WO2013191081A1 - データ生成システム、それに用いられるデータ生成方法、及びコンピュータプログラム - Google Patents
データ生成システム、それに用いられるデータ生成方法、及びコンピュータプログラム Download PDFInfo
- Publication number
- WO2013191081A1 WO2013191081A1 PCT/JP2013/066346 JP2013066346W WO2013191081A1 WO 2013191081 A1 WO2013191081 A1 WO 2013191081A1 JP 2013066346 W JP2013066346 W JP 2013066346W WO 2013191081 A1 WO2013191081 A1 WO 2013191081A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- time
- game
- display start
- data
- appropriate value
- Prior art date
Links
- 238000000034 method Methods 0.000 title claims description 74
- 238000004590 computer program Methods 0.000 title claims description 13
- 238000004364 calculation method Methods 0.000 claims description 9
- 230000007423 decrease Effects 0.000 claims description 2
- 238000011156 evaluation Methods 0.000 description 41
- 238000012545 processing Methods 0.000 description 41
- 230000006870 function Effects 0.000 description 21
- 238000003860 storage Methods 0.000 description 19
- 230000000694 effects Effects 0.000 description 15
- 238000010586 diagram Methods 0.000 description 8
- 238000006073 displacement reaction Methods 0.000 description 3
- 230000014509 gene expression Effects 0.000 description 3
- 230000004044 response Effects 0.000 description 3
- 230000033764 rhythmic process Effects 0.000 description 3
- 238000011161 development Methods 0.000 description 2
- 238000004519 manufacturing process Methods 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 230000002093 peripheral effect Effects 0.000 description 2
- 230000001846 repelling effect Effects 0.000 description 2
- 239000004065 semiconductor Substances 0.000 description 2
- 239000003086 colorant Substances 0.000 description 1
- 238000012937 correction Methods 0.000 description 1
- 238000005192 partition Methods 0.000 description 1
- 238000002360 preparation method Methods 0.000 description 1
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- 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
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- 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
- A63F13/537—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 using indicators, e.g. showing the condition of a game character on screen
-
- 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
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- 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
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a data generation system for generating sequence data used as data for instructing an operation timing and an operation unit to a game system for instructing a player to operate the operation unit provided in the input device, and a data generation method used therefor And a computer program.
- a game system in which a player operates an operation unit in accordance with a music rhythm is known.
- an operation instruction mark is displayed and moved on the game screen, and the operation timing of the operation unit is instructed to the player by the operation instruction mark.
- an operation instruction mark is displayed at a predetermined display start time, and the operation time is instructed to the player by reaching the determination unit set on the game screen at the predetermined time.
- the operation instruction mark is controlled using sequence data in which the display start time and the operation time are described.
- the operation instruction indicator display start time is displayed by displaying a plurality of operation times in time series in the reference area indication area on the editing screen and connecting the operation times by the data creator.
- a data generation system that sets an operation time is known (see Patent Document 1).
- the data creator since the data creator needs to connect a plurality of operation periods, the burden on the data creator is large. Further, in a game in which the operation time is instructed to the player by the operation instruction mark, the difficulty level of the game changes according to the period between the display start time and the operation time. In the system of Patent Document 1, since the data creator determines how to connect a plurality of operation times, even the sequence data used in the game of the same difficulty level is displayed according to the data creator. The length of the period between operation times may vary.
- An object of the present invention is to provide a data generation method and a computer program used therefor.
- the data generation system provides a predetermined instruction for instructing an operation to an operation unit operated by a player in a game area in which a plurality of reference units arranged at intervals are set while playing a music piece.
- Sequence data used for a game that moves so that an operation instruction mark displayed at the display start time reaches at least one of the plurality of reference portions at a predetermined operation time after the display start time
- the display start time and the operation time are described in the sequence data, and the display start time and the operation are determined based on the difficulty assigned to the game using the sequence data.
- An appropriate value calculating means for calculating an appropriate value for the period between the time, and the music among the display start time and the operation time The time for calculating the other time based on the one time and the appropriate value so that the other time is set within a predetermined range based on the appropriate value with respect to the one time set based on
- the appropriate value is calculated based on the difficulty level of the game, and the other time is calculated based on the predetermined range based on the appropriate value. There is no need to calculate the time. Therefore, the burden on the data creator when creating sequence data can be reduced. In addition, since the other time is calculated based on an appropriate value, it is possible to suppress variation in the length of the period between the display start time and the arrival time depending on the data creator.
- the appropriate value calculating means may decrease the appropriate value as the difficulty of the game using the sequence game is higher.
- the difficulty of the game becomes more difficult as the time from when the operation instruction mark is displayed in the game area until reaching the reference unit is shorter. Therefore, by calculating the appropriate value in this way, it is possible to set an appropriate appropriate value according to the difficulty level of the game.
- the appropriate value calculating means may correct the appropriate value so that the appropriate value becomes smaller as the number of beats per unit time of the music increases.
- the faster the music speed is the smaller the appropriate value is. Therefore, the faster the music speed, the shorter the period between the display start time and the operation time. Therefore, the period between the display start time and the operation time can be appropriately adjusted according to the speed of the music.
- the appropriate value calculating means is configured to include, among the plurality of reference portions, after the operation instruction mark is displayed in the game area in the game of the difficulty level based on the difficulty level. And calculating an appropriate time based on the calculated estimated time and the number of beats per unit time of the music, based on the calculated estimated time and the number of beats per unit time of the music. Also good. By calculating an appropriate value in units of beats as described above, the game creator can easily grasp how fast the operation instruction mark moves.
- a display unit that displays an editing screen, a time information display area that displays information on all operation times in a time series, and the plurality of operation times out of the plurality of operation times.
- An editing area presenting means for displaying, on the editing screen, a reference area indicating area for displaying each operation time assigned to at least one of the reference areas for each reference area in time series; and in the reference area indicating area
- Display start position information for associating information on operation instruction signs corresponding to each operation time assigned to each reference part and information on each reference part from which each operation instruction sign starts to be displayed is indicated by the reference part instruction.
- Information presentation means to be displayed in the area may be further provided.
- the data generation method of the present invention is a predetermined method for instructing an operation to an operation unit operated by a player in a game area in which a plurality of reference units arranged at intervals are set while playing a music piece.
- Sequence data used for a game that moves so that an operation instruction mark displayed at the display start time reaches at least one of the plurality of reference portions at a predetermined operation time after the display start time
- the display start time and the operation time are described in the sequence data, and the display start time is based on a difficulty level given to a computer using the sequence data.
- an appropriate value calculating step for calculating an appropriate value for a period between the operation timing and the display start time and the operation time before The other time is calculated based on the one time and the appropriate value so that the other time is set within a predetermined range based on the appropriate value with respect to one time set based on the music And a generation step of generating the sequence data based on the one time and the other time.
- the computer program for the data generation system of the present invention is an operation for an operation unit operated by a player in a game area in which a plurality of reference units arranged at intervals are set while reproducing music.
- an operation instruction mark displayed at a predetermined display start time moves to reach at least one of the plurality of reference portions at a predetermined operation time after the display start time.
- the burden on the data creator when creating the sequence data can be reduced.
- the other time is calculated based on an appropriate value, it is possible to suppress variation in the length of the period between the display start time and the arrival time depending on the data creator.
- generated by this invention is performed.
- the figure which showed the game screen typically.
- the figure which shows an example of an edit screen typically.
- the figure which shows an example of the data generation process using a data generation system The flowchart which shows the allocation process routine which a data generation system performs. The flowchart which shows the matching process routine which a data generation system performs. The figure which shows a parameter input area typically. The flowchart which shows the beat number range calculation routine which a data generation system performs. The figure which shows an example of the correspondence of the difficulty of a game with assumption movement time. The flowchart which shows the data generation process routine which a data generation system performs.
- FIG. 1 shows an arcade game machine in which this game is executed.
- the game machine 1 includes a housing 2 and a monitor 3 disposed on the upper surface of the housing 2 so as to be inclined toward the player P side.
- a transparent touch panel 5 is superimposed on the surface of the monitor 3.
- the touch panel 5 is a known input device that outputs a signal corresponding to the contact position when the player P touches with a finger or the like.
