WO2007111090A1 - 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
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
- Publication number
- WO2007111090A1 WO2007111090A1 PCT/JP2007/054259 JP2007054259W WO2007111090A1 WO 2007111090 A1 WO2007111090 A1 WO 2007111090A1 JP 2007054259 W JP2007054259 W JP 2007054259W WO 2007111090 A1 WO2007111090 A1 WO 2007111090A1
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- WIPO (PCT)
- Prior art keywords
- game
- operation target
- character
- player
- player object
- 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
-
- 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
-
- A63F13/12—
-
- 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
- A63F13/45—Controlling the progress of the video 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- 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
- A63F2300/305—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 for providing a graphical or textual hint to the player
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- 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
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game device, a game device control method, and an information storage medium.
- a game device that displays the state of a game space in which a plurality of first game characters and second game characters are arranged. For example, by displaying the state of the game space where 11 player characters belonging to the user's operation target team and 11 player characters belonging to the opponent team are arranged, the operation target team and the opponent team are displayed.
- a game device that provides a soccer game between the two is known.
- Patent Document 1 Japanese Unexamined Patent Publication No. 2003-210848
- the A player of the attacking team may perform a movement (action) called "bull away". That is, Player A may perform an action that also clears the visibility of Player B of the defending team that marks Player A. In other words, A player may move A player and the ball to a position where B player cannot catch the same view. In this case, B player loses sight of A player, so when a pass is made to A player, for example, the response (defense) to A player is delayed. As a result, Player A can perform the action after receiving the pass without being blocked by Player B. As a result of player A performing the above movement, player B loses sight of player A, and when the above game device can be used to properly produce a situation in which the response to player A (defense) is delayed, a new It becomes possible to give interest.
- action action
- the present invention has been made in view of the above-described problems, and the object of the present invention is to make the first game character have the first game character when the second game character makes a movement that disappears from the view of the first game character.
- a game device, a control method for the game device, and an information storage medium capable of suitably rendering a situation in which the game character is lost and the response to the second game character is delayed To provide a body.
- a game device displays a game screen representing a state of a game space in which a plurality of first game characters and second game characters are arranged.
- an operation target selection means for selecting an operation target character from the plurality of first game characters, and a state in the game space of the first game character selected as the operation target character by the operation target selection means
- Operation means control means for changing the state according to the input operation signal, wherein the operation object selection means is configured to select the first game for at least one of the plurality of first game characters.
- the position of the second game character is included in the determination target area of the game space based on the position and orientation of the character
- a determination means for determining whether or not the position of the second game character is included in the determination target area based on the position and orientation of the first game character.
- Selection restriction means for restricting selection of the first game character.
- a method for controlling a game device includes a game device that displays a game screen representing a state of a game space in which a plurality of first game characters and second game characters are arranged.
- a game device displays a game screen representing a state of a game space in which a plurality of first game characters and second game characters are arranged.
- an operation target selection step for selecting an operation target character from the plurality of first game characters, and the game of the first game character selected as the operation target character by the operation target selection step
- An operation target control step for changing the state in the space in accordance with an operation signal input to the operation means force, wherein the operation target selection step is performed with respect to at least one of the plurality of first game characters.
- the second game is within a determination target area of the game space based on the position and orientation of the first game character.
- a program according to the present invention is a game device that displays a game screen representing a state of a game space in which a plurality of first game characters and second game characters are arranged, for example, a personal computer.
- PDA personal digital assistant
- Operation target selection means for selecting an operation target character, and an operation signal input from the operation means as a state in the game space of the first game character selected as the operation target character by the operation target selection means
- the computer is made to function as an operation target control unit that changes according to the operation target.
- For at least one of the first game characters it is determined whether or not the power is such that the position of the second game character is included in the determination target area of the game space based on the position and orientation of the first game character.
- the operation target selection means determines the first game character And a selection restriction means for restricting selection.
- An information storage medium is a computer-readable information storage medium storing the above program.
- the program distribution apparatus is a program distribution apparatus that includes an information storage medium that records the program, reads the program from the information storage medium, and distributes the program.
- a program distribution method is a program distribution method for reading and distributing the program from an information storage medium storing the program.
- the present invention relates to a game apparatus that displays a game screen representing a game space in which a plurality of first game characters and second game characters are arranged.
- the “game space” includes a three-dimensional game space composed of three coordinate elements and a two-dimensional game space composed of two coordinate elements.
- the operation target character is selected from the plurality of first game characters. Further, the state in the game space of the first game character selected as the operation target character is changed according to the operation signal input from the operation means.
- a plurality of first game keys For at least one of the characters, it is determined whether or not the power is such that the position of the second game character is included in the determination target area of the game space based on the position and orientation of the first game character.
- the selection of the first game character as the operation target character is restricted.
- the second game character makes a movement that disappears from the view of the first game character, the first game character loses sight of the second game character, and the response to the second game character is delayed. The situation can be suitably produced.
- the selection limiting unit determines that the position of the second game character is included in the determination target area based on the position and orientation of the first game character.
- the selection of the first game character by the operation target selection means may be limited over a given time limit.
- the operation target selection unit may select the operation target character from among the plurality of first game characters in accordance with a selection order set for each of the plurality of first game characters. May be selected.
- the selection restricting means when it is determined that the position of the second game character is included in the determination target area based on the position and orientation of the first game character, the selection order set for the first game character Try to lower it.
- the operation target selection unit includes the second game in the determination target area based on the position and orientation of the first game character selected as the operation target character. If it is determined that the position of the character is included, a means for selecting another first game character of the plurality of first game characters as the operation target character may be included.
- the first game Differentiating display means for distinguishing and displaying characters on the game screen may be included.
- FIG. 1 is a diagram showing an overall configuration of a game device according to an embodiment of the present invention.
- FIG. 2 is a diagram illustrating an example of a controller.
