WO2014007209A1 - ゲーム機、それに用いる制御方法及びコンピュータプログラム - Google Patents
ゲーム機、それに用いる制御方法及びコンピュータプログラム Download PDFInfo
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- WO2014007209A1 WO2014007209A1 PCT/JP2013/068030 JP2013068030W WO2014007209A1 WO 2014007209 A1 WO2014007209 A1 WO 2014007209A1 JP 2013068030 W JP2013068030 W JP 2013068030W WO 2014007209 A1 WO2014007209 A1 WO 2014007209A1
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- time
- sign
- predetermined
- game
- dimensional
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- 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
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
Definitions
- the present invention relates to a game machine or the like that provides a game that requires a player to perform a predetermined play action at a predetermined time.
- a Notes bar is used to guide a predetermined operation.
- the Notes bar is displayed on the background. For this reason, the background display is blocked by the Notes bar. Therefore, it may be difficult to see the background.
- an object of the present invention is to provide a game machine or the like that can request a player to perform a predetermined play action while suppressing the background display from being blocked.
- the game machine of the present invention is a game machine that provides a game in which a player is required to perform a predetermined play action at a predetermined time, and a standard for executing the predetermined play action during the game as the predetermined time.
- Sequence data storage means for storing sequence data in which the time is described, and operation time determination means for determining the reference time included in a predetermined time range from the current time on the game to the future based on the sequence data
- an instruction mark corresponding to each reference time determined by the operation time determination means and a reference mark corresponding to the current time are arranged in time order along a predetermined route, and the instruction mark is indicated by the instruction mark.
- Operation guide means for guiding the reference time to the player by causing a relative displacement along the predetermined route between the instruction sign and the operation sign, the operation guide means comprising the instruction sign and the reference
- a three-dimensional label whose size with respect to the direction of the relative displacement changes according to the direction is used as at least one of the signs, and the direction of the three-dimensional label is changed according to the relative displacement.
- a three-dimensional sign whose direction changes with relative displacement is used as either the indicator sign or the reference sign.
- the size of the three-dimensional label changes relative to the relative displacement depending on the direction. That is, the magnitude
- marker can be changed with a relative displacement.
- the magnitude with respect to the direction of relative displacement it is possible to change the interval between successive three-dimensional markers on a predetermined path. For this reason, at least a part of the predetermined route can be provided with a part having a larger interval between the three-dimensional labels than the other part. If the interval between the three-dimensional signs is large, the background can be easily seen through the interval.
- marker means the label
- the three-dimensional sign is different in at least two of a width, a depth, and a height
- the operation guide means includes the three-dimensional sign.
- the three-dimensional sign is associated with the relative displacement so that the magnitude of at least two of the width, depth, and height varies with respect to the direction of the relative displacement of the three-dimensional sign. You may change the direction of.
- the operation guide means constructs a virtual three-dimensional space in which an instruction object corresponding to the instruction sign and a reference object corresponding to the reference sign are arranged, and the instruction object and the reference object in the virtual three-dimensional space A two-dimensional image is generated based on at least one of the pointing object and the reference object taken from a predetermined photographing direction. May be used as the three-dimensional label.
- the operation guide means is a back side with respect to the predetermined photographing direction when viewed from a direction crossing the predetermined photographing direction.
- An arcuate path having a curved portion that is displaced so as to approach the predetermined photographing direction from the front side toward the front side may be used as the predetermined path.
- the operation guide means arranges at least one of the use objects used as the three-dimensional marker among the pointing object and the reference object in a fixed direction on the arcuate path, and
- the direction of the three-dimensional mark may be changed by changing the direction of the object to be used with respect to the predetermined shooting direction in accordance with the change of the direction of the bow-shaped path with respect to the predetermined shooting direction according to the target displacement.
- a displacement having a depth can be produced as a relative displacement.
- an input device for inputting the play action a photographing unit arranged to photograph at least the input device, and a display for displaying a photographed image photographed by the photographing unit
- An operation guide means wherein the reference sign is disposed at a position of the input device of the photographed image, and the indication sign is displaced toward the reference sign as the relative displacement
- the reference time may be guided to the player by causing the display device to display a guidance screen in which the reference sign and the instruction sign are arranged on the captured image.
- the reference sign and the instruction sign are arranged on the guidance screen on the real space image. For this reason, it is possible to use the guidance screen as an extended space obtained by expanding the real space.
- the guidance screen can be related to the actual operation. By these, the interest property of a game can be improved more.
- the photographing unit is arranged to be able to photograph the input device and a player who executes the play action, and the player who executes the play action is displayed on the guide screen as a background.
- the captured image may be used.
- the play action of the player is used as the background. That is, it is possible to request the player for a predetermined play action while suppressing the display of the play action of the player from being blocked. Thereby, the interest property of a game can be improved more.
- Any type of input device may be employed in the mode of using the guidance screen.
- a drum-type controller imitating a drum may be employed as the input device, and an operation on the drum-type controller may be used as the play action.
- an audio output device that reproduces and outputs game sound
- music data storage means that stores music data for reproducing music
- the audio output device based on the music data from the audio output device.
