WO2022264723A1 - サッカーゲーム用のコンピュータプログラム、並びにゲームシステム及びその制御方法 - Google Patents
サッカーゲーム用のコンピュータプログラム、並びにゲームシステム及びその制御方法 Download PDFInfo
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- WO2022264723A1 WO2022264723A1 PCT/JP2022/020169 JP2022020169W WO2022264723A1 WO 2022264723 A1 WO2022264723 A1 WO 2022264723A1 JP 2022020169 W JP2022020169 W JP 2022020169W WO 2022264723 A1 WO2022264723 A1 WO 2022264723A1
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- dribbling
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
Definitions
- the present invention relates to computer programs and the like for providing users with soccer games.
- a soccer game As a type of electronic game using a computer, a soccer game is well known in which a player to be operated by a user is selected from a large number of players playing on the field, and the player to be operated is operated based on the user's operation on an input device. be.
- it is necessary to instruct various actions of players such as trapping, dribbling, and passing while properly using the limited operation section of the input device. Therefore, different operation methods are set for the same operation unit, and the player may be caused to perform different actions according to the operation method.
- a dash dribbling action that is faster than normal dribbling is generated, while the same operation button is pressed during the dash dribbling action.
- a soccer game is known in which, when a quick double push operation is performed, a burst action is generated to instantaneously increase the dribbling speed with the intention of pulling away a player on the defensive side (see Non-Patent Document 1). .
- an input device having an operation unit capable of outputting a signal according to a user's operation amount is used, and the dribbling speed is increased as the operation amount increases.
- the operating part used for speeding up the dribbling action is also used as an operating part for generating a temporary change in the dribbling action
- the operating part is used twice consecutively. is set as an occurrence condition, the occurrence condition is not satisfied until the operation of the operation unit is canceled once and then the operation unit is operated again.
- it is necessary to set an appropriate temporal allowable range in consideration of individual differences of users and individual differences of input devices. In particular, the time required for the pressing operation again is relatively affected by individual differences, and it is necessary to allow for a reasonable margin.
- the dribbling speed temporarily decreases in response to the release of the operation part, and the following pushing operation causes the dribbling speed to increase, which can be clearly seen.
- a motion different from the user's operation intended to speed up the dribbling motion occurs, and the player's motion does not continue as intended by the user, causing the user to feel uncomfortable.
- a computer program according to an aspect of the present invention is a computer program for a soccer game that causes a computer to function such that the user is provided with a soccer game in which a player to be operated moves based on a user's input operation to an input device. dribble for controlling the dribbling motion according to the operation amount of the specific operation unit so that the player's dribbling operation speeds up as the operation amount of the specific operation unit of the input device increases.
- determination means for determining whether or not a specific operation for decreasing an operation amount of the specific operation unit by a predetermined amount or more within a predetermined time has been performed, and when it is determined that the specific operation has been performed, the specific operation functioning as a dribble motion change means for temporarily changing the dribble motion from the dribble motion to be generated by the dribble control means in accordance with the operation amount, regardless of whether or not the specific operation unit is operated subsequent to the It is configured as follows.
- a game system is a game system that provides a soccer game to a user through control of a computer, in which a player to be operated is moved based on the user's input operation to an input device, the computer comprising: dribble control means for controlling the dribbling motion according to the operation amount of the specific operation unit so that the player's dribbling action is speeded up as the operation amount of the specific operation unit of the input device increases; Determining means for determining whether or not a specific operation has been performed to reduce the operation amount of by a predetermined amount or more within a predetermined time, and the specific operation unit following the specific operation when it is determined that the specific operation has been performed irrespective of whether or not the operation of be.
- a game system control method is a game system control method that provides a user with a soccer game in which a player to be operated moves based on an input operation of the user to an input device through computer control.
- dribbling control for controlling the dribbling motion according to the operation amount of the specific operation unit so that the player's dribbling operation speeds up as the operation amount of the specific operation unit of the input device increases.
- determination means for determining whether or not a specific operation for decreasing the operation amount of the specific operation unit by a predetermined amount or more within a predetermined time has been performed, and when it is determined that the specific operation has been performed, the specific operation functioning as a dribble motion changing means for temporarily changing the dribble motion from the dribble motion to be generated by the dribble control means in accordance with the amount of operation, regardless of whether or not the specific operation unit is subsequently operated. is.
- FIG. 10 is a diagram showing an example of image change when a chop touch action occurs
- FIG. 4 is a diagram showing an example of the correspondence relationship between the operation amount of the controller, the moving speed of the player during dribbling, and the kicking amount of the ball.
- FIG. 3 is a functional block diagram showing an example of the configuration of a control system in the game device; 4 is a flowchart showing an example of a dribble control process procedure executed by an operation target control unit to control a dribble motion; 8 is a flowchart according to a modification of FIG. 7;
- FIG. 1 shows an example of the overall configuration of a game system 1 according to this embodiment.