- FIG. 3 is a diagram showing an example of a game space.
- FIG. 4 is a diagram showing an example of a game screen.
- FIG. 5 is a diagram showing an example of a game screen.
- FIG. 6 A diagram showing the area before the goal.
- FIG. 7 is a diagram showing a blind spot area.
- FIG. 8 is a diagram showing an example of an arrangement state of player objects.
- FIG. 9 shows an example of a game screen.
- FIG. 10 is a functional block diagram of the game device.
- FIG. 11 shows an example of a player status table.
- FIG. 12 is a diagram showing an example of operation target specifying data.
- FIG. 13 is a flowchart showing processing executed on the game device.
- FIG. 14 is a diagram showing an example of a switching order table.
- FIG. 15 is a flowchart showing processing executed by the game device.
- FIG. 16 is a flowchart showing processing executed by the game device.
- FIG. 17 is a diagram showing an example of a switching order table.
- FIG. 18 is a diagram showing an overall configuration of a program distribution system according to another embodiment of the present invention.
- the game device according to the embodiment of the present invention is realized by, for example, a home game machine, a portable game machine, a portable phone, a personal digital assistant (PDA), a personal computer, or the like.
- a case where the game device according to the embodiment of the present invention is realized by a consumer game machine will be described.
- FIG. 1 is a diagram showing an overall configuration of a game device according to an embodiment of the present invention.
- a game apparatus 10 shown in the figure includes a consumer game machine 11, a DVD-ROM 25, a memory card 28, a motor 18, and a speaker 22.
- DVD—ROM 25 and memory card 28 Information storage medium.
- DVD-ROM 25 and memory card 28 are installed in the home game machine 11.
- the monitor 18 and the speaker 22 are connected to the consumer game machine 11.
- a home television receiver is used for the monitor 18 and its built-in speaker is used for the speaker 22.
- the consumer game machine 11 includes a bus 12, a microprocessor 14, an image processing unit 16, an audio processing unit 20, a DVD-ROM playback unit 24, a main memory 26, an input / output processing unit 30, and a controller 32. It is a known computer game system. Components other than the controller 32 are accommodated in the housing.
- the node 12 is used for exchanging addresses and data among the units of the consumer game machine 11.
- the microprocessor 14, the image processing unit 16, the main memory 26, and the input / output processing unit 30 are connected by a bus 12 so that mutual data communication is possible.
- the microprocessor 14 controls each unit of the consumer game machine 11 based on an operating system stored in a ROM (not shown), a program read from the DVD-ROM 25, and data read from the memory card 28.
- the main memory 26 includes, for example, RAM. In the main memory 26, the data read from the program memory card 28 read from the DVD-ROM 25 is written as necessary. Main memory 26 is also used for the work of microprocessor 14.
- the image processing unit 16 includes a VRAM.
- the image processing unit 16 draws a game screen on the VRAM based on the image data sent from the microprocessor 14. Then, the image processing unit 16 converts the game screen into a video signal and outputs it to the monitor 18 at a predetermined timing.
- the input / output processing unit 30 is an interface for the microprocessor 14 to access the audio processing unit 20, the DVD-ROM playback unit 24, the memory card 28, and the controller 32.
- An audio processing unit 20, a DVD-ROM playback unit 24, a memory card 28, and a controller 32 are connected to the input / output processing unit 30.
- the audio processing unit 20 includes a sound buffer.
- the sound buffer stores various audio data such as game music, game sound effects, and messages read from the DV D-ROM 25.
- the audio processing unit 20 is used for various types of audio stored in the sound buffer. Play data and output from speaker 22.
- the DVD-ROM playback unit 24 reads a program recorded on the DVD-ROM 25 in accordance with an instruction from the microprocessor 14. It should be noted that any other information storage medium such as a CD-ROM or ROM card may be used here in order to supply the program to the consumer game machine 11 using a DVD-ROM 25. Also, for example, remote geopower may be supplied to the home game machine 11 via a communication network such as the Internet.
- the memory card 28 includes a nonvolatile memory (for example, EEPROM).
- the home game machine 11 has a plurality of memory card slots for inserting memory cards 28. Therefore, a plurality of memory cards 28 can be attached to the home game machine 11 at the same time.
- the memory card 28 is configured to be removable from the memory card slot.
- the memory card 28 is used for storing various game data such as saved data.
- the controller 32 is a general-purpose operation input means for the user to input various game operations.
- the input / output processing unit 30 scans the state of each unit of the controller 32 at regular intervals (for example, every 1 Z 60 seconds), and passes an operation signal representing the scan result to the microphone processor 14 via the bus 12.
- the microprocessor 14 determines the user's game operation based on the operation signal.
- a plurality of controllers 32 can be connected to the home game machine 11. Based on an operation signal input from each controller 32, the microprocessor 14 controls the game! /.
- FIG. 2 is a diagram illustrating an example of the controller 32.
- FIG. 4A is a perspective view of the controller 32.
- FIG. FIG. 4B is a plan view of the controller 32.
- FIG. FIG. 2C is a rear view of the controller 32.
- the controller 32 is connected to the consumer game machine 11 by a controller cable 43.
- an up button 34U, a down button 34D, a left button 34L, a right button 34R, and a left operation stick 36 are provided on the right side of the surface 32a of the controller 32.
- buttons 38X, 38Y, 38A, 38B and a right operation stick 37 are provided on the back side of the controller 32.
- buttons 40L and 40R are provided on the left and right sides of the front surface 32a, respectively. , 42R are provided.
- the up button 34U, the down button 34D, the left button 34L, and the right button 34R are generally used to instruct the moving direction of the game character.
- the buttons 38X, 38Y, 38A, 38B, 40L, 40R, 42L, 42R are used for various game operations.
- the left operation stick 36 and the right operation stick 37 are stick-like operation members that stand upright on the housing surface of the controller 32.
