U.S. patent application number 11/480827 was filed with the patent office on 2006-11-09 for game device, communication game system, and recorded medium.
This patent application is currently assigned to Sega Corporation. Invention is credited to Yoshifumi Ishihata, Nobukazu Naruke.
Application Number | 20060252535 11/480827 |
Document ID | / |
Family ID | 18849078 |
Filed Date | 2006-11-09 |
United States Patent
Application |
20060252535 |
Kind Code |
A1 |
Ishihata; Yoshifumi ; et
al. |
November 9, 2006 |
Game device, communication game system, and recorded medium
Abstract
The following types of processing are provided in the present
invention. 1) Projection processing in which a shadow projected
onto the ground of a flying object flying through a virtual space
is prevented from becoming too small. 2) Viewpoint moving
processing in which a viewpoint is moved automatically so that a
character to be displayed is accommodated within the field of
vision of the viewpoint at all times. 3) Semi-transparentizing
processing in which, when display objects overlap, the display
object with the smaller surface area according to [a comparison of]
the displayed surface area is made semi-transparent. 4) Relative
strength judgment processing in which the relative strength of
teams in a team competition is determined on the basis of the sum
of the fighting abilities. 5) Leader setting processing in which a
leader character is determined and the outcome of the game is
judged according to whether or not the leader character is active.
6) Fighting strength balance adjusting processing for adjusting the
balance of fighting strength between the teams. 7) Delay preventing
processing for causing a communication data receiving side to
return a processing result, whereby processing on a transmission
side is advanced in response thereto. By means of this processing
series, problems specified in conventional communication game
systems regarding game screen display, judgments of the relative
strength of teams, and game data communication delays can be
amended, enabling an improvement in the game quality of a team
competition.
Inventors: |
Ishihata; Yoshifumi; (Tokyo,
JP) ; Naruke; Nobukazu; (Tokyo, JP) |
Correspondence
Address: |
FINNEGAN, HENDERSON, FARABOW, GARRETT & DUNNER;LLP
901 NEW YORK AVENUE, NW
WASHINGTON
DC
20001-4413
US
|
Assignee: |
Sega Corporation
|
Family ID: |
18849078 |
Appl. No.: |
11/480827 |
Filed: |
July 6, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10478955 |
Nov 28, 2003 |
|
|
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PCT/JP01/11002 |
Dec 14, 2001 |
|
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11480827 |
Jul 6, 2006 |
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Current U.S.
Class: |
463/32 |
Current CPC
Class: |
A63F 2300/6692 20130101;
A63F 2300/6653 20130101; A63F 2300/50 20130101; A63F 13/843
20140902; A63F 2300/6646 20130101; A63F 2300/65 20130101; A63F
2300/407 20130101; A63F 2300/8029 20130101; A63F 13/833 20140902;
A63F 2300/303 20130101; A63F 13/10 20130101; A63F 13/12 20130101;
A63F 13/5258 20140902; A63F 2300/6684 20130101; A63F 2300/6661
20130101; A63F 2300/66 20130101 |
Class at
Publication: |
463/032 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 14, 2000 |
JP |
2003-380984 |
Claims
1.-66. (canceled)
67. A communication game system in which a plurality of game
devices are connected to each other to enable a competitive game to
be played by a plurality of players operating said game devices,
each of said plurality of game devices comprising: an event
transmitting module which, when a predetermined event occurs,
transmits data indicating that said event has occurred to the other
game devices implementing said competitive game; a data receiving
module for receiving data from one of the other game devices
implementing said competitive game; a processing result
transmission module for executing game processing based on the
received data and transmitting data indicating the result of this
processing to the other game devices implementing said competitive
game; and a game image generating module for generating a game
image based on said processing result.
68. The communication game system according to claim 67, wherein
when a plurality of said game devices are connected to each other,
said game image generating module is constituted such that said
data indicating a processing result, which are transmitted from
said game devices in response to an event occurring in another game
device, are received by all of the other game devices implementing
said competitive game, whereupon the game image based on said
plurality of received processing results is generated.
69. The communication game system according to claim 67, wherein
said data indicating that an event has occurred in each of said
game devices include at least information specifying the game
device which caused said event and information indicating the
content of said event.
70. The communication game system according to claim 69, wherein
when said data indicating that an event has occurred are received
in each of said game devices, a game image corresponding to the
game device which caused said event and the content of said event
is generated, and said data indicating a processing result include
at least information specifying the game device which caused said
event, the content of said event, and the result of processing in
the game devices corresponding to said event.
71. The communication game system according to claim 69, wherein an
attack perpetrated by one character is transmitted as said event
from a transmission side game device to a reception side game
device, a direct hit judgment is performed by the reception side
game device to determine whether or not said attack hit the
character specified as the attack subject, whereupon the result of
this direct hit judgment is transmitted back to said transmission
side game device as said processing result, and in said
transmission side game device, after the processing results of the
other game devices participating in the competitive game are all
gathered, game processing based on the processing results is
performed.
72. A recording medium recorded with a program for causing a
computer to execute a game method in which a plurality of game
devices are connected to each other to enable a competitive game to
be played by a plurality of players operating said game devices,
comprising: an event transmitting module which, when a
predetermined event occurs, transmits data indicating that said
event has occurred to the other game devices implementing said
competitive game; a data receiving module for receiving data from
one of the other game devices implementing said competitive game; a
processing result transmission module for executing game processing
based on the received data and transmitting data indicating the
result of this processing to the other game devices implementing
said competitive game; and a game image generating module for
generating a game image based on said processing result.
73. The recording medium according to claim 72, wherein when three
or more of said game devices are connected to each other, said game
image generating module is constituted such that said data
indicating a processing result, which are transmitted from said
game devices in response to an event occurring in another game
device, are received by all of the other game devices implementing
said competitive game, whereupon a game image based on said
plurality of received processing results is generated.
74. The recording medium according to claim 72, wherein said data
indicating that an event has occurred include at least information
specifying the game device which caused said event and information
indicating the content of said event.
75. The recording medium according to claim 74, wherein when said
data indicating that an event has occurred are received, a game
image corresponding to the game device which caused said event and
the content of said event is generated, and said data indicating a
processing result include at least information specifying the game
device which caused said event, the content of said event, and the
result of processing in the game devices corresponding to said
event.
76. The recording medium recorded with a game method according to
claim 74, wherein an attack perpetrated by one character is
transmitted as said event from a transmission side game device to a
reception side game device, a direct hit judgment is performed by
the reception side game device to determine whether or not said
attack hit the character specified as the attack subject, whereupon
the result of this direct hit judgment is transmitted back to said
transmission side game device as said processing result, and in
said transmission side game device, after the processing results of
the other game devices participating in the competitive game are
all gathered, game processing based on the processing results is
performed.
Description
TECHNICAL FIELD
[0001] The present invention relates to a communication game system
in which game devices are connected to each other via a network.
More particularly, the present invention relates to a communication
game system suitable for a competitive communication game in which
a plurality of players form a single team, each manipulating his or
her own character, and teams compete for victory.
BACKGROUND ART
[0002] Communication game systems are known in which game devices
operated by individual players are connected via a network such
that a competitive game can be executed among players in remote
locations.
[0003] This type of communication game system is constructed such
that when a request to compete is placed to one game device from
another game device, the requested game device manages a
transaction to accept a competition with the game device which
placed the request. Thus a competitive game can be played between
the two game devices while transceiving commands and game data. By
means of this type of communication game system, a player can enjoy
a game competition with another player in a remote location.
[0004] In communication game systems up to the present, however,
when a competitive game in which a plurality of players form a team
and compete against an opposing team in a multiple player against
multiple player format (to be referred to below as a "team
competition" or a "multiple player against multiple player
competition"), many points relating to game image display, judgment
of the relative strength of the teams, and game data communication
require improvement.
[0005] Firstly, in relation to game image display, the following
points for improvement have been specified. In a shooting game (a
game in which bullets or light beams are fired to topple an
opponent), the "light beam bullets" emitted from the object
manipulated by the player, or in other words the character, toward
an opponent character are accompanied on the ground surface by a
projected image object (for example an artificial shadow) to
provide a sense of realism.
[0006] In this specification, according to a world coordinate
system which can be used to conveniently define a virtual space,
the character is assumed to "stand" on an XZ plane, and a virtual
"ground surface" is defined as running irregularly along the XZ
plane. Hence the forward direction in the Y axis direction is
defined as the "up" direction, and the Y axis coordinate is defined
as "height".
[0007] More specifically, a virtual point light source is set
directly below the light beam bullet, and the light from the point
light source is projected onto the ground surface as a shadow,
thereby emulating the shadow of the light beam bullet. In this
case, the magnitude of the shadow projected onto the ground surface
is processed to become smaller in relation to the height of the
light beam bullet.
[0008] However, when the light beam bullet is far above the ground
surface, the shadow of the light beam bullet becomes extremely
small, causing a problem in that the player is substantially unable
to recognize the shadow on the displayed screen.