- the game machine 1 is provided with various input devices and output devices provided in a normal business game machine such as a button for selecting or determining, a power switch, a volume operation switch, and a power lamp. However, the illustration thereof is omitted.
- FIG. 2 is a functional block diagram of the game machine 1.
- a control unit 10 as a computer is provided inside the housing 2.
- the control unit 10 includes a game control unit 11 as a control subject, and a display control unit 12 and an audio output control unit 13 that operate according to an output from the game control unit 11.
- the game control unit 11 is configured as a unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
- the display control unit 12 draws an image corresponding to the image data supplied from the game control unit 11 in the frame buffer, and outputs a video signal corresponding to the drawn image to the monitor 3, whereby a predetermined signal is displayed on the monitor 3. Display an image.
- the audio output control unit 13 generates a sound reproduction signal corresponding to the sound reproduction data given from the game control unit 11 and outputs the sound reproduction signal to the speaker 14, thereby reproducing predetermined sound (including musical sounds) from the speaker 14. .
- An external storage device 20 is connected to the game control unit 11.
- a storage medium that can hold the storage without power supply such as an optical storage medium such as a DVDROM or a CDROM, or a nonvolatile semiconductor memory device such as an EEPROM, is used.
- the external storage device 20 stores a game program 21 and game data 22.
- the game program 21 is a computer program necessary for executing a music game according to a predetermined procedure on the game machine 1.
- the game program 21 includes a sequence control module 23 and an evaluation module 24 for realizing the functions according to the present invention.
- the game control unit 11 executes various operation settings stored in the internal storage device, thereby executing various initial settings necessary to operate as the game machine 1.
- an environment for executing the music game according to the game program 21 is set.
- the sequence control module 23 of the game program 21 is executed by the game control unit 11, a sequence processing unit 15 is generated in the game control unit 11.
- the sequence processing unit 15 and the operation evaluation unit 16 are logical devices realized by a combination of computer hardware and a computer program.
- the sequence processing unit 15 performs music game processing in which an operation is instructed to the player in accordance with the reproduction of music (music) selected by the player, or a sound effect is generated in accordance with the operation of the player.
- the operation evaluation unit 16 evaluates the player's operation and executes processing such as game control in accordance with the evaluation result.
- the game program 21 includes various program modules necessary for executing the music game in addition to the modules 23 and 24 described above, and the game control unit 11 includes logical devices corresponding to these modules. Are generated, but their illustration is omitted.
- the game data 22 includes various data to be referred to when the music game is executed according to the game program 21.
- the game data 22 includes music data 25, sound effect data 26, and image data 27.
- the music data 25 is data necessary for reproducing and outputting music to be played from the speaker 14. In FIG. 2, one type of music data 25 is shown, but actually, the player can select a music to be played from a plurality of music.
- a plurality of pieces of music data 25 are recorded with information for identifying each music piece.
- the sound effect data 26 is data in which a plurality of types of sound effects to be output from the speaker 14 in response to the operation of the player are recorded in association with unique codes for each sound effect. Sound effects include musical instruments and various other types of sounds.
- the sound effect data may be prepared for a predetermined number of octaves by changing the pitch for each type.
- the image data 27 is data for causing the monitor 3 to display a background image, various objects, icons, and the like in the game screen.
- the game data 22 further includes sequence data 28.
- the sequence data 28 is data defining operations and the like to be instructed to the player. At least one sequence data 28 is prepared for one piece of music data. Details of the sequence data 28 will be described later.
- the game machine 1 is a battle type in which two players (including the case where the game machine 1 functions as one player) perform an operation according to music, and the two players are evaluated and competed for the operation time. It is configured as a music game machine. In FIG. 1, only one game machine is shown, but the game may be executed by a plurality of game machines 1 connected so as to be able to share the game situation.
- FIG. 3 is a diagram schematically showing a game screen.
- the game screen 50 includes a game area 52 for guiding the operation time to the player and an information area 53 for displaying the score of each player.
- the game area 52 is formed in a rectangular shape.
- a first operation reference portion 55A and a second operation reference portion 55B as operation reference portions are arranged at both ends in the longitudinal direction of the game area 52 so as to face each other.
- Each of the operation reference portions 55A and 55B extends linearly in a direction orthogonal to the longitudinal direction of the game area 52.
- Each operation reference portion 55A, 55B is used as a reference for the current time on the game by the game player.
- the first operation reference unit 55A is used as a reference for the current time of the first player
- the second operation reference unit 55B is used as a reference for the current time of the second player.
- a red straight line is used as the first operation reference unit 55A and a blue straight line is used as the second operation reference unit 55B, and different colors are used for each player to distinguish each player. It has been.
- the information area 53 is arranged around the game area 52, and one end side in the longitudinal direction of the game area 52 is used to display the score of one player, and the other end side displays the score of the other player. Used to do.
- Each of the operation reference portions 55A and 55B includes a plurality of repulsion points arranged at predetermined intervals.
- the plurality of repulsion points R1 included in the first operation reference portion 55A and the repulsion points R2 included in the second operation reference portion are connected to each other by a plurality of paths W. That is, a plurality of paths W are provided from one repulsion point R1 included in the first operation reference portion 55A to a plurality of repulsion points R2 included in the second operation reference portion.
- All three broken lines in FIG. 3 indicate three paths W1, W2, and W3 that connect the repulsion point R1 and the repulsion point R2. In the example of FIG.
- a certain repulsion point R1 of the first operation reference portion 55A includes three paths W1 extending from the repulsion point R1 toward the three repulsion points R2 included in the second operation reference portion 55B. W2 and W3 are provided. While the music game is being executed, that is, while the reproduction of the music is in progress, an object 60 as an operation instruction indicator for instructing an operation is displayed according to the sequence data 28 on the path W connecting the repulsion point R1 and the repulsion point R2. Is done. In FIG. 3, for convenience of explanation, each of the routes W1, W2, and W3 is indicated by a broken line, but none of the plurality of routes W is displayed on the actual game screen 50.
- the object 60 appears at the repulsion point R1 or the repulsion point R2 at an appropriate time in the music, and moves toward the repulsion points R1 and R2 located on the opposite side from the repelling points R1 and R2 that appear as the music progresses. , And moves on a path W extending from the rebound points R1 and R2 that have appeared.
- the repulsion points R1 and R2 reached by the object 60 become the appearance position of the next object 60, and move toward the repulsion points R1 and R2 located on the opposite side from the appearance position. Therefore, the object 60 repeatedly moves alternately between the operation reference portions 55A and 55B so as to repel each repulsion point R1 and R2.
- the operation reference units 55A and 55B For each player who uses the operation reference units 55A and 55B reached by the object 60 as the current time reference in accordance with the arrival of the object 60 at the operation reference units 55A and 55B, the operation reference units 55A and 55B are used.
- the touch operation of touching the position where the object 60 has reached is requested.
- a time difference between the time when the object 60 coincides with each operation reference portion 55A and 55B and the time when each player performs a touch operation is detected. The smaller the deviation time, the higher the player's operation is evaluated.
- sound effects are reproduced from the speaker 14 in response to the touch operation.
- a well-known method may be applied as a method for reproducing sound effects.
- the object 60 is moving toward the repulsion point R2 of the second operation reference unit 55B on the path W1, and the second operation reference unit 55B is aligned with the arrival at the second operation reference unit 55B.
- the second player using the current time as the reference for the current time may touch the position at which the object 60 of the second operation reference unit 55B arrives.
- the object 60 is displayed in a color corresponding to each of the operation reference portions 55A and 55B ahead. That is, in the example of FIG. 3, the object 60 is displayed in blue until it reaches the repulsion point R2 of the second operation reference portion 55B, and the next object 60 that appears at the reached rebound point R2 is displayed in red.
- a plurality of operation units are formed by a combination of the operation reference units 55A and 55B on the monitor 3 and the touch panel 5 superimposed thereon.
- each operation reference part 55A, 55B may be used as a term representing the operation part.
- FIG. 4 is a diagram for explaining the area of the object 60.
- the broken lines in FIG. 4 indicate the paths W1, W2, and W3, respectively, and the alternate long and short dash line 62 indicates the boundary between the regions.
- the object 60 includes a contact area S in the vicinity of a contact point that first comes into contact with each operation reference portion 55A, 55B, a right area R, a left area L, and other areas with the contact area S as the boundary It is divided into four areas.
