U.S. patent application number 12/445279 was filed with the patent office on 2010-01-14 for electronic play device, control method for electronic play device and game program.
Invention is credited to Naotoshi Eguchi, Kazutomo Sambongi, Kazuya Takahashi, Takeshi Yamaya.
Application Number | 20100009734 12/445279 |
Document ID | / |
Family ID | 39282901 |
Filed Date | 2010-01-14 |
United States Patent
Application |
20100009734 |
Kind Code |
A1 |
Sambongi; Kazutomo ; et
al. |
January 14, 2010 |
ELECTRONIC PLAY DEVICE, CONTROL METHOD FOR ELECTRONIC PLAY DEVICE
AND GAME PROGRAM
Abstract
A moving operation having much amusement particularly in a
simulated shooting game using a simulated gun is implemented in
accordance with an input operated by a player character that plays
a role as a player. In order to achieve this, as a plurality of
objects set in a virtual space, there are a player character (P)
that is operated in accordance with an operation of the player, an
enemy character (E) that becomes a match-up opponent of the player
character (P), and a plurality of shield objects (G) that are
disposed in movement areas of the player character (P) and the
enemy character (E). When a coordinate transformation process for
an image acquired from viewing the objects inside the virtual space
from a virtual view point is performed in accordance with an output
from an input device operated by the player and the transformed
image is displayed in a display device, in a case where there is a
movement direction for the player character (P) and/or the enemy
character E, the movement destination of one character that
receives the movement direction is set based on a position
relationship between the other character and the shield object
(G).
Inventors: |
Sambongi; Kazutomo; (Tokyo,
JP) ; Eguchi; Naotoshi; (Tokyo, JP) ; Yamaya;
Takeshi; (Tokyo, JP) ; Takahashi; Kazuya;
(Tokyo, JP) |
Correspondence
Address: |
FINNEGAN, HENDERSON, FARABOW, GARRETT & DUNNER;LLP
901 NEW YORK AVENUE, NW
WASHINGTON
DC
20001-4413
US
|
Family ID: |
39282901 |
Appl. No.: |
12/445279 |
Filed: |
October 10, 2007 |
PCT Filed: |
October 10, 2007 |
PCT NO: |
PCT/JP2007/069761 |
371 Date: |
April 10, 2009 |
Current U.S.
Class: |
463/5 |
Current CPC
Class: |
A63F 13/422 20140902;
A63F 13/10 20130101; A63F 2300/6054 20130101; A63F 2300/8076
20130101; A63F 13/837 20140902 |
Class at
Publication: |
463/5 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Oct 13, 2006 |
JP |
2006-280769 |
Oct 13, 2006 |
JP |
2006-280777 |
Claims
1-18. (canceled)
19. A game device that generates an image of a match-up game in
which a player character that is operated by player's operating
operation means and an enemy character that becomes a match-up
opponent of the player character fight each other by moving within
a virtual space and displays the generated image in a display
device, wherein, in the virtual space, a player character moving
area in which the player character can be moved and player
character stop-position setting areas corresponding to a plurality
of screening objects that are disposed in the player character area
are set, and the game device comprising player character moving
control means that determines the nearest screening object in the
movement direction of the player character as a shield object that
becomes a movement target of the player character based on a
position of the player character and a movement direction input
from the operation means at a time when an input for moving the
player character in a predetermined direction is made by the
operation means, sets a movement target point of the player
character to a position, located within the player character
stop-position setting area, in which the player character is in a
shadow of the determined shield object with respect to a position
of the player character based on information included in the player
character stop-position setting area set for the determined
screening object and coordinate information of the position of the
enemy character at a time point when the moving operation is input,
moves the player character toward the set player character
stop-position, and performs a control operation for stopping the
movement of the player character in the stop position at a time
when the player character arrives at the player character
stop-position.
20. The game device according to claim 19, wherein the shield
object that is located closest to the one character in the movement
direction of the one character that receives the movement direction
is set as a movement destination shield object, and the movement
destination is set to a position located behind the movement
destination shield object.
21. The game device according to claim 20, wherein, in a case where
the one character receives the movement direction, the movement
destination of the one character that receives the movement
direction is set to a point on a virtual straight line that
connects the position of the other character at a time point when
the movement direction is received and a reference point of the
movement destination shield object.
22. The game device according to claim 19, wherein the electronic
play device provides a shooting game using a simulated gun, and
wherein the input device includes a gun-type controller that can
perform a simulated operation and left and right independent pedal
switches that can be operated to move the player character in one
direction and the other direction as movement directing means.
23. The game device according to claim 22, further comprising a gun
aiming position detecting unit that detects an aiming position of
the gun-type controller, wherein moving speed of the player
character changes in accordance with the gun aiming position.
24. The game device according to claim 22, wherein, when the
movement direction for a direction that is reverse to a moving
direction is received from the pedal switch during a moving
operation of the player character in the moving direction, the
player character is turned back to be moved in the reverse
direction, and a new movement destination is set in a movement
direction after the turning-back operation.
25. The game device according to any one of claims 22 to 24,
wherein the pedal switches also serve as special command inputting
means used for directing a special operation other than the moving
operation to the player character in a case where a predetermined
operation is input under a predetermined condition.
26. A game control method for controlling a moving operation of any
of objects at a time when a coordinate transformation process for
an image acquired by viewing the objects inside a virtual space
from a virtual view point in accordance with an output from an
input device that is operated by a player is performed by using an
image processing device and the transformed image is displayed in a
display device, wherein a plurality of the objects set in the
virtual space includes a player character that is operated in
accordance with an operation of the player, an enemy character that
becomes a match-up opponent of the player character, and a
plurality of shield objects that are disposed in movement areas of
the player character and the enemy character, and wherein, in a
case where there is a movement direction for the player character
and/or the enemy character, when a movement destination of one
character, which receives the movement direction, between the
player character and the enemy character at a time point when the
movement direction is received is automatically set based on a
position relationship between the other character and the shield
objects, the movement destination of the one character that
receives the movement direction is set to a position in which at
least a part of the one character is hidden behind the shield
object, viewed from the view point of the other character.
