WO2013179641A1 - コンピュータ装置、記録媒体、及びコンピュータ装置の制御方法 - Google Patents
コンピュータ装置、記録媒体、及びコンピュータ装置の制御方法 Download PDFInfo
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- WO2013179641A1 WO2013179641A1 PCT/JP2013/003348 JP2013003348W WO2013179641A1 WO 2013179641 A1 WO2013179641 A1 WO 2013179641A1 JP 2013003348 W JP2013003348 W JP 2013003348W WO 2013179641 A1 WO2013179641 A1 WO 2013179641A1
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- Prior art keywords
- posture
- player character
- amount
- displacement
- shooting
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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
- A63F13/22—Setup operations, e.g. calibration, key configuration or button assignment
-
- 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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
-
- 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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- 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
- A63F13/50—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
- A63F13/5258—Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1018—Calibration; Key and button assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- 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 computer device, a recording medium, and a computer device control method capable of realizing a game in which a player character can be operated in a virtual game space by a user operation.
- a game that progresses when a user operates a player character acting in a virtual game space.
- a gun shooting game in which a user operates a player character having a firearm such as a gun or a rifle.
- the user advances the game while shooting and defeating enemy characters encountered by the player character.
- the player character shoots the enemy character while hiding behind an object such as a building or a vehicle.
- Patent Document 1 discloses a technique relating to a gun shooting game.
- a columnar shield is provided in the virtual game space displayed on the monitor.
- the player character selectively takes one of a non-shooting posture hidden behind the shield and a shooting posture where the whole body comes out of the shield.
- the non-shooting posture is a state in which the enemy character is completely protected against shooting from the enemy character, while the enemy character cannot be attacked.
- the shooting posture is a state in which the enemy character can be attacked while the enemy character may receive a shooting.
- the posture that the player character can take in the vicinity of the shield is limited to the alternative of the non-shooting posture or the shooting posture as described above. Therefore, the movement of the player character becomes simple, and various actions desired by the user cannot be realized by the player character.
- an object of the present invention is to provide a computer device, a recording medium, and a control method for the computer device that allow a player character to realize various actions desired by a user.
- a computer apparatus includes a virtual space generation module that generates a virtual game space, and a character motion control module that controls a motion of a player character in the virtual game space in accordance with a user operation,
- the character motion control module is a movement motion control module that moves the player character in response to a user operation on the first operation portion, and a user operation amount on a second operation portion that is different from the first operation portion.
- a posture displacement control module that changes the amount of displacement of the player character from the reference posture.
- the present invention it is possible to provide a computer device, a recording medium, and a control method for the computer device that enable the player character to realize various actions desired by the user.
- a computer apparatus includes a virtual space generation module that generates a virtual game space, and a character motion control module that controls a motion of a player character in the virtual game space in accordance with a user operation,
- the character motion control module is a movement motion control module that moves the player character in response to a user operation on the first operation portion, and a user operation amount on a second operation portion that is different from the first operation portion.
- a posture displacement control module that changes the amount of displacement of the player character from the reference posture.
- a recording medium is a recording medium that stores a command executable by a control unit of a computer device and is readable by the computer device.
- the command is a virtual game space for the computer device.
- the character motion control step is executed by the computer device.
- a posture displacement control step for changing the amount of displacement of the posture from the reference posture is further executed. That.
- the computer device control method includes a virtual space generation step for generating a virtual game space, and a character motion control step for controlling the motion of the player character in the virtual game space in accordance with a user operation.
- the character action control step includes a movement action control step for moving the player character in response to a user operation on the first operation part, and a user operation amount on a second operation part different from the first operation part.
- a posture displacement control step for changing the amount of displacement of the player character's posture from the reference posture.
- the posture of the player character can be displaced to the extent desired by the user. That is, the user can increase or decrease the posture displacement amount of the player character in accordance with the increase or decrease of the operation amount of the second operation unit. Therefore, the movement of the player character is not a simple alternative, and various movements can be realized.
- a volume switch can be typically employed, but other types of operation means can also be employed.
- the posture displacement control means increases the displacement amount of the posture from the reference posture with an increase in the operation amount of the second operation unit, and increases from the reference posture with a decrease in the operation amount of the second operation unit. The amount of posture displacement may be reduced.
- the relationship between the operation amount of the second operation unit and the displacement amount of the posture from the reference posture is not limited to this, and other modes can be adopted.
- the posture displacement control module may change the exposure amount of the body from the shielding object to the operation amount when the player character is located behind the shielding object provided in the virtual game space. It may be changed accordingly.
- the posture displacement control step converts the exposure amount of the body from the shielding object to the operation amount. It may be changed accordingly.
- the posture displacement control step is configured to calculate the exposure amount of the body from the shielding object when the player character is located behind the shielding object provided in the virtual game space. It may be changed according to the operation amount.
- the state of the player character hidden by the shielding object is set as the reference posture, and this reference posture
- the exposure amount of the player character is determined according to the operation amount. For example, when the user increases the operation amount of the second operation unit, the exposure amount of the player character from the shielding object (the displacement amount from the reference posture) increases. Further, when the operation amount is decreased from this state, the exposure amount (displacement amount from the reference posture) of the player character is decreased accordingly.
- the posture displacement control step may change a displacement amount of the shooting posture by the player character according to the operation amount.
- the posture displacement control step may change a displacement amount of the shooting posture by the player character according to the operation amount.
- the posture displacement control step may change a displacement amount of the shooting posture by the player character according to the operation amount.