- a straight path W2 that travels to the shortest distance to R1.
- the first right path W3 toward the R1 via the right side wall 52R in the longitudinal direction of the game area 52 is touched when the vicinity of the right area R is touched.
- the first left-side path W1 going to R1 via the left side wall 52L in the longitudinal direction of the game area 52 is selected. That is, the movement path when the object 60 heads to the next operation reference portion 55A or 55B is determined according to the positional relationship between the operation position where the touch operation is performed and the position of the object 60. Since the movement distance differs depending on the movement path, a difference occurs in the movement distance for moving the object 60 to the next operation reference portion 55A, 55B according to the positional relationship between the operation position and the position of the object 60. On the other hand, the operation time when the object 60 should be touched regardless of the movement path, that is, the time when the object 60 should reach the operation reference parts 55A and 55B is constant.
- FIG. 5 is a diagram schematically showing a game screen in a state where two objects 60 are displayed in the game area 52.
- the first object 60A is displayed in front of the second operation reference portion 55B
- the second object 60B is displayed on the first operation reference portion 55A.
- These objects 60A and 60B move in the game area 52 so as to reach the operation reference portions 55A and 55B at the operation times associated with the respective sequence data 28 described later.
- these objects 60A and 60B are not distinguished from each other, they are referred to as objects 60 below.
- the sequence data 28 is data for defining a time when an appropriate operation should be requested from the player, that is, an operation time when the player should perform an appropriate operation.
- FIG. 6 is a diagram showing an example of the contents of the sequence data 28.
- the sequence data 28 includes a condition defining unit 28a and an operation sequence unit 28b.
- the condition definition unit 28a includes information for specifying different game execution conditions for each music piece, such as music tempo, beat, track, and information for specifying sound effects to be generated when the object 60 is touched. Described.
- the condition defining unit 28a is provided only at the beginning of the sequence data 28. However, the condition defining unit 28a may be added at an appropriate position in the middle of the operation sequence unit 28b. As a result, it is possible to realize processing such as changing the tempo in a song and changing the allocation of sound effects.
- the operation sequence part 28b includes a sign information part 28c, a display start time part 28d, an arrival time part 28e, and an arrival position part 28f.
- An object ID is described in the sign information portion 28b.
- the display start time portion 28d the display start time of the object 60 is described.
- the arrival time portion 28e the arrival time (operation time) of the object 60 is described.
- a reference part 55 (hereinafter also referred to as an arrival reference part) that the object 60 should reach is described.
- the operation sequence part 28b is configured as a set of records in which these object ID, display start time, arrival time, and arrival reference part are described in association with each other. It should be noted that as illustrated in part of FIG. 6, the operation sequence unit 28 b describes these pieces of information side by side for each object 60. In the example shown in this figure, the operation sequence part 28b is described from the left in the order of object ID, display start time, arrival time, and arrival reference part.
- the object ID is information for managing each object 60.
- the object ID is also used for managing each record included in the operation sequence unit 28b.
- As the object ID for example, a unique number for each object 60 is used.
- the arrival reference part is information indicating the reference part 55 that the object 60 should reach as described above. That is, the arrival reference unit functions as information for designating a player who should instruct the operation time. Further, the information on the arrival reference part also functions as information indicating the reference part 55 where the object 60 should be generated. For example, when the first reference portion 55A is designated as the arrival reference portion, the object 60 is generated in the second reference portion 55B located on the opposite side.
- the instruction of the player for generating the object 60 is described as “P1” when instructing the first player, and “P2” when instructing the second player. Note that the player's instruction also corresponds to the instruction of the color of the object 60 to be displayed, and the blue object 60 is displayed when “P1” and the red object 60 is displayed when “P2”.
- the display start time is information corresponding to the time when the object 60 should be generated in the game screen 50.
- the arrival time is information corresponding to the time at which the object 60 generated in the game screen 50 should reach each of the reference portions 55A and 55B. Therefore, the arrival time also functions as an operation time when an appropriate operation is performed in the music.
- the display start time and the arrival time are described by separating the bar number, the number of beats, and the value indicating the time in the beat with a comma.
- the time during a beat is the elapsed time from the beginning of one beat.
- a blue object 60 is displayed on the first operation reference portion 55A used as a reference by the first player at the start time (000) of the first beat of the first measure.
- the arrival standard part is indicated.
- the correspondence relationship is instructed during the operation period of each object ID.
- the first operation reference unit 55A displays the first beat of the first measure at the first beat (000), and the time corresponding to “010” has elapsed from the start of the fourth beat of the first measure. Display of the position reached by the object 60 that reaches the second operation reference portion 55B is started on the second operation reference portion 55B at the time when “010” has elapsed from the start time of the fourth beat of the first measure.
- the correspondence is instructed to function as the appearance position of the object 60 that moves so as to reach the first operation reference portion 55A at the time when “000” has elapsed since the start time of the third beat of the joint.
- the same display start time as each operation time is set between the operation times having a correspondence relationship.
- the display start time may not be the same as each operation time.
- a time slightly earlier than the operation time corresponding to the object 60 reaching the appearance position is set. May be.
- the operation time which functions as an appearance position does not necessarily exist in each operation time period having a correspondence relationship. An object 60 corresponding to an operation time that does not have an operation time functioning as an appearance position may be eliminated from the game area 52 as having no continuity.
- the game control unit 11 When the game control unit 11 reads the game program 21 and completes the initial settings necessary to execute the music game, the game control unit 11 stands by in preparation for a game start instruction from the player.
- the instruction to start the game includes, for example, an operation for specifying data used in the game such as selection of music to be played in the game or difficulty level.
- the procedure for receiving these instructions may be the same as that of a known game or the like.
- the game control section 11 When the game start is instructed, the game control section 11 reads the music data 25 corresponding to the music selected by the player and outputs the music data 25 to the audio output control section 13 to start the music reproduction from the speaker 14. Thereby, the control unit 10 functions as a music reproducing means.
- the game control unit 11 reads the sequence data 28 corresponding to the player's selection in synchronization with the reproduction of the music, and refers to the image data 27 to obtain image data necessary for drawing the game area 52 and the information area 53. Is generated and output to the display control unit 12 to display the game area 52 and the information area 53 on the monitor 3.
- the game control unit 11 performs the sequence processing routine shown in FIG. 7, the route determination processing routine shown in FIG. 8, and the operation shown in FIG.
- Each of the evaluation routines is repeatedly executed at a predetermined cycle. 7 and 8 is handled by the sequence processing unit 15, and the operation evaluation routine of FIG. 9 is handled by the operation evaluation unit 16.
- FIG. 7 shows an example of a flowchart of a sequence processing routine executed by the sequence processing unit 15.
- the sequence processing unit 15 of the game control unit 11 first acquires the current time on the music in step S11. For example, timing is started with the internal clock of the game control unit 11 with the music reproduction start time as a reference, and the current time is acquired from the value of the internal clock.
- the sequence processing unit 15 acquires, from the sequence data 28, data of the object 60 in which the display start time and the operation time exist in the time length corresponding to the display range of the game area 52.
- the display range is set to a time range corresponding to two measures of music from the current time to the future.
- step S13 the route W of all the objects 60 to be displayed is determined.
- the determination is realized by executing the routine of FIG. 8 as an example.
- FIG. 8 shows an example of a flowchart of a route determination processing routine executed by the sequence processing unit 15.
- the sequence processing unit 15 first determines in step S21 whether or not it is a game start time. If a positive determination is made in step S21, the process proceeds to step S30, and if a negative determination is made, the process proceeds to step S22.
- step S30 a preset route is selected as a route for displaying the object 60, and the process proceeds to step S29.
- a route W3 that is included in the first operation reference unit 55A as a preset route and extends from the repulsion point R1 positioned nth from the left side is set.
- step S22 it is determined whether or not the display of the object 60 is a display as a display start time. If a negative determination is made in step S22, that is, if it is determined that the display of the object 60 is not a display as the display start time but a route to be displayed has already been selected, the process proceeds to step S31. move on. In step S31, the route already selected as the route to be displayed, that is, the current route is selected, and the process proceeds to step S29.
- step S22 determines whether the display of the object 60 is the display start time display and the route to be displayed is not selected. If a negative determination is made in step S23, the process proceeds to step S32. If a positive determination is made, the process proceeds to step S24. In step S32, a predetermined route is selected as a route on which the object 60 is to be displayed, and the process proceeds to step S29.
