WO2012008537A1 - ゲームシステム、その制御方法及び、コンピュータプログラム - Google Patents
ゲームシステム、その制御方法及び、コンピュータプログラム Download PDFInfo
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- WO2012008537A1 WO2012008537A1 PCT/JP2011/066126 JP2011066126W WO2012008537A1 WO 2012008537 A1 WO2012008537 A1 WO 2012008537A1 JP 2011066126 W JP2011066126 W JP 2011066126W WO 2012008537 A1 WO2012008537 A1 WO 2012008537A1
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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
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
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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
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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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
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5252—Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving 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
- 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
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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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
- A63F2300/30—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
- A63F2300/301—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 using an additional display connected to the game console, e.g. on the controller
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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
- A63F2300/80—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
- the present invention relates to a game system using a virtual three-dimensional space, a control method thereof, and a computer program.
- a game is known in which a two-dimensional image is generated based on a virtual three-dimensional space used for the progress of the game, and the two-dimensional image is used as a game image (see, for example, Patent Document 1).
- a predetermined range in a virtual three-dimensional space is generated as a two-dimensional image according to a predetermined condition.
- the generated two-dimensional image is output to the display device as a game image.
- the range used as a game image is limited to a predetermined range, so there is a limit to the presence of presence.
- an object of the present invention is to provide a game system, a control method therefor, and a computer program that can improve a sense of reality in a virtual three-dimensional space for progressing a game.
- the game system of the present invention relates to at least two display devices, space construction means for constructing a virtual three-dimensional space for advancing the game, and a predetermined range of a part of the virtual three-dimensional space according to predetermined conditions.
- a first image output means for generating a two-dimensional image and outputting the two-dimensional image to one display device, and a two-dimensional relation relating to a certain range of the virtual three-dimensional space according to a specific condition independent of the predetermined condition
- Second image output means for generating an image and outputting it to the other display device.
- two-dimensional images are generated not only for a predetermined range according to a predetermined condition in the virtual three-dimensional space but also for a certain range according to a specific condition, and are respectively displayed on different display devices. Is output. Therefore, the virtual three-dimensional space can be expressed using a plurality of display devices.
- the predetermined range since the specific condition does not depend on the predetermined condition, the predetermined range includes not only a range that overlaps the predetermined range, but also a different range that does not overlap at all, and the opposite side or adjacent range of the predetermined range, etc. In addition to this, a range unrelated to the predetermined range is also included.
- the range of the virtual three-dimensional space that can be generated as a two-dimensional image can be expanded to a range according to a specific condition. Accordingly, different ranges of the virtual three-dimensional space can be expressed using a plurality of display devices, so that the sense of reality for the virtual three-dimensional space for progressing the game can be improved.
- the game system further includes detection means for detecting an action of the player, wherein the second image output means uses the detection result of the detection means as the specific condition, and responds to the detection result.
- the predetermined range may be determined. In this case, since a certain range that is output as a two-dimensional image can be determined reflecting the player's request, it is possible to further improve the sense of presence in the virtual three-dimensional space.
- the apparatus further comprises an input device for inputting a player's operation, the input device is configured to be operable, and the detecting means is provided in the input device, and the input as an action of the player The operation of the device may be detected.
- a certain range of the virtual three-dimensional space generated as a two-dimensional image can be determined based on the operation of the input device.
- the other display device from which the second image output unit outputs a two-dimensional image may be provided in the input device.
- the display device can be linked to an operation for determining a two-dimensional image within a certain range output to the display device.
- Any input device may be used.
- a gun-type controller having a muzzle may be used as the input device, and the second image output means may determine the certain range according to the direction in which the muzzle is directed.
- a computer built in a game system including at least two display devices, a space construction step of constructing a virtual three-dimensional space for advancing the game, and a predetermined condition
- the virtual three-dimensional space is generated according to a first image output step of generating a two-dimensional image relating to a predetermined range of a part of the virtual three-dimensional space and outputting the two-dimensional image to one display device, and a specific condition independent of the predetermined condition
- a computer program for a game system of the present invention is a space construction means for constructing a virtual three-dimensional space for running a game on a computer incorporated in a game system having at least two display devices, in accordance with predetermined conditions.
