WO2008032454A1 - Game device, game processing method, information recording medium, and program - Google Patents
Game device, game processing method, information recording medium, and program Download PDFInfo
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- WO2008032454A1 WO2008032454A1 PCT/JP2007/051659 JP2007051659W WO2008032454A1 WO 2008032454 A1 WO2008032454 A1 WO 2008032454A1 JP 2007051659 W JP2007051659 W JP 2007051659W WO 2008032454 A1 WO2008032454 A1 WO 2008032454A1
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- Prior art keywords
- enemy character
- game
- character
- candidate
- storage unit
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/307—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
- A63F2300/6018—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention relates to a game device, a game processing method, an information recording medium, and a program suitable for arranging character objects so that a game is not too difficult or too easy for a user.
- Patent Document 1 Japanese Unexamined Patent Application Publication No. 2004-160059
- the location where the enemy character newly appears may be a predetermined location or a randomly selected location. May appear in the vicinity. If this happens, the novice player may feel that the difficulty level is high (the enemy characters are strong) regardless of the level of the game and the development of the story, and will have a sense of unfairness. I'm tired. Also, the enemy character may appear in the power if the player character is far away. Then, the advanced player feels that the difficulty level is low (the enemy character is weak) regardless of the level of the game and the development of the story! / As a result, the interest in the game will be reduced. I'll end up.
- the present invention solves such a problem, and a game apparatus, a game processing method, and a game apparatus suitable for arranging character objects so that the game is not too difficult or too easy for the user.
- An object is to provide an information recording medium and a program.
- a game apparatus is a game apparatus that performs a game in which a player character that moves in a virtual space and an enemy character exist according to a player's instruction, and includes a storage unit, a measurement Section, a calculation section, and an appearance setting section.
- the storage unit stores the position of the player character in the virtual space, the position of the enemy character, and the position candidate when the enemy character appears.
- the measurement unit measures the elapsed time of the game.
- the calculation unit calculates a distance that increases as the measured elapsed time becomes longer.
- the appearance setting unit includes the candidate power of the stored enemy character at the time of appearance of the enemy character.
- the position of the candidate whose distance is closest to the calculated distance is stored in the storage unit as the position of the new enemy character.
- the game device causes an enemy character to appear at a position far away from the player character when the game elapsed time is long, and causes an enemy character to appear near the player character when the game elapsed time is short.
- the game apparatus can make an enemy character appear so that the game is not too difficult or too easy for the user.
- the appearance position of an enemy character can be determined so that the game is not too difficult for beginners and the game is too easy for advanced players.
- the elapsed time from any event that occurs during the game may be used as the elapsed time of the game.
- the enemy character can be a character object that adversely affects the player's completion of the game.
- the appearance setting unit can store the position of the new enemy character in the storage unit so that the number of positions of the enemy character stored in the storage unit does not exceed a predetermined threshold.
- the game device does not cause a new enemy character to appear if a predetermined number of enemy characters already exist.
- the game device can limit the number of enemy characters so that the game balance is not greatly lost, so that the game is not too difficult for the user. For example, for beginners of the game, there are no excessive factors that make it difficult to complete the game.
- the game apparatus moves the enemy character so that the position of the enemy character approaches the position of the player character.
- a mobile unit for updating the information stored in can be provided.
- the game apparatus moves the movable enemy character already appearing in the game toward the player character.
- the game device can prevent the game from being too easy for the user. For example, there are not too few factors that make it difficult for advanced players to complete the game.
- the appearance setting unit when there are a plurality of candidates having the same distance from the candidate to the stored player character among the stored position candidates at the time of appearance of the enemy character, Force Random selection is made, and the selected position can be stored in the storage unit as the position of a new enemy character.
- the appearance setting unit is a candidate position force closest to the calculated distance among the stored position candidates at the time of appearance of the enemy character, out of the positions included in the predetermined allowable range. A position can be selected at random, and the position of the selected candidate can be stored in the storage unit as the position of a new enemy character.
- the game device causes the enemy character to appear near the candidate for the appearance position.
- the enemy character will be placed nearby. To appear.
- the game apparatus can make the enemy character appear so that the game is not too difficult or too easy for the user.
- the appearance setting unit when there are a plurality of candidate positions that are more than the calculated distance among the stored position candidates when the enemy character appears, from among the plurality of candidates. By selecting at random, the position of the selected candidate can be stored as a new enemy character position.
- the game device causes the enemy character to appear at a position farther than the predetermined distance from the player character.
- the game apparatus can make an enemy character appear so that the game is not too difficult for the user. For example, for beginners of the game, there are not too many factors that make it difficult to complete the game.
- the appearance setting unit obtains a moving direction in which the player character has moved within a predetermined period from the current time, and randomly positions the candidates so as to increase the probability that a candidate existing in the obtained moving direction is selected. And the position of the selected candidate can be stored in the storage unit as the position of the new enemy character.
- the game device makes it easier for an enemy character to appear in the moving direction of the player character. Thereby, the game device can make an enemy character appear so that the game is not too difficult or too easy for the user.
- the appearance setting unit randomly selects a position so that a candidate closer to the calculated distance has a higher probability of being selected, and sets the position of the selected candidate as a new enemy character. Can be stored in the storage unit.
- the game device makes the enemy character appear so that the game is not too difficult or too easy for the user by making the enemy character appear more distant from the player character with the elapsed time of the game. be able to.
- a deletion unit for deleting the position of the enemy character from the storage unit can be further provided.
- the game device may not be too difficult for the user to game by deleting the enemy characters as appropriate! And so on.
- a game processing method is a game device that has a storage unit and performs a game in which a player character that moves in a virtual space according to a player's instruction and an enemy character exist.
- a game processing method to be executed comprising a measurement step, a calculation step, and an appearance setting step.
- the storage unit stores the position of the player character in the virtual space, the position of the enemy character, and the position candidate when the enemy character appears.
- the elapsed time of the game is measured.
- the calculation step calculates a distance that increases as the measured elapsed time becomes longer.
- the distance between the candidate power and the player character is the closest to the calculated distance V, and the candidate position is set as a new enemy.
- the character position is stored in the storage unit.
- a game apparatus using this game processing method can cause an enemy character to appear so that the game is not too difficult or too easy.
