Participate in network shooting games.
- the lobby casino 64 selects one of the game devices 10 thus determined as a game server. Then, via the server function 10b of the game apparatus 10, the client function 10a of the game apparatus 10 and the client function 10a of the other game apparatus 10 exchange data indicating the current status of the virtual three-dimensional space, etc. As a result, the virtual 3D space that becomes the stage of the shooting game is shared.
- FIG. 3 shows an example of a game screen displayed on the monitor 24 of each game apparatus 10.
- a player character object is associated with each game device 10, and all of the player character objects associated with the game device 10 participating in the game are arranged in a virtual three-dimensional space. It has been done. Then, in the game device 10, a state in which the virtual three-dimensional space is viewed from the viewpoint provided at the eye position of the player character object associated with the game device 10 is displayed on the monitor 24 as a game screen. It has become. In addition, on the game screen, a self-status image 70 indicating the status of the player and an other status image 66 indicating the status of other participants are displayed. An elapsed time image 68 showing the elapsed time from the start of the game is also displayed.
- a bullet object 80 indicating a toy gun force fired paintball (a small ball made of grease, with paint inside) is displayed in front of it. Yes.
- a bullet object 82 fired by a player character object (not shown) associated with the game apparatus 10 that displays the game screen is also displayed around the player character object 74.
- the bullet objects 80 and 82 are simulated paintballs, and the bullet objects 80 and 82 are other objects, for example, an automobile object 72, a building object 78, When it hits the ground object 76, the player character object 74, etc., it shows a state in which it bursts and the internal paint adheres to the object.
- a paint mark object 84 is arranged on the ground object 76 and the car object 72, and it is shown that a bullet object hits these objects.
- the direction (contact direction) when the bullet object hits the object is calculated, and the texture corresponding to the angle formed by this direction and the direction of the contact surface (horizontal direction or normal direction) is calculated.
- the image is used to display the paint mark object 84.
- the paint mark object 84 is displayed using a texture image showing a close paint mark in a circle.
- the paint mark object 84 is displayed using a texture image indicating a paint mark extending sideways as the angle between the contact direction and the horizontal direction of the contact surface approaches zero degrees.
- the direction in which the paint mark extends that is, the direction in which the paint mark object 84 is arranged matches the contact direction of the bullet object.
- the player can see the paint mark object 84 displayed on the game screen and immediately know where the force-launched bullet object is attached in the virtual three-dimensional space.
- FIG. 4 is a hardware configuration diagram of the game apparatus 10.
- the game apparatus 10 is a computer game system, and is configured by a control system including a CPU, a memory, and the like.
- Part 98 is the center.
- the control unit 98 includes a gun controller 30, an ultrasonic transmitter 17, an ultrasonic receiver 13, 15, a foot controller 50, a storage unit 90, a disk reading device 94, a communication unit 92, an audio processing unit 102, and a display control unit 100. Is connected.
- the gun controller 30 is a gun-type game controller, and the timing at which the player pulls the trigger and the pointing direction of the gun controller 30 at that timing (specifically, the position on the monitor 24 indicates the barrel of the gun controller 30). And a directivity direction switching signal indicating that the directivity direction switch button 30a has been pressed is input to the control unit 98.
- the ultrasonic transmitter 17 emits ultrasonic waves according to instructions from the control unit 98.
- the control unit 98 also starts timing the timing force instructing the ultrasonic transmitter 17 to transmit ultrasonic waves. Further, the ultrasonic receivers 13 and 15 receive the ultrasonic wave emitted from the ultrasonic transmitter 17 and pass the received waveform to the control unit 98.
- control unit 98 determines the timing at which the reflected wave at the player's head enters the ultrasonic receivers 13 and 15 based on the received waveform passed from the ultrasonic receivers 13 and 15.
- the foot controller 50 notifies the control unit 98 that the player has stepped on the foot controller 50.
- the storage unit 90 includes various data storage means such as a hard disk storage device and a RAM, and stores programs for realizing the client function 10a and the server function 10b.
