WO2016117332A1 - Computer device, method for controlling such computer device, and recording medium - Google Patents

Computer device, method for controlling such computer device, and recording medium Download PDF

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Publication number
WO2016117332A1
WO2016117332A1 PCT/JP2016/000254 JP2016000254W WO2016117332A1 WO 2016117332 A1 WO2016117332 A1 WO 2016117332A1 JP 2016000254 W JP2016000254 W JP 2016000254W WO 2016117332 A1 WO2016117332 A1 WO 2016117332A1
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condition
focus
predetermined
target
satisfies
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PCT/JP2016/000254
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French (fr)
Japanese (ja)
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宗治 瀬田
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株式会社カプコン
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics

Definitions

  • the present invention relates to a computer device that visualizes a three-dimensional virtual space photographed by a virtual camera, a control method for the computer device, and a recording medium.
  • an action game in which a player character moves in a three-dimensional virtual space by a user's operation and subjugates an enemy character such as a monster encountered.
  • a frame image obtained by photographing a three-dimensional virtual space including a dynamic object such as a character and a static object such as a building or an item with a virtual camera is displayed on a monitor such as a liquid crystal display.
  • Patent Document 1 an object to be watched by a player is determined based on the aim of a shooting device, and other objects are expressed in a blurred manner.
  • Patent Document 1 For example, when an enemy character in a battle moves and moves out of the sight, the enemy character becomes out of focus.
  • the target to be focused is frequently switched.
  • the present invention provides a computer device capable of user-friendly focus setting, a control method for the computer device, and a recording medium.
  • a computer apparatus includes a virtual space generation unit that generates a three-dimensional virtual space, and a camera control unit that controls a virtual camera that captures the virtual space to obtain an image to be displayed on a display unit.
  • the camera control unit adjusts the focus of the virtual camera to a first target that satisfies a predetermined first condition, and a target that satisfies the first condition changes from a first target to a second target.
  • the focus control unit includes a focus maintaining unit that maintains the focus adjusted to the first target.
  • the present invention it is possible to provide a computer device that enables user-friendly focus setting, a control method for the computer device, and a recording medium.
  • FIG. 1 It is a block diagram which shows the hardware constitutions of the game system which concerns on embodiment of this invention. It is a block diagram which shows the functional structure of the game system shown in FIG. It is a flowchart for demonstrating the focus process of a virtual camera. It is a schematic diagram which illustrates the frame image produced
  • a computer apparatus includes a virtual space generation unit that generates a three-dimensional virtual space, and a camera control unit that controls a virtual camera that captures the virtual space to obtain an image to be displayed on a display unit.
  • the camera control unit adjusts the focus of the virtual camera to a first target that satisfies a predetermined first condition, and a target that satisfies the first condition changes from a first target to a second target.
  • the focus control unit includes a focus maintaining unit that maintains the focus adjusted to the first target.
  • a control method of a computer device includes a virtual space generation step of generating a three-dimensional virtual space, and a camera control step of controlling a virtual camera that captures the virtual space, the camera control step comprising: A focusing step for focusing the virtual camera on a first object that satisfies a predetermined first condition, and even if a target that satisfies the first condition changes from a first object to a second object, When one object satisfies a predetermined second condition, there is a focus maintaining step for maintaining the focus that has been adjusted to the first object.
  • a recording medium is a recording medium in which a command executable by a control unit of a computer device is recorded and readable by the computer device, and the command is transmitted to the computer device in a three-dimensional manner.
  • a virtual space generation step for generating a virtual space, and a camera control step for controlling a virtual camera that captures the virtual space are executed, and the camera control step causes the computer device to focus the virtual camera,
  • the focused state is maintained when the second condition is satisfied. Is done. For example, even if the first target does not satisfy the first condition against the user's intention, the focused state is maintained if the second condition is satisfied, so that the computer is friendly to the user.
  • a device can be realized.
  • the first condition is that the first target intersects a camera line of sight of the virtual camera
  • the second condition is that the first target is a predetermined enemy character or a predetermined item. It may be.
  • the camera control unit maintains the focus when the first object in which the focused state is maintained by the focus maintaining unit satisfies a predetermined third condition
  • a focus maintaining / releasing unit for canceling.
  • the third condition is that (1) a predetermined time has elapsed while the first object does not satisfy the first condition, and (2) the first object is in a predetermined area. It may correspond to at least one of deviating from the above and (3) the enemy character as the first target is in a non-combat state.
  • the focus maintenance for the first object that does not satisfy the first condition can be released at an appropriate timing.
  • the game device (game system) 1 can communicate with another game device 2 and the server device 3 via a communication network such as the Internet or a LAN.
  • the game apparatus 1 includes a CPU 10 that controls the operation of the game apparatus 1.
  • a disk drive 12, a memory card slot 13, an HDD 14 and a ROM 15 that constitute program storage means, and a RAM 16 are connected to the CPU 10 via a bus 11. .
  • the disk drive 12 can be loaded with a disk-type recording medium 30 such as a DVD-ROM.
  • the recording medium 30 includes a game program (computer program) 30a, characters (player characters, teammate characters, enemy characters, etc.) appearing in the game, objects and textures necessary to form a virtual game space, and the like.
  • the game data 30b is also recorded.
  • a card-type recording medium 31 can be loaded in the memory card slot 13, and save data indicating a play status such as a game progress can be recorded in accordance with an instruction from the CPU 10.
  • HDD 14 is a large-capacity recording medium built in game device 1.
  • the game program 30a and game data 30b read from the recording medium 30 and further save data and the like are recorded in the HDD.
  • the ROM 15 is a semiconductor memory such as a mask ROM or PROM.
  • An activation program for activating the game apparatus 1 and a program for controlling an operation when the recording medium 30 is loaded are recorded in the ROM 15.
  • the RAM 16 is composed of DRAM or SRAM.
  • a game program 30a to be executed by the CPU 10, game data 30b necessary for the execution, and the like are read from the recording medium 30 or the HDD 14 and temporarily recorded in the RAM 16 according to the game play status.
  • the CPU 10 is further connected to a graphic processing unit 17, an audio synthesis unit 20, a wireless communication control unit 23, and a network interface 26 via the bus 11.
  • the graphic processing unit 17 draws a game image (frame image) including the virtual game space, each character, and the like in accordance with an instruction from the CPU 10. Further, an external display (display unit) 19 is connected to the graphic processing unit 17 via a video processing unit 18, and the frame image drawn by the graphic processing unit 17 is processed by the video processing unit 18, and further Displayed on the display 19.
  • a game image including the virtual game space, each character, and the like
  • an external display (display unit) 19 is connected to the graphic processing unit 17 via a video processing unit 18, and the frame image drawn by the graphic processing unit 17 is processed by the video processing unit 18, and further Displayed on the display 19.
  • the audio synthesizer 20 reproduces and synthesizes digital game sound in accordance with instructions from the CPU 10.
  • An external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Accordingly, the game sound reproduced and synthesized by the audio synthesizing unit 20 is decoded into an analog format by the audio converting unit 21 and further outputted from the speaker 22 to the outside.
  • the wireless communication control unit 23 has a 2.4 GHz band wireless communication module, is wirelessly connected to the controller 24 attached to the game apparatus 1, and can transmit and receive data.
  • the user can input a signal to the game apparatus 1 by operating an operator (not shown) such as a button provided on the controller 24, and control the movement of the player character displayed on the display 19. Is possible.
  • the network interface 26 connects the game apparatus 1 to a communication network such as the Internet or a LAN. Accordingly, the game apparatus 1 can communicate with another game apparatus 2 or the server apparatus 3 via the network interface 26.
  • the game device 1 and the other game device 2 send and receive data to and from each other via a communication network, thereby causing a plurality of player characters to operate synchronously in the same game space, and the state of each game device 1, It is displayed on the display 19 connected to 2. Therefore, multiplay is possible.
  • the game apparatus 1 can implement functions such as a virtual space generation unit 40, a character control unit 41, a game progress control unit 42, and a camera control unit 43 by executing a game program 30a on the CPU 10. .
  • the virtual space generation unit 40 generates a three-dimensional virtual game space. That is, the virtual space generation unit 40 generates a three-dimensional virtual game space that becomes a field in which the game progresses, based on data such as objects and textures modeled using polygons and the like included in the game data 30b.
  • the character control unit 41 generates characters such as a player character and an enemy character that are modeled in advance in the virtual game space, and controls the movement according to the user's operation and the game situation. For example, when the user operates the controller 24, the player character moves in the virtual game space and attacks the enemy character. Further, the character control unit 41 causes the enemy character to act according to a preset thought pattern.
  • the game progress control unit 42 controls the progress of the game according to the user's operation and the passage of time in the game. For example, when the player character performs a predetermined action by a user operation, the game progress control unit 42 generates a predetermined event and reproduces a predetermined moving image for a predetermined period. Furthermore, the game progress control unit 42 changes the environment of the virtual game space as the in-game time elapses. For example, the light source in the three-dimensional space is changed according to the passage of time in the game, and fog is generated in the virtual game space according to the situation.
  • the camera control unit 43 controls a virtual camera that captures a virtual game space in order to obtain a game image to be displayed on the display 19.
  • the camera control unit 43 controls the direction of the line of sight of the virtual camera, the zoom, the aperture amount, and the like according to the operation of the controller 24 by the user, and performs a focus process for focusing on a predetermined object.