- the appearance positions of enemy characters can be determined so that the game is not too difficult for beginners and the game is not too easy for advanced players.
- An information recording medium is a combination for playing a game in which a player character that moves in a virtual space and an enemy character exist according to a player's instruction.
- the storage unit stores the position of the player character in the virtual space, the position of the enemy character, and the position candidate when the enemy character appears.
- the measurement unit measures the elapsed time of the game.
- the calculation unit calculates a distance that increases as the measured elapsed time becomes longer.
- the appearance setting unit includes the candidate power of the stored enemy character at the time of appearance of the enemy character.
- the position of the candidate whose distance is closest to the calculated distance is stored in the storage unit as the position of the new enemy character.
- the information recording medium can cause the computer to function as a game device that causes an enemy character to appear so that the game is not too difficult or too easy by the stored program.
- the appearance position of the enemy character can be determined so that the game is not too difficult for beginners and the game is not too easy for advanced players.
- a program according to another aspect of the present invention includes a computer that performs a game in which a player character that moves in a virtual space according to a player instruction and an enemy character exists, a storage unit, a measurement unit, a calculation unit, and an appearance setting. Function as a part.
- the storage unit stores the position of the player character in the virtual space, the position of the enemy character, and the position candidate when the enemy character appears.
- the measurement unit measures the elapsed time of the game.
- the calculation unit calculates a distance that increases as the measured elapsed time becomes longer.
- the appearance setting unit includes the candidate power of the stored enemy character at the time of appearance of the enemy character.
- the position of the candidate whose distance is closest to the calculated distance is stored in the storage unit as the position of the new enemy character.
- the program can cause the computer to function as a game device that causes enemy characters to appear so that the game is not too difficult or too easy.
- the appearance position of the enemy character can be determined so that the game is too difficult for the minded person, and the game is too easy for the advanced person.
- the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information storage medium can be distributed and sold independently of the computer.
- the character object can be arranged so that the game is not too difficult or too easy for the user.
- FIG. 1 is a diagram showing a schematic configuration of a typical information processing device in which a game device of the present invention is realized.
- FIG. 2 is a diagram for explaining processing performed by each unit of the game device.
- FIG. 3A is a data configuration example showing the position of the player character.
- FIG. 3B is a configuration example of data indicating the position of an enemy character.
- FIG. 3C is a configuration example of data indicating candidate positions when an enemy character appears.
- FIG. 4 is a diagram showing an example of the relationship between the elapsed time of the game and a reference distance for obtaining the appearance position of a new enemy character.
- FIG. 5 is a diagram showing an example of a relationship between a reference distance and a candidate position where a new enemy character appears.
- FIG. 6 is a flowchart for explaining appearance setting processing performed by the game device.
- FIG. 7 is a flowchart for explaining processing performed by the game device in the second embodiment.
- FIG. 8 is a flowchart for explaining processing performed by the game device in the third embodiment.
- FIG. 9 is a diagram showing an example of a position to move an enemy character.
- ⁇ 10 A flowchart for explaining appearance setting processing performed by the game device in the fourth embodiment.
- FIG. 11 is a diagram showing another example of the relationship between the reference distance and the position candidate where a new enemy character appears.
- FIG. 12 is a diagram showing an example of a relationship between a reference distance, a position candidate where a new enemy character appears, and an allowable range.
- FIG. 13 is a diagram illustrating an example of a relationship between a reference distance, a candidate position for newly appearing an enemy character, and a moving direction of a player character.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus 100 that performs the function of the game apparatus of the present invention by executing a program. This will be described below with reference to this figure.
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, and an external memory 106.
- a DVD-ROM storing a game program and data is mounted on the DVD-ROM drive 107, and the information processing apparatus 100 is turned on to execute the program.
- a device is realized.
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the CPU 101 uses an arithmetic logic unit (ALU) (not shown), an arithmetic operation such as addition / subtraction / division / division, logical sum, logical product, etc. for a storage area called a register (not shown) that can be accessed at high speed.
- ALU arithmetic logic unit
- logical operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
- CPU 101 itself is configured so that saturation operations such as addition / subtraction / division / multiplication / division for multimedia processing and trigonometric functions can be performed at high speed.
- the ROM 102 stores an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read to the RAM 103 and the CPU 101 Execution starts.
- the ROM 102 stores an operating system program and various types of data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data from which the DVD-ROM power is also read, and other data necessary for game progress and chat communication.
- the CPU 101 provides a variable area in the RAM 103 and performs an arithmetic operation by directly applying an ALU to the value stored in the variable, or stores the value stored in the RAM 103 in a register. Performs operations such as performing an operation on the register and writing the operation result back into the memory.
- the controller 105 connected via the interface 104 receives an operation input performed by the user when executing a game such as a soccer game or a card game.
- the external memory 106 which is detachably connected via the interface 104, has data indicating the play status (such as past results) of the battle game, data indicating the progress of the game, and network battles.
- the chat communication log (record) data is stored in a rewritable manner. The user can record these data in the external memory 106 as appropriate by inputting an instruction via the controller 105.
- a DVD-ROM loaded in the DVD-ROM drive 107 stores a program for realizing a game and image data and sound data associated with the game.
- the DVD-ROM drive 107 Under the control of 01, the DVD-ROM drive 107 performs a reading process on the DVD-ROM mounted on the DVD-ROM drive 107 to read out necessary programs and data, which are temporarily stored in the RAM 103 or the like.
- the image processing unit 108 performs cache processing on data read from the DVD-ROM by an image arithmetic processor (not shown) included in the CPU 101 or the image processing unit 108, and then processes the processed data.
- the data is recorded in a frame memory (not shown) included in 108.
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing, and the image processing unit 10 Output to a monitor (not shown) connected to 8.
- a monitor not shown
- the image calculation processor can execute a two-dimensional image overlay calculation, a transparency calculation such as alpha blending, and various saturation calculations at high speed.
- Polygon information arranged in a virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and polygons arranged in the virtual three-dimensional space from a predetermined viewpoint position are rendered. It is also possible to execute a calculation at a high speed to obtain a rendering image viewed from a predetermined line of sight.
- the character string is drawn as a two-dimensional image in the frame memory or drawn on the surface of each polygon in accordance with the font information defining the character shape. Is possible.
