WO2020111237A1 - Procédé de traitement pour jeu de tir en trois dimensions, et programme - Google Patents

Procédé de traitement pour jeu de tir en trois dimensions, et programme Download PDF

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Publication number
WO2020111237A1
WO2020111237A1 PCT/JP2019/046799 JP2019046799W WO2020111237A1 WO 2020111237 A1 WO2020111237 A1 WO 2020111237A1 JP 2019046799 W JP2019046799 W JP 2019046799W WO 2020111237 A1 WO2020111237 A1 WO 2020111237A1
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Prior art keywords
target object
target
shooting game
bullet
game
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PCT/JP2019/046799
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English (en)
Japanese (ja)
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岩田治幸
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岩田治幸
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Publication of WO2020111237A1 publication Critical patent/WO2020111237A1/fr

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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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • 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
    • A63F13/60Generating 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
    • A63F13/65Generating 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • A63F13/655Generating 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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 processing technique for a three-dimensional shooting game. More specifically, the present invention relates to processing such as generation, movement, and collision determination of a target object in a three-dimensional shooting game that is effective for intellectual training, brain training, and stress relief.
  • a three-dimensional shooting game is known as a type of computer game in which a player attacks target objects one after another using attacking means such as missiles, bullets, and lasers.
  • Patent Document 1 discloses a technique for enhancing the game property of a shooting game by making it difficult to hit a bullet with a plurality of targets by one shooting operation. Has been done.
  • Patent Document 2 discloses a technique that allows a user to enjoy shooting operations without damaging the three-dimensional display by always displaying the enemy character.
  • Patent Document 1 The problem to be solved by the invention of Patent Document 1 is that, in the conventional "shooting game device, if a plurality of targets overlap each other on the game screen and shoot at an appropriate place, the plurality of targets Since the target is shot at the same time, it is still a simple game content, so it is not possible to sufficiently enhance the game quality.”
  • the bullet object can be made to fly through the inside of the target object and toward another target object in the rear, so that the game property can be sufficiently enhanced. ..
  • Patent Document 2 aims at making the target object visible to the player so that the player can enjoy the shooting operation.
  • fighting is a series of steps such as shooting plan/command, finding enemy/discovery/shooting judgment, firing/improvement correction, shooting effect judgment, etc. Is usually impossible. Therefore, even in a shooting game, it is desirable to be able to experience the stage of enemies and the like in a simulated manner from the viewpoint of enhancing the realistic sensation and the game property.
  • the three-dimensional space that can be displayed on a small display is not wide.
  • at least 10 kinds of 0 to 9 are required.
  • it becomes possible to experience a series of flows such as search, discovery, shooting decision, firing/improvement correction, shooting effect decision. Therefore, in the present invention, the characters themselves such as numbers and alphabets are adopted as the minimum form capable of identifying the target.
  • the present invention is effective for brain training because the player's brain is trained by quickly solving problems such as arithmetic and moving the eyes frequently in order to quickly destroy the target object. In addition, since it gives a great feeling of exhilaration when hit in a practical situation, it is also effective in relieving stress.
  • Patent Document 3 is such that a number is displayed so as to change in a sequential manner like a slot machine, and when a corresponding number is displayed, the user shoots or presses an enter key. It is a slot machine that operates, and is essentially a slot machine.
  • the target object has the shape of the character itself such as the number or the alphabet for the purpose of learning the shape of the character such as the number or the alphabet.
  • the target object is an enemy machine or an enemy character, but there is little motivation to target the characters themselves such as numbers and alphabets as the target object.
  • the present invention intends to positively utilize the above characteristics of the three-dimensional space for learning the characters themselves such as numbers and alphabets.
