WO2012165278A1 - Programme de commande pour un dispositif de jeu, support de stockage et dispositif de jeu - Google Patents

Programme de commande pour un dispositif de jeu, support de stockage et dispositif de jeu Download PDF

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Publication number
WO2012165278A1
WO2012165278A1 PCT/JP2012/063283 JP2012063283W WO2012165278A1 WO 2012165278 A1 WO2012165278 A1 WO 2012165278A1 JP 2012063283 W JP2012063283 W JP 2012063283W WO 2012165278 A1 WO2012165278 A1 WO 2012165278A1
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WIPO (PCT)
Prior art keywords
player character
game
player
cpu
score
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PCT/JP2012/063283
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English (en)
Japanese (ja)
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井上 雅之
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株式会社セガ
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Publication of WO2012165278A1 publication Critical patent/WO2012165278A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features 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
    • A63F2300/303Features 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
    • A63F2300/306Features 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 displaying a marker associated to an object or location in the game field
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8088Features 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 involving concurrently several players in a non-networked game, e.g. on the same game console

Definitions

  • the present invention particularly relates to a game apparatus control program, a storage medium, and a game apparatus.
  • game device in a video game device for consumer use or a video game device for business use (hereinafter referred to as game device), there is a battle game in which a plurality of player characters battle each other (games for competition such as battles; the same applies hereinafter). To do.
  • a player character controlled by an instruction of the own user a player character controlled by an instruction of another user, and, in some cases, control means (CPU, Central Processing Unit, A player character controlled by the processing device can compete for a score and play a game.
  • the rank of each player character is determined based on the acquired total score (score) or the like.
  • Patent Document 1 As a game apparatus for performing such a battle game in which a plurality of player characters battle against each other, referring to Patent Document 1, a score area for giving a score to a player character is set at various points on the course. There is an action game in which the score area disappears as a result of the player character reaching the score area to give a score (hereinafter referred to as Conventional Technology 1).
  • Conventional Technology 1 a GPS (Global Positioning System) function is used, and each of the plurality of players plays a game while using the position detection information of the game device.
  • GPS Global Positioning System
  • a scoring area including scoring points is set in the battle area of the competitive game (see [0039]), and when a player with a game device passes the scoring area, scoring processing is performed. (See [0048]). When the score area is passed second, the score processing is not performed or a different score processing is performed (see [0071] and [0073]).
  • the present invention has been made in view of such a situation, and aims to solve the above-described problems.
  • Game progress means for causing the computer to display the player character and the total score given to the player character on a screen; movement means for moving the player character in the virtual space based on an operation signal corresponding to the player character; Object number determination means for calculating the number of player characters belonging to a predetermined area or predetermined object in the virtual space, the player character calculated for the player character belonging to the predetermined area or predetermined object Characterized in that to function as a providing means for providing a score according to.
  • the control program for a game device includes: an order determining unit that calculates the order in which the player character belongs to the predetermined area or the predetermined object; and the operation signal corresponding to the player character with the earlier order.
  • the player character leaves the predetermined area or the predetermined object, the player character having the later order is made to function as a forced detachment means for leaving the predetermined area or the predetermined object.
  • the control program for a game device is characterized in that the giving means assigns more points to each player character as the number of the player characters belonging to the predetermined area or the predetermined object is larger.
  • the control program for a game apparatus is characterized in that the giving means gives a score to the player character according to a set number of times or time.
  • the control program for a game device allows the computer to make another player character belonging to the predetermined area or the predetermined object based on an operation signal corresponding to the player character with the latest order belonging to the predetermined area or the predetermined object. It is made to function as a moving direction determination means for determining the direction to leave the predetermined area.
  • the control program for a game device of the present invention detects an instruction for acceleration of rotation by adjusting the maximum or minimum speed of rotation based on the number of the player characters belonging to the predetermined area or the predetermined object.
  • the control program for a game apparatus is characterized in that the giving means gives a score to the player character by making one turn of the player character belonging to the predetermined area or the predetermined object.
  • the computer-readable storage medium of the present invention records a game program that allows a plurality of player characters to move in a virtual space and causes the computer to execute a game that competes for the total score given to the player character at the end of the game.
  • the computer causes the computer to display the player character and a game progress means for displaying the total score given to the player character on the screen, and the player character based on the operation signal corresponding to the player character.
  • Moving means for moving in the virtual space; object number determining means for calculating the number of player characters belonging to a predetermined area or predetermined object in the virtual space; and the player key belonging to the predetermined area or predetermined object.
  • a control program recorded in the game device to function as a providing means for providing a score according to the number of said calculated player character.
  • a game apparatus is a game apparatus in which a plurality of player characters are movable in a virtual space, and executes a game for competing for a total score given to the player character at the end of the game.
  • Game progress means for displaying the total score given to the player character on the screen, movement means for moving the player character in the virtual space based on an operation signal corresponding to the player character, and a predetermined area in the virtual space
  • object number determination means for calculating the number of player characters belonging to a predetermined object, and granting a score to the player characters belonging to the predetermined area or the predetermined object according to the calculated number of player characters Characterized by comprising means To.
  • the present invention by giving a score according to the number of player characters, it is possible to provide a game with high game characteristics in which a plurality of player characters repeat competition and cooperation.
  • the game apparatus 10 is a portable or stationary consumer video game apparatus, a professional video game apparatus installed in a dedicated store, a PC (Personal Computer), a mobile phone, a smartphone, a mobile terminal, a PDA (Personal Data Assistant). Etc.
  • the game apparatus 10 is a hardware resource for executing the cooperative game according to the present embodiment.
  • the game apparatus 10 includes a CPU 100 (control means, game execution means), a main storage unit 110, an auxiliary storage unit 120, a BIOS 130, a peripheral I / F 140 (peripheral device connection interface unit), a bus arbiter 150, and a graphic processor. 160 (drawing means), a graphic memory 170, a video BIOS 175, an audio processor 180, an audio memory 190, and a communication I / F 200.
  • the CPU 100 includes a CISC (Complex Instruction Set Computer) system or a RISC (Reduce Instruction Set Computer) system CPU (Central Processing Unit), MPU (MicroDSP) (Digital Signal Processor), ASIC (Application Specific Processor, processor for specific application) and the like. Further, the CPU 100 may include functions such as a main storage unit 110, a bus arbiter 150, a graphic processor 160, and an audio processor 180, which will be described later.
  • the main storage unit 110 includes high-speed storage means used for main storage such as a RAM (Random Access Memory).
  • main storage unit 110 an OS for causing the game apparatus 10 to function as a computer is read from the auxiliary storage unit 120 and stored.
  • various programs and objects executed by the CPU 100 are loaded from the auxiliary storage unit 120 and stored therein, and are executed as processes, threads, and the like.
  • the main storage unit 110 also stores data related to this process. Each process, thread, and the like can access each function of the game apparatus 10 via an OS API (Application Programming Interface).
  • the main memory 110 stores player character data 210, background other object data 220, and bar rotation data 230.
  • the CPU 100 reads and stores the initial data from the auxiliary storage unit 120 at the start of play of each stage, and changes the data as the play progresses.
  • the player character data 210 is a part that stores data related to the player character that the user instructs to control. Details of the player character data 210 will be described later.
  • the background other object data 220 is data including a drawing object which is a collection of polygons such as a scrolling background and a bar 500 (FIG. 3A).
  • the background other object data 220 includes three-dimensional coordinate data of a map on which each character moves.
  • the background other object data 220 can include area data for limiting the movement range of each character, goal reference range data to be described later, and the like.
  • the bar rotation data 230 is data relating to the bar 500 (FIG. 3A) relating to score assignment to be described later. Details of the bar rotation data 230 will also be described later.
  • the main storage unit 110 stores data such as settings such as an ID (Identification) of the stage selected by the user during each play, a difficulty level, and a controller type.
  • the highest score data, data relating to access to other servers, play results, replay data, and the like may be stored. These data can also be stored in the non-volatile memory of the auxiliary storage unit 120.