- the disk reading device 94 reads data from a disk 96 that is a computer-readable information storage medium such as a CD-ROM or DVD-ROM, and supplies the data to the control unit 98.
- a disk 96 that is a computer-readable information storage medium such as a CD-ROM or DVD-ROM
- various programs executed on the game apparatus 10 are supplied from the disk 96 to the game apparatus 10 and installed in the storage unit 90.
- the communication unit 92 is connected to the communication network 62, and data indicating the status of the other game devices 10 participating in the network shooting game from the game device 10 operating as a game server (described later) Position data and ballistic data). Further, data (position data and ballistic data described later) indicating the situation of the own device (the game device 10) is transmitted to the game device 10 operating as a game server. Further, when the game device 10 operates as a server, when data is received from the client function 10a of another game device 10, it is further transferred to the client function 10a of the other game device 10. To deliver.
- Speakers 28 are connected to the sound processing unit 102, and output game sound effects, game music, and other sounds in accordance with control from the control unit 98. For example, a bullet injection sound is output when a bullet object is emitted.
- a monitor 24 is connected to the display control unit 100, and displays and outputs a game screen as shown in FIG. 3, for example, according to the control from the control unit 98.
- FIG. 5 is a functional block diagram of the game apparatus 10.
- the game apparatus 10 is a computer game system having a known configuration as described above, and realizes various functions by executing predetermined programs. As shown in the figure, this game apparatus 10 functionally includes a communication control unit 200, another character ballistic data storage unit 202, another character position data storage unit 204, a player character ballistic data storage unit 206, a player character position. Data storage unit 208, left / right shift amount update unit 210, player posture determination unit 212, basic position setting unit 216, own character ballistic data generation unit 218, hit prediction unit 220, ballistic data correction unit 222, game image generation unit 214 It is configured to include. These functions are realized by the control unit 98 executing a program supplied from the disk 96 to the game apparatus 10.
- the player character ballistic data generation unit 218 generates ballistic data based on the input from the gun controller 30. That is, when data indicating the barrel direction is input from the gun controller 30, the position coordinates (absolute coordinates in the virtual three-dimensional space) of the own character at that time are based on the stored contents of the own character position data storage unit 208. And generate. This position coordinate is used as the bullet object injection position, and is stored in the own character ballistic data storage unit 206 as ballistic data together with the barrel direction (injection direction) input from the gun controller 30.
- FIG. 11 (b) shows the structure of data stored in the player character ballistic data storage unit 206.
- the ballistic data stored in the player character ballistic data storage unit 206 is transmitted by the communication control unit 200 to the game apparatus 10 that executes the server function 1 Ob.
- the game apparatus 10 that executes the server function 10b distributes the received ballistic data to other game apparatuses 10 that participate in the network shooting game. This data is received by the communication control unit 200 of each game device 10 and stored in the other character ballistic data storage. Stored in the unit 202.
- FIG. 11 (a) shows the structure of data stored in the other character ballistic data storage unit 202.
- the hit prediction unit 220 and the ballistic data stored in the other character ballistic data storage unit 202 Based on the position coordinates (absolute coordinates) of the player character object associated with the game device 10 calculated based on the stored contents of the own character position data storage unit 208, the bullet object is displayed on the player character. Predict whether or not it will hit the objectat. That is, it is determined whether or not to enter a hit check (interference determination) area (not shown) set for the player character object in the predicted trajectory of the bullet object indicated by the ballistic data.
- the trajectory of the bullet object may be linear or parabolic. In addition, various orbits can be adopted.
- the ballistic data correction unit 222 evaluates when the bullet object enters the hit check area, that is, when the bullet object 306 hits a predetermined position of the player character PC (see FIG. 12 (a)). In addition, the ballistic data stored in the other character ballistic data storage unit 202 is corrected based on the position coordinates of the viewpoint VP set to the eye position of the player character object PC associated with the game apparatus 10. (See Figure 12 (b)). Specifically, the trajectory data correction unit 222 obtains the corrected emission direction 304a by shifting the emission direction 304 of the trajectory data to the viewpoint VP position set as the eye position of the player character PC.
