WO2014024387A1 - ゲーム装置、ゲーム制御方法、及びゲーム制御プログラム - Google Patents
ゲーム装置、ゲーム制御方法、及びゲーム制御プログラム Download PDFInfo
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- WO2014024387A1 WO2014024387A1 PCT/JP2013/004388 JP2013004388W WO2014024387A1 WO 2014024387 A1 WO2014024387 A1 WO 2014024387A1 JP 2013004388 W JP2013004388 W JP 2013004388W WO 2014024387 A1 WO2014024387 A1 WO 2014024387A1
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- control unit
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- 238000000034 method Methods 0.000 title claims description 22
- 230000009471 action Effects 0.000 claims abstract description 301
- 238000004364 calculation method Methods 0.000 description 11
- 230000006870 function Effects 0.000 description 11
- 230000006399 behavior Effects 0.000 description 6
- 238000010586 diagram Methods 0.000 description 4
- 230000009191 jumping Effects 0.000 description 4
- 238000013459 approach Methods 0.000 description 3
- 230000005484 gravity Effects 0.000 description 3
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000005293 physical law Methods 0.000 description 2
- 241000238631 Hexapoda Species 0.000 description 1
- 230000001133 acceleration Effects 0.000 description 1
- 238000013473 artificial intelligence Methods 0.000 description 1
- 239000000470 constituent Substances 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 210000000744 eyelid Anatomy 0.000 description 1
- 210000003128 head Anatomy 0.000 description 1
- 230000008569 process Effects 0.000 description 1
- 230000004044 response Effects 0.000 description 1
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Classifications
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
Definitions
- the present invention relates to a game control technology, and more particularly to a game device for controlling a game for moving a player's character in a game field, a game control method, and a game control program.
- the present invention has been made in view of these circumstances, and an object thereof is to provide a more entertaining game control technology.
- the game control program receives from the player an instruction to execute an action by the player's character that controls the movement of the player's character in the game field and the player's character control unit that controls the movement of the player's character in the game field.
- an action control unit that causes the player's character to execute the action
- the object subjected to the action is deformed
- the action control unit causes the player character to execute the action.
- Game control program characterized in that where the movement of the long first distance of said player's character than when it is determined to have failed to ® down.
- a game device provides a game in which a player's character is moved in a game field and guided to a predetermined destination.
- the player's character moves in the direction of the object by performing an action that deforms the object arranged in the game field as well as walking and jumping. It is possible.
- the player's character holds a whistle, and can cut the object with the whistle and move while cutting the passage. When the player's character successfully executes the action, it can move a longer distance than when the action fails.
- a new player's character moving method for example, when a plurality of objects are arranged in a line at intervals, the player causes the player's character to continuously execute an action on the object.
- the player's character by walking between a plurality of objects.
- Such a technology can provide a highly entertaining game employing a novel moving method.
- the degree of difficulty of the game can be appropriately adjusted by adjusting the size, the arrangement, and the like of the objects, so it is possible to provide a game familiar to a wide range of players.
- FIG. 1 shows the configuration of a game device 10 according to the embodiment.
- the game device 10 includes a controller 20, an input receiving unit 30, a control unit 40, a parameter holding unit 60, a screen generation unit 66, and a display device 68.
- These hardware components are realized by the CPU, the memory, the program loaded in the memory, etc. in terms of hardware components, but in this case the functional blocks realized by the cooperation of them are depicted. Therefore, it is understood by those skilled in the art that these functional blocks can be realized in various forms by hardware only, software only, or a combination thereof.
- the input receiving unit 30 receives a control signal input from the controller 20 operated by the player.
- the control unit 40 moves the player's character in the game field based on the operation input from the player received by the input receiving unit 30, and advances the game.
- the parameter holding unit 60 holds data of the game field, and data of an object, a character, an item and the like arranged in the game field.
- the screen generation unit 66 generates a screen of the game controlled by the control unit 40 and causes the display device 68 to display the screen.
- FIG. 2 shows the appearance of the controller 20.
- a direction key 21 On the top surface of the controller 20, a 22 button 22, a ⁇ ⁇ ⁇ button 23, a ⁇ ⁇ ⁇ button 24, an ⁇ ⁇ ⁇ button 25, and analog sticks 26 and 27 are provided.