- the game system 1 is configured as a client-server system including a plurality of game devices 2 as clients and a server 3 connected to the game devices 2 via a network NT (the Internet as an example).
- NT the Internet as an example
- the game device 2 is a device used by users to play games, and is a type of information communication terminal device equipped with information communication functions via the network NT.
- the game device 2 includes a stationary game machine main body 5 mainly configured to provide games, a controller 6 as an example of an input device connected to the game machine main body 5, and an example of an output device. and a monitor 7 as .
- the game machine body 5 is sometimes called a consumer game machine or a game console.
- a PC abbreviation for personal computer
- the input device is not limited to the controller 6, and various input devices may be used as long as they have an operation unit that can be operated by the user.
- the input device includes at least one operation amount detection type operation unit whose detection target is a change in the amount of operation by the user, unlike the on/off operation unit whose detection target is the presence or absence of user's operation.
- the output device may include a speaker unit for audio output in addition to the monitor 7, but illustration thereof is omitted.
- a plurality of monitors 7 may be connected to the game machine body 5 .
- the game device 2 is not limited to the illustrated configuration, and may be, for example, a portable game machine, a mobile PC, or the like. Furthermore, a so-called arcade game machine configured as a business (or commercial) game machine may be used as the game device 2 .
- the server 3 may be configured by appropriately combining a plurality of server units, or may be configured by a single server unit.
- the server 3 may be configured as a cloud server using cloud computing technology.
- the server 3 provides the game device 2 with various services related to the game, such as a service of matching players to compete in the game, a service of relaying game information to be shared between the game devices 2, and the like. .
- Various information communication terminal devices such as mobile phones, smart phones, and commercial game machines may be added to the game system 1 as appropriate.
- an arcade game machine may be used as a client that provides a game linked to the game provided by the game device 2 .
- a commercial game machine or the like may be used as the game device 2 for playing the game according to the present embodiment.
- FIG. 2 shows an example of a specific configuration of the controller 6.
- the controller 6 has a body housing 10 whose shape and size are selected assuming that the user will hold it with both hands.
- the body housing 10 is provided with grips 11L and 11R for gripping with left and right hands.
- Four directional keys 12 are provided on the front upper portion of the left grip 11L
- four operation buttons 13 are provided on the front upper portion of the right grip 11R
- a pair of sticks 14L and 14R are provided between the grips 11L and 11R. is provided.
- the sticks 14L and 14R are operable in all directions from the neutral position, that is, in any direction of 360°.
- buttons 15L1 and 15L2 are provided on the upper end surface of the left grip 11L
- two operation buttons 15R1 and 15R2 are provided on the upper end surface of the right grip 11R.
- the left stick 14L will be called the L stick 14L
- the right stick 14R will be called the R stick 14R
- the left operation buttons 15L1 and 15L2 will be called the L1 button 15L1 and the L2 button 15L2 in order from the front side of the controller 6.
- R1 button 15R1 and an R2 button 15R2 in order from the front side of the controller 6 to distinguish them.
- the sticks 14L and 14R may be collectively called the stick 14
- the operation buttons 15L1, 15L2, 15R1 and 15R2 may be collectively called the operation button 15.
- the direction key 12, operation button 13, stick 14, and operation button 15 of the controller 6 each function as an example of the operation section of the input device.
- these operation units include operation members that are displaced by user's operation, and the amount of displacement corresponds to the amount of operation.
- at least some of the operation units are provided as operation amount detection type operation units in which the amount of operation by the user is to be detected, and the output signal changes according to the amount of operation.
- a stick 14 and an operation button 15 are provided as such an operation unit. Therefore, regarding the operation of the stick 14, the operation direction and the operation amount (angle of inclination from the neutral position) are detected and reflected in the output signal.
- the operation of the operation button 15 the amount of depression is detected and reflected in the output signal.
- the direction keys 12 and the operation buttons 13 are provided as on/off type operation units whose presence or absence of a pressing operation is detected, and the presence or absence of the operation is reflected in an output signal.
- the distinction between them is an example, and appropriate settings are possible. Even if it is an operation amount detection type operation unit, for example, it may be switchable on software so that it functions as an on/off type operation unit in which only the presence or absence of an operation is detected by user settings.
- a soccer game is provided in which the user of the game device 2 competes with an opponent user through soccer.
- the opponent may be a real user using one of the game devices 2 or a virtual entity controlled by the computer of the game device 2 or the server 3 .
- Matches don't necessarily have to be one-on-one.
- soccer may be played in a so-called group battle format in which a group including at least one user competes against another group.
- FIG. 3 shows an example of a game screen in a soccer game played on the game device 2.
- FIG. 3 shows an example of a game screen in a soccer game played on the game device 2.