  • the auxiliary storage unit 120 is auxiliary storage means such as a flash memory disk such as an SSD (Solid State Drive), an HDD (Hard Disk Drive), a magnetic tape device, and an optical disk device.
  • the auxiliary storage unit 120 stores an application, an OS program, and data, as will be described later. These programs and data can be stored in the main storage unit 110 and executed using the CPU 100, DMA (Direct Memory Access), or the like.
  • the auxiliary storage unit 120 stores a cooperative game unit 300 that is a program related to the cooperative game according to the present embodiment, and data associated therewith. The cooperative game unit 300 is appropriately read into the main storage unit 110 and the like when the game is played, and is executed by the CPU 100.
  • Data accompanying the cooperative game includes initial data related to the player character data 210 and other background object data 220, data such as a map of the stage, data such as a demo image, BGM (Background music) and sound effect data, etc. Data necessary for playing is stored.
  • the auxiliary storage means including the cooperative game unit 300 can be executed by being inserted into the game apparatus 10 using, for example, an optical storage medium, a magnetic storage medium, a flash memory disk, or the like for the game apparatus 10. That is, the game apparatus 10 can be configured to execute various other games by switching the auxiliary storage unit 120. Conversely, a configuration in which the cooperative game unit 300 is installed and stored in the HDD or the like of the auxiliary storage unit 120 from an optical storage medium or the like is also possible.
  • the BIOS 130 is a non-volatile storage medium such as a ROM (Read Only Memory) in which a BIOS (Basic Input Output System) is stored, a NOR flash memory, or an SRAM.
  • the BIOS 130 includes a firmware program, a program for realizing various functions of the game apparatus 10, and components such as an SRAM that stores settings of these programs. Specifically, when the game apparatus 10 is activated, the BIOS 130 sets the microcode of the CPU 100, initializes each unit, and executes the OS from, for example, the first partition of the auxiliary storage unit 120.
  • BIOS 130 program is stored in a NOR flash memory or the like, and a flash memory that stores the BIOS 130 settings, a battery backup SRAM (Static Random Access Memory), a rewritable nonvolatile memory such as an EEPROM, or the like is separately provided. You may have.
  • the peripheral I / F 140 is a component that provides interfaces such as USB, IEEE 1394, serial, parallel, infrared, and wireless for connecting to various peripheral devices (peripherals).
  • Peripheral I / F 140 mainly connects buttons, joysticks, joypads, touch panel controllers, force feedback units such as vibration motors, etc. in the case of portable or stationary consumer video game devices or PCs. It is a component part which becomes an interface for
  • the peripheral I / F 140 may be configured using a wireless interface such as Bluetooth (registered trademark).
  • the peripheral I / F 140 can be connected to peripheral devices such as lighting, an IC card reader / writer, a switch, and a coin insertion unit in the case of a professional video game apparatus installed in a dedicated store.
  • force feedback devices such as stick type controllers, acceleration detectors, vibration devices, foot / hand-operated switches, position detectors that detect the position on the screen of a display monitor, touchpad, touch panel, keyboard, mouse, A pointing device such as a trackball can be used connected to the peripheral I / F 140.
  • the peripheral I / F 140 can also control electronic switches and the like, and can also reduce power consumption by turning on / off power to various peripheral devices.
  • the bus arbiter 150 is an integrated circuit that provides a bus interface for connecting each part, such as a so-called “chip set”.
  • the buses of the respective units connected by the bus arbiter 150 may have different speeds or may be asymmetric on the upstream and downstream.
  • it is preferable that the CPU 100, the main storage unit 110, and the bus arbiter 150 are connected by a broadband and high-speed bus, and the graphic processor 160 and the bus arbiter 150 are also connected by a broadband and high-speed bus.
  • the CPU 100 may include a bus interface such as a DDR3 / 4 SDRAM or an XDR DRAM so that the main storage unit 110 can be directly read and written.
  • the graphic processor 160 is a graphic processor having a function of drawing a three-dimensional CG.
  • the graphic processor 160 includes a geometry unit 162 that calculates polygon geometry (coordinates) and a rendering unit 164 that rasterizes or renders (renders) the polygon for which the geometry calculation has been performed.
  • the graphic processor 160 includes a RAMDAC (RAM D / A converter), an HDMI interface, and the like in order to output a drawn image to a display device such as a display monitor or a projector.
  • the graphic processor 160 can display a virtual space of a game using a normal television for home (television) as a display device using color difference (D terminal) output or HDMI output. This television can also reproduce sound from a speaker or the like.
  • the structure which equips the game apparatus 10 with a display monitor is also possible.
  • a portable game device a portable terminal, a cellular phone, or the like
  • a liquid crystal, an organic EL, an LED, an LED array, a MEMS projector, or the like can be used for the display monitor.
  • the geometry unit 162 is a component that obtains the coordinates of the polygon in the two-dimensional space by performing affine transformation or the like by rotating or enlarging the matrix with respect to the coordinates (world coordinates) of the polygon in the three-dimensional space.
  • the geometry unit 162 can also include a “geometry shader” (or a vertex shader) that performs tessellation such as polygon division and spline interpolation.
  • the rendering unit 164 is a component that pastes image data called texture on a coordinate-calculated polygon and draws it in the graphic memory 170 with various effects.
  • the types of polygons rendered by the rendering unit 164 include point polygons (points), line polygons (line lists), surface polygons such as triangles and quadrangles, and surface polygon aggregates.
  • the rendering unit 164 performs rendering using ray tracing or the like, it is possible to render an object defined by a region such as a circle, an ellipse, a sphere, or a metaball.
  • the geometry unit 162 may be configured to be processed by the CPU 100.
  • the coordinates of the polygon created by the CPU 100 executing the program stored in the main storage unit 110 are transferred to the graphic memory 170.
  • the rendering unit 164 draws a polygon according to the polygon coordinates.
  • the graphic processor 160 may include a physical engine unit (not shown).
  • the physics engine unit can execute a physical phenomenon such as a contact / collision calculation between polygons and clothes and wave motion at a higher speed than the CPU 100.
  • the graphic memory 170 is a storage medium that can be read and written at high speed for the graphic processor 160 to draw.
  • a broadband memory such as DDR or GDDR (Graphics Double Data Rate) can be connected as the graphic memory using a high-level memory interleave or the like.
  • a configuration in which a graphic memory is built in the graphic processor 160 as in the case of a system LSI is also possible. It is also possible to use a dual port configuration for displaying on a display monitor while the graphics processor 160 is drawing. Note that a configuration in which each object or a part of data of each object is provided in the main storage unit 110, directly transferred to the graphic memory 170, and drawn is also possible.
  • the video BIOS 175 is a flash memory or the like in which the BIOS for the graphic processor 160 is stored.
  • the CPU 100 updates the video BIOS 175 with a patch, thereby improving the function and display quality of the graphic processor 160 and correcting inconveniences (bugs) on the display.
  • the audio processor 180 is a DSP (digital signal processor) provided with a PCM (Wave) sound source for outputting music, voice, and sound effects.
  • the audio processor 180 can calculate physical sound sources, FM sound sources, and the like, and can also calculate various sound effects such as reverberation and reflection.
  • the output of the audio processor 180 is D / A (digital / analog) converted, connected to a digital amplifier or the like, and reproduced as music, voice, or sound effect through a speaker or the like.
  • the audio processor 180 can also handle voice recognition of voice input from a microphone. Note that a configuration in which an audio output signal is output to a television or the like using the above-described HDMI interface, or is output separately from a Line out terminal or a dedicated terminal is also possible.
  • the audio memory 190 is a storage medium that stores digitally converted data for music, voice, and sound effects.
  • the audio processor 180 and the audio memory 190 may be integrally configured.
  • the communication I / F 200 is an interface (wired / wireless LAN, telephone line, mobile phone network, PHS network, power line network, IEEE 1394, etc.) for connecting to a network.