27. A game program product comprising a computer usable medium
having computer readable program code embodied therein, the game
program comprising: computer readable code configured to allow the
computer of a game device, which sets a player character that is
operated in accordance with an operation of a player, an enemy
character that becomes a match-up opponent of the player character,
and a plurality of shield objects that are disposed in movement
areas of the player character and the enemy character in a virtual
space as a plurality of objects, performs a coordinate
transformation process for an image acquired by viewing the objects
inside the virtual space from a virtual view point in accordance
with an output from an input device that is operated by the player
by using an image processing device, and displays the transformed
image in a display device, to perform, in a case where there is a
movement direction for the player character and/or the enemy
character, when a movement destination of one character, which
receives the movement direction, between the player character and
the enemy character at a time point when the movement direction is
received is automatically set based on a position relationship
between the other character and the shield objects, a sequence for
setting the movement destination of the one character that receives
the movement direction to a position in which at least a part of
the one character is hidden behind the shield object, viewed from
the view point of the other character.
28. A game device comprising: an image processing device that
disposes a plurality of objects in a virtual space, changes the
position of a virtual view point in accordance with an output from
an operation device operated by a player, performs a coordinate
transformation process for an image acquired from viewing the
objects within the virtual space from the virtual view point, and
displays the transformed image in display means, wherein the image
processing device includes: first means that disposes a first
object in the virtual space; second means that disposes a second
object near the first object; third means that disposes the virtual
view point in a first position near the second object; fourth means
that disposes the virtual view point in a second position departed
from the second object; fifth means that calculates the degree of
influence of objects other than the first object and the second
object on the first object; and sixth means that places the virtual
view point in the first position before the result of calculation
exceeds a threshold value, moves the virtual view point located in
the first position from the first position to the second position
when the result of calculation exceeds the threshold value to be
fixed to the second position, and releases fixing of the virtual
view point to the second position after a limited time elapses.
29. The game device according to claim 28, wherein the image
processing device further includes means for generating a warning
mark in the display means in a case where the degree of influence
exceeds the threshold value.
30. The game device according to claim 28, wherein the limited time
is a time period until the influenced first object exceeds the
threshold value to be exploded.
31. The game device according to claim 28, wherein the sixth means
moves the virtual view point located in the second position to a
position that is determined based on an output from the input
device.
32. The game device according to claim 28, wherein the sixth means
moves the virtual view point located in the second position to the
first position.
33. An image processing method in which a game device including an
image processing device that disposes a plurality of objects in a
virtual space, changes the position of a virtual view point in
accordance with an output from an operation device operated by a
player, performs a coordinate transformation process for an image
acquired from viewing the objects within the virtual space from the
virtual view point, and displays the transformed image in display
means is implemented, wherein the image processing device, based on
a game program, includes: a first process that disposes a first
object in the virtual space; a second process that disposes a
second object near the first object; a third process that disposes
the virtual view point in a first position near the second object;
a fourth process that disposes the virtual view point in a second
position departed from the second object; a fifth process that
calculates the degree of influence of objects other than the first
object and the second object on the first object; and a sixth
process that places the virtual view point in the first position
before the result of calculation exceeds a threshold value, moves
the virtual view point located in the first position from the first
position to the second position when the result of calculation
exceeds the threshold value to be fixed to the second position, and
releases fixing of the virtual view point to the second position
after a limited time elapses.
34. A game program product comprising a computer usable medium
having computer readable program code embodied therein, the game
program comprising computer readable code configured to allow a
game device including an image processing device that disposes a
plurality of objects in a virtual space, changes the position of a
virtual view point in accordance with an output from an operation
device operated by a player, performs a coordinate transformation
process for an image acquired from viewing the objects within the
virtual space from the virtual view point, and displays the
transformed image in display means is implemented to perform: a
first process that disposes a first object in the virtual space; a
second process that disposes a second object near the first object;
a third process that disposes the virtual view point in a first
position near the second object; a fourth process that disposes the
virtual view point in a second position departed from the second
object; a fifth process that calculates the degree of influence of
objects other than the first object and the second object on the
first object; and a sixth process that places the virtual view
point in the first position before the result of calculation
exceeds a threshold value, moves the virtual view point located in
the first position from the first position to the second position
when the result of calculation exceeds the threshold value to be
fixed to the second position, and releases fixing of the virtual
view point to the second position after a limited time elapses.
35. A recording medium having the game program recorded thereon
that can be readable by the computer of the image processing
device.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Technical Field
[0002] The present invention relates to an electronic play device,
a control method for an electronic play device, and a game program.
In particular, the present invention relates to preferable
modification of control technology that is applied to an
arcade-type gun-shooting game device.
[0003] 2. Description of Related Art
[0004] A simulated gun-shooting game in which a player (gamer)
shoots an enemy character inside a screen by operating a gun-type
controller and acquires a score based on the success of the
shooting is frequently implemented, for example, in so-called
arcade-type electronic play devices.
[0005] In the above-described electronic play devices,
three-dimensional virtualization technology in which objects are
disposed in a virtual space formed as a three dimension, a
perspective transformation process is performed for an image
acquired from viewing the image from a virtual view point, and the
transformed image is displayed on a monitor is used. An object
described here is an object (target object) that is defined in the
virtual space and is a generic term including a character (player
character) that plays a role of the player, the enemy character, a
background, and other targets.
[0006] As a conventional electronic play device for the
above-described simulated gun shooting game, there is an electronic
play device having selection inputting means that can be operated
by a player for switching between a attack state in which the
player character attacks the enemy character with its body exposed
to the enemy character without hiding in an object formed of a
gimmick such as a post and a state of defense in which the player
character hides its body in a shadow of an object (for example, see
Patent Documents 1 and 2). In addition, there is an electronic play
device that has a pedal as means for operating the player character
(for example, see Patent Document 3). [0007] Patent Document 1:
Japanese Patent Application Laid-Open No. 9-131466 [0008] Patent
Document 2: Japanese Patent Application Laid-Open No. 11-169557
[0009] Patent Document 3: Japanese Patent Application Laid-Open No.
2000-116946
SUMMARY OF THE INVENTION
Problems to be Solved by the Invention
[0010] However, even when the attack state in which the body is
exposed and the defense state in which the body is hidden can be
selectively input, as described above, there is a case where the
player character cannot be freely operated by the operation of the
player. As an example, for example, there may be an electronic play
device in which a representation that the player character is
automatically moved to a place determined as a next point along a
predetermined path by satisfying a predetermined progress condition
such as destroying all the enemies appearing in a specific spot,
elapse of a predetermined time, or giving predetermined damage is
set. In such a case, when the player cannot be freely operated by
the player's operation in the middle of an actual shooting game,
the amusement of the electronic play device as a recent game device
is insufficient.