- the left operation stick 36 and the right operation stick 37 can be tilted by a predetermined angle in all directions from an upright state.
- the left operation stick 36 and the right operation stick 37 are also used, for example, to instruct the moving direction of the game character.
- a game program read from the DVD-ROM 25 is executed, thereby realizing a battle soccer game performed between the user's operation target team and the opponent team.
- a game space (virtual three-dimensional space) is constructed in the main memory 26 of the game apparatus 10.
- FIG. 3 shows an example of this game space.
- a field object 52 representing a soccer ball game field and a goal object 54 representing a goal are arranged, and a field serving as a stage for a soccer game is formed.
- Field object 52 is placed parallel to the XZ plane.
- a player object 56 representing a soccer player and a ball object 58 representing a soccer ball are arranged.
- only one player object 56 is shown, but on the field object 52, 11 player objects 56 belonging to the user's operation target team and 11 player objects belonging to the opponent team are displayed. 56 and are arranged.
- One of the two goal objects 54 is associated with the operation target team, and the other is associated with the opponent team.
- the ball object 58 moves into the goal object 54 associated with one team, a scoring event for the other team occurs.
- One of the player objects 56 belonging to the operation target team is a user's operation target.
- the player object 56 to be operated by the user performs various operations in accordance with the user's operation content (operation content for the controller 32).
- the user's operation target is According to the movement of the object 58 and the switching operation of the user, the player object 56 belonging to the user operation target team is switched.
- Player objects 56 other than the user-operated player object 56 operate according to the operation by the computer.
- the player object 56 other than the player object 56 of the user's operation target is a player object 56 other than the player object 56 of the user's operation target among the player objects 56 belonging to the operation target team, or a player object belonging to the opponent team.
- Each player object 56 is associated with four position types, “Forward (FW)”, “Middfielder (MF)”, “Defender (DF)”, and “Goalkeeper (GK)”! /!
- the player objects 56 other than the player object 56 to be operated by the user operate according to the position type associated with the player object 56.
- the player object 56 and the ball object 58 are associated under a predetermined condition.
- the ball object 58 follows the player object 56.
- This state is represented as a dribbling action of the player object 56.
- the user can cause the player object 56 to be operated to kick the ball object 58 by operating the controller 32. That is, the user can cause the selection object 56 to be operated to perform a pass action, a shoot action, and the like.
- the user operates the controller 32 to operate the shoulder object motion or the sliding tackle motion on the player object 56 to be operated. Etc. can be performed.
- a state in which the player object 56 and the ball object 58 are associated with each other is described as “a state in which the player object 56 holds the ball object 58”.
- FIG. 4 shows an example of the game screen displayed on the monitor 18.
- the game screen displays the state of the area in the game space 50 that is specified based on the position (viewpoint position) and direction (line-of-sight direction) of the virtual camera.
- the player objects 56a—1, 56a—2, 56a—3 of the team to be operated by the user and the player objects 56b—1, 56b—2 of the opponent team are displayed.
- an operation target player guidance mark 57 is displayed above the player object 56a-1.
- the operation target selection guide mark 57 is for distinguishing and displaying the player object 56 that is the operation target of the user.
- the operation target player guide mark 57 allows the user to grasp at a glance which player object 56 is the operation target.
- the game screen also displays the score status of both teams and the elapsed time of the game. In the game screen shown in the figure, the operation target team of the user is “A team”, and the opponent team is “B team”.
- the user operates the controller 32 while viewing the game screen displayed on the monitor 18 and gives an operation instruction (for example, a movement instruction, a dribble instruction, a pass instruction, a shot instruction, etc.) to the player object 56 to be operated.
- an operation instruction for example, a movement instruction, a dribble instruction, a pass instruction, a shot instruction, etc.
- the switching order of the operation target is determined based on each distance between the ball object 58 and each player object 56 of the operation target team. More specifically, the switching order is determined so that priority is given to the player object 56 having a smaller distance from the ball object 58. For example, in the scene shown in Fig. 4, the relationship between the distances LI, L2, and L3 between the ball object 58 and the player objects 56a-1, 56a-2, 56a-3 is L1 ⁇ L2 ⁇ L3.
- the user's operation target is changed to the player object 56a 2 of the player object 56 of the operation target team whose distance from the ball object ball 58 is the next smaller than the player object 56a—1. Can be switched.
- the distance from the ball object 58 among the selection objects 56 of the operation target team is the second smallest after the player object 56a-2 and is switched to the player object 56a-3.
- the ball object 58 and the operation target are moved by the movement of the ball object 58 or the like.
- the switching order is determined again.
- the user's operation target is switched to the player object 56 having the shortest distance from the ball object 58 among the player object 56 of the operation target team.
- the user's operation target is switched to the player object 56a-3 (see FIG. 5).
- the player who satisfies all of the following conditions 1 to 3 among the player objects 56 (first game characters) of the operation target team in a state where the operation target team is the defensive side.
- the object 56 exists, switching of the operation target to the player object 56 is restricted.
- the state where the operation target team is the defensive side is a state where the ball object 58 is held by the opponent team.
- FIG. 6 is a diagram for explaining the pre-goal area.
- the pre-goal area 59 of the operation target team is an area in the court 55, and the distance is within a predetermined distance L from the goal line 53 on the goal object 53 side of the operation target team.
- the court 55 is an area surrounded by the touch line 51 and the goal line 53.
- FIG. 7 is a diagram for explaining a blind spot area (determination target area).
- the blind spot area 64 of the player object 56 has a rear direction 62 ( The distance between the player object 56 and an area where the angle between the player object 56 and the direction from the position of the player object 56 is equal to or smaller than a predetermined reference angle ( ⁇ ).
- ⁇ This is a fan-shaped region in which (distance in the XZ plane system) is within a predetermined reference distance (R).
- the reference direction 60 of the player object 56 may be, for example, the front direction of the trunk of the player object 56 or the front direction of the head of the player object 56 (the line of sight of the player object 56).