  • the camera control unit 43 generates a two-dimensional frame image at a predetermined frame rate (for example, 30 frames per second) by shooting the virtual game space with the virtual camera, and the images are sequentially displayed on the display 19. Is done.
  • the camera control unit 43 includes a focusing unit 43a, a focus maintaining unit 43b, and a focus maintenance releasing unit 43c.
  • the focusing unit 43a focuses the virtual camera on a target that satisfies a predetermined first condition (hereinafter referred to as a first object). Even when the target that satisfies the first condition changes from the first object to the second object, the focus maintaining unit 43b adjusts to the first object if the first object satisfies the predetermined second condition. Maintain the focus. The focus maintaining / releasing unit 43c cancels the state of maintaining the focus when the first object maintained in focus by the focus maintaining unit 43b satisfies the predetermined third condition.
  • the focusing unit 43a of the camera control unit 43 identifies an object that satisfies the first condition and focuses on the target (step S1).
  • a target that satisfies the first condition is defined as a “first object”.
  • the focusing unit 43a determines whether or not the target satisfying the first condition has changed from the first object to the second object (step S2). As a result of the determination, if there is no change in the target that satisfies the first condition, step S2 is repeated, and if there is a change, the process proceeds to step S3.
  • step S3 the focus maintaining unit 43b of the camera control unit 43 determines whether or not the first object satisfies a predetermined second condition (a condition different from the first condition). If the second condition is satisfied (step S3: YES), the focusing unit 43a maintains a state where the virtual camera is focused on the first object (step S4). On the other hand, when the second condition is not satisfied (step S3: NO), the focusing unit 43a switches the focus that has been adjusted to the first object and focuses the second object (step S5).
  • a predetermined second condition a condition different from the first condition.
  • step S5 in FIG. 3 is executed with the second object as the first object.
  • the “first condition” in step S1 may be that the object intersects the line of sight (camera line of sight) set in the virtual camera.
  • the camera control unit 43 focuses on the object closest to the virtual camera among the objects intersecting with the camera line of sight.
  • a camera line of sight 50 is set at the center position of the display 19 (in FIG. 4, schematically indicated by a cross mark).
  • a character C1 other than the player character exists in the virtual game space, and the camera line of sight 50 intersects with the character C1. Accordingly, in step S1, the camera control unit 43 determines that the character C1 is the first object, and focuses the virtual camera on the character C1.
  • the outline of the focused object is indicated by a solid line, and the inside thereof is hatched.
  • the outline of the object that is out of focus is indicated by a broken line and is outlined.
  • an out-of-focus object is displayed differently from the in-focus object by blurring or the like using a filter or the like.
  • step S2 the camera control unit 43 determines a change in a target that satisfies the first condition.
  • the first object C1 moves or the direction of the virtual camera is changed by a user operation.
  • the object intersecting with the camera line of sight 50 is the first object C1 to the second object C2 (other characters, other items, etc. In FIG. It changes to the door ".)".
  • Such a situation is assumed as an example of the change of the target satisfying the first condition.
  • the focus of the virtual camera is switched from the first object C1 to the second object C2 at this time.
  • the camera control unit 43 determines whether or not the first object C1 satisfies a predetermined second condition.
  • the “second condition” may be a condition that the first object C1 is a predetermined character or that the first object C1 is a predetermined item.
  • the predetermined character may be an enemy character (or an enemy character that satisfies a predetermined condition in the status such as attack power), a character having high importance, or the like.
  • the predetermined item may be an item with high importance or a rare item that is difficult to acquire.
  • step S4 the focused state with respect to the first object C1 is maintained (step S4; “see frame image No. 3” in FIG. 4).
  • the focus of the virtual camera is switched from the first object C1 to the second object C2, as indicated by “frame image No. 4” in FIG.
  • the focus maintaining unit 43b refers to the game data 30b when executing step S3, and determines whether or not the first object C1 satisfies the second condition.
  • the camera control unit 43 may determine whether each object satisfies the second condition based on the progress of the game. For example, occurrence or clearing of a predetermined event during the game may be set as the second condition. In this case, the camera control unit 43 determines that the second condition is not satisfied for a certain object before the user clears the predetermined event. After the user clears the event, the camera control unit 43 determines that the second condition is satisfied for the object.
  • step S1 it is assumed that after a camera gaze crosses a certain character and the camera is focused (step S1), the camera gaze deviates from the character (step S2: YES).
  • step S3 a predetermined second condition such as the character is an enemy character is satisfied (step S3: YES)
  • step S4 the focused state for the character is maintained (step S4). Therefore, the user can easily see the enemy character, and the game is easy to play.
  • step S1 After the camera line of sight intersects and focuses on an item (step S1), the camera line of sight deviates from the item (step S2: YES). Even in this case, if a predetermined second condition such as high importance is satisfied (step S3: YES), the focused state for the item is maintained (step S4). As a result, the user is less likely to forget to take items.
  • step S6 at least one of the following conditions (1) to (3) is selected and adopted while the first object C1 does not satisfy the first condition. May be.
  • the first object C1 deviates from the predetermined area, and (3) The first object C1 is an enemy character, and the enemy character is in a non-combat state (not attacking).
  • the focus maintaining / releasing unit 43c determines that the third condition is satisfied when a predetermined time such as 3 seconds or 5 seconds elapses in step S6 while the camera line of sight does not intersect the first object C1. Judge that it satisfies. Then, the focus maintenance for the first object C1 is canceled. In this case, the focusing unit 43a newly focuses on an object that intersects the camera line of sight at the time of release.
  • the focus maintaining / releasing unit 43c in step S6, leaves the first object C1 out of the angle of view of the virtual camera while the first object C1 does not intersect the camera line of sight. If it deviates from the predetermined area, it is determined that the third condition is satisfied. Then, the focus maintenance cancellation unit 43c cancels the focus maintenance for the first object C1.
  • the predetermined area in addition to setting the field angle range that can be displayed on the display 19 as described above, a field angle range narrower than the display range of the display 19 or a field angle range wider than the display range of the display 19 may be set. .
  • the first object C1 deviates from the predetermined area (that is, the third condition is satisfied) when the first object C1 moves behind the other objects and is not displayed. Good. Even if the object moves behind, if the other object is a transparent object, it may be determined that the focus is maintained.
  • the focus maintaining / releasing unit 43c determines that the enemy character C1 enters a non-combat state in step S6 while the camera character does not intersect the enemy character C1 that is the first object. , It is determined that the third condition is satisfied. Then, the focus maintenance for the first object C1 is canceled. Whether or not the enemy character C1 is in the non-combat state is determined by the focus maintaining / releasing unit 43c by sequentially checking the status of the enemy character C1 in the game data 30b.
  • a combination of a plurality of the above (1) to (3) may be set as the third condition.
  • two of (1) to (3) may be adopted, and if one of them is applicable (or both are applicable), it may be recognized that the third condition is satisfied.
  • all of (1) to (3) may be adopted, and if any one of them is applicable (or if all are applicable), it may be recognized that the third condition is satisfied.
  • a predetermined condition (4) other than the above (1) to (3) may be adopted as a condition that satisfies the third condition, and a part of the above (1) to (3) It may be replaced with condition (4).
  • the first condition is not limited to that described above, and other conditions may be adopted.
  • the object closest to the virtual camera within the view volume of the virtual camera may be set as the first condition.
  • the second condition is not limited to that described above, and other conditions may be adopted.
  • the first object is an enemy character
  • “enemy character in a battle state with the player character” may be set as the second condition. If it does so, it becomes a game which can always focus on the enemy character in battle
  • step S4 may be executable for a large object.
  • the focus maintenance target in step S4 is limited to a small object that can be visually recognized, but after the play time reaches the threshold, the small object is large. Even in a state (invisible state) included in the object, the focus may be maintained in step S4 for the large object instead of the small object. In this case, since it becomes easy to find the small object in the large object, the user can easily play the game.
  • the present invention can be applied to a computer device that displays a three-dimensional virtual space on a display, a control method of the computer device, and a recording medium.

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Abstract

Provided are a computer device for displaying a three-dimensional virtual space on a display, a method for controlling the computer device, and a recording medium. A CPU 10 is provided with: a virtual space generation unit 40 for generating a three-dimensional virtual game space; and a camera control unit 43 for controlling a virtual camera for capturing a virtual space in order to obtain game images to be displayed on a display 19. The camera control unit 43 includes: a focusing unit 43a for focusing the virtual camera on a first object that satisfies a prescribed first condition; and a focus maintaining unit 43b for maintaining focus on the first object if the first object satisfies a prescribed second condition, even if an object that satisfies the first condition changes from the first object to the second object.

Description

コンピュータ装置、該コンピュータ装置の制御方法、及び記録媒体Computer device, method for controlling computer device, and recording medium
 本発明は、仮想カメラに撮影される3次元の仮想空間を映像化するコンピュータ装置、該コンピュータ装置の制御方法、及び記録媒体に関する。 The present invention relates to a computer device that visualizes a three-dimensional virtual space photographed by a virtual camera, a control method for the computer device, and a recording medium.