[0011] On the other hand, the above-described electronic play
device can operate the player character by using the pedal, which
can increase the amusement of the game. However, the pedal is used
only for operations, for example, that are performed for placing
the player character to face the right or left side in the current
position, and the electronic play device is not new and striking as
a device for recent game devices that have various functions.
[0012] The object of the present invention is to provide an
electronic play device, a control method for an electronic play
device and a game program for implementing moving operations having
much amusement, particularly in a simulated shooting game using a
simulated gun, in accordance with an operation input for a player
character that plays a role as a player.
Means for Solving the Problems
[0013] In order to solve the above-described problems, the
inventors of the present invention went through various
considerations. For example, in the above-described electronic play
device for a simulated gun-shooting game, there is an important
factor in a tactic for appropriately switching conflicting factors
of attack power and defense power such as attacking the enemy
character in a dangerous state in which the body is exposed or
defending the player character in a safe state in which the body is
hidden in the shadow of an object by using a shield object formed
of a gimmick such as a post. With this point primarily focused, the
inventors of the present invention come to acquire a new finding
for solving the above-described problems after repeating reviews
for not only switch of the direction of the player character in the
current position but also shield object related matters.
[0014] The present invention is based on the above-described
finding. According to the present invention, there is provided an
electronic play device that sets a player character that is
operated in accordance with an operation of a player, an enemy
character that becomes a match-up opponent of the player character,
and a plurality of shield objects that are disposed in movement
areas of the player character and the enemy character in a virtual
space as a plurality of objects, performs a coordinate
transformation process for an image acquired by viewing the objects
inside the virtual space from a virtual view point in accordance
with an output from an input device that is operated by the player
by using an image processing device, and displays the transformed
image in a display device. The electronic play device includes
movement control means that, in a case where there is a movement
direction for the player character and/or the enemy character, sets
a movement destination of one character, which receives the
movement direction, between the player character and the enemy
character based on a position relationship between the other
character and the shield objects.
[0015] According to the present invention, there is provided an
electronic play control method for controlling a moving operation
of any of objects at a time when a coordinate transformation
process for an image acquired by viewing the objects inside a
virtual space from a virtual view point in accordance with an
output from an input device that is operated by a player is
performed by using an image processing device and the transformed
image is displayed in a display device. A plurality of the objects
set in the virtual space include a player character that is
operated in accordance with an operation of the player, an enemy
character that becomes a match-up opponent of the player character,
and a plurality of shield objects that are disposed in movement
areas of the player character and the enemy character. In addition,
in a case where there is a movement direction for the player
character and/or the enemy character, a movement destination of one
character, which receives the movement direction, between the
player character and the enemy character is set based on a position
relationship between the other character and the shield
objects.
[0016] According to the present invention, there is provided a game
program for allowing a computer of an electronic play device, which
sets a player character that is operated in accordance with an
operation of a player, an enemy character that becomes a match-up
opponent of the player character, and a plurality of shield objects
that are disposed in movement areas of the player character and the
enemy character in a virtual space as a plurality of objects
performs a coordinate transformation process for an image acquired
by viewing the objects inside the virtual space from a virtual view
point in accordance with an output from an input device that is
operated by the player by using an image processing device, and
displays the transformed image in a display device, to perform in a
case where there is a movement direction for the player character
and/or the enemy character, a sequence for setting a movement
destination of one character, which receives the movement
direction, between the player character and the enemy character,
based on a position relationship between the other character and
the shield objects.
[0017] In movement control technology according to the aspects of
the present invention when there is a movement direction for one
character the movement destination of the character is
automatically set based on a position relationship between the
other character and the shield object. In such a case, instead of a
simple operation of switching the direction of the player character
in the current position, an operation for appropriately moving the
player character within a predetermined area can be performed. In
addition, a moving operation of the player character to a point
that can be changed in various manners based on the shield object
and the other character (for example, the enemy character) can be
performed. Accordingly, for example, in the above-described
simulated gun shooting game, an operation having high relevance to
the shield object (and the other character) formed of a gimmick
such as a post is implemented. As a result, the player can enjoy
the tactic, which is accompanied by switching between conflicting
factors of the attack power and the defense power, such as
transiting to a safe state in which the body is hidden in the
shadow of the shield object once and then appropriately transiting
to a dangerous state in which the body is exposed for attack to the
full. Furthermore, the movement control technology according to the
present invention that automatically sets the movement destination
may be represented in a manner that so-called a scenario is set for
the movement destination of the character. In such a case, even a
player (for example, a player who plays the game for the first
time) who is not accustomed to the electronic play device can
easily start the game and enjoy the game sufficiently.
[0018] In the above-described aspects, it is preferable that the
movement control means sets the movement destination of the one
character that receives the movement direction to a position in
which at least a part of the one character viewed from a view point
of the other character, is hidden behind the shield object.
[0019] In addition, it may be configured that the shield object
that is located closest to the one character in the movement
direction of the one character that receives the movement direction
is set as a movement destination shield object and the movement
destination is set to a position located behind the movement
destination shield object.
[0020] In addition, in the above-described movement control
technology, in a case where the one character receives the movement
direction, the movement destination of the one character that
receives the movement direction may be set to a point on a virtual
straight line that connects the position of the other character at
a time point when the movement direction is received and a
reference point of the movement destination shield object.
[0021] It is appropriate that the electronic play device according
to the aspects of the invention provides a shooting game using a
simulated gun and has a gun-type controller that can perform a
simulated operation and left and right independent pedal switches
that can be operated to move the player character in one direction
and the other direction as movement directing means, as the input
device.
[0022] In such a case, if the electronic play device further
includes a gun aiming position detecting unit that detects an
aiming position of the gun-type controller and moving speed of the
player character is configured to be changed in accordance with the
gun aiming position, the amusement of the gun-shooting game can be
improved further.
[0023] In addition, it is preferable that, when the movement
direction for a direction that is reverse to a moving direction is
received from the pedal switch during a moving operation of the
player character in the moving direction, the player character is
turned back to be moved in the reverse direction and a new movement
destination is set in a movement direction after the turning-back
operation.
[0024] In addition, it is more preferable that the pedal switches
also serve as special command inputting means used for directing a
special operation other than the moving operation to the player
character in a case where a predetermined operation is input under
a predetermined condition. In such a case, by setting so-called a
secret method using the special command, the amusement of the
gun-shooting game can be improved further.