- the injection direction 304 (vector data) that constitutes the ballistic data so that the angular force formed by the vector connecting the injection position of the bullet object 306 and the viewpoint VP and the vector of the injection direction 304 of the bullet object 306 is reduced.
- the corrected data is stored in the other character ballistic data storage unit 202.
- the bullet object 306 moves within the visual field range 302 of the player character PC, and when the game screen is generated by projecting the state of the virtual three-dimensional space onto the screen 300, the bullet object 306 is there. It will be expressed reliably.
- a plurality of basic positions are set in a virtual three-dimensional space serving as a game stage, and these position coordinates and IDs are stored in advance.
- Each game character object has its actual installation position determined based on one of the basic positions (placement reference position).
- the base position setting unit 216 selects the base position of the player character object associated with the game apparatus 10 as the placement reference position. Specifically, at the start of the game, a predetermined basic position is selected as the arrangement reference position.
- the player posture determination unit 212 determines that a predetermined time or more has elapsed with the body largely shifted left or right on the game stage 20, the player posture determination unit 212 sets the direction of the virtual three-dimensional space corresponding to the shifted direction. Change the placement reference position to the base position. When the foot controller 50 is stepped on, the arrangement reference position is changed to the basic position in front of the player character object.
- the base position setting unit 216 also selects the opponent with whom the player character object associated with the game apparatus 10 is directed to other player character objects arranged in the virtual three-dimensional space.
- the basic position related to the player character object is managed as the pointing position.
- the other character position data storage unit 204 stores the base position (placement reference position) selected in the other game apparatus 10, and selects one of these as the pointing position. ing.
- the basic position selected as the pointing position is switched to another.
- FIG. 10 is a diagram for explaining a method for reselecting the arrangement reference position.
- the opponent player character object arranged at the pointing position passes through the current position SP ′ of the player character object.
- This orbit 250 extends counterclockwise in plan view when the player's head is displaced to the left side by being directed toward the housing 12.
- the base position (P3 in this case) closest to the trajectory 250 is selected as a new placement reference position.
- the player posture determination unit 212 determines the posture of the player standing on the game stage 20 using the ultrasonic transmitter 17 and the ultrasonic receivers 13 and 15. That is, as shown in FIG. 8, the ultrasonic wave is emitted from the ultrasonic wave transmitter 17, and each time from the reflection of the head of the player M to the incidence to the ultrasonic wave receivers 13 and 15 is measured.
- the sum (10 + 12) of the distance 10 to reach and the head power of player M to the distance 12 to the ultrasonic receiver 15 is acquired.
- data (X and y) for specifying the position of the head of the player M is calculated based on such information.
- the absolute value of the y value (the amount of shift in the horizontal direction of the head of the player from the position of the ultrasonic transmitter 17 that is the reference position) continues for a predetermined time or longer.
- the base position setting unit 216 notifies the base position setting unit 216 of the direction in which the player's head is displaced. In response to this, the base position setting unit 216 reselects the placement reference position.
- the player posture determination unit 212 passes the value of y to the left and right shift amount update unit 210. Then, the left / right shift amount update unit 210 calculates the shift amount of the player character object based on the value of y, and stores it in the own character position data storage unit 208.
- the shift amount may be, for example, the y value itself passed from the player attitude determination unit 212, or may be calculated by performing various processes such as smoothing on the sequentially generated y value. Good.
- FIG. 9 (b) shows the configuration of data stored in the own character position data storage unit 208.
- the position data includes the base position ID for identifying the base position selected by the base position setting unit 216 as the placement reference position, the shift amount set by the left / right shift amount update unit 210, and the pointing position.
- the base position setting unit 216 includes a base position ID (lock base position ID) for identifying the base position selected by the base position setting unit 216.
- FIG. 7 shows the relationship between the shift amount, the arrangement reference position, and the current position of the player character.