- the posture displacement control module may change a displacement amount of the aiming accuracy of the weapon used by the player character for shooting in accordance with the operation amount, in addition to the displacement amount of the shooting posture. Good.
- the posture displacement control step may change a displacement amount of the aiming accuracy of the weapon used by the player character for shooting in accordance with the operation amount, in addition to the displacement amount of the shooting posture. Good.
- the posture displacement control step changes not only the displacement amount of the shooting posture but also the displacement amount of the aiming accuracy of the weapon used by the player character according to the operation amount. There may be.
- the posture displacement control module changes a displacement amount of a door opening / closing operation posture by a player character according to the operation amount, and changes the door according to a change rate of the operation amount.
- the change rate of the opening degree and the opening / closing sound may be changed.
- As the opening / closing sound for example, a volume or a pitch can be changed.
- the posture displacement control step changes a displacement amount of a door opening / closing operation posture by a player character according to the operation amount, and changes the door according to a change rate of the operation amount.
- the change rate of the opening degree and the opening / closing sound may be changed.
- the posture displacement control step changes a displacement amount of a door opening / closing operation posture by a player character according to the operation amount, and according to a change rate of the operation amount.
- the door may change the opening rate of change and the opening / closing sound.
- the posture displacement control module blends each piece of data indicating a plurality of postures of the player character according to the amount of operation with respect to the second operation unit. Data indicating the posture of the player character corresponding to the player character may be acquired.
- the posture displacement control step blends each piece of data indicating a plurality of postures of the player character according to the amount of operation with respect to the second operation unit, whereby the operation amount of the second operation unit.
- Data indicating the posture of the player character corresponding to the player character may be acquired.
- the posture displacement control step includes blending pieces of data indicating a plurality of postures of the player character in accordance with an operation amount with respect to the second operation unit. Data indicating the posture of the player character according to the amount of operation may be acquired.
- a computer device, a recording medium, and a computer device control method according to an embodiment of the present invention will be described with reference to the drawings.
- the action of the player character acting in the virtual game space will be described using a gun shooting game operated by the user as an example.
- a gun shooting game in which a shielding object is installed in the virtual game space, and the player character moves toward the destination while shooting against the enemy character while hiding or leaving the player character Take as an example.
- FIG. 1 is a block diagram showing a hardware configuration of the game apparatus (computer apparatus) 2.
- the game apparatus 2 can communicate with another game apparatus 2 and the server apparatus 3 via a communication network NW such as the Internet or a LAN.
- the game apparatus 2 includes a CPU 10 which is a computer for controlling the operation thereof, and the CPU 10 is connected to a disk drive 12, a memory card slot 13, an HDD 14 and a ROM 15 constituting program storage means, and a RAM 16 via a bus 11. Has been.
- the disc drive 12 can be loaded with a disc-type recording medium 30 such as a DVD-ROM, and the disc-type recording medium 30 includes a game program 30a according to the present embodiment, formation of each character and virtual game space.
- Various game data 30b necessary for the progress of the game including necessary data is recorded.
- a card-type recording medium 31 can be loaded in the memory card slot 13, and save data indicating a play status such as a game progress can be recorded in accordance with an instruction from the CPU 10.
- the HDD 14 is a large-capacity recording medium built in game device 2.
- the HDD 14 records a game program 30a, game data 30b, save data, and the like read from the disk type recording medium 30.
- the ROM 15 is a semiconductor memory such as a mask ROM or PROM.
- the ROM 15 stores a basic program for controlling the operation of the game machine 2, such as a start program for starting the game apparatus 2 and a program for controlling an operation when the disk type recording medium 30 is loaded.
- the RAM 16 is composed of DRAM or SRAM. The RAM 16 reads the game program 30a to be executed by the CPU 10 and the game data 30b necessary for the execution from the disk-type recording medium 30 or the HDD 14 according to the game play status and temporarily records them. .
- the graphic processing unit 17, the audio synthesis unit 20, the wireless communication control unit 23, and the network interface 26 are connected to the CPU 10 via the bus 11.
- the graphic processing unit 17 draws a game image including the virtual game space and each character in accordance with an instruction from the CPU 10.
- An external display (output unit) 19 is connected to the graphic processing unit 17 via a video conversion unit 18.
- the game image drawn by the graphic processing unit 17 is converted into a moving image format by the video conversion unit 18 and displayed on the display 19.
- the audio synthesizer 20 reproduces and synthesizes digital game sound according to instructions from the CPU 10.
- An external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Accordingly, the game sound reproduced and synthesized by the audio synthesizing unit 20 is decoded into an analog format by the audio converting unit 21 and outputted from the speaker 22 to the outside.
- the wireless communication control unit 23 has a 2.4 GHz band wireless communication module and is wirelessly connected to the controller 24 attached to the game apparatus 2 so that data can be transmitted and received.
- the user can input a signal to the game apparatus 2 by operating the operation unit 25 (see FIG. 2) such as a button provided on the controller 24, and can perform the action of the player character displayed on the display 19. Can be controlled.
- FIG. 2 is a diagram for explaining the configuration of the controller 24.
- the controller 24 includes a plurality of operation units 25 (251 to 253) in addition to the communication unit 24a communicating with the wireless communication control unit 23. More specifically, the operation unit 25 includes a stick-type first operation unit 251, a volume switch-type second operation unit 252, and an on / off-type third operation unit 253.