- Music playback means for playing back music, and a time corresponding to the music may be used as the reference time. In this case, it is possible to realize a music game that can request the player to perform a predetermined playing action while suppressing the background display from being blocked.
- the control method of the present invention is a game machine that provides a game in which a player is required to perform a predetermined play action at a predetermined time, and the standard for executing the predetermined play action during the game as the predetermined time
- a computer incorporated in a game machine having sequence data storage means for storing sequence data in which the time is described is stored in the sequence data with the reference time included in a predetermined time range from the current time on the game to the future.
- An operation time determination step for determining based on the operation time, an indication mark corresponding to each reference time determined in the operation time determination step and a reference mark corresponding to the current time are arranged in time order along a predetermined route, The gauge is matched with the reference sign at a reference time to be indicated by the indicator sign.
- An operation guide step for guiding the reference time to the player by causing a relative displacement along the predetermined path between the reference sign and the indication sign as time progresses on the screen. Further, in the operation guidance step, a three-dimensional sign whose size with respect to the direction of the relative displacement is changed according to a direction is used for at least one of the instruction sign and the reference sign, and the relative sign is used. A step of changing the direction of the three-dimensional marker with the target displacement.
- a computer program for a game machine is a game machine that provides a game in which a player is required to perform a predetermined play action at a predetermined time, and performs the predetermined play action during the game as the predetermined time.
- the reference time included in a predetermined time range from the current time on the game to the future in a computer incorporated in a game machine having sequence data storage means for storing sequence data describing a reference time to be executed
- An operation time determination means for determining the reference time corresponding to each reference time determined by the operation time determination means and a reference mark corresponding to the current time in time order along a predetermined route.
- the reference sign is at a reference time to be indicated by the indicator sign.
- the reference time is guided to the player by causing a relative displacement along the predetermined route between the reference sign and the instruction sign as time progresses on the game so as to match the sign.
- the operation guide means is further configured to function as at least one of the indication sign and the reference sign, and the magnitude of the relative displacement direction changes according to the direction.
- the three-dimensional label is used to function as means for changing the direction of the three-dimensional label with the relative displacement.
- the size of the three-dimensional marker relative to the direction of relative displacement can be changed with relative displacement.
- the magnitude with respect to the direction of relative displacement it is possible to change the interval between successive three-dimensional markers on a predetermined path.
- interrupts a background is so low that the space
- the functional block diagram of the principal part of the game machine which concerns on one form of this invention The figure which showed typically an example of the game screen used for a music game.
- FIG. 1 is a functional block diagram of a main part of a game machine 1 according to an embodiment of the present invention.
- the game machine 1 is configured as a business game machine that provides a music game. That is, the game machine 1 provides a predetermined range of music game play in exchange for consumption of a predetermined value.
- the game machine 1 is provided with a control unit 2 and an external storage device 3 as a computer.
- the control unit 2 is connected to an input device 4, a monitor 5 as a display device, a speaker 6 as an audio output device, and a camera 7 as a photographing means.
- the camera 7 is arranged so as to be able to photograph the input device 4 and the player who uses it. During the game, the player uses the input device 4 while looking at the monitor 5. That is, the input device 4 is disposed between the player and the monitor 5. Accordingly, the camera 7 is arranged on the monitor 5 side so as to face the input device 4 and the player.
- a device imitating a musical instrument used in a music game may be used.
- a drum type controller imitating a drum set may be used.
- the drum type controller includes four drums as an example. The four drums are used, for example, for execution of a hitting operation as a predetermined play action by a player.
- the game machine 1 is provided with various input devices and output devices included in a commercial game machine such as a push button switch and a cross key, but these are not shown.
- the control unit 2 includes a game control unit 11 as a control subject, and a display control unit 12 and an audio output control unit 14 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 drawing 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 5, whereby a predetermined signal is displayed on the monitor 5. Display an image.
- the audio output control unit 14 reproduces predetermined music (including sound effects) from the speaker 6 by generating an audio reproduction signal corresponding to the audio reproduction data given from the game control unit 11 and outputting it to the speaker 6.
- the external storage device 3 is connected to the control unit 2.
- the external storage device 3 is a memory that can hold the memory without power supply, such as a magnetic storage medium such as a hard disk, an optical storage medium such as a DVDROM or a CDROM, or a nonvolatile semiconductor memory device such as an EEPROM. Medium is used.
- the external storage device 3 stores a game program 21 and game data 22.
- the game program 21 is a computer program necessary for the game machine 1 to execute a music game according to a predetermined procedure.
- the game program 21 includes a sequence control module 23 and an evaluation module 24.
- the game control unit 11 executes various processes necessary to operate as the game machine 1 by executing an operation program stored in the internal storage device. Subsequently, the game control unit 11 reads the game program 21 from the external storage device 3 and executes it to set an environment for executing the music game according to the game program 21.
- a sequence processing unit 15 is generated in the game control unit 11.
- an operation evaluation unit 16 is generated in the game control unit 11.
- the sequence processing unit 15 is a piece of music such as a process for instructing the player about the operation timing in accordance with the reproduction of the music (song) selected by the player, or a process for generating effects such as sound effects according to the player's operation. Execute game processing.