[0025] In addition, the object of the present invention is to
provide control technology of movement of the virtual camera that
notifies a player of the surrounding environment of a predetermined
object without decreasing the realistic sensation of the game. In
order to achieve the above-described object, according to the
present invention, an image processing device that executes a game
application program determines the danger that the player character
inside the virtual space faces, and the virtual camera is forcedly
moved from a position of the first person point of view to a
position of the third person point of view during a limited time
period.
[0026] According to the present invention, there is provided an
electronic play device including: an image processing device that
disposes a plurality of objects in a virtual space, changes the
position of a virtual view point in accordance with an output from
an operation device operated by a player, performs a coordinate
transformation process for an image acquired from viewing the
objects within the virtual space from the virtual view point, and
displays the transformed image in display means. Here, the image
processing device includes: first means that disposes a first
object in the virtual space; second means that disposes a second
object near the first object; third means that disposes the virtual
view point in a first position near the second object; fourth means
that disposes the virtual view point in a second position departed
from the second object; fifth means that calculates the degree of
influence of objects other than the first object and the second
object on the first object; and sixth means that places the virtual
view point in the first position before the result of calculation
exceeds a threshold value, moves the virtual view point located in
the first position from the first position to the second position
when the result of calculation exceeds the threshold value to be
fixed to the second position, and releases fixing of the virtual
view point to the second position after a limited time elapses.
[0027] According to the present invention, there is provided an
image processing method in which an electronic play device
including an image processing device that disposes a plurality of
objects in a virtual space, changes the position of a virtual view
point in accordance with an output from an operation device
operated by a player, performs a coordinate transformation process
for an image acquired from viewing the objects within the virtual
space from the virtual view point, and displays the transformed
image in display means is implemented. Here, the image processing
device, based on a game program, includes: a first process that
disposes a first object in the virtual space; a second process that
disposes a second object near the first object; a third process
that disposes the virtual view point in a first position near the
second object; a fourth process that disposes the virtual view
point in a second position departed from the second object; a fifth
process that calculates the degree of influence of objects other
than the first object and the second object on the first object;
and a sixth process that places the virtual view point in the first
position before the result of calculation exceeds a threshold
value, moves the virtual view point located in the first position
from the first position to the second position when the result of
calculation exceeds the threshold value to be fixed to the second
position, and releases fixing of the virtual view point to the
second position after a limited time elapses.
[0028] According to the present invention there is provided a
computer program that implements the above-described processes in
an image processing device.
[0029] As described above, according to the present invention for
example, by moving the position of the view point that is in the
first person point of view to a position of the third person point
of view only during a moment at which the player character is in
danger, a chance for the player to objectively recognize the
virtual space is given without decreasing the realistic sensation
on the basis of the first person point of view.
ADVANTAGE OF THE INVENTION
[0030] According to the present invention, by performing an
automatic control process in accordance with an input operation for
the player character that plays a role as a player, a moving
operation having much amusement particularly in a simulated
shooting game using a simulated gun can be implemented. In
addition, according to the present invention for example by moving
the position of the view point that is in the first person point of
view to a position of the third person point of view only during a
moment at which the player character is in danger a chance for the
player to objectively recognize the virtual space is given without
decreasing the realistic sensation on the basis of the first person
point of view.
BRIEF DESCRIPTION OF THE DRAWINGS
[0031] FIG. 1 is a perspective view illustrating the external
configuration of an electronic play device.
[0032] FIG. 2 is a block diagram illustrating the overview of a
game device according to an embodiment.
[0033] FIG. 3 is a detailed block diagram of the game device
represented in FIG. 2.
[0034] FIG. 4 is a diagram schematically representing a field in
which a virtual gun battle is developed.
[0035] FIG. 5 is a diagram illustrating a relationship between a
posture (attack posture) of a player character and an aimed
position in a state that the player character hides behind a
screening object.
[0036] FIG. 6 is a diagram illustrating a relationship between a
posture (non-attack posture) of the player character and an aimed
position in a state that the player character hides behind the
screening object.
[0037] FIG. 7 is a diagram illustrating a relationship between an
operation of each pedal switch performed by a player and moving
operations of the player character to the left or right side.
[0038] FIG. 8 is a diagram representing an example of positions in
which the player character can hide in the shadow of the screening
object.
[0039] FIG. 9 is a diagram representing a control process for
selecting a position located on the opposite side of the enemy
character through the screening object as a movement destination in
consideration of the position of the enemy character in addition to
the position of the screening object.
[0040] FIG. 10 is a diagram representing a control process for
setting the movement destination to a position that is on a
circular peripheral having a predetermined distance from the center
of the screening object and is located on an extended line that
connects the position of the enemy character and the center of the
screening object.
[0041] FIG. 11 is a diagram representing an example of a default
hiding position and other hiding positions of the player
character.
[0042] FIG. 12 is a diagram representing an example of a shooting
posture and a non-shooting posture of the player character in a
case where the screening object is a drum can.
[0043] FIG. 13 is a diagram representing a control process for
selecting a position located on the opposite side of the enemy
character through the screening object as a movement destination in
consideration of the position of the enemy character in addition to
the position of the screening object.
[0044] FIG. 14 is a diagram representing a control process for
setting the movement destination to a position that is on a
circular peripheral having a predetermined distance from the center
of the screening object and is located on an extended line that
connects the position of the enemy character and the center of the
screening object.
[0045] FIG. 15 is a diagram representing an example of a default
hiding position and other hiding positions of the player
character.
[0046] FIG. 16 is a diagram representing an example of a shooting
posture and a non-shooting posture of the player character in a
case where the screening object is a post.
[0047] FIG. 17 is a diagram representing a control process for
selecting a position located on the opposite side of the enemy
character through the screening object as a movement destination in
consideration of the position of the enemy character in addition to
the position of the screening object.
[0048] FIG. 18 is a diagram representing a control process for
setting the movement destination to a position that is on a
circular peripheral having a predetermined distance from the center
of the screening object and is located on an extended line that
connects the position of the enemy character and the center of the
screening object.
[0049] FIG. 19 is a diagram representing an example of a default
hiding position and other hiding positions of the player
character.
[0050] FIG. 20 is a diagram representing an example of a shooting
posture and a non-shooting posture of the player character in a
case where the screening object is a tanker.
[0051] FIG. 21 is a diagram representing an operation of a player
character at a time when the player character moves toward a
position in which the player character can hide in the shadow of
the nearest screening object in the movement direction.