- the blind spot area 64 is an area based on the position of the player object 56 and follows the player object 56.
- 8 (a) and 8 (b) show an example of the arrangement state (position and reference direction 60) of the player object 56 and the ball object 58.
- FIG. FIG. 9 shows an example of a game screen displayed on the monitor 18.
- the ball object 58 force S is held by the player object 56b-1.
- player talents 56a—1, 56a—2, 56a—3, 56a—4 ⁇ are player objects 56 belonging to the operation target team
- player objects 56b—1, 56b—2 are players belonging to the opponent team.
- the player object 56a-2 is located in the pre-goal area 59 of the operation target team, and the position type of the player object 56a-2 is a defender. Further, the position type of the player object 56b-2 is forward, and the player object 56b-2 is located in the blind spot area 64 of the player object 56a-2. That is, the player object 56a-2 satisfies the above conditions 1 to 3.
- FIG. 8B shows a state after a pass is made from the player object 56b-1 to the player object 56b-2 in the state shown in FIG.
- the relationship between the distance L1, L2, L3, and L4 between the ball object 58 and the player-old object 56a—1, 56a—2, 56a—3, 56a—4 is L2 ⁇ L3 and LK L4.
- the user's operation target is normally switched to the player object 56a-2.
- the player object 56a-2 satisfies all of the above conditions 1 to 3
- the switching of the operation target to the player object 56a-2 is restricted. In other words, the user is restricted from manipulating (defending) the opponent object 56b-2 by operating the player object 56b-2. It is.
- the user's operation target is switched to the player object 56a-3.
- the player object 56a—3 is the player object 56 among the player objects 56 of the operation target team, the player object 56 having the smallest distance from the ball object 58 next to the player object 56a—2, and at least the above conditions 1 to 3 It is also a force that is a player object 56 that does not satisfy one.
- the user must perform a response (defense) to the player object 56b-2 of the opponent team by operating another player object 56 (for example, the player object 56a-3).
- FIG. 9 shows an example of the game screen displayed on the monitor 18 in the state shown in FIG. 8 (b).
- the operation target player guidance mark 57 is displayed above the operation target player object 5 6a-3
- the switching restriction player guidance mark is displayed above the player object 56a-2.
- 66 is displayed.
- the switch restriction player plan mark 66 allows the user to grasp at a glance that the switching of the operation target to the player object 56a-2 is restricted. That is, the user can grasp at a glance that the opponent team 56 b-2 cannot respond (defense) to the player object 56b-2 by manipulating the player object 56a-2.
- FIG. 10 is a functional block diagram mainly showing functions related to the present invention among the functions realized by the game apparatus 10.
- the game apparatus 10 functionally includes a storage unit 70, an operation target selection unit 72, a game status information update unit 74, a display control unit 76, and a display unit 78. These functions are realized by executing a game program read from the DVD-ROM 25 on the game device 10.
- the storage unit 70 is realized mainly by the main memory 26 and the DVD-ROM 25.
- the storage unit 70 shows the shapes of various objects such as the player object 56 and the ball object 58, for example. Data (data indicating the coordinates of the vertices of the polygons making up various objects) is stored. Further, for example, the storage unit 70 stores motion data indicating changes in posture of the player object 56 during various operations. Further, for example, the storage unit 70 stores the ability parameters (pass ability parameters, etc.) of each player object 56 arranged in the game space 50. Each ability parameter is represented by a number between 0 and 100. The higher the ability parameter value, the higher the ability.
- the storage unit 70 includes a game situation information storage unit 70a.
- the game situation information storage unit 70 a stores game situation information indicating the game situation.
- the game situation information includes, for example, information indicating the state of each player object 56, ball object 58, and virtual power camera arranged in the game space 50.
- the “information indicating the state of the player object 56” includes, for example, information indicating the position, posture, moving direction and moving speed of the player object 56 in the game space 50, information indicating the position type of the player object 56, Information indicating whether or not the object 56 is holding the ball object 58 is included.
- the “information indicating the state of the ball object 58” includes, for example, information indicating the position, moving direction, and moving speed of the ball object 58 in the game space 50.
- the “information indicating the state of the virtual power camera” includes, for example, information indicating the position (viewpoint position), posture (gaze direction), angle of view, and the like of the virtual camera in the game space 50.
- the game status information includes information indicating the player object 56 that is the current operation target of the user.
- the game status information includes information indicating the status of the game, such as the scores of both teams and the elapsed time of the game.
- the player status table indicating the status of each player object 56 of both teams is stored in the game situation information storage unit 70a.
- Figure 11 shows a part of the player status table.
- the player status table shown in the figure includes “player”, “position type”, “position”, “direction”, and “ball holding flag” fields.
- a player ID for uniquely identifying each player object 56 arranged in the game space 50 is stored.
- the player object 56 with the first character of the player ID ⁇ A is the player object 56 of the operation target team (Team A), and the player object 56 with the first character of the player ID S" B " With player object 56 belonging to the opposing team (Team B) is there.
- the position type of the player object 56 is stored.
- the position coordinates of the representative point (for example, the center point) of the player object 56 in the game space 50 are stored.
- the “orientation” field a unit vector indicating the reference direction 60 (for example, the front direction or the line-of-sight direction) of the player object 56 is stored.
- the “ball holding flag” field information indicating whether or not the player object 56 holds the ball object 58! If the player object 56 does not hold the ball object 58, the “ball holding flag” field is 0, and if the player object 56 holds the ball object 58! 1
- the game situation information storage unit 70a stores operation target specifying data for specifying the player object 56 as the current operation target of the user.
- Fig. 12 shows an example of the operation target specifying data.
- the operation target specifying data shown in the figure is data indicating the player ID (operation target player ID) of the player object 56 currently operated by the user.
- the operation target specifying data is updated by the operation target selection unit 72.