- an L1 button 28a, an L2 button 28b, an R1 button 29a, and an R2 button 29b are provided on the side surface of the controller 20, an L1 button 28a, an L2 button 28b, an R1 button 29a, and an R2 button 29b are provided.
- the analog stick 26 has a function to move the player's character in the input direction
- the x button 25 has a function to jump the player's character
- the square button 23 has a cutting action to the player's character.
- the functions to be executed are respectively assigned.
- the control unit 40 includes a player's character control unit 41, an action determination unit 42, an action control unit 43, an object control unit 44, and a physical calculation engine 45.
- the player's character control unit 41 moves the player's character in the game field in accordance with the operation instruction input from the controller 20.
- the player's character control unit 41 receives an input of the analog stick 26 of the controller 20, the player's character control unit 41 moves the player's character at a predetermined speed in the input direction.
- the player's character control unit 41 moves the player's character in the two-dimensional plane.
- the player's character control unit 41 moves the player's character in the three-dimensional space.
- the player's character control unit 41 When the player's character control unit 41 receives an input of the x button 25 from the controller 20, the player's character control unit 41 causes the player's character to jump. When the player's character control unit 41 receives the input of the x button 25 from the controller 20, the player's character control unit 41 further receives the input of the analog stick 26, and sets the initial velocity vector of the jump to vertically upward if there is no input of the analog stick 26. If there is an input of the analog stick 26, the player's character is made to jump in the input direction by tilting the initial velocity vector of the jump in the input direction. The player's character control unit 41 causes gravity to act on the player's character and causes the player's character to fall while the player's character jumps and is in the air. The behavior of the player's character being jumped may be calculated by a physical calculation engine 45 described later.
- the action determination unit 42 determines the success or failure of the disconnection action when receiving an instruction from the player to execute the disconnection action by the player's character that disconnects the object arranged in the game field.
- the action determination unit 42 receives an input of the ⁇ button 23 of the controller 20, the action determination unit 42 further receives an input of the analog stick 26.
- the action determination unit 42 determines whether the object is disposed in an actionable area in a range of a predetermined distance from the current position of the player's character and in a range of a predetermined angle from the direction input by the analog stick 26. Determine The action determination unit 42 determines that the disconnection action is successful if the object is placed in the actionable area, and determines that the disconnection action fails if the object is not placed.
- the actionable area will be described in detail later with reference to the drawings.
- the action control unit 43 causes the player's character to execute the disconnecting action.
- the action control unit 43 displays a state in which the player's character is performing an operation of opening and closing the whistle.
- the action control unit 43 moves the player's character in the direction input by the analog stick 26 when causing the player's character to execute the operation of opening and closing the eyelid.
- the action control unit 43 enables movement of the first distance, and if it is determined that the previous disconnection action has failed, the first Move a second distance shorter than the distance. That is, the player can move the player's character further to the next execution of the disconnection action by making the disconnection action successful.
- the analog stick 26 is input upward from the horizontal, the player's character can be moved upward, so the player's character continues to float in the air by making the cutting action succeed. It can be done.
- the second distance may be zero.
- the action control unit 43 may cause the player's character to float in the air without dropping for a predetermined period.
- the action control unit 43 may prevent the player's character from being dropped by the player's character control unit 41 during the execution of the cutting action, or may exert an upward buoyancy that cancels the gravity acting on the player's character. . If it is determined that the action is successful after the action control unit 43 determines that the action is successful, the timing of the predetermined period is reset and the player's character is suspended in the air again for the predetermined period. If it is determined that the action has failed, the clocking of the predetermined period is not reset.
- the action control unit 43 stops the function of causing the player's character to float in the air, and thereafter, the player's character control unit 41 controls the falling of the player's character.
- the action control unit 43 may cause the player's character to float in the air without dropping the player's character even after it is determined that the action has failed.
- the action control unit 43 may cause the player's character to float in the air for a longer period of time than when it is determined that the disconnecting action has failed if it is determined that the disconnecting action has succeeded.