- the selection of the predetermined route in step S32 is, for example, the object 60 corresponding to the object 60 to be displayed, that is, the object that has just arrived at the repulsion points R1 and R2 used as the appearance position of the object 60 to be displayed. This is realized by setting, as a predetermined route, a route adjacent to the route on which “60” is displayed, or a route with the shortest distance from the appearance position to each of the operation reference units 55A and 55B.
- step S24 based on the signal output from the touch panel 5, the operation reference unit where the touch operation is performed and the timing (time on the music) when the touch operation is performed are determined.
- the operation reference portion on which the touch operation has been performed is associated on the sequence data 28 with respect to the latest operation time described in the sequence data 28, that is, the operation reference portion on which the touch operation has been performed.
- the operation time that is closest in time is specified, and a time lag time between the operation time and the time when the touch operation is performed is acquired.
- step S26 the sequence processing unit 15 determines whether or not the operation of each player is appropriate by determining whether or not the deviation time is within a certain range.
- the certain range is set within a predetermined time range around the operation time to be compared. If a negative determination is made in step S26, the process proceeds to step S32, and as described above, a predetermined path is selected as the path on which the object 60 is to be displayed, and the process proceeds to step S29. On the other hand, if a positive determination is made in step S26, the process proceeds to step S27.
- next step S ⁇ b> 27 the sequence processing unit 15 determines the positional relationship between the operation position where each operation reference unit 55 ⁇ / b> A, 55 ⁇ / b> B is touched and the position of the object 60 based on the signal output from the touch panel 5. Determine. Specifically, any of the contact area S, the right area R, the left area L, and other areas of the object 60 where the touch operation has been started or the object 60 that has just reached the appearance position is displayed. Determine whether it is near the area. In subsequent step S28, the sequence processing unit 15 selects a route on which the object 60 is to be arranged according to the positional relationship determined in step S27. This route selection is performed as follows as an example.
- any of the right region R, the left region L, or the contact region S and other regions is assigned to each route W.
- the route assigned to the position where the touch operation is performed is selected from the plurality of routes W extending from the appearance position.
- the straight path W2 is allocated to the contact area S and other areas
- the first right path W3 is allocated to the left area L
- the first left path W1 is allocated to the right area R. ing.
- the straight path W2 is displayed.
- the first left path W1 is near the left area L.
- the touch operation is performed, the first right path W3 is selected.
- step S29 the sequence processing unit 15 determines the route selected in steps S28 and S30 to S32 as a route for displaying the object 60, and ends the current routine.
- step S14 the sequence processing unit 15 calculates the coordinates in the game area 52 of all the objects 60 to be displayed on each path W.
- the calculation is performed as follows as an example. First, based on the processing result of step S13, the route W for displaying each object 60 included in the display range is determined. Next, the movement axis corresponding to each object 60 (each operation reference part 55A, 55B to be reached) and the time axis direction from each operation reference part 55A, 55B according to the time difference between each operation time and the current time In other words, the position of each object 60 in the moving direction of the object 60 is determined. Thus, the path W where each object 60 should be arranged, the coordinates of each object 60 necessary for arranging the object 60 along the time axis from each operation reference unit 55A, 55B on the path W, Can be obtained.
- the sequence processing unit 15 In the next step S15, the sequence processing unit 15 generates image data necessary for drawing the game area 52 based on the coordinates of the object 60 calculated in step S14. Specifically, the image data is generated so that each object 60 is arranged at the calculated coordinates. An image such as the object 60 may be acquired from the image data 27.
- the sequence processing unit 15 outputs the image data to the display control unit 12. Thereby, the game area 52 is displayed on the monitor 3.
- the sequence processing unit 15 ends the current sequence processing routine. By repeatedly executing the above processing, the object 60 is displayed on the operation reference portions 55A and 55B designated at the display start time described in the sequence data 28, and the object 60 is described in the sequence data 28. It moves between the two operation reference parts 55A and 55B so as to reach the operation reference parts 55A and 55B designated at the operation time.
- step S41 the operation evaluation unit 16 first determines whether or not there is a touch operation on the object 60 with reference to the output signal of the touch panel 5 in step S41. At this time, when a position other than the operation reference portions 55A and 55B is touched, it is determined that there is no touch operation. If there is no touch operation, the operation evaluation unit 16 ends the current routine, and if there is a touch operation, the operation evaluation unit 16 proceeds to step S42. In step S ⁇ b> 42, the operation evaluation unit 16 determines the timing (time on the music) at which the touch operation is performed based on the position signal output from the touch panel 5.
- the operation evaluation unit 16 relates to the operation reference unit in which the touch operation has been performed, the latest operation time described in the sequence data 28, that is, the operation reference unit in which the touch operation has been performed.
- the operation time closest in time is specified, and the time difference between the operation time and the time when the touch operation is performed is acquired.
- the operation evaluation unit 16 determines whether or not the player's operation is appropriate by determining whether or not the deviation time is within the evaluation range.
- the evaluation range is set within a predetermined time range before and after the operation time to be compared. As an example, a plurality of levels are set around the operation time, and a time range in which those levels are set is treated as an evaluation range.
- the operation evaluation unit 16 ends the current routine, and proceeds to step S45 if it is within the evaluation range.
- step S46 the operation evaluation unit 16 regards the operation position where the touch operation of each operation reference unit 55A, 55B is performed and the operation reference unit where the touch operation is performed on the sequence data 28 in terms of time. The approaching operation time is specified, and the positional deviation from the arrival position of the object 60 that indicates the operation time is acquired.
- the operation evaluation unit 16 determines an evaluation for the touch operation of the player based on the shift time acquired in step S44 and the shift in position acquired in step S45. These evaluations are performed as follows as an example. First, the shift time is realized by determining which of a plurality of levels set in the time range the timing of the touch operation belongs to. The plurality of levels are set so as to divide the time range at regular intervals, and the higher the level is, the higher the evaluation is in the category closer to the operation time of each category. Further, the shift position is realized by comparing the center position of the object 60 with the touch operation position. In the evaluation of the displacement position, for example, an area up to twice the diameter of the object 60 is evaluated as “GOOD”, and other areas are evaluated as “MISS”.
- a certain evaluation range is set so that the evaluation is lowered every time a certain distance from the outer periphery, with the inner side of the outer periphery of the object 60 being the highest evaluation, and the determination is made according to which position of the evaluation range the touch operation position belongs to Is done.
- the operation evaluation unit 16 proceeds to step S47, and controls the output to the display control unit 12 so that the evaluation result is displayed in at least one of the game area 52 and the information area 53.
- the operation evaluation unit 16 ends the current routine. Note that the step of obtaining the deviation between the position of the object and the position of the touch operation in the example of FIG.
- the evaluation of the displacement position is configured to be evaluated as “GOOD” or “MISS” depending on the region. However, if the displacement position is outside a certain range, a step is performed. Similarly to the processing of S44, the subsequent processing may be skipped and the routine of that time may be terminated. In this case, for example, when an operation with respect to the first operation reference unit 55A is requested, the operation is performed with respect to the second operation reference unit 55B. Can be excluded from evaluation.
- FIG. 10 shows an example of the configuration of the data generation system 70.
- This data generation system 70 is used to create the sequence data 28 described above.
- the data generation system 70 includes an operation input unit 71 that receives an operation of the data creator, a display unit 72 that presents an edited image to the data creator, a control unit 73 as a computer, and voice. And an audio output unit 74 for outputting.
- the operation input unit 71 includes, for example, a keyboard, a mouse, a touch panel, and the like.
- the display unit 72 includes a monitor, a projector, and the like.
- the audio output unit 74 includes a speaker and the like.
- the control unit 73 is configured as a combination of a microprocessor and peripheral devices such as an internal storage device (ROM and RAM as an example) necessary for the operation of the microprocessor.
- the control unit 73 includes a storage unit 76 that stores a computer program and various data for realizing the present invention, and a control unit 77 that controls the operation of the data generation system 70.
- a display control unit 80 and an audio control unit 81 are generated in the control unit 77.
- the display control unit 80 and the audio control unit 81 are logical devices realized by a combination of computer hardware and a computer program.