[0052] FIG. 22 is a diagram representing an operation of a player
character at a time when the player character moves toward a
position in which the player character can hide in the shadow of
the nearest screening object in the movement direction in a
turning-back operation.
[0053] FIG. 23 is a diagram representing a setting example of a
movement destination for a case where the screening object has a
long and thin shape in the movement direction.
[0054] FIG. 24 is a diagram representing a setting example in which
the movement destination is set on an extended line connecting the
position of the enemy character and the center of the screening
object for a case where the screening object has a long and thin
shape in the movement direction.
[0055] FIG. 25 is a diagram representing a control operation for
setting the movement destination to a position that is located on a
line parallel to the movement direction in the shadow of the
screening object and is located on an extended line connecting the
position of the enemy character and the center of the screening
object.
[0056] FIG. 26 is a diagram representing an example of a default
hiding position and other hiding positions of the player
character.
[0057] FIG. 27 is a diagram representing an example of a shooting
posture and a non-shooting posture of the player character in a
case where the screening object is a wall.
[0058] FIG. 28 is a diagram for describing various hiding positions
of the player character.
[0059] FIG. 29 is a diagram representing an example in which two
default hiding positions are set for a thin and long screening
object.
[0060] FIG. 30 is a diagram representing a basic action (aiming) of
a character according to an embodiment together with examples of a
detailed screen and objects.
[0061] FIG. 31 is a diagram representing a basic action (running)
of a character according to an embodiment together with examples of
a detailed screen and objects.
[0062] FIG. 32 is a diagram representing a basic action (turning
back) of a character according to an embodiment together with
examples of a detailed screen and objects.
[0063] FIG. 33 is a diagram representing a jumping aside operation
and a jumping aside shot according to an embodiment together with
examples of a detailed screen and objects.
[0064] FIG. 34 is a diagram representing an avoiding operation of
the character according to an embodiment together with examples of
a detailed screen and objects.
[0065] FIG. 35 is a diagram representing a flow of representations
of a head shot, a counter shot, and a staggering operation.
[0066] FIG. 36 is a diagram representing a condition subsequent
(reset condition) of a normal zoom operation.
[0067] FIGS. 37A to 37D are image examples for representing the
process sequence and content of the normal zoom operation.
[0068] FIG. 38 is an image example for representing the process
sequence and content of the quick zoom operation.
[0069] FIG. 39 is an example of a flowchart for describing control
of a moving operation of the character.
[0070] FIG. 40 is an example of a flowchart for describing the
process sequence of the normal zoom operation.
[0071] FIG. 41 is an example of a flowchart for describing the
process sequence of the quick zoom operation.
[0072] FIG. 42 is a first example of a play screen displayed on a
monitor.
[0073] FIG. 43 is a second example of a play screen displayed on a
monitor.
[0074] FIG. 44 is a third example of a play screen displayed on a
monitor.
[0075] FIG. 45 is a fourth example of a play screen displayed on a
monitor.
[0076] FIG. 46 is a flowchart representing a data processing
operation of an electronic play device.
DESCRIPTION OF REFERENCE NUMERALS AND SYMBOLS
[0077] 10: CPU BLOCK
[0078] 11: VIDEO BLOCK
[0079] 12: SOUND BLOCK
[0080] 100: BUS ARBITER
[0081] 101: CPU (CONTROL DEVICE)
[0082] 102: MAIN MEMORY
[0083] 103: ROM
[0084] 107: OPERATION DEVICE
[0085] 110: VDP
[0086] 111: GRAPHIC MEMORY
[0087] 112: VIDEO CONVERTER
[0088] 120: SOUND PROCESSOR
[0089] 121: SOUND MEMORY
[0090] 122: D/A CONVERTER
[0091] 130: COMMUNICATION DEVICE
[0092] 300: GAME DEVICE (ELECTRONIC PLAY DEVICE
[0093] 302: FIRST CASING
[0094] 304: SECOND CASING
[0095] 306: MONITOR (DISPLAY DEVICE)
[0096] 308: GUN-TYPE CONTROLLER (INPUT DEVICE)
[0097] 310: PEDAL SWITCH (INPUT DEVICE)
[0098] 312: PEDAL SWITCH (INPUT DEVICE)
[0099] 600: PROGRAM DATA STORING UNIT
[0100] 602: CONTROL UNIT
[0101] 604: TRIGGER OF GUN-TYPE CONTROLLER
[0102] 606: GUN AIMING POSITION DETECTING UNIT
[0103] E: ENEMY CHARACTER (OBJECT)
[0104] G: SCREENING OBJECT (SHIELD OBJECT)
[0105] 16
[0106] P: PLAYER CHARACTER (OBJECT)
DETAILED DESCRIPTION OF PREFERRED EMBODIMENT
[0107] Hereinafter, the configuration of the present invention will
be described in detail based on examples of embodiments illustrated
in drawings.
[0108] FIGS. 1 to 41 illustrate embodiments of the present
invention. An electronic play device 300 according to the present
invention is so-called an arcade-type gun shooting game device. The
electronic play device 300 includes casings 302 and 304 that
constitute a device main body, an input device (a gun-type
controller 308 and pedal switches 310 and 312), a monitor (display
device) 306, and the like, as basic constituent elements thereof
(See FIG. 1 and the like).
[0109] Hereinafter, the electronic play device 300 according to
this embodiment will be described with reference to drawings. FIG.
1 is a perspective view illustrating the whole electronic play
device (hereinafter, also referred to as a game device) 300
according to the present invention. The game device (the electronic
play device) 300 includes a first casing 302 and a second casing
304. To the upper part of the first casing 302, a monitor 306 is
installed. To the second casing 304, a coin insertion slot and a
gun-type controller 308 as an operation device are connected. A
communication line is drawn out from the gun-type controller 308,
and the communication line is connected to the second casing 304.
In addition, the entire height of the second casing 304 is smaller
than that of the first casing 302, and thus, it is configured that
the field of view of a player is not blocked. Inside the first
casing 304, a control board of the electronic play device is
housed. In addition, pedal switches 310 and 312 as input devices
are disposed from a front end of the lower end of the second casing
304 on the player side toward the player. There are left and right
pedal switches. By player's individually pushing the left and right
pedal switches 310 and 312 by the feet, a character (hereinafter,
referred to as a player character) P inside a screen for which a
player plays a role can be moved to the left or right side or a
special command can be input.