- the stick-type first operation unit 251 includes, for example, a stick-like operation element 251a that is operated with a user's thumb.
- the operation element 251a can be tilted and rotated in all directions of 360 degrees around the reference position in the upright state.
- the first operation unit 251 is operated, for example, the player character moves or the direction of the virtual camera that captures the virtual game space changes according to the tilt direction.
- the volume switch type second operation unit 252 has a one-to-one relationship between an operation amount by a user and an output signal value (for example, a voltage value or a frequency).
- an output signal value for example, a voltage value or a frequency.
- the operation amount of the second operation unit 252 and the output signal value are in a proportional relationship. Therefore, the CPU 10 can uniquely acquire the operation amount of the second operation unit 252 by the user based on the output signal from the second operation unit 252.
- the displacement amount of the player character's posture changes according to the operation amount (details will be described later).
- an operation element 252 a urged in the protruding direction by an elastic body or the like can be employed.
- the operating element 252a in the protruding state non-operating position
- a predetermined position maximum operating position
- the operating element 252a returns to the initial state by the urging force.
- the second operation unit 252 outputs an output signal value corresponding to a displacement amount (operation amount) of the operation element 252a from the non-operation position at an arbitrary position from the non-operation position to the maximum operation position.
- the on / off-type third operation unit 253 includes a button-like operation element 253a that is operated by the user's thumb, for example.
- the third operation unit 253 outputs an on signal when operated by the user, and outputs an off signal when not operated (or does not output an on signal).
- the third operation unit 253 is used, for example, for determining various setting items on the configuration screen and executing a predetermined action of the player character.
- the number of operation units 251 to 253 of each type is not limited to one, and a plurality of each may be provided. Further, the configuration of each of the operation units 251 to 253 described above is an example, and the specific configuration is not limited to this, and other configurations can be adopted as appropriate.
- the network interface 26 connects the game apparatus 2 to a communication network NW such as the Internet or a LAN. Accordingly, one game device 2 can communicate with another game device 2 or the server device 3 via the communication network NW. Then, by connecting the game apparatus 2 to another game apparatus 2 via the communication network NW and transmitting / receiving data to / from each other, a plurality of player characters can be displayed synchronously in the same game space. Therefore, multiplayer in which a plurality of people cooperate to advance the game is possible.
- NW such as the Internet or a LAN.
- FIG. 3 is a block diagram showing a functional configuration of the game apparatus 2 described above.
- the game apparatus 2 has a game space generation unit (virtual space generation means, virtual space generation module) 40, a PC control unit (character action control means, character action control module) 41, NPC It functions as a control unit (non-player character control means, non-player character control module) 42 and a game progress control unit (game progress control means, game progress control module) 43.
- a game space generation unit virtual space generation means, virtual space generation module
- PC control unit character action control means, character action control module 41
- NPC NPC It functions as a control unit (non-player character control means, non-player character control module) 42 and a game progress control unit (game progress control means, game progress control module) 43.
- Each of these functions is composed of the CPU 10, HDD 14, ROM 15, RAM 16, graphic processing unit 17, video conversion unit 18 and the like shown in FIG.
- the game space generation unit 40 generates a virtual game space as a stage where the player character acts (execution of a game space generation step), and displays it on the display 19. For example, as the player character moves, a three-dimensional virtual game space is generated based on data such as objects and textures included in the game data 30b. In this virtual game space, there are arranged shielding objects such as buildings and drums that can hide the player character from the enemy character. Then, a two-dimensional image when the generated game space is photographed with a predetermined virtual camera is generated and displayed on the display 19. Note that the game apparatus 2 generates 30 frames of this 2D image per second and sequentially displays them on the display 19.
- the PC control unit 41 includes a movement operation control unit (movement operation control unit, movement operation control module) 41a and a posture displacement control unit (posture displacement control unit, posture displacement control module) 41b.
- the PC control unit 41 generates a player character (PC). Further, the PC control unit 41 controls the action of the player character in the virtual game space according to the operation of the controller 24 by the user or according to the game situation (execution of the character action control step). For example, when the user operates the first operation unit 251, the movement motion control unit 41a moves the player character in the virtual game space (execution of the movement motion control step).
- the posture displacement control unit 41b causes a part of the player character's body to come out of the shielding object, and the enemy character.
- shooting posture execution of posture displacement control step.
- the user can execute shooting in the posture by operating the third operation unit 253, for example, when the player character is in the shooting posture.
- the PC control unit 41 manages the status of the player character and controls the action of the player character according to the status.
- the initial physical strength value is set for the player character, and when the player character is attacked by the enemy character, the physical strength value obtained by subtracting the damage of the player character from the physical strength value of the player character. Update to value. And when a physical strength value becomes below a predetermined value, a player character is made inoperable.
- the NPC control unit 42 generates an enemy character that is a non-player character (NPC), and controls the action of the enemy character in the virtual game space according to the game situation. For example, in order to find a player character, the virtual game space is searched based on a predetermined rule. Further, when the player character approaches within a predetermined distance, an attacking action such as shooting at the player character is performed. Further, the NPC control unit 42 manages the status of the enemy character. For example, an initial physical strength value is set for the enemy character, and the NPC control unit 42 cannot operate the enemy character when the enemy character is attacked by the player character and the physical strength value becomes a predetermined value or less. To.