- players PL of the user and opponents act in a virtual field FD in the same way as in real soccer. The battle proceeds accordingly.
- a player PL is an example of an object that operates in the virtual space of the game.
- the game screen 100 of FIG. 3 shows the action of the players PL on the field FD observed from a predetermined viewpoint. The viewpoint is automatically switched to the optimal position according to the battle situation.
- a map 101 indicating the positions of the players PL in the entire field FD is displayed in the lower center of the game screen 100 .
- information indicating the status of the match such as the team names of the user and the opponent, the score, and the elapsed time, may be displayed at appropriate positions.
- Some of the players on the field FD are set as players to be operated by the user.
- One player PL is selected as an operation target for one user. For example, if the user is the attacking side, the player PL who should control the ball is set as the user's operation target. is set as an operation target.
- the player PL to be operated can be identified by a cursor 102, for example.
- An information section 103 indicating the name of the player PL to be operated may be added to the game screen 100 .
- the operation target player PL is controlled in motion based on the user's operation on the controller 6 .
- the actions of the players PL not to be operated are automatically controlled according to the situation of the game.
- each operation unit of the controller 6 is appropriately used as an operation unit for instructing such operations so that the user can instruct various operations such as trapping, dribbling, and passing of the player PL.
- the relationship between the operation unit of the controller 6 and the dribbling motion is set as follows for the dribbling motion.
- the player PL's dribbling motion is determined by various parameters such as the player PL's movement direction, movement speed, and kicking amount (or kicking strength) of the ball.
- the movement direction of the player PL is determined based on the operation of the L stick 14L
- the movement speed and kicking amount are determined based on the operation of the R2 button 15R2. are associated with. Therefore, the L stick 14L and the R2 button 15R2 correspond to an example of a direction operation section and an example of a specific operation section, respectively.
- the characteristic of the R2 button 15R2 is used to increase the amount of pushing the R2 button 15R2, the movement speed of the player and the kicking amount of the ball.
- the dribbling motion is controlled according to the pressing amount (operation amount) of the R2 button 15R2 so as to speed up the dribbling motion.
- FIG. 4 is an example of the correspondence relationship, and the relationship is not limited to the direct proportional relationship. For example, in a range where the pushing amount U is relatively small, changes in the moving speed V and the kicking amount ⁇ K are small, and in a range where the pushing amount U is relatively large, changes in the moving speed V and the kicking amount ⁇ K are large.
- a correspondence relationship with a curvilinear change may be set.
- the maximum value Vmax of the movement speed V and the maximum value ⁇ Kmax of the kicking amount ⁇ K when the pushing amount U is the maximum value Umax may be appropriately set according to the specifications of the game.
- the maximum values Vmax and ⁇ Kmax may be changed as appropriate by referring to various factors such as ability parameters set for the player PL, user level, and status.
- the minimum value Vmin of the movement speed V and the minimum value ⁇ Kmin of the kicking amount ⁇ K when the pushing amount U is the minimum value Umin express, for example, a state in which the player PL holds the ball and stops as part of the dribbling motion. If so, set them to 0.
- the minimum values Vmin and ⁇ Kmin are set to be greater than 0. It may be set to express a state in which the player PL moves while dribbling at a slight speed.
- the line indicating the correspondence between the pushing amount U and the moving speed V and the line indicating the correspondence between the pushing amount U and the kicking amount ⁇ K may be set separately from each other.
- changes in the moving speed V and the kicking amount ⁇ K with respect to changes in the pushing amount U do not necessarily have to be the same, and may be changed independently of each other.
- speeding up the dribbling motion is a concept realized by increasing the movement speed of the player PL and the accompanying increase in the kicking amount of the ball.
- the kicking amount of the ball is the amount of movement of the ball when the player PL kicks the ball once, and can also be expressed as the strength of the kicking motion or the strength of touching the ball.
- the user can adjust the direction and speed of the dribble by adjusting the pressing amount of the R2 button 15R2 while adjusting the direction with the L stick 14L. It is possible to get the feeling of manipulating the ball while continuously changing the speed. For example, when there is space in the middle of the field, the action of searching for a pass course while accelerating little by little, or the action of continuing to dribble while crossing the legs of a defender in a narrow space in front of the penalty area. can be given to the player PL to be operated.
- a dribbling player intends to outwit a defending player by rapidly changing the dribbling speed and the kicking amount of the ball compared to the previous dribbling motion. sometimes used.
- a special technique is provided to temporarily increase the kicking amount of the ball relative to the original kicking amount that should be determined according to the amount of depression of the R2 button 15R2. can be generated by a specific operation of the R2 button 15R2.
- a chop touch operation such an operation will be referred to as a chop touch operation
- a dribble operation that should be controlled according to the amount of depression of the R2 button 15R2 will be referred to as a normal dribble operation, and both dribble operations will be distinguished from each other.