- the operation target selection unit 72 is realized mainly by the microprocessor 14 and the main memory 26.
- the operation target selection unit 72 selects a user operation target from the player objects 56 (a plurality of first game characters) of the operation target team each time a given operation target selection timing arrives.
- the operation target selection timing is, for example, the timing when the operation target switching operation is performed by the user, the timing when the switching order of the operation targets is changed due to the movement (for example, pass) of the ball object 58, or the like.
- the operation target selection unit 72 selects the operation target of the user from among the player objects 56 of the operation target team, the player object that has selected the operation target player ID held in the operation target specifying data is selected. Update to 56 player IDs.
- the operation target selection unit 72 includes a determination unit 72a.
- the determination unit 72a determines, for each player object 56 of the operation target team, whether or not the player object 56 is satisfied with all the above conditions 1 to 3.
- the operation target selection unit 72 includes a selection restriction unit 72b.
- the selection restriction unit 72b The selection of the operation target by the operation target selection unit 72 is restricted according to the determination result by the fixing unit 72a.
- the selection restriction unit 72b is operated by the operation target selection unit 72 when there is a player character 56 that satisfies all the above conditions 1 to 3 among the player object 56 of the operation target team. Restrict selection of the player object 56.
- the game situation information update unit 74 is realized mainly by the microprocessor 14.
- the game status information update unit 74 updates the game status information stored in the game status information storage unit 70a.
- the game situation information update unit 74 includes an operation target control unit 74a. Based on the operation signal input from the controller 32, the operation target control unit 74a obtains information indicating the state of the player object 56 (the player object 56 selected as the operation target by the operation target selection unit 72). Update.
- the game situation information update unit 74 performs a dribbling instruction operation, a pass instruction operation, a shot instruction operation, or the like while the player object 56 to be operated by the user holds the ball object 58 and hits it.
- the information indicating the state of the ball object 58 is updated based on the operation signal input from the controller 32.
- the game situation information update unit 74 updates information indicating the state of the player object 56 other than the player object 56 to be operated by the user according to a predetermined algorithm.
- the game status information update unit 74 also performs the state of the ball object 58 even when a dribbling motion, a pass motion, a shooting motion, or the like is performed by a player object 56 other than the player object 56 to be operated by the user. Update the information indicating.
- the display control unit 76 is realized mainly by the microprocessor 14 and the image processing unit 16, and the display unit 78 is realized mainly by the monitor 18.
- the display control unit 76 displays a game screen showing a state in which the “game space 50 in which the player objects 56 and the ball object jets 58 are arranged based on the game situation information stored in the game situation information storage unit 70a” is viewed from the virtual camera. And the game screen is displayed on the display unit 78.
- the display control unit 76 discrimination display means is used when the operation target team is the defensive side (the In other words, when the opponent team holds the ball object 58), the player object 56 that satisfies all the above conditions 1 to 3 among the player objects 56 of the operation target team is displayed in the game screen.
- the display control unit 76 displays the player object 56 in a distinguishable manner by displaying a predetermined image at a position based on the display position of the player object 56 on the game screen.
- the display control unit 76 differentiates the player object 56 by making the display mode of the player object 56 different from the other player objects 56.
- the display control unit 76 causes the player object 56 to be displayed in a distinguishable manner by blinking or displaying the player object 56 in a predetermined color.
- the display control unit 76 when the operation target team is the defensive side (that is, when the opponent team holds the ball object 58), The switching restriction player guide mark 66 is displayed above the player object 56 that satisfies all the above conditions 1 to 3 (Fig. 9).
- FIG. 13 shows a case where the game device 10 performs a predetermined time (for example, 1Z60) when the operation target team is the defensive side (when any of the player objects 56 of the opponent team holds the ball object 56).
- FIG. 5 is a flowchart mainly showing processing related to the present invention among processing executed every second). Game program power for causing the microprocessor 14 to execute this process
- the above-described functional blocks (FIG. 10) are realized by being read from the DVD-ROM 25 in the game apparatus 10 and executed by the microprocessor 14.
- the game situation information stored in the game situation information storage unit 70a is updated (S101).
- the position and orientation (FIG. 11) of the player object 56 to be operated by the user are updated based on the operation signal input from the controller 32.
- the player object 56 to be operated by the user is specified by referring to the operation target specifying data (FIG. 12).
- the position and orientation (FIG. 11) of each player object 56 other than the user-operated player object 56 are updated according to a predetermined algorithm based on the position type of the player object 56.
- the position of the ball object 58 is updated.
- the ball holding flag FOG. 11
- the update timing means that, for example, when a pass is made between the player objects 56 of the opponent team, each distance between the ball object 58 and each player object 56 of the operation target team changes, and the operation is changed. This is the timing when the switching order of each player object 56 of the target team needs to be changed.
- the switching order table is a table showing the switching order of each player object 56 of the operation target team.
- Figure 14 shows an example of the switching order table.
- each distance between each player object 56 and ball object 58 of the operation target team is calculated.
- the switching order of the player objects 56 of the operation target team is determined such that the switching order increases as the selection object 56 has a smaller distance from the ball object 58. That is, the switching order of the player object 56 having the smallest distance from the ball object 58 is determined as 1, and the switching order of the player object 56 having the longest distance from the ball object 58 is determined as 11.
- variable i is initialized to 1 (S104). Then, it is determined whether or not the position type of the switching order force Si-th player object 56 is a defender (S105). That is, it is determined whether or not the player object 56 whose switching order is i satisfies the above condition 1. This determination is based on the player status table ( Figure 11).
- the player object 56 is determined as the operation target, and the player ID of the player object 56 is the operation target player ID (Fig. 12). ) (Sll).
- the position type of the player object 56 with the i-th switching order is Defender, it is determined whether or not the position of the player object 56 is within the pre-goal area 59 of the operation target team. (S106). That is, it is determined whether or not the player object 56 whose switching order is i satisfies the above condition 2. This determination is also made based on the player status table (Fig. 11).