- a first image output means for generating a two-dimensional image relating to a predetermined range of a part of the virtual three-dimensional space and outputting the two-dimensional image to one display device; and the virtual 3 according to a specific condition independent of the predetermined condition.
- the apparatus is configured to function as a second image output unit that generates a two-dimensional image relating to a certain range in a part of the dimensional space and outputs the two-dimensional image to the other display device.
- FIG. 1 is a diagram schematically showing the appearance of the game machine 1.
- the game machine 1 includes a pot-type dedicated housing 2.
- An elliptical space is formed inside the dedicated housing 2, and the player plays a game inside the dedicated housing 2.
- FIG. 2 is a diagram schematically showing the inside of the dedicated housing 2.
- a game machine body 3 a large monitor 4 as one display device (a liquid crystal display device as an example), and an input device symbolizing weapons given to a player are provided inside the dedicated housing 2.
- two gun-type controllers 5 are provided.
- a small monitor 7 serving as the other display device is provided above each gun-type controller 5.
- the game machine body 3 includes various input devices and outputs provided in a normal game machine such as a button for selecting or determining, a power switch, and a volume operation switch.
- An apparatus may be provided.
- FIG. 3 is a schematic diagram of a control system of the game machine 1 including a part of various devices inside the game machine body 3.
- various devices inside the game machine main body 3 include a control unit 10, a speaker unit 11, and an external storage device 12.
- the control unit 10 is configured as a computer unit that combines a microprocessor and peripheral devices such as a main memory (RAM, ROM) necessary for its operation.
- the control unit 10 is connected to a large monitor 4, each small monitor 7, a gun-type controller 5, a speaker unit 11, and an external storage device 12.
- various peripheral devices can be connected to the control unit 10, they are not shown.
- the external storage device 12 is a storage device including a nonvolatile storage medium such as a magnetic storage medium, an optical storage medium, or an EEPROM.
- a game program 14 as application software for executing a game in a predetermined procedure, and the game program 14
- the game data 15 to be referred to as appropriate is recorded.
- various logic devices necessary for executing the game are generated in the control unit 10.
- an image processing unit 16 is formed in the control unit 10.
- the image processing unit 16 executes various arithmetic processes necessary for generating an image to be displayed on the large monitor 4 and each small monitor 7. Details of the image processing unit 16 will be described later.
- the gun-type controller 5 is provided with an aim detection sensor SS as detection means.
- FIG. 4 is a perspective view of the gun-type controller 5 as viewed from the right front.
- the aim detection sensor SS is for detecting where the muzzle 5j is directed.
- Various known sensors may be used as the aiming detection sensor SS.
- a biaxial sensor using a lever that detects the movable direction of the gun-type controller 5 as described later is provided inside a table on which the gun-type controller 5 is attached. Is provided.
- the present invention is not limited to this configuration, and various sensors such as a gyro sensor, a geomagnetic sensor, and an acceleration sensor may be used as the aiming detection sensor SS.
- FIG. 5 is a diagram schematically showing the movable range of the gun-type controller 5.
- the two arrows A and B in FIG. 5 both indicate the movable range of the gun-type controller 5.
- the gun-type controller 5 is configured to be movable in both the left-right direction and the up-down direction.
- a vertical range indicated by an arrow A from the lower side to the upper side of the large monitor 4 and a horizontal range indicated by an arrow B from one side surface to the other side surface of the dedicated housing 2 are set.
- the aiming detection sensor SS detects the direction in which the muzzle 5j faces as a specific condition within the movable range indicated by the arrows A and B.
- 5 shows the movable range for each gun-type controller 5 for convenience of explanation, each actual gun-type controller 5 has a movable range in both the corresponding vertical and horizontal directions. Is set.
- the gun-type controller 5 is provided with a small camera 8 in front of the small monitor 7. Each gun-type controller 5 outputs an image captured by each small camera 8 to the control unit 10. Each gun-type controller 5 is provided with a trigger portion 5T as an operation portion that receives an operation of the player. Each gun-type controller 5 outputs a signal corresponding to the operation of each trigger unit 5T to the control unit 10.
- FIG. 6 shows an example of a game screen for explaining the relationship between the game screens displayed on the large monitor 4 and each small monitor 7.
- a main image MG showing a state of a virtual three-dimensional game space such as indoors set as a place where the player character moves is displayed.