- FIG. 5 shows an example of how the chop touch action is performed.
- FIG. 1(a) shows a state in which the player PL is performing a normal dribbling motion while moving while keeping the ball BL close to his/her feet.
- the kicking amount ⁇ K of the ball BL at this time is adjusted according to the moving speed V of the player PL so that the ball BL is maintained near the feet.
- the forward kicking amount ⁇ K of the ball BL temporarily increases as shown in FIG.
- the player PL moves so as to chase the kicked ball BL, and the dribbling motion is continued.
- the condition for generating the chop touch motion is that a specific operation is performed on the same operation portion as the operation portion of the controller 6 associated with the dribbling motion.
- the R2 button 15R2 for adjusting the speed of the dribble motion is set as an example of the specific operation unit for generating the chop touch motion, and the pressing amount of the R2 button 15R2 is within a predetermined time.
- An operation of decreasing by a fixed amount or more is set as an example of the specific operation.
- the specific operation is set as an operation in which the user releases the R2 button 15R2 from the state in which the R2 button 15R2 is pushed to the maximum extent to return the R2 button 15R2 to the non-operating state.
- Self-recovery is an action in which the R2 button 15R2 automatically returns by spring force (elastic restoring force) that returns it to the non-operating state. Note that an operation of releasing the pressing force while touching the R2 button 15R2 to return the R2 button 15R2 to the non-operating state is also included in the scope of the specific operation.
- the predetermined amount for the specific operation corresponds to the amount of decrease when the amount of depression of the R2 button 15R2 decreases from the maximum value to the minimum value, and the predetermined time is from the state in which the R2 button 15R2 is fully depressed to the state of no operation. It corresponds to the time length when self-returning to .
- the maximum and minimum values of the pushing amount and the length of time during which the maximum value changes to the minimum value may be set to values that allow for an appropriate margin or allowable range.
- a specific operation for generating a chop touch action is an operation for self-returning the R2 button 15R2 from a state in which the R2 button 15R2 is fully depressed to a non-operating state.
- a chop touch action occurs regardless of whether the R2 button 15R2 is operated or not.
- the operation to temporarily release the pressing force of the R2 button 15R2 is the operation of releasing the finger or temporarily releasing the pressing operation force. is also short. Therefore, compared to the case where the R2 button 15R2 is continuously pressed twice as the occurrence condition, the predetermined time that should be expected as the occurrence condition of the specific operation can also be set considerably shorter. Therefore, it is possible to quickly generate a chop touch motion in response to a specific operation by the user. Moreover, if there is a pressing operation of the R2 button 15R2 following the occurrence of the chop touch motion, it is possible to immediately return to the control of the dribbling motion according to the amount of pressing. This makes it possible to ensure or improve the continuity of the dribbling motion before and after the chop touch motion.
- the occurrence of the chop touch action is based on the fact that the R2 button 15R2 has reached the maximum amount of depression during normal dribbling action. Therefore, a chop touch action is generated from a state in which the normal dribbling action reaches the maximum speed, and the ball BL is once kicked out. Therefore, the change in the dribbling motion before and after the chop touch motion becomes relatively large, and it is possible to fully and reliably exhibit the effect of the chop touch motion, such as the unexpectedness given to the offense and defense between players, for example, the scramble for the ball BL. . As a result, it is possible to increase the value of the chop touch motion in the operation of the dribbling motion, thereby increasing the interest in the game.
- FIG. 6 shows a schematic configuration of the control system of the game device 2.
- the game device 2 includes the game machine body 5, the controller 6 and the monitor 7.
- FIG. The game machine body 5 includes a control unit 30 and a memory unit 31 .
- the control unit 30 is configured as a computer including a CPU and internal storage devices required for its operation, such as cache memory, RAM, and frame memory.
- the storage unit 31 is a storage device using a non-volatile storage medium such as a magnetic storage medium or flash memory that functions as an external storage device for the control unit 30 .
- control unit 30 in addition to the controller 6 as an example of an input device and the monitor 7 as an example of an output device, a communication control unit 32 for controlling communication with the server 3 and other game devices 2 is also connected. be done.
- control unit 30 is connected to a speaker unit and the like for outputting sound, but illustration thereof is omitted.
- a game program Pg, game data Dg, and play data Dp are recorded in the storage unit 31 .
- the game program Pg is an application program that cooperates with the operating system that controls the basic operations of the control unit 30 to cause the control unit 30 to perform arithmetic processing and operation control necessary for the game.
- the game data Dg is data that should be appropriately referred to in controlling the game.