- the action control unit 43 enables the player's character to move past the object when the object is disconnected when causing the player's character to execute the disconnection action, and the object is not disconnected. , Prohibits the player's character from moving past the object. As described later, each object is set with the number of disconnection actions required to disconnect. Even if the disconnection action is successful, if the object is not disconnected, the action control unit 43 moves the player's character only to the front of the object. When the object is disconnected, the action control unit 43 moves the player's character so as to pass between the objects separated by the disconnection action. In this case, if there is no obstacle that prevents the movement of the player's character in the movement direction of the player's character, the action control unit 43 moves the player's character by a distance at which the player's character can move at that time.
- an object that can be cut by the cutting action and an enemy character that can be made to disappear by the cutting action may be provided.
- an object that the player's character can not pass without cutting and an object that can pass without cutting may be provided.
- the enemy character may not be cut by the cutting action, and may not allow the player's character to pass until it disappears.
- the action control unit 43 determines that the disconnection action has failed, if the predetermined first time has elapsed without the disconnection action being successful, or if the predetermined number of disconnection actions have failed continuously, After that, the function of moving the player's character by the second distance when causing the player's character to execute the cutting action until it is determined that the cutting action is successful or until the predetermined second time has elapsed Stop. Normally, the player moves the player's character close to the object and then executes the cutting action. However, whether or not the distance from the player's character to the object is the distance at which the cutting action succeeds is accurately determined from the display screen. It is difficult to judge.
- the action control unit 43 moves the player's character slightly in the input direction of the analog stick 26 even if the disconnection action fails, thereby increasing the possibility of succeeding the next disconnection action. In this way, it is possible to support the player and adjust the degree of difficulty of the game appropriately. However, if the movement of the player's character by the failed cutting action is allowed without restriction, even if the object is not arranged around the player's character, the player's character is gradually moved in the desired direction by executing the cutting action. It will be possible to move it, and it may make the meaning of the game which adopted the new movement method disappear. Therefore, in order to make this function temporary, the action control unit 43 stops this function by the lapse of the second time or by the execution of a predetermined number of failed disconnection actions. The action control unit 43 may stop the function of causing the player's character to float in the air for a predetermined period after the failed disconnection action by execution of the second time or a predetermined number of failed disconnection actions.
- the action control unit 43 When it is determined that the cutting action is successful when the action control unit 43 satisfies the predetermined power-up condition for enabling the movement of the player's character of the third distance longer than the first distance. , When making the player's character execute the cutting action next time, movement of the player's character of the third distance is enabled.
- the power-up condition may be, for example, that the player's character has acquired a predetermined item, used a predetermined item, reached a predetermined position, reached a predetermined level, or acquired a predetermined point. Or the like.
- the action control unit 43 displays the player's character in the power-up state in a display mode different from the normal state in order to visually indicate that the player's character is in the power-up state.
- the action control unit 43 may set the power-up condition to receive an instruction input for executing the disconnection action again within a predetermined period after a predetermined standby time has elapsed after executing the successful disconnection action.
- the action control unit 43 may display the player's character in a display mode different from the normal state within a predetermined period. In this case, the player can execute the normal disconnection action continuously if the player inputs an instruction for performing the disconnection action again before the predetermined waiting time elapses after the disconnection action is successful. If a command for performing the disconnecting action is again input within a predetermined period after the lapse of the standby time, the disconnecting action in the power-up state can be executed.
- the object control unit 44 disconnects the object that is the target of the disconnection action.
- the object control unit 44 acquires the movement trajectory of the player's character from the action control unit 43, and calculates the cutting plane or cutting line of the object.
- the object control unit 44 moves the object targeted by the disconnecting action in the direction opposite to the player's character after the disconnecting action is performed. That is, the object control unit 44 moves the object subjected to the cutting action in substantially the same direction as the movement direction of the player's character.
- the object control unit 44 sets, for each object, the number of disconnection actions required to disconnect an object, stores the number of successful disconnection actions for each object in the parameter storage unit 60, etc.
- the object control unit 44 controls the movement of each of the plurality of parts.
- the object control unit 44 controls the movement of an object set as movable in the game field.
- the object control unit 44 may move the object at random or may move it according to a predetermined rule using artificial intelligence or the like.