- the main image MG displays a part of a wide space set as a virtual three-dimensional game space.
- various objects such as the pillars GP1 and GP2 or the character AC1 arranged in the virtual three-dimensional game space.
- the display of the player character may be omitted.
- the enemy character AC1 is operated by the control unit 10 of the game machine 1.
- a character AC operated by a player of another game machine connected to the game machine 1 via a network may exist in the main image MG.
- each small monitor 7 displays a sub-image SG indicating a state of a range set as a player character's visual field range in the virtual three-dimensional game space.
- the visual field range is determined by the direction in which the muzzle 5j is directed. Specifically, a certain range in the virtual three-dimensional game space corresponding to the direction in which the muzzle 5j is directed is set as the visual field range. As the fixed range, a range smaller than the range corresponding to the main image MG is set.
- the range corresponding to the direction in which the muzzle 5j is directed is set from the initial position of the muzzle 5j by setting the range corresponding to the initial position of the muzzle 5j in the virtual three-dimensional game space as an initial visual field range, for example.
- each sub-image SG an aiming marker SM indicating the position where the muzzle 5j is directed is displayed.
- Each sub-image also has various objects as in the main image MG.
- FIG. 6 shows the visual field range when the muzzle 5j of the first gun-type controller 5A arranged on the left side is located at the initial position.
- a one-dot chain line in FIG. 6 indicates a certain range AW corresponding to the visual field range of the first gun-type controller 5A.
- the small monitor 7 of the first gun-type controller 5A displays a state of a range corresponding to a partial range of the main image MG in the virtual three-dimensional game space as a visual field range.
- the certain range AW is within the range shown in the main image MG.
- the direction is such that A two-dot chain line in FIG. 6 indicates a certain range BW corresponding to the visual field range of the second gun-type controller 5B.
- the small monitor 7 of the second gun-type controller 5B includes not only a range common to the main image MG in the virtual three-dimensional game space, but also a range shifted by a width D to the left from the range corresponding to the main image MG. The state is also displayed.
- the small monitor 7 of the second gun-type controller 5B has a game space corresponding to the left shift range (a shift range corresponding to the width D of the fixed range BW) DW not displayed in the main image MG. Is displayed.
- the small monitor 7 of the second gun-type controller 5B displays a column GP3 that exists on the left side of the main image MG and an enemy character AC2 that is located behind the column GP3.
- the small monitor 7 of the second gun-type controller 5B displays a column GP3 that exists on the left side of the main image MG and an enemy character AC2 that is located behind the column GP3.
- FIG. 7 is a diagram illustrating an example of a virtual three-dimensional game space that the image processing unit 16 logically generates on the memory of the control unit 10.
- the virtual three-dimensional game space GW represents the game space displayed on each image MG, SG as a three-dimensional model.
- various objects such as columns GP1, GP2 or characters AC on which the images MG, SG can be displayed are arranged.
- each virtual camera CA has a first virtual camera CA ⁇ b> 1 and a large monitor 4 provided for generating an image for the small monitor 7 of the first gun-type controller 5 ⁇ / b> A from the left of FIG. 7.
- the second virtual camera CA2 provided for generating an image and the third virtual camera CA3 provided for generating an image for the small monitor 7 of the second gun-type controller 5B are arranged in this order.
- the interval between the first virtual camera CA1 and the third virtual camera CA3 is set to correspond to the interval between the first gun type controller 5A and the second gun type controller 5B.
- the second virtual camera CA2 has a larger viewing angle than the other virtual cameras CA1 and CA3 so that shooting in a larger range than the first virtual camera CA1 and the third virtual camera CA3 is possible.
- the second virtual camera CA2 having the same viewing angle as that of the other cameras CA1 and CA3 may be arranged behind the other cameras CA1 and CA3 (a position away from the virtual three-dimensional game space GW).
- the position of each object and the position of each camera CA in the virtual three-dimensional game space GW are defined by three-dimensional coordinates according to a three-axis orthogonal coordinate system (world coordinates) of the XYZ axes.
- the shooting ranges of the cameras CA1, CA2, and CA3 are set based on the viewing angle, the viewpoint position, and the shooting direction. Further, each virtual camera CA is set with a field plane for projecting a space within the photographing range at a position away from each camera CA in the photographing direction. For this reason, the range which exists in the position away from the position where the visual field plane was set is set to the imaging range of each virtual camera CA.