  • a method of simply pasting characters such as numbers or alphabets on a target object such as an enemy aircraft or an enemy character can be considered, but as described above, the three-dimensional space that can be represented on a small display is not wide, so the enemy aircraft or There is a problem that the number that can be arranged is reduced by the area occupied by the enemy character and the like. In addition, there is a problem that it becomes easier to predict the position where the enemy aircraft or the enemy character appears, and the interest of the enemy is lost. On the other hand, if the characters themselves such as numbers and alphabets are used as the target objects as in the present invention, more target objects can be arranged. In addition, it becomes difficult to predict the position where the enemy aircraft, the enemy character, etc. appear, and the interest of the search enemy is increased, and the game property can be improved.
  • AR Augmented Reality
  • MR Mixed Reality
  • the present invention solves the problems of the prior art, and can experience a series of flow of shooting plan/command, search/find/shooting judgment, launch/resilience correction, shooting effect judgment, and education, It is an object to provide a processing method of a three-dimensional shooting game effective for brain training, stress relief, etc., and a program for causing a computer to execute the processing method.
  • a processing method of a three-dimensional shooting game is a processing method of a three-dimensional shooting game executed by a computer, wherein target generation for generating a target object expressing a character itself is generated.
  • the bullet object can fly through the inside of the target object to hit another target object in the rear.
  • a target object expressing characters themselves such as numbers and alphabets is generated.
  • the “characters themselves such as numbers and alphabets” are the symbols or characters representing numbers or the characters themselves such as alphabets. Therefore, the "target object expressing characters themselves such as numbers and alphabets” has the shape of characters themselves such as numbers and alphabets.
  • the target objects that represent the characters themselves such as numbers and alphabets include not only those that are represented three-dimensionally but also those that are represented two-dimensionally. This is because an object expressed two-dimensionally can be arranged in a three-dimensional space.
  • the size of the added part is relatively smaller than the size of the entire characters such as numbers and alphabets, impairing the essential effects of the present invention. As long as it stays within the range of no size, it corresponds to the target object that substantially represents "the characters themselves such as numbers and alphabets". Therefore, a target object in which characters such as numbers and alphabets are simply pasted on an enemy aircraft or an enemy character does not correspond to the target object expressing the "characters themselves such as numbers and alphabets" in the present invention.
  • the “objects such as numbers and alphabets” in the present invention are It corresponds to the target object expressing "the character itself”.
  • a target object in which a number is simply attached to a tank cannot find and identify the number attached to a rear tank, but as shown in the left side of FIG. , By making the number itself the target object, it becomes possible to discover the number behind and identify that it is 4.
  • the position of the target object is updated.
  • "moving" means making the position appear to change in the three-dimensional space displayed on the display.
  • expressions such as “launch” and “flying” of a bullet object are also meant to look like that in the three-dimensional space displayed on the display.
  • the movement in the present invention is not limited to forward movement, but includes movement in the left-right direction, movement in the up-down direction, movement while rotating, or a combination of these movements. This makes it possible to identify the characteristics of the three-dimensional space such that the target object looks small when it is far away, or is hidden by the obstacles such as forests, hills, urban areas, and clouds so that only a part of the target object can be seen. Can be positively used to improve the game.
  • the more points you hit the more points you can get, which motivates you to discover and identify the target as quickly as possible, and enhances the game. For example, if the target object is made to appear from a random position in the lateral direction, the player can experience a search for an enemy. This makes it possible to move the eyes quickly to the left and right, and helps prevent brain training and dementia.
  • a bullet object representing a bullet, a missile, or the like is shot in response to an operation of a touch panel, a game controller, or the like by the player.
  • the collision determination is set in the three-dimensional model created in advance by computer graphics (CG: Computer Graphics).
  • CG Computer Graphics
  • you fire it or hit the target you can feel the exhilaration by achieving the purpose and help relieve stress.
  • Shooting considering the lead time can be performed based on the moving speed of the target object and the target arrival time such as a missile, so that a simple but realistic game can be enjoyed.
  • This effect is obtained because the present invention can arrange a large number of recognizable target objects by using a target object that expresses characters themselves such as numbers and alphabets.
  • a range in which a collision is determined is preset for the target object and the bullet object.
  • This range can be a box shape, a sphere shape, a shape adapted to the shape of the mesh of the object, or the like.