[0110] In the above-described game device 300, a player can enjoy a
simulated gun battle game by hitting a simulated bullet that has
been shot toward an enemy character E displayed on the monitor 306
by pulling a trigger in a state that the player aims the gun-type
controller to be faced with the monitor 306 and bring the enemy
character E down. The player character P inside the screen for
which the player plays a role performs a gun battle with the enemy
character E while hiding the body behind various gimmicks (in
descriptions here, these are referred to as screening objects G) as
shield objects imitating a post, a wall, a drum can, or the like.
During the game, when the player pulls the trigger of the gun-type
controller 308, an operation signal from the gun-type controller
308 is transmitted to the control board. At this moment, the
control board determines whether the enemy character E is shot by a
bullet. When the enemy character is shot, an image representation
such as bringing the enemy character E down is performed.
[0111] Here, the gun-type controller 308 as an input device is
formed of a simulated shooting gun such as a handgun, a machine
gun, a rifle, or the like that is used for shooting the enemy
appearing during the game. In addition, the pedal switches 310 and
312 as input devices are formed of left and right pedals to be
pushed by the feet for directing the player character P in the game
to perform an action such as moving to the left or right side,
jumping aside, or the like or directing an input of a special
command.
[0112] The gun-type controller 308 is an input device that is held
and operated in the hands of the player, and is connected to the
control unit 602, for example, through a connection cord and an
input-output interface (not illustrated). In addition, together
with the gun-type controller 308, a gun aiming position detecting
unit 606 that is used for detecting the aiming position of the
gun-type controller 308 is disposed. For example, the gun aiming
position detecting unit 606 according to this embodiment is
configured to include a light receiving element that is disposed in
the gun-type controller 308 for reading a scanning spot (a light
point of an electronic beam) of the point of impact on the monitor
306. By using the gun aiming position detecting unit 606, it can be
determined whether the gun muzzle of the gun-type controller 308 is
placed to face the inside of the screen of the monitor 306 or the
outside of the screen. In addition, in the gun-type controller 308,
a trigger switch that is operated in correspondence with the
operation of the trigger of the gun-type controller 308 is
disposed. A timing of detecting the scanning spot and a signal of
the trigger timing are transmitted to the input-output interface
through the connection cord.
[0113] The input-output interface of the gun-type controller 308,
for example, is connected to the gun-type controller 308.
Accordingly, shooting of the gun-type controller 308, the impact
place, the number of shots, and the like are determined based on a
detection signal of the scanning spot transmitted from the gun-type
controller 308, a trigger signal that represents release of the
trigger of the gun-type controller 308, the position of the current
coordinates (X, Y) of the scanning electronic beam on the monitor
306, and the position of the target, and various flags
corresponding thereto are set in predetermined positions inside the
RAM.
[0114] The pedal switches 310 and 312 are the input devices for
directing the operation of the character in the game by being
pushed by the player's feet. For example, the pedal switches are
connected to the control unit 602 through a connection cord and an
input-output interface (not illustrated). In addition, the pedal
switches according to this embodiment are configured by the left
pedal 310 and the right pedal 312 that are independent pedals
located on the right and left sides. These left and right pedal
switches 310 and 312 are disposed on the left and right sides with
a gap of an approximate shoe width of one foot interposed
therebetween, so that the player can push one of the pedals by
changing the direction of a toe with a heel of one foot used as an
axis (pivot) by the player. However, this is merely one example of
disposition of both the pedal switches 310 and 312. Thus, other
than that, for example, the left pedal 310 and the right pedal 312
may be disposed to be pushed by the left and right feet. Each of
the pedal switches 310 and 312 includes a switch that is shifted in
a case where the pedal switch is pushed by the foot and is
configured to transmit a signal to the input-output interface in a
case where the pedal switch is pushed by the player's foot. In
addition, according to this embodiment, another operation (for
example, an operation for jumping aside) is configured to be
performed for a case where an operation of pushing the pedal
switches 310 and 312 twice within a short time period, that is,
so-called a double click operation is performed.
[0115] FIG. 2 is a block diagram illustrating the overview of the
game device 300. A program data memory unit 600 stores game
programs and data needed for processes on the basis of the game
programs. The game programs or data is stored in a recording medium
such as an optical disc a hard disk or a semiconductor memory such
as a flash memory. The control unit 602 determines the behavior of
the player character P based on an output from a device operated by
the player, the game program and the data stored in the memory unit
600. The operation devices are a trigger 604 of the gun-type
controller, the gun aiming position detecting unit 606 that detects
the direction (aiming) that the gun-type controller faces and the
left and right pedal switches 310 and 312.
[0116] The gun aiming position detecting unit 606 that detects the
aiming of the gun-type controller 308 is configured as follows. As
illustrated in FIG. 24 of Japanese Patent Application Laid-Open No.
11-86038, a plurality of LEDs is disposed near a display panel and
is configured to emit light sequentially. Then, a plurality of
light receiving units disposed in a simulation controller receives
the light. Then, the control unit 602 analyzes signals from each
light receiving unit so as to detect the direction of the gun
muzzle of the gun-type controller 308. The control unit 602
determines the position of a virtual view point inside the virtual
space based on the game program. Then, the control unit 602
performs a projection transformation process for an image acquired
from viewing the virtual space from the position of the virtual
view point and displays the transformed image in a display unit
608. In addition, the game program generates various sound effects
such as a bullet shooting sound or a hit sound and generates the
sound effects by using a sound generating unit 610.
[0117] FIG. 3 is a detailed block diagram of the game device 300
illustrated in FIG. 2. The above-described control unit 602
includes a CPU block 10, a video block 117 and a sound block 12.
The CPU block 10 is a main body for performing an image process
based on the game program and includes a bus arbiter 100, a CPU
101, a main memory 102, a ROM 103, and a program data memory unit
600. The bus arbiter 100 is configured to be able to control data
reception and data transmission by assigning a bus occupying time
period to a device that is interconnected with the arbiter through
a bus.
[0118] The CPU 101 serving as a control device transfers program
data for an operating system stored in the game program data memory
unit 600 to the main memory 102 by executing an initial program
(initial execution program) that is stored in the ROM 103 at a time
when the power is turned on. Thereafter, the CPU 101 is operated in
accordance with the operating system. Thus, the CPU continuously
transfers the application program data stored in the program data
memory unit to the main memory 102 and executes the program. In
addition, the CPU 101 is configured to be able to transfer image
data to a graphic memory 111 and transfer voice data to a sound
memory 121. The processes performed by the CPU 101 in accordance
with the program data are mainly an input of an operation signal
from an operation device 107 and analysis of communication data
from the communication device 130 and an image process directed to
the video block 11 and a voice process directed to the sound block
12, based thereon.