 従来、ユーザの操作により、プレイヤキャラクタが3次元の仮想空間内で移動し、遭遇したモンスター等の敵キャラクタを討伐するアクションゲームなどがある。このようなゲームでは、キャラクタ等の動的オブジェクト及び建築物やアイテム等の静的オブジェクトを含む3次元の仮想空間を仮想カメラによって撮影したフレーム画像が、液晶ディスプレイ等のモニタに表示される。 Conventionally, there is an action game in which a player character moves in a three-dimensional virtual space by a user's operation and subjugates an enemy character such as a monster encountered. In such a game, a frame image obtained by photographing a three-dimensional virtual space including a dynamic object such as a character and a static object such as a building or an item with a virtual camera is displayed on a monitor such as a liquid crystal display.
 また、仮想空間の奥行感をリアルに表現するために、仮想カメラのビューボリューム(視錐台)内の一部のオブジェクトに焦点を合わせ、他のオブジェクトはぼかしたフレーム画像とする技術が知られている(特許文献1参照)。この特許文献1では、シューティングデバイスの照準に基づいてプレイヤが注視するオブジェクトが決定され、その他のオブジェクトはぼかして表現される。 In addition, in order to realistically express the sense of depth in the virtual space, a technique is known in which a part of the object in the view volume (view frustum) of the virtual camera is focused and other objects are blurred frame images. (See Patent Document 1). In Patent Document 1, an object to be watched by a player is determined based on the aim of a shooting device, and other objects are expressed in a blurred manner.
特開2003-203250号公報JP 2003-203250 A
 ところで、特許文献1では、例えば対戦中の敵キャラクタが移動して照準から外れると、この敵キャラクタに対して焦点が合わなくなる。また、特許文献1の場合、ユーザが照準方向を激しく変化させると、焦点を合わせる対象が頻繁に切り替わる。本発明は、ユーザフレンドリーな焦点設定を可能とするコンピュータ装置、該コンピュータ装置の制御方法、及び記録媒体を提供する。 By the way, in Patent Document 1, for example, when an enemy character in a battle moves and moves out of the sight, the enemy character becomes out of focus. In the case of Patent Document 1, when the user changes the aiming direction violently, the target to be focused is frequently switched. The present invention provides a computer device capable of user-friendly focus setting, a control method for the computer device, and a recording medium.
 本発明に係るコンピュータ装置は、3次元の仮想空間を生成する仮想空間生成部、及び、表示部に表示する画像を得るために前記仮想空間を撮影する仮想カメラを制御するカメラ制御部、を備え、前記カメラ制御部は、前記仮想カメラの焦点を、所定の第1条件を満たす第1対象に合わせる焦点合わせ部と、前記第1条件を満たす対象が第1対象から第2対象に変化した場合であっても、前記第1対象が所定の第2条件を満たす場合には、第1対象に合わせていた焦点を維持する焦点維持部と、を有する。 A computer apparatus according to the present invention includes a virtual space generation unit that generates a three-dimensional virtual space, and a camera control unit that controls a virtual camera that captures the virtual space to obtain an image to be displayed on a display unit. The camera control unit adjusts the focus of the virtual camera to a first target that satisfies a predetermined first condition, and a target that satisfies the first condition changes from a first target to a second target. However, when the first target satisfies the predetermined second condition, the focus control unit includes a focus maintaining unit that maintains the focus adjusted to the first target.
 本発明によれば、ユーザフレンドリーな焦点設定を可能とするコンピュータ装置、該コンピュータ装置の制御方法、及び記録媒体を提供することができる。 According to the present invention, it is possible to provide a computer device that enables user-friendly focus setting, a control method for the computer device, and a recording medium.
本発明の実施の形態に係るゲームシステムのハードウェア構成を示すブロック図である。It is a block diagram which shows the hardware constitutions of the game system which concerns on embodiment of this invention. 図1に示すゲームシステムの機能的な構成を示すブロック図である。It is a block diagram which shows the functional structure of the game system shown in FIG. 仮想カメラの焦点処理を説明するためのフローチャートである。It is a flowchart for demonstrating the focus process of a virtual camera. 焦点処理により生成されたフレーム画像を例示する模式図である。It is a schematic diagram which illustrates the frame image produced | generated by the focus process. 仮想カメラの焦点処理の他の例を説明するためのフローチャートである。It is a flowchart for demonstrating the other example of the focus process of a virtual camera.
 本発明に係るコンピュータ装置は、3次元の仮想空間を生成する仮想空間生成部、及び、表示部に表示する画像を得るために前記仮想空間を撮影する仮想カメラを制御するカメラ制御部、を備え、前記カメラ制御部は、前記仮想カメラの焦点を、所定の第1条件を満たす第1対象に合わせる焦点合わせ部と、前記第1条件を満たす対象が第1対象から第2対象に変化した場合であっても、前記第1対象が所定の第2条件を満たす場合には、第1対象に合わせていた焦点を維持する焦点維持部と、を有する。 A computer apparatus according to the present invention includes a virtual space generation unit that generates a three-dimensional virtual space, and a camera control unit that controls a virtual camera that captures the virtual space to obtain an image to be displayed on a display unit. The camera control unit adjusts the focus of the virtual camera to a first target that satisfies a predetermined first condition, and a target that satisfies the first condition changes from a first target to a second target. However, when the first target satisfies the predetermined second condition, the focus control unit includes a focus maintaining unit that maintains the focus adjusted to the first target.
 本発明に係るコンピュータ装置の制御方法は、3次元の仮想空間を生成する仮想空間生成ステップ、及び、前記仮想空間を撮影する仮想カメラを制御するカメラ制御ステップ、を備え、前記カメラ制御ステップは、前記仮想カメラの焦点を、所定の第1条件を満たす第1対象に合わせる焦点合わせステップと、前記第1条件を満たす対象が第1対象から第2対象に変化した場合であっても、前記第1対象が所定の第2条件を満たす場合には、第1対象に合わせていた焦点を維持する焦点維持ステップと、を有する。 A control method of a computer device according to the present invention includes a virtual space generation step of generating a three-dimensional virtual space, and a camera control step of controlling a virtual camera that captures the virtual space, the camera control step comprising: A focusing step for focusing the virtual camera on a first object that satisfies a predetermined first condition, and even if a target that satisfies the first condition changes from a first object to a second object, When one object satisfies a predetermined second condition, there is a focus maintaining step for maintaining the focus that has been adjusted to the first object.
 本発明に係る記録媒体は、コンピュータ装置の制御部により実行可能な指令を記録した、該コンピュータ装置での読み取りが可能な記録媒体であって、前記指令は、前記コンピュータ装置に対し、3次元の仮想空間を生成する仮想空間生成ステップ、及び、前記仮想空間を撮影する仮想カメラを制御するカメラ制御ステップ、を実行させ、前記カメラ制御ステップは、前記コンピュータ装置に対し、前記仮想カメラの焦点を、所定の第1条件を満たす第1対象に合わせる焦点合わせステップと、前記第1条件を満たす対象が第1対象から第2対象に変化した場合であっても、前記第1対象が所定の第2条件を満たす場合には、第1対象に合わせていた焦点を維持する焦点維持ステップと、を更に実行させる。 A recording medium according to the present invention is a recording medium in which a command executable by a control unit of a computer device is recorded and readable by the computer device, and the command is transmitted to the computer device in a three-dimensional manner. A virtual space generation step for generating a virtual space, and a camera control step for controlling a virtual camera that captures the virtual space are executed, and the camera control step causes the computer device to focus the virtual camera, A focusing step for matching a first object that satisfies a predetermined first condition, and even if the target that satisfies the first condition changes from a first object to a second object, the first object is a predetermined second object. If the condition is satisfied, the focus maintaining step of maintaining the focus that has been adjusted to the first object is further executed.
 このような構成により、第1条件を満たして一旦焦点が合った第1対象が、何らかの要因により第1条件を満たさなくなったとしても、第2条件を満たす場合には焦点が合った状態が維持される。例えば、ユーザの意図に反して第1対象が第1条件を満たさないこととなった場合であっても、第2条件を満たせば焦点が合った状態が維持されるため、ユーザにとってフレンドリーなコンピュータ装置を実現できる。 With such a configuration, even if the first object that has been focused once after satisfying the first condition does not satisfy the first condition due to some factor, the focused state is maintained when the second condition is satisfied. Is done. For example, even if the first target does not satisfy the first condition against the user's intention, the focused state is maintained if the second condition is satisfied, so that the computer is friendly to the user. A device can be realized.
 また、前記コンピュータ装置において、前記第1条件は、前記第1対象が前記仮想カメラのカメラ視線と交わることであり、前記第2条件は、前記第1対象が所定の敵キャラクタ又は所定のアイテムであることであってもよい。 In the computer apparatus, the first condition is that the first target intersects a camera line of sight of the virtual camera, and the second condition is that the first target is a predetermined enemy character or a predetermined item. It may be.
 これにより、一旦焦点が合った第1対象が仮想カメラの視線から外れた場合であっても、当該第1対象が所定の敵キャラクタ又は所定のアイテムであって第2条件を満たす場合には、焦点が合った状態が維持される。 Thereby, even if the first target once in focus is out of the line of sight of the virtual camera, if the first target is a predetermined enemy character or a predetermined item and satisfies the second condition, The in-focus state is maintained.
 また、前記コンピュータ装置において、前記カメラ制御部は、前記焦点維持部によって焦点が合った状態が維持されている前記第1対象が、所定の第3条件を満たす場合に、前記焦点を維持する状態を解除する焦点維持解除部、を有していてもよい。 Further, in the computer apparatus, the camera control unit maintains the focus when the first object in which the focused state is maintained by the focus maintaining unit satisfies a predetermined third condition There may be provided a focus maintaining / releasing unit for canceling.