- the operation evaluation unit 16 executes a process for evaluating the player's operation.
- 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 game program 21 includes various program modules necessary for executing a music game, and the game control unit 11 includes logic devices corresponding to these modules. Generated. However, those illustrations are omitted.
- the game data 22 includes various data to be referred to when the game program 21 is executed.
- the game data 22 includes music data 25, sound effect data 26, and image data 27.
- the music data 25 is data necessary to reproduce and output music to be played from the speaker 6.
- FIG. 1 one type of music data 25 is shown, but actually, a 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 6 in response to a player's operation are recorded in association with a unique code 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 5 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 an operation time to be instructed to the player. At least one sequence data 28 is prepared for one piece of music data 25. Details of the sequence data 28 will be described later.
- FIG. 2 is a diagram schematically showing an example of a game screen used for a music game.
- the game screen 30 as a guidance screen includes a real space image 31 and an AR image 32 as photographed images.
- the real space image 31 an image taken by the camera 7 is displayed. That is, the real space image 31 displays the images of the input device 4 and the player taken by the camera 7. More specifically, the real space image 31 includes four drum images DI and a player image PI.
- the four drum images DI are images corresponding to the input device 4.
- the four drum images DI are images respectively corresponding to the four drums of the drum-type controller that functions as the input device 4.
- the player image PI is an image corresponding to the player. The player is located on the other side of the input device 4 when viewed from the camera 7 side. Accordingly, the player image PI is displayed on the back side of the drum image DI.
- the AR image 32 includes four reference position images RI as reference signs and an object image OI as instruction signs.
- the reference position image RI and the object image OI are displayed as a stereoscopic image having a width, a depth, and a height (thickness) so that the depth of the game space can be expressed.
- the four reference position images RI correspond to the four drum images DI, respectively. Accordingly, each reference position image RI is arranged at a position corresponding to each drum image DI.
- Each reference position image RI has a shape corresponding to the shape of the upper surface portion of each drum, that is, the portion where the player should perform the hit operation.
- the reference position image RI functions as an object of an extended space obtained by extending the real space by fusing the real space and the virtual space. That is, each reference position image RI functions as a virtual drum in the expansion space.
- a virtual lane as a predetermined route extends upward from each reference position image RI.
- the virtual lane is not displayed on the game screen 30.
- the virtual lane extends in a bow shape in the virtual space. That is, the virtual lane extends in the virtual space so as to form a curved portion from above to the reference position image GI.
- the object image OI is arranged at an appropriate time of the music played during the game.
- the object image OI appears on the upper side of the virtual lane.
- the object image OI moves to each reference position image RI along the virtual lane while decreasing the distance from each reference position image RI as the music progresses. That is, each reference position image RI also functions as the arrival position of the object image OI.
- the object image OI is an object that is virtually arranged in the extended space.
- the object image OI has the same shape as the reference position image RI. Specifically, the object image OI has a shape corresponding to the upper surface portion of the drum image DI. Then, the object image OI moves while changing its direction along the virtual path of the virtual lane. More specifically, the object image OI first moves on the virtual lane so that the surface OIs faces the back side. That is, the surface OIs of the object image OI moves so as to face the player image PI side. As a result, the back OIo of the object image OI is displayed on the game screen 30 while the object image OI moves on the virtual lane so as to face the back side.
- the object image OI changes its direction on the virtual lane so that the moving direction TD and the thickness direction gradually coincide with each other. That is, the orientation is changed on the virtual lane so that the thickness (height) H of the object image OI is displayed on the game screen 50. Then, after the object image OI faces the thickness direction, that is, after the movement direction TD coincides with the thickness direction, the object image OI moves on the virtual lane so as to face the front side. That is, on the contrary, the object image OI moves so that the back surface OIo of the object image OI faces the player image PI side. As a result, the surface OIs of the object image OI is displayed on the game screen 50 while moving on the virtual lane so that the object image OI faces the front side.
- the object image OI moves on the virtual lane while changing the direction. For this reason, the object image OI is displayed so that its form gradually changes as it moves. Specifically, the object image OI is first displayed in a size corresponding to the length in the depth direction along the Italian movement direction TD so that the back surface OIo is displayed. Further, since it is along a path extending forward from the player image PI side, the lateral width is smaller than the original length. Thereafter, the thickness direction is gradually turned, and the moving direction TD and the thickness direction coincide with each other. The object image OI has the smallest height H among the width W, the depth D, and the height H.
- the size (size with respect to the moving direction TD) in which the moving direction TD matches the thickness direction is the smallest. Further, since the moving direction TD and the thickness direction coincide with each other at the curved portion of the virtual lane, the width W in this state is the largest. Thereafter, the direction is further changed to display the surface OIs of the object image OI. Then, the object image OI reaches the reference position image RI in an orientation that matches the shape of the reference position image RI.
- the player is required to perform an appropriate operation.