- the viewpoint position and shooting direction of the second virtual camera CA2 are set in advance according to predetermined conditions corresponding to the progress of the game. Therefore, in the second virtual camera CA2, a part of the three-dimensional game space GW is set as the shooting range SR2 based on the viewing angle, the viewpoint position, and the shooting direction set according to predetermined conditions. Is done.
- a field plane SH2 for projecting a space in the imaging range SR2 is set at a position away from the second virtual camera CA2 by a certain distance.
- a space corresponding to the main image MG of FIG. 6, that is, a space including the two pillars GP1 and GP2 and the enemy character AC1 is set as the shooting range SR2.
- the viewpoint or the shooting direction of the other virtual cameras CA1, CA3 is determined by the control unit 10 based on the direction of the muzzle 5j of each gun-type controller 5 corresponding to each camera CA1, CA3.
- This viewpoint or shooting direction is determined based on, for example, an initial shooting direction corresponding to the initial position of the gun-type controller 5 and a change with respect to the initial shooting direction.
- the initial shooting direction corresponding to the initial position one in which each shooting range of the first virtual camera CA1 and the third virtual camera CA3 is included in the shooting range SR2 can be used.
- FIG. 8 is a flowchart showing an example of a range determination processing routine executed by the image processing unit 16 at a predetermined cycle in order to determine the shooting ranges of the first virtual camera CA1 and the third virtual camera CA3.
- the image processing unit 16 corresponds to the first virtual camera CA1 and the third virtual camera CA3 based on a signal output from the aim detection sensor SS (see FIG. 3).
- the change angle of each gun type controller 5A, 5B is acquired.
- the change angle the change angle from the initial position of each gun-type controller 5A, 5B is acquired in the horizontal direction and the vertical direction.
- step S2 the shooting directions of the corresponding virtual cameras CA1 and CA3 are moved in the horizontal direction and the vertical direction by the change angle acquired in step S1 from the initial shooting direction. At this time, the cameras CA1 and CA3 are moved so as to maintain a constant distance between the field surfaces SH1 and SH3.
- step S3 the range after the visual field surfaces SH1, SH3 in the shooting direction after movement is determined as the shooting range, and the current routine is terminated. Thereby, the imaging range of each camera CA1, CA3 can be set to a range corresponding to the operation of each gun-type controller 5 in the virtual three-dimensional game space GW.
- FIG. 9 is a diagram illustrating an example of the shooting range SR1 of the first virtual camera CA1.
- the gun-type controller 5 is located at an initial position corresponding to the first gun-type controller 5A of the example of FIG. 6, and the initial shooting direction is set as the shooting direction.
- a visual field surface SH1 for projecting a space in the imaging range SR1 is set at a position away from the first virtual camera CA1 by the same distance.
- the visual field SH1 of the first virtual camera CA1 indicated by the alternate long and short dash line is included in the visual field SH2 of the second virtual camera CA2 indicated by the broken line. Further, in the example of FIG.
- the space corresponding to the sub-image SG displayed on the small monitor 7 of the first gun-type controller 5A of FIG. 6, that is, the lower part of the pillar GP1, and the enemy character AC1 hidden there, and the pillar A space including a part of GP2 is set as the imaging range SR1.
- FIG. 10 is a diagram illustrating an example of the shooting range SR3 of the third virtual camera CA3.
- the example of FIG. 10 shows the shooting direction and the like when the gun-type controller 5 is located at a position corresponding to the second gun-type controller 5B of the example of FIG.
- the visual field surface SH3 set at a position away from the third virtual camera CA3 by a certain distance is shifted leftward from the visual field surface SH2 of the second virtual camera CA2.
- the field surface SH3 is indicated by a two-dot chain line, and the field surface SH2 is indicated by a broken line.
- the shooting range SR3 includes a space that is not included in the shooting range SR2 in the virtual three-dimensional game space.
- the shooting range SR3 in this example is in addition to the space corresponding to the sub-image SG displayed on the small monitor 7 of the second gun-type controller 5B in FIG. 6, that is, below the pillar GP1 and the enemy character AC1 hidden there. This corresponds to the space including the pillar GP3 and the enemy character AC2 hidden there.