 これにより、第1条件を満たさなくなった第1対象に、焦点の合った状態が必要以上に維持されるのを防止できる。 This can prevent the focused state of the first target that no longer satisfies the first condition from being maintained more than necessary.
 また、前記コンピュータ装置において、前記第3条件は、前記第1対象が前記第1条件を満たさない状態のままで、(1)所定時間を経過したこと、(2)前記第1対象が所定領域から逸脱したこと、及び、(3)前記第1対象としての敵キャラクタが非戦闘状態になったこと、のうち少なくとも1つに該当することであってもよい。 In the computer apparatus, the third condition is that (1) a predetermined time has elapsed while the first object does not satisfy the first condition, and (2) the first object is in a predetermined area. It may correspond to at least one of deviating from the above and (3) the enemy character as the first target is in a non-combat state.
 これにより、第1条件を満たさない第1対象に対する焦点維持を、適切なタイミングで解除することができる。 Thereby, the focus maintenance for the first object that does not satisfy the first condition can be released at an appropriate timing.
 以下、本発明の実施の形態に係るコンピュータシステムについて、ゲームシステムを例に図面を参照しつつ説明する。なお、ここではユーザが3次元の仮想ゲーム空間内のプレイヤキャラクタの動作を操作するアクションゲームを例示する。但し、本発明は、3次元の仮想空間をモニタに表示するものであれば、他の種類のゲームにも適用可能であり、更に、ゲームに限らず一般のCG映像ソフトウェアにも適用可能である。 Hereinafter, a computer system according to an embodiment of the present invention will be described with a game system as an example with reference to the drawings. Here, an action game in which the user operates the motion of the player character in the three-dimensional virtual game space is illustrated. However, the present invention can be applied to other types of games as long as it can display a three-dimensional virtual space on a monitor, and can also be applied to general CG video software as well as games. .
 [ゲームシステムのハードウェア構成]
 図1に示すようにゲーム装置(ゲームシステム)1は、他のゲーム装置2及びサーバ装置3との間で、インターネット又はLANなどの通信ネットワークを介して互いに通信可能である。このゲーム装置1は、その動作を制御するCPU10を備え、このCPU10にはバス11を介して、ディスクドライブ12、メモリカードスロット13、プログラム記憶手段を成すHDD14及びROM15、並びにRAM16が接続されている。
[Hardware configuration of game system]
As shown in FIG. 1, the game device (game system) 1 can communicate with another game device 2 and the server device 3 via a communication network such as the Internet or a LAN. The game apparatus 1 includes a CPU 10 that controls the operation of the game apparatus 1. A disk drive 12, a memory card slot 13, an HDD 14 and a ROM 15 that constitute program storage means, and a RAM 16 are connected to the CPU 10 via a bus 11. .
 ディスクドライブ12には、DVD-ROM等のディスク型の記録媒体30が装填可能である。該記録媒体30には、ゲームプログラム(コンピュータプログラム)30a、及び本ゲームに登場する各キャラクタ(プレイヤキャラクタ,味方キャラクタ,敵キャラクタ等)や、仮想ゲーム空間を形成するのに必要なオブジェクト及びテクスチャ等のゲームデータ30bも記録される。また、メモリカードスロット13にはカード型記録媒体31が装填でき、ゲームの途中経過等のプレイ状況を示すセーブデータを、CPU10からの指示に応じて記録可能である。 The disk drive 12 can be loaded with a disk-type recording medium 30 such as a DVD-ROM. The recording medium 30 includes a game program (computer program) 30a, characters (player characters, teammate characters, enemy characters, etc.) appearing in the game, objects and textures necessary to form a virtual game space, and the like. The game data 30b is also recorded. In addition, a card-type recording medium 31 can be loaded in the memory card slot 13, and save data indicating a play status such as a game progress can be recorded in accordance with an instruction from the CPU 10.
 HDD14はゲーム装置1に内蔵される大容量記録媒体である。記録媒体30から読み込んだゲームプログラム30a及びゲームデータ30b、更にはセーブデータ等がHDD14に記録される。ROM15は、マスクROM又はPROMなどの半導体メモリでる。ゲーム装置1を起動する起動プログラムや、記録媒体30が装填されたときの動作を制御するプログラムなどがROM15に記録される。RAM16は、DRAM又はSRAMなどから成る。CPU10が実行すべきゲームプログラム30aや、その実行の際に必要になるゲームデータ30bなどが、ゲームのプレイ状況に応じて記録媒体30又はHDD14から読み込まれ、RAM16に一時的に記録される。 HDD 14 is a large-capacity recording medium built in game device 1. The game program 30a and game data 30b read from the recording medium 30 and further save data and the like are recorded in the HDD. The ROM 15 is a semiconductor memory such as a mask ROM or PROM. An activation program for activating the game apparatus 1 and a program for controlling an operation when the recording medium 30 is loaded are recorded in the ROM 15. The RAM 16 is composed of DRAM or SRAM. A game program 30a to be executed by the CPU 10, game data 30b necessary for the execution, and the like are read from the recording medium 30 or the HDD 14 and temporarily recorded in the RAM 16 according to the game play status.
 また、CPU10には更に、バス11を介してグラフィック処理部17、オーディオ合成部20、無線通信制御部23、及びネットワークインタフェース26が接続されている。 The CPU 10 is further connected to a graphic processing unit 17, an audio synthesis unit 20, a wireless communication control unit 23, and a network interface 26 via the bus 11.
 このうちグラフィック処理部17は、CPU10の指示に従って仮想ゲーム空間や各キャラクタ等を含むゲーム画像(フレーム画像)を描画する。また、グラフィック処理部17にはビデオ処理部18を介して外部のディスプレイ(表示部)19が接続されており、グラフィック処理部17にて描画されたフレーム画像はビデオ処理部18において処理され、更にディスプレイ19にて表示される。 Among these, the graphic processing unit 17 draws a game image (frame image) including the virtual game space, each character, and the like in accordance with an instruction from the CPU 10. Further, an external display (display unit) 19 is connected to the graphic processing unit 17 via a video processing unit 18, and the frame image drawn by the graphic processing unit 17 is processed by the video processing unit 18, and further Displayed on the display 19.
 オーディオ合成部20は、CPU10の指示に従ってデジタルのゲーム音声を再生及び合成する。また、オーディオ合成部20にはオーディオ変換部21を介して外部のスピーカ22が接続されている。従って、オーディオ合成部20にて再生及び合成されたゲーム音声は、オーディオ変換部21にてアナログ形式にデコードされ、更にスピーカ22から外部へ出力される。 The audio synthesizer 20 reproduces and synthesizes digital game sound in accordance with instructions from the CPU 10. An external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Accordingly, the game sound reproduced and synthesized by the audio synthesizing unit 20 is decoded into an analog format by the audio converting unit 21 and further outputted from the speaker 22 to the outside.
 無線通信制御部23は、2.4GHz帯の無線通信モジュールを有し、ゲーム装置1に付属するコントローラ24との間で無線により接続され、データの送受信が可能である。ユーザは、このコントローラ24に設けられたボタン等の操作子(図示せず)を操作することにより、ゲーム装置1へ信号を入力することができ、ディスプレイ19に表示されるプレイヤキャラクタの動作を制御可能である。 The wireless communication control unit 23 has a 2.4 GHz band wireless communication module, is wirelessly connected to the controller 24 attached to the game apparatus 1, and can transmit and receive data. The user can input a signal to the game apparatus 1 by operating an operator (not shown) such as a button provided on the controller 24, and control the movement of the player character displayed on the display 19. Is possible.
 また、ネットワークインタフェース26は、インターネット又はLANなどの通信ネットワークに対してゲーム装置1を接続する。従って、ゲーム装置1は、ネットワークインタフェース26を介して他のゲーム装置2又はサーバ装置3との間で通信可能である。ゲーム装置1と他のゲーム装置2とが、通信ネットワークを介して互いにデータを送受信することにより、同一のゲーム空間内で同期して複数のプレイヤキャラクタを動作させ、その様子を各ゲーム装置1,2に接続されたディスプレイ19に表示させる。従って、マルチプレイが可能である。 The network interface 26 connects the game apparatus 1 to a communication network such as the Internet or a LAN. Accordingly, the game apparatus 1 can communicate with another game apparatus 2 or the server apparatus 3 via the network interface 26. The game device 1 and the other game device 2 send and receive data to and from each other via a communication network, thereby causing a plurality of player characters to operate synchronously in the same game space, and the state of each game device 1, It is displayed on the display 19 connected to 2. Therefore, multiplay is possible.
 [ゲームシステムの機能的構成]
 図2に示すようにゲーム装置1は、ゲームプログラム30aをCPU10で実行することで、仮想空間生成部40、キャラクタ制御部41、ゲーム進行制御部42、及びカメラ制御部43等の機能を実現できる。
[Functional configuration of game system]
As shown in FIG. 2, the game apparatus 1 can implement functions such as a virtual space generation unit 40, a character control unit 41, a game progress control unit 42, and a camera control unit 43 by executing a game program 30a on the CPU 10. .
 仮想空間生成部40は、3次元の仮想ゲーム空間を生成する。即ち、仮想空間生成部40は、ゲームデータ30bに含まれる、ポリゴン等を用いてモデリングされたオブジェクト及びテクスチャ等のデータにより、ゲームが進行するフィールドとなる3次元の仮想ゲーム空間を生成する。 The virtual space generation unit 40 generates a three-dimensional virtual game space. That is, the virtual space generation unit 40 generates a three-dimensional virtual game space that becomes a field in which the game progresses, based on data such as objects and textures modeled using polygons and the like included in the game data 30b.