  • the processing method of the three-dimensional shooting game according to claim 2 is the processing method of the three-dimensional shooting game according to claim 1, and displays a question that can be answered by numbers such as arithmetic and quizzes and letters such as alphabets.
  • a problem display step is newly included, and in the target generation step, a plurality of target objects including those that express the exact numbers and alphabetic characters themselves of the problem are generated, and in the collision determination step, the problem The score is added when it is determined that the bullet object hits the target object that expresses a correct answer number or a character itself such as an alphabet.
  • the present invention When the present invention is used for learning arithmetic, unlike the case of a target object in which a number is simply pasted on a target object such as an enemy aircraft or an enemy character, the number is directly selected. You will be able to understand math faster and more accurately. Therefore, the effects of math learning, brain training, and stress relief can be obtained at the same time.
  • the question that can be answered with letters such as numbers and alphabets is not limited to the one that can be answered with one letter.
  • a character string such as a plurality of numbers or alphabets is set as a correct answer, and the characters constituting the correct answer are shot one by one and answered.
  • the processing method of the three-dimensional shooting game according to claim 3 is the processing method of the three-dimensional shooting game according to claim 1 or 2, and is in a position that appears smaller at a distance farther in the collision determination step. A higher score is added when it is determined that the bullet object hits the target object.
  • the processing method of the three-dimensional shooting game according to claim 4 is the processing method of the three-dimensional shooting game according to any one of claims 1 to 3, wherein in the target moving step, a forest in a game scene, By not performing a collision determination or a collision response with a shield such as a hill, a building, or a cloud, a part of the target object is made to appear from within the shield, and the target object is made to appear from the part of the appeared target object.
  • a shield such as a hill, a building, or a cloud
  • the processing method of the three-dimensional shooting game according to claim 5 is the processing method of the three-dimensional shooting game according to any one of claims 1 to 4, wherein the target object is a numeral 0, 6, or 8. , 9 or O of the alphabet is expressed, the firing position of the bullet object is set to 0, 6, 8, or 9 of the numeral, or the inside of the annular portion of O of the alphabet. It is characterized in that the height is set so that it can pass through and fly, and in the collision determination step, a collision determination that matches the shape of the mesh of the target object is performed.
  • the processing method of the three-dimensional shooting game according to claim 6 is the processing method of the three-dimensional shooting game according to any one of claims 1 to 5, and is augmented reality (AR) or mixed reality.
  • AR augmented reality
  • MR Mixed Reality
  • an object that is actually captured by a camera is used as a background or a shield in a game scene.
  • a program according to claim 7 is a program for causing a computer to execute the processing method of a three-dimensional shooting game according to any one of claims 1 to 6.
  • the player can intuitively and directly recognize characters themselves such as numbers and alphabets.
  • a small display such as a mobile terminal such as a smartphone
  • it becomes possible to play a bullet object such as a missile or a bullet through the inside of the annular portion of the numbers 0, 6, 8, or 9 or the letter O to hit the target object behind. ..
  • the present invention attaches great importance to the stage of the opponent in the shooting game, it becomes a training for moving the eyes to the left and right quickly, which is also useful for preventing brain training and dementia.
  • a series of shooting sequences can be condensed and expressed in a simple game
  • shooting can train cognition and judgment, which is useful for brain training.
  • the missile launch and the refreshing feeling upon hitting will help relieve stress.
  • you will be able to understand mathematics faster and more accurately because you will be directly selecting the numbers, and at the same time the effects of math learning, brain training, and stress relief will be obtained.
  • the numbers themselves can be learned by storing, identifying, or estimating the shapes of the letters themselves such as numbers and alphabets.
  • the present invention can be applied not only to arithmetic problems, but also to any problems that can be answered using letters such as numbers and alphabets.
  • the above-mentioned effects can be achieved after simulating various real worlds as battlefields, so that the fun is increased and the game property is further improved.
  • FIG. 1 is an explanatory diagram showing an example of a game scene of a three-dimensional shooting game according to an embodiment of the present invention.