- the game data Dg includes, for example, the values of various parameters to be set for the players appearing in the game, attribute information such as player names, image data for expressing the appearance of the players, and the like. you can
- the play data Dp is data for each user associated with game play by the user of the user device 3 . For example, information such as the user's play history and status is described in the play data Dp. In the case where the player's parameter values are changed according to the game play record, information indicating the current parameter values may be recorded in the play data Dp.
- the above-described program Pg and game data Dg are appropriately distributed from the server 3 to the game machine body 5 and stored in the storage unit 31 .
- the play data Dp is appropriately updated according to the game played on the game device 2, and is stored in the server 3 at appropriate timing in association with the user's identification information. Also, when a user completes authentication with the server 3 when playing the game, play data Dp corresponding to the user is provided from the server 3 to the game device 2 and stored in the storage unit 31 .
- the control unit 30 executes the game program Pg, the control unit 30 is provided with a game control section 35, an operation control section 36, and an image drawing section 37.
- Each part 35 to 37 is a logical device realized by cooperation of the computer hardware of the control unit 30 and the game program Pg as software.
- the game control unit 35 is in charge of various processes necessary for progressing the game according to a predetermined procedure.
- the game control unit 35 generates status data Ds for determining the status of the battle in the game, stores it in the internal storage device of the control unit 30, and appropriately updates the status data Ds as the game progresses. do.
- the status data Ds includes, for example, the progress of the match, such as the current positions of the players of the user and the opponent on the field, the position of the ball, the elapsed time of the match, and the score. Various information may be included to indicate whether the
- the motion control unit 36 is a logical computation unit that operates under the control of the game control unit 35 and computes the motion of each player in the match.
- the motion control unit 36 repeatedly calculates the battle situation including the motion of each player based on the battle situation information described in the status data Ds at a cycle corresponding to the frame rate of the monitor 7 .
- the operation control section 36 is further provided with an operation target control section 38 and an automatic control section 39 .
- the motion control unit 36 refers to the status data Ds to determine the player to be set as the user's operation target, and transmits the motion of the player to the operation target control unit 38 and the motions of the other players to the automatic control unit 39. control each.
- the operation target control unit 38 controls the motion of the user's operation target player based on the user's input operation to the controller 6 . If the user's player is an attacking player who dominates the ball, the operation target control unit 38 controls various actions of the player, such as trapping, dribbling, and passing. On the other hand, the automatic control unit 39 controls the actions of each player by referring to the battle situation indicated by the status data Ds. The control may be similar to other soccer games using a computer.
- the player's motion calculated by the motion control unit 36 is reflected in the updating of the status data Ds by the game control unit 35 .
- the image drawing unit 37 generates image data for drawing the game screen 100 according to the status data Ds at a cycle corresponding to the frame rate, and outputs the data to the monitor 7 to display the game screen 100 on the monitor 7 .
- control by the game control unit 35 and the motion control unit 36 are performed by controlling the motion of a player who is the user's operation target based on the user's input operation, and automatically controlling the motions of other players.
- the control may be basically the same as in the game.
- this embodiment is characterized by the control of the player's dribbling motion. Therefore, an example of dribbling control processing will be described below.
- FIG. 7 shows an example of a procedure of dribbling control processing that is repeatedly executed at regular intervals by the operation target control unit 38 in order to control the motion while the operation target player is dribbling. It should be noted that, as an example, whether or not dribbling is being performed is determined as being dribbling unless the player to be operated controls the ball and the user instructs an action different from dribbling, such as trapping or passing, via operation of the controller 6. may be When the processing of FIG. 7 is started, the operation target control unit 38 first sequentially acquires the operation direction of the L stick 14L and the pressing amount of the R2 button 15R2 (steps S1 and S2).
- the operation target control unit 38 determines whether or not the amount of depression of the R2 button 15R2 has reached its maximum value Umax (FIG. 4) (step S3).
- the operation object control unit 38 starts counting time from the initial value for measuring the elapsed time from the time when the pressing operation of the maximum value Umax was detected (step S4).
- step S5 determines whether or not the amount of depression of the R2 button 15R2 has reached the minimum value Umin (step S5). In this process, if step S3 is affirmatively determined, step S5 is negatively determined. If it is determined in step S3 that the maximum value Umax has not been reached, the operation target control unit 38 skips step S4 and proceeds to step S5. In this case, an affirmative or negative determination is made in step S5 according to the amount of depression of the R2 button 15R2.
- the operation target control unit 38 determines whether or not the elapsed time started in step S4 is within a predetermined time (step S6).
- the predetermined time in this case is the predetermined time set as the condition for generating the chop touch action, and the R2 button 15R2 is in the non-operating state when the user releases the finger from the state where the R2 button 15R2 is pressed to the maximum. That is, the amount of push may be set to a value obtained by adding a margin in consideration of individual differences of the controller 6 based on the time required for self-recovery to the state of the minimum value Umin.
- the predetermined time is set to a very short time such as 0.15 seconds.