[0009] Further, the viewpoint in the virtual space which defines
the game image displayed on each display device is fixed diagonally
rearward from above the head of the object manipulated by the
player, or in other words the character. Hence the viewpoint
position is constantly fixed until the player manually alters the
viewpoint position. This causes a problem in that when there are a
large number of displayed images, some of the images move out of
the field of vision and are not displayed. Conversely, when the
viewpoint is set in advance far away from the displayed objects in
order to avoid this problem, the individual objects are displayed
in small size on the display screen, leading to a reduction in the
sense of realism. Displaying a split screen on which the positions
of the display images that have moved out of the field of view are
displayed has been considered, but the calculation processing load
required to display a split screen is high, and since the player
must pay attention to two or more screens, s/he may become confused
and lose the ability to concentrate on the game. A method of moving
the viewpoint in accordance with the movements of the character
manipulated by the player has also been considered, but in this
method the field of vision for displaying images only responds to
the movements of this character, and thus the display objects that
the player wishes to see may not be displayed, meaning that the
player must search for the objects to be seen separately.
[0010] A problem has also been specified regarding the display of
objects displayed as a part of the background. For example, in
order to make a structure in a sea set inside a virtual space (a
building post, the bottom surface of a ship, or the like) appear to
be actually submerged, a texture for illustrating seawater is
synthesized with the texture of the structure. In this case, color
calculation processing for synthesizing the textures is performed
by means of calculations such as addition and multiplication of the
color components of the pixels constituting both textures. In this
type of method, however, the calculation processing amount for
making the entirety of an object which occupies a large area of a
screen, such as the sea surface, semi-transparent is large, which
sometimes causes a deterioration in the overall processing
performance of the game device.
[0011] Secondly, regarding judgments of the relative strength of
the teams, the following problems have been specified. First, in
game devices up to the present, information indicating the
remaining fighting strength (for example physical strength) in the
game of a player's own character has been displayed using meter
information or the like displayed on the game screen, but no
function exists for judging or displaying the relative strength of
each team for the team as a whole. On the game screen of each
player, the physical strength of the player's own character,
another character, or all of the characters is displayed
individually, but display of the remaining fighting strength of the
team as a whole is not provided. Hence there is a need for each
player to be able to ascertain this information by means of a fixed
operation.
[0012] When playing a team competition, games have been designed to
conclude when the number of remaining characters on one of the
teams reaches zero. According to this method, however, the player
must always keep track of the state of the remaining characters,
which is troublesome. Moreover, calculation processing is required
for displaying the number of remaining characters on one team on
the game device of the other team at all times, causing a reduction
in the overall processing performance.
[0013] Further, when playing a team competition, the team having
the most members is of course advantaged, but in game systems up to
the present, participation in the game is closed even when there is
a disparity in the number of players constituting a team, and thus
games are often begun under unequal conditions. If the game is
continued under such unbalanced conditions, one team alone becomes
superior, and since competition cannot be conducted under equal
conditions, the desire of the players to play the game wanes and
the sense of tension decreases.
[0014] When one of the characters forming a team falls during a
competition, that team has one less member than the opposing team,
leading to a disparity in the team numbers. Conventionally the game
continues even in this situation, and hence the player who was
manipulating the fallen character can only wait for the game to end
without being able to do anything. Moreover, the other players
belonging to the team of the fallen character must continue the
game with a diminished number of characters.
[0015] Thirdly, problems have been specified in relation to delays
in processing the data required for game processing. More
specifically, up to the present, when an occurrence (to be referred
to as an "event" hereinafter) occurs on one of the game devices
such as a light beam bullet being fired, the game device on which
the event occurred performs game processing in accordance with the
event, and when the processing is complete (when an opponent is
toppled by the light beam bullet, for example), the result of the
processing is transmitted to the opposing game devices via a
network. When data are transceived through a network, however, time
delays are inevitable, and hence the reception side game device
receives the data at a time delay. Since the game progresses
synchronously on the transmission side and reception side game
devices, such data delays may cause images to be displayed
"out-of-sync". When an event occurs in which a light beam bullet is
fired, for example, the processing up to the point at which the
light beam bullet strikes the opponent is performed on the
transmission side game device, and then data indicating that the
opponent has been shot are transmitted as the processing result. If
the opponent to be processed as being shot moves during
transmission of the processing result, the light beam bullet is
displayed as a direct hit on the opponent even though the light
beam bullet does not strike the opponent directly once the opponent
has moved. Hence an image indicating that the opponent has been
processed as being shot by a light beam bullet that could not have
been a direct hit is mistakenly displayed. Since this is not due to
a lack of gaming skill on the part of the player manipulating the
opponent, the player feels unfairly disadvantaged by an internal
fault in the game device or game program (a communication delay,
strike judgment setting defect, or similar), and may lose further
interest in the game.
[0016] Considering these numerous problems, a first object of the
present invention is to provide a game device for eliminating
problems relating to game image display that have been specified on
conventional game devices.
[0017] A second object of the present invention is to provide a
communication game system for eliminating problems relating to
judgments of the relative strength of teams that have been
specified on conventional communication game systems.
[0018] A third object of the present invention is to provide a
communication game system for eliminating problems caused by game
data communication delays that have been specified on conventional
communication game systems.
[0019] In order to achieve the first object, the present invention
is a game device constituted to be capable of displaying a spatial
object positioned at a remove from a terrain surface set within a
virtual space, comprising a projected image generating module for
generating a projected image object emulating a projected image of
the spatial object on the terrain surface, and a projected image
modifying module for moving the projected image object in
accordance with the movement of the spatial object, modifying the
magnitude of the displayed projected image object in accordance
with the position of the spatial object within the virtual space
and the position of a virtual light source set within the virtual
space, and holding the magnitude of the projected image object at a
predetermined magnitude when the distance of the spatial object
from the terrain surface exceeds a reference distance.
[0020] In the present invention "module" indicates a unit
comprising a predetermined function which is executed by a software
program and hardware in conjunction.
[0021] Here, "virtual space" indicates a space defined by a
logically set coordinate system for performing CG processing.
[0022] Here, "spatial object" generally refers to an object which
floats within the virtual space, and in the case of a shooting game
may refer to a fired light beam bullet. The spatial object may also
be a character manipulated by a player. The spatial object may also
be a flying body which accompanies the aforementioned virtual light
source.
[0023] Here, for example, the aforementioned game is a shooting
game, and the spatial object is a light beam bullet fired from a
weapon of a character who appears in the shooting game.
[0024] Here, "character" is an object within the virtual space
which can be modified by an operation of a player operating a game
device or by the game device itself, and is the main participant in
the competitive game. A character includes a home character which
can be manipulated by a player, and enemy characters which are
manipulated by game devices operated by other competing
players.
[0025] The present invention is also a game device constituted to
enable players to play a game by manipulating a home character
within a virtual space, comprising an image generating module for
generating a game image projected onto a two-dimensional plane
which incorporates into a field of vision the front of the home
character from a viewpoint behind the home character, and a
viewpoint position controlling module for moving the viewpoint
position within the space behind the home character in accordance
with the position or movement within the virtual space of
characters to be incorporated into the field of vision.
[0026] Here, "behind" and "front" refer to directions relating to
the home character within the virtual space, which have been
determined for the sake of convenience. In the case of a character
emulating a human being or robot, these directions correspond to
what is generally known as a front-rear relationship.
[0027] Here, when the viewpoint position controlling module, for
example, moves the viewpoint position within the space behind the
home character, the viewpoint position is moved within a range at
which the distance between the viewpoint and home character remains
within a predetermined distance.
[0028] Further, when a character to be incorporated into the field
of vision moves out of the field of vision, the viewpoint position
controlling module moves the viewpoint at a predetermined speed to
incorporate into the field of vision the character to be
incorporated into the field of vision.
[0029] The present invention is a game device constituted to enable
players to play a game by manipulating a home character within a
virtual space, comprising an image generating module for generating
a game image projected onto a two-dimensional plane which
incorporates into a field of vision the front of the home character
from a viewpoint behind the home character, and a viewpoint
position controlling module for moving the viewpoint position
within the space behind the home character in accordance with the
position or movement within the virtual space of characters to be
incorporated into the field of vision, wherein the game is a game
in which a plurality of characters move within a virtual space, and
the viewpoint position controlling module controls the viewpoint
position in accordance with the position or movement of the home
character and the other characters.
[0030] Here, the viewpoint position controlling module may move the
viewpoint position within a range at which the distance between the
viewpoint and the home character remains within a predetermined
distance range, such that the number of other characters displayed
on the game image is maximized.
[0031] Further, the present invention is a game device constituted
to enable players to play a game in a virtual space, comprising a
specifying module for specifying a plurality of display objects
having at least a partially overlapping relationship within the
virtual space, a comparing module for comparing the surface area of
each of the plurality of specified display objects when the display
objects are displayed as a game image, a semi-transparentizing
processing module for making the display object with the smaller
surface area according to the comparison semi-transparent, and an
image generating module for generating a game image by disposing
the semi-transparentized display object to the front when seen from
the line of vision of the game image.