- an operation of hitting a drum as the input device 4 corresponds to an appropriate operation. That is, the player is required to perform an operation of hitting the drum corresponding to the reference position image RI reached by the object image OI in accordance with the coincidence of the position of the object image OI and the position of the reference position image RI.
- a time difference between the time when the object image OI reaches the reference position image RI and the time when the player performs an appropriate operation is detected. Then, the smaller the deviation time, the higher the player's operation is evaluated. Further, a sound effect corresponding to the drum on which the hit operation has been executed is reproduced from the speaker 6.
- FIG. 2 In the example of FIG. 2, four drum images DI having a hexagonal top surface are displayed.
- a plurality of object images OI are displayed on a virtual lane extending from the reference position image RI corresponding to the left two drum images DI.
- Each object image OI moves toward the reference position image RI while changing its direction.
- each upper object image OI is displayed so that the back surface OIo faces.
- the direction changes so that the magnitude of the moving direction TD of the object image OI becomes smaller toward the reference position image RI.
- the display range of the player image PI positioned on the other side of the object image OI is expanded.
- the form of the object image OI is as close as possible to a straight line.
- the object image OI is displayed so as to be positioned on the player image PI. Therefore, in the minimum state SP, the display of the object image OI hardly blocks the display of the player image PI. As a result, the player image PI is mainly displayed on the virtual lane at positions before and after the minimum state SP. In this way, the player is instructed when to strike the drum using the three-dimensional object image OI including the display of the back surface OIo, the thickness H, and the like. On the other hand, by changing the direction of the three-dimensional object image OI, display of a background image such as the player image PI is also ensured.
- FIG. 3 is a diagram illustrating an example of a virtual three-dimensional space GW that is logically generated on a memory.
- the virtual three-dimensional space GW is a virtual representation of the shooting space of the camera 7 as a three-dimensional model.
- Various objects corresponding to the AR image 32 are arranged in the virtual three-dimensional space GW.
- four virtual drums KD as reference objects respectively corresponding to four reference position images RI are arranged in the virtual three-dimensional space GW.
- a virtual lane KL extending toward each virtual drum KD is set for each virtual drum KD.
- a virtual camera KC is set in the virtual three-dimensional space GW.
- the positions of various objects such as the virtual drum KD and the position of the virtual camera KC in the virtual three-dimensional space GW are defined by three-dimensional coordinates according to a three-axis orthogonal coordinate system (world coordinates) of the XYZ axes.
- the shooting range of the virtual camera KC is set based on the viewing angle, the viewpoint position, and the shooting direction. Furthermore, the virtual camera KC is set with a field plane for projecting a space within the shooting range at a position away from the virtual camera KC in the shooting direction by a certain distance.
- the virtual camera KC is set at a position corresponding to the camera 7 in the real space. That is, the shooting range SR of the virtual camera KC is set so that the virtual drum KD is arranged at the drum position of the input device 4 included in the shooting range of the camera 7. More specifically, the virtual camera KC is disposed at a position where the virtual three-dimensional space GW is photographed obliquely from above. The virtual camera KC is disposed near the center of the virtual three-dimensional space GW.
- the shooting range SR of the virtual camera KC is set so as to include the four virtual drums KD and the virtual lane KL.
- a visual field surface SH is set at a position away from the virtual camera KC by a certain distance. An object such as a virtual drum KD in the imaging space SR is projected onto the field plane SH.
- FIG. 4 is a schematic diagram when the virtual lane KL is viewed from the side.
- the virtual lane KL extends from the predetermined position so as to curve toward the virtual drum KD. More specifically, it extends downward while approaching the virtual camera KC from the upper right side (the back side when viewed from the virtual camera KC) to the left side (the front side when viewed from the virtual camera KC).
- the virtual lane KL forms an arcuate shape having a curved portion WP when viewed from the side with respect to the shooting direction SD of the virtual camera KC.
- the shooting direction SD in the example of FIG. 4 is a direction extending so as to pass through the center of the field surface SH.
- a virtual object KO as an instruction object corresponding to the object image OI is also arranged as one of various objects corresponding to the AR image 32. More specifically, the virtual object KO is arranged on each virtual lane KL in a fixed direction with respect to the virtual lane KL. Further, as the fixed direction, a direction in which the virtual lane KL passes through the center of the upper surface of the virtual object KO is employed. That is, in the virtual object KO, the virtual lane KL passes through the center of the upper surface while the upper surface (front surface) is directed to the opposite side (upper side) of the traveling direction and the lower surface (back surface) is directed to the side of the traveling direction (lower side).
- the virtual object KO moves on the virtual lane KL so as to correspond to the movement of the object image OI.
- the direction in which the virtual object KO is arranged is constant with respect to the virtual lane KL.
- the virtual lane KL extends in a bow shape so as to change the direction with respect to the virtual camera KC. Accordingly, even if the orientation is fixed with respect to the virtual lane KL, the orientation of the virtual object KO relative to the virtual camera KC changes with a change in the position on the virtual lane KL. As a result, the virtual object KO changes its orientation with respect to the visual field surface SH as it moves along the virtual lane KL.
- the virtual object KO first moves so that the back surface KOo side faces the visual field surface SH.