- SP indicates the arrangement reference position
- SP ′ indicates the position of the player character object after the maximum distance shift
- EP indicates the base position selected as the directivity position.
- the player character object moves to the left and right in the state where the pointing position EP is pointed by the shift amount set by the left and right shift amount updating unit 210 with the arrangement reference position SP as the center.
- the shift direction of the player character is perpendicular to the direction from the placement reference position SP to the pointing position EP, but it may be shifted in another direction.
- the shift amount is limited to a certain distance (both L here).
- the data stored in the player character position data storage unit 208 is transmitted by the communication control unit 200 to the game device 10 that executes the server function 10b.
- the game device 10 distributes the received data to other game devices 10 participating in the network game.
- the communication control unit 200 receives the position data distributed in this way, it stores it in the other character position data storage unit 204.
- FIG. 9 (a) shows the configuration of data stored in the other character position data storage unit 204! / Speak.
- the game image generation unit 214 performs monitoring based on the stored contents of the other character ballistic data storage unit 202, the other character position data storage unit 204, the own character ballistic data storage unit 206, and the own character position data storage unit 208.
- the ballistic data is read from the other character ballistic data storage unit 202, the bullet object is placed on the trajectory in the virtual three-dimensional space indicated by the ballistic data, and is moved with time.
- the trajectory data is read from the own character trajectory data storage unit 206, a bullet object is placed on the trajectory in the virtual three-dimensional space indicated by the trajectory data, and is moved with time.
- the position data is read from the other character position data storage unit 204, and the player character object associated with the other game device 10 is arranged at the position in the virtual three-dimensional space indicated by the position data.
- the posture of the player character object is determined based on the pointing position (lock base position ID) so that the current position also faces the pointing position.
- the player key is moved to a position where the arrangement reference position force is shifted by the shift amount. Place a tractor object.
- position data is read from the own character position data storage unit 208, and a player character object associated with the game apparatus 10 is placed at a position in the virtual three-dimensional space indicated by the position data.
- the posture of the player character object is determined so as to face the current position force and the pointing position based on the pointing position (lock base position ID). Further, the player character object is arranged at a position shifted from the arrangement reference position by the shift amount.
- the newly set The position of each player character object in the virtual three-dimensional space is moved toward the arrangement reference position. In this way, a game screen showing how the player character object moves in the virtual three-dimensional space is generated and output to the monitor 24.
- the foot controller 50 when the foot controller 50 is stepped on, the player character object is moved forward, and the head position of the player is shifted to the reference position force leftward or rightward by a predetermined distance or more.
- the trajectory 250 extending in a circular arc shape in the left or right direction of the player character object is calculated as direction data, the arrangement reference position is switched according to the direction data, and the newly set arrangement is performed.
- Force data that moves the player character object toward the reference position Calculates direction data in the direction corresponding to the amount of shift in the horizontal direction of the player's head position from the reference position (the position of the ultrasonic transmitter 17)
- the reference position arranged in the direction indicated by the direction data is newly assigned.
- FIG. 13 shows an example of the game screen in this case.
- the example of the game screen shown in the figure is different from the example of the game screen shown in FIG. 3 in that a substantially semicircular movement direction instruction image 73 is arranged at the bottom of the screen with the arc portion on the upper side.
- the movement direction instruction image 73 includes a movement direction identification image 73a indicating the movement direction of the player character object associated with the game apparatus 10 that displays the movement direction instruction image 73.
- the direction identification image 73a is an image having an elongated shape (in this case, an elongated isosceles triangle), and one end side is fixed to the center of the lower side of the movement direction instruction image 73, and corresponds to the shift amount of the head position of the player. It is arranged on the movement direction instruction image 73 so as to extend at an angle. This angle indicates the direction of the direction data used to calculate the new arrangement reference position of the player character object.
- FIG. 14 shows the relationship between the left-right shift amount y from the reference position of the player's head position and the direction ⁇ indicated by the direction data.