  • the game apparatus 10 can download an application, an OS, a patch, and the like from the communication I / F 200 via a network from a server (not shown). Conversely, a cooperative game by a plurality of players can be performed with a user of another game apparatus 10 using the communication I / F 200.
  • a game score (score, total score, score, etc.) is collected via a server or the like, and game apparatuses arranged in other amusement facilities It is possible to play a battle game between the two or to count up the rankings.
  • the player character data 210 is a part for storing data of various attributes when each player character is played.
  • the player character data 210 can store attributes such as a player (ID), a movement instruction, a character (type), a score, a favor level, coordinates, a belonging bar, and an order.
  • the attribute of “player” is a part that stores a player ID and the like. A player name and the like can be stored together with the player ID.
  • the “movement instruction” attribute stores a target to be instructed for various games such as movement, bar gripping, and withdrawal.
  • the “character” attribute stores, for each player character, a selection of what kind of object the drawing character is to be drawn. This character can have different values for values such as size, speed of movement difference, thought pattern, and favor between characters.
  • the “score” attribute stores a score that is a total score of each player character during play. This score is given according to the number of connected player characters each time the bar 500 (FIG. 3A) has a “remaining number”.
  • each player character competes in cooperation with the final score when the goal is reached.
  • the attribute of “score” can also store the total score given to each player character related to the play of a plurality of stages from the start of the game.
  • the “favorite” attribute is a table of favor that is “compatibility” between the player characters.
  • This favor degree table can store, for example, a favor degree value for each player character playing at the same time.
  • As the value of the favor degree for example, a positive value is stored if the favor degree is high, and a negative value is stored if the favor degree is low.
  • the favorability table for example, an initial value is determined for each type of player character, and further changes as the play progresses.
  • the CPU 100 controls the action of the player character according to the favor level value.
  • coordinates on the map of the stage and coordinates on the screen can be stored using, for example, two-dimensional coordinates.
  • this “coordinate” a coordinate system value similar to the “coordinate” attribute of the bar rotation data 230 can be stored.
  • the three-dimensional coordinates, acceleration, posture, and the like when drawing each character object can be stored in the “coordinate” attribute.
  • the “coordinate” attribute can also store a rotation angle, a rotation speed, and the like when each character object is in the “belonging” state.
  • the attribute of “belonging to bar” stores the coordinates of the bar in the “belonging to” state, the value of bar # (bar number), and the like. Further, in the “bar belonging” attribute, when the player character does not belong to the bar 500 and is flying on the map, a value of “none” can be stored.
  • the attribute of “order” stores the order of connection when the player character is “belonging” to the bar 500. The order of this connection will be described below. Here, if the player character does not belong to the bar 500, for example, a value of “0” can be stored.
  • the bar rotation data 230 is a part for storing data of various attributes of the bar 500 (FIG. 3A).
  • the bar rotation data 230 stores values for attributes such as a bar number, ID (bar #), remaining number of times, coordinates, and bar type.
  • attributes such as a bar number, ID (bar #), remaining number of times, coordinates, and bar type.
  • the “bar #” attribute stores the number, ID, and the like of the bar 500 (FIG. 3A).
  • the number and ID of this bar 500 can be stored in the order of scroll appearance for each stage.
  • the “remaining number of times” attribute stores a value to be used in a bar provision score state change process (FIGS. 5 and 8) described later.
  • the “remaining number of times” attribute stores a value of the remaining number of times that a score can be given when rotating with each bar.
  • a value such as ⁇ 1 as the value of the remaining number of times
  • the time after appearing on the screen and the elapsed time of the stage can be set as the “remaining number” instead of the number of rotations.
  • the “coordinate” attribute stores, for example, the coordinates of each bar 500 in a “map” based on a virtual coordinate system in which a scrolling stage is captured in two-dimensional coordinates.
  • the “coordinates” can be stored using the three-dimensional coordinates of the stage, and the correspondence between the coordinates on the map of each stage and the three-dimensional coordinates on the screen can also be stored.
  • the “type” attribute includes a normal bar, a bar that moves in parallel / rotates, a bar that does not move for a predetermined time due to damage or numbness when grasped, a bar that seems to be grasped but cannot be grasped, and has no remaining number of times. Or “special” bars that have more remaining times than normal bars, bars that rotate at high speed when grasped, and bars that become “invincible” by not connecting other player characters when grasped .
  • the cooperative game unit 300 mainly includes a game progression unit 310 (game progression unit), an object movement unit 320 (object movement unit), an object number determination unit 330 (object number determination unit), a score provision unit 340 (score provision unit), An order determination unit 350 (order determination unit), a forced detachment unit 360 (forced detachment unit), a rotation control unit 370 (rotation control unit), and a character attribute data unit 380 are configured.
  • the CPU 100 can realize each process according to the embodiment of the present invention by using hardware resources by reading and executing at least a part of the cooperative game unit 300 in the main storage unit 110.
  • the game progression unit 310 is a part that becomes a main program of a cooperative game described later. Specifically, the game progression unit 310 draws a virtual space, a demonstration screen, and the like when playing a cooperative game, and performs various processes. In addition, when playing the cooperative game, the game progression unit 310 instructs to draw a plurality of player characters in the virtual space, draws other objects and backgrounds as the game progresses, and displays the score. Instructs the graphics processor 160. In addition, the game progression unit 310 causes the BGM to be played using the audio processor 180 and outputs a sound effect. In addition, the game progression unit 310 displays the total score of each player character on the screen.
  • the game progression unit 310 includes an artificial intelligence program that performs ⁇ - ⁇ pruning, a Monte Carlo method, and the like, and sets, moves, holds, and rotates a target object for a player character that is instructed by the CPU 100 to operate. Set the operation.
  • the object moving unit 320 is a part that moves the player character in the virtual space based on an operation signal corresponding to the player character of each user input from the peripheral I / F 140.
  • the object moving unit 320 moves each player character by changing the coordinates of each player character in the virtual space. In this movement, it is possible to perform movement in consideration of “screen scrolling” such as movement of the viewpoint of the virtual space.
  • the object moving unit 320 calculates a difference in coordinates in two or three dimensions with another player character or an object such as a bar as a distance when each player character moves. "I do. Specifically, when the distance or the like is close or the absolute value of the distance between objects is less than a predetermined distance, it is determined as “contact”.
  • the object moving unit 320 moves the player character object based on the characteristics of each player character, and when the player character object comes into contact with an object of a bar 500 (FIG. 3A) described later, “rotation” described later. Perform the process. During this “rotation” process, a process is performed in which the bar 500 in contact with the player character is gripped. That is, in this gripped state, the object moving unit 320 associates the bar 500 and the player character as data, and performs settings such as predetermined processing such as rotation (hereinafter referred to as “belongs”). Further, when the player characters that are not in the “belonging to” state of the bar 500 come into contact with each other, the object moving unit 320 repels the player characters by “normal collision”.
  • the object moving unit 320 can perform a “catch collision” process that connects and rotates other player characters that are in contact with each other. . These processes will be described later.
  • the object moving unit 320 does not simply calculate the coordinates of each object, but detects the “contact” by detecting the overlapping of coordinates between polygons using the physical engine of the graphic processor 160. You can also.
  • the object number determination unit 330 is a part that determines the number of player characters belonging to a predetermined area or a predetermined object and the order of connection. For example, the number-of-objects determination unit 330 can calculate the number of player characters in the predetermined area around the bar 500 with a predetermined coordinate or a section indicated by a predetermined polygon as a “predetermined area”. . The object number determination unit 330 can also calculate this number when a plurality of player characters are “belonging” to one bar 500. Also, the object number determination unit 330 can calculate the order of connection based on the order in which the player character “belongs” to the bar 500. In this case, the object number determination unit 330 can set the connection order to be 0 when all the player characters leave the bar 500.