[0032] Here, the "display object" may be an object forming a part
of the background or a character.
[0033] In order to achieve the second object, the present invention
is a communication game system in which a plurality of game devices
are connected to each other to enable a competitive team game to be
played in which at least two players operating the game devices
form one team, comprising a relative strength judging module for
judging the relative strength of the teams playing the competitive
game on the basis of the total fighting ability within a team, and
an image generating module for generating an image displaying the
results of the judgment.
[0034] Here, the relative strength judging module determines the
relative strength of the teams by calculating the proportion of a
maximum fighting ability value of the characters manipulated by the
players in the competitive game that is occupied by a current
fighting ability value, and totaling this proportion for each
team.
[0035] Further, the present invention is a communication game
system in which a plurality of game devices are connected to each
other to enable a competitive team game to be played in which at
least two players operating the game devices form one team,
comprising an activity judging module for determining the relative
strength of the teams playing the competitive game according to
whether or not a leader character designated as the leader of each
team is active during the competitive game, and a relative strength
judging module which, when the leader character is judged to be
active, judges the team to which the leader character belongs to be
the winner.
[0036] Here, "active" refers to a case in which a character
survives (or in other words is "alive") without being eliminated,
for example.
[0037] Further, the competitive game may be constituted such that a
stage in which an outcome is determined can be executed a plurality
of times during each competitive game, and may comprise a leader
switching module for automatically switching the character
designated as leader at each stage, and a game executing module for
executing each stage of the game under the leader character
switched by the leader switching module.
[0038] Here, the leader switching module may be constituted to
automatically reselect the leader character with the best results
throughout the previous stages in each stage.
[0039] The leader switching module may also be constituted to
automatically reselect the leader character with the best results
throughout the previous stages in the final stage.
[0040] The activity of the leader character may be determined with
reference to the fact that the leader character has remaining
physical strength.
[0041] A competition time of the game may be determined in advance
such that if the leader characters of both teams are active when
the competition time has elapsed, the team whose leader character
has the most remaining physical strength is judged the winner.
[0042] Alternatively, a competition time of the game may be
determined in advance such that if the leader characters of both
teams are active when the competition time has elapsed, the
remaining physical strength of the characters belonging to each
team is totaled and the team with the greatest total physical
strength is judged the winner.
[0043] The present invention is a communication game system in
which a plurality of game devices are connected to each other to
enable a competitive team game to be played in which at least two
players operating the game devices form one team, comprising an
activity judging module for determining the relative strength of
the teams playing the competitive game according to whether or not
a leader character designated as the leader of each team is active
during the competitive game, and a physical strength distributing
module which, when the physical strength of a character other than
the leader character within a team decreases, distributes the
physical strength of the leader character to the character with
reduced physical strength.
[0044] Further, the present invention is a communication game
system in which a plurality of game devices are connected to each
other to enable a competitive team game to be played in which at
least two players operating the game devices form one team, wherein
each of the plurality of game devices comprises a condition
considering module for considering predetermined conditions
corresponding to the balance of fighting strength between the teams
playing the competitive game, and a fighting strength balance
adjusting module for adjusting the balance of fighting strength
between the teams in accordance with the conditions.
[0045] Here, the fighting strength balance adjusting module may
match the number of characters in each team participating in the
competitive game at the start of the competitive game.
[0046] The fighting strength balance adjusting module may also
place weighting conditions on the team having an advantage of a
predetermined standard or higher in accordance with an imbalance
arising between the teams during the course of the competitive
game.
[0047] Here, "weighting conditions" includes prohibiting an attack
by a character for a fixed time period or prohibiting modification
of the orientation of the character.
[0048] The fighting strength balance adjusting module may also
place the weighting conditions in accordance with one or more
conditions (corresponding to the aforementioned predetermined
conditions) selected from a group of conditions indicating an
imbalance between the teams, this group comprising the number of
characters on each team, the set ability of each character in the
game, the competition-winning percentage of each character, and the
competition-winning percentage of each team.
[0049] The fighting strength balance adjusting module may also be
constituted to perform processing according to which one character
helps another character within a team during the course of the
competitive game.
[0050] Here, each game device may comprise a tracking object
setting module for setting as a tracking object one character from
among the characters comprising an opposing team on the basis of
predetermined conditions, and a tracking module for modifying the
position or orientation of the home character manipulated by the
player until the home character enters a range within which the
character set as the tracking object can be attacked.
[0051] Here, the tracking module may further comprise a correcting
module for correcting the position or orientation of the home
character in accordance with the movement of the character set as a
tracking object such that the home character enters the range
within which the character can be attacked.
[0052] In this case, one or more conditions selected from a group
comprising the absolute physical strength value of the opponent,
the relative physical strength value of the opponent to the home
character, attacking strength, defense strength, the presence of a
set leader, and the winning percentage of the player manipulating
the character may be used as the "predetermined conditions".
[0053] In order to achieve the third object,.the present invention
is a communication game system in which a plurality of game devices
are connected to each other to enable a competitive team game to be
played by a plurality of players operating the game devices,
wherein the game devices respectively comprise an event
transmitting module which, when a predetermined event occurs,
transmits data indicating that this event has occurred to the other
game devices implementing the competitive game, a data receiving
module for receiving data from one of the other game devices.
implementing the competitive game, a processing result transmission
module for executing game processing based on the received data and
transmitting data indicating the result of this processing to the
other game devices implementing the competitive game, and a game
image generating module for generating a game image based on the
processing result.
[0054] Here, when three or more game devices are connected to each
other, the game image generating module is constituted such that
the data indicating a processing result, which are transmitted from
the game devices in response to an event occurring in another game
device, are received by all of the other game devices implementing
the competitive game, whereupon a game image based on the plurality
of received processing results is generated.
[0055] The data indicating that an event has occurred in each of
the game devices may include at least information specifying the
game device which caused the event and information indicating the
content of the event.
[0056] When the data indicating that an event has occurred are
received in each of the game devices, a game image corresponding to
the game device which caused the event and the content of the event
may be generated, and the data indicating a processing result may
include at least information specifying the game device which
caused the event, the content of the event, and the result of
processing in the game devices corresponding to the event.
[0057] Here, the present invention is wherein an attack perpetrated
by one character is transmitted as the event from a transmission
side game device to a reception side game device, a direct hit
judgment is performed by the reception side game device to
determine whether or not the attack hit the character specified as
the attack subject, whereupon the result of this direct hit
judgment is transmitted back to the transmission side game device
as a processing result, and when the processing results of the
other game devices participating in the competitive game are all
gathered in the transmission side game device, game processing
based on the processing results is performed in the transmission
side game device.
[0058] In each of the inventions described above, the game is a
shooting game in which characters manipulated by players shoot each
other to compete for victory, for example.
[0059] The present invention is a machine readable recording medium
recorded with a program for causing a computer to execute a game
method for implementing each of the inventions described above.
[0060] Here, "recording medium" refers to a so-called medium such
as a CD-ROM, CD-R, CD-R/W, DVE, MD, DAT, FD, or HD for storing
digital data. In cases where program data are received by means of
communication through a network, the network through which the
program data pass is itself included in the definition of
"recording medium".
BRIEF DESCRIPTION OF THE DRAWINGS
[0061] FIG. 1 is a block diagram of a communication game system
according to an embodiment of the present invention;
[0062] FIG. 2 is a schematic view showing the outer appearance of a
game device incorporating this communication game system;
[0063] FIG. 3 is a block diagram showing in outline the electrical
configuration of the game device;
[0064] FIG. 4 is a schematic flowchart showing an example of the
flow of a competitive game;
[0065] FIG. 5 is a view schematically illustrating automatic
viewpoint setting;
[0066] FIG. 6 is a flowchart showing an outline of automatic
viewpoint setting;
[0067] FIG. 7 is a view schematically illustrating automatic
viewpoint setting;
[0068] FIG. 8 is a view illustrating an example of auxiliary
processing;
[0069] FIG. 9 is a view illustrating another example of auxiliary
processing;
[0070] FIG. 10 is a schematic flowchart illustrating another
example of auxiliary processing;
[0071] FIG. 11 is a schematic flowchart illustrating an example of
auxiliary processing together with FIG. 10;
[0072] FIG. 12 is a view illustrating threshold processing and the
flight of a light beam bullet in projection processing for the
light beam bullet;
[0073] FIG. 13 is a schematic flowchart illustrating threshold
processing in the light beam bullet projection processing;
[0074] FIG. 14 is a schematic flowchart illustrating automatic
leader setting processing;
[0075] FIG. 15 is a view showing an example of automatic leader
setting processing when the outcome of a game is decided after
playing a plurality of times;
[0076] FIG. 16 is a pattern diagram of a life meter for each
character in each team, illustrating processing for judging the
relative strength of each team;
[0077] FIG. 17 is a schematic flowchart illustrating
semi-transparentizing processing;
[0078] FIG. 18 is a view illustrating an example of
semi-transparentizing processing; and
[0079] FIG. 19 is a view illustrating data communication in this
embodiment.