- the audio processing unit 109 converts the audio data that has also been read from the DVD-ROM power into an analog audio signal, and outputs the analog audio signal from a speaker (not shown) connected thereto.
- a speaker not shown
- sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
- the audio processing unit 109 converts the MIDI data into PCM data with reference to the sound source data included in the audio data. Also, if the compressed audio data is ADPCM (Adaptive Differential Pulse Code Modulation) open type or Ogg Vorbis format, it is expanded and converted to PCM data.
- the PCM data can be output as audio by performing DZA (Digital / Analog) conversion at a timing corresponding to the sampling frequency and outputting it to a speaker.
- DZA Digital / Analog
- the NIC 110 is for connecting the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used when configuring a LAN (Local Area Network).
- ISDN Integrated Services Digital Network
- an analog modem for connecting to the Internet using a telephone line rk) a modem an analog modem for connecting to the Internet using a telephone line rk
- an ADSL Asymmetric Digital Subscriber Line
- a cable modem for connecting to the Internet using a cable television line
- an interface not shown
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk, and has the same function as a DVD-ROM or the like mounted in the ROM 102, RAM 103, external memory 106, DVD-ROM drive 107. It may be configured to fulfill
- the game device 200 includes a player character object (hereinafter simply referred to as “player character”) that moves in the virtual space according to a player instruction, and an enemy character object (hereinafter simply referred to as “enemy”). It is assumed that the game is called “character”). It is assumed that the enemy character is instructed to move by the game device 200. Player characters and enemy characters can move in this virtual space.
- the game content is only an example.
- FIG. 2 is a diagram showing a configuration of the game device 200.
- the game device 200 includes a storage unit 201, a measurement unit 202, a calculation unit 203, an appearance setting unit 204, a reception unit 205, a movement unit 206, a deletion unit 207, and an output unit 208.
- the storage unit 201 stores (1) the position of the player character in the virtual space, (2) the position of the enemy character, and (3) the position candidate when the enemy character appears. Each position is represented, for example, as a spatial coordinate value using a coordinate system set in the virtual space.
- the method of determining the coordinate system is arbitrary. For example, an orthogonal coordinate system with three axes orthogonal to each other can be used, and a polar coordinate system such as a spherical coordinate system using one radius and two declinations. Can also be used.
- the storage unit 201 stores these pieces of information in a predetermined storage area in the RAM 103. It may be configured to store in the external memory 106.
- the player can operate the controller 105 to give an instruction to the player character to move it or to fight an enemy character. For example, if a player character attacks an enemy character and the damage level of the enemy character due to this attack (so-called “damage”) or the total damage exceeds a predetermined value, the enemy character is defeated and the player character wins. .
- the enemy character will play after a predetermined period of time It may disappear regardless of the attack by the player character (the power in the virtual space disappears and disappears).
- the game device 200 causes enemy characters to appear as appropriate according to the development of the game. For example, when the enemy character is defeated or disappears, the game device 200 causes a new enemy character to appear in this virtual space.
- the new appearance position of the enemy character is selected from the candidates stored in the storage unit 201 by an appearance setting unit 204 described later. Details of this selection method will be described later. In the following description, “one player character defeats an enemy character” means “a player character wins an enemy character”.
- FIG. 3A is a configuration example of data indicating the position of the player character stored in the storage unit 201
- FIG. 3B is a configuration example of data indicating the position of the enemy character.
- the positions of enemy characters are stored as many as the number of enemy characters existing in the virtual space.
- the identification information is information for identifying the type and individual of the enemy character. For example, it is expressed using numbers, letters, symbols, etc.
- the game player and the player character are each one force.
- a plurality of players may participate, or a plurality of player characters may exist.
- the storage unit 201 may store the identification information for identifying the player character and the position of the player character as information indicating the position of the player character.
- the combination of the identification information of the enemy character and the position of the enemy character is referred to as “record”.
- FIG. 3C is a configuration example of data stored in the storage unit 201 and indicating position candidates when an enemy character appears.
- the identification information is information for identifying the type and individual of the enemy character, as in FIG. 3B.
- the candidate list is a candidate for the appearance location when this enemy character newly appears, and is not limited to one, and may be a plurality of candidates. These candidates are preset.
- the enemy character identified by the identification information “0001” has the coordinate value (XI, Yl, Zl) as the first candidate for the position to appear newly, and the coordinate value (X2 , Y2, Z2), and so on.
- the appearance setting unit 204 selects one of the N middle characters and places an enemy character at that position.
- the position of each candidate may be specified according to which of a plurality of predetermined areas such as “area 1” and “area 2” belongs. In this case, one of the positions in the selected area becomes the appearance position of the new enemy character.
- 3A, B, and C are merely examples, and only a part of the information may be included, and other information may be stored in addition to the information.
- the CPU 101 and the RAM 103 operate in cooperation to function as the storage unit 201.
- the measuring unit 202 measures the elapsed time from the start of the game to the current power, and stores the measured elapsed time in a predetermined storage area of the RAM 103.
- the measurement unit 202 measures the elapsed time using an internal clock (not shown) provided in the game device 200.
- the measurement unit 202 may measure the accurate time in units of hours, minutes, seconds, etc. to obtain the elapsed time, or periodically such as a monitor vertical synchronization interrupt (generally 1/60 second). The number of interrupt processing is counted, and this counted number may be used as the elapsed time.
- the measuring unit 202 can measure the elapsed time up to the present as well as any timing timing of the game.
- the CPU 101 functions as the measuring unit 202.
- the measurement unit 202 may obtain the elapsed time from an arbitrary timing in the power game by obtaining the elapsed time since the game was started. For example, when a game is composed of a plurality of stages and scene powers depending on the progress of the scenario, the elapsed time from the start of each stage or scene can be used. The measuring unit 202 resets the elapsed time for each stage or scene and measures the time again. Further, when a predetermined event occurs in the game, the event generation force may also measure the elapsed time up to the present time.
- the calculation unit 203 calculates a distance (hereinafter referred to as “reference distance”) that increases as the elapsed time measured by the measurement unit 202 increases.
- This reference distance is used by the appearance setting unit 204 to determine a position where an enemy character appears newly.