 キャラクタ制御部41は、予めモデリングされたプレイヤキャラクタ及び敵キャラクタ等のキャラクタを、仮想ゲーム空間内に生成し、ユーザの操作やゲーム状況に応じてその動作を制御する。例えば、ユーザはコントローラ24を操作することにより、プレイヤキャラクタが仮想ゲーム空間内で移動し、敵キャラクタに対して攻撃する。また、キャラクタ制御部41は、敵キャラクタを、予め設定された思考パターンに従って行動させる。 The character control unit 41 generates characters such as a player character and an enemy character that are modeled in advance in the virtual game space, and controls the movement according to the user's operation and the game situation. For example, when the user operates the controller 24, the player character moves in the virtual game space and attacks the enemy character. Further, the character control unit 41 causes the enemy character to act according to a preset thought pattern.
 ゲーム進行制御部42は、ユーザの操作及びゲーム内時間の経過等に応じて、ゲームの進行を制御する。例えば、ユーザの操作によりプレイヤキャラクタが所定の行動を行った場合に、ゲーム進行制御部42は、所定のイベントを発生させて一定期間だけ所定の動画を再生する。更に、ゲーム進行制御部42は、ゲーム内時間の経過に応じて、仮想ゲーム空間の環境を変化させる。例えば、ゲーム内時間の経過に応じて3次元空間の光源を変化させ、シチュエーションに応じて仮想ゲーム空間内にフォグを発生させる。 The game progress control unit 42 controls the progress of the game according to the user's operation and the passage of time in the game. For example, when the player character performs a predetermined action by a user operation, the game progress control unit 42 generates a predetermined event and reproduces a predetermined moving image for a predetermined period. Furthermore, the game progress control unit 42 changes the environment of the virtual game space as the in-game time elapses. For example, the light source in the three-dimensional space is changed according to the passage of time in the game, and fog is generated in the virtual game space according to the situation.
 カメラ制御部43は、ディスプレイ19に表示するゲーム画像を得るために仮想ゲーム空間を撮影する仮想カメラを制御する。例えば、カメラ制御部43は、ユーザによるコントローラ24の操作に応じて、仮想カメラの視線の向き、ズーム、絞り量などを制御すると共に、所定のオブジェクトに対して焦点を合わせる焦点処理を行う。また、カメラ制御部43は、仮想カメラで仮想ゲーム空間を撮影することにより、所定のフレームレート(例えば、1秒間に30フレーム)で二次元のフレーム画像を生成し、画像は順次ディスプレイ19に表示される。 The camera control unit 43 controls a virtual camera that captures a virtual game space in order to obtain a game image to be displayed on the display 19. For example, the camera control unit 43 controls the direction of the line of sight of the virtual camera, the zoom, the aperture amount, and the like according to the operation of the controller 24 by the user, and performs a focus process for focusing on a predetermined object. Further, the camera control unit 43 generates a two-dimensional frame image at a predetermined frame rate (for example, 30 frames per second) by shooting the virtual game space with the virtual camera, and the images are sequentially displayed on the display 19. Is done.
 カメラ制御部43は、焦点合わせ部43a、焦点維持部43b、及び、焦点維持解除部43cを有している。 The camera control unit 43 includes a focusing unit 43a, a focus maintaining unit 43b, and a focus maintenance releasing unit 43c.
 焦点合わせ部43aは、所定の第1条件を満たす対象(以下、第1オブジェクト)に、仮想カメラの焦点を合わせる。焦点維持部43bは、第1条件を満たす対象が第1オブジェクトから第2オブジェクトに変化した場合であっても、第1オブジェクトが所定の第2条件を満たす場合には、第1オブジェクトに合わせていた焦点を維持する。焦点維持解除部43cは、焦点維持部43bによって焦点が合った状態が維持されている第1オブジェクトが、所定の第3条件を満たす場合に、焦点を維持する状態を解除する。 The focusing unit 43a focuses the virtual camera on a target that satisfies a predetermined first condition (hereinafter referred to as a first object). Even when the target that satisfies the first condition changes from the first object to the second object, the focus maintaining unit 43b adjusts to the first object if the first object satisfies the predetermined second condition. Maintain the focus. The focus maintaining / releasing unit 43c cancels the state of maintaining the focus when the first object maintained in focus by the focus maintaining unit 43b satisfies the predetermined third condition.
 [焦点処理1]
 次に、上記カメラ制御部43による仮想カメラの焦点処理について詳述する。図3に示すように、カメラ制御部43の焦点合わせ部43aは、第1条件を満たす対象を特定し、これに焦点を合わせる(ステップS1)。はじめに第1条件を満たす対象を「第1オブジェクト」とする。その後、焦点合わせ部43aは、第1条件を満たす対象が、第1オブジェクトから第2オブジェクトへと変化したか否かを判断する(ステップS2)。判断の結果、第1条件を満たす対象の変化がなければステップS2を繰り返し、変化すればステップS3へ移行する。
[Focus processing 1]
Next, the focus process of the virtual camera by the camera control unit 43 will be described in detail. As shown in FIG. 3, the focusing unit 43a of the camera control unit 43 identifies an object that satisfies the first condition and focuses on the target (step S1). First, a target that satisfies the first condition is defined as a “first object”. Thereafter, the focusing unit 43a determines whether or not the target satisfying the first condition has changed from the first object to the second object (step S2). As a result of the determination, if there is no change in the target that satisfies the first condition, step S2 is repeated, and if there is a change, the process proceeds to step S3.
 ステップS3では、カメラ制御部43の焦点維持部43bは、第1オブジェクトが所定の第2条件(第1条件とは異なる条件)を満たすか否かを判断する。そして、第2条件を満たす場合(ステップS3:YES)、焦点合わせ部43aは、仮想カメラの焦点を第1オブジェクトに合わせた状態を維持する(ステップS4)。一方、第2条件を満たさない場合(ステップS3:NO)、焦点合わせ部43aは、第1オブジェクトに合わせていた焦点を切り替えて第2オブジェクトに焦点を合わせる(ステップS5)。 In step S3, the focus maintaining unit 43b of the camera control unit 43 determines whether or not the first object satisfies a predetermined second condition (a condition different from the first condition). If the second condition is satisfied (step S3: YES), the focusing unit 43a maintains a state where the virtual camera is focused on the first object (step S4). On the other hand, when the second condition is not satisfied (step S3: NO), the focusing unit 43a switches the focus that has been adjusted to the first object and focuses the second object (step S5).
 このような一連の焦点処理が、フレームごとなど所定のタイミングで実行される。なお、ステップS5にて第2オブジェクトに焦点が合わせられると、当該第2オブジェクトを第1オブジェクトとして図3のステップS1が実行される。 Such a series of focus processing is executed at a predetermined timing such as every frame. When the second object is focused in step S5, step S1 in FIG. 3 is executed with the second object as the first object.
 ここで、図3に示す各ステップの動作および各条件の内容について、以下に詳しく説明する。 Here, the operation of each step shown in FIG. 3 and the contents of each condition will be described in detail below.
 ステップS1の「第1条件」は、オブジェクトが、仮想カメラに設定された視線(カメラ視線)と交わることでもよい。この場合、ステップS1では、カメラ制御部43は、カメラ視線と交わるオブジェクトのうち仮想カメラに最も近いオブジェクトに焦点を合わせる。 The “first condition” in step S1 may be that the object intersects the line of sight (camera line of sight) set in the virtual camera. In this case, in step S1, the camera control unit 43 focuses on the object closest to the virtual camera among the objects intersecting with the camera line of sight.
 例えば、図4中の「フレーム画像NO.1」では、ディスプレイ19の中央位置にカメラ視線50が設定されている(図4では模式的に十字マークで示している)。また、仮想ゲーム空間中にプレイヤキャラクタ以外のキャラクタC1が存在し、カメラ視線50はこのキャラクタC1と交差している。従って、ステップS1では、カメラ制御部43は、このキャラクタC1を第1オブジェクトと判断し、キャラクタC1に仮想カメラの焦点を合わせる。 For example, in “frame image No. 1” in FIG. 4, a camera line of sight 50 is set at the center position of the display 19 (in FIG. 4, schematically indicated by a cross mark). A character C1 other than the player character exists in the virtual game space, and the camera line of sight 50 intersects with the character C1. Accordingly, in step S1, the camera control unit 43 determines that the character C1 is the first object, and focuses the virtual camera on the character C1.
 なお、図4では、焦点の合っているオブジェクトの輪郭を実線で示し、その内部にハッチングを付して示す。また、焦点の合っていないオブジェクトの輪郭を破線で示し、白抜きで示す。たとえば、焦点の合っていないオブジェクトは、フィルタ等を用いてぼかし処理等により、焦点の合っているオブジェクトとは異なる表示がされる。 In FIG. 4, the outline of the focused object is indicated by a solid line, and the inside thereof is hatched. In addition, the outline of the object that is out of focus is indicated by a broken line and is outlined. For example, an out-of-focus object is displayed differently from the in-focus object by blurring or the like using a filter or the like.