  • the object number determination unit 330 may perform ranking using the distance from the center of the bar 500 and calculate the connection order of the player characters in the “belonging” state within the predetermined area. Furthermore, the number-of-objects determination unit 330 can more simply calculate the order of connection from the data arranged when “belongs” to the bar 500. By using the order of connection in this way, processing such as changing the assignment of scores, which will be described later, or forcibly leaving, increases the selection for the user's score acquisition, and counters (competition) and cooperation It can be used properly to improve the game.
  • the score giving unit 340 is a part that gives a score to a player character belonging to a predetermined area or a predetermined object. Specifically, the score giving unit 340 gives a score according to the number of player characters calculated by the object number determination unit 330. In other words, the higher the number of player characters in the “belonging” state to one bar 500, the higher the score is given to each player character during rotation. Moreover, the score provision part 340 can restrict
  • the score assigning unit 340 may decrease the “remaining number of times” attribute corresponding to the bar 500 in the “belonging” state from the bar rotation data 230 according to the number of rotations. it can. That is, for example, when the “remaining number” of the bar 500 becomes 0 or less, the score giving unit 340 can be configured not to give a score even if the player character rotates. Similarly, the score giving unit 340 is configured to limit the time so that no score is given even if the player character rotates in the bar 500 after a predetermined time has elapsed since being displayed in the screen of the virtual space. be able to.
  • the score giving unit 340 can also be configured to change the score to be given according to the connection order of the player characters, as in other embodiments described later.
  • the order determination unit 350 is a part that calculates the order in which the player character belongs to a predetermined area or a predetermined object.
  • a plurality of player characters can be connected (connected) and rotated around one bar 500.
  • the order determination unit 350 indicates the order of rank from the center of the bar 500, etc. (hereinafter, “link” Set the order.
  • the order determination unit 350 sets the player character that first entered the “belonging” state to the smallest order such as No. 1 as the order. Then, the order determination unit 350 performs a process of sequentially increasing the order of the player characters that have become “belonging” due to catch collision described later.
  • the order determination unit 350 can also read the player character data 210 and calculate the connection order of the player characters.
  • the forced detachment unit 360 is a part that, when a player character with a small order leaves a predetermined area or a predetermined object, causes the player character with a large order to leave the predetermined area or the predetermined object.
  • the forcible detachment unit 360 receives an operation signal for detaching from the bar 500 from a controller or the like corresponding to the player character, the forcible detachment unit 360 stops the rotation of the player character halfway and detaches it. At this time, if another player character is rotating in the state of “belonging” to the same bar 500, the player character having a higher connection order than the detached player character is forcibly removed at the same time. Can do.
  • the forcible separation unit 360 performs control so that the jumping speed or distance at the time of separation decreases as the plurality of player characters are connected.
  • the forced detachment unit 360 calculates the jumping speed or distance at the time of detachment using the rotation acceleration ratio and the jump force ratio of the character attribute data.
  • the rotation control unit 370 is a part that controls drawing and the like of each player character when connected and rotated. That is, the rotation control unit 370 is a part that performs adjustment so that the rotation speed, radius, pop-out speed at the time of forced detachment, and the like do not become values unsuitable for the game.
  • the rotation control unit 370 is a part that performs adjustment so that the rotation speed, radius, pop-out speed at the time of forced detachment, and the like do not become values unsuitable for the game.
  • the rotation control unit 370 is a part that performs adjustment so that the rotation speed, radius, pop-out speed at the time of forced detachment, and the like do not become values unsuitable for the game.
  • the speed, the radius of rotation, etc. are increased so that they are proportional to the order of connection when they are rotated in series, they will not fit on the screen, the connected order will be slow, and the speed of the player character rotating outside will be slow.
  • the rotation control unit 370 adjusts so that the maximum speed and the minimum speed of rotation become smaller as a plurality of player characters are connected.
  • the rotation control unit 370 limits the amount of acceleration by the acceleration operation of each rotation speed of each player character as the plurality of player characters are connected. This acceleration operation is to change the rotation speed (angular velocity) based on values of an acceleration sensor, an analog stick or the like of the controller.
  • the rotation control unit 370 is configured to calculate the rotation speed based on the total acceleration amount of the player character rotating in a row. Therefore, the rotation control unit 370 uses the rotation acceleration ratio of the character attribute data 380 to limit the maximum value of the rotation acceleration amount.
  • the character attribute data unit 380 stores various data such as parameters according to the type of each player character, parameters common to all player characters, object size of the player character, and CPU thinking process data as variables.
  • the character attribute data section 380 includes, as parameters for each player character type, a technique value related to the timing of the rotation operation, a speed value related to the acceleration, a power value related to the maximum jump force, and an acceleration amount by the rotation speed acceleration operation.
  • a table of maximum values, initial values of favors for other player character types, weight, size, and the like are stored.
  • the character attribute data section 380 is a parameter common to all player characters, a range of coordinates to be caught, and a magnification of the jumping power to be added according to the connection number from the bar 500 when leaving the connection.
  • “Jump force magnification” is stored.
  • a “jump force ratio” that changes the power value of the jump force when disconnected from the link in accordance with the link number is also stored.
  • rotational acceleration ratio for limiting the maximum value of the acceleration amount by the rotational speed acceleration operation is also stored.
  • the game apparatus 10 executes an action game played with a plurality of player characters.
  • the game apparatus 10 can execute a cooperative game that affects the player's play operation and the acquired score by connecting each of the plurality of player characters in a game in which a plurality of player characters compete for the acquired score.
  • the relationship between a plurality of player characters greatly affects the game, so that it is possible to improve interest.
  • a screen example 400 of FIG. 3A is a conceptual diagram of the virtual space of the rotation jump game according to the present embodiment.
  • This rotation jump game is a competitive game in which each player character aims at a goal while rotating and jumping the bar 500 arranged on the screen.
  • the CPU 100 uses the cooperative game unit 300 to perform various processes in which the player characters compete or cooperate with each other. More specifically, in the rotational jump game of the present embodiment, one stage has a length of a predetermined distance in the horizontal direction, for example. This stage scrolls and moves at a predetermined speed as the play progresses.
  • the scroll direction of the screen is from left to right.
  • This scrolling can be realized by moving the camera at the 2.5-dimensional viewpoint position from the left to the right of the stage when rendering the data related to the stage of the background other object data 220 with the graphic processor 160.
  • the scrolled position on the stage can be displayed as a position from “start” to “goal” at the top of the screen, for example.
  • the camera distance is preferably changed according to the distance between the head and tail. It is preferable that the camera angle is set obliquely behind.
  • bars 500 are arranged at predetermined intervals and patterns. The bar 500 moves mainly from right to left in response to scrolling.
  • each stage passes a “trampoline” that gives an acceleration opposite to the acceleration at the time of dropping, an “enemy character” that causes the player character to attack and fall, and its position coordinates.
  • the screen example 400 shows an example in which four player characters 610 to 640 exist. Also in the following description, an example of playing a game with the player characters 610 to 640 will be described.
  • Each player character detects a motion instruction signal (input information, input signal, operation signal) by a button of a controller or various sensors connected to the peripheral I / F 140, or a thinking process of the game progression unit 310 executed by the CPU 100 The operation is instructed by.
  • the player characters 610 to 640 are subjected to a downward acceleration corresponding to gravity and fall down if no operation instruction is given. For this reason, the player characters 610 to 640 perform operations such as gripping and rotating the bar 500 and jumping upward with that momentum.
  • the user can change the pop-out direction at the time of separation from rotation to some extent by the controller and can change the drop direction to some extent when dropped.
  • the screen goes off the screen according to the scrolling of the screen, it is handled in the same manner as a drop.
  • the player characters 610 to 640 reappear from below or above, but this is a time loss.
  • the CPU 100 determines whether or not to give a score according to a predetermined condition as will be described later. Further, for example, when the player character 640 in the screen example 400 is rotating, when the player character 640 comes into contact, a “catch collision” occurs, and the player character 640 is connected and rotated.
  • the score which is the total score obtained in this way, is displayed at, for example, the four corners for each player character.