- the data stored in the storage unit 76 includes music data.
- the sound control unit 81 generates a sound reproduction signal corresponding to the music data and outputs the sound reproduction signal to the sound output unit 74, thereby causing the sound output unit 74 to reproduce predetermined sound (including music and the like).
- the display control unit 80 displays the edited image on the display unit 72 by executing the computer program stored in the storage unit 76 while referring to various data (including music data) stored in the storage unit 76. Let Further, the display control unit 80 also updates the edited image displayed on the display unit 72 in response to an operation input to the operation input unit 71 of the data creator.
- an external storage device that can be separately connected to the control unit 73 and can transmit and receive data may be used.
- a storage medium that can hold the memory without supplying power such as an optical storage medium such as a DVDROM or a CDROM, or a nonvolatile semiconductor memory device such as an EEPROM.
- FIG. 11 is a diagram schematically illustrating an example of an editing screen when the data generation system according to the present invention is used to generate the sequence data 28.
- the editing screen EG is formed in a rectangular shape, an editing area ER that displays information on each operation time, and a module that is formed around the editing area ER and that can edit information in the editing area ER.
- a command region CR for executing.
- a command button CB for selecting various modules is displayed in the command area CR.
- a time information display area TA for displaying all operation times in the game, and a reference part instruction area TS for distinguishing and displaying operation times for the operation reference parts 55A and 55B, respectively.
- a reference part instruction area TS for distinguishing and displaying operation times for the operation reference parts 55A and 55B, respectively.
- a first operation part area TS1 in which an operation time corresponding to the first operation reference part 55A is displayed, and a second operation time in which the operation time corresponding to the second operation reference part 55B is displayed.
- An operation unit area TS2 is included.
- the areas TA, TS1, and TS2 are arranged in parallel in the horizontal axis SS direction so as to partition the horizontal axis SS while sharing the vertical axis LS.
- the vertical axis LS indicates the passage of time from the bottom to the top.
- the editing screen EG displays a cursor (not shown) for selecting various modules and various information.
- blocks 85 are arranged at times corresponding to all the operation times in the game. Further, the first operation section area TS1 is blocked at a time corresponding to the operation timing for the first operation reference section 55A, and the second operation section area TS2 is blocked at a time corresponding to the operation timing for the second operation reference section 55B. 85 is arranged.
- the operation unit areas TS1 and TS2 are color-coded in the same color scheme as the operation reference units 55A and 55B. Specifically, the first operation section area TS1 is red, the second operation section area TS2 is blue, and the block 85 arranged in each operation section area TS1 and TS2 also has a color corresponding to the area. It is colored.
- connection line LL that connects the block 85 arranged in one of the operation unit areas TS1 and TS2 and the block 85 arranged in the other area.
- This connection line LL shows the correspondence between the block 85 arranged in one area and the block 85 arranged in the other area.
- one connection line from one block 85 arranged in one area toward the next block 85 arranged in the other area located at the next time of the one block 85 When LL is extended, one object 60 corresponding to the operation time indicated by the next block 85 is reached at the arrival position of the object 60 corresponding to the operation time indicated by the one block 85 of the operation time indicated by the one block 85. Appears.
- the appearing object 60 moves from the appearance position toward the operation reference portion corresponding to the area where the next block 85 is arranged.
- one block 85 indicates Two objects 60 respectively corresponding to the operation times indicated by the two blocks 85 appear at the arrival position of the object 60 corresponding to the operation time indicated by the one block 85 of the operation time.
- the two appearing objects 60 move from the appearance position toward the operation reference portion corresponding to the other region in order to indicate the operation time corresponding to each object.
- connection line LL is located at the appearance position of the object 60 corresponding to the block 85 at which the arrival position of the object 60 corresponding to the block 85 located at the starting point of the connection line LL is located at the end point of the connection line LL.
- the correspondence relationship corresponding to the display start time of the object 60 corresponding to the block 85 located at the end point of the connection line LL corresponds to the time when the block 85 located at the start point is arranged.
- connection line LL extends from the block 85 surrounded by the broken line FR to the two blocks 85 surrounded by the broken line SR. Therefore, the two objects 60 respectively corresponding to the two blocks 85 surrounded by the broken line SR positioned at the end point of the connection line LL correspond to the block 85 surrounded by the broken line FR positioned at the starting point of the connection line LL. Display starts at the time of operation. In addition, the two objects 60 respectively corresponding to the two blocks 85 surrounded by the broken line SR correspond to the second operation reference unit 55B corresponding to the second operation unit region TS2 where the block 85 surrounded by the broken line FR is arranged. Display is started at the position where the object 60 corresponding to the block 85 has arrived.
- connection lines LL each extending from a block 85 surrounded by a broken line FR to two blocks 85 surrounded by a broken line SR at the end point.
- the connection line LL functions as display start position information and display start time information of the present invention.
- FIG. 12 shows an example of a data generation process using the data generation system 70.
- an all operation time generation process is performed in step S51.
- the data creator executes the information generation module and selects the music to be reproduced from the music data.
- the information generation module sets the start time of the selected music to the standard time.
- the data creator performs an operation on the operation input unit 71 in accordance with the rhythm of the music being reproduced.
- the information generation module compares the time when the operation was executed with the start time of the music, and calculates the operation time of the data creator as the elapsed time on the music.
- the information generation module sets the calculated elapsed time on the music as the operation time.
- the display control unit 80 refers to the set operation time, and displays the block 85 at the time in the time information display area TA corresponding to this operation time.
- the information generation module can be realized by using a known technique.
- step S52 an assigning process is performed.
- the data creator causes the data generation system 70 to execute an assignment process routine.
- the control unit 73 executes the allocation process routine.
- FIG. 13 is a diagram illustrating an example of a flowchart of an allocation processing routine executed by the control unit 73.
- step S61 the control unit 73 acquires information on all operation times created in the all operation time creating step S51.
- step S62 the control unit 73 determines whether or not the time interval between the operation timings is a predetermined value or more.
- step S62 As the predetermined value, for example, when the operation instruction sign moves between the operation reference parts at a set time interval, a time interval value at which the movement speed of the operation instruction sign is not suitable for the operation timing instruction is set. Is done. If a positive determination is made in step S62, the process proceeds to step S63.
- step S62 determines whether all the operation timings include one in which the interval between one operation timing and the next operation timing is less than a predetermined value.
- the control unit 73 proceeds to step S64.
- step S64 the control unit 73 specifies one operation time and the next operation time at which the time interval between one operation time and the next operation time is less than a predetermined value, and is common to these specified operation times. Group by adding the information.
- the control unit 73 alternates all the operation timings in the respective operation unit areas TS1 and TS2 so that the operation timings alternately arrive at the respective operation reference units 55A and 55B based on the information on all the operation timings. assign. Specifically, information is generated by adding the information of the operation reference unit corresponding to each operation unit region at the operation time arranged in each operation unit region. At this time, the operation times grouped in step S64 are assigned in a grouped state. For this reason, one operation time whose time interval is less than a predetermined value and the next operation time are assigned to the same operation unit area. When the process of step S63 ends, the control unit 73 ends the current routine.
- the display control unit 80 stores the information in the operation part regions TS1 and TS2.
- the block 85 is displayed at a time corresponding to the operation time assigned to each.
- one operation time with a time interval less than a predetermined value corresponds to the block 85S
- the next operation time corresponds to the block 85R.
- these blocks 85S and 85R are arranged in the same operation unit area.
- step S53 the association process is performed.
- the blocks 85 assigned to the operation unit areas TS1 and TS2 in the assignment step are connected by the connection line LL, and the blocks 85 are connected to each other.
- the data creator causes the data generation system 70 to execute an association processing routine.
- FIG. 14 shows an example of a flowchart of the association processing routine executed by the control unit 73.
- the control unit 73 first executes parameter input processing in step S71.
- a parameter input area 90 for the data creator to input a connection parameter is displayed on the edit screen EG.
- a minimum value input unit 91 for inputting the minimum value of the range of beats a maximum value input unit 92 for inputting the maximum value of the range of beats
- a BPM input unit 93 for inputting the number of beats per minute (Beats Per Minute, BPM) of the music a difficulty level input unit 94 for inputting the difficulty level of the game using the sequence data 28 being created.