- the unit used is arbitrary. Typically, the distance between two points using the unit length defined in the coordinate system set in the virtual space where the game is played (the position coordinates of the player character and the enemy character) The distance between the position coordinates of the tractor) is used.
- the reference distance increases as the elapsed time of power increases after the game is started. That is, the reference distance monotonically increases with respect to the elapsed time of the game, as shown in FIG. In this figure, this relationship is drawn by a linear function, but it is not limited to this, and an arbitrary curve function may be used. Further, the reference distance may be expressed by a non-continuous function such as a step function. Alternatively, it may be represented by a table that stores reference distances corresponding to a plurality of elapsed times. In this case, the calculation unit 203 may perform spline interpolation between each point so that the reference distance can be obtained uniquely for an arbitrary elapsed time! The interpolation method is arbitrary.
- the CPU 101 functions as the calculation unit 203.
- the appearance setting unit 204 is a distance force calculation unit 203 between the position of the candidate and the position of the player character stored in the storage unit 201 among the position candidates at the time of appearance of the enemy character stored in the storage unit 201.
- the storage unit 201 stores the position of the candidate closest to the reference distance calculated by the above so as to be the position of a new enemy character.
- the CPU 101 and the RAM 103 operate in cooperation to function as the appearance setting unit 204.
- FIG. 5 is a diagram showing an example of the relationship between the reference distance 511 from the player character 510 and the position candidate 520 where a new enemy character appears.
- Each star shown in the figure indicates a candidate 520 for a new appearance of an enemy character.
- three candidates 520A, 520B, and 520C are shown. That is, the storage unit 201 stores a candidate list that includes three candidates 520A, 520B, and 520C, the first to third candidates, as candidate positions 520 at which new enemy characters appear.
- the measuring unit 202 measures the elapsed time from the start of the game to the present.
- the calculation unit 203 obtains a reference distance 511 corresponding to the measured elapsed time.
- the dotted circle shown in this figure is a circle whose radius is the calculated reference distance 511.
- the appearance setting unit 204 selects a candidate 520 that is closest to the reference distance 511 among candidates for causing an enemy character to appear, that is, a candidate 520 that is closest to the arc of this circle, and selects a new enemy character. Position.
- the appearance setting unit 204 sets the second candidate 520B as the position of a new enemy character.
- the virtual space is expressed in two dimensions so that the present invention can be more easily understood.
- a three-dimensional space may be used.
- a spherical surface may be used instead of a circle.
- the position of the candidate 520 is indicated by a star, and the circle indicating the reference distance 511 is indicated by a dotted line, but these are only described for convenience of explanation, and are displayed on the actual game screen. Not.
- This figure is only an example, and the screen layout, the position of candidate 520, the number of candidate 520, etc. can be changed arbitrarily.
- the accepting unit 205 acquires the position of the player character and stores it in the storage unit 201.
- the accepting unit 205 accepts an instruction input input by the user using the controller 105 to obtain the position of the player character, and causes the storage unit 201 to store the obtained position of the player character.
- the player can use the controller 105 to give an instruction to move the player character in any direction. However, if there are fixed objects that do not move (eg rocks, trees, buildings, etc.) in the indicated direction, the player character may not be able to move as indicated.
- the CPU 101, the RAM 103, and the controller 105 operate in cooperation to function as the appearance setting unit 204.
- the moving unit 206 moves the position of the enemy character. That is, the position of the enemy character stored in the storage unit 201 is updated.
- the moving unit 206 updates the position of the enemy character that changes in accordance with the game development at a regular timing, such as the timing of the vertical synchronization interrupt of the monitor.
- the CPU 101 and the RAM 103 operate in cooperation to function as the moving unit 206.
- the deletion unit 207 deletes the record corresponding to the enemy character from the storage unit 201. As a result, the defeated enemy character is deleted from this game.
- the deletion unit 207 may store the flag indicating that the enemy character has been defeated in association with the position of the enemy character stored in the storage unit 201. Good.
- the appearance setting unit 204 makes an enemy character appear, the enemy character is alive at the position of the enemy character (the player character is still defeated). (Not present) is stored.
- the output unit 208 refers to this flag to determine whether or not to display the enemy character on the game screen, and outputs (or does not output) the enemy character. Alternatively, the output unit 208 determines whether to display a live image or a dead image, and outputs an image of the enemy character.
- the output unit 208 reads the positions of the player character and the enemy character stored in the storage unit 201, and outputs an image of the player character and the enemy character to the position.
- the CPU 101 also reads out the image data of the player character from the DVD-ROM power loaded in the DVD-ROM drive 107 and controls the image processing unit 108. Then, the player character image is output to the position of the player character stored in the storage unit 201.
- the CPU 101 also reads the image data of the enemy character from the DVD-ROM power loaded in the DVD-ROM drive 107, controls the image processing unit 108, and sets the enemy character position stored in the storage unit 201. The image of the enemy character is output.
- the CPU 101 reads out the image data, text data, etc. of other character objects in the game as well as the DVD-ROM power and generates a game screen according to a predetermined game program stored in the DVD-ROM.
- the data is output to a monitor connected to the processing unit 108.
- Image data such as player characters and enemy characters is typically data that is represented as numerical data by dividing the surface into small polygons (typically triangles and quadrilaterals).
- the present invention is not limited by the present invention, which may be other types of data such as bitmap data.
- the CPU 101, the RAM 103, and the image processing unit 108 operate in cooperation to function as the output unit 208.
- This appearance setting process is performed by the game device 200 as a new enemy key. This process is performed when a character appears.
- the game device 200 determines that a new enemy character appears. It shall be executed at the timing.
- the game apparatus 200 can perform the appearance setting process at an arbitrary timing.
- the accepting unit 205 receives an instruction input from the controller 105 operated by the user to move the player character in a specified direction, and an instruction input to cause the player character to perform a specific action (for example, a player Instructing the character to wear a sword or shield, etc.) and other instruction inputs related to the game are received.
- the accepting unit 205 causes the storage unit 201 to store data indicating the position of the player character in accordance with these instruction inputs.
- the receiving unit 205 executes this processing at a predetermined periodic timing such as a vertical synchronization interrupt of the monitor. As a result, the latest position of the player character is stored in the storage unit 201.