- the direction ⁇ increases monotonically, while conversely decreases, the direction ⁇ decreases monotonously.
- the shift amount y is greater than or equal to yth
- the direction ⁇ is set to + 90 °
- the direction ⁇ is set to ⁇ 90 °.
- the base position setting unit 216 receives the shift amount y from the player posture determination unit 212, and calculates direction data indicating the direction ⁇ from the shift amount according to the relationship shown in FIG.
- the game image generation unit 214 acquires the direction data calculated in this way, and arranges the movement direction identification image 73a on the movement direction instruction image 73 so as to extend in the direction ⁇ indicated by the acquired direction data. Then, as shown in FIG. 13, a game screen arranged at the bottom is generated. This game screen is displayed on the monitor 24.
- FIG. 15 is a diagram showing a method of rearranging the placement reference position of the player character object.
- Pa to Pd indicate base positions
- SP indicates a base position selected as a placement reference position of the current player character object.
- SP ' indicates the current position of the player character object.
- the player character object is arranged so as to face the lock base position Pa at the current position SP ′, which is a position shifted according to the arrangement reference position SP force player's head position.
- the player character object moves in the direction M.
- the base position setting unit 216 selects a new base position as the placement base position as described above when the foot controller 50 is stepped on, the base position setting unit 216 receives the ID of the base position as the own character position data storage unit 208. Store in. This base position ID is transmitted to the other game apparatus 10. Then, in the game image generation unit 214 of each game apparatus 10, for the player character object whose basic position serving as the arrangement reference position has been changed, the game character generation unit 214 moves from the current position to the newly selected arrangement reference position. While moving in the virtual three-dimensional space, a game screen showing the state is generated.
- the player moves his / her head left and right and confirms the direction indicated by the movement direction identification image 73a of the movement direction instruction image 73 while stretching the movement direction identification image 73a in a desired direction.
- the player can move the player character object 50 in that direction by stepping on the foot controller 50 at the timing when the state is reached. At this time, the player does not need to use his / her hand, so he can concentrate on the operation of the gun controller 30.
- FIG. 16 is an external perspective view of a game device according to this modification. Compared with the game apparatus 10 shown in FIG. 1, the game apparatus 10a shown in the figure has four foot panels on the game stage 20, that is, the front foot panel 5 Of, the right foot panel 50r, the left foot panel 501, and the rear foot panel. The difference is that 50b is provided.
- the front foot panel 50f is provided in front of the case (side of the casing 12), and the right foot panel 50r is provided on the right side thereof. Also The left foot panel 501 is provided on the left side, and the rear foot panel 50b is provided on the rear side. Then, when the front foot panel 50f is stepped on, the player character object is moved forward in the virtual space, and the arrangement reference position is changed to the base position arranged forward in the virtual space. Similarly, when the right foot panel 50r is stepped on, the player character object is moved to the right in the virtual space, and the arrangement reference position is changed to the reference position arranged to the right in the virtual space.
- the player character object When the left foot panel 501 is stepped on, the player character object is moved to the left in the virtual space, and the arrangement reference position is changed to the reference position arranged to the left in the virtual space. Further, when the rear foot panel 50b is stepped on, the player character object is moved backward in the virtual space, and the arrangement reference position is changed to the reference position arranged rearward in the virtual space.
- FIG. 17 is a diagram showing a specific method for rearranging the arrangement reference position of the player character object 50.
- Pa to Pf indicate base positions
- SP indicates a base position selected as a placement reference position for the current player character object
- SP ′ indicates the current position of the player character object.
- the player character object is arranged so as to face the lock base position Pa at the current position SP ′ which is a position shifted according to the arrangement reference position SP force player's head position.
- the intermediate force of the foundation position arranged in the direction DF from the current position SP to the lock foundation position Pa is also new.
- an object that becomes an obstacle between the distance from the current position SP 'and the lock base position Pa from the base position arranged in a fan-shaped range with a predetermined angle centered on the direction DF (for example, 1 78 degrees) Is arranged and a new arrangement reference position is selected in consideration of whether or not it can be hidden from the player character object in the battle.