BEST MODE FOR CARRYING OUT THE INVENTION
[0080] An embodiment pertaining to the present invention will be
described below on the basis of the drawings.
[0081] FIG. 1 shows the schematic constitution of a communication
game system GS according to this embodiment. In this communication
game system GS, a plurality of game devices 1 (1A, 1B, 1C, 1D, . .
. ) operated by players are connected to each other via a network 2
serving as communication means. Through this communication game
system GS, an unspecified large number of players can conduct a
shooting game as a team competition (a multiple player against
multiple player competition).
[0082] Note that in the following description, the configurations
and functions required to conduct a competitive game on a plurality
of game devices mainly using a communication function will be
described. However, when a competitive game using a communication
function is not performed, each game device 1 is constructed to be
capable of functioning as a stand-alone game device.
[0083] The communication network 2 is a public line or private line
forming a WAN (Wide Area Network) such as a private game network or
the Internet. When the communication network 2 is the Internet, an
unspecified large number of computer devices are capable of
communication, and using various commands defined by TCP/IP
protocols, files can be viewed, electronic mail and files can be
transferred, and so on. Note, however, that the communication
network does not have to be a WAN, and may be a local network such
as a LAN operated on a closed circuit.
[0084] Also note that a game server system may be connected to the
communication network 2 such that the game server system is
entrusted with the management of a part or all of the game.
[0085] FIG. 2 is a schematic view of the game device 1, and FIG. 3
is a block diagram of the electrical hardware of the game device
1.
[0086] As shown in FIG. 2, the game device 1 is constructed by
connecting a game device main body 10, a controller 20, and back-up
memory 203 to each other.
[0087] The game device main body 10 is a control device body for
controlling the progress of a game. The game device main body 10
may be connected to a plurality of the controllers 20 through
connectors C. The game device main body 10 comprises a CD-ROM drive
304 (see FIG. 3) into and from which a recording medium such as a
CD-ROM can be freely inserted and removed.
[0088] The controller 20 is constituted by an operating portion
which is operated by a player, the operating portion comprising a
group of buttons 201, an arrow key 202, and so on. The controller
20 may be connected to the game device main body 10 through a
connection cord 21 provided with a connector P. The back-up memory
203 may be removably connected to the controller 20.
[0089] The game device main body 10.is constituted similarly to a
computer device, and as shown in FIG. 3, comprises a CPU block 30,
a video block 31, a sound block 32, a communication block 33, and
so on.
[0090] The CPU block 30 comprises a bus arbiter 300, a CPU 301,
main memory 302, ROM 303, and the CD-ROM drive 304. The bus arbiter
300 is constructed to be capable of controlling the transmission
and reception of data by allocating bus occupying time among the
devices connected to each other via a bus. The CPU 301 is
constructed to be capable of accessing the main memory 302, ROM
303, CD-ROM drive 304, video block 31 and sound block 32, and of
accessing the back-up memory 203 via the controller 20.
[0091] The CPU 301 performs various types of game processing and
control required to execute a team shooting game by means of
communication, and is capable of transferring image data to graphic
memory 311 and sound data to sound memory 321.
[0092] The processing executed by the CPU 301 includes reception
processing for the various types of operation information
instructed from the controller 20, processing for reflecting the
received information in the game, character behavior calculation
(simulation) processing, light source processing, viewpoint
movement control processing, semi-transparentizing processing, and
so on.
[0093] Behavior calculation is for simulating character movement in
a virtual space. In order to execute this processing, the
coordinates of character polygons in the virtual space are
determined, whereupon a conversion matrix and form data (polygon
data) for converting these coordinate values into a coordinate
system for a two-dimensional field of vision are instructed to a
VDP 310. Note that "polygon data" refers to a coordinate data set
comprising a relative coordinate and an absolute coordinate of each
vertex of a polygon (a multi-angled form, mainly triangles and
quadrilaterals) which is constituted by the aggregate of a
plurality of vertices.
[0094] The ROM 303 is the storage region for an initial program
loader. The ROM 303 is an element constituting a part of the
recording medium of the present invention, and programs required in
the processing of the CPU 301 are recorded thereon in advance. Note
that external memory such as a CD-ROM may be used as the recording
medium.
[0095] The CD-ROM drive 304 is an element constituting a part of
the recording medium of the present invention, and also uses a
CD-ROM as a recording medium for externally supplied data. The
CD-ROM drive 304 may also be constituted to transfer programs to
memory through the communication device 33. By means of such
setting, data may be transferred from a fixed disk or the like of a
remote server.
[0096] The video block 31 comprises the VDP (Video Display
Processor) 310, the graphic memory 311, and a video encoder 312. By
means of this constitution, the video block 31 is capable of
generating 3D image data and moving images. More specifically,
textures are applied to the form data of the converted field of
vision coordinate system, polygon screens such as characters, other
objects, and terrains defined in accordance with the XZ plane of
the world coordinate system are synthesized on a prescribed
priority basis with scroll screens such as alphanumerical
information, and final frame image data are generated at fixed time
intervals. These data become the game images provided to the
players.
[0097] The video encoder 312 converts the image data generated by
the VDP 310 into predetermined television signals in an NTSC format
or the like such that the data can be outputted to a main monitor
12 (such as the cathode-ray tube of a television receiver) that is
connected to the outside.
[0098] The sound block 32 comprises a sound processor 320, the
sound memory 321, and a D/A converter 322. By means of this
constitution, the sound block 32 performs sound synthesis based on
waveform data and is thereby capable of outputting acoustic
signals. The D/A converter 322 converts the sound data generated by
the sound processor 320 into analog signals and is thereby capable
of outputting the analog signals to a speaker 13 (the speaker of a
television receiver or the speaker of an acoustic device) connected
to the outside.
[0099] The communication device 33 is a modem, terminal adapter, or
LAN adapter, for example, and functions as an adapter for
connecting the game device main body 10 and the communication
network. The communication device 33 receives data transmitted from
a game supplying server such as an Internet server connected to a
public network, and is thereby capable of supplying the data to the
bus of the CPU block 30. If the communication network is a public
network, no differentiation is made between a subscriber line and a
private line or between wired and wireless constitutions. The
communication mode may be a broadband connection such as FTTH,
ADSL, or CATV Internet, or a non-broadband connection such as ISDN
or an analog line.
[0100] Next, referring to FIGS. 4 through 19, the processing
performed in the communication game system of this embodiment will
be described.
[0101] The flowchart in FIG. 4 shows an outline of the functions
executed by each game device 1(1A, 1B, 1C, 1D, . . . ) in a fixed
cycle. As shown in FIG. 4, when the timing of a game image update
cycle (for example a field period of a video signal or a frame
period) is reached (step S1), the CPU 301, in succession, reads the
operation information from a player inputted through the controller
20 (step S2), transmits and receives data to and from the other
game devices via the communication network 2 (step S3), and obtains
a viewpoint position (the viewpoint in the virtual space from which
game images are generated) through manual setting performed by the
player and a light source position from stored information (step
S4). Next, the CPU 301 performs game processing including various
types of processing relating to the game screen display, the
outcome of the team competition (the relative strength of the
teams), and so on (step S5), commands semi-transparentizing
processing (step S6), and commands display processing (step
S7).
[0102] Game processing comprises automatic viewpoint setting (step
S5A), processing to compensate for imbalances in team strength
during the team competition (step S5B), projection processing for
the light beam bullet serving as a spatial object (step S5C),
automatic setting of a leader for each team (step S5D), projection
conversion from a world coordinate system into a field of vision
coordinate system (step S5E), judgment of the relative strength of
each team (step S5F), calculation of the game results (step SSG),
and so on. Note that steps S5A to S5G may be performed in any
appropriate order.
[0103] Note that none of the processes described above (steps S5A
through SSG) end within the game update cycle, but are performed as
a sum total obtained throughout many update cycles. Accordingly,
the game device checks the conditions corresponding to the content
of each process (S5A through S5G) at each update cycle, and if an
event has occurred, the processing therefor is performed. If no
event has occurred, processing advances to another step.
[0104] Further, the steps shown in FIG. 4 do not have to be
performed in the illustrated order, but may be executed in a
different order if implemented within the update cycle or a fixed
cycle.
[0105] Processes S5A through S5G will be described in detail below.
In the following description, "home character" indicates a
character which can be operated by a player, and "enemy character"
indicates a character which can be operated by another player.
[0106] Further, in this communication game system, a team may be
formed between players in remote locations operating different game
devices connected to each other via the network, or a team may be
formed between players connected to the same game device through
respective controllers. For example, players operating the same
game device may belong to different teams and compete against each
other.
[0107] (Viewpoint Movement Setting)
[0108] The viewpoint movement setting processing of this embodiment
will be described on the basis of FIGS. 5 through 7. This viewpoint
movement setting differs from conventional processing, in which a
player modifies the viewpoint manually by operating a controller,
in that the viewpoint is moved automatically so as to display an
appropriate image on the game device. More specifically, when
generating a game image to be projected on a two-dimensional plane
which incorporates within the field of vision the front of the home
character from a viewpoint behind the home character, the game
device moves the viewpoint position within the space behind the
home character in accordance with the position or movement within
the virtual space of characters to be incorporated in the field of
vision.