- NPC non-player character
- the game progress control unit 43 controls the progress of the game in accordance with the user's operation and the passage of time in the game. For example, when a player character performs a predetermined action by a user operation, a predetermined event is generated and a predetermined moving image is reproduced for a predetermined period. Further, the environment in the virtual game space is changed with the passage of time in the game. Further, enemy characters appear at various locations in the virtual game space in accordance with the location of the player character.
- FIG. 4 is a flowchart showing the movement control of the player character.
- step S1 moving motion control step
- the user is not operating the second operation unit 252 (the operating element 252a is in the non-operating position) and is positioned in the virtual game space.
- the player character controls the action of the player character in response to an operation input from the other operation unit 25.
- the movement motion control unit 41a moves the player character in accordance with the operation.
- Step S2 when the user operates the second operation unit 252 in this state (step S2: YES), the posture displacement control unit 41b of the PC control unit 41 displaces the posture of the player character by a displacement amount corresponding to the operation amount.
- Step S3 Attitude displacement control step. Specifically, the shooting posture in which the player character holds the gun is displaced. That is, the posture of the player character immediately before the second operation unit 252 is operated becomes the “reference posture”. Then, according to the operation amount of the second operation unit 252, the amount of displacement of the player character's posture from the reference posture changes. Note that when the operation of the second operation unit 252 is completed (that is, when the operation amount becomes zero), the player character returns to the reference posture.
- step S3 posture displacement control step
- FIG. 5 is a drawing illustrating a first example of the action of the player character.
- the player character is located in a field that is open in the virtual game space.
- the aiming accuracy is also displaced in conjunction with the displacement of the posture holding the gun that is possessed (step S3-1).
- the state of walking in the field as shown in FIG. 5 is one aspect of the “reference posture” of the player character.
- the user operates the second operation unit 252 in this state, if the amount of operation with respect to the second operation unit 252 (operator 252a) is small, the posture with the tip of the right arm carrying the gun pointing forward only (Shooting posture A011). Further, the aiming accuracy at this time is set relatively low.
- the operation amount of the second operation unit 252 increases and becomes an operation amount near the median value of the operable range, the entire right arm carrying the gun is straightened forward (shooting posture A012) .
- the aiming accuracy increases in conjunction with the increase in the operation amount of the second operation unit 252 and is set to be medium in the shooting posture A012.
- the posture is such that the entire body is directed forward, the gun is held with both hands, and both arms are straightened forward ( Shooting posture A013).
- the aiming accuracy increases in conjunction with the increase in the operation amount of the second operation unit 252 and the highest in the shooting posture A012.
- shooting with the shooting posture A011 can be used as, for example, intimidating shooting, although the hit rate to the enemy character is low.
- the shooting posture A013 and the like can be used for precision shooting.
- the aiming accuracy is relatively low in a posture with a simple gun like the shooting posture A011, and the aiming accuracy is relatively high in a posture with a solid gun like the shooting posture A013. . Therefore, aiming accuracy suitable for the posture of the player character is set, and the user does not feel uncomfortable.
- FIG. 5 by displaying a display serving as an index of aiming accuracy on the display 19, the operability for the user can be improved.
- a circular frame whose size decreases as the aiming accuracy increases is displayed as an index of the aiming accuracy. In the center of this circular frame, an imaginary line connecting the gun possessed by the player character and the shooting target passes.
- the displacement between the shooting posture A011 and the shooting posture A013 as described above can be realized by animation or blending technology (the same applies to other operation examples described below).
- animation a series of animations from the shooting posture A011 to the shooting posture A013 is created in advance, and the operation amount of the second operation unit 252 is associated with the playback position of the animation.
- the animation is reproduced up to a location corresponding to the operation amount.
- the coordinate data of each part of the player character, the angle data of the joints, etc. in the shooting posture A011 and the shooting posture A013 are used as reference values in advance.
- the shooting posture displacement (shooting postures A011 to A013) according to the operation amount of the second operation unit 252 are shown, but the shooting posture is substantially stepless according to the operation amount. Can be displaced. However, it may not be strictly stepless but may be displaced in multiple steps. In any shooting posture, the player character performs shooting from the shooting posture by separately performing a button operation for the user to execute shooting.
- the displacement amount can be changed substantially steplessly according to the operation amount, or the displacement amount can be changed in multiple steps.
- the magnitude of camera shake during shooting the impact of shooting reaction
- the visibility of the virtual game space for example, the degree of blur of the game screen
- the case where the user increases the operation amount with respect to the second operation unit 252 has been described.
- the posture displacement opposite to the above is executed. Therefore, when the user increases or decreases the amount of operation of the second operation unit 252 (for example, when the operator 252a shown in FIG. 2 is pushed or released), the player character moves between the shooting posture A011 and the shooting posture A013. Take a posture according to the amount of operation.
- the operation of the second operation unit 252 by the user is completed (that is, when the operation amount becomes zero), the player character returns to the reference posture.
- the posture displacement control unit 41b displaces the shooting posture of the player character according to the operation amount, and further displaces the aiming accuracy in conjunction with this, but this is not limitative.
- the shooting posture may be displaced according to the operation amount, and the aiming accuracy may not be displaced.
- the position (viewpoint) of the virtual camera may be displaced according to this.
- the operation amount of the second operation unit 252 by the user is small, the game screen is set with a viewpoint at a position away from the player character. As the operation amount increases, the viewpoint is brought closer to the player character. When the operation amount reaches the maximum, the viewpoint is matched with the player character (first person viewpoint).
- FIG. 6 is a drawing illustrating a second example of the action of the player character.