- the moving unit 206 executes a process of updating the position of the enemy character that changes according to the game development at a predetermined periodic timing such as a vertical synchronization interrupt of the monitor. As a result, the latest position of the enemy character is stored in the storage unit 201.
- the measurement unit 202 obtains the elapsed time since the game was started (step S601) o
- the measurement unit 202 stores the time at which the game was started and the current time in the RAM 103 as a predetermined storage. Store in the area and find the elapsed time of the differential force at these times.
- the calculation unit 203 obtains the above-described reference distance used to determine a position for outputting a new enemy character from the elapsed time obtained in step S601 (step S602). For example, the calculation unit 203 obtains the reference distance using a function representing the relationship between the elapsed time and the reference distance as shown in FIG.
- the appearance setting unit 204 acquires the current position of the player character and the position to be a candidate for outputting a new enemy character from the storage unit 201 (step S603). If there are multiple candidate positions, obtain all of them.
- appearance setting unit 204 selects one candidate closest to the reference distance obtained in step S602 from the candidates acquired in step S603 (step S604). Select here The candidate becomes a position to output a new enemy character.
- the appearance setting unit 204 updates the storage unit 201 so that the position of the candidate selected in step S604 becomes the output position of the new enemy character (step S605). Specifically, for example, a new record indicating the combination of the identification information of the newly appearing enemy character and the position of the newly appearing enemy character is added to the data shown in FIG. 3B.
- the output unit 208 acquires the position of the player character and the position of the enemy character stored in the storage unit 201, and generates and outputs a game screen on which the respective characters are arranged (step S606).
- the appearance setting unit 204 selects a candidate closest to the reference distance from the candidates stored in the storage unit 201 and determines the appearance position of a new enemy character, but from the reference distance, May also be selected from candidates located at remote locations. For example, when there are a plurality of candidates at positions separated from the reference distance, the appearance setting unit 204 can select at random from candidates that are separated by at least the reference distance. Appearance setting section 204 performs random selection by weighting so that the selection probability decreases as the difference from the reference distance increases.
- a beginner player often requires a longer time than an advanced player to defeat an enemy character. If the position at which the enemy character appears is completely random or fixed, a new enemy character may appear immediately after the enemy character is defeated and immediately near the player character. This can make this game very difficult for beginner players, and it can make them feel unfair or too difficult to be interested in the game.
- the position where a new enemy character appears is set to be farther away from the player character as the time it takes to defeat the enemy character is longer, so even a novice player does not feel unreasonably difficult. Can be.
- an advanced player often takes less time than a beginner to defeat an enemy character.
- Player character power after defeating an enemy character If a new enemy character appears in the power of a distant place, this game will feel very easy for advanced players, and it will be boring and interested in this game. The possibility of fading is there.
- the position where a new enemy character appears is set closer to the player character so that the time until the enemy character is defeated is so short that even an advanced player is not satisfied. It can be made not to force.
- the game device 200 causes the next new enemy character to appear near the player character when the enemy character is defeated immediately after the start of a certain game, and after a while after the game starts.
- the next new enemy character can appear at a position far away from the player. This prevents enemy characters from appearing in close proximity and increasing the game difficulty unreasonably.
- An enemy character whose appearance position is controlled by the above-described appearance setting process and an enemy character that is not so may be mixed in the game.
- the game device 200 does not make the game too difficult or too easy by changing the position of the appearance according to the elapsed time of the game. it can. For example, any player, such as a beginner or an advanced player, can make an enemy character appear and make the game interesting without greatly losing the game balance.
- the storage unit 201 further stores a threshold value (upper limit value) of the total number of enemy characters that can appear at the same time in the game.
- the threshold value is stored in advance in a game program stored in the DVD-ROM, and is read out and stored in the storage unit 201 when the CPU 101 starts a game.
- the threshold is predetermined for each stage of the game and for each scene. It is set as one upper limit common to the whole game.
- the appearance setting unit 204 acquires the total number of enemy characters already appearing in the game (step S701).
- the appearance setting unit 204 can obtain the total number by counting the number of records of data indicating the position of the enemy character stored in the storage unit 201.
- the appearance setting unit 204 acquires a threshold value of the total number of enemy characters that appear in the game from the storage unit 201 (step S702).
- the appearance setting unit 204 determines whether or not the enemy character total power acquired in step S701 reaches the threshold value acquired in step S702 and whether or not the power is reached (step S703).
- Step S703 NO
- the game device 200 executes the above-described appearance setting process shown in FIG. 6 (step S704).
- the game device 200 ends the process. Note that the appearance setting process performed in step S704 is the same as the process described in the above embodiment, and a description thereof will be omitted.
- the deletion unit 207 determines the position of the enemy character when the player character gives damage to the enemy character above a predetermined level or when a predetermined time elapses until the enemy character naturally disappears. Is deleted from the storage unit 201. As a result, the output unit 208 can erase the enemy character with the game screen power.
- the game device 200 is controlled so that the total number of current enemy characters existing in the game does not exceed a predetermined threshold! /, Value. To do.
- the game apparatus 200 causes a new enemy character to appear, if the total number of enemy characters has not reached the threshold value, the game device 200 changes the position of the enemy character to appear according to the elapsed time of the game. Make the game not too difficult by making it appear! You can do that. For example, any player, such as a beginner or an advanced player, can make an enemy character appear and make the game interesting without greatly losing the game balance.
- the moving unit 206 determines whether or not the enemy character has power in the currently played game (step S801).
- the moving unit 206 counts the number of records of the data indicating the position of the enemy character stored in the storage unit 201, and exists if the number of records is 1 or more. Otherwise, it is determined that it does not exist!
- step S801 When it is determined that there is no enemy character (step S801; NO), the appearance setting unit 204 performs the processing after step S805 described later.
- step S801 when it is determined that an enemy character exists (step S801; YES), the moving unit 206 acquires the current position of the player character and the position of the enemy character (step S802). When there are a plurality of enemy characters, the positions of all of them are acquired.
- the moving unit 206 determines whether or not the player character and the enemy character are separated from each other by a predetermined distance (step S803).
- the predetermined distance 911 is a distance sufficient to prevent the player character and the enemy character from overlapping when the output unit 208 outputs a game image.