- the player object 56 is determined as the operation target, and the player ID of the player object 56 is the operation target player. It is registered as an ID (FIG. 12) (S111).
- the player object 56 has a blind spot area 64 in which “the player object 56 of the opponent team is Then, it is determined whether or not the player object 56 ”whose position type is forward is positioned (S107). That is, it is determined whether or not the player object 56 with the i-th switching order satisfies the above condition 3.
- the following processing is executed for each player object 56 whose position type is forward among the player objects 56 of the opponent team. That is, the angle between “the rear direction 62 of the i-th player object 56 with the switching order” and “the direction from the i-th player object 56 with the switching order to the forward player object 56 of the opponent team” is It is determined whether or not the force is equal to or smaller than a predetermined reference angle ( ⁇ ). This decision is made based on the player status table ( Figure 11). Further, it is determined whether or not the distance between the i-th player object 56 in the switching order and the forward player object 56 of the opponent team is equal to or less than a predetermined reference distance (R). This determination is also made based on the player status table (FIG. 11).
- the “matching” is performed in the blind spot area 64 of the player object 56 whose switching order is i. It is determined that the player object 56 of the opponent team and the player type 56 ”whose position type is forward” is located.
- the switching order is The i-th player object 56 is determined as the operation target, and the player ID of the player object 56 is registered as the operation target player ID (Fig. 12) (Sll) o
- the switching order of the i-th player object 56 In the blind spot area 64, If the player object 56 of the opponent team and the player type 56 of the forward position type is positioned, the player object 56 with the switching order i-th is not selected as the operation target, and the value of the variable i The force S is incremented (S108).
- S102 when it is determined that the switching order update timing has arrived (S102: N), it is determined whether or not the operation target switching operation has been performed ( S113). In the case of the present embodiment, it is determined whether or not the button 40L force S is pressed based on the operation signal input from the controller 32.
- the switching order n of the current operation target player object 56 is acquired (S114). This switching order n is acquired based on the operation target specifying data (FIG. 12) and the switching order table (FIG. 14). Then, the variable i is updated to n + 1 (S115), and the processing from S105 to S112 is executed.
- a game screen is generated (S112). For example, an image representing a state in which “a game space 50 in which each player object 56 or ball object 58 is arranged based on the game situation information stored in the game situation information storage unit 70a” is viewed from the virtual camera is displayed on the VRAM. Drawn. Thereafter, the operation target specifying data (FIG. 12) is referred to, and the operation target player guidance mark 57 is overwritten at a predetermined position on the head of the user operation target player object 56 in the image drawn on the VRAM.
- the switching restriction player guide mark 66 is overwritten and drawn at a predetermined position above the player object 56 satisfying the above conditions 1 to 3 among the player objects 56 of the operation target team in the image drawn on the VRA M. .
- scoring images and time-lapse images are overwritten on images drawn on VRAM.
- the game screen (Figs. 4, 5, 9 etc.) is formed on the VRAM.
- the game screen formed on the VRAM is displayed and output on the display unit 78 at a predetermined timing.
- the operation object of the user is another player object 5 6 (above The player object 56) which does not satisfy the conditions 1 to 3 can be switched.
- the user's operation target is the player object 56a-2!
- the player object 56b-2 moves to the blind spot area 64 of the player object 56a-2, Assume the situation shown in the figure.
- the switching order update timing arrives (for example, when a pass is made from the player object 56b-1 to the player object 56b-2)
- the user's operation target is switched from the player object 56a-2 to the player object 56a-3. It is done.
- FIGS. 15 and 16 When the operation target team is the defensive side (when any of the opponent team player objects 56 holds the ball object 58), for example, the processing shown in FIGS. 15 and 16 is performed.
- the game device 10 may be executed every predetermined time (for example, 1Z60 seconds).
- the game function for causing the microprocessor 14 to execute the processing is read out from the DVD-ROM 25 in the game apparatus 10 and executed by the microprocessor 14, thereby realizing the above functional blocks (FIG. 10). You may do so.
- the game situation information stored in the game situation information storage unit 70a is updated (S201). This process is executed in the same way as the process of S101. Then, it is determined whether or not the force has reached the switching order update timing (S202). This process is executed in the same manner as the process of S102. When it is determined that the switching order update timing has arrived, the switching order table initialization process (S203 to S211) is executed.
- FIG. 17 shows an example of a switching order table corresponding to this processing.
- this switching order table is a table showing the switching order of each player object 56 of the operation target team and the limit remaining time counter.
- the remaining time limit counter is information indicating the remaining time during which the player object outside 56 is restricted from being selected as an operation target. In this embodiment, the remaining time is information indicating the unit of 1Z60 seconds.
- variable i is first initialized to 1 (S203).
- the player ID of the player object 56 having the smallest distance force from the ball object 58 among the player objects 56 of the operation target team is acquired (S204). This process is executed based on the player status table (Fig. 11).
- the switching order corresponding to the player ID obtained in S204 is updated to the value of the variable i in the switching order table (Fig. 17) and acquired in S204.
- the remaining time limit counter corresponding to the player ID is updated to 0 (S209).
- the position type of the player object 56 is a defender, it is determined whether or not the player object 56 is in the pre-goal area 59 of the operation target team (S206). This process is executed in the same way as the process of S106.
- the switching order corresponding to the player ID acquired in S204 is the variable i in the switching order table (Fig. 17).
- the remaining time counter corresponding to the player ID acquired in S204 is updated to 0 (S209).
- the player object 56 has a blind spot area 64 in which “the player object 56 of the opponent team and the position type is forward. Whether or not the player object 56 "is located! / Is determined (S207). This process is executed in the same way as the process of S107.
- the switching order corresponding to the player ID acquired in S204 is updated to the value of the variable i, and the time limit remaining time counter corresponding to the player ID acquired in S204 is updated to 0 (S209).