[0119] The main memory 102, in addition to mainly storing the
above-described program data for the operating system and the
application program data provides a work area in which a static
variable, a dynamic variable, or the like is stored to the CPU. The
ROM 103 is an area in which an initial program loader is
stored.
[0120] In the program data memory unit, program data for enabling
the game device 300 to perform a predetermined image processing
method, image data for displaying an image, voice data for
outputting voice, and the like are stored. For example, in this
embodiment, shape data (in particular, for example, an object such
as the enemy character E and three-dimensional data such as a game
background including a landscape, a building, the inside of a
house, a subway, or the like) relating to a game and the like are
stored. In addition, the game device 300 can enable the player
character P to fight against an enemy character E operated by a
match-up player as a match-up opponent in a common virtual
three-dimensional space by exchanging data with another game device
through the communication device 130. When there is no match-up
player, the enemy character E is operated by the CPU 101.
[0121] The operation device 107 outputs an operation signal
corresponding to the state of a gamer's operation performed by a
player for the operation button or the like to a bus of the CPU
block 10. The video block 11 includes a VDP (Video Display
Processor) 110, a graphic memory 111, and a video converter 112. In
the graphic memory 111, as described above, the image data read out
from the program data memory unit is stored.
[0122] The VDP 110 is configured to read image data needed for
image display from the image data stored in the graphic memory 111
and perform coordinate transformation (geometry calculation), a
texture mapping process, a display prioritizing process, a shading
process, or the like in accordance with data needed for image
display which is supplied from the CPU 101, that is, command data,
view point position data, light source position data, object
designating data, object position data, texture designating data,
texture density data, field of sight converting matrix data, or the
like.
[0123] In addition, the above-described processes such as the
coordinate transformation may be configured to be performed by the
CPU 101. In other words, a process is assigned to a specific device
in consideration of calculation capability of each device. The
video converter 112 is configured to convert the image data
generated by the VDP 110 into a predetermined television signal in
an NTSC mode or the like and output the television signal to the
monitor 306 that is connected externally.
[0124] The sound block 12 includes a sound processor 120, a sound
memory 121, and a D/A converter 122. In the sound memory 121, as
described above, the voice data read out from the CD-ROM is stored.
The sound processor 120 is configured to read out the voice data
such as waveform data stored in the memory 121 and perform various
effect processes on the basis of a DSP (Digital Signal Processor)
function, a digital/analog conversion process, and the like based
on the command data supplied from the CPU 101. Then, the D/A
converter 122 is configured to be able to convert the voice data
generated by a sound processor 120 into an analog signal and output
the analog signal to a speaker 5 that is connected externally.
[0125] Next, the flow of a game will be described with the content
of the game device 300 according to this embodiment before a
virtual gun fight exemplified.
[0126] In this embodiment, a one-to-one gun battle between a
character (the player character P) operated by the player and a
character (the enemy character E) that is an enemy is virtually
played. In such a case, the operation of the enemy character E is
controlled by the CPU in a player's single play mode (for example,
a story mode in which a represented story and a mission, under
which a virtual gun battle is played, are alternately displayed).
On the other hand, the enemy character is operated in accordance
with an operation of the other player in a mode (the match-up mode)
in which two players play a battle. In addition, in the story mode,
each time an enemy character E is brought down so as to proceed to
the next stage, a deployment in which another enemy character E as
a stronger enemy appears can be used.
[0127] In addition, according to the game device 300 of to this
embodiment, in a field in which the virtual gun battle is deployed,
the player character P is configured to be moved to the left or
right side within a movement area that is located on the front side
of the screen, and the enemy character E is configured to be moved
to the left or right side within a movement area that is located on
the inner side of the screen (see FIG. 4). In addition, in each
movement area, an object for hiding each character's body so as not
to be attacked by the other character is disposed. For example, in
this embodiment, a plurality of (for example, two to four)
screening objects G that are formed of gimmicks such as a drum can
and a post are disposed in each movement area (see FIG. 4).
[0128] In addition, according to this embodiment, the player
character P in a hiding state behind the screening object G is
programmed to be shifted between a shooting posture (attack
posture) and a non-shooting posture (defense posture) in accordance
with the direction of the gun-type controller 308 held in the hands
of the player (see FIGS. 5 and 6). In other words, for a state that
the gun muzzle of the gun-type controller 308 faces the inside of
the screen of the monitor 306, the player character takes a
shooting posture in which the gun muzzle faces the enemy character
E (FIG. 5). On the other hand, for a state that the gun muzzle of
the gun-type controller 308 faces the outside of the screen of the
monitor 306, the player character takes a non-shooting posture in
which the body is hidden behind the shape of the screening object G
(FIG. 6). In the non-shooting posture located behind the screening
object G, basically the player character P is in a state completely
hidden by the shadow of the screening object G. Thus, in the state,
unless the screening object G is destroyed, there is no case that
the player character is shot by the enemy character E (FIG. 5). On
the other hand, in the shooting posture, the player character is in
a posture that a part of the body (for example, an upper body, a
left-half or right-half body, or the like) of the player character
P is exposed from the shadow of the screening object G. Thus, the
player character is in a state that the player character can shoot
and can be damaged by being shot by the enemy character E (FIG.
6).
[0129] In addition, according to this embodiment, the player
character P can be moved to the left or right side by player's
operating the pedal switches 310 and 312 by using the feet (see
FIG. 7). In particular, the player character P can be moved to the
left side on the screen by player's pushing the left pedal 310 and
can be moved to the right side on the screen by player's pushing
the right pedal 312. In addition when the pedal switch 310 or 312
for the reverse direction is pushed by using the foot during
movement of the player character in one direction, the moving
direction is reversed, and the player character can be moved in the
directed direction. In addition, in moving the player character to
the left or right side when the gun muzzle of the gun-type
controller 308 faces the inside of the screen of the monitor 306,
the player character P moves in the shooting posture (aimed
movement). On the other hand, when the gun muzzle of the gun-type
controller 308 faces the outside of the screen of the monitor 306,
the player character moves in the non-shooting posture (defensive
movement).