- the physics calculation engine 45 determines the behavior of the player's character or object by physics calculation.
- the physical calculation engine 45 reads physical quantities such as weight, size, coefficient of restitution, air resistance, etc. of the player's character or object stored in the parameter holding unit 60, and calculates the behavior according to the physical law.
- the physics calculation engine 45 may determine the behavior of the player's character or object according to a law different from the physical law in the real world. For example, the falling velocity may be adjusted by adjusting the value of the gravitational acceleration acting on the player's character or the object.
- the physics calculation engine 45 may set a plurality of grid-like control points for planar objects to calculate the behavior of the objects. When the cutting position of the object is calculated by the object control unit 44, the physical calculation engine 45 determines the presence or absence of cutting between control points and reflects it in the physical calculation to cut the planar object. Behavior may be calculated.
- FIG. 3 shows an example of a game screen displayed on the display device.
- a game field On the game screen, a game field, a player's character 80 moving in the game field, and objects 84, 85, and 86 arranged in the game field are displayed.
- the player's character 80 has scissors 81 used for the cutting action.
- the player needs to move the player's character 80 from the block 82 to the block 83.
- there is a groove between the block 82 and the block 83 which becomes game over when dropped, and can not jump by jumping. Therefore, the player moves the player's character 80 using the movement by the cutting action.
- FIG. 4 is a diagram for explaining a method of determining the success or failure of the disconnection action.
- the action judging unit 42 determines the success or failure of the disconnection action.
- the movable distance of the player's character is the second distance because it is not the cutting action following the successful cutting action.
- the action determination unit 42 is a fan-shaped actionable area 87 in a range of a second distance from the current position of the player's character 80 and a predetermined angle from the input direction of the analog stick 26 indicated by the arrow in FIG.
- the action determination unit 42 determines that the disconnection action has failed.
- the movable distance may be set as the first distance.
- FIG. 5 shows an example of a game screen displayed on the display device.
- the action control unit 43 displays that the player's character 80 performs an operation of opening and closing the scissors 81, and moves the player's character 80 by the second distance in the direction input by the analog stick 26.
- the player's character 80 approaches the object 84, the possibility that the next cutting action will be successful can be improved. Since this function continues for a predetermined time or a predetermined number of times, even if there is no object around the player's character 80, the player's character 80 can be moved in the air to some extent, but a predetermined time or a predetermined number of times After the lapse, it falls by the action of gravity.
- FIG. 6 is a diagram for explaining a method of determining the success or failure of the disconnection action.
- the action determination unit 42 determines whether the disconnection action is successful. Also in this case, the movable distance of the player's character is the second distance because it is not the cutting action following the successful cutting action.
- the action determination unit 42 determines whether an object is arranged in the actionable area 87 set based on the input direction of the analog stick 26. Here, since the object 84 is disposed in the action available area 87, the action determination unit 42 determines that the disconnection action is successful.
- FIG. 7 shows an example of a game screen displayed on the display device.
- the action control unit 43 displays that the player's character 80 executes the cutting action, and moves the player's character 80 by the second distance in the direction input by the analog stick 26.
- the object control unit 44 determines whether the object is disconnected by the disconnecting action of the player's character 80.
- the object 84 is set as an object to be disconnected by one disconnection action, and the object control unit 44 determines that the object 84 is disconnected.
- the object control unit 44 moves the object 88 separated from the object 84 by a predetermined distance in the direction opposite to the player's character 80, that is, the moving direction of the player's character 80.
- the separated object is moved forward in the movement direction of the player's character, so that the player makes the player's character follow the object by causing the object to continuously execute the cutting action. It can be moved in the desired direction.
- the separated object 88 falls downward under the control of the object control unit 44 using the physical calculation engine 45, and is cut into smaller and smaller pieces by a plurality of cutting actions, so the player's character is directed in a desired direction by continuous cutting actions. It can not be moved without limit.
- the object control unit 44 may not display an object smaller than a predetermined size, or may exclude it from the target of the cutting action.
- the object control unit 44 may correct the moving direction of the player's character 80 in the direction of the separated object. This facilitates the success of the successive cutting actions, thereby assisting the player and improving the amusement of the game.