- the switching order table Take with S204 The switching order corresponding to the obtained player ID is updated to the value of the variable i, and the remaining time limit counter corresponding to the player ID acquired in S204 is updated to 90 (S208).
- variable j When the initialization process of the switching order table is completed, the value of variable j is then initialized to 1 (S212). Then, it is determined whether or not the remaining remaining time counter (FIG. 17) of the jth player object 56 whose switching order is equal to or less than 0 (S213).
- the player object 56 (the j-th player object 56 in the switching order) is determined as the operation target, and the player object 56 player IDs are registered as operation target player IDs (FIG. 12) (S217).
- the player object 56 is not selected as an operation target, and the value j of the variable j is incremented by S (S214). At this time, if the value of variable j is greater than 11, it is updated to 1 (S215 and S216). Then, the process of S213 is executed again.
- the player object 56 of the defender of the operation target team when the opponent player's forward player object 56 moves out of the view of the player object 56 of the defender of the operation target team, the player object 56 of the defender The player object 56 is lost, and as a result, the response (defense) to the forward player object 56 is suitably delayed.
- a pass is made from the player object 56b-1 to the player object 56b-2 in the state shown in FIG. 8 (a) (see FIG. 8 (b)).
- switching of the operation target to the player object 56a-2 is restricted.
- the user is restricted from performing a response (defense) to the player object 56b-2 by operating the player object 56a-2.
- the switching order of each player object 56 is set to be lower than the original switching order. May be determined.
- the ball object 58 and the player object 56 with the player IDs “A03”, “A04”, “A05”, “A06”, and the distance L3, L4, L5, L6 are related forces L3 ⁇ L4 ⁇ L5 ⁇ L6 is assumed.
- the switching order of the player object 56 with the player ID “A03” may be lowered by a predetermined level (for example, two levels).
- the player ID “A03”, “A04”, “A05”, “A06” is 1, 2, 3, 4, respectively, the player ID “A03”, The switching order of the player objects 56 of “A04”, “A05”, and “A06” may be 3, 1, 2, and 4, respectively.
- the operation target may be switched in accordance with this switching order.
- the user has to perform more operation target switching operations than usual in order to set the player object 56 of the player ID “A03” as the operation target. For this reason, even if the forward player object 56 of the opponent team moves away from the view of the defender selection object 56 of the operation target team, the player object 56 of the defender becomes the forward player. It is possible to favorably produce a situation in which the object 56 is lost, and as a result, the response (defense) of the forward to the player object 56 is delayed.
- the operation target switching restriction for the player object 56 that satisfies the above conditions 1 to 3 is the player object 56 (the player object that satisfies the above conditions 1 to 3). This should be done only when a pass is made to “Forward opponent player object 56 of opponent's team” located in blind spot area 64 of 56).
- the timing at which one of the forward player objects 56 of the opponent team changes from a state that does not hold the ball object 58 to a state that holds the ball object 58 (for example, forward of the opponent team
- the switching restriction of the operation target for the player object 56 may be started.
- the forward player object 56 of the opponent team is The forward player object 56 is positioned and holds the ball object 58.
- the determination as to whether or not any force of the forward player object 56 of the opponent team has changed from the state without holding the ball object 58 to the state holding the ball object 58 is, for example, For one of the forward player objects 56 of the opponent team, the distance between the player object 56 and the ball object 58 is greater than the ball holding determination reference distance, and from the state, that distance is the ball holding determination reference. This is done by determining (monitoring) whether or not the force has changed to a state below the distance. In other words, the determination is made by determining (monitoring) whether or not the ball object 58 has moved into the ball holding determination reference area of the opponent player's forward player object 56!
- the ball holding determination reference area is an area that is equal to or smaller than the position of the player object 56 and the ball holding determination reference distance.
- the switching of the operation target to the player object 56a-2 is not limited, and at the stage where the scene shown in FIG. You might want to limit the switching of objects to Object 56a—2.
- a parameter indicating how well the movement disappears from the field of view of the other player (hereinafter referred to as the first ability canometer) and the above movement by the other player are detected.
- a parameter indicating the height of the ability to perform (hereinafter referred to as the second ability parameter;) may be set.
- the values of the reference angle ( ⁇ ) or Z and the reference distance (R) may be changed based on the value of the second ability parameter of the player object 56. More specifically, the value of the reference angle ( ⁇ ) or Z and the reference distance (R) increases as the value of the second ability parameter of the player object 56 increases. Power may be reduced.
- the values of the reference angle ( ⁇ ) or Z and the reference distance (R) are the value of the second ability parameter of the player object 56 and the value of the first ability parameter of the player object 56 of the opponent team's forward. And may be changed based on the difference. More specifically, as the value obtained by subtracting the value of the first ability parameter of the forward player object 56 of the opponent team from the value of the second ability parameter of the player object 56 increases, the reference angle ( ⁇ ) or The value S of Z and the reference distance (R) may be reduced.
- the initial value (90 in the present embodiment) of the time limit counter (Fig. 17) of the player object 56 is the second ability parameter of the player object 56 and the opponent team. Based on at least one of the first ability parameters of the forward player object 56 of the game, it may be changed!
- the value of the second ability parameter of the player object 56 is corrected based on whether or not the position force of the player object 56 is also within the range of the predetermined distance of the player object 56. You may do it. In this case, whether or not the above condition 4 is satisfied is determined, the size of the blind spot area 64 and the initial value of the limit remaining time counter are determined based on the corrected second ability parameter value, Even if it is done.
- the above condition 3 indicates that "the forward player object 56 of the opponent team is located in the blind spot area 64 and the moving speed of the forward player object 56 is equal to or higher than a predetermined speed. It may be the condition 3b.