  • the screen is temporarily stopped, each player character lands on a “goal” (not shown) within the predetermined time, and one stage is completed.
  • the winning / losing of the player characters 610 to 640 is determined based on the score at this time.
  • FIG. 3B is a conceptual diagram showing the relationship between the bar 500 and the player character.
  • Each bar 500 is a gimmick of bars arranged in the air in the virtual space.
  • Each player character 610 to 640 rotates while holding the bar 500, and jumps when leaving.
  • the bar 500 can be drawn so that the bar line object 520 is connected to both ends of the bar position indicating object 510.
  • the bar line object 520 may be transmitted when the player characters are continuously rotating, it is preferable to draw the bar line object 520 in an appearance like a translucent force field.
  • the player character 610 can touch the bar line object 520 and hold it by an instruction such as pressing a button on the controller.
  • the player character 610 When the grasping is completed, the player character 610 becomes “belongs” to the bar 500 and can rotate.
  • the player character 610 is configured not to necessarily overlap the bar line object 520, but can be “touched” and gripped when it is within a predetermined distance or within a predetermined area, thereby improving operability. be able to.
  • the cooperative game process will be described in detail for each step with reference to the flowchart of FIG.
  • Step S101 First, the CPU 100 performs an initialization process using the game progression unit 310 of the cooperative game unit 300. Specifically, the CPU 100 inserts a storage medium (not shown) stored in the cooperative game unit 300 into an optical drive or an insertion slot of a flash memory disk, and the auxiliary storage unit 120 is configured. This is read and executed. At this time, first, the CPU 100 displays an initialization screen and plays a movie (moving image) or the like related to the cooperative game. Then, it is detected that the user has instructed “start” of the game play with a controller or the like connected to the peripheral I / F 140, and the play is started.
  • a storage medium not shown
  • the CPU 100 displays an initialization screen and plays a movie (moving image) or the like related to the cooperative game. Then, it is detected that the user has instructed “start” of the game play with a controller or the like connected to the peripheral I / F 140, and the play is started.
  • the CPU 100 performs settings such as the number of player characters, the character type, the controller assignment, and whether or not the CPU 100 is in charge of thinking processing based on an instruction from the user by the controller or the like.
  • settings such as the number of player characters, the character type, the controller assignment, and whether or not the CPU 100 is in charge of thinking processing based on an instruction from the user by the controller or the like.
  • the CPU 100 can also select the difficulty level and stage at the time of play in accordance with the user's instruction.
  • Step S102 the CPU 100 uses the game progression unit 310 to perform a model reading process. Specifically, the CPU 100 reads initial data (not shown) of player character data 210 corresponding to the type of player character selected by the user from the auxiliary storage unit 120 and copies it to the main storage unit 110. In addition, the CPU 100 reads background other object data 220 corresponding to the stage selected by the user from the auxiliary storage unit 120 and similarly stores it in the main storage unit 110. At this time, the CPU 100 causes the graphic processor 160 to display “loading” and causes the audio processor 180 to play the BGM. The CPU 100 also reads out data related to other games and stores it in the main storage unit 110. Thereafter, the CPU 100 starts the game. Note that the CPU 100 can also display a demo image or the like before the game starts. At this time, the camera position may be moved so as to overlook the stage at high speed, and an effect such as enhancing the user's expectation may be performed.
  • Step S103 the CPU 100 uses the game progression unit 310 to perform a player character firing process. Specifically, the CPU 100 first performs a “player introduction” demonstration on the player characters 610 to 640 selected by the user, and directs the player character to enter an object (not shown) such as a cannon. After all four player characters 610 to 640 have entered a cannon-like object, the CPU 100 fires all at once after a “READY” signal, and moves the camera to the sky. After moving the camera to the game start position, the CPU 100 causes the graphic processor 160 to draw so that the four player characters 610 to 640 are launched from the bottom of the screen.
  • an object not shown
  • the CPU 100 fires all at once after a “READY” signal, and moves the camera to the sky. After moving the camera to the game start position, the CPU 100 causes the graphic processor 160 to draw so that the four player characters 610 to 640 are launched from the bottom of the screen.
  • the player characters 610 to 640 can perform a left / right direction operation according to an instruction from the user's controller.
  • the CPU 100 sets the reaching heights to be substantially the same. Thereafter, the CPU 100 causes the camera to normally scroll from the start position toward the end of the stage together with the display “GO!”. Thereby, each player character makes full use of the action of rotation and jump to advance the play toward the goal point.
  • Step S104 As the game progresses, the CPU 100 uses the game progress unit 310 to perform a game image drawing process. Specifically, the CPU 100 causes the graphic processor 160 to draw a background image using the background other object data 220 and displays the object of the bar 500. In this display, the screen is drawn by scrolling as shown in FIG. 3A described above by moving the camera.
  • the CPU 100 can perform a process of zooming out and drawing the camera when the player characters 610 to 640 move upward in the screen. As a result, the player characters 610 to 640 can be prevented from being lost.
  • This zoom-out is not determined in the horizontal direction of the screen, so that it is possible to prevent the user from having a troublesome feeling by zooming out immediately.
  • Step S105 the CPU 100 performs a hit determination process using the object moving unit 320. Specifically, the CPU 100 calculates whether or not the player characters 610 to 640 are in “contact” state due to proximity of coordinates with other objects on the two-dimensional map of the stage. Make a decision. In this process, first, the CPU 100 calculates the two-dimensional coordinates on the map from the three-dimensional coordinates in the virtual space of the objects of the player characters 610 to 640. On this basis, the CPU 100 calculates whether or not the player characters 610 to 640 are in contact with the bar 500 or other player characters 610 to 640 objects.
  • the CPU 100 determines that each object is in the “contact” state when the coordinates are not completely overlapped on the map but are less than the predetermined distance. However, the CPU 100 does not make a hit determination for an object that is merely a background, such as a distant building image. Further, when the player characters 610 to 640 are in the “belonging” state to the bar 500, the CPU 100 also detects the “contact” state. The CPU 100 stores these hit determination results in the main storage unit 110.
  • Step S106 the CPU 100 performs a collision / rotation process. Specifically, the CPU 100 determines “normal collision” and “catch collision” of each of the player characters 610 to 640 and performs each process. In addition, the CPU 100 performs a process of assigning points by rotating alone or connected. At the time of this scoring, the player characters 610 to 640 are given more points by cooperating and rotating the bar 500 than by independently rotating, so it is necessary to cooperate in terms of play strategy. . Therefore, a cooperative game can be realized. Details of the collision / rotation processing will be described later.
  • Step S107 the CPU 100 performs the character movement drawing process using the object moving unit 320. Specifically, the CPU 100 determines that each of the player characters 610 to 640 is in the graphic processor 160 according to the current state such as whether the player character 610 to 640 is in the state of “belonging” to the bar 500 and is rotating or leaving the bar 500. Let it draw. At this time, the CPU 100 causes the graphic processor 160 to reproduce the object for the effect at the time of catch, the billboard object for two-dimensional drawing, the animation, and the like. Further, when the player characters 610 to 640 have scored, the score is also drawn. The CPU 100 also plays sound effects and the like from the audio processor 180.
  • Step S108 the CPU 100 determines whether or not the goal of the stage has been reached using the game progression unit 310. In this determination, it is determined whether the coordinates of the moved camera have reached the goal of the stage. If the answer is Yes, that is, the goal is reached, the CPU 100 advances the process to step S109. If No, that is, if it is not yet a goal, the CPU 100 returns the process to step S104 and further advances the play of the game.
  • the CPU 100 can determine whether or not the goal has been reached by calculating a predetermined time from the start of the game instead of the camera coordinates. Further, the CPU 100 can also detect that all the bar #s of the bar rotation data 230 have appeared.
  • the scrolling is temporarily stopped at a predetermined position on the stage, for example, a “theme” such as “turn all the sticks” is presented, and points are given to the player characters 610 to 640 according to the achievement. Can also be processed.