[0109] Conventionally, the viewpoint from which the game image is
generated has been fixed in a fixed position above and behind the
head of the player. According to this method, when a large number
of display objects (a plurality of enemy characters, for example)
exist within a large number of spaces, it is sometimes impossible
for all of the display objects to fit onto the game screen. As
shown in FIG. 5A, such a situation arises when the home character
and enemy characters (targets) 1, 2 are displayed on the game
screen and the enemy character 2 makes a large movement, for
example. In other words, when the enemy character 2 moves out of
the frame of the game image, it becomes impossible to accommodate
the enemy characters 1, 2 within the frame from a fixed viewpoint,
as shown in FIG. 5B.
[0110] Hence in this embodiment, the viewpoint position is moved
within the space behind the home character in accordance with the
position or movement within the virtual space of the characters
(target enemy characters and the like) to be accommodated within
the field of vision. More specifically, the viewpoint is moved at a
predetermined speed such that the characters (enemy characters) to
be accommodated within the field of vision enter the field of
vision. As shown in FIG. 5B, for example, when an enemy character
moves, the CPU 301 performs control to move the viewpoint rearward
and/or upward in the direction of the line of vision at a
predetermined speed, whereby both of the enemy characters 1, 2 are
accommodated within the screen. As a result, a game image
accommodating all display objects is displayed as shown in FIG.
5C.
[0111] At this time, the viewpoint is moved within a range at which
the distance between the viewpoint and the home character is not
more than a predetermined distance. This distance is set to a
distance which is not so far removed from the characters that the
characters become too small within the game image. If the viewpoint
is too far from the characters, the sense of realism of the game
image deteriorates.
[0112] FIG. 6 shows a flowchart of the specific procedures involved
in automatic viewpoint setting.
[0113] First, an initial state is set in, which the viewpoint is in
a predetermined position above and behind the head of the home
character, this being the normal viewpoint position (step S21).
Then, a determination is made as to whether or not all of the
display objects (targets) are accommodated in the screen (step
S22). If the result of this determination is NO, the viewpoint
position is moved rearward and/or upward of the normal position
(step S23). If the viewpoint is to be moved by a large distance
according to the positional relationship between the home character
and the characters to be displayed, and the viewpoint is moved
rapidly by this large degree, it becomes difficult for the player
to see. To prevent this, the viewpoint movement speed is adjusted
so as not to exceed a predetermined speed, whereupon viewpoint
movement control is performed to move the viewpoint to the target
viewpoint position (S24). At this time, a determination is made as
to whether or not the viewpoint has moved too far backward from the
position of the home character or enemy characters, or in other
words whether the viewpoint has moved within the predetermined
distance (step S25). If the viewpoint is too far back (YES), the
position thereof is set as the viewpoint position, and if the
viewpoint can be moved further backward (NO), the process is
repeated from step S22. If the home character can be sufficiently
perceived and all of the display objects are accommodated within
the screen (step S22, YES), the modified viewpoint is maintained at
that point (step S26).
[0114] Note that if the positional relationship of the characters
changes before the viewpoint arrives at the target when the
viewpoint is moved at a predetermined speed, the target viewpoint
position may also be changed. In such a case, processing such as
constantly moving the viewpoint to the newest target position or
considering the difference between the current viewpoint position
and the newest target viewpoint position such that the current
viewpoint position is given priority when the difference is small
may be performed.
[0115] In this automatic viewpoint setting, the limit by which the
viewpoint is moved rearward and/or upward is a range within which
the home character and enemy characters can be distinguished. In
the flowchart described above, this limitation is determined
according to the distance between the home character and the
viewpoint Alternatively, the processing may be modified such that a
limit to the display size of the home character is determined in
advance, for example, and when this display size is reached
viewpoint movement is prohibited.
[0116] FIG. 7 shows the disposal of the characters on a plane (XZ
plane) in the virtual space. In this embodiment, the viewpoint
position set above and behind the head of the home character is
automatically controlled as shown in FIG. 7. Initially, a viewpoint
C1 is set with a display object P1 (the home character) as a
reference. When P2 is the only other display object, the viewpoint
C1 is maintained as is. When two display objects, P2, P3 are
present, however, the display object P3 is not accommodated within
the field of vision from the position of the viewpoint C1. Hence
the game device moves the viewpoint rearward and/or upward at a
predetermined speed in accordance with the flowchart in FIG. 6
until the display object P3 is accommodated. When three display
objects, P2 to P4, are present, the display object P4 is not
accommodated in the field of vision even from the position of the
viewpoint C2. At this point, the viewpoint would be moved further
rearward in accordance with the processing in steps S22 to S24 of
FIG. 6. However, when the viewpoint is moved to the position of the
viewpoint C3, the home character becomes difficult to distinguish
from the other characters, and an image which is far removed from
the image obtained at the initial viewpoint C1 position is
provided. Hence the limitation according to step S25 (YES) is
imposed, and the viewpoint C2 position is maintained.
[0117] When only P2 remains as the other display objects (that is,
when the display objects, including the home character, consist of
P1 and P2 alone), processing is performed such that the viewpoint
is automatically returned to C1 at a slow predetermined speed.
[0118] (Fighting Strength Balance Adjustment Processing)
[0119] The auxiliary processing (fighting strength balance
adjustment processing) executed in step S5B of a competitive game
will now be described on the basis of FIGS. 8 through 11.
[0120] This processing is performed in a communication game system
such as the system of this embodiment, which is constituted to be
capable of executing a competitive team game with two players
forming one team, to consider predetermined conditions
corresponding to the balance of fighting strength between the teams
playing the competitive game and to adjust the balance of fighting
strength between the teams in accordance with these conditions. For
example, when an imbalance arises in the number of characters in
the teams participating in the competitive game, the number of
characters in each team is equalized, weighting conditions are
placed on the team having an advantage of a predetermined standard
or higher in accordance with an imbalance arising between the teams
during the course of the competitive game, or similar. In other
words, if an imbalance in fighting strength arises at the start of
or during the game when a multiple player against multiple player
competition is performed, weighting conditions are placed on the
superior team or help is provided to the inferior team, and thus a
balance of fighting strength can be attained. By means of this
processing, the amount of time during which the fighting strength
of the teams is substantially equal can be extended, and the
players can be kept in a state of excitement and tension.
[0121] Items that can be considered as team imbalances are the
number of characters per team, set character abilities in the game,
the winning percentage of the characters, the winning percentage of
each team, and so on.
[0122] Auxiliary processing will be described specifically below.
Any of the first through third auxiliary processings may be
executed selectively or in combination.
[0123] The first auxiliary processing is executed to correct an
imbalance in the number of characters per team. The game device
compares the number of characters per team at the start of the
game, or in other words the number of participating players, and if
there is an imbalance in the numbers, supplements the number of
characters in the team that is lacking in characters.
[0124] As shown in FIG. 8A, for example, when team B has fewer
participating characters than team A, the game device adds a
character A1 controlled by the game device itself to team B which
is lacking in participating characters. This character A1 is
constructed to be capable of competing against team A in
conjunction with the character manipulated by a player C.
[0125] The auxiliary processing of this embodiment is not limited
only to a case in which an imbalance arises in the number of
participating players. When the minimum number of participants to
implement a team competition is not satisfied, characters may be
supplemented to satisfy the minimum number of participants. As
shown in FIG. 8B, for example, if the minimum number of
participants is set as two per team, but one player joins team A
and one player joins team B, the game devices belonging to each
team add the character A1 (in this case one character) controlled
by the game devices until the minimum number of participants is
satisfied.
[0126] By means of this auxiliary processing, imbalances in the
number of characters are eliminated and team fighting strength is
equalized. Hence processing is simplified.
[0127] The second auxiliary processing is to place weighting
conditions on the team having an advantage of a predetermined
standard or higher in accordance with an imbalance arising between
the teams during the course of the competitive game. For example,
if the number of characters belonging to a team falls by a fixed
number or more during a competitive game, impediment processing in
the form of weighting conditions is performed on the team having
the larger number of characters in order to correct the resultant
imbalance. In the case of a shooting game, for example, the
impediment processing may be that the characters belonging to the
superior team are prohibited from facing the direction of the
characters belonging to the inferior team, an aim-locking function
required when attacking a character may be disabled for a
predetermined length of time only for the characters belonging to
the superior team, or similar.
[0128] If, for example, no imbalance in the number of characters
per team arises, the player manipulating a character P3 on team B
is able to cause this character to face the direction of a
character on team A, as shown in FIG. 9A. When a character P2 on
team A is eliminated such that the number of characters in team A
decreases, as shown in FIG. 9B, the game devices to which the
characters of team B belong apply weighting conditions to the
characters of team B. In order to target a specific character from
the plurality of characters on the opponent team, the shooting game
of this embodiment is provided with a locking function for
specifying a target opponent as a lock subject by means of a player
operation, and an automatic tracking function for automatically
following the direction of the opponent who is the current lock
subject by means of a player operation, for example. If the number
of characters on the opponent team decreases throughout the course
of the game, impediment processing is performed on the team having
the larger number of characters such that the locking function and
automatic tracking function are disabled for a predetermined length
of time or until the imbalance between the teams has been removed.