- the left foot panel 501 is stepped on, the direction from the current position SP 'toward the lock foundation position Pa is 90 degrees left with respect to the DF.
- the rear foot panel 50b If it is stepped on, the new reference position is selected from the base positions arranged in the direction DB opposite to DF in the direction from the current position SP 'toward the lock base position Pa.
- the selection criteria for the placement reference position are the same as when the front foot panel 50f is stepped on.
- the player character object can be immediately moved in the direction corresponding thereto, and a more intuitive operation can be realized.
- the direction data in the direction corresponding to the shift amount in the left and right direction of the player's head position of the reference position force is calculated,
- the reference position arranged in the direction indicated by the direction data may be selected as a new arrangement reference position, and the player character object may be moved toward the arrangement reference position. In this way, particularly when the player character object is moved forward, the moving direction can be finely adjusted according to the head position of the player.
- paintball bullet hole display in game device 10 will be described.
- this game apparatus 10 it is determined whether or not the bullet object is in contact with another object. If it is in contact with another object, the ballistic data related to the bullet object is deleted from the other character ballistic data storage unit 202 or the own character ballistic data 206. Then, an image showing a paint mark is displayed at the contact position. For this reason, a paint mark object is placed at a position where a bullet object touches (hits) another object in the virtual three-dimensional space.
- the following two methods are used for displaying the paint mark object. That is, for a static object such as a building object 78, as shown in FIG. 18, when the bullet object 400 contacts the static object 402, the bullet object 400 is displayed as shown in FIG. Instead, the paint mark object 84 extending in the contact direction (impact direction) to the static object 402 is displayed. The paint mark object 84 is placed at a position where the bullet object 400 contacts the static object 402 (position where it collides). In the image processing at this time, as shown in FIG. 20, the part centered on the contact position 404 is cut out from the static object 402. At this time, as shown in FIG. 21, the orbital force of the testicle object 400 also calculates the contact direction 408 and projects it to the static object 402. The vector 409 is obtained by shadowing, and the angle ⁇ between the vector 409 and the contact direction 408 is calculated.
- an invisible polygon model (paint mark object) that completely surrounds the dynamic object 500 is included.
- 502 is arranged.
- this polygon model 502 is composed of a combination of polygons finer than the dynamic object 500 itself, and can map an arbitrary texture at an arbitrary position.
- the position of the polygon model 502 corresponding to the contact position is specified (see FIG. 27), and the paint prepared in advance as shown in FIG. Map the trace texture image (see Figure 28).
- the texture image corresponding to the angle formed by the contact direction of the bullet object 400 with the dynamic object 500 and the direction of the contact surface is selectively read out and mapped to the contact location.
- the game image generation unit 214 displays an image of a virtual three-dimensional space viewed from the viewpoint arranged at the eye position of the player character object associated with the game device 10, and Is displayed on the monitor 24.
- the bullet object when the bullet object is predicted to contact the player character object, the bullet object is corrected on the trajectory of the bullet object, and the bullet object is set on the player character. Move to the point of view Since the viewpoint power is displayed on the monitor 24 in a virtual three-dimensional space, it is possible to show how the bullet object is approaching.
- the position of each player character object is constrained to one of a plurality of predetermined basic positions, and the postures thereof are calculated based on the basic positions where other player character objects are constrained. Therefore, the position and posture of the object associated with the game devices 10 can be shared among the plurality of game devices 10 while suppressing an increase in traffic of the communication network 62.