  • Step S109 When the goal of the stage is reached, the CPU 100 uses the game progression unit 310 to perform end processing. In this termination process, for example, the CPU 100 causes the graphic processor 160 to draw a goal object (not shown) floating in the air, and terminates play when the player characters 610 to 640 have landed thereon. At this time, the CPU 100 gives the “landing bonus” score to the player characters 610 to 640 who have landed according to the order of landing, the distance from the predetermined landing point on the goal object, the time and timing until landing, and the like. To do.
  • the predetermined landing point on the goal object can be obtained from the reference range data of the background other object data 220.
  • the CPU 100 is configured to give a high landing bonus when, for example, the landing order is early, the distance is shorter than a predetermined landing point, and the time and timing until the landing after leaving the bar 500 is early. be able to.
  • the CPU 100 displays “GOAL!” And ends the stage.
  • the CPU 100 calculates the ranking of the player characters 610 to 640 based on the score, which is the total score of the stage, and displays it as a win or loss. The cooperative game process is thus completed.
  • collision / rotation processing operation settings such as movement / catch, rotation, separation from forcible / forcible separation are performed for each player character.
  • Step S200 the CPU 100 uses the game progression unit 310 to detect from the user an instruction to move the player characters 610 to 640 (hereinafter referred to as the own player character) for performing motion setting, or the CPU 100 performs motion setting processing ( Hereinafter, it is determined whether to control thought processing). With respect to this determination, the CPU 100 reads and determines the “movement instruction” attribute of the corresponding player characters 610 to 640 from the player character data 210. Yes, that is, when the CPU 100 performs the thinking process, the CPU 100 advances the process to step S201. No, that is, when the operation setting is performed according to a user instruction, the CPU 100 advances the process to step S202.
  • Step S201 When the player player character is set to be set by the CPU 100 to perform an action, the CPU 100 uses the game progression unit 310 to perform CPU thinking processing.
  • the CPU 100 selects what operation setting is to be performed according to the degree of difficulty set by the user. For example, as shown in FIG. 6, search ranges 700 to 720 for performing route search for the player character 630 are set for each difficulty level. That is, the wide search range 700 is used when the difficulty level is high, the medium search range 710 is used when the difficulty level is medium, and the narrow search range 720 is used when the difficulty level is low.
  • the search ranges 700 to 720 are “belonging” to the bar 500 and are connected to other player characters 610 to 640, a wide search range is used according to the number of connected players. Can do.
  • the CPU 100 selects the bar 500 to be moved next with the bar 500 located at the upper right in the search range as a target point. On this basis, every time the player player character grips the bar 500 or moves in the air, it searches for the next target to be moved.
  • the CPU 100 basically searches and selects the bar 500 within the search range 700 to 720 as the target to be moved.
  • the CPU 100 can search for player characters 610 to 640 in a predetermined area by using the object number determination unit 330 and set it as a target target.
  • the CPU 100 searches for all routes that can be reached from the current position.
  • the search range 700 to 720 is widened, the two or three bars 500 are targeted. In that case, the shortest and fastest route to reach the target bar 500 can be searched and determined. This shortest route is obtained by searching and comparing a plurality of routes to the target. Alternatively, the shortest route may be calculated using an algorithm such as the Dijkstra method.
  • the CPU 100 can search for the optimum target by sorting the target candidates. For example, the search range 700 to 720 can be sorted according to whether there is a character with a favorability described below or a rival character with a low favorability described below.
  • the CPU 100 controls the target condition according to the degree of favor with each player character 610, 620, 640.
  • the CPU 100 determines which target to search based on the “favorableness”.
  • the CPU 100 can detect the “entanglement” situation of the action with the other player characters 610 to 640 during the play, and can add / subtract the favor level. For example, it is possible to increase the favor level when connected and rotated.
  • the favorability can be lowered when the rotation is forcibly separated when connected, or when it is pushed downward by a normal collision.
  • the CPU 100 can set an action so as to connect and try to rotate.
  • the CPU 100 realizes a “revenge” behavior such that the player character 610, 620, 640 having a low favorability is connected and rotated, or is forced down by a normal collision. can do.
  • the degree of favor for each of the player characters 610, 620, and 640 when an action opposite to the action for which the favor degree is high / low is detected, the player character 610, 620, and 640 may be configured to be reset to an initial value.
  • the CPU 100 changes the “favorability” in accordance with the scores of the player characters 610, 620, and 640. For example, when the score of the player character 630 which is the player character in this example is 2nd to 4th, the favor setting for the 1st player character is lowered, and the operation is set so as not to connect. As a result, the first player character can be replaced according to the progress of the game, and the game can be advanced while always confirming which player character is not connected (cooperated). Therefore, the player characters 610 to 640 repeat the battle and cooperation, and the game performance can be improved.
  • the CPU 100 After calculating the target and the route in this way, the CPU 100 performs actual motion setting according to the relative coordinates with the other player character or bar 500 to be grasped or caught next and the state of the player character. Specifically, when the CPU 100 is not in the “belonging” state, the CPU 100 sets the operation so as to perform the trajectory control of the left-right movement. In addition, when the CPU 100 comes into contact with the target bar 500, the CPU 100 sets an operation as to whether or not to hold and set the “belonging” state. In addition, when the CPU 100 is close to any of the player characters 610, 620, and 640 that are other target player characters, the CPU 100 sets an operation as to whether to perform a catch collision or a normal collision. In addition, during rotation, the CPU 100 also sets operation for whether to continue rotation or forcibly leave.
  • Step S202 Next, when the user sets the action of the player character, the CPU 100 uses the game progression unit 310 to perform player input acquisition processing.
  • the CPU 100 detects an operation signal from a controller or the like corresponding to the player character connected to the peripheral I / F 140, and performs an action setting according to the detection.
  • the CPU 100 detects operation signals such as the left and right buttons of the controller, the left and right of the analog controller, and the left and right of the acceleration sensor, and performs an operation setting to move left and right. The same applies to the “jump” when the bar 500 is released from the rotated bar.
  • the CPU 100 detects that the user has pressed a predetermined button, and performs an operation setting for gripping an object in contact.
  • an action setting that gives priority to the other player characters is preferable. This makes it easier to grip other player characters that are rotating, and can improve the operability of the game.
  • the CPU 100 detects that the user has pressed a predetermined button at the time of rotation, and performs an operation setting for separation. In this separation action setting, the height, acceleration, and the like are changed according to the timing of rotation, and “jump” is performed including other connected player characters.
  • Step S203 the CPU 100 uses the object moving unit 320 to determine whether or not the player player character is “belonging” to the bar 500 and is rotating. If Yes, that is, if rotating, the CPU 100 advances the process to step S210. No, that is, if not rotating, the CPU 100 advances the process to step S204.
  • Step S204 when the player character is not rotating, the CPU 100 uses the object moving unit 320 to determine whether or not “normal collision” is being performed. Specifically, the CPU 100 determines “Yes” as “normal collision” when the player character is in contact with another player character and the other player character is not “belonging” to the bar 500. Further, even when the other player character is “belonging” to the bar 500, it is also determined as “Yes” when there is no gripping motion setting for the player player character. In other cases, the CPU 100 determines No. In Yes, CPU100 advances a process to step S205. In No, CPU100 advances a process to step S206.
  • Step S205 When the CPU 100 has “normal collision” with another player character, the CPU 100 uses the object moving unit 320 to perform normal collision processing.
  • the normal collision process will be described with reference to FIG. 7A.
  • the player character 620 will be described as the player character
  • the player character 610 will be described as the other player character.
  • the CPU 100 performs the movement direction motion setting so that the player hits the player according to the above-described hit. At this time, it is possible to add acceleration according to the movement vector and the size difference or weight difference between the player player character and the other player character and play each other.