In other words, when an imbalance arises, the game device prohibits
the character P3 of team B, which was not facing the direction of a
character on team A, from locking onto a character belonging to
team A or turning in the direction thereof. When the imbalance is
removed (when one of the characters on team B is eliminated or a
character is added to team A, for example) or a predetermined
length of time has elapsed, the impediment processing is canceled.
By means of this auxiliary processing, the fighting strength of a
team which is superior in terms of character number is forcibly
reduced temporarily, thereby providing the inferior team with an
opportunity to make a comeback and time to consider subsequent
strategy.
[0129] The third auxiliary processing is performed during a
competitive game to allow one character on a team to help another
character. A physical strength parameter indicating game strength
and endurance is set for each character. In the communication game
system of this embodiment, this physical strength parameter may be
transceived between game devices and thereby mutually communicated.
The physical strength of a character belonging to a game device
which receives the physical strength parameter can be raised in
accordance with the "physical strength" shown in the received
physical strength parameter. By means of such a function, the
characters within a team are capable of "helping each other".
[0130] A specific example of this auxiliary processing will be
described on the basis of the flowcharts in FIGS. 10 and 11. FIG.
10 illustrates processing performed when the fighting strength, or
in other words the physical strength, of a certain character is
sufficient, and FIG. 11 illustrates processing performed when the
fighting strength is reduced. Here, it is assumed that the fighting
strength of allied characters belonging to the same team is
monitored by the game devices of the characters through the
transmission and reception of the physical strength parameter of
the characters and the like. It is also assumed that upon execution
of this auxiliary processing, the processing is performed in
consideration of the time delays arising when the game devices
transmit and receive data via a network.
[0131] When the physical strength of a character is sufficient,
first a determination is made as to whether an allied character is
present in the vicinity of the character within the virtual space,
and whether the physical strength of this character is reduced
(step S31). Reduced physical strength indicates that the physical
strength parameter of the character has fallen to or below a fixed
value, or that the physical strength parameter value is relatively
lower than that of the home character, for example. If a character
with reduced physical strength is discovered (step S31, YES), the
game device transmits the surplus physical strength of the home
character to the character with reduced physical strength as a
physical strength parameter (step S32). When the game device to
which the character with reduced physical strength belongs receives
the physical strength parameter (step S41, YES), the physical
strength of the home character of this game device is increased in
accordance with the physical strength parameter, and a response is
transmitted indicating reception of the parameter (step S42). When
this response reaches the game device which transmitted the
physical strength parameter (step S33, YES), processing ends. If,
on the other hand, the response does not arrive (step S33, NO), the
processing waits for a fixed time period (step S34, NO to step
S33), and when the fixed time period has elapsed (step S34, YES),
processing ends. When the response arrives, the game device reduces
the fighting strength of its home character by the transmitted
physical strength parameter. During a time-out when the response
does not arrive, reduction of fighting strength from the home
character is prohibited. By means of such processing, physical
strength transfer is performed securely.
[0132] Note that in the processing described above, a character
with sufficient physical strength is able to help a nearby
character with reduced physical strength. However, the processing
may be set such that a character with reduced physical strength
detects nearby allied characters in order to share the physical
strength thereof. Here, processing to share physical strength may
be processing whereby a character who wishes to receive or share
out physical strength approaches an allied character or the like.
It should be noted, however, that there are cases in which a player
wishes to continue the game without distributing physical strength
or the like even when a weak or fallen character is present, and
thus setting may be performed such that physical strength
distribution is not performed unless the bodies of the characters
come into contact with each other.
[0133] If there are no characters in the vicinity with reduced
physical strength, the game device may expand the range for
detecting allied characters by means of a player operation such
that when an allied character with reduced fighting strength is
discovered, the home character can advance in that direction
automatically. According to this processing, the probability of
aiding an allied character is increased. This detection processing
may also be executed in relation to an allied character whose
fighting strength is not reduced. By means of such a constitution,
when the fighting strength of the home character decreases, the
player can search for an allied character with sufficient fighting
strength and receive physical strength from that character. In such
cases, the processing for detecting an allied character may be
performed automatically on the game device side rather than being
dependent on a player operation. At this time, a simple operation
indicating the desire of the player to search for an allied
character is sufficient.
[0134] (Light Beam Bullet Projection Processing)
[0135] Next, the light beam bullet projection processing executed
in step S5C will be described on the basis of FIGS. 12, 13.
[0136] In the projection processing in this embodiment, a projected
image object emulating a projected image of a spatial object in
relation to the surface of a terrain set within the virtual space
is generated, the projected image object is moved in accordance
with the movement of the spatial object, and the magnitude of the
displayed projected image object is modified in accordance with the
position of the spatial object within the virtual space and the
position of a virtual light source set in the virtual space. When
the distance of the spatial object from the terrain surface exceeds
a reference distance, the magnitude of the projected image object
is held at a predetermined magnitude.
[0137] FIGS. 12A and B show an outline of this projection
processing in a virtual space. As shown in FIG. 12B, in this
competitive game, a player operates the controller to enable a
light beam bullet OB serving as a spatial object to be fired from a
weapon WP of the home character CR toward an enemy character. The
game device generates a shadow SD of the light beam bullet OB to
serve as a projected image object in accordance with the distance
between the position of the light beam bullet OB and the earth ET,
and disposes (projects) the shadow SD on the earth ET. The shadow
SD moves in accordance with the movement of the light beam bullet
OB. It is envisaged that the light beam bullet OB in this
competitive game shines, and hence the shadow SD is an image of
light impinging on a surface rather than a dark image. A light
source LS (a point light source, for example) is virtually disposed
directly below the fired light beam bullet OB, and the light
irradiated from the light source in the direction of the earth is
used to alter the magnitude of the shadow SD in accordance with the
position of the light beam bullet OB. Hence, as shown in FIG. 12A,
the surface area of the shadow SD is controlled to become smaller
as the height H of the light beam bullet OB from the earth ET
increases.
[0138] In conventional games, shadow projection processing is
performed regardless of the height of the spatial object from the
earth. In this embodiment, however, the game device performs
processing to prevent the shadow SD from becoming too small by
providing the height H of the point light source LS with a limiting
value H.sub.LIM such that when the height of the light beam bullet
OB exceeds the limiting value H.sub.LIM, the point light source LS
is separated from the light beam bullet OB.
[0139] This processing will be described on the basis of the
flowchart in FIG. 13. First, the game device updates the height H
from the earth ET and firing direction of the light beam bullet OB
at each processing cycle using operating information, information
regarding the position of the character CR, information regarding
the orientation of the arm part of the character, and so on (step
S61). The height H and height limiting value H.sub.LIM are then
compared (step S62), and if H.ltoreq.H.sub.LIM (YES), an image of
the shadow SD serving as the projection image object is generated
at a magnitude corresponding to the height H of the light beam
bullet OB and projected onto the earth ET (step S63). If, on the
other hand, H>H.sub.LIM in step S62 (NO), the light source LS is
held at the height limiting value H.sub.LIM and the shadow SD is
projected at the magnitude that is projected from the height
limiting value H.sub.LIM (step S64). According to this processing,
when the height H of the light beam bullet OB is within the height
limiting value H.sub.LIM, as is the case when the height H of the
light beam bullet OB is at H1 or H2 in FIG. 12A, the shadow SD of
the light beam bullet OB is projected gradually smaller as the
height of the light beam bullet OB increases. However, when the
light beam bullet OB travels in excess of the height limiting value
H.sub.LIM, as is the case when the height H of the light beam
bullet OB reaches H3, the shadow SD of the light beam bullet OB is
projected at a fixed magnitude with a surface area corresponding to
the height limiting value H.sub.LIM. By means of this processing,
the shadow SD of the light beam bullet OB is prevented from
becoming indefinitely smaller in accordance with the height of the
light beam bullet OB, and thus the players do not become unable to
perceive the shadow. Hence, according to this embodiment, the
players are able to follow the trajectory of a light beam bullet OB
easily by the presence of the shadow SD even when the light beam
bullet OB is emitted from a height.
[0140] (Automatic Leader Setting)
[0141] Next, the automatic leader setting processing that is
executed in step S5D will be described on the basis of FIGS. 14,
15.
[0142] This automatic leader setting processing is performed in a
communication game system constituted to be capable of implementing
a competitive team game with at least two players forming one team,
to determine the relative strength of each team playing the
competitive game according to whether or not a leader character
specified as a leader by each team is active. If it is determined
that the leader character is active, the team to which the leader
character belongs is judged the winner.