- the virtual object KO gradually moves so that the thickness (height) H side faces the visual field surface SH.
- On the virtual lane KL a position where the direction of the depth D of the virtual object KO and the shooting direction SD coincide is generated.
- the portion in which the direction of the depth D of the virtual object KO and the shooting direction SD coincide and the thickness H of the virtual object KO is projected onto the field plane SH (the portion corresponding to the minimum state SP). ) Is included.
- the virtual object KO further changes its orientation at the position of the virtual drum KD so that the virtual object KO back surface KOo is in contact with the upper surface portion of the virtual drum KD. Specifically, the orientation of the virtual object KO is changed so that the surface KOs side faces the field of view SH.
- the moving path of the virtual object KO includes a portion in which the thickness (height) H side smaller than the depth D of the virtual object KO is directed to the visual field surface SH. Further, the portion where the thickness (height) K side faces the field plane SH coincides with the photographing direction SD. For this reason, in this portion, the size corresponding to the thickness H of the virtual object KO is only projected onto the visual field surface SH. As a result, a large gap is formed between such a position and the positions of the front and rear virtual objects KO.
- the virtual drum KD and the virtual object KO in the shooting range SR are shot by the virtual camera KC. Then, a two-dimensional image obtained by projecting the photographed virtual three-dimensional space GW on the visual field surface SH is calculated according to the photographing result.
- a calculation is executed by, for example, the game control unit 11. More specifically, the game control unit 11 obtains an object image OI as a two-dimensional image corresponding to the virtual object KO and an operation for acquiring the drum image DI as a two-dimensional image corresponding to the virtual drum KD. Each operation is executed. Furthermore, the game control unit 11 generates drawing data for drawing a two-dimensional image obtained based on the calculation result.
- the game control part 11 gives the produced
- an expansion space is realized in which various objects of the virtual three-dimensional space GW are arranged in the real space image 31 photographed by the camera 7.
- a series of processes such as arrangement of various objects in the virtual three-dimensional space GW, control of the virtual camera KC such as a shooting direction, or shooting by the virtual camera KC is a well-known process such as modeling and rendering in 3D computer graphics processing. It may be realized by processing.
- FIG. 5 is a functional block diagram of the sequence processing unit 15 for displaying the AR image 32.
- the sequence processing unit 15 includes a three-dimensional space construction unit 15a, an image calculation unit 15b, and a drawing data generation unit 15c.
- the 3D space construction unit 15a constructs a virtual 3D space GW. At this time, various objects such as a virtual drum KD and a virtual object KO are also arranged. Furthermore, the three-dimensional space construction unit 15a arranges the virtual camera KC so that the photographing range SR corresponding to the photographing range of the camera 7 is set in the constructed virtual three-dimensional space GW.
- the image calculation unit 15b controls the virtual camera KC. For example, the image calculation unit 15b photographs the virtual three-dimensional space GW constructed by the three-dimensional space construction unit 15a through the virtual camera KC. Then, the image calculation unit 15b executes a calculation for realizing a two-dimensional image corresponding to various objects in the virtual three-dimensional space of the shooting range SR according to the shooting result.
- the drawing data generation unit 15c generates drawing data for drawing two-dimensional images corresponding to various objects such as the drum image DI and the virtual object KO, based on the calculation result of the image calculation unit 15b. Then, the drawing data generation unit 15 c gives the generated drawing data to the display control unit 12. Thereby, the AR image 32 is displayed on the game screen 30.
- FIG. 6 is a diagram illustrating an example of the contents of the sequence data 28.
- the sequence data 28 includes a condition definition unit 28a and an operation sequence unit 28b.
- condition definition unit 28a information for specifying various conditions for executing the game, such as information for specifying music tempo, beat, track, and the like, and information for specifying different game execution conditions for each music, is described.
- the operation sequence section 28b the time when an appropriate operation should be performed is described in association with the time in the music. That is, as shown in part of FIG. 6, the operation sequence unit 28 b includes information for designating one of the four drums of the input device 4 and the reference time (operation time) at which the operation should be performed in the music. Are configured as a set of a plurality of records associated with each other.
- the operation time is described by separating a bar portion in the music, the number of beats, and a value indicating the time of the beat with a comma.
- the time during a beat is the elapsed time from the beginning of one beat, and is expressed by the number of units from the beginning by equally dividing the time length of one beat into n unit times. For example, “01, 2, 025” is described when the operation time is specified as the second beat of the first bar of the music and a time that is 1 ⁇ 4 from the beginning of the beat.
- the four drums of the input device 4 are specified by information corresponding to each drum.
- information such as “drum 1” and “drum 2” respectively corresponding to the four drums is described as information specifying the four drums of the input device 4.
- the operation instruction to the drum corresponding to “drum 1” is described at the start time (000) of the fourth beat of the first measure.
- “Drum 1” is associated with, for example, the leftmost drum. That is, in this case, the player is required to perform an appropriate operation on the leftmost drum at the start time (000) of the fourth beat of the first measure.
- the sequence data 28 describes the drum to be subjected to an appropriate operation and the operation timing in association with each other.