  • the CPU 100 adds acceleration so as to jump up. Thereby, the operativity of a game can be improved and the appearance when repelling can be made interesting. Further, when the other player character belongs to the bar 500 and is rotating, but the user has not instructed the user to hold it, the CPU 100 causes the player player character to be played by the rotating other player character. Add acceleration. At this time, the CPU 100 sets the flying direction of the player character so as to depend on the rotation position of the other player character at the moment of contact.
  • the CPU 100 advances the process to step S217.
  • the CPU 100 increases the acceleration according to the number of persons and adjusts the maximum value by the “rotational acceleration ratio”. Further, the CPU 100 can be set not to be played when hitting another player character from behind.
  • Step S206 If it is not a normal collision, the CPU 100 uses the object moving unit 320 to determine whether or not the player player character and the other player character are “catch collision”. Here, when the other player character is in the state of “belonging” to the bar 500 and the user detects an operation signal instructed to hold by the player player character, it is determined as “Catch Collision”. Otherwise, it is determined No. In Yes, CPU100 advances a process to step S207. In No, CPU100 advances a process to step S208.
  • Step S207 When the player player character “catch collision” with another player character, the CPU 100 uses the order determination unit 350 to perform catch collision processing.
  • the catch collision process will be described with reference to FIG. 7B. 7B, the player character 620 will be described as the player character, and the player character 610 will be described as the other player character.
  • the CPU 100 performs a “catch collision” process for gripping the other player character. be able to. Specifically, the CPU 100 moves to the end of the other player character and starts to rotate together in a shape that is gripped.
  • the CPU 100 draws the tail so as to grip the tail after sliding down to the end. Then, the CPU 100 reads the value of the “bar belonging” attribute of the other character that has undergone catch collision in the player character data 210 and writes it in the “bar belonging” attribute of the player character. Further, the CPU 100 calculates the connection order and writes it in the “order” attribute of the player character. Thereafter, the CPU 100 advances the process to step S217.
  • Step S208 When neither the normal collision nor the catch collision is detected, the CPU 100 determines whether or not the player player character is in contact with the bar 500.
  • the CPU 100 determines Yes when the gripping operation is set while being in contact with the bar 500.
  • the CPU 100 determines that the bar 500 is in contact with the object even if the object does not necessarily overlap the bar 500.
  • the CPU 100 determines No unless the player player character is in contact with the bar 500 and a grip instruction is issued.
  • CPU100 advances a process to step S209.
  • CPU100 advances a process to step S217.
  • the CPU 100 can also perform each process when it comes into contact with other objects such as enemy characters, coins, balloons, and items. Further, the CPU 100 can separately perform a process of calculating a score or the like even when landing on a predetermined object at the time of suspension.
  • Step S209 When the player player character is in contact with the bar 500 and a grip instruction is set as an action, the CPU 100 performs a bar contact rotation start process. Specifically, the CPU 100 writes the information of the contacted bar 500 in the “bar belonging to” attribute of the player character in the player character data 210. As a result, the CPU 100 places the player character in the “belonging” state. Then, the CPU 100 sets an initial rotation angle in the “coordinate” attribute of the player character. Further, the CPU 100 sets the connection order as “1” and writes it in the “order” attribute of the player character. Thereafter, the CPU 100 advances the process to step S217.
  • Step S210 When the player character is rotating, the CPU 100 uses the object number determination unit 330 to perform a bar connection number calculation process. Specifically, the CPU 100 reads the player character data 210 and reads the “bar belonging” attribute of the player character. Then, the CPU 100 calculates how many other player characters are in the “belonging” state with the same bar 500 as the player character. In addition, the CPU 100 also calculates the connection order of the player character.
  • Step S211 the CPU 100 performs rotation processing using the rotation control unit 370.
  • the CPU 100 rotates the player character at a predetermined speed at a predetermined radius from the bar 500 in the “belonging” state according to the connection order of the player character. Specifically, after rotating, the CPU 100 changes and writes the rotated angle or the like in the “coordinate” attribute of the player character in the player character data 210.
  • the CPU 100 can draw with good appearance and improve game characteristics. That is, the CPU 100 -The maximum speed and the minimum speed of rotation are adjusted as a plurality of player characters are connected.-The acceleration amount by one rotation speed acceleration operation of each player character is limited as the plurality of player characters are connected. Etc. can be controlled.
  • Step S212 the CPU 100 uses the rotation control unit 370 to determine whether or not the rotation has ended. Specifically, when the rotation angle of the player character in the player character data 210 is equal to or greater than a predetermined angle, the CPU 100 determines that the rotation has been completed and determines Yes. Otherwise, it is determined No. In Yes, CPU100 advances a process to step S213 as completion
  • Step S213 When one rotation is completed, the CPU 100 uses the score giving unit 340 to perform a bar grant score state calculation process.
  • each bar 500 stores the remaining number of times that a score can be given when rotated by each bar. In other words, although the score is given until it rotates within a predetermined number of times / predetermined time, the score cannot be obtained even if it rotates further. In the example of FIG. 8, although the score can be obtained up to four times, the score cannot be obtained even if it is rotated further. That is, since the bar 500 displayed on the screen is limited, each player character needs to rotate with the bar 500 having the remaining number of times as a target.
  • the CPU 100 reads from the bar rotation data 230 the value of the “remaining number of times” attribute of the bar 500 in which the player character is “belonging” and stores it in the main storage unit 110. Then, the “remaining number of times” attribute of the bar 500 is subtracted. Note that the CPU 100 reduces the value of the “remaining number of times” attribute only once, for example, even when the other player character is connected and rotating. In addition, the CPU 100 causes the bar position indication object 510 to draw the value of the “remaining number of times” attribute of the bar 500 by, for example, changing the scale, the color, and the brightness. Thereby, the user can easily visually recognize the remaining number of bars 500, and the game performance can be improved.
  • Step S214 the CPU 100 performs a score giving process using the score giving unit 340.
  • the connected player-based player character and the other player characters all perform a score assignment process based on the connected number so that the same score corresponding to the number of players can be obtained. The details of the connection number-based score provision processing will be described later.
  • the CPU 100 advances the process to step S215.
  • Step S215) the CPU 100 uses the forced leaving unit 360 to determine whether or not the player player character has set an instruction to leave from rotation. If Yes, that is, if an instruction to leave is set for operation, the CPU 100 advances the process to step S216. No, that is, if there is no instruction to leave, and the CPU 100 advances the process to step S217 if it is rotating or is in a gripping state after the rotation is completed.
  • Step S216 The CPU 100 performs the detachment process using the forced detachment unit 360 when the operation of setting the detachment of rotation is set. Details of this processing will be described with reference to FIG. As described above, when there is an instruction to leave, the CPU 100 performs “leave” that causes the player character to leave the bar 500 and jump.
  • the CPU 100 is configured to be separated from the bar 500 by “forced separation” even when the CPU 100 is rotating by the forced separation unit 360 of the present embodiment. In the case of the separation, it is preferable that the player player character and the other player character rotating in succession after the player player character are forcibly separated according to the connection order. Thereby, the inner player character can select whether or not to obtain a high score as will be described later by rotating with the other player characters on the outer side, and the strategy of the game can be improved.
  • the CPU 100 performs control so that the pop-out distance becomes smaller as a plurality of player characters are connected at the time of separation. Thereby, when a plurality of player characters are connected, the outermost player character whose pop-out position is close to the screen end is less likely to jump out of the screen.
  • the CPU 100 changes the jump direction according to the rotation angle at the time of separation.
  • the player player character can change the flying direction more flexibly, and can push the other player character in the intended direction. Therefore, the strategy of a game can be improved.
  • the CPU 100 can be configured so that the jumping out range at the time of leaving is limited to the upper 120 degree range regardless of the stage of rotation. That is, in this configuration, the CPU 100 detects a forced leaving instruction action setting, and then rotates the CPU 100 to some extent, and then causes the player player character and the other player character in the subsequent order to leave. This eliminates the need for very fine timing control when the rotation is released, so that the user can easily select the bar 500 having the remaining number of rotations and proceed with the game while cooperating with other player characters. The effect of becoming is obtained.