- the minimum value input unit 91, the maximum value input unit 92, and the difficulty level input unit 94 can be selected with a mouse.
- the game difficulty level for example, 10 levels of level 1 to level 10 are set, level 1 is the easiest and level 10 is the most difficult.
- the difficulty level of the game changes according to the moving speed of the object 60.
- the object 60 is displayed on the game screen 50 at the display start time and reaches the operation reference unit 55 at the arrival time. For this reason, the shorter the period between the display start time and the arrival time, the faster the moving speed, and the longer the period, the slower the moving speed.
- the range of the number of beats indicates an appropriate range of numerical values to be set as a period between the display start time and the arrival time.
- the parameter input area 90 is provided with an “OK” button 95, a “Cancel” button 96, and a “Range setting” button 97. These buttons are provided so that the cursor can be pressed by moving the cursor over the selection target button and clicking the mouse in that state.
- the control unit 73 ends the parameter input process.
- the “range setting” button 97 is pressed, the control unit 73 executes the beat number range calculation routine shown in FIG.
- the control unit 73 first acquires the BPM value of the music and the difficulty level of the game in step S81. These may be acquired by referring to the numerical values input to the BPM input unit 93 and the difficulty level input unit 94, respectively.
- the control unit 73 calculates the estimated travel time of the object 60 based on the acquired difficulty level.
- This estimated movement time is an estimated value of the movement time of the object 60 from the appearance position to the operation reference unit 55 in the acquired difficulty game. Assumed travel time, a different value is set for each difficulty level. The faster the moving speed of the object 60, the shorter the estimated moving time. Therefore, the assumed travel time is shorter as the difficulty of the game is higher. This assumed movement time corresponds to the assumed time of the present invention.
- FIG. 17 shows an example of the estimated travel time for each difficulty level. This relationship may be set in advance and stored in the RAM of the control unit 73. In this process, the estimated travel time may be calculated using the relationship stored in the RAM.
- the control unit 73 calculates the assumed speed V of the object 60.
- This assumed speed V is calculated using the following formula (1).
- “D” in the expression (1) is a distance between the first operation reference portion 55A and the second operation reference portion 55B as shown in FIG.
- “ ⁇ ” and “ ⁇ ” are coefficients for converting the BPM value into a correction value of the speed of the object 60. Even if the degree of difficulty is the same, the player feels uncomfortable if the speed of the object 60 is the same for music with a large BPM value, that is, music with a high speed, and music with a low BPM value, ie, music with a low speed. Therefore, the moving speed of the object 60 is adjusted according to the BPM value of the music.
- an average value of BPM values of music used in this game is set as the coefficient ⁇ .
- the coefficient ⁇ may be set to a BPM value set as a reference by the data creator in this game.
- the coefficient ⁇ is set to an appropriate value so that the BPM value is converted into the moving speed of the object 60.
- V (D / assumed travel time) ⁇ (( ⁇ BPM value) / ⁇ ) (1)
- the control unit 73 calculates the assumed beat number.
- the assumed number of beats is a number of beats assumed as a period between the display start time and the arrival time in the sequence data currently being created.
- the assumed number of beats is calculated using the following formula (2). Note that “D” in this expression is the distance between the first operation reference portion 55A and the second operation reference portion 55B described above. “V” is the calculated assumed speed. The assumed number of beats calculated in this way corresponds to the appropriate value of the present invention.
- the control unit 73 calculates the minimum value and the maximum value of the range of beats based on the calculated assumed beats.
- a predetermined value set in advance for example, a value obtained by subtracting 0.5 from the assumed beat number is set.
- the maximum value for example, a predetermined value set in advance to the assumed beat number, for example, a value obtained by adding 0.5 is set. Therefore, in this case, a predetermined range centered on the assumed beat number is set as the beat number range. Specifically, for example, when the assumed number of beats is “5.2” and the predetermined value is “0.5”, “4.7” is calculated as the minimum value, and “5.7” is calculated as the maximum value.
- the range of beats between these minimum and maximum values corresponds to a predetermined range based on the appropriate value of the present invention.
- the number of beats can be set only at 0.5 intervals such as “4.5”, “5.0”, “5.5”, etc., as the minimum and maximum values, the assumed number of beats is the center. You may set the range which can be set by the number of beats of this 0.5 interval within a predetermined range as a range of beats. Specifically, for example, when the assumed number of beats is “5.2” and the predetermined value is “0.5”, “4.7 to 5.7” is a predetermined range centered on the assumed number of beats.
- the range of beats “5.0 to 5.5” which is included in the predetermined range and can be set at intervals of 0.5 is set. Therefore, in this case, the minimum value is “5.0” and the maximum value is “5.5”. In this case, the range of the number of beats of “5.0 to 5.5” corresponds to a predetermined range based on the appropriate value of the present invention.
- control unit 73 outputs the calculated minimum value to the minimum value input unit 91 and the calculated maximum value to the maximum value input unit 92, respectively.
- the calculated minimum value is input to the minimum value input unit 91 and the maximum value is input to the maximum value input unit 92. Thereafter, the current routine is terminated.
- the description of the association processing routine will be continued.
- the parameter input process is executed until the “OK” button 95 or the “Cancel” button 96 is pressed.
- the control unit 73 ends the parameter input process and proceeds to step S72. Then, the control unit 73 determines whether or not the “cancel” button 96 has been pressed. If it is determined that the “Cancel” button 96 has been pressed, the current routine is terminated.
- step S73 the control unit 73 executes an automatic connection process.
- the block 85 arranged in one operation unit region of the first operation unit region TS1 and the second operation unit region TS2 and the block 85 arranged in the other operation unit region are time-series.
- the connection lines LL are alternately connected in order.
- the connection line LL connects the blocks 85 in the period between the minimum value and the maximum value of the above-described beat number range. That is, the connection line LL is connected to the block 85 in one operation section area and the block 85 in the other operation section area, which is located in chronological order after the block 85 in the other operation section area.
- the block 85 which is within the period between the minimum value and the maximum value of the beat number range described above is connected.
- a plurality of blocks 85 are continuously arranged in the same region, for example, the other operation unit region, as in the case where there is an operation time with a short time interval as described above.
- the other operation is performed from the block 85 in the one operation unit area located immediately before the block 85 arranged at the earliest time among the plurality of continuous blocks 85 in the other operation unit area.
- a plurality of connection lines LL extending to each of a plurality of continuous blocks 85 in the partial area are drawn. For example, in the example illustrated in FIG. 11, there are two continuous blocks surrounded by the broken line SR in the first region TS1.
- connection line LL is drawn for each. It should be noted that the block 85 in one operation unit area is later in chronological order in the other operation unit area and blocks within the period between the minimum value and the maximum value of the beat range. When there is no 85, the connection line LL starting from the block 85 in the one operation unit area is not drawn.
- connection line LL By connecting the connection line LL in this way, the blocks 85 are connected by the connection line LL as shown in FIG. After all the connection lines LL that can be drawn under the above-described conditions are drawn, the control unit 73 ends the automatic connection process. This completes the current association routine.
- step S53 the description of the data generation process is continued.
- step S53 the process proceeds to step S54, and the generation process is performed.
- step S54 data generation processing is executed.
- An example of data generation processing executed by the control unit 73 will be described with reference to FIG.
- FIG. 18 shows an example of a data generation processing routine executed by the control unit 73.
- the control unit 73 first describes the object ID information in the sign information section 28c of the sequence data 28 in step S91. As shown in FIG. 6, the object ID is described from “1” to the number of objects 60 generated in the game in order.
- step S92 the control unit 73 describes the information of the arrival time portion 28e of the sequence data 28.
- the time corresponding to the time when the block 85 is arranged is described as the arrival time (operation time).
- the arrival time of each block 85 is described from the top in chronological order. Thereby, object ID and arrival time are matched.
- the control unit 73 describes the information of the operation reference part to be associated with the described arrival time information in the arrival position part 28f.
- the description of the reaching position portion 28f is performed based on the blocks 85 arranged in the operation portion areas TS1 and TS2.
- information on the operation reference unit associated with the operation time indicated by the block 85 arranged in the first operation unit region TS1 is sent to the first operation reference unit 55A corresponding to the first operation unit region TS1.
- a second operation reference unit 55B that is a starting point of movement is described.