- This operation example 2 shows a case where the displacement amount of the shooting posture is changed according to the operation amount of the second operation unit 252 in a posture where the player character is hidden behind the shielding object.
- the player character moves in accordance with the operation of the first operation unit 251, and takes a posture of automatically hiding behind the shielding object when entering the predetermined range from the shielding object.
- the posture hidden behind the occluding object is the “reference posture”.
- the PC control unit 41 controls the action of the player character according to the operation input from the other operation unit 25 while the user is not operating the second operation unit 252 (see step S1 in FIG. 4). .
- step S2 in FIG. 4 YES
- the posture displacement control unit 41b of the PC control unit 41 moves the player character by a displacement amount corresponding to the operation amount.
- the amount of displacement of the posture from the reference posture is changed (step S3 in FIG. 4). Specifically, the amount of displacement of the shooting posture in which the player character holds the gun is changed, and accordingly, the amount of exposure of the body from the shielding object is also changed (step S3-2 in FIG. 6).
- the shooting with the shooting posture A031 has a low hit rate to the enemy character, but can be shot while hiding in the shielding object, so that it can be used for, for example, threatening shooting in a relatively safe state.
- the operation amount of the second operation unit 252 is increased, the exposure amount of the body from the shielding object is also increased, and the enemy character is easily attacked, but the hit rate to the enemy character can be increased. .
- the player character's shooting posture can be changed not only in the postures A021 to A023 but also in a stepless or multistep manner.
- the aiming accuracy can be displaced together with the displacement of the shooting posture, or a display serving as a standard accuracy index can be displayed on the display 19.
- the present invention is not limited to this. It is good also as taking the attitude
- the reference posture for hiding the player character the reference posture hidden behind the shielding object is exemplified in the operation example 2 described above, but is not limited thereto.
- the displacement amount of the shooting posture may be changed according to the operation amount of the second operation unit 252 while the player character is hidden in the water.
- the state in which the player character is hidden in water is set as the “reference posture”, and the displacement amount of the player character's posture is changed by the displacement amount corresponding to the operation amount of the second operation unit 252 in this state.
- the posture is such that only the right arm carrying the gun is put out in water and the whole body is almost immersed in water.
- the operation amount of the second operation unit 252 increases and becomes an operation amount near the median of the operable range, the head is raised above the surface of the water, the enemy character is visually confirmed, and the gun is moved with one hand Set the posture.
- the posture is such that most of the upper body is put on the water surface and the gun is held with both arms. Note that when the amount of operation performed on the second operation unit 252 by the user becomes zero, the player character returns to the reference posture.
- shooting in a posture when the amount of operation of the second operation 252 is small can reduce the hit rate to the enemy character, but can be shot while hiding in the water, and can be used for shooting in a relatively safe state, for example.
- the operation amount of the second operation unit 252 when the operation amount of the second operation unit 252 is increased, the exposure amount of the body on the water surface is also increased, and the enemy character is easily attacked, but the hit rate to the enemy character can be increased.
- the shooting posture similarly to the first operation example, only the shooting posture may be displaced according to the operation amount, and the aiming accuracy may not be displaced.
- FIG. 7 is a drawing showing an operation example 4 of the player character.
- This operation example 4 shows a case where the displacement amount of the shooting posture is changed in accordance with the operation amount of the second operation unit 252 in a state where the player character has a gun in the coat or the like.
- the player character has a gun with his right hand on the court, and this state is the “reference posture”.
- the coat is indicated by a one-dot chain line.
- the posture displacement control unit 41b of the PC control unit 41 sets the player character's posture reference by a displacement amount corresponding to the operation amount.
- the amount of displacement from the posture is changed (step S3 in FIG. 4). Specifically, the displacement amount of the shooting posture in which the player character holds the gun is changed, and the exposure amount of the gun from the court is also changed accordingly (step S3-3 in FIG. 7).
- a posture in which the gun is held while being hidden in the court (shooting posture A031) is taken.
- the operation amount of the second operation unit 252 increases and becomes an operation amount in the vicinity of the median value of the operable range, the gun is taken out from the court and takes the posture of holding the player character with one hand near the body of the player character.
- Shooting posture A033 When the operation amount further increases and the second operation unit 252 reaches the maximum operation position, the posture is such that the entire body is directed forward, the gun is held with both hands, and both arms are straightened forward. Note that when the amount of operation performed on the second operation unit 252 by the user becomes zero, the player character returns to the reference posture.
- the shot with the shooting posture A031 has a low accuracy rate to the enemy character, it can be used while shooting with the gun hidden in the court, so it can be used for shooting that is not noticed by the surroundings and shooting at close range.
- the operation amount of the second operation unit 252 is increased, the gun is exposed, but the hit rate to the enemy character is increased.
- the second operation unit 252 is greatly operated in a short time, and immediately after that, the operation amount is returned to zero, so that the gun is taken out of the court and the enemy character is shot in a posture with high aiming accuracy.
- a series of operations such as hiding inside can be executed instantaneously.
- an index of aiming accuracy may be displayed on the game screen as in the first and second operation examples. Further, only the shooting posture may be displaced according to the operation amount, and the aiming accuracy may not be displaced.
- FIG. 8 is a drawing illustrating a fourth example of the action of the player character.
- the door is opened according to the operation amount of the second operation unit 252 while the player character is in contact with the door. Then, according to the operation amount of the second operation unit 252, the amount of displacement of the shooting posture (or the door opening / closing operation posture) and the width of the field of view beyond the door from the player character are changed.