- the blind spot area 64 of the player object 56 has an angle formed by “the reverse direction of the direction from the player object 56 to the ball object 58” and the direction from the position of the player object 56 to a predetermined reference angle. It is also possible to use a fan-shaped area that is an area that is equal to or less than (0) and whose distance from the player object 56 (distance in the XZ plane system) is within a predetermined reference distance (R).
- the opponent team may be operated by another user.
- the operation target team and the opponent team may be operated by a plurality of users.
- a game executed on the game device 10 is not limited to a soccer game.
- a game executed on the game device 10 is a sports game other than a soccer game ( It may be a game such as basketball or ice hockey played using a moving body such as a ball or a puck).
- the game executed on the game device 10 may be a game (such as an action game) other than a sports game.
- the second game character makes a movement in which the visibility of the first game character disappears, the first game character loses sight of the second game character, and the response (defense, etc.) to the second game character is delayed. It is possible to apply the present invention to a game device that provides a game that needs to be suitably produced.
- FIG. 18 is a diagram showing the overall configuration of a program distribution system using a communication network.
- the program delivery method according to the present invention will be described with reference to FIG.
- the program distribution system 100 includes a game database 102, a server 104, a communication network 106, a personal computer 108, a consumer game machine 110, and a PDA (personal digital assistant) 112.
- the game database 102 and the server 104 constitute a program distribution device 114.
- the communication network 106 includes, for example, the Internet and a cable television network.
- a game database (information storage medium) 102 stores a program similar to the content stored in the DVD-ROM 25. Then, when a consumer makes a game distribution request using the computer 108, the home game machine 110, the PDA 112, or the like, it is transmitted to the server 104 via the communication network 106. Then, the server 104 reads the program from the game database 102 in response to the game distribution request, and transmits it to the game distribution request source such as the personal computer 108, the home game machine 110, and the PDA 112. Here, it may be transmitted unilaterally from the power server 104 adapted to deliver a game in response to a game delivery request.
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Abstract
Description
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Priority Applications (4)
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EP07715227.0A EP2000186B1 (en) | 2006-03-27 | 2007-03-06 | Game device, game device control method, and information storage medium |
US12/294,348 US8827785B2 (en) | 2006-03-27 | 2007-03-06 | Game device, game device control method, and information storage medium that control a character based on visibility |
CN2007800095743A CN101405060B (zh) | 2006-03-27 | 2007-03-06 | 游戏装置、游戏装置的控制方法 |
KR1020087025996A KR101127774B1 (ko) | 2006-03-27 | 2007-03-06 | 게임 장치, 게임 장치의 제어 방법 및 정보 기억 매체 |
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JP2006-086729 | 2006-03-27 | ||
JP2006086729A JP3954630B1 (ja) | 2006-03-27 | 2006-03-27 | ゲーム装置、ゲーム装置の制御方法及びプログラム |
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EP (1) | EP2000186B1 (ja) |
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CN (1) | CN101405060B (ja) |
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WO (1) | WO2007111090A1 (ja) |
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JP4892504B2 (ja) | 2008-02-20 | 2012-03-07 | 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、ゲーム装置の制御方法及びプログラム |
JP5433215B2 (ja) * | 2008-11-21 | 2014-03-05 | 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、ゲーム装置の制御方法及びプログラム |
JP5433230B2 (ja) * | 2008-12-26 | 2014-03-05 | 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、ゲーム装置の制御方法及びプログラム |
JP2010179047A (ja) * | 2009-02-09 | 2010-08-19 | 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 |
JP5349518B2 (ja) * | 2011-03-28 | 2013-11-20 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲームシステムの制御方法、及びプログラム |
JP5350425B2 (ja) * | 2011-03-28 | 2013-11-27 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲームシステムの制御方法、及びプログラム |
JP6095393B2 (ja) * | 2013-02-12 | 2017-03-15 | 株式会社スクウェア・エニックス | ビデオゲーム装置、及びビデオゲーム処理プログラム |
JP5781116B2 (ja) * | 2013-03-27 | 2015-09-16 | 株式会社コナミデジタルエンタテインメント | 情報処理装置、情報処理システム、及びプログラム |
JP6217000B2 (ja) * | 2013-03-28 | 2017-10-25 | 株式会社コナミデジタルエンタテインメント | ゲーム装置及びプログラム |
JP5749360B2 (ja) * | 2014-02-10 | 2015-07-15 | 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、ゲーム装置の制御方法及びプログラム |
KR101834986B1 (ko) * | 2017-08-28 | 2018-03-07 | 주식회사 솔트랩 | 소실 처리를 지원하는 게임 시스템 및 방법 |
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- 2007-03-06 KR KR1020087025996A patent/KR101127774B1/ko active IP Right Grant
- 2007-03-06 EP EP07715227.0A patent/EP2000186B1/en not_active Not-in-force
- 2007-03-06 CN CN2007800095743A patent/CN101405060B/zh active Active
- 2007-03-06 US US12/294,348 patent/US8827785B2/en active Active
- 2007-03-06 WO PCT/JP2007/054259 patent/WO2007111090A1/ja active Application Filing
- 2007-03-12 TW TW096108383A patent/TWI318126B/zh not_active IP Right Cessation
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Also Published As
Publication number | Publication date |
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JP3954630B1 (ja) | 2007-08-08 |
CN101405060B (zh) | 2012-05-30 |
JP2007259989A (ja) | 2007-10-11 |
TW200812673A (en) | 2008-03-16 |
EP2000186B1 (en) | 2013-08-21 |
EP2000186A4 (en) | 2009-04-15 |
US8827785B2 (en) | 2014-09-09 |
TWI318126B (en) | 2009-12-11 |
KR101127774B1 (ko) | 2012-04-12 |
US20090291724A1 (en) | 2009-11-26 |
KR20080114813A (ko) | 2008-12-31 |
EP2000186A1 (en) | 2008-12-10 |
CN101405060A (zh) | 2009-04-08 |
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