- sequence processing unit 15 of the game control unit 11 determines the position of the virtual object KO in the virtual three-dimensional space GW so that the virtual object KO reaches the virtual drum KD at the operation time specified by the sequence data 28 described above. Control. Furthermore, the sequence processing unit 15 displays the game screen 30 on the monitor 5 so that the object image OI reaches the reference position image RI according to the virtual object KO and the virtual drum KD in the virtual three-dimensional space GW.
- sequence processing and operation evaluation processing will be described.
- the sequence process is executed to control the placement of the virtual object KO so that the virtual object KO reaches the virtual drum KD at the operation time defined by the sequence data 28.
- the sequence processing is executed by the sequence processing unit 15 of the game control unit 11.
- the operation evaluation process is executed to evaluate the operation result of the player.
- the operation evaluation process is executed by the operation evaluation unit 16 of the game control unit 11.
- the game control unit 11 executes various other well-known processes necessary for realizing the music game, but detailed description thereof is omitted.
- FIG. 7 is a diagram illustrating an example of a flowchart of a sequence processing routine.
- the routine of FIG. 7 is repeatedly executed at a predetermined cycle, for example.
- the sequence processing unit 15 of the game control unit 11 first acquires the current time on the music in step S1.
- the current time is measured by the internal clock of the game control unit 11 with the music reproduction start time as a reference.
- the sequence processing unit 15 acquires, from the sequence data 28, data of a time length (display range) to be arranged in the imaging range SR of the virtual three-dimensional space GW.
- the display range is set to a time length corresponding to two measures of the music from the current time.
- the sequence processing unit 15 calculates the coordinates in the virtual three-dimensional space GW of all the virtual objects KO to be arranged in each virtual lane KL.
- the calculation is executed as follows as an example.
- the sequence processing unit 15 determines the virtual lane KL where the virtual object KO is to be placed based on the designation of the drum in the sequence data 28. Specifically, this is realized by specifying a virtual lane KL extending from the virtual drum KD corresponding to the drum specified by the sequence data 28. That is, the identified virtual lane KL is determined as the virtual lane KL where the virtual object KO should be placed.
- the position on the virtual lane KL in the time axis direction from the virtual drum KD (that is, the moving direction of the virtual object KO) is determined according to the time difference between each operation time and the current time. Thereby, it is possible to acquire the coordinates for arranging the virtual objects KO along the time axis from the virtual drum KD on the virtual lane KL corresponding to the drum specified by the sequence data 28.
- step S4 drawing data necessary for drawing the object image OI and the reference position image RI is generated based on the coordinates of the virtual object KO calculated in step S3. Specifically, first, the virtual object KO and the virtual drum KD are arranged at the coordinates acquired in step S3. Next, a two-dimensional image of the virtual object KO and the virtual drum KD corresponding to the visual field surface SH that projects the state in which they are arranged is calculated. Then, drawing data for drawing the calculated two-dimensional image is generated. In this way, the sequence processing unit 15 generates drawing data. In subsequent step S5, the sequence processing unit 15 outputs the image data generated in step S4 to the display control unit 12.
- the game screen 30 in which the AR image 32 is arranged in the real space image 31 is displayed on the monitor 5.
- the object image OI on the game screen 30 moves on the virtual lane while changing the direction so as to reach the reference position image RI at the operation time designated by the sequence data 28.
- FIG. 8 is a diagram showing an example of a flowchart of the operation evaluation processing routine.
- the routine of FIG. 8 is repeatedly executed at a predetermined cycle, for example.
- the operation evaluation unit 16 first determines whether or not there is an operation on each drum with reference to the output signal of the input device 4 in step S11.
- the determination result is a negative result, that is, when the operation is not executed, the operation evaluation unit 16 skips the subsequent processing and ends the current routine.
- step S11 determines the drum on which the operation has been performed and the timing at which the operation has been performed.
- step S13 the operation evaluation unit 16 specifies the latest operation time described in the sequence data 28, that is, the operation time closest in time on the sequence data 28 for the operated drum. A time difference between the operation time and the time when the operation output signal is output 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. Further, as an example, the predetermined time range is classified into a plurality of levels with higher evaluation as it is closer to the center. When this result is a negative result, that is, when the shift time is out of the evaluation range, the operation evaluation unit 16 skips the subsequent processing and ends the current routine.
- step S14 determines the evaluation of the operation result of the player by determining which of the plurality of levels in the predetermined time range the deviation time acquired in step S ⁇ b> 13 belongs to. Thereafter, the operation evaluation unit 16 proceeds to step S16, and controls the output to the display control unit 12 so that the evaluation result is displayed on the monitor 5 in step S16.
- step S16 controls the output to the display control unit 12 so that the evaluation result is displayed on the monitor 5 in step S16.
- the object image OI moves while changing its orientation in order to indicate the operation time.
- the movement path includes a movement in the thickness direction having a small size with respect to the movement direction.
- a large space is formed between the front and rear object images OI before and after the object image OI facing in the thickness direction. For this reason, it can suppress that the display of the background of the object image OI is interrupted.