- step S94 the control unit 73 provides the display start time section 28d with information on the display start time of the object 60 corresponding to the described arrival time based on the operation time indicated by the block 85 located at the starting point of the connection line LL. Describe. Specifically, the time indicated by the block 85 located at the start point of the connection line LL is described as the display start time to be set for the object 60 corresponding to the arrival time indicated by the block 85 located at the end point of the connection line LL. To do.
- the control unit 73 ends the current routine. As described above, the sequence data 28 is generated by executing the routine of FIG.
- an appropriate range of beats in the period between the display start time and the arrival time of each object 60 is calculated based on the game difficulty level.
- Each block 85 is connected based on the range of beats.
- sequence data 28 is generated.
- the assumed beat number is corrected according to the BPM value of the music piece, so that the speed of the music piece is reflected in the range of the beat number. Therefore, the period between the display start time and the operation time can be appropriately adjusted according to the speed of the music. Thereby, it can suppress giving a discomfort to a player.
- connection line LL since the correspondence between the operation times is indicated by the connection line LL, the data creator can easily imagine the movement of the object 60 during the game. Therefore, it is possible to improve the creation efficiency of the sequence data 28.
- control unit 73 functions as an appropriate value calculation unit of the present invention by executing the process of step S71 in FIG. By executing step S73 of FIG. 14, the control unit 73 functions as the time calculation means of the present invention. It functions as a generation means by executing the data generation processing routine of FIG.
- the control unit 73 displays the editing screen EG on the display unit 72 through the display control unit 80, thereby functioning as an editing area presentation unit, and functions as information presentation unit by displaying the connection line LL on the editing screen EG.
- connection line LL is drawn from the previous block 85 to the subsequent block 85 in time series on the editing screen EG. Then, the time of the earlier block 85 in time series becomes the display start time, and the later block 85 becomes the operation time. Therefore, the time of the first block 85 in time series corresponds to one time of the present invention, and the time of the subsequent block 85 corresponds to the other time of the present invention.
- the method of drawing the connection line LL is not limited to this method, and the connection line LL may be drawn from the block 85 that is later in time series to the block 85 that is earlier, thereby connecting the blocks 85. That is, the blocks 85 may be connected while proceeding in reverse from the end of the music to the beginning. In this case, the time of the subsequent block 85 in the time series corresponds to one time of the present invention, and the time of the previous block 85 corresponds to the other time of the present invention.
- the beat range is used as an appropriate range of the period between the display start time and the operation time.
- a time range such as 2 to 4 seconds is used. May be.
- the BPM value of the music is used, but in the present invention, instead of the BPM value, the number of beats per second of the music, the number of beats per hour of the music, etc. May be used.
- the present invention is not limited to the above-described form and may be implemented in various forms.
- the correspondence between the operation times is indicated by the connection line LL.
- such a correspondence may not be displayed on the editing screen EG.
- the load on the display control unit 80 can be reduced.
- the operation time is described as the time described in the sequence data.
- the display duration may be described instead of the operation time.
- the operation time can be instructed by moving the object 60 so as to reach one of the operation reference portions at the time when the display continuation time has elapsed from the display start time.
- the range of beats is the display duration range.
- the assumed travel time is calculated from the input difficulty level of the game, and the assumed speed V is calculated based on the assumed travel time.
- the difficulty is calculated based on the game difficulty level instead of the assumed travel time.
- An appropriate speed of the object 60 suitable for the degree may be calculated, and the assumed speed V may be calculated using this appropriate speed instead of “(D / assumed movement time)” in the above-described equation (1).
- the correspondence relationship between the difficulty level of the game and the appropriate speed may be stored in the RAM of the control unit 73 as a table, and the appropriate speed may be calculated from the difficulty level of the game with reference to the correspondence relationship.
- the control unit 73 executes the assignment process routine as shown in FIG. 13 in the assignment process S52 of the data generation process in FIG. 12, but is limited to the form in which such a process is executed. It is not something.
- the assigning step may be executed manually such that the data creator selects the block 85 of the time information display area TA and copies it to the operation unit areas TS1 and TS2. By adding the information of the operation unit according to the duplication position at the time of the duplicated operation, it is possible to assign to each operation unit area.
- Such selection and duplication of the block 85 can be realized by using a well-known technique.
- the one operation time and the next operation time are assigned to the same operation unit area.
- Each operation time in the time information display area TA may be freely assigned to each operation part area TS1, TS2.
- the control unit 73 functions as a grouping unit by executing the routine of FIG. However, it is not limited to such a form. For example, grouping may be realized by the data creator selecting one operation time and the next operation time.
- connection line LL does not necessarily need to be provided between all operation periods. That is, there may be an operation time that does not become the starting point of the connection line LL. Further, the connection line LL may be displayed in a distinguishable manner depending on the area where the starting block 85 is arranged. For example, the connection line LL may be colored according to the area where the starting block 85 is arranged.
- each repulsion point R1, R2 the number of paths extending from each repulsion point is not limited. Therefore, it is possible to set a large number of routes extending in all directions from each repulsion point.
- a large number of repulsion points R1 and R2 included in the operation reference portions 55A and 55B may be provided. That is, the plurality of paths may be provided so that the operation instruction mark can move in all directions between all positions of each operation reference unit.
- a number of rebound points with both side walls 52R and 52L of the game area 52 and a number of routes from the rebound points may be provided. Thereby, many paths to the rebound point and paths after the rebound can be set.
- the object 60 is divided into four areas, and the movement path is determined by comparing the position of the touch operation with the four areas of the object 60.
- the operation instruction mark may be divided into a number of areas corresponding to the number of paths provided in the game area. Accordingly, the operation instruction mark can be moved along a free route between the operation reference units in accordance with the touch operation.
- the operation instruction sign is not limited to a form in which the operation instruction sign is divided into a plurality of areas. For example, the movement path of the operation instruction sign is determined by comparing the fixed position such as the center position of the operation instruction sign with the touch operation position. May be.
- each route along which the operation instruction mark moves is provided between the operation reference units, but is not limited to such a form.
- each route may extend to both ends of the game area beyond each operation reference portion.
- each operation instruction mark moves so as to reach each operation reference unit at the operation timing described in the sequence data, and when the operation reference unit is reached, an appropriate operation to the operation unit is not performed
- the operation instruction mark can be moved until it hits the end of the game area beyond the operation reference portion.
- a repulsion point is also provided at the end of the game area, and the position at which the operation instruction mark arrives at the end of the game area may function as the position where the next operation instruction mark moves.
- the object 60 disappears at the reached arrival position, and the arrival position functions as an appearance position of the object 60 corresponding to the operation time when the common object 60 is instructed.
- the object 60 is moving so as to repel between the operation reference portions 55A and 55B, the movement of the object 60 is not limited to such a form.
- the operation instruction mark is not extinguished every time it arrives at the rebound point that has arrived, but may be configured to actually repel at the rebound point using the common object 60 as it is.
- the operation reference portion to which the operation instruction mark is directed can be guided by changing the color to the color corresponding to the operation reference portion to be reached next.
- the movement path for the object 60 to go to the next operation reference unit is determined according to the positional relationship between the position of the touch operation and the position of the object 60.
- the present invention is not limited to the one according to such a positional relationship.
- the movement path may be determined according to an operation that specifies a direction in which the position of the touch operation changes continuously.
- the movement path of the object 60 changes according to the touch operation.
- the configuration is not limited to such a configuration that the movement path changes according to the player's operation.
- it may be configured such that the movement route changes depending on the development of the game or the production.
- it is only necessary that the moving path of the object be changed under a predetermined condition such as an operation to the operation unit, a game development or a production.
- the movement path of the object 60 is determined according to the time interval between one operation time and the next operation time. Also good.
- the movement range of the operation instruction sign may be limited by an option prepared in the course of the game, and the movement path may be changed by this restriction.
- the movement speed of the operation instruction sign may be increased by another option prepared during the progress of the game, and the movement route may be changed accordingly.
- the movement path may change so that the movement speed changes according to the level of the player.
- a rectangular area is used as the game area 52, but the game area 52 is not limited to such a form.
- Various shapes such as a polygon or a circle may be used as the game area.
- the two operation reference portions 55A and 55B respectively corresponding to the longitudinal ends of the game area 52 are provided, but the number of operation reference portions is not limited to two.