- the image processing unit 16 virtually shoots a part of the three-dimensional virtual game space GW with these cameras CA while controlling the viewpoint position and shooting direction of each virtual camera CA. Further, the image processing unit 16 calculates a two-dimensional image obtained by projecting the photographed virtual three-dimensional game space GW on the visual field surfaces SH1, SH2, and SH3 of the virtual cameras CA1, CA2, and CA3. Then, the image processing unit 16 draws the obtained two-dimensional image on the frame memory, and outputs an image signal corresponding to the drawn image data to each of the monitors 4 and 7 at a predetermined cycle. As a result, the main image MG is displayed on the large monitor 4 and the sub images SG corresponding to the gun type controllers 5 are displayed on the small monitors 7, respectively.
- a display element such as a gauge to be overlaid on the main image MG or the sub-image SG is drawn on the frame memory as appropriate.
- a series of processes such as the arrangement of various objects in the virtual three-dimensional game space GW, the viewpoint of each camera CA, the control of each virtual camera CA according to the shooting direction, or the shooting by each virtual camera CA is a 3D computer graphics process. Is performed using known processing such as modeling processing and rendering processing.
- FIG. 11 is a functional block diagram of the image processing unit 16.
- the image processing unit 16 includes a scene construction unit 20, a first gun type controller image calculation unit 21, a second gun type controller image calculation unit 22, and a large monitor image calculation unit. 23 and an image signal generation unit 24 are provided.
- the scene construction unit 20 arranges various objects in the virtual three-dimensional game space GW. At this time, the scene construction unit 20 performs the virtual three-dimensional corresponding to the movable range of the gun-type controller 5 so that the virtual three-dimensional game space GW is constructed in the entire space corresponding to the movable range of the gun-type controller 5. Various objects are arranged in all the spaces of the game space GW. In addition, the scene construction unit 20 arranges the virtual cameras CA1, CA2, and CA3 in the virtual three-dimensional game space GW according to the viewpoint and the shooting direction.
- the first gun-type controller image calculation unit 21 is necessary for photographing the virtual three-dimensional game space GW constructed by the scene construction unit 20 from the first virtual camera CA1 and drawing a two-dimensional image of the photographed space. Performs the correct operation.
- the second gun-type controller image calculation unit 22 is necessary for photographing the virtual three-dimensional game space GW constructed by the scene construction unit 20 from the third virtual camera CA3 and drawing a two-dimensional image of the photographed space. Performs the correct operation.
- the large monitor image calculation unit 23 is necessary for photographing the virtual three-dimensional game space GW constructed by the scene construction unit 20 from the second virtual camera CA2 and drawing a two-dimensional image of the photographed space. Perform the operation.
- the image signal generation unit 24 converts the image data drawn by the image calculation units 21, 22, and 23 into predetermined image signals, and the image data drawn by the first gun-type controller image calculation unit 21 is converted into the first image data.
- the virtual three-dimensional game space GW set as a place where the player character moves or the like is not limited to the range displayed on the large monitor 4, but each gun type The range corresponding to the movable range of the controller 5 is constructed.
- each gun-type controller 5 is provided with a small monitor 7.
- the state of the virtual three-dimensional game space GW can be displayed on the small monitor 7 of each controller 5 in addition to the large monitor 4.
- each gun-type controller 5 can be directed by the player in any direction, the state of the arbitrary space requested by the player from the virtual three-dimensional game space regardless of the range displayed on the large monitor 4. Can be displayed on each small monitor 7.
- the range that can be used simultaneously by the player in the virtual three-dimensional game space GW can be expanded to the movable range of each gun-type controller 5.
- the player's sense of presence with respect to the virtual three-dimensional game space GW can be realized.
- the interest property of a game can also be improved by improving a player's presence.
- bonus objects or the like in a space outside the range displayed on the large monitor 4 in the virtual three-dimensional game space GW and arbitrarily designated as a display target by the player, such a space is provided.
- Can be used as a game option By using such a game, it is possible to give a wide range to the development of the game, so that it is possible to further improve the interest of the game.
- control unit 10 serves as a space construction unit through the scene construction unit 20 of the image processing unit 16, the first image output unit and the second image computation unit 21, 22, 23 and the image signal generation unit 24. Each functions as an image output means.