- the player character is close to the closed door, and this state is the “reference posture”.
- the posture displacement control unit 41b of the PC control unit 41 sets the player character's posture reference by a displacement amount corresponding to the operation amount.
- the amount of displacement from the posture is changed (step S3 in FIG. 4). Specifically, the opening degree of the door is changed by the operation of the player character, the displacement amount of the shooting posture holding the gun is changed, and further, the field of view beyond the door from the player character is changed (FIG. 8). Step S3-4).
- the door is slightly opened, the left hand grasps the door knob, and takes the posture of holding the gun with only the right hand through the door gap (shooting posture A041 ). And the view beyond the door at this time is narrow.
- the operation amount of the second operation unit 252 increases and becomes an operation amount near the median of the operable range, the door is opened moderately and the right arm is extended forward to hold the gun ( Shooting posture A042). At this time, the field of view beyond the door is moderate.
- the operation amount further increases and the second operation unit 252 reaches the maximum operation position, the door is fully opened and the arm is held with both arms (shooting position A063). At this time, the field of view beyond the door is maximized. Note that when the amount of operation performed on the second operation unit 252 by the user becomes zero, the player character returns to the reference posture.
- shooting with the shooting posture A061 has a low accuracy rate to the enemy character, it can be shot while hiding behind the door, so it can be used for shooting in a relatively safe state, for example.
- the operation amount of the second operation unit 252 increases, the exposure amount of the player character's body also increases and the player character is easily attacked by the enemy character, but the hit rate to the enemy character can be increased.
- an index of aiming accuracy may be displayed on the game screen. Only the door opening / closing operation posture may be displaced according to the operation amount, and the aiming accuracy may not be displaced.
- the opening degree of the door, the shooting posture of the player character (and the opening / closing operation posture of the door), and the breadth of the field of view beyond the door of the player character change according to the operation amount will be described.
- the opening / closing operation posture of the door by the player character is changed according to the operation amount of the second operation unit 252, and the opening degree of the door and the breadth of the field of vision beyond the door of the player character are changed in conjunction with this.
- the shooting posture of the player character may not be changed.
- the configuration of the game screen may be switched between the case where the opening degree of the door is less than a predetermined value and the case where the door opening is greater than or equal to the predetermined value.
- the game screen can be configured from the third person viewpoint, and if the door opening is greater than the predetermined value, the game screen can be configured from the first person viewpoint (player character viewpoint).
- the change rate of the operation amount of the second operation unit 252 the door opening speed (door opening change rate) and the door opening / closing sound (for example, the volume and pitch of the operation sound when the door opens) ) May be changed.
- the volume of the operation sound is increased as the door opening speed is increased.
- the door can be gently opened by slowly operating the second operation unit 252. Or you may make it the pitch of an operation sound become high, so that the opening speed of a door is large.
- the kind of door may be not only a swing door but a sliding door.
- the amount of displacement of the posture related to other actions of the player character may be changed according to the amount of operation of the second operation unit 252 by the user.
- the displacement amount of the posture of climbing above the shielding object may be changed according to the operation amount of the second operation unit 252.
- a player character stands up close to a shielding object (for example, a container), and this state is referred to as a “reference posture”.
- the position (height position) of the player character with respect to the shielding object changes by a displacement amount corresponding to the operation amount, and the displacement amount from the reference posture of the posture climbing the shielding object also changes. Change.
- the posture is such that both hands are put on the upper part of the shielding object.
- the operation amount of the second operation unit 252 increases and becomes an operation amount near the median value of the operable range, the upper body moves until it is positioned above the shielding object.
- the second operation unit 252 When the operation amount further increases and the second operation unit 252 reaches the maximum operation position, it climbs to the upper part of the shielding object, and takes a posture of looking around while lying down there. When the amount of operation performed on the second operation unit 252 by the user becomes zero, the player character descends from the shielding object and returns to the reference posture.
- the performance of the player character's belongings may be changed according to the operation amount of the second operation unit 252.
- the rate of fire is changed according to the amount of operation of the second operation unit 252.
- the continuous shooting speed is increased as the operation amount increases, and the continuous shooting speed is decreased as the operation amount decreases.
- the range in which the shot bullets are scattered is changed according to the operation amount of the second operation unit. In this case, the range expands as the operation amount increases, and the range decreases as the operation amount decreases.
- the operation amount of the second operation unit 252 (for example, the displacement amount related to the tilt of the operation element 252a) has been mentioned, but instead, the operation duration time of the second operation unit 252 can be adopted.
- the posture displacement amount increases as the operation amount increases, and the posture displacement amount decreases as the operation amount decreases.
- the posture displacement amount increases as the operation amount increases.
- the “second operation unit” according to the present invention is not limited to the operation unit existing as a physical object as exemplified in the above embodiment.
- a system that progresses a game based on a user's movement detected by a camera or the like, such as KINECT (registered trademark) is known.
- the displacement amount of the posture of the player character can be changed according to the operation amount with respect to the means for detecting the user's movement (that is, the second operation unit according to the present invention).
- the present invention can be applied to a game program and a game system capable of realizing a game in which a player character can be operated in a virtual game space by a user operation.