  • FIG. 2 is an explanatory diagram showing an example of a flowchart of the three-dimensional shooting game program according to the embodiment of the present invention.
  • FIG. 3 is an explanatory diagram of the number of target objects that can be arranged in the game scene.
  • FIG. 4 is an explanatory diagram showing an example of a state in which a part of the target object appears from the forest in the game scene.
  • FIG. 5 is explanatory drawing which shows a mode that the target object 4 gradually appears from the small hill 3 with which it was warm.
  • FIG. 1 is an explanatory diagram showing an example of a game scene of a three-dimensional shooting game according to an embodiment of the present invention.
  • FIG. 2 is an explanatory diagram showing an example of a flowchart of the three-dimensional shooting game program according to the embodiment of the present invention.
  • FIG. 3 is an explanatory diagram of the number
  • FIG. 6 is an explanatory diagram showing an example of a shooting method that can be realized only by a target object that expresses characters themselves such as numbers and alphabets.
  • FIG. 7 is an explanatory diagram showing an example of the case of using augmented reality (AR: Augmented Reality) or mixed reality (MR: Mixed Reality).
  • AR Augmented Reality
  • MR Mixed Reality
  • the application package of the three-dimensional shooting game program is installed on the smartphone.
  • a smartphone has a general hardware configuration, which includes an operating system, an application package of a three-dimensional shooting game program, a memory for storing various data, and sound effects when a missile is launched and landed.
  • a speaker for reproduction, a touch panel display for displaying a menu screen, a game scene, and a game result and for a player to perform an input operation, and a CPU for controlling these devices are provided.
  • the present hardware configuration is only an example, and may be a tablet computer, a game-only device, a head-mounted display, a glasses-type wearable device, a laptop computer, or a desktop computer in addition to a smartphone.
  • various game controllers and the like can be used for the player's input operation.
  • FIG. 1 shows an example of a game scene of a three-dimensional shooting game according to the embodiment of the present invention.
  • a forest consisting of trees 2 spreads out in front of the mountain 1 and a target object 4 expressing the number itself appears in the forest and is moving forward toward the player
  • the bullet object 5 expressing the missile changes its number.
  • the mathematical formula at the top of this game scene represents a mathematical problem, and the correct answer is 3.
  • There is a small hill 3 on the left side in front of the forest in the game scene and when the invention according to claim 4 is implemented, two target objects 4 appear as will be described later with reference to FIG. I am doing this.
  • FIG. 2 shows an example of a flowchart of the three-dimensional shooting game program according to the embodiment of the present invention.
  • the menu screen is displayed first, and you can select the type of question such as addition, subtraction, multiplication, and division.
  • the type of problem is not limited to the arithmetic problem. That is, it may be a question to be answered selectively including a quiz or a more complicated question, or a question to be answered in sentences. This is because the sentence can be constructed by answering character by character in order.
  • the question generation/display processing causes the question according to the selected question type to be displayed above the display range.
  • the simplest questioning method is, for example, in the case of addition, as shown in FIG. 1, a question is asked as to which number is added to 7. In addition, in the case of subtraction, it is a method of asking which number will be obtained by subtracting 7 from 10. In addition, in the case of multiplication, it is a method of asking which number is multiplied by 5 to obtain 45. Also, in the case of division, it is a method of asking which number will be obtained by dividing 63 by 9.
  • the one generated at random is displayed and automatically updated when the missile described later hits the target object corresponding to the correct answer.
  • the gauge showing the number of remaining bullets, the score, etc. are displayed near the problem.
  • the target generation processing (S11) automatically randomly selects any number from 0 to 9 and a target object expressing the selected number itself is generated. , The player automatically advances toward the player and disappears when a missile, which will be described later, hits or exceeds the range that can be displayed on the display. The processing after S11 will be described later.
  • the player can operate the touch panel of the smartphone or the like to select and instruct the target object that corresponds to the correct answer from the plurality of target objects.