- the present invention is not limited to the embodiment described above, and can be implemented in an appropriate form.
- the operation of the gun-type controller is used as a specific condition, but the present invention is not limited to such a form.
- a direction in which the player's line of sight is directed may be used as a specific condition.
- the operation of the input device is detected by exemplifying a gyro sensor or the like as the detection unit, but the object detected by the detection unit is not limited to such an operation. Therefore, the detection means may be any means that can detect the player's actions.
- a known gaze detection sensor may be used to detect the gaze of the player.
- a line-of-sight detection sensor infrared light emitted toward a viewer (player) from a plurality of locations around an observation target (such as the large monitor 4) is received on the viewer side.
- a sensor that detects the direction in which the light receiving unit is directed from the light reception state may be used.
- a camera may be used as an example of other detection means.
- a camera As an example of a form in which a camera is used as a detection means, by processing an image taken by a small camera 8 provided in a gun-type controller or an image taken by the camera by installing a camera around a player, The player's actions such as the direction of the muzzle of the gun-type controller may be detected, and this action may be used as a specific condition.
- the specific condition is not limited to the form using the player's work as described above. As long as the specific condition does not depend on the predetermined condition for determining the predetermined range displayed on the large monitor 4, various conditions may be adopted as the specific condition. For example, game progress, game options, or player levels are used as specific conditions, and a certain range of the virtual three-dimensional game space displayed on the small monitor is determined according to these conditions. It may be in any form.
- the small monitor 7 is not limited to the form provided in an input device, For example, you may be provided in the fixed position of the input device vicinity.
- a gun-type controller imitating a gun is used as an input device.
- the present invention is not limited to such an embodiment.
- various input devices such as an input device imitating an archery are used. Things are available.
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Abstract
Description
Claims (7)
- 少なくとも二つの表示装置と、
ゲームを進行させるための仮想3次元空間を構築する空間構築手段と、
所定の条件に従って、前記仮想3次元空間の一部の所定の範囲に関する2次元画像を生成し、一方の表示装置に出力する第1画像出力手段と、
前記所定の条件に依存しない特定の条件に従って、前記仮想3次元空間のうちの一部の一定の範囲に関する2次元画像を生成し、他方の表示装置に出力する第2画像出力手段と、を備えているゲームシステム。 - プレイヤの所作を検出する検出手段を更に備え、
前記第2画像出力手段は、前記特定の条件として前記検出手段の検出結果を利用し、前記検出結果に応じて前記一定の範囲を決定する請求項1のゲームシステム。 - プレイヤの操作を入力する入力装置を更に備え、
前記入力装置は、動作可能に構成され、
前記検出手段は、前記入力装置に設けられ、前記プレイヤの所作として前記入力装置の動作を検出する請求項2のゲームシステム。 - 前記第2画像出力手段が2次元画像を出力する前記他方の表示装置は、前記入力装置に設けられている請求項3のゲームシステム。
- 前記入力装置として、銃口を有するガン型コントローラが利用され、
前記第2画像出力手段は、前記銃口が向けられている方向に応じて前記一定の範囲を決定する請求項3又は4のゲームシステム。 - 少なくとも二つの表示装置を備えたゲームシステムに組み込まれるコンピュータに、
ゲームを進行させるための仮想3次元空間を構築する空間構築工程と、
所定の条件に従って、前記仮想3次元空間の一部の所定の範囲に関する2次元画像を生成し、一方の表示装置に出力する第1画像出力工程と、