[0143] In a team competition, the outcome of the game is usually
determined at the point where all of the characters on one team
have been eliminated such that the number of remaining characters
reaches zero. By determining the outcome according to these
conditions, however, too much time may be required to reach the
conclusion of the game. Hence in this embodiment, one leader
character (representative) is automatically designated by the game
device from among the characters belonging to each team, and the
team whose leader character remains alive last is designated as the
winning team regardless of whether the characters other than the
leader are alive or dead. In so doing, the time required to
conclude the game is shortened, and the amount of calculation
processing for determining the conclusion can be greatly
reduced.
[0144] This automatic leader setting processing will be described
on the basis of FIG. 14. First, before the game begins, the game
device designates one of the characters belonging to each team as a
leader (step S51). Information regarding the character designated
as leader is shared among the game devices participating in the
competitive game through transmission and reception. When the
competition begins (step S52), competitive game processing
proceeds. When it is judged from the game processing relating to
one home character that the leader character of the opposing team
has been eliminated (step S53, YES), the game device judges that
the team to which its home character belongs has won, and performs
the corresponding processing. If it is judged that the leader
character of the team to which the home character belongs has been
eliminated (step S53, NO; step S54, YES), the game device judges
that the team to which its home character belongs has lost, and
performs the corresponding processing. This processing continues as
long as the game proceeds (step S55, NO). By means of this
automatic leader setting processing, judgment of the outcome of the
game is limited to the survival of the character designated as
leader. Hence calculations to add up the total fighting strength of
all of the characters or the remaining number of characters are
unnecessary, thus lightening the calculation load. Moreover, the
time required to conclude the game can be reduced.
[0145] If a constitution is provided whereby a stage at which an
outcome is determined can be executed multiple times for each
competitive game, the character designated as leader may be
switched automatically at each stage. When such a constitution is
provided, the game device varies the leader character in the game
at each stage. The leader character may also be rotated within a
team, or the leader characters for all of the stages may be
allocated prior to the beginning of a competitive game. By
allocating the leader in advance, processing time for designating a
leader character at each stage can be reduced.
[0146] When the leader is switched at each stage, the game device
may be constituted to automatically re-designate the leader
character with the best results through the previous stages in the
final stage. In other words, the game device designates the
character (player) with the highest winning percentage of the team,
according to the scoreline of the current card, as the leader
character only in the final stage. Here, recording means for
recording the winning percentage of each character or the winning
percentage as a team are provided to determine the character or
team with the highest winning percentage. Note that the processing
for designating the character with the highest winning percentage
as leader may also be executed in stages other than the final
stage.
[0147] A specific example of automatic leader setting processing
will be described on the basis of FIG. 15. The outcome of this
competitive game is set to be determined over three stages (game,
match) such that the first team to win two games is judged the
winner. In FIG. 15A, team A, playing with the leader character P1,
wins the first match, and team B, playing with the leader character
P4, wins the second match. Hence the scoreline at the third match
is a 1-1 draw. At the start of the third match, the game device
reselects the character who served as leader when the team won as
the leader for both team A and team B. In other words, P1 in team A
and P4 in team B are set automatically to serve as the respective
leader characters. According to this processing, the final
competition is played between teams headed by strong leader
characters, and thus a sufficient level of game tension and
excitement can be provided in the final stage.
[0148] Note that this processing is closely related to fighting
strength balance adjustment processing. More specifically, when the
physical strength of a character in one of the teams other than the
leader character is damaged by an enemy character, for example, and
thereby decreases, the leader character may distribute his/her own
physical strength to the character with reduced physical strength.
According to such processing, disadvantages caused by imbalances in
the number of characters are eliminated and the player manipulating
a fallen character is given an opportunity to return to the game.
As a result, even a player whose character is damaged can remain
interested in the game.
[0149] (Relative Strength Judgment)
[0150] Next, processing for judging the relative strength of the
teams, which is executed in step S5F, will be described on the
basis of FIG. 16.
[0151] The relative strength judgment processing of this embodiment
is performed in a communication game system constituted to be
capable of implementing a competitive team game with at least two
players forming one team to determine the relative strength of each
team playing the competitive game on the basis of the total
fighting ability within the team. More specifically, the proportion
of a maximum fighting ability value of the character manipulated by
each player in the competitive game that is occupied by a current
fighting ability value thereof is calculated, and this proportion
is totaled for each team to determine the relative strength of the
teams.
[0152] This relative strength judgment processing is suitable for a
game in team competition mode. In other words, this processing can
be used to compare among the competing teams the total game
strength of each team, that is the physical strength and power
thereof.
[0153] Each game device stores a maximum value of a parameter, for
example a physical strength parameter, indicating the fighting
strength given to each character belonging to each team. Each game
device calculates the current physical strength value of each
character from operation information, movement distance
information, and the state of damage relating thereto. The game
device then calculates the proportion of the calculated physical
strength value to the maximum physical strength value (100%) stored
in advance for each character.
[0154] FIG. 16 shows an example of this calculation. In this
example, two characters belong to team A and team B respectively.
When the competition ends, first the game device calculates the
proportion of the current value of a physical strength evaluation
to the maximum value. For example, the current values of a physical
strength evaluation of the characters P1 and P2 of team A are 48%
and 70% respectively, and the current values of a physical strength
evaluation of the characters of team B are 60% and 38%
respectively. Next, the game device adds up the total current
physical strength values of each team to thereby calculate a total
team value. Here, the total team values of team A and team B are
118% and 98% respectively. Finally, the game device compares the
total value of each team to judge their relative strength. Here, it
is determined that team A, which has a higher total value, is
superior.
[0155] Note that the total value of each team is displayed on the
game screen in real time as a gauge or numerical value. A life
meter illustrating the proportion of the current physical strength
value of each character may be displayed together with the total
value.
[0156] (Semi-Transparentizing Processing)
[0157] The semi-transparentizing processing executed in step S6 of
FIG. 4 will be described on the basis of FIGS. 17, 18.
[0158] In the semi-transparentizing processing of this embodiment,
a plurality of display objects having at least a partially
overlapping relationship within the virtual space are specified,
the surface areas of the plurality of display objects when
displayed as game images are compared, and he display object with
the smaller surface area according to this comparison is made
semi-transparent. Further, a game image is generated in which the
semi-transparentized display object is disposed in front from the
line of vision of the game image.
[0159] This semi-transparentizing processing is suitable for
displaying a state in which a structure (building posts, the bottom
surface of a ship, or similar) serving as an object to be displayed
is wholly or partially submerged in water, for example.
[0160] This semi-transparentizing processing will be described on
the basis of the flowchart in FIG. 17. The CPU 301 performs the
processing of FIG. 17 at each update cycle, as shown in FIG. 4.
First, the game device determines whether an object such as a
structure overlaps another object when seen from the, viewpoint
using a well-known overlap determination method. As a result,
objects overlapping each other and requiring semi-transparentizing
processing are specified (step S71). Next, the game device compares
the surface areas displayed on the game image of the two specified
objects, for example (step S72). As a result of this comparison,
the CPU 301 commands the VDP 310 to perform semi-transparentizing
processing on the object with the smaller displayed surface area
(step S73). In response thereto, the VDP 310 performs
semi-transparentizing calculation processing on a part of the
texture applied to the specified object by adding and multiplying
the color elements of the pixels of this texture and the texture of
the object behind the specified object, for example. The CPU 301
also commands the VDP 310 to dispose the semi-transparentized
object on the viewpoint side (step S74). As a result of this
processing, when a post PL is illustrated partially submerged below
the sea SE as shown in FIG. 18A, the displayed surface area of the
post PL object is small. Hence the post PL is subjected to
semi-transparentizing processing and the texture of the post PL is
disposed on the viewpoint side. In other words, the texture of the
sea SE is disposed behind the texture of the post PL. When the two
objects are displayed overlapping upon display of the game image,
the color of the sea SE is made to appear partially transparent
through the texture of the post PL at the overlapping part PL' of
the two objects, and hence the part PL' of the post PL can be made
to appear actually submerged in the sea SE.
[0161] In conventional examples, semi-transparentizing processing
is sometimes implemented by performing calculations on the entire
texture illustrating the sea SE, causing large amounts of
calculation. In this embodiment, however, the object with the
smaller semi-transparentizing processing load is selected, and thus
the amount of calculation for semi-transparentizing processing can
be suppressed while maintaining semi-transparence.
[0162] (Data Communication with Other Game Devices)
[0163] In this embodiment, when a predetermined event occurs, the
respective game devices transmit data indicating that this event
has occurred to the other game devices implementing the competitive
game, and receive data from another of the game devices. Game
processing is then executed on the basis of the received data,
whereupon data indicating the results of the processing is
transmitted to the other game devices. A game image based on the
processing results is then generated. More specifically, when an
event which is detrimental to the game device on the reception side
(for example encountering an attack or the like) occurs, the CPU
301 transmits data indicating that this event has occurred to the
reception side game device before implementing processing in the
game device.
[0164] For example, in the transmission and reception of step S3 in
FIG. 4, data indicating that an event has occurred are transmitted
from the game device that caused the event to the other game
devices (of both the allied team and the opposing team) before
processing based on the event is performed in this game device. The
other game devices then perform game processing on the basis of the
event indicated in the transmitted data and generate a game image
based on the processing result which is reflected on the game
screen of the game devices (for example displaying an explosion
scene).