- the movement direction of the player's character may be corrected in the direction of the largest of them.
- the actionable area has a width at an angle, so that even if it is determined that the cutting action is successful, the direction in which the analog stick 26 has been input is offset from the direction in which the object is arranged is there.
- the action control unit 43 may move the player's character in the input direction of the analog stick 26, and the object may be cut by a straight line intersecting the object to be cut. It may be corrected in the direction of intersecting straight lines.
- FIG. 8 is a diagram for explaining a method of determining the success or failure of the disconnection action.
- the action determination unit 42 determines whether the disconnection action is successful. In this case, since the cutting action follows the successful cutting action, the movable distance of the player's character is a first distance that is longer than the second distance. Therefore, the actionable area 89 is wider than the actionable area 87 of FIGS. 4 and 6.
- the action determination unit 42 determines whether an object is placed in the actionable area 89 set based on the input direction of the analog stick 26. Here, since the object 85 is disposed in the action available area 89, the action determination unit 42 determines that the disconnection action is successful.
- FIG. 9 shows an example of a game screen displayed on the display device.
- the action control unit 43 displays that the player's character 80 executes the cutting action, and moves the player's character 80 by the first distance in the direction input by the analog stick 26.
- the object control unit 44 determines whether the object is disconnected by the disconnecting action of the player's character 80. In the example of FIG. 9, the object 85 is partially cut but not completely cut into two parts.
- FIG. 10 is a diagram for explaining a method of determining the success or failure of the cutting action.
- the action control unit 43 displays the player's character 80 in a display mode different from the normal state in order to indicate that the player's character 80 has shifted to the power-up state.
- the action determination unit 42 determines the success or failure of the disconnection action.
- the movable distance of the player's character is a third distance which is longer than the first distance.
- the actionable area 90 is wider than the actionable area 87 of FIGS. 4 and 6 and the actionable area 89 of FIG. 8.
- the action determination unit 42 determines whether an object is arranged in the actionable area 90 set based on the input direction of the analog stick 26. Here, since the objects 85 and 86 are disposed in the actionable area 90, the action determination unit 42 determines that the disconnection action has succeeded.
- FIG. 11 shows an example of a game screen displayed on the display device.
- the action control unit 43 displays that the player's character 80 executes the cutting action, and moves the player's character 80 by the third distance in the direction input by the analog stick 26.
- the object control unit 44 determines whether the object is disconnected by the disconnecting action of the player's character 80.
- the object 85 is cut by a single cutting action, and the separated object 91 is moved in the moving direction of the player's character 80, but the object 86 is not cut by a single cutting action.
- the action control unit 43 moves the player's character 80 to the front of the object 86 without moving the player's character 80 to the third distance.
- the object control unit 44 determines that the object 86 is disconnected, and the action control unit 43 passes the object 86. Move the player's character 80 as you do.
- FIG. 12 shows an example of a game screen displayed on the display device.
- the insect object 93 is disposed between the block 82 and the block 83.
- the object 93 is set to disappear upon success of three disconnection actions.
- the object control unit 44 controls the movement of the object 93.
- the object control unit 44 may move the object 86 at random between the block 82 and the block 83.
- the object control unit 44 may move the object 93 so that the probability of being in the vicinity of the block 82 is higher than the probability of being in the vicinity of the block 83 in order to facilitate the cutting action on the object 93.
- FIG. 13 shows an example of a game screen displayed on the display device.
- the player causes the player's character 80 to jump and execute the cutting action in anticipation of timing.
- the action determination unit 42 determines that the disconnection action has failed, and the action control unit 43 moves the player's character 80 by the second distance.
- FIG. 14 shows an example of a game screen displayed on the display device.
- FIG. 15 shows an example of a game screen displayed on the display device.
- the action determining unit 42 determines that the disconnecting action is successful, and the action control unit 43 controls the player's character 80 by the first distance. Move it.
- the object control unit 44 further moves the object 93 in the direction opposite to the player's character 80. In this manner, the player can move the player's character 80 in a desired direction by chasing the escaping object 93.
- FIG. 16 shows an example of a game screen displayed on the display device.