- the predetermined distance 911 is stored in advance in a game program stored in the DVD-ROM, and is read out and stored in the storage unit 201 when the CPU 101 starts a game.
- step S803 If it is determined that the predetermined distance 911 or more has been reached (step S803; NO), the game device 200 proceeds to the processing of step S805 described later.
- the moving unit 206 may change the position of the enemy character and store it in the storage unit 201 so that the player character and the enemy character are separated by a predetermined distance 911 or more.
- the moving unit 206 moves the enemy character so that the position of the enemy character approaches the position of the player character (step S804).
- the stored position is stored in the storage unit 201. For example, as shown in FIG. 9, when an enemy character exists at position E1 at a certain time, the enemy character is moved to position E2 so as to approach the player character 910 by a distance LA per unit time, and the enemy character after the movement is moved. Is obtained and stored in the storage unit 201.
- the unit time is a time interval using the number of vertical synchronization interrupts of the monitor, for example.
- the distance traveled per unit time LA can be set to a different value depending on the type of enemy character and the individual.
- This distance LA corresponds to the moving speed set for each enemy character, and is calculated when the CPU 101 executes the game program to advance the game.
- the appearance setting unit 204 determines whether or not it is the power to place a new enemy character in the virtual space (step S805). For example, the appearance setting unit 204 performs the determination in steps S701 to S703 in the above-described embodiment. That is, the current total number of enemy characters is acquired (step S701), the threshold at which the enemy character can be placed! /, The value (upper limit) is acquired (step S702), and the total number exceeds the threshold value. This determination is made by determining whether or not (step S703).
- step S805 If it is determined that a new enemy character is to be placed (step S805; YES), the appearance setting unit 204 performs the appearance setting process described above (step S806). On the other hand, when it is determined that a new enemy character is not placed (step S805; NO), the game device 200 ends the process of moving the position of the enemy character. Note that when a new enemy character is placed in step S805, the newly placed enemy character becomes a target to be moved in the next process.
- the game apparatus 200 makes it easy for the user to play the game by moving the enemy character existing in the game toward the position of the player character. There can be no. For example, even an advanced player can make an interesting game by making enemy characters appear without greatly losing the game balance.
- FIG. 10 is a flowchart for explaining the appearance setting process performed by the game device 200 of the present embodiment.
- FIGS. 11A and 11B are diagrams showing examples of the relationship between the reference distance 1130 from the player character 1110 and the candidate positions 1120 (1120A, 1120B, and 1120C in the figure) where new enemy characters appear. is there.
- the position of candidate 1120 is indicated by a star
- the reference distance 1130 is The circles shown are indicated by dotted lines, but these are only described for convenience of explanation and are not displayed on the actual game screen. This figure is only an example.
- the storage unit 201 stores the position candidates 1120 when the enemy character appears.
- a plurality of force candidates 1120 can be set. Therefore, the calculation unit 203 calculates the distance between the position of the candidate 1120 and the position of the player character 1110 stored in the storage unit 201 for the position candidate 1120 at the time of appearance of the enemy character stored in the storage unit 201.
- the position candidate 1120 when the enemy character appears can be designated as an area instead of coordinates. For example, in FIG.
- the region of the second candidate 1120B has an infinite number of points of the reference distance 1130 calculated by the calculation unit 203. . That is, in the circle indicating the reference distance 1130, all points on the arc overlapping with the second area 1120B can be candidates for the position when the enemy character appears.
- the appearance setting unit 204 also randomly selects one medium force of the plurality of candidates 1120, and stores the position of the selected candidate in the storage unit as the position of the new enemy character.
- the appearance setting unit 204 randomly selects one of the second candidate 1120B and the third candidate 1120C.
- the appearance setting unit 204 randomly selects one medium force of the point on the arc that overlaps the second region 1120B.
- appearance setting unit 204 has a plurality of candidates stored in storage unit 201, when the distance between the candidate position and the player character position is closest to the reference distance, and there are a plurality of them.
- Bias weighting
- Bias may be set for the probability that a candidate is selected, and the selection may be made randomly. For example, by setting a larger weight for a candidate set for a forest area than for a candidate set for a grassland area, a candidate for a forest area can be more easily selected even at the same distance. That is, enemy characters are more likely to appear as candidates with higher weights.
- priorities may be set in advance for candidates for positions when enemy characters appear, and the appearance setting unit 204 may select candidates according to the priorities.
- the storage unit 201 outputs enemy characters.
- a predetermined number of priorities are stored. If there are a plurality of objects closest to the reference distance, the appearance setting unit 204 selects the candidate with the highest priority set among them.
- steps S1001 to S1004 are the same as those in steps S601 to S604 described above, respectively, and the description thereof is omitted.
- step S1005 the appearance setting unit 204 determines whether there is a plurality of candidates closest to the reference distance selected in step S1004.
- the appearance setting unit 204 randomly selects one of those medium forces (step S1006). Selection may be made at random after setting the weight and priority of the selection probability for each candidate. Then, the appearance setting unit 204 updates the storage unit 201 so that the selected candidate position becomes the output position of the new enemy character (step S 1007).
- the output unit 208 acquires the position of the player character and the position of the enemy character stored in the storage unit 201, and generates and outputs a game screen on which the respective characters are arranged (step S1008).
- step S 1005 if it is determined that there are not plural (step S 1005; NO), the appearance setting unit 204 stores the candidate position selected in step S 1004 as the output position of the new enemy character. 201 is updated (step S1007), and the output unit 208 generates and outputs a game screen on which the respective characters are arranged (step S1008).
- the game device 200 selects one as appropriate so that an enemy character appears. It is possible to prevent the game from being too difficult or too easy for the user. For example, any player, such as a beginner or an advanced player, can make an enemy character appear and make the game interesting without greatly losing the game balance.
- This embodiment is an embodiment in which the selection method when selecting any one of several candidates of positions at the time of appearance of an enemy character is changed. Note that the same reference numerals are used for configurations common to the above-described embodiment. The description will be omitted using the number.
- the appearance setting unit 204 has a predetermined allowable range including the candidate position closest to the reference distance calculated by the calculation unit 203 among the candidate positions at the time of appearance of the enemy character stored in the storage unit 201. One position is selected at random from the inside, and the selected position is stored in the storage unit 201 as the position of a new enemy character.