  • the outermost player character it is possible to configure the outermost player character to set the movement and timing of the rotation operation and the pop-out operation.
  • the player character on the inner connected side cannot do anything until the last connected player character sets the action of leaving. Thereby, it is possible to give a wider selection as to whether to rotate by being connected or to rotate alone, and to improve the game performance.
  • Step S21-7 the CPU 100 determines whether or not the processing has been performed for all the player characters after the processing for the collision or rotation of the player character has been completed. If Yes, that is, if the processing for all the player characters is completed, the CPU 100 ends the collision / rotation processing. No, that is, when the process for another player character is still performed, the CPU 100 returns the process to step S200 and continues the process. Thus, the collision / rotation process is completed.
  • Step S301 the CPU 100 uses the score assignment unit 340 to perform a connected number score addition process.
  • the CPU 100 acquires the number of player characters 610 to 640 connected to the same bar 500 and rotating acquired by the object number determination unit 330 in the bar connection number calculation process as the number of persons n.
  • the CPU 100 calculates the number of people n ⁇ predetermined points (point, pt) as points. For example, when the point of a predetermined value given when rotating with one body is 10 points, a score of n ⁇ 10 (points) is set as a point given to all members. That is, the CPU 100 calculates a score of 10 points when one body is rotated, 20 points when two bodies are connected and rotated, 30 points when three bodies are used, and 40 points when four bodies are used.
  • Step S302 the CPU 100 uses the score giving unit 340 to perform a connection number reference score giving process. Specifically, the CPU 100 adds the score according to the number of persons n calculated in the above process to the “score” attribute of the corresponding player character in the player character data 210. Here, it is preferable to give the same score even to a player character that has joined the rotation from the middle, that is, connected and rotated. At this time, however, the CPU 100 does not perform addition when there is no remaining number of bars in the “belonging” state. Further, the CPU 100 can be configured not to add a score even for a character that has been forcibly separated during rotation.
  • the score giving unit 340 gives a score in accordance with the number of player characters that have become “belonging” to the bar 500.
  • the user who operates the player character having the 2nd to 4th score plays the game without being connected to the player character having the 1st score. Therefore, since the first player character is replaced by the progress of the game play, the user advances the game while always confirming which player character is not connected (cooperated). Thereby, since a player repeats competition (counter) and cooperation, the effect that the strategy of a game improves is acquired. Therefore, a highly interesting game different from the conventional game can be provided to a plurality of players.
  • the order determination unit 350 determines the order of connection such as the number from the inside. ,calculate. Further, according to this order, in the rotation state, the order of connection is larger than that of the player player character, that is, the other player character on the outside is separated by the forced detachment unit 360.
  • the user can select whether to forcibly leave or continue to rotate according to the score ranking of the other player character. Therefore, the user can use the competition (counter) or cooperation strategy properly, and the game performance can be improved.
  • the score giving unit 340 gives more scores to all the player characters in the “belonging” state as the number n of player characters “belonging” to the same bar 500 increases. Thereby, when one player character is rotating, it is possible to give motivation to cooperate and rotate to obtain more points, and to improve game characteristics.
  • the score giving unit 340 of the present embodiment is configured not to give a score when the bar 500 is rotated a predetermined number of times or a predetermined time has passed as the remaining number of bars 500.
  • the number of bars 500 arranged is limited for each stage, a score is obtained from the bar 500 in which the remaining number of rotations is set, and the score of the total score is maximized. Therefore, it is possible to ask the player to cooperate.
  • the rotation control unit 370 of this embodiment can adjust the maximum speed and the minimum speed of rotation as the plurality of player characters are connected. Further, the rotation control unit 370 of the present embodiment can limit the amount of acceleration by one rotation speed acceleration operation of each player character as the plurality of player characters are connected. Thereby, the appearance of the player characters can be improved when rotating in series, and the user's willingness to play can be induced. Further, when the player characters cooperate to perform the rotation speed acceleration operation, the rotation speed can be rapidly accelerated and the game performance can be improved.
  • the forced detachment unit 360 of the present embodiment can be adjusted so that the pop-out distance becomes smaller as a plurality of player characters are connected. Thereby, when it is rotating continuously, it can prevent that an outer player character is thrown too far, can improve the operativity of a game, and can make a difficulty level appropriate.
  • the forced detachment unit 360 of the present embodiment can control the player character with the smallest connection order to leave the bar 500 with respect to the player character with the largest connection order.
  • the player character can operate, improving the degree of freedom when playing the game, and improving the game performance.
  • the user's irritation can be suppressed and motivation to play the game can be caused.
  • FIGS. 1 ⁇ Other embodiments>
  • a cooperative game is played using a game device having the same configuration as the game device 10 (FIG. 1).
  • the CPU 100 can also process the cooperative game process and the collision / rotation process in the same manner as in the flowcharts of FIGS.
  • the CPU 100 performs a different process based on the order for the score giving process in step S214 (FIG. 5), and changes the score giving method.
  • the order-based scoring process according to another embodiment of the present invention will be described in detail with reference to the flowchart of FIG.
  • Step S321 the CPU 100 uses the order determination unit 350 to calculate the connection order for each player character that is in the state of “belonging” to the same bar 500.
  • the order of this connection is sequentially increased for each player character, with the player character that has been in the innermost state, that is, the earliest state belonging to the bar 500 first.
  • Step S322 the CPU 100 performs an order reference score giving process using the score giving unit 340.
  • a high score is given to the outer player character.
  • the CPU 100 adds, to the score attribute of each player character, a point obtained by multiplying the basic point by n for each connection order by the score giving unit 340.
  • the score given to the first player character in the connection order is 10 points
  • the second player character is given 20 points
  • the third is 30 points
  • the fourth is 40 points.
  • more points can be obtained when the player character rotates while being continuously connected to the player character that has started gripping and rotating. Thereby, the positional relationship and the cooperative relationship between the player player character and the other player character become more complicated, and the strategy can be improved.
  • the game program of the present invention is configured not only to compete during play but also to cooperate, and can improve game performance, so it can be applied to various game devices and has industrial applicability.

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Abstract

L'invention porte sur un programme de jeu qui fait avancer le jeu non seulement de manière compétitive mais également de manière coopérative. L'invention est un programme de jeu dans lequel de multiples personnages de joueur peuvent se déplacer à l'intérieur d'un espace virtuel et être en compétition pour les scores totaux donnés à chaque personnage de joueur à la fin du jeu. Une unité d'avancement de jeu (310) affiche les multiples personnages de joueur et les scores totaux sur un écran. Une unité de déplacement d'objet (320) déplace lesdits personnages de joueur dans l'espace virtuel sur la base de signaux de fonctionnement. Une unité de détermination de nombre d'objets (330) détermine le nombre de personnages de joueur associés à une zone spécifiée ou à un objet spécifié dans l'espace virtuel. Une unité d'établissement de score (340) accorde des points à des personnages de joueur associés à une zone spécifiée ou à un objet spécifié selon le nombre déterminé de personnages de joueur. En accordant ainsi des points selon le nombre déterminé de personnages de joueur, les utilisateurs peuvent être persuadés de jouer de manière coopérative.
PCT/JP2012/063283 2011-06-03 2012-05-24 Programme de commande pour un dispositif de jeu, support de stockage et dispositif de jeu WO2012165278A1 (fr)

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JP2011125523A JP2012249860A (ja) 2011-06-03 2011-06-03 ゲーム装置の制御プログラム、記憶媒体、及びゲーム装置

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JP6099327B2 (ja) * 2012-07-26 2017-03-22 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理方法および情報処理システム
JP6578321B2 (ja) * 2017-05-18 2019-09-18 株式会社バンダイナムコエンターテインメント サーバシステム
JP7411368B2 (ja) 2019-09-30 2024-01-11 株式会社バンダイナムコエンターテインメント コンピュータシステム、サーバシステム及びプログラム

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