前記所定の条件に依存しない特定の条件に従って、前記仮想3次元空間のうちの一部の一定の範囲に関する2次元画像を生成し、他方の表示装置に出力する第2画像出力工程と、を実行させるゲームシステムの制御方法。 - 少なくとも二つの表示装置を備えたゲームシステムに組み込まれるコンピュータを、
ゲームを進行させるための仮想3次元空間を構築する空間構築手段、所定の条件に従って、前記仮想3次元空間の一部の所定の範囲に関する2次元画像を生成し、一方の表示装置に出力する第1画像出力手段及び、前記所定の条件に依存しない特定の条件に従って、前記仮想3次元空間のうちの一部の一定の範囲に関する2次元画像を生成し、他方の表示装置に出力する第2画像出力手段として機能させるように構成されたゲームシステム用のコンピュータプログラム。
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US13/809,868 US20130109451A1 (en) | 2010-07-15 | 2011-07-14 | Game system, control method therefor, and a storage medium storing a computer program |
CN201180034685.6A CN103002962B (zh) | 2010-07-15 | 2011-07-14 | 游戏系统及其控制方法 |
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JP2010161100A JP4951696B2 (ja) | 2010-07-15 | 2010-07-15 | ゲームシステム、その制御方法及び、コンピュータプログラム |
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JP (1) | JP4951696B2 (ja) |
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FR2989456B1 (fr) * | 2012-04-12 | 2018-05-04 | Philippe Levilly | Systeme teleopere de traitement de cibles |
JP2017208688A (ja) | 2016-05-18 | 2017-11-24 | 株式会社スクウェア・エニックス | プログラム、コンピュータ装置、プログラム実行方法、及び、コンピュータシステム |
WO2019021503A1 (ja) * | 2017-07-28 | 2019-01-31 | グリー株式会社 | ゲームシステム |
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JP2000176172A (ja) * | 1998-12-17 | 2000-06-27 | Konami Co Ltd | 射的ビデオゲ―ム装置及び射的ビデオゲ―ムの射撃結果表示方法 |
JP3138313B2 (ja) * | 1992-02-05 | 2001-02-26 | 株式会社ナムコ | 画像合成用スコープ、画像合成装置及びゲーム装置 |
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US6270413B1 (en) * | 1996-07-03 | 2001-08-07 | Sega Enterprises, Ltd. | Display method for games displays |
JPH10272258A (ja) * | 1997-01-30 | 1998-10-13 | Sega Enterp Ltd | 画像処理装置 |
US6409596B1 (en) * | 1997-09-12 | 2002-06-25 | Kabushiki Kaisha Sega Enterprises | Game device and image displaying method which displays a game proceeding in virtual space, and computer-readable recording medium |
JP3126944B2 (ja) * | 1997-10-24 | 2001-01-22 | コナミ株式会社 | ビデオゲームシステムおよびそのゲームを実行するためのプログラムが記録されたコンピュータ読み取り可能な記録媒体 |
JP3342393B2 (ja) * | 1998-03-19 | 2002-11-05 | 株式会社コナミコンピュータエンタテインメントジャパン | ビデオゲーム装置、コンピュータ読み取り可能な記録媒体 |
JP2001087544A (ja) * | 1999-09-24 | 2001-04-03 | Konami Co Ltd | 画像表示装置、画像表示方法および射的ビデオゲーム装置 |
-
2010
- 2010-07-15 JP JP2010161100A patent/JP4951696B2/ja active Active
-
2011
- 2011-07-14 US US13/809,868 patent/US20130109451A1/en not_active Abandoned
- 2011-07-14 CN CN201180034685.6A patent/CN103002962B/zh active Active
- 2011-07-14 WO PCT/JP2011/066126 patent/WO2012008537A1/ja active Application Filing
- 2011-07-15 TW TW100125133A patent/TW201219091A/zh unknown
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JP3138313B2 (ja) * | 1992-02-05 | 2001-02-26 | 株式会社ナムコ | 画像合成用スコープ、画像合成装置及びゲーム装置 |
JPH07181934A (ja) * | 1993-12-22 | 1995-07-21 | Sega Enterp Ltd | 画像表示装置 |
JP2000176172A (ja) * | 1998-12-17 | 2000-06-27 | Konami Co Ltd | 射的ビデオゲ―ム装置及び射的ビデオゲ―ムの射撃結果表示方法 |
JP2001062150A (ja) * | 1999-08-27 | 2001-03-13 | Namco Ltd | ゲームシステムおよび情報記憶媒体 |
JP3273038B2 (ja) * | 1999-11-17 | 2002-04-08 | 株式会社ナムコ | 仮想体験型ゲーム装置 |
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CN103002962A (zh) | 2013-03-27 |
TW201219091A (en) | 2012-05-16 |
US20130109451A1 (en) | 2013-05-02 |
CN103002962B (zh) | 2016-03-23 |
JP4951696B2 (ja) | 2012-06-13 |
JP2012020016A (ja) | 2012-02-02 |
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