- step S6 determines whether the depression amount of the R2 button 15R2 has decreased from the maximum value Umax to the minimum value Umin within a predetermined time. By determining whether or not an amount corresponding to the difference of Umin has been reached, it is determined whether or not a specific operation for generating a chop touch motion has been performed.
- step S7 When it is determined in step S6 that it is within the predetermined time period, the operation target control unit 38 executes a process of temporarily increasing the kicking amount ⁇ K of the ball (step S7).
- the process of step S7 may be executed in such a manner as setting a flag indicating that the condition for generating the chop touch action is satisfied, or setting a correction amount for increasing the kicking amount ⁇ K.
- the processing of step S7 is executed on the necessary and sufficient condition that a specific operation for self-returning the R2 button 15R2 from the fully depressed state to the non-operated state is performed, and the operation of the R2 button 15R2 subsequent to the specific operation is performed. It does not matter whether or not there is
- the operation target control unit 38 determines the value of the dribble parameter that determines the dribbling motion (step S8).
- the direction of dribbling is determined according to the operating direction of the L stick 14L acquired in step S1
- the movement speed V and kicking amount ⁇ K are determined according to the amount of depression of the R2 button 15R2 acquired in step S2.
- the kick-out amount ⁇ K to be set corresponding to the depression amount U of the R2 button 15R2 is set to a larger value.
- the kicking amount ⁇ K is determined so that As an example, the kick-out amount ⁇ K is determined to be larger than the kick-out amount ⁇ Kmax (FIG. 4) when the push-in amount U of the R2 button 15R2 is the maximum value Umax.
- the increment of the kicking amount ⁇ K may be adjusted as appropriate as long as it is possible to see how the ball is temporarily kicked greatly on the game screen 100 .
- the operation object control unit 38 skips the processing of steps S6 and S7 when a negative determination is made in step S5, and skips the processing of step S7 and proceeds to step S8 when a negative determination is made in step S6.
- a value corresponding to the pushing amount U (a value determined by the diagram in FIG. 4) is determined.
- the operation target control section 38 ends the current routine.
- the operation target control unit 38 functions as an example of dribble control means by executing step S8 in FIG. 7, and functions as an example of a dribble action changing means by executing the process of step S7 in FIG.
- a temporary change in dribbling motion that should occur in response to a specific operation is not limited to the chop touch motion described above.
- Temporary changes in the dribbling motion can be appropriately set as long as they are different from the dribbling motion that should occur according to the amount of operation of the specific operation unit.
- the dribbling motion may be changed such that the moving speed V and the kicking amount ⁇ K are temporarily increased above the maximum values Vmax and ⁇ Kmax in the normal dribbling motion.
- FIG. 8 shows an example of the dribble control processing procedure by the operation object control unit 38 in this case.
- step S7A operation target control is performed in step S7A.
- the unit 38 executes processing for temporarily increasing the moving speed V and the kicking amount ⁇ K of the ball. Then, when the process of step S7A is executed, in step S8, the moving speed V and the kicking amount ⁇ K are set to values larger than the maximum values Vmax and ⁇ Kmax.
- step S7A may be performed in a mode of setting a flag indicating an increase in the velocity V and kicking amount ⁇ K, or setting an increase amount or an increase rate as a correction value.
- the operation target control unit 38 functions as an example of the dribble action changing means by executing the process of step S7A.
- dribbling motion changing means of the present invention may be used as a means for realizing such a motion in a game.
- the determination method is not necessarily limited to the example of detecting both the amount of change (decrease) in the manipulated variable and time.
- the R2 button 15R2 By detecting the speed and acceleration at which the pressing amount of the R2 button 15R2 changes based on the output signal of the controller 6 corresponding to It is also possible to determine whether or not there is a specific operation.
- the specific operation is not limited to the case where the operation amount of the specific operation unit decreases from the maximum value to the minimum value. Any operation that reduces the operation amount of the specific operation unit by a predetermined amount or more within a predetermined time can be set as a specific operation.
- the predetermined time and predetermined amount that define the specific operation are the range of operation that can be regarded as changing the operation amount of the specific operation unit in order to adjust the speed of the dribble action, and the operation amount that is rapidly changed beyond that range. It may be set as appropriate as long as it functions as a threshold for distinguishing the operation to decrease.
- the specific operation unit is not limited to the R2 button 15R2, and an appropriate operation unit may be set as the specific operation unit. For example, various operation units such as levers, sticks, and sliders that can change the amount of operation may be set as specific operation units.
- the input device is not limited to a device configured on the assumption that the user will hold it with both hands and operate it, such as the controller 6 described above.
- An input device operated with one hand, a stationary input device, or the like may be used.
- the input device need not necessarily be provided as a physical item.
- an operation unit of an input device displayed as a two-dimensional image on the screen may be used as the specific operation unit.