  • the firing timing can be adjusted after the target instruction, but in the present embodiment, the firing is commanded at the same time as the target instruction.
  • the missile was generated based on the missile previously created by three-dimensional CG modeling and the settings such as collision determination.
  • the generated missile is made to fly toward the target object designated in S2.
  • the flight of the missile was supposed to follow the laws of physics.
  • the number of remaining ammunition is reduced by 1 at the same time when the missile is launched.
  • the collision determination is preferably set to a box shape or a spherical shape in consideration of the calculation cost, but by performing the collision determination according to the shape of the mesh of the target object, the target object has the numbers 0, 6, 8 or When representing 9, or the letter O, the missile may be able to fly through the inside of the number 0, 6, 8, or 9, or the annular portion of the letter O.
  • the condition is branched depending on whether or not the hit is made (S6), and when hit, the missile and the target object hit are made to disappear together with the effect indicating the explosion (S7). Then, by collating the correct answer of the problem with the number expressed by the hit target object, a conditional branch is made depending on whether or not the correct answer has been made (S8). The higher the score, the higher the score (S9). Therefore, the more the target object is discovered, shot, and hit earlier, the more points are added. On the other hand, if the correct answer is not obtained, points are deducted (S17). In addition, a tag for distinguishing the characters such as numbers and alphabets represented by each target object is set.
  • the missile does not hit in the conditional branch (S6) of hitting or not, if the missile collides with an object other than the target object, the missile disappears as an accidental explosion, or the missile can be displayed on the display. When it exceeds the range, it disappears as if it is out of the range (S15). In this case, points are deducted (S16).
  • the target generation processing (S11) immediately after the transition from the menu screen to the game scene, the target generation processing (S11) automatically generates a target object expressing any number 0 to 9 at regular time intervals. I chose At this time, the target object was automatically generated based on the numerical three-dimensional model previously created by three-dimensional CG modeling and the settings such as collision determination.
  • the position where the target object is initially arranged is set in a random direction as seen from the player and is on the other side of the forest as seen from the player, and the position is set by the target moving process (S12).
  • the target moving process S12
  • the target moving process S12
  • Conditional branching is performed depending on whether or not the target object is within the display range of the display (S13). If the target object is within the display range, the target object continues to move, and if it is not within the display range, the target object disappears (S14). When there are a plurality of target objects in the three-dimensional space, the player can know which is far.
  • the target object is supposed to move on the ground assuming a land battle scene, but in addition to this, it may be moved in various places such as space, air, water, and water. it can.
  • various scenes can be envisioned, such as appearing in the cloud when moving in the air, or appearing in seaweed or coral when moving in the sea.
  • the upper part of FIG. 3 is an example in which numbers are simply attached to the target object 6 representing an enemy tank as in the conventional three-dimensional shooting game.
  • the width of FIG. 3 is assumed to be the width of the display and the attached numbers are assumed to be the minimum identifiable size, only three laterally recognizable target objects can be arranged in the game scene.
  • the target object 4 expressing the numbers themselves as in the present invention, as many as 16 objects can be arranged as in the example shown in the lower part of FIG.
  • FIG. 4 shows an example of a state in which a part of the target object appears from the forest in the game scene.
  • a part of the target object is made to appear from within the shield, and the player can estimate the whole of the target object from the part of the appeared target object.
  • the leftmost target object in FIG. 4 represents the numeral 6, and the second target object from the left represents the numeral 9.
  • the distinction between 6 and 9 may be mistaken, but since the correctness can be found by shooting, it becomes possible to instantly distinguish between 6 and 9 while playing repeatedly. It can be identified from the square shape at the top that the third target object from the left represents the number 5. In the case of the fourth target object from the left, it is not possible to identify whether it is the number 3 or the number 8.
  • the fifth target object from the left it can be identified as the numeral 8. It should be noted that the rightmost target object can be identified as representing the numeral 3.
  • the present invention is effective for learning the shape of numbers, because the number estimation and the correctness determination can be repeated without getting tired while enjoying the game.