- FIG. 12 is a diagram showing an example of the relationship between the reference distance 1230 from the player character 1210, a candidate position 1220 for newly appearing an enemy character, and the allowable range 1240.
- Each star shown in the figure represents a candidate position 1220 where an enemy character will appear anew.
- the measuring unit 202 measures the elapsed time from the start of the game to the present.
- the calculation unit 203 obtains a reference distance 1230 corresponding to the measured elapsed time.
- the dotted circle shown in this figure is a circle whose radius is the calculated reference distance 1230.
- the appearance setting unit 204 selects a candidate closest to the reference distance 1230, that is, a candidate closest to the arc of this circle, from among the candidate positions 1220 where the enemy character appears. In this figure, it is the second candidate 1220B. Furthermore, the appearance setting unit 204 sets a predetermined allowable range 1240 including the position of the selected candidate 1220. In this figure, an allowable range 1240 is a circle having a radius of a predetermined length centered on the position of the second candidate 1220B. Then, the appearance setting unit 204 randomly selects one position from the set allowable range 1240 and sets it as a new enemy character appearance position.
- the shape of the allowable range 1240 is a circle having a radius of a predetermined length centered on the position of the candidate 1220 stored in the storage unit 201.
- this is only an example, and any shape is possible.
- the shape is fine.
- the position of the candidate 1220 is indicated by a star
- the circle indicating the reference distance 1230 is indicated by a dotted line
- the hatched area indicating the allowable range 1240 is indicated. It is only described above and is not displayed on the actual game screen.
- the appearance setting unit 204 is allowed around the candidate position. You can set a range, avoid a position where another character object has already been placed, and select one position randomly from within the allowable range set nearby. Specifically, in step S 1005 of the above-described embodiment, the appearance setting unit 204 determines whether or not another character object has already been placed at the selected candidate position. If already placed, the appearance setting unit 204 sets a predetermined allowable range including the position of the selected candidate in step S1006, selects one position from this allowable range, and the appearance of a new enemy character Set to position.
- the appearance setting unit 204 sets the position of the candidate selected in step S 1004 as the appearance position of a new enemy character. Since the processing in other steps is the same as that in the above-described embodiment, the details are omitted. In this way, character objects do not overlap at the same position.
- priority may be set in advance in an area within the allowable range, and the appearance setting unit 204 may select a candidate according to the priority.
- the storage unit 201 stores a predetermined number of steps of priority corresponding to each position of the region within the allowable range. The higher the priority, the higher the selection probability.
- the appearance setting unit 204 sets the inside of a circle of the radius RO centered on a certain candidate position as an allowable range. Also, set lengths 1 ⁇ 1 and R2 that satisfy the relation 0 ⁇ 1 ⁇ 1 ⁇ 1 ⁇ 2 ⁇ 1 ⁇ 0.
- the appearance setting unit 204 sets (1) the selection probability of a point in a concentric circle with a radius R1 centered on the candidate position as P1, and (2) is within a concentric circle with a radius R2 and not included in a concentric circle with a radius R1 Let P2 be the selection probability of the part. (3) The selection probability of the part that is not included in the concentric circle with the radius RO and that is not included in the concentric circle with the radius R2 is (1—P1—P2). However, 0 ⁇ P1, P 2 ⁇ 1, and Pl + P2 ⁇ l. In this example, three concentric circles are used, but any shape or number of shapes can be used.
- the game device 200 appropriately sets the appearance position of the enemy character even in a situation where the enemy character cannot be placed at the candidate position where the enemy character appears newly.
- This embodiment can be implemented in combination with other embodiments easily.
- This embodiment is another embodiment in which the selection method is changed when any one of several candidates of positions at the time of appearance of an enemy character is selected. Note that the same reference numbers are used for configurations common to the above-described embodiment, and descriptions thereof are omitted.
- the appearance setting unit 204 obtains a moving direction in which the player character has moved within a predetermined period from the current time. Then, one position is selected at random so that the probability that the candidate existing in the obtained moving direction is selected increases, and the position of the selected candidate is stored in the storage unit 201 as the position of the new enemy character.
- the appearance setting unit 204 stores the position of the player character in the RAM 103 as history information by periodic timing such as vertical synchronization interruption of the monitor. Then, the appearance setting unit 204 obtains the moving direction of the player character from this history information. For example, assume that the position of the player character at a certain time T1 is the point PA (X1, Yl, Z 1) and the position of the player character at the time T2 after the time T1 is the point PB (X2, Y 2, Z2). . The direction of the direction vector (X2-XI, Y2-Y1, Z2-Z1) from point PA to point PB is the player character's moving direction.
- the method of determining the moving direction is not limited to the above method, and other methods may be used.
- the positions of three or more points may be stored as the player character position history, and the moving direction may be obtained from the degree of dispersion of these points.
- the time interval for acquiring the position history may be any length as long as a constant interval is desired.
- FIG. 13 is a diagram showing an example of the relationship between the reference distance 1330 from the player character 1310, a candidate position 1320 for newly appearing an enemy character, and the moving direction of the player character 1310.
- the arrow Y1 in the figure is the moving direction of the player character determined by the appearance setting unit 204.
- the measuring unit 202 measures the elapsed time from the start of the game to the present.
- the calculation unit 203 obtains a reference distance 1330 corresponding to the measured elapsed time.
- the dotted circle shown in the figure is a circle whose radius is the calculated reference distance 1330.
- the appearance setting unit 204 selects the candidate closest to the reference distance 1330 among the first to third candidates 1320A, 1320B, and 1320C, that is, the candidate closest to the arc of this circle. In this figure, there are two candidates, the second candidate 1320B and the third candidate 1320C. Furthermore, the appearance setting unit 204 sets the weighting so that the candidate closest to the moving direction Y1 among the candidates closest to the reference distance 1330 has a higher probability of being selected, and randomly appears as the appearance position of a new enemy character. Select one. Then, the appearance setting unit 204 updates the storage unit 201 so that the position of the selected candidate 1320 becomes the output position of the new enemy character. The output unit 208 acquires the position of the player character 1310 and the position of the enemy character stored in the storage unit 201, and generates and outputs a game screen on which each character is arranged.