- an operation unit of an input device that is stereoscopically displayed to the user using virtual reality technology or the like may be used as the specific operation unit.
- the operation amount of the specific operation unit is not necessarily limited to the example detected as the displacement amount of the distance or angle.
- a pressure-sensitive operation unit whose output signal changes according to pressure can be used as a specific operation unit by evaluating the magnitude of the pressure as the magnitude of the operation amount. Detection of the amount of operation does not necessarily require touching and operating the specific operation unit, and the user's operation may be detected using a camera or a non-contact sensor.
- the game system according to the present invention is not limited to being configured as a client-server system.
- a game system may be composed only of stand-alone game devices that are not connected to a network.
- the computer program of the present invention is not limited to being executed on the client side of a client-server system or by a stand-alone game device.
- a computer program may be configured to be executed on a server, or to be shared between a server and a client.
- a computer program controls a computer (30) to provide the user with a soccer game in which a player (PL) to be operated is operated based on the user's input operation on the input device (6).
- determining means 38, S5, S6, and when it is determined that the specific operation has been performed, regardless of whether or not the specific operation unit is operated subsequent to the specific operation, the dribbling motion is determined by the operation amount; dribble motion change means (38, S7) for temporarily changing the dribble motion to be produced by the dribble control means according to
- a game system is a game that provides a soccer game to a user through control of a computer (30) in which a player (PL) to be operated moves based on the user's input operation to an input device (6).
- the computer operates according to the operation amount of the specific operation unit (15R2) so that the player's dribbling speed increases as the operation amount of the specific operation unit (15R2) of the input device increases.
- dribbling control means (38, S8) for controlling the dribble motion; and determination means (38, S5 , S6), and when it is determined that the specific operation has been performed, the dribble control means performs the dribble motion in accordance with the operation amount regardless of whether or not the specific operation unit is operated subsequent to the specific operation.
- a method of controlling a game system provides a soccer game in which a player (PL) to be operated is operated based on the user's input operation to an input device (6).
- a control method for a game system (1) to be provided wherein the computer controls the specific operation unit (15R2) so that the player's dribbling speed increases as the amount of operation on the specific operation unit (15R2) of the input device increases.
- dribbling control means (38, S8) for controlling the dribble action in accordance with the operation amount of the specific operation unit, and determining whether or not a specific operation for decreasing the operation amount of the specific operation unit by a predetermined amount or more within a predetermined time has been performed.
- the determining means 38, S5, S6, and when it is determined that the specific operation has been performed, the dribbling motion is set to the operation amount regardless of whether or not the specific operation unit is operated subsequent to the specific operation; It functions as a dribble motion change means (38, S7) for temporarily changing the dribble motion to be produced by the dribble control means accordingly.
- the speed of the dribbling action changes according to the operation amount.
- the dribbling motion temporarily changes from the operation that should occur according to the operation amount of the specific operation unit. The change occurs regardless of the presence or absence of the operation of the specific operation section following the specific operation. Therefore, when a specific operation is performed, a corresponding change occurs immediately. Compared to the case where an additional operation that increases the amount of operation of the operation unit is included in the generation condition, the responsiveness to temporary changes in the dribbling motion is enhanced.
- the computer program according to one aspect of the present invention may be provided in a state stored in a storage medium.
- a storage medium By using this storage medium, for example, by installing and executing the computer program according to the present invention on a computer, the computer can be used to implement the system of the present invention.
- the storage medium storing the computer program may be a non-transitory storage medium such as a CDROM.
- the specific operation section may include an operation member (15R2) that is displaced by the user's operation, and the operation amount may correspond to the displacement amount of the operation member. According to this, it is possible to temporarily change the dribbling motion by positioning the operation of decreasing the amount of displacement of the operation member by a predetermined amount or more within a predetermined time as the specific operation.
- the operation member may be provided so as to be capable of being pushed by the user, and the amount of operation may correspond to the amount of push of the operation member. According to this, it is possible to temporarily change the dribbling motion by positioning the operation of decreasing the pressing amount of the specific operation unit by a predetermined amount or more within the predetermined time as the specific operation.
- the operating member to be pushed is normally configured to self-return to the non-operated state, that is, to the state in which the amount of pushing is the minimum value, and the time required for self-return is usually short. Therefore, if a specific operation is set in association with the self-return of the operating member, it is possible to quickly generate a temporary change in the dribbling motion, which is convenient for ensuring and improving the continuity of the dribbling motion.
- the predetermined amount may correspond to a decrease amount when the operation amount of the specific operation unit decreases from the maximum value (Umax) to the minimum value (Umin). According to this, by positioning the operation of changing the operation amount from the maximum value to the minimum value in a relatively short period of time as the specific operation, the operation of increasing or decreasing the operation amount to adjust the speed of the dribbling motion and the specific operation.