- Game device (game system) 10 CPU 24 controller 30a game program 30b game data 40 game space generation unit (virtual space generation means) 41 PC control unit (character motion control means) 41a Moving operation control unit (moving operation control means) 41b Posture displacement control unit (posture displacement control means) 25 operation unit 251 first operation unit 252 second operation unit (volume switch)
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Abstract
Description
図1は、ゲーム装置(コンピュータ装置)2のハードウェア構成を示すブロック図である。ゲーム装置2は、他のゲーム装置2及びサーバ装置3との間で、インターネット又はLANなどの通信ネットワークNWを介して互いに通信可能である。このゲーム装置2は、その動作を制御するコンピュータであるCPU10を備え、このCPU10にはバス11を介して、ディスクドライブ12、メモリカードスロット13、プログラム記憶手段を成すHDD14及びROM15、並びにRAM16が接続されている。
図3は、上述したゲーム装置2の機能的な構成を示すブロック図である。ゲーム装置2は、本発明のゲームプログラムを実行することで、ゲーム空間生成部(仮想空間生成手段,仮想空間生成モジュール)40、PC制御部(キャラクタ動作制御手段,キャラクタ動作制御モジュール)41、NPC制御部(ノンプレイヤキャラクタ制御手段,ノンプレイヤキャラクタ制御モジュール)42、ゲーム進行制御部(ゲーム進行制御手段,ゲーム進行制御モジュール)43として機能する。なお、このような各機能は、ハード的には図1に示すCPU10,HDD14,ROM15,RAM16,グラフィック処理部17,ビデオ変換部18等から構成されている。
次に、ユーザのコントローラ24の操作に応じたプレイヤキャラクタの動作制御について説明する。
図5は、プレイヤキャラクタの動作例1を示す図面である。この動作例1の場合、プレイヤキャラクタは、仮想ゲーム空間にて周囲が開けたフィールドに位置している。そして、ユーザの第2操作部252の操作量に応じて、所持している銃を構える姿勢が変位するのと連動して照準精度も変位する(ステップS3-1)。
図6は、プレイヤキャラクタの動作例2を示す図面である。この動作例2では、プレイヤキャラクタが遮蔽オブジェクトの背後に隠れた姿勢で、第2操作部252の操作量に応じて射撃姿勢の変位量を変化させる場合を示す。
図7は、プレイヤキャラクタの動作例4を示す図面である。この動作例4では、プレイヤキャラクタがコート等の上着内に銃を所持した状態で、第2操作部252の操作量に応じて射撃姿勢の変位量を変化させる場合を示す。
図8は、プレイヤキャラクタの動作例4を示す図面である。この動作例4では、プレイヤキャラクタがドアに身を寄せた状態で、第2操作部252の操作量に応じてドアを開く。そして、第2操作部252の操作量に応じて、射撃姿勢(あるいは、ドアの開閉操作姿勢)の変位量とプレイヤキャラクタからのドア向こうの視界の広さとを変化させる。
上記の他、ユーザによる第2操作部252への操作量に応じて、プレイヤキャラクタの他の動作に関する姿勢の変位量を変化させてもよい。例えば、プレイヤキャラクタが遮蔽オブジェクトの近傍に位置するときに、第2操作部252の操作量に応じて、この遮蔽オブジェクトの上へ登る姿勢の変位量を変化させることとしてもよい。
10 CPU
24 コントローラ
30a ゲームプログラム
30b ゲームデータ
40 ゲーム空間生成部(仮想空間生成手段)
41 PC制御部(キャラクタ動作制御手段)
41a 移動動作制御部(移動動作制御手段)
41b 姿勢変位制御部(姿勢変位制御手段)
25 操作部
251 第1操作部
252 第2操作部(ボリュームスイッチ)
Claims (18)
- 仮想ゲーム空間を生成する仮想空間生成モジュール、及び、
ユーザの操作に応じて前記仮想ゲーム空間内でのプレイヤキャラクタの動作を制御するキャラクタ動作制御モジュール、
を備え、
前記キャラクタ動作制御モジュールは、
第1操作部に対するユーザの操作に応じて、プレイヤキャラクタを移動させる移動動作制御モジュール、及び、
前記第1操作部とは異なる第2操作部に対するユーザの操作量に応じて、プレイヤキャラクタの姿勢の基準姿勢からの変位量を変化させる姿勢変位制御モジュール、
を有する、コンピュータ装置。 - 前記姿勢変位制御モジュールは、プレイヤキャラクタが前記仮想ゲーム空間に設けられた遮蔽オブジェクトの背後に位置する場合に、該遮蔽オブジェクトからの身体の露出量を、前記操作量に応じて変化させる、請求項1に記載のコンピュータ装置。
- 前記姿勢変位制御モジュールは、プレイヤキャラクタによる射撃姿勢の変位量を、前記操作量に応じて変化させる、請求項1又は2に記載のコンピュータ装置。
- 前記姿勢変位制御モジュールは、前記射撃姿勢の変位量と共に、プレイヤキャラクタが射撃に用いる武器の照準精度の変位量も、前記操作量に応じて変化させる、請求項3に記載のコンピュータ装置。
- 前記姿勢変位制御モジュールは、前記操作量に応じて、プレイヤキャラクタによるドアの開閉操作姿勢の変位量を変化させ、且つ、前記操作量の変化率に応じて、前記ドアの開度の変化率及び開閉音を変化させる、請求項1に記載のコンピュータ装置。
- 前記姿勢変位制御モジュールは、プレイヤキャラクタの複数の姿勢を示す各データを、前記第2操作部に対する操作量に応じてブレンドすることで、該第2操作部の操作量に応じたプレイヤキャラクタの姿勢を示すデータを取得する、請求項1乃至5の何れかに記載のコンピュータ装置。