- a real space image 31 is used as the background. Since the real space image 31 includes the image of the player who is playing, it is possible to improve the interest of the game by making the background display easy to see.
- the operation time is guided in association with the real space image 31, the real operation and the game screen 30 can be associated with each other. Thereby, the interest property of a game can be improved further.
- control unit 2 functions as the operation timing determination means of the present invention by executing the routine of FIG. 7 through the sequence processing unit 15 of the game control unit 11. Furthermore, in addition to the routine of FIG. 7, by executing the construction of a three-dimensional space, generation of drawing data, etc. through the three-dimensional space construction unit 15a, the image calculation unit 15b, and the drawing data generation unit 15c of the sequence processing unit 15, The control unit 2 functions as operation guide means. In addition, the control unit 2 functions as the music reproducing means of the present invention by causing the speaker 6 to reproduce the music corresponding to the music data 25 through the audio output control unit 14. On the other hand, the external storage device 3 functions as the sequence data storage means of the present invention by storing the sequence data 28. Further, the external storage device 3 functions as music data storage means of the present invention by storing the music data 25.
- the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
- a bow-shaped virtual lane KL having a curved portion is employed as the predetermined path.
- the predetermined route is not limited to such a form.
- a path having various shapes such as a wavy path having a plurality of curved portions and a circular path may be employed.
- the bending part WP is arrange
- the bending portion WP may be arranged to bend in a direction intersecting the virtual camera KC.
- the instruction sign is arranged in a fixed direction with respect to the predetermined route.
- the present invention is not limited to such a form.
- the instruction mark may be arranged so that its direction changes with respect to a predetermined route.
- the game screen 30 that forms an expansion space is used as the guidance screen.
- the guidance screen is not limited to such a form.
- a background image prepared in advance may be used as the background.
- the indication sign and the reference sign are not limited to objects for producing the expansion space.
- an image of an object based on image data prepared in advance may be used as the instruction sign and the reference sign.
- it is not limited to the form in which the indicator sign moves toward the reference sign. As long as a relative displacement along a predetermined path occurs between the indication sign and the reference sign, for example, the reference sign may move toward the indication sign.
- a drum-type controller that inputs a player's tapping operation is employed as the input device.
- the input device is not limited to such a form.
- a controller imitating various musical instruments such as a guitar-type controller may be employed as the input device.
- an input device formed simply by direction designation or a push button may be employed.
- the play act is not limited to the operation.
- the action of the player detected by a camera or the like may be adopted as the play action.
- a camera or the like that detects the action of the player may function as an input device.
- a music game is adopted in which music is played and a play action is requested at a time corresponding to the music.