- the position of the candidate 1320 is indicated by an asterisk
- the circle indicating the reference distance 1330 is indicated by a dotted line
- the moving direction is indicated by the arrow Y1.
- the appearance setting unit 204 performs weighting so that the probability that the player character is selected closer to the moving direction is higher and the probability that the candidate closer to the reference distance is selected is higher. It is also possible to select at random.
- the appearance setting unit 204 can also select a candidate closest to the moving direction as a new enemy character appearance position, rather than weighting the probability of selection and selecting one at random. . Further, the appearance setting unit 204 may set the weighting so that the probability that the candidate closer to the moving direction is selected becomes smaller. Alternatively, set the weight according to the type of area where enemy characters can appear (for example, forest, grass, pond, etc.).
- the viewing direction of the player character can also be used.
- the CPU 101 sets a viewpoint as a point at which the player character placed in the virtual space observes the state in the virtual space.
- the virtual video viewed from this viewpoint in the direction of the line of sight is used, for example, for displaying 3D graphics.
- the line-of-sight direction can be arbitrarily changed by the operation of the controller 105 by one player.
- the appearance setting unit 204 acquires the line-of-sight direction set by the user, sets a weight so that the probability of being selected closer to the player character's line-of-sight direction and the candidate is increased, and a new line is set. Select one random enemy character appearance position.
- the candidate closest to the moving direction can be selected as the appearance position of a new enemy character.
- Using the gaze direction in this way makes it easier for enemy characters to appear in the game screen (in the field of view) viewed in the gaze direction of the player character, thus reducing the difficulty level for beginner players.
- Game settings can be made.
- the game device 200 can cause an enemy character to appear in the moving direction of the player character so that the game is not too difficult or too easy.
- any player such as a beginner or an advanced player, can make an enemy character appear and make the game interesting without greatly losing the game balance.
- This embodiment can be implemented in combination with other embodiments easily.
- the flowchart of each of the above embodiments does not include the process of deleting the enemy character, but the deletion unit 207 determines the position of the enemy character at an arbitrary timing according to the development of the game executed by the CPU 101.
- the indicated data can be erased from the storage unit 201, and the output unit 208 can erase the enemy character from the game screen. That is, the CPU 101 can delete the enemy character at an arbitrary timing.
- the deletion unit 207 is a data that indicates the position of an enemy character when the player character damages an enemy character at a predetermined level or more, or when a predetermined time elapses until the enemy character naturally disappears. Is deleted from the storage unit 201 and the enemy character is deleted.
- the appearance setting unit 204 is the force S for selecting the appearance position of the enemy character, and the present invention is not limited to the enemy character. It can also be used as a selection method.
- the enemy characters described above can also include character objects that may have some adverse effects on the player character, such as landmines, pitfalls, traps, and obstacles.
- the appearance setting unit 204 has one position as the appearance position of the enemy character. However, it is possible to select M or more positions (M is an integer not less than 2 and not more than the number of candidates). In this case, in step S604, the appearance setting unit 204 selects the top M objects that are close to the reference distance from the candidates stored in the storage unit 201, and sets these M positions to the appearance of a new enemy character. If it's a position, The selected M positions should be far enough apart so that they do not overlap when placing enemy characters.
- a program for operating game device 200 as a whole or a part of the device is stored in a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk) and distributed. However, it may be installed in another computer and operated as the above-mentioned means, or the above-described steps may be executed.
- a computer-readable recording medium such as a memory card, CD-ROM, DVD, or MO (Magneto Optical disk)
- the program is stored in a disk device or the like of a server device on the Internet, and is downloaded onto a computer, for example, superimposed on a carrier wave.
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Description
Claims
Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN2007800337314A CN101511436B (zh) | 2006-09-13 | 2007-02-01 | 游戏装置和游戏处理方法 |
| EP07707845A EP2062625A4 (en) | 2006-09-13 | 2007-02-01 | GAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM |
| US12/441,134 US8287385B2 (en) | 2006-09-13 | 2007-02-01 | Game device, game processing method, information recording medium, and program |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006-248614 | 2006-03-09 | ||
| JP2006248614A JP4094647B2 (ja) | 2006-09-13 | 2006-09-13 | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2008032454A1 true WO2008032454A1 (en) | 2008-03-20 |
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|---|---|---|---|
| PCT/JP2007/051659 Ceased WO2008032454A1 (en) | 2006-09-13 | 2007-02-01 | Game device, game processing method, information recording medium, and program |
Country Status (7)
| Country | Link |
|---|---|
| US (1) | US8287385B2 (ja) |
| EP (1) | EP2062625A4 (ja) |
| JP (1) | JP4094647B2 (ja) |
| KR (1) | KR101066180B1 (ja) |
| CN (1) | CN101511436B (ja) |
| TW (1) | TWI320324B (ja) |
| WO (1) | WO2008032454A1 (ja) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US8360891B2 (en) | 2007-12-21 | 2013-01-29 | Konami Digital Entertainment Co., Ltd. | Game device, game processing method, information recording medium, and program |
Families Citing this family (15)
| Publication number | Priority date | Publication date | Assignee | Title |
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| JP4785942B2 (ja) * | 2009-03-16 | 2011-10-05 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム処理方法、ゲームシステム、ならびに、プログラム |
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- 2007-02-01 KR KR1020097005178A patent/KR101066180B1/ko not_active Expired - Fee Related
- 2007-02-01 EP EP07707845A patent/EP2062625A4/en not_active Withdrawn
- 2007-02-01 CN CN2007800337314A patent/CN101511436B/zh not_active Expired - Fee Related
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Also Published As
| Publication number | Publication date |
|---|---|
| KR101066180B1 (ko) | 2011-09-20 |
| EP2062625A4 (en) | 2010-04-21 |
| TWI320324B (en) | 2010-02-11 |
| EP2062625A1 (en) | 2009-05-27 |
| US8287385B2 (en) | 2012-10-16 |
| TW200812671A (en) | 2008-03-16 |
| KR20090045335A (ko) | 2009-05-07 |
| US20100041483A1 (en) | 2010-02-18 |
| CN101511436B (zh) | 2012-06-13 |
| CN101511436A (zh) | 2009-08-19 |
| JP2008067863A (ja) | 2008-03-27 |
| JP4094647B2 (ja) | 2008-06-04 |
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