  • FIG. 5 shows a state in which the target object 4 expressing the number itself gradually appears from the small hill 3 in the dark state when the invention according to claim 4 is carried out.
  • the target object In the state at the time t in the upper part of FIG. 5, it cannot be determined whether the target object is 7 or 5. That is, the target cannot be identified.
  • the target object on the left side expresses the numeral 7
  • the target object on the right side expresses the numeral 5. You will be able to judge that. That is, the target can be identified.
  • the number that appears will be predicted, and it will be interesting if the prediction is hit or miss.
  • it is particularly effective for infants to learn the shape of the number since it is possible to develop the ability to predict the whole number from a part of the number, it is particularly effective for infants to learn the shape of the number.
  • FIG. 6 shows an example of a shooting method that can be realized only by a target object that expresses characters themselves such as numbers and alphabets.
  • the left side of FIG. 6 shows that another target object behind the target object can be found and identified by using the target object 4 expressing the numbers themselves as in the present invention.
  • the target object 6 representing an enemy tank
  • the target object is a numeral 0, by performing the collision determination in accordance with the shape of the mesh of the target object.
  • the bullet object can fly through the inside of the annular portion of the number 0, 6, 8, or 9, or the letter O. It shows that. Specifically, the missile can fly through the inside of the target object expressing the number 0 and toward the target object expressing the number 4 in the back. This not only allows for discovery and identification of another target object in the back, but also for attack. The effect of the present invention cannot be achieved by the conventional method even if the enemy tank is made transparent as described above. Regarding this point, even in the above-mentioned Patent Document 1, there was a problem to be solved by the invention.
  • FIG. 7 shows an example of using augmented reality (AR: Augmented Reality) or mixed reality (MR: Mixed Reality).
  • AR Augmented Reality
  • MR Mixed Reality
  • the target object according to the present invention is made to appear, and the player can shoot at the made target object.
  • the target object is made to appear from the shielding surface or the shielding object by incorporating three-dimensional information about the shielding surface or the shielding object in the real world like a battlefield into the game scene.
  • the distance to the shielding surface or the shielding object in the real world can be obtained by using known techniques such as image recognition, three-dimensional scanning, depth sensor measurement, or three-dimensional map data. Thereby, an arbitrary place in the real world where indoors or 3D map data exists can be set as a battlefield in the 3D shooting game according to the present invention.
  • the correct answer for the arithmetic problem displayed at the top of FIG. 7 is 7. Then, a part of the left side of the target object representing the numeral 7 itself is emerging from the building, and the bullet object 5 fired toward the target object is flying. In the case where the actual building serves as a shield and the chances of shooting decrease as in the present embodiment, the difficulty level is higher than that of the open ground.
  • the method and the program can be carried out in the same manner as described above except that the background or the obstruction in the game scene actually exists. Whether the background or the obstruction is created by CG or the actual photograph is not an essential difference in the present invention, but as described above, the degree of difficulty can be freely changed or in the real world. In terms of playability, it can be more interesting and the game can be further enhanced.

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Abstract

L'invention concerne un procédé de traitement pour un jeu de tir en trois dimensions exécuté par un ordinateur, caractérisé en ce qu'il comprend une étape de génération de cible servant à générer un objet cible dans lequel un personnage lui-même est représenté, une étape de déplacement de cible servant à mettre à jour la position de l'objet cible, une étape de tir servant à lancer un objet de type balle en réponse à une manœuvre d'un joueur, et une étape de détermination de collision servant à déterminer une collision entre l'objet de type balle et l'objet cible, le procédé de traitement étant conçu de façon à ce que l'objet de type balle puisse voler à travers l'intérieur de l'objet cible et frapper un autre objet cible par l'arrière. L'invention concerne également un programme permettant à un ordinateur d'exécuter un procédé de traitement inclus dans le programme.
PCT/JP2019/046799 2018-11-30 2019-11-29 Procédé de traitement pour jeu de tir en trois dimensions, et programme WO2020111237A1 (fr)

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