 また、ステップS2では、カメラ制御部43が、第1条件を満たす対象の変化を判断する。例えば、第1オブジェクトC1が移動するまたは、仮想カメラの向きがユーザ操作によって変更される。この場合、図4中の「フレーム画像NO.2」に示すように、カメラ視線50と交差する対象が第1オブジェクトC1から第2オブジェクトC2(他のキャラクタや他のアイテムなど。図4では「ドア」。)へと変化する。第1条件を満たす対象の変化としては、このような状況が一例として想定されている。なお、従来のゲームでは、この時点で仮想カメラの焦点は第1オブジェクトC1から第2オブジェクトC2へと切り替えられる。 In step S2, the camera control unit 43 determines a change in a target that satisfies the first condition. For example, the first object C1 moves or the direction of the virtual camera is changed by a user operation. In this case, as shown in “frame image No. 2” in FIG. 4, the object intersecting with the camera line of sight 50 is the first object C1 to the second object C2 (other characters, other items, etc. In FIG. It changes to the door ".)". Such a situation is assumed as an example of the change of the target satisfying the first condition. In the conventional game, the focus of the virtual camera is switched from the first object C1 to the second object C2 at this time.
 ステップS3では、カメラ制御部43が、第1オブジェクトC1が所定の第2条件を満たすか否かを判断する。この「第2条件」としては、第1オブジェクトC1が所定のキャラクタであること、あるいは、第1オブジェクトC1が所定のアイテムであること、という条件でもよい。より具体的には、所定のキャラクタとして、敵キャラクタ(あるいは、攻撃力等のステータスにおいて所定の条件を満たす敵キャラクタ)や、重要度が高いキャラクタなどでもよい。また、所定のアイテムとして、重要度が高いアイテムや、獲得の難しいレアアイテムなどでもよい。 In step S3, the camera control unit 43 determines whether or not the first object C1 satisfies a predetermined second condition. The “second condition” may be a condition that the first object C1 is a predetermined character or that the first object C1 is a predetermined item. More specifically, the predetermined character may be an enemy character (or an enemy character that satisfies a predetermined condition in the status such as attack power), a character having high importance, or the like. In addition, the predetermined item may be an item with high importance or a rare item that is difficult to acquire.
 このような第2条件を満たせば、第1オブジェクトC1に対する焦点が合った状態が維持される(ステップS4;図4中の「フレーム画像NO.3参照」)。一方、第2条件を満たさなければ、図4中の「フレーム画像NO.4」に示すように、仮想カメラの焦点は第1オブジェクトC1から第2オブジェクトC2へと切り替わる。 If the second condition is satisfied, the focused state with respect to the first object C1 is maintained (step S4; “see frame image No. 3” in FIG. 4). On the other hand, if the second condition is not satisfied, the focus of the virtual camera is switched from the first object C1 to the second object C2, as indicated by “frame image No. 4” in FIG.
 なお、各オブジェクトが第2条件を満たすか否かは、上記の例の場合のように、予めゲームデータ30bに記録しておいてもよい。この場合、焦点維持部43bは、ステップS3の実行に際してゲームデータ30bを参照し、第1オブジェクトC1が第2条件を満たすか否かを判断する。 Note that whether or not each object satisfies the second condition may be recorded in advance in the game data 30b as in the above example. In this case, the focus maintaining unit 43b refers to the game data 30b when executing step S3, and determines whether or not the first object C1 satisfies the second condition.
 また、カメラ制御部43は、各オブジェクトが第2条件を満たすか否かを、ゲームの進行状況に基づいて判断してもよい。例えば、ゲーム中の所定のイベントの発生又はクリアを第2条件としてもよい。この場合、カメラ制御部43は、ユーザが、所定のイベントをクリアする以前は、あるオブジェクトについて第2条件を満たさないと判断する。カメラ制御部43は、ユーザが当該イベントをクリアした後は、前記オブジェクトについて第2条件を満たすと判断する。 Further, the camera control unit 43 may determine whether each object satisfies the second condition based on the progress of the game. For example, occurrence or clearing of a predetermined event during the game may be set as the second condition. In this case, the camera control unit 43 determines that the second condition is not satisfied for a certain object before the user clears the predetermined event. After the user clears the event, the camera control unit 43 determines that the second condition is satisfied for the object.
 以上の焦点処理によれば、例えばあるキャラクタにカメラ視線が交差して焦点が合った後(ステップS1)、カメラ視線が当該キャラクタから外れたとする(ステップS2:YES)。この場合、当該キャラクタが敵キャラクタであるなど所定の第2条件を満たせば(ステップS3:YES)、当該キャラクタに対する焦点が合った状態が維持される(ステップS4)。従って、ユーザは敵キャラクタを視認しやすくなり、プレイしやすいゲームとなる。 According to the above focus processing, for example, it is assumed that after a camera gaze crosses a certain character and the camera is focused (step S1), the camera gaze deviates from the character (step S2: YES). In this case, if a predetermined second condition such as the character is an enemy character is satisfied (step S3: YES), the focused state for the character is maintained (step S4). Therefore, the user can easily see the enemy character, and the game is easy to play.
 また、例えばアイテムにカメラ視線が交差して焦点が合った後(ステップS1)、カメラ視線が当該アイテムから外れたとする(ステップS2:YES)。この場合であっても、重要度が高いなど所定の第2条件を満たせば(ステップS3:YES)、当該アイテムに対する焦点が合った状態が維持される(ステップS4)。以上により、ユーザはアイテムをとり忘れにくくなる。 Also, for example, after the camera line of sight intersects and focuses on an item (step S1), the camera line of sight deviates from the item (step S2: YES). Even in this case, if a predetermined second condition such as high importance is satisfied (step S3: YES), the focused state for the item is maintained (step S4). As a result, the user is less likely to forget to take items.
 [焦点処理2]
 カメラ制御部43による焦点処理の他の例について、図5を参照して説明する。図5に示す焦点処理では、ステップS1~S5までは図3に示した処理と同様の処理を行う。一方、ステップS4にて、第2条件を満たす第1オブジェクトC1への焦点を維持することとなった場合、焦点維持解除部43cは、当該第1オブジェクトC1が第3条件を満たすか否かを判断する(ステップS6)。そして、第3条件を満たす場合(ステップS6:YES)、焦点維持解除部43cは、第1オブジェクトC1に対する焦点維持を解除する(ステップS7)。
[Focus processing 2]
Another example of the focus processing by the camera control unit 43 will be described with reference to FIG. In the focus process shown in FIG. 5, the same processes as those shown in FIG. 3 are performed in steps S1 to S5. On the other hand, when the focus on the first object C1 that satisfies the second condition is maintained in step S4, the focus maintenance releasing unit 43c determines whether or not the first object C1 satisfies the third condition. Judgment is made (step S6). If the third condition is satisfied (step S6: YES), the focus maintaining / releasing unit 43c cancels the focus maintaining for the first object C1 (step S7).
 ここで、ステップS6の「第3条件」としては、第1オブジェクトC1が第1条件を満たさない状態のままで、下記条件(1)~(3)のうち少なくとも一つの条件を選択して採用してもよい。 Here, as the “third condition” of step S6, at least one of the following conditions (1) to (3) is selected and adopted while the first object C1 does not satisfy the first condition. May be.
(1)所定時間が経過した、
(2)第1オブジェクトC1が所定領域から逸脱した、及び、
(3)第1オブジェクトC1が敵キャラクタであり、その敵キャラクタが非戦闘状態(攻撃しない状態)になった。
(1) A predetermined time has passed,
(2) The first object C1 deviates from the predetermined area, and
(3) The first object C1 is an enemy character, and the enemy character is in a non-combat state (not attacking).
 例えば条件(1)を採用した場合、焦点維持解除部43cは、ステップS6にて、第1オブジェクトC1にカメラ視線が交差しない状態のまま、3秒あるいは5秒など所定時間を経過したら第3条件を満たすと判断する。そして、第1オブジェクトC1に対する焦点維持を解除する。この場合、焦点合わせ部43aが、解除時点でカメラ視線と交差するオブジェクトに、新たに焦点を合わせる。 For example, when the condition (1) is employed, the focus maintaining / releasing unit 43c determines that the third condition is satisfied when a predetermined time such as 3 seconds or 5 seconds elapses in step S6 while the camera line of sight does not intersect the first object C1. Judge that it satisfies. Then, the focus maintenance for the first object C1 is canceled. In this case, the focusing unit 43a newly focuses on an object that intersects the camera line of sight at the time of release.
 また条件(2)を採用した場合、焦点維持解除部43cは、ステップS6にて、第1オブジェクトC1にカメラ視線が交差しない状態のまま、第1オブジェクトC1が仮想カメラの画角外へ出るなどして所定領域から逸脱したら、第3条件を満たすと判断する。そして、焦点維持解除部43cは、第1オブジェクトC1に対する焦点維持を解除する。所定領域としては、上記のようにディスプレイ19に表示できる画角範囲を設定する他、ディスプレイ19の表示範囲より狭い画角範囲や、ディスプレイ19の表示範囲より広い画角範囲を設定してもよい。あるいは、第1オブジェクトC1が他のオブジェクトの背後に移動して表示されない状態になったことをもって、当該第1オブジェクトC1が所定領域から逸脱した(すなわち、第3条件を満たす)と判断してもよい。また、背後に移動したとしても、他のオブジェクトが透過するオブジェクトである場合は、焦点を維持すると判断してもよい。 When the condition (2) is adopted, the focus maintaining / releasing unit 43c, in step S6, leaves the first object C1 out of the angle of view of the virtual camera while the first object C1 does not intersect the camera line of sight. If it deviates from the predetermined area, it is determined that the third condition is satisfied. Then, the focus maintenance cancellation unit 43c cancels the focus maintenance for the first object C1. As the predetermined area, in addition to setting the field angle range that can be displayed on the display 19 as described above, a field angle range narrower than the display range of the display 19 or a field angle range wider than the display range of the display 19 may be set. . Alternatively, even if it is determined that the first object C1 deviates from the predetermined area (that is, the third condition is satisfied) when the first object C1 moves behind the other objects and is not displayed. Good. Even if the object moves behind, if the other object is a transparent object, it may be determined that the focus is maintained.