- an area in which three or more operation reference parts are set with a space therebetween may be used as a game area so that three or more players can play.
- a game played by a plurality of players is executed by a plurality of players or the game machine itself functioning as another player.
- the present invention is not limited to such a form.
- a game executed on the game machine 1 is set so that only one of the first operation reference unit 55A corresponds to the operation unit, and the second operation reference unit 55B is simply an operation instruction mark. What is arrange
- the operation instruction mark repels on the wall as the reference portion provided at the boundary of the game area, and at the time described in the sequence data, the first operation reference portion A game that moves so as to reach only the part 55A or a wall (or other wall or the like) arranged at a position facing the first operation reference part 55A and the first operation reference part 55A may be executed.
- it is a game in which the difficulty level of the game can be variously changed, and a game for one player can be realized.
- the first operation reference portion 55A, a wall or the like disposed at a position facing the first operation reference portion 55A functions as a plurality of reference portions of the present invention.
- the reference time is used instead of the operation time as the time described in the sequence data, and the time of the reference time reaching the first operation reference unit 55A functions as the operation time.
- the above-described data generation system 70 may use the reference unit as the operation reference unit and the reference time as the operation time. Thereby, the creation efficiency of the sequence data utilized for the game for single-player can be improved.
- control unit 10 functioning as the evaluation unit evaluates the operation timing of the touch operation with the operation timing described in the sequence data, but the function as the evaluation unit is omitted. May be. In this case, it can be used as a battle-type game machine that induces a mistake of the opponent player while operating with a music rhythm.
- a touch panel is used as an input device, but the input device is not limited to such a form.
- the input device has a plurality of operation units such as a controller provided with a plurality of push buttons as an operation unit, input devices having various configurations can be used.
- the game system shown in the above-described form is an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, a portable game machine, or a game system realized using a network. May be realized.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- Electrophonic Musical Instruments (AREA)
- User Interface Of Digital Computer (AREA)
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020147035419A KR101574046B1 (ko) | 2012-06-18 | 2013-06-13 | 데이터 생성 시스템, 그에 이용되는 데이터 생성 방법 및 기억 매체 |
CN201380032004.1A CN104394950B (zh) | 2012-06-18 | 2013-06-13 | 数据生成系统、用于该数据生成系统的数据生成方法 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2012137317A JP5427923B2 (ja) | 2012-06-18 | 2012-06-18 | データ生成システム、それに用いられるデータ生成方法、及びコンピュータプログラム |
JP2012-137317 | 2012-06-18 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2013191081A1 true WO2013191081A1 (ja) | 2013-12-27 |
Family
ID=49768678
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2013/066346 WO2013191081A1 (ja) | 2012-06-18 | 2013-06-13 | データ生成システム、それに用いられるデータ生成方法、及びコンピュータプログラム |
Country Status (4)
Country | Link |
---|---|
JP (1) | JP5427923B2 (ko) |
KR (1) | KR101574046B1 (ko) |
CN (1) | CN104394950B (ko) |
WO (1) | WO2013191081A1 (ko) |
Families Citing this family (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP6661275B2 (ja) * | 2015-03-05 | 2020-03-11 | 株式会社バンダイナムコエンターテインメント | プログラムおよびサーバシステム |
JP6761154B2 (ja) * | 2016-10-14 | 2020-09-23 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、及びそれに用いられるコンピュータプログラム |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3130520B1 (ja) * | 1999-10-01 | 2001-01-31 | コナミ株式会社 | ダンスゲームシステム |
JP2011229772A (ja) * | 2010-04-28 | 2011-11-17 | Konami Digital Entertainment Co Ltd | データ生成システム、それに用いられるデータ生成方法及び、コンピュータプログラム |
JP2011229770A (ja) * | 2010-04-28 | 2011-11-17 | Konami Digital Entertainment Co Ltd | ゲームシステム、データ生成システム、それに用いるデータ生成方法及び、コンピュータプログラム |
JP2012090905A (ja) * | 2010-10-28 | 2012-05-17 | Konami Digital Entertainment Co Ltd | データ生成装置、データ生成装置の制御方法、及びプログラム |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4429791B2 (ja) * | 2004-04-28 | 2010-03-10 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及びゲーム装置 |
JP2008252916A (ja) * | 2008-04-30 | 2008-10-16 | Toshiba Corp | 要約映像生成装置、要約映像生成方法及びプログラム |
JP5370196B2 (ja) * | 2010-02-10 | 2013-12-18 | 富士通モバイルコミュニケーションズ株式会社 | 携帯端末 |
CN102940966B (zh) * | 2010-04-28 | 2015-08-26 | 科乐美数码娱乐株式会社 | 游戏系统 |
-
2012
- 2012-06-18 JP JP2012137317A patent/JP5427923B2/ja active Active
-
2013
- 2013-06-13 WO PCT/JP2013/066346 patent/WO2013191081A1/ja active Application Filing
- 2013-06-13 KR KR1020147035419A patent/KR101574046B1/ko active IP Right Grant
- 2013-06-13 CN CN201380032004.1A patent/CN104394950B/zh active Active
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3130520B1 (ja) * | 1999-10-01 | 2001-01-31 | コナミ株式会社 | ダンスゲームシステム |
JP2011229772A (ja) * | 2010-04-28 | 2011-11-17 | Konami Digital Entertainment Co Ltd | データ生成システム、それに用いられるデータ生成方法及び、コンピュータプログラム |
JP2011229770A (ja) * | 2010-04-28 | 2011-11-17 | Konami Digital Entertainment Co Ltd | ゲームシステム、データ生成システム、それに用いるデータ生成方法及び、コンピュータプログラム |
JP2012090905A (ja) * | 2010-10-28 | 2012-05-17 | Konami Digital Entertainment Co Ltd | データ生成装置、データ生成装置の制御方法、及びプログラム |
Also Published As
Publication number | Publication date |
---|---|
JP2014000222A (ja) | 2014-01-09 |
KR20150014502A (ko) | 2015-02-06 |
CN104394950A (zh) | 2015-03-04 |
KR101574046B1 (ko) | 2015-12-02 |
CN104394950B (zh) | 2017-04-05 |
JP5427923B2 (ja) | 2014-02-26 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP6156660B2 (ja) | ゲームシステム、及びコンピュータプログラム | |
JP3962059B2 (ja) | ゲーム装置、ゲーム制御方法及びプログラム | |
KR100463968B1 (ko) | 게임 장치, 게임 처리 방법 및 정보 기억 매체 | |
JP4885290B2 (ja) | ゲームシステム及び、それに用いる制御方法 | |
JP4827982B1 (ja) | ゲームシステム、それに用いる制御方法及び、コンピュータプログラム | |
KR20070094771A (ko) | 게임 장치, 게임 제어 방법 및 정보 기억 매체 | |
US8771069B2 (en) | Game machine, a storage medium storing a computer program used thereof, and control method | |
JP5214752B2 (ja) | ゲームシステム、それに用いる制御方法及び、コンピュータプログラム | |
US8821233B2 (en) | Game machine, a storage medium storing a computer program used thereof, and control method | |
JP4885291B2 (ja) | ゲームシステム、データ生成システム、それに用いるデータ生成方法及び、コンピュータプログラム | |
JP4890629B2 (ja) | ゲームシステム、それに用いる制御方法及び、コンピュータプログラム | |
JP5427923B2 (ja) | データ生成システム、それに用いられるデータ生成方法、及びコンピュータプログラム | |
JP4944225B2 (ja) | データ生成システム、それに用いられるデータ生成方法及び、コンピュータプログラム | |
JP5792339B2 (ja) | ゲームシステム、それに用いるデータ生成方法及び、コンピュータプログラム | |
JP2012050893A (ja) | ゲームシステム、それに用いる制御方法及び、コンピュータプログラム | |
JP5437356B2 (ja) | ゲームシステム及び、それに用いる制御方法 | |
JP5536020B2 (ja) | ゲームシステム、それに用いる制御方法及び、コンピュータプログラム |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 13806307 Country of ref document: EP Kind code of ref document: A1 |
|
ENP | Entry into the national phase |
Ref document number: 20147035419 Country of ref document: KR Kind code of ref document: A |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 13806307 Country of ref document: EP Kind code of ref document: A1 |