- the dribbling motion can be controlled in a distinct manner.
- the determination means may determine whether or not the specific operation has been performed by determining whether or not the amount of decrease in the operation amount of the specific operation unit has reached the predetermined amount within the predetermined time. good. According to this, it is possible to reliably determine whether or not the specific operation has been performed based on the change in the operation amount and the time required for the change.
- the dribbling control means may control the dribbling direction of the player according to the operation of a direction operation section (14L) provided separately from the specific operation section on the input device. According to this, while the direction of the dribbling motion is adjusted by operating the direction operating portion, the speed of the dribbling motion is adjusted by operating the specific operating portion, or a temporary change corresponding to the specific operating portion is caused in the dribbling motion. can be made Therefore, it is possible to give the user a sense of continuing the dribbling motion while freely manipulating the ball using the direction operation section and the specific operation section, thereby increasing the interest in the game.
- the dribbling motion changing means temporarily increases the kicking amount ( ⁇ K) of the ball (BL) in the dribbling motion to temporarily change the dribbling motion. You can change it.
- the dribbling motion changes such that the ball is temporarily kicked out.
- a technique that surprises a defending player by kicking the ball forward for example, by immediately increasing the amount of operation of a specific operation unit to catch up with the ball and continue dribbling. can be realized in the game.
- the dribble action changing means temporarily speeds up the dribble action more than the dribble action when the operation amount of the specific operation unit is a maximum value (Umax).
- Umax a maximum value
- the dribbling motion may be temporarily changed. According to this, it is possible to temporarily generate a high-speed dribbling motion that cannot be obtained by controlling the dribbling motion according to the operation amount. In this case as well, the change in dribbling motion can be caused quickly and smoothly, so the value of the technique can be increased, and the interest in the game can be increased.
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| CN202280043238.5A CN117500571A (zh) | 2021-06-18 | 2022-05-13 | 足球游戏用的计算机程序、游戏系统及其控制方法 |
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| JP2021101547A JP6968477B1 (ja) | 2021-06-18 | 2021-06-18 | サッカーゲーム用のコンピュータプログラム、並びにゲームシステム及びその制御方法 |
| JP2021-101547 | 2021-06-18 |
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Citations (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001327751A (ja) * | 2000-05-19 | 2001-11-27 | Konami Co Ltd | アクションゲームプログラムを記録した可読記録媒体、ならびに、アクションゲーム装置およびその制御方法 |
| JP2011024636A (ja) * | 2009-07-21 | 2011-02-10 | Konami Digital Entertainment Co Ltd | ビデオゲーム装置及び表示モード切替制御方法 |
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2021
- 2021-06-18 JP JP2021101547A patent/JP6968477B1/ja active Active
- 2021-10-13 JP JP2021167852A patent/JP7716040B2/ja active Active
-
2022
- 2022-05-13 CN CN202280043238.5A patent/CN117500571A/zh active Pending
- 2022-05-13 WO PCT/JP2022/020169 patent/WO2022264723A1/ja not_active Ceased
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001327751A (ja) * | 2000-05-19 | 2001-11-27 | Konami Co Ltd | アクションゲームプログラムを記録した可読記録媒体、ならびに、アクションゲーム装置およびその制御方法 |
| JP2011024636A (ja) * | 2009-07-21 | 2011-02-10 | Konami Digital Entertainment Co Ltd | ビデオゲーム装置及び表示モード切替制御方法 |
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| ALEX TSIAOUSSIDIS: "FIFA 21: Sprinting | Tutorial.", 8 October 2020 (2020-10-08), pages 1 - 16, XP093015547, Retrieved from the Internet <URL:https://www.ginx.tv/en/fifa-21/fifa-21-sprinting-tutorial> [retrieved on 20230119] * |
| ANONYMOUS: "[PES 2021] List of recommended control types and control methods", 1 September 2020 (2020-09-01), pages 1 - 9, XP093015522, Retrieved from the Internet <URL:https://game8.jp/winning-eleven-2021/347259> [retrieved on 20230119] * |
| MARK WHITE: "FIFA 21: How to beat any defender one-on-one using 'The Bridge' technique", 29 October 2020 (2020-10-29), pages 1 - 9, XP093015545, Retrieved from the Internet <URL:https://web.archive.org/web/20201029022145/www.fourfourtwo.com/features/fifa-21-how-to-beat-any-defender-one-on-one-using-the-bridge-technique> [retrieved on 20220719] * |
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| Publication number | Publication date |
|---|---|
| JP2023000976A (ja) | 2023-01-04 |
| JP7716040B2 (ja) | 2025-07-31 |
| JP6968477B1 (ja) | 2021-11-17 |
| CN117500571A (zh) | 2024-02-02 |
| JP2023000616A (ja) | 2023-01-04 |
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