- the object 94 is a cuttable object, but also functions as a movement path of the player's character 80.
- the action control unit 43 moves the player's character 80 along the object 94 when it is determined that the disconnecting action on the object 94 is successful.
- the action control unit 43 automatically moves the player's character 80 along the object 94 without receiving an instruction input from the player, but while the player's character 80 is moving along the object 94, the player can
- the button 23 is input
- the action determination unit 42 determines that the disconnection action is successful, and the action control unit 43 moves the player's character 80 along the object 94 by a first distance as execution of the disconnection action. . Therefore, the player can accelerate the movement of the player's character 80 by executing the cutting action.
- By providing such an object 94 it is possible to provide the player with means by which the player's character 80 can be easily moved, and to give the player a refreshing feeling.
- FIG. 17 is a flowchart showing the procedure of the game control method according to the embodiment.
- the action determining unit 42 determines the movable distance of the player's character if the previous disconnecting action has failed (N in S12). If the second distance (S16), the previous cutting action succeeded (Y in S12), and if it is in the power-up state (Y in S14), the movable distance of the player's character is set as the third distance ( S20), if the previous cutting action is successful (Y of S12) and if it is not in the power-up state (N of S14), the movable distance of the player's character is set as the first distance (S18).
- the action determination unit 42 may set the movable distance as the first distance in the state in which the player's character is in contact with the ground or in the first cutting action after jumping.
- the action determination unit 42 determines the success or failure of the disconnection action based on the set movable distance (S22).
- the action control unit 43 causes the player's character to execute the disconnection action (S24). When it is determined that the disconnection action has failed (N in S26), the action control unit 43 moves the player's character by the second distance in the input direction (S32). If it is determined that the disconnection action is successful (Y in S26), the object control unit 44 determines whether the object is disconnected (S28).
- the object control unit 44 disconnects the object (S30), and the action control unit 43 moves the player's character by the movable distance (S34). If it is determined that the object is not disconnected (N in S28), the action control unit 43 moves the player's character to the front of the object (S36). When the instruction input for executing the disconnection action is not received (N in S10), the procedure is ended.
- the actionable area is set based on the position of the hand of the player's character when determining the success or failure of the cutting action. It may be based on the position of the head or the like. In the above example, the actionable area is set based on the position of the player's character when accepting execution of the disconnecting action. However, when accepting execution of the disconnecting action, first, based on the success or failure of the previous disconnecting action. The player's character may be moved, and the actionable area may be set based on the position of the player's character after movement.
- the present invention is applicable to a game device that controls a game for moving a player's character in a game field.
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Citations (4)
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WO1997046295A1 (fr) * | 1996-06-05 | 1997-12-11 | Sega Enterprises, Ltd. | Processeur d'images pour jeux |
JP2003044219A (ja) * | 2001-07-27 | 2003-02-14 | Namco Ltd | 画像生成システム、プログラム及び情報記憶媒体 |
JP2007007080A (ja) * | 2005-06-29 | 2007-01-18 | Namco Bandai Games Inc | プログラム、情報記憶媒体及びゲームシステム |
JP2008061951A (ja) * | 2006-09-11 | 2008-03-21 | Namco Bandai Games Inc | ゲーム装置、プログラム及び情報記憶媒体 |
-
2012
- 2012-08-10 JP JP2012178036A patent/JP5947665B2/ja active Active
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2013
- 2013-07-18 WO PCT/JP2013/004388 patent/WO2014024387A1/ja active Application Filing
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO1997046295A1 (fr) * | 1996-06-05 | 1997-12-11 | Sega Enterprises, Ltd. | Processeur d'images pour jeux |
JP2003044219A (ja) * | 2001-07-27 | 2003-02-14 | Namco Ltd | 画像生成システム、プログラム及び情報記憶媒体 |
JP2007007080A (ja) * | 2005-06-29 | 2007-01-18 | Namco Bandai Games Inc | プログラム、情報記憶媒体及びゲームシステム |
JP2008061951A (ja) * | 2006-09-11 | 2008-03-21 | Namco Bandai Games Inc | ゲーム装置、プログラム及び情報記憶媒体 |
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