[0165] Also in this embodiment, data indicating the processing
result, which are transmitted from the game devices in response to
an event occurring in another game device, are received by all of
the other game devices implementing the competitive game, whereupon
a game image based on the plurality of received processing results
is generated. More specifically, the event is acknowledged by the
reception side game devices, whereupon the actual game processing
(for example explosion processing) is performed, and the processing
result is transmitted back to the transmission side game device. In
so doing, even when a delay occurs in communication processing and
an opponent character manipulated by a reception side game device
moves during the delay, processing is performed in the reception
side game device such that the character is exploded after the
event (explosion or the like) is processed and it is determined
that an attack has been encountered. Likewise in the transmission
side game device, even if the opponent character moves during the
delay, as long as the aim of the attack is accurate, the opponent
character can be toppled with certainty. Hence the player operating
the transmission side game device can obtain a more favorable
result than is recognized from the actual displayed game image, and
stress caused by transmission and reception delays does not occur.
In the reception side game device, a character is not toppled due
to a transmission delay, and hence even when a less favorable
result than the situation displayed on-screen is obtained, this
result is acceptable.
[0166] Here, the data indicating that an event has occurred in the
game devices may include at least information specifying the game
device which caused the event and information indicating the
content of the event.
[0167] Further, when data indicating that an event has occurred are
received in the game devices, a game image corresponding to the
game device which caused the event and the content of the event is
generated, and the data indicating the processing results may
include at least information specifying the game device which
caused the event, the content of the event, and the results of
processing in the game device in response to the event.
[0168] This delay preventing processing will be described on the
basis of FIG. 19. In this example, it is assumed that the game
devices 1A to 1D shown in FIG. 1 are conducting a competitive game
with each other.
[0169] As shown in FIG. 19A, when the game device 1A enters a
situation in which the game must be advanced on the basis of a
certain event, event occurrence data a indicating the content of
the event are transmitted to each of the other game devices 1B, 1C,
1D.
[0170] Next, as shown in FIG. 19B, having received the event
occurrence data transmitted from the game device 1A, the game
devices 1B, 1C, 1D process the received data to obtain processing
results ab, ac, ad, whereupon an image based on the results is
reflected on the respective game screens.
[0171] Next, as shown in FIG. 19C, the game device 1A receives the
processing result data ab, ac, ad indicating the processing results
obtained through processing performed by the other game devices 1B,
1C, 1D.
[0172] As shown in FIG. 19D, the game device 1A confirms the
reception of the processing result data from all of the other
participating game devices 1B, 1C, 1D, and then executes processing
based on these data and the event occurrence data a. Data delayed
by a fixed time period are displayed while data aa indicating the
results of this processing are created, and if necessary, the data
aa are transmitted to the other game devices.
[0173] Similar data transmission and reception, and reflection of
the data in the game, are performed in the other game devices 1B,
1C, 1D. More specifically, although not shown in the drawing, the
other game devices also transmit their own event occurrence data to
the remaining game devices, and the remaining game devices receive
these data. Game processing is then executed on the basis of the
event occurrence data, whereupon the processing results are
transmitted back to the game device which transmitted the event
occurrence data. When the game device which transmitted the event
occurrence data receives all of the processing result data, game
processing is executed and final processing results bb, cc, dd are
obtained.
[0174] By means of this processing series processing, all of the
game devices 1A to 1D are able to display substantially synchronous
game screens.
[0175] Compared to a conventional method in which an event
occurring on a device is processed on that device and then the
other devices are informed thereof, in this embodiment delays
caused by processing time have no effect on the display on the
other devices, and even when a game progresses quickly, operations
performed by a player and corresponding changes in an opponent
character (an explosion or the like) are not displayed out of
position, thereby eliminating any sense of incongruity. In short, a
game device which receives data can quickly reflect on-screen
results which have an effect on the game screen of that device.
INDUSTRIAL APPLICABILITY
[0176] According to the present invention, various advantages can
be obtained.
[0177] According to the automatic viewpoint setting processing
described above, a game device moves the viewpoint position within
the space to the rear of the home character in accordance with the
position or movement within the virtual space of the characters to
be included in the field of vision. Hence the viewpoint position
set in accordance with the home character is automatically
corrected, and the required characters can be included within the
field of vision with certainty.
[0178] At this time, the viewpoint is moved within a range in which
the distance between the viewpoint and the home character is within
a predetermined distance, and thus when a field of vision in which
this distance is too long, and which is therefore too wide, is no
longer required, the viewpoint position is automatically returned
to an appropriate distance. Hence a screen having a sense of
tension and excitement can be provided at all times.
[0179] Also at this time, the viewpoint is moved at a predetermined
speed, thereby preventing rapid screen changes which are difficult
to see and cause a sense of unpleasantness. Viewpoint movement is
also limited to a range in which the home character can be
recognized, and thus a player can concentrate on the game without
losing sight of the home character on the screen.
[0180] According to the fighting strength balance adjustment
(auxiliary) processing of the present invention, the balance of
fighting strength between the teams is adjusted in accordance with
predetermined conditions relating to the balance of fighting
strength between the teams playing the competitive game, and thus
whether there is only one player on each team, or whether an
imbalance occurs in the number of players on each team, the balance
of fighting strength can be adjusted such that a team competition
can be played enthusiastically.
[0181] When an imbalance occurs in the balance of fighting strength
between the teams, the number of characters on each team is made to
match, and thus an equal and fair game environment can be
provided.
[0182] Further, weighting conditions are placed on the team having
an advantage of a predetermined standard or higher in accordance
with an imbalance arising between the teams during the course of
the competitive game, thereby temporarily decreasing the fighting
strength of the superior team. Hence the inferior team can be
provided with an opportunity to make a comeback, and a sense of
tension can be provided to the game.
[0183] Further, in the course of a competitive game, one character
in a team may help another character, and thus aspects of team play
and teamwork, which make real sports interesting, can be
provided.
[0184] According to the projection processing of the present
invention, when the distance of a spatial object from the terrain
surface exceeds a reference distance, the magnitude of a projected
image object is held to a predetermined magnitude. Hence even when
a light ray bullet is fired from a height, a player can easily
follow the trajectory thereof using the projected image object.
[0185] According to the automatic leader setting processing of the
present invention, the relative strength of the teams playing a
competitive game is determined according to whether or not a leader
character specified as a leader of each team is active in the
competitive game. Hence the state of all of the characters need not
be checked every time, and only the leader character need be
checked, and thus processing for determining the outcome of a game
is greatly reduced.
[0186] Further, the character designated as leader is switched
automatically at each stage, whereby processing for designating a
leader many times can be eliminated and the operating load on the
player and calculation load on the device can be lightened. Since
the outcome of the game is determined according to whether the
leader character is active, a game strategy centering on the leader
character can be devised, enabling variety in the game content. In
the present invention in particular, a leader is set, the toppling
of the leader is set as a condition for victory, and when the
physical strength of a character in a team other than the leader
character decreases, the physical strength of the leader character
may be distributed to the character with reduced physical strength.
Hence disadvantages caused by an imbalance in the number of
characters are eliminated, and the player manipulating a fallen
character is provided with an opportunity to return to the
game.
[0187] According to the relative strength judgment of the present
invention, the relative strength of the teams playing the
competitive game is determined on the basis of the total fighting
ability within the team. Thus a state in which one team is superior
can be determined at all times instantly. Conventionally, relative
strength is determined by referencing only the power of each
character, but by this processing, the relative strength of the
teams can be grasped instantly.
[0188] Further, the proportion of the current fighting ability
value to the maximum fighting ability value in the competitive game
is calculated, and this proportion is totaled for each team to
determine the relative strength of the teams. Hence processing is
simple and the relative strength can be grasped accurately.
Moreover, the results of a judgment of the relative strength of the
teams may be used easily in other processing such as strength
balance adjustment processing and the like.
[0189] According to the semi-transparentizing processing of the
present invention, the surface area of each of a plurality of
display objects is compared when the display objects are displayed
as a game image, and the display object with the smaller surface
area according to this comparison is made semi-transparent. Thus
the calculation load can be greatly reduced while ensuring
semi-transparence.
[0190] According to the communication delay prevention processing
of the present invention, when a predetermined event occurs, data
indicating that the event has occurred are transmitted to the other
game devices, processing results are transmitted in response from
the other game devices, and then a game image is generated. Hence
the display of unnatural images based on processing delays that
have been noted in communication game systems can be prevented.
[0191] According to the present invention as described above,
problems relating to game screen display and judgments of the
relative strength of teams, and problems caused by game data
communication delays, which have been noted in conventional
communication game systems, can be amended, thereby reducing
calculation processing, increasing speed, and improving the quality
of a competitive team game.
[0192] Note that the present invention is not limited to the
embodiment described above, and may be modified in various ways
within the scope of the patent claims.
* * * * *