 また条件(3)を採用した場合、焦点維持解除部43cは、ステップS6にて、第1オブジェクトである敵キャラクタC1にカメラ視線が交差しない状態のまま、当該敵キャラクタC1が非戦闘状態になると、第3条件を満たすと判断する。そして、第1オブジェクトC1に対する焦点維持を解除する。敵キャラクタC1が非戦闘状態か否かは、焦点維持解除部43cが、当該敵キャラクタC1のステータスをゲームデータ30bにて逐次チェックして判断する。 Further, when the condition (3) is adopted, the focus maintaining / releasing unit 43c determines that the enemy character C1 enters a non-combat state in step S6 while the camera character does not intersect the enemy character C1 that is the first object. , It is determined that the third condition is satisfied. Then, the focus maintenance for the first object C1 is canceled. Whether or not the enemy character C1 is in the non-combat state is determined by the focus maintaining / releasing unit 43c by sequentially checking the status of the enemy character C1 in the game data 30b.
 更に、上記(1)~(3)のうち複数を組み合わせて第3条件として設定してもよい。例えば、(1)~(3)のうち2つを採用し、そのうち一方が該当する場合に(あるいは、両方が該当する場合に)、第3条件を満たすと認定してもよい。または、(1)~(3)の全てを採用し、何れか1つが該当する場合に(あるいは、全てが該当する場合に)、第3条件を満たすと認定してもよい。また、第3条件を成す条件として、上記(1)~(3)以外の所定の条件(4)を採用してもよいし、上記(1)~(3)のうちの一部を、この条件(4)で置き換えてもよい。 Furthermore, a combination of a plurality of the above (1) to (3) may be set as the third condition. For example, two of (1) to (3) may be adopted, and if one of them is applicable (or both are applicable), it may be recognized that the third condition is satisfied. Alternatively, all of (1) to (3) may be adopted, and if any one of them is applicable (or if all are applicable), it may be recognized that the third condition is satisfied. In addition, a predetermined condition (4) other than the above (1) to (3) may be adopted as a condition that satisfies the third condition, and a part of the above (1) to (3) It may be replaced with condition (4).
 以上の焦点処理によれば、焦点が合った状態が維持されているオブジェクトであっても、適宜のタイミングで焦点維持を解除することで、不必要に焦点が合った状態が継続するのを防止できる。 According to the above focus processing, even if an object is kept in focus, it is possible to prevent the focus from being kept unnecessarily by releasing focus maintenance at an appropriate timing. it can.
 [その他の態様]
 第1条件は、上述したものに限られず、他の条件を採用してもよい。例えば、カメラ視線との位置関係にかかわらず、「仮想カメラのビューボリューム内で仮想カメラに最も近いオブジェクト」を第1条件としてもよい。第2条件についても上述したものに限られず、他の条件を採用してもよい。例えば、第1オブジェクトが敵キャラクタである場合、「プレイヤキャラクタと対戦状態である敵キャラクタ」を第2条件として設定してもよい。そうすれば、対戦中の敵キャラクタに常に焦点を合わせられ、ユーザにとってプレイしやすいゲームとなる。
[Other aspects]
The first condition is not limited to that described above, and other conditions may be adopted. For example, regardless of the positional relationship with the camera line of sight, “the object closest to the virtual camera within the view volume of the virtual camera” may be set as the first condition. The second condition is not limited to that described above, and other conditions may be adopted. For example, when the first object is an enemy character, “enemy character in a battle state with the player character” may be set as the second condition. If it does so, it becomes a game which can always focus on the enemy character in battle | competition, and is easy for a user to play.
 また、ステップS1で焦点が合った大オブジェクト内(例えば、引き出し内)に別の小オブジェクト(例えば、レアアイテム)が含まれており、小オブジェクトが第2条件を満たす場合(ステップS3:YES)、大オブジェクトに対してステップS4の焦点維持を実行可能としてもよい。あるいは、当該エリアでのプレイ時間が所定の閾値に至るまでは、ステップS4の焦点維持の対象は、視認できる状態の小オブジェクトに限るが、プレイ時間が閾値に至った後は、小オブジェクトが大オブジェクト内に含まれる状態(視認不可の状態)であっても、小オブジェクトに替えて大オブジェクトに対してステップS4の焦点維持を可能としてもよい。この場合、大オブジェ内の小オブジェクトを発見しやすくなるため、ユーザがゲームをプレイしやすくなる。 Further, when another small object (for example, a rare item) is included in the large object (for example, in the drawer) focused on in step S1, and the small object satisfies the second condition (step S3: YES) The focus maintenance in step S4 may be executable for a large object. Alternatively, until the play time in the area reaches a predetermined threshold, the focus maintenance target in step S4 is limited to a small object that can be visually recognized, but after the play time reaches the threshold, the small object is large. Even in a state (invisible state) included in the object, the focus may be maintained in step S4 for the large object instead of the small object. In this case, since it becomes easy to find the small object in the large object, the user can easily play the game.
 本発明は、3次元の仮想空間をディスプレイに表示するコンピュータ装置、該コンピュータ装置の制御方法、及び記録媒体に適用することができる。 The present invention can be applied to a computer device that displays a three-dimensional virtual space on a display, a control method of the computer device, and a recording medium.
1    ゲーム装置
10   CPU
14   HDD(記録媒体)
30   記録媒体
30a  ゲームプログラム
30b  ゲームデータ
40   仮想空間生成部
41   キャラクタ制御部
42   ゲーム進行制御部
43   カメラ制御部
43a  焦点合わせ部
43b  焦点維持部
43c  焦点維持解除部
1 game machine 10 CPU
14 HDD (recording medium)
30 recording medium 30a game program 30b game data 40 virtual space generation unit 41 character control unit 42 game progress control unit 43 camera control unit 43a focusing unit 43b focus maintenance unit 43c focus maintenance release unit

Claims (18)

  1.  3次元の仮想空間を生成する仮想空間生成部、及び、
     表示部に表示する画像を得るために前記仮想空間を撮影する仮想カメラを制御するカメラ制御部、備え、
     前記カメラ制御部は、
     前記仮想カメラの焦点を、所定の第1条件を満たす第1対象に合わせる焦点合わせ部と、前記第1条件を満たす対象が第1対象から第2対象に変化した場合であっても、前記第1対象が所定の第2条件を満たす場合には、第1対象に合わせていた焦点を維持する焦点維持部と、を有する、
     コンピュータ装置。
    A virtual space generation unit for generating a three-dimensional virtual space; and
    A camera control unit that controls a virtual camera that captures the virtual space in order to obtain an image to be displayed on the display unit;
    The camera control unit
    Even when the focus of the virtual camera is adjusted to a first target that satisfies a predetermined first condition and the target that satisfies the first condition changes from the first target to the second target, When one object satisfies a predetermined second condition, the object has a focus maintaining unit that maintains the focus that has been adjusted to the first object.
    Computer device.
  2.  前記第1条件は、前記第1対象が前記仮想カメラのカメラ視線と交わることであり、前記第2条件は、前記第1対象が所定の敵キャラクタ又は所定のアイテムであることである、請求項1に記載のコンピュータ装置。 The first condition is that the first target intersects a camera line of sight of the virtual camera, and the second condition is that the first target is a predetermined enemy character or a predetermined item. The computer apparatus according to 1.
  3.  前記カメラ制御部は、
     前記焦点維持部によって焦点が維持されている前記第1対象が、所定の第3条件を満たす場合に、前記焦点を維持する状態を解除する焦点維持解除部、
     を有する、請求項1に記載のコンピュータ装置。
    The camera control unit
    A focus maintaining cancellation unit that cancels the state of maintaining the focus when the first object whose focus is maintained by the focus maintaining unit satisfies a predetermined third condition;
    The computer apparatus according to claim 1, comprising:
  4.  前記第3条件は、前記第1対象が前記第1条件を満たさない状態のままで、(1)所定時間を経過したこと、(2)前記第1対象が所定領域から逸脱したこと、及び、(3)前記第1対象としての敵キャラクタが非戦闘状態になったこと、のうち少なくとも1つに該当することである、請求項3に記載のコンピュータ装置。 The third condition is that (1) a predetermined time has passed while the first object does not satisfy the first condition, (2) the first object has deviated from the predetermined region, and (3) The computer apparatus according to claim 3, which corresponds to at least one of the fact that the enemy character as the first target is in a non-combat state.