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- Life Sciences & Earth Sciences (AREA)
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Abstract
Description
Claims
Priority Applications (5)
Application Number | Priority Date | Filing Date | Title |
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US11/994,392 US20090118010A1 (en) | 2005-06-29 | 2006-06-29 | Network game system, network game system control method, game machine, game machine control method, and information storage medium |
CA002613675A CA2613675A1 (en) | 2005-06-29 | 2006-06-29 | Network game system, network game system control method, game machine, game machine control method, and information storage medium |
CN2006800239745A CN101213003B (zh) | 2005-06-29 | 2006-06-29 | 网络游戏系统、网络游戏系统的控制方法、游戏装置和游戏装置的控制方法 |
EP06767610A EP1905494A4 (en) | 2005-06-29 | 2006-06-29 | NETWORK PLAY SYSTEM, CONTROL METHOD FOR A NETWORK PLAY SYSTEM, PLAYING MACHINE, CONTROL METHOD FOR A PLAYING MACHINE AND INFORMATION STORAGE MEDIUM |
HK08109666.6A HK1114042A1 (en) | 2005-06-29 | 2008-09-01 | Network game system, network game system control method, game machine and game machine control method |
Applications Claiming Priority (4)
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JP2005-190328 | 2005-06-29 | ||
JP2005190328 | 2005-06-29 | ||
JP2005371119A JP4861699B2 (ja) | 2005-06-29 | 2005-12-22 | ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法及びプログラム |
JP2005-371119 | 2005-12-22 |
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WO2007001050A1 true WO2007001050A1 (ja) | 2007-01-04 |
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PCT/JP2006/312993 WO2007001050A1 (ja) | 2005-06-29 | 2006-06-29 | ネットワークゲームシステム、ネットワークゲームシステムの制御方法、ゲーム装置、ゲーム装置の制御方法及び情報記憶媒体 |
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US (1) | US20090118010A1 (ja) |
EP (1) | EP1905494A4 (ja) |
JP (1) | JP4861699B2 (ja) |
KR (1) | KR100950880B1 (ja) |
CN (1) | CN101213003B (ja) |
CA (1) | CA2613675A1 (ja) |
HK (1) | HK1114042A1 (ja) |
WO (1) | WO2007001050A1 (ja) |
Cited By (5)
Publication number | Priority date | Publication date | Assignee | Title |
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WO2008044708A1 (en) * | 2006-10-13 | 2008-04-17 | Kabushiki Kaisha Sega Doing Business As Sega Corporation | Electronic play device, control method for electronic play device and game program |
JP2008093309A (ja) * | 2006-10-13 | 2008-04-24 | Sega Corp | 電子遊戯装置、電子遊戯用制御方法およびゲームプログラム |
DE102009039399A1 (de) | 2009-08-31 | 2011-03-03 | Fraunhofer-Gesellschaft zur Förderung der angewandten Forschung e.V. | Verfahren zur Vermessung einer Halbleiterstruktur, welche eine Solarzelle oder eine Vorstufe einer Solarzelle ist |
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JP4397421B2 (ja) | 2008-05-27 | 2010-01-13 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
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CN110465076A (zh) * | 2018-05-11 | 2019-11-19 | 尊博科技股份有限公司 | 射击游戏系统 |
KR20210119094A (ko) | 2020-03-24 | 2021-10-05 | (주)완씨엔터테인먼트 | 네트워크 게임 기반의 클라이언트-게임 서버 간 통신트래픽 컨트롤 방법 및 통신트래픽 컨트롤 시스템 |
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WO2020079425A2 (en) | 2018-10-16 | 2020-04-23 | Cambridge Mechatronics Limited | Electromagnetic screening of an image sensor from an actuator in a camera |
Also Published As
Publication number | Publication date |
---|---|
CN101213003B (zh) | 2011-10-19 |
EP1905494A4 (en) | 2009-07-01 |
CN101213003A (zh) | 2008-07-02 |
JP4861699B2 (ja) | 2012-01-25 |
KR20080012349A (ko) | 2008-02-11 |
KR100950880B1 (ko) | 2010-04-06 |
HK1114042A1 (en) | 2008-10-24 |
EP1905494A1 (en) | 2008-04-02 |
JP2007037970A (ja) | 2007-02-15 |
US20090118010A1 (en) | 2009-05-07 |
CA2613675A1 (en) | 2007-01-04 |
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