- コンピュータ装置の制御部により実行可能な指令を記憶した、該コンピュータ装置での読み取りが可能な記録媒体であって、
前記指令は、前記コンピュータ装置に対し、
仮想ゲーム空間を生成する仮想空間生成ステップ、及び、
ユーザの操作に応じて前記仮想ゲーム空間内でのプレイヤキャラクタの動作を制御するキャラクタ動作制御ステップ、
を実行させ、
前記キャラクタ動作制御ステップは、前記コンピュータ装置に対し、
第1操作部に対するユーザの操作に応じて、プレイヤキャラクタを移動させる移動動作制御ステップ、及び、
前記第1操作部とは異なる第2操作部に対するユーザの操作量に応じて、プレイヤキャラクタの姿勢の基準姿勢からの変位量を変化させる姿勢変位制御ステップ、
を更に実行させる、記録媒体。 - 前記姿勢変位制御ステップは、プレイヤキャラクタが前記仮想ゲーム空間に設けられた遮蔽オブジェクトの背後に位置する場合に、該遮蔽オブジェクトからの身体の露出量を、前記操作量に応じて変化させる、請求項7に記載の記録媒体。
- 前記姿勢変位制御ステップは、プレイヤキャラクタによる射撃姿勢の変位量を、前記操作量に応じて変化させる、請求項7又は8に記載の記録媒体。
- 前記姿勢変位制御ステップは、前記射撃姿勢の変位量と共に、プレイヤキャラクタが射撃に用いる武器の照準精度の変位量も、前記操作量に応じて変化させる、請求項9に記載の記録媒体。
- 前記姿勢変位制御ステップは、前記操作量に応じて、プレイヤキャラクタによるドアの開閉操作姿勢の変位量を変化させ、且つ、前記操作量の変化率に応じて、前記ドアの開度の変化率及び開閉音を変化させる、請求項7に記載の記録媒体。
- 前記姿勢変位制御ステップは、プレイヤキャラクタの複数の姿勢を示す各データを、前記第2操作部に対する操作量に応じてブレンドすることで、該第2操作部の操作量に応じたプレイヤキャラクタの姿勢を示すデータを取得する、請求項6乃至11の何れかに記載の記録媒体。
- 仮想ゲーム空間を生成する仮想空間生成ステップ、及び、
ユーザの操作に応じて前記仮想ゲーム空間内でのプレイヤキャラクタの動作を制御するキャラクタ動作制御ステップ、
を備え、
前記キャラクタ動作制御ステップは、
第1操作部に対するユーザの操作に応じて、プレイヤキャラクタを移動させる移動動作制御ステップ、及び、
前記第1操作部とは異なる第2操作部に対するユーザの操作量に応じて、プレイヤキャラクタの姿勢の基準姿勢からの変位量を変化させる姿勢変位制御ステップ、
を更に備える、コンピュータ装置の制御方法。 - 前記姿勢変位制御ステップは、プレイヤキャラクタが前記仮想ゲーム空間に設けられた遮蔽オブジェクトの背後に位置する場合に、該遮蔽オブジェクトからの身体の露出量を、前記操作量に応じて変化させる、請求項13に記載のコンピュータ装置の制御方法。
- 前記姿勢変位制御ステップは、プレイヤキャラクタによる射撃姿勢の変位量を、前記操作量に応じて変化させる、請求項13又は14に記載のコンピュータ装置の制御方法。
- 前記姿勢変位制御ステップは、前記射撃姿勢の変位量と共に、プレイヤキャラクタが射撃に用いる武器の照準精度の変位量も、前記操作量に応じて変化させる、請求項15に記載のコンピュータ装置の制御方法。
- 前記姿勢変位制御ステップは、前記操作量に応じて、プレイヤキャラクタによるドアの開閉操作姿勢の変位量を変化させ、且つ、前記操作量の変化率に応じて、前記ドアの開度の変化率及び開閉音を変化させる、請求項13に記載のコンピュータ装置の制御方法。
- 前記姿勢変位制御ステップは、プレイヤキャラクタの複数の姿勢を示す各データを、前記第2操作部に対する操作量に応じてブレンドすることで、該第2操作部の操作量に応じたプレイヤキャラクタの姿勢を示すデータを取得する、請求項13乃至17の何れかに記載のコンピュータ装置の制御方法。
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JP2014518276A JP6021282B2 (ja) | 2012-05-29 | 2013-05-28 | コンピュータ装置、ゲームプログラム、及びコンピュータ装置の制御方法 |
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EP (1) | EP2857075A4 (ja) |
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JP2018028809A (ja) * | 2016-08-18 | 2018-02-22 | 株式会社カプコン | ゲームプログラムおよびゲームシステム |
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US10460524B2 (en) * | 2016-07-06 | 2019-10-29 | Microsoft Technology Licensing, Llc | Roll turning and tap turning for virtual reality environments |
EP3605439A4 (en) * | 2017-03-31 | 2020-02-05 | Sony Corporation | INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING METHOD, AND PROGRAM |
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EP2857075A4 (en) | 2016-03-16 |
JP6021282B2 (ja) | 2016-11-09 |
EP2857075A1 (en) | 2015-04-08 |
US9616340B2 (en) | 2017-04-11 |
US20150148125A1 (en) | 2015-05-28 |
JPWO2013179641A1 (ja) | 2016-01-18 |
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