  5.  前記カメラ制御部は、
     前記焦点維持部によって焦点が維持されている前記第1対象が、所定の第3条件を満たす場合に、前記焦点を維持する状態を解除する焦点維持解除部、
     を有する、請求項2に記載のコンピュータ装置。
    The camera control unit
    A focus maintaining cancellation unit that cancels the state of maintaining the focus when the first object whose focus is maintained by the focus maintaining unit satisfies a predetermined third condition;
    The computer apparatus according to claim 2, comprising:
  6.  前記第3条件は、前記第1対象が前記第1条件を満たさない状態のままで、(1)所定時間を経過したこと、(2)前記第1対象が所定領域から逸脱したこと、及び、(3)前記第1対象としての敵キャラクタが非戦闘状態になったこと、のうち少なくとも1つに該当することである、請求項5に記載のコンピュータ装置。 The third condition is that (1) a predetermined time has passed while the first object does not satisfy the first condition, (2) the first object has deviated from the predetermined region, and (3) The computer apparatus according to claim 5, which corresponds to at least one of the fact that the enemy character as the first target is in a non-combat state.
  7.  3次元の仮想空間を生成する仮想空間生成ステップ、及び、
     前記仮想空間を撮影する仮想カメラを制御するカメラ制御ステップ、を備え、
     前記カメラ制御ステップは、
     前記仮想カメラの焦点を、所定の第1条件を満たす第1対象に合わせる焦点合わせステップと、前記第1条件を満たす対象が第1対象から第2対象に変化した場合であっても、前記第1対象が所定の第2条件を満たす場合には、第1対象に合わせていた焦点を維持する焦点維持ステップと、を有する、
     コンピュータ装置の制御方法。
    A virtual space generation step for generating a three-dimensional virtual space; and
    A camera control step for controlling a virtual camera for photographing the virtual space,
    The camera control step includes
    A focusing step for focusing the virtual camera on a first object that satisfies a predetermined first condition, and even if a target that satisfies the first condition changes from a first object to a second object, A focus maintaining step of maintaining a focus that has been matched to the first object when one object satisfies a predetermined second condition,
    A method for controlling a computer device.
  8.  前記第1条件は、前記第1対象が前記仮想カメラに設定されたカメラ視線と交わることであり、前記第2条件は、前記第1対象が所定の敵キャラクタ又は所定のアイテムであることである、請求項7に記載のコンピュータ装置の制御方法。 The first condition is that the first target intersects with a camera line of sight set in the virtual camera, and the second condition is that the first target is a predetermined enemy character or a predetermined item. A method for controlling a computer apparatus according to claim 7.
  9.  前記カメラ制御ステップは、
     前記焦点維持ステップによって焦点が維持されている前記第1対象が、所定の第3条件を満たす場合に、前記焦点を維持する状態を解除する焦点維持解除ステップ、
     を有する、請求項7に記載のコンピュータ装置の制御方法。
    The camera control step includes
    A focus maintenance release step for releasing the state of maintaining the focus when the first object whose focus is maintained by the focus maintenance step satisfies a predetermined third condition;
    The method of controlling a computer device according to claim 7, comprising:
  10.  前記第3条件は、前記第1対象が前記第1条件を満たさない状態のままで、(1)所定時間を経過したこと、(2)前記第1対象が所定領域から逸脱したこと、及び、(3)前記第1対象としての敵キャラクタが非戦闘状態になったこと、のうち少なくとも1つに該当することである、請求項9に記載のコンピュータ装置の制御方法。 The third condition is that (1) a predetermined time has passed while the first object does not satisfy the first condition, (2) the first object has deviated from the predetermined region, and (3) The method of controlling a computer device according to claim 9, wherein the enemy character as the first target corresponds to at least one of being in a non-combat state.
  11.  前記カメラ制御ステップは、
     前記焦点維持ステップによって焦点が維持されている前記第1対象が、所定の第3条件を満たす場合に、前記焦点を維持する状態を解除する焦点維持解除ステップ、
     を有する、請求項8に記載のコンピュータ装置の制御方法。
    The camera control step includes
    A focus maintenance release step for releasing the state of maintaining the focus when the first object whose focus is maintained by the focus maintenance step satisfies a predetermined third condition;
    The method of controlling a computer device according to claim 8, comprising:
  12.  前記第3条件は、前記第1対象が前記第1条件を満たさない状態のままで、(1)所定時間を経過したこと、(2)前記第1対象が所定領域から逸脱したこと、及び、(3)前記第1対象としての敵キャラクタが非戦闘状態になったこと、のうち少なくとも1つに該当することである、請求項11に記載のコンピュータ装置の制御方法。 The third condition is that (1) a predetermined time has passed while the first object does not satisfy the first condition, (2) the first object has deviated from the predetermined region, and (3) The computer apparatus control method according to claim 11, wherein the enemy character as the first target corresponds to at least one of being in a non-combat state.
  13.  コンピュータ装置の制御部により実行可能な指令を記録した、該コンピュータ装置での読み取りが可能な記録媒体であって、
     前記指令は、前記コンピュータ装置に対し、
     3次元の仮想空間を生成する仮想空間生成ステップ、及び、
     前記仮想空間を撮影する仮想カメラを制御するカメラ制御ステップ、を実行させ、
     前記カメラ制御ステップは、前記コンピュータ装置に対し、
     前記仮想カメラの焦点を、所定の第1条件を満たす第1対象に合わせる焦点合わせステップと、前記第1条件を満たす対象が第1対象から第2対象に変化した場合であっても、前記第1対象が所定の第2条件を満たす場合には、第1対象に合わせていた焦点を維持する焦点維持ステップと、を更に実行させる、
     記録媒体。
    A recording medium in which a command executable by the control unit of the computer device is recorded and readable by the computer device,
    The command is directed to the computer device.
    A virtual space generation step for generating a three-dimensional virtual space; and
    Executing a camera control step of controlling a virtual camera that captures the virtual space;
    The camera control step is performed on the computer device.
    A focusing step for focusing the virtual camera on a first object that satisfies a predetermined first condition, and even if a target that satisfies the first condition changes from a first object to a second object, When one object satisfies a predetermined second condition, a focus maintaining step for maintaining the focus that has been adjusted to the first object is further executed.
    recoding media.
  14.  前記第1条件は、前記第1対象が前記仮想カメラに設定されたカメラ視線と交わることであり、前記第2条件は、前記第1対象が所定の敵キャラクタ又は所定のアイテムであることである、請求項13に記載の記録媒体。 The first condition is that the first target intersects with a camera line of sight set in the virtual camera, and the second condition is that the first target is a predetermined enemy character or a predetermined item. The recording medium according to claim 13.
  15.  前記カメラ制御ステップは、前記コンピュータ装置に対し、
     前記焦点維持ステップによって焦点が維持されている前記第1対象が、所定の第3条件を満たす場合に、前記焦点を維持する状態を解除する焦点維持解除ステップ、
     を更に実行させる、請求項13に記載の記録媒体。
    The camera control step is performed on the computer device.
    A focus maintenance release step for releasing the state of maintaining the focus when the first object whose focus is maintained by the focus maintenance step satisfies a predetermined third condition;
    14. The recording medium according to claim 13, wherein the recording medium is further executed.
  16.  前記第3条件は、前記第1対象が前記第1条件を満たさない状態のままで、(1)所定時間を経過したこと、(2)前記第1対象が所定領域から逸脱したこと、及び、(3)前記第1対象としての敵キャラクタが非戦闘状態になったこと、のうち少なくとも1つに該当することである、請求項15に記載の記録媒体。 The third condition is that (1) a predetermined time has passed while the first object does not satisfy the first condition, (2) the first object has deviated from the predetermined region, and (3) The recording medium according to claim 15, which corresponds to at least one of the fact that the enemy character as the first target is in a non-combat state.
  17.  前記カメラ制御ステップは、前記コンピュータ装置に対し、
     前記焦点維持ステップによって焦点が維持されている前記第1対象が、所定の第3条件を満たす場合に、前記焦点を維持する状態を解除する焦点維持解除ステップ、
     を更に実行させる、請求項14に記載の記録媒体。
    The camera control step is performed on the computer device.
    A focus maintenance release step for releasing the state of maintaining the focus when the first object whose focus is maintained by the focus maintenance step satisfies a predetermined third condition;
    The recording medium according to claim 14, further executing:
  18.  前記第3条件は、前記第1対象が前記第1条件を満たさない状態のままで、(1)所定時間を経過したこと、(2)前記第1対象が所定領域から逸脱したこと、及び、(3)前記第1対象としての敵キャラクタが非戦闘状態になったこと、のうち少なくとも1つに該当することである、請求項17に記載の記録媒体。
     
    The third condition is that (1) a predetermined time has passed while the first object does not satisfy the first condition, (2) the first object has deviated from the predetermined region, and (3) The recording medium according to claim 17, which corresponds to at least one of the fact that the enemy character as the first target is in a non-combat state.
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Citations (3)

* Cited by examiner, † Cited by third party
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JP2003058912A (en) * 2001-05-18 2003-02-28 Sony Computer Entertainment Inc Display device and image processing method
JP2011036492A (en) * 2009-08-13 2011-02-24 Konami Digital Entertainment Co Ltd Terminal device, terminal method and program
JP2014236931A (en) * 2013-06-10 2014-12-18 株式会社セガ Game program and game device

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003058912A (en) * 2001-05-18 2003-02-28 Sony Computer Entertainment Inc Display device and image processing method
JP2011036492A (en) * 2009-08-13 2011-02-24 Konami Digital Entertainment Co Ltd Terminal device, terminal method and program
JP2014236931A (en) * 2013-06-10 2014-12-18 株式会社セガ Game program and game device

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