- the game provided by the game machine 1 is not limited to such a game.
- the game machine 1 may provide various games such as a flag raising game that requires an operation of raising a flag to a predetermined position at a predetermined time.
- the game machine of the present invention is realized in 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 using a network. It's okay.
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Abstract
Description
Claims (11)
- 所定の時期に所定のプレイ行為がプレイヤに要求されるゲームを提供するゲーム機であって、
前記所定の時期として前記ゲーム中において前記所定のプレイ行為を実行すべき基準時期が記述されたシーケンスデータを記憶するシーケンスデータ記憶手段と、
前記ゲーム上の現在時刻から将来に向かって所定の時間範囲に含まれる前記基準時期を前記シーケンスデータに基づいて判別する操作時期判別手段と、
前記操作時期判別手段によって判別された各基準時期に対応する指示標識及び前記現在時刻に対応する基準標識を所定の経路に沿って時間順に配置するとともに、前記指示標識が当該指示標識によって示されるべき基準時期に前記基準標識に一致するように前記ゲーム上の時間の進行に応じて前記基準標識と前記指示標識との間に前記所定の経路に沿った相対的変位を生じさせることにより、前記基準時期をプレイヤに案内する操作案内手段と、
を備え、
前記操作案内手段は、前記指示標識及び前記基準標識の少なくともいずれか一方に、向きに応じて前記相対的変位の方向に対する大きさが変化する立体的標識を利用し、前記相対的変位に伴って前記立体的標識の向きを変化させる、ゲーム機。 - 前記立体的標識は、幅、奥行き、高さのうちの少なくともいずれか二つの大きさが異なり、
前記操作案内手段は、前記立体的標識の幅、奥行き、高さのうちの少なくともいずれか二つの大きさが異なることにより前記立体的標識の前記相対的変位の方向に対する大きさが変化するように、前記相対的変位に伴って前記立体的標識の向きを変化させる、請求項1のゲーム機。 - 前記操作案内手段は、前記指示標識に対応する指示オブジェクト及び前記基準標識に対応する基準オブジェクトが配置された仮想3次元空間を構築し、当該仮想3次元空間において前記指示オブジェクトと前記基準オブジェクトとの間に前記相対的変位に対応する変位を生じさせるとともに、所定の撮影方向から撮影した前記指示オブジェクト及び前記基準オブジェクトの少なくともいずれか一方に基づいて2次元画像を生成し、当該2次元画像を前記立体的標識として利用する、請求項1又は2のゲーム機。
- 前記操作案内手段は、前記所定の撮影方向と交差する方向から見た場合に前記所定の撮影方向に対する奥側から手前側に向かって前記所定の撮影方向に近づくように変位する湾曲部を有する弓なり経路を前記所定の経路として利用する、請求項3のゲーム機。
- 前記操作案内手段は、前記指示オブジェクト及び前記基準オブジェクトのうち前記立体的標識として使用する少なくともいずれか一方の使用オブジェクトを前記弓なり経路上に固定の向きで配置し、前記相対的変位に伴う前記弓なり経路の前記所定の撮影方向に対する向きの変化に合わせて前記使用オブジェクトの前記所定の撮影方向に対する向きを変化させることにより、前記立体的標識の向きを変化させる、請求項4のゲーム機。
- 前記プレイ行為を入力するための入力装置と、
前記入力装置を少なくとも撮影可能に配置された撮影手段と、
前記撮影手段によって撮影された撮影画像を表示する表示装置と、
を更に備え、
前記操作案内手段は、前記撮影画像の前記入力装置の位置に前記基準標識が配置され、前記相対的変位として前記指示標識が前記基準標識に向かって変位するように、前記撮影画像の上に前記基準標識及び前記指示標識が配置された案内画面を前記表示装置に表示させることにより、前記基準時期をプレイヤに案内する、請求項1~5のいずれか一項のゲーム機。 - 前記撮影手段は、前記入力装置及び前記プレイ行為を実行するプレイヤを撮影可能に配置され、
前記案内画面には、前記プレイ行為を実行するプレイヤが背景として表示されるように、前記撮影画像が使用されている、請求項6のゲーム機。 - 前記入力装置として、ドラムを模したドラム型コントローラが採用され、
前記プレイ行為として、前記ドラム型コントローラに対する操作が使用される、請求項6又は7のゲーム機。 - ゲーム音を再生出力する音声出力装置と、
楽曲を再生させるための楽曲データを記憶する楽曲データ記憶手段と、
前記楽曲データに基づいて前記音声出力装置から前記楽曲を再生させる楽曲再生手段と、
を更に備え、
前記基準時期として、前記楽曲に対応する時期が利用されている、請求項1~8のいずれか一項のゲーム機。 - 所定の時期に所定のプレイ行為がプレイヤに要求されるゲームを提供するゲーム機であって、前記所定の時期として前記ゲーム中において前記所定のプレイ行為を実行すべき基準時期が記述されたシーケンスデータを記憶するシーケンスデータ記憶手段を備えたゲーム機に組み込まれるコンピュータに、
前記ゲーム上の現在時刻から将来に向かって所定の時間範囲に含まれる前記基準時期を前記シーケンスデータに基づいて判別する操作時期判別工程と、
前記操作時期判別工程において判別された各基準時期に対応する指示標識及び前記現在時刻に対応する基準標識を所定の経路に沿って時間順に配置するとともに、前記指示標識が当該指示標識によって示されるべき基準時期に前記基準標識に一致するように前記ゲーム上の時間の進行に応じて前記基準標識と前記指示標識との間に前記所定の経路に沿った相対的変位を生じさせることにより、前記基準時期をプレイヤに案内する操作案内工程と、
を実行させ、
更に、前記操作案内工程において、前記指示標識及び前記基準標識の少なくともいずれか一方に、向きに応じて前記相対的変位の方向に対する大きさが変化する立体的標識を利用し、前記相対的変位に伴って前記立体的標識の向きを変化させる工程を実行させる、制御方法。 - 所定の時期に所定のプレイ行為がプレイヤに要求されるゲームを提供するゲーム機であって、前記所定の時期として前記ゲーム中において前記所定のプレイ行為を実行すべき基準時期が記述されたシーケンスデータを記憶するシーケンスデータ記憶手段を備えたゲーム機に組み込まれるコンピュータを、
前記ゲーム上の現在時刻から将来に向かって所定の時間範囲に含まれる前記基準時期を前記シーケンスデータに基づいて判別する操作時期判別手段、及び前記操作時期判別手段によって判別された各基準時期に対応する指示標識及び前記現在時刻に対応する基準標識を所定の経路に沿って時間順に配置するとともに、前記指示標識が当該指示標識によって示されるべき基準時期に前記基準標識に一致するように前記ゲーム上の時間の進行に応じて前記基準標識と前記指示標識との間に前記所定の経路に沿った相対的変位を生じさせることにより、前記基準時期をプレイヤに案内する操作案内手段として機能させるように構成され、
更に、前記操作案内手段を、前記指示標識及び前記基準標識の少なくともいずれか一方に、向きに応じて前記相対的変位の方向に対する大きさが変化する立体的標識を利用し、前記相対的変位に伴って前記立体的標識の向きを変化させる手段として機能させるように構成されたゲーム機用のコンピュータプログラム。
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KR101539905B1 (ko) | 2015-07-27 |
JP2014014464A (ja) | 2014-01-30 |
JP5433737B2 (ja) | 2014-03-05 |
KR20150005724A (ko) | 2015-01-14 |
CN104411375A (zh) | 2015-03-11 |
CN104411375B (zh) | 2016-03-23 |
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