[0130] In addition, the progress and result of a virtual gun battle
between the player character P and the enemy character E and the
shooting capability of the player can be quantified to be
displayed, for example, as follows. Various elements such as
physical strength, shooting capability, and agility are quantified
and set depending on the type of the enemy character E, and damage
points corresponding to hit points of a head part, a body part,
hands, and legs of each character are set in advance. A character
hit by a bullet on each hit point receives damage corresponding to
the hit point, and corresponding points are subtracted from the
strength point. While a virtual gun battle is played, the strength
point that is displayed in a strip-like shape inside the screen
(for example, an upper left part of the screen) all the time is
calculated each time the character is hit by a bullet (a bullet
lands in the character), and is displayed as the total remaining
strength. When the strength point is equal to or smaller than a
predetermined value, a corresponding character (the player
character P or the enemy character E) falls down on the screen and
is treated as a defeated character. In addition, by using the
above-described strength point and the like, the shooting
capability of the player that is determined based on what type of
the enemy is brought down within a predetermined time and/or how
many enemy characters E are brought down within a predetermined
time can be represented quantitatively.
[0131] In addition, in the above-described quantifying technique
for a simulated gun battle, additionally, the damage points
corresponding to the hit points can be set differently, as in a
case where the damage point is set high for a case that the head
part is hit by a bullet and set low for a case that any other point
is hit by a bullet. In addition, points (strength values) may be
set and calculated for each spot such as a hand or a leg, and a
process and a representation that are for breaking up a part from
the other parts for a case where the point corresponding to the
part is equal to or smaller than a predetermined value can be
performed. In the game device 300 according to this embodiment, the
strength point can be set in a wide variety of ways as described
above. For example, settings and representations in which a
strength point is configured to be easily decreased for a specific
enemy character E (a specific enemy character is configured to be
easily brought down) by setting the width of decrease in the
strength point to be large, the areas of the hit points to be
large, or the like and a strong enemy character cannot be easily
brought down by being hit by a bullet several times can be
performed.
[0132] In addition, the game device 300 according to this
embodiment has a same reload function as that of a conventional
device. The reload function simulates a real shooting gun by
arranging an upper limit of the number of loaded simulated bullets
of the gun-type controller 308 and requiring an operation for
loading (reloading) bullets in the middle of a simulated shooting
operation. For example, in this embodiment, a representation in
which simulated bullets are automatically loaded in a case where
the gun muzzle of the gun-type controller 308 faces the outside of
the screen of the monitor 306 is performed. The number of remaining
simulated bullets is represented by the number of pictures
imitating bullets inside the screen of the monitor 306 (for
example, on a side lower than the stripe-like shaped strength point
represented in the upper-left part of the above-described screen).
In addition, when the number of the remaining simulated bullets is
equal to or smaller than a predetermined value or is zero (a state
out of the bullet), it is warned by displaying a text of "RELOAD"
inside the screen or the like.
[0133] Here, in the game device 300 according to this embodiment,
control (movement control) for setting a movement destination for a
moving operation of each character (the player character P and the
enemy character E) is performed based on the position relationship
between the opponent character and the above-described screening
object G. In particular, for example, when the player directs the
player character P to move by pushing the pedal switches 310 and
312 by using the feet (when movement is input), basically a
position in which the player character can avoid direct shoot up
from the enemy character E by hiding in the shadow of a nearest
screening object G in the movement direction is set as the movement
destination (see FIG. 9). As described above, as the position for
the player character to hide in the shadow of the screening object
G, a position located on the left side or the right side of the
screening object G may be selected (see FIG. 8). However, according
to this embodiment, the position of the enemy character E is
considered in addition to the position of the screening object G,
and a position (a position in which the player character P hides in
the shadow of the screening object G, viewed from the enemy
character E) located on the opposite side of the enemy character E
with the screening object G interposed therebetween is selected as
the movement destination. In addition, although the above-described
control is for a case where the player directs the player character
P to move, even in a case where the enemy character E moves, a same
movement control as described above is performed based on the
position relationship between the opponent character (in this case,
the player character P) and the screening object G.
[0134] In the above-described movement control, the movement
destination of each character can be designated by coordinates. For
example, when the coordinate values of the movement destination of
a character is set, the character can be moved to the movement
destination by adding a difference to the coordinate values at the
current time point. The coordinate values of each screening object
G or the like can be acquired by referring to a coordinate table
(map).
[0135] In addition, when the player performs movement input (pushes
the pedal switch 310 or 312 by using the foot) while the enemy
character E is moving, various movement control processes can be
considered. For example, in this embodiment, a position in which
the player character P can hide in the shadow of the screening
object G, viewed from the enemy character E, with reference to the
position of the enemy character E at a time point when the player
performs the movement input is set as a movement destination. In
other words, in this embodiment, the movement control process is
performed in consideration of only the position of the enemy
character E regardless of the state of the enemy character E (for
example, the shooting posture, the non-shooting posture, or the
like). In addition, similarly at a time point when the player
character P receives damage or at a time when the player character
jumps aside, the movement destination is simply set based on only
the coordinate values at the time point.
[0136] In addition, when a movement input for moving back in the
reverse direction is performed in the middle of movement of the
player character P (that is, when the pedal switch 310 or 312 on
the opposite side of the movement direction is pushed by using the
foot), as the content of the movement control process, a simple
control process of returning the player character to the original
position or the like can be made. However, in this embodiment, the
movement destination is recalculated to be set. In other words,
when there is a movement input for moving the player character in
the reverse direction (returning direction) in the middle of the
movement of the player character, the movement destination is set
based on the position of a nearest screening object G in the
returning direction and the position of the enemy character E at
that time point.
[0137] In addition, according to this embodiment, the moving
operation is differently set for the shooting posture and the
non-shooting posture (see FIG. 7). In other words, when the gun
muzzle of the gun-type controller 308 is faced with the inside of
the screen of the monitor 306 in the middle of movement of the
player character P, the player character can be moved in the
shooting posture (aimed movement). In such a case, although
shooting can be made while the player character moves, the speed of
movement is regular or relatively low. In addition, when the player
character is shot by the gun shot of the enemy character E in this
state, the player character receives relatively much damage. On the
other hand, when the gun muzzle of the gun-type controller 308 is
faced with the outside of the screen of the monitor 306 in the
middle of movement of the player character P, the player character
moves in the non-shooting posture (defensive movement). In such a
case, although shooting cannot be made while the player character
is moving, the speed of movement is relatively high. In addition,
when the player character is shot by a bullet in this state, damage
is smaller than that in the shooting posture (for example, a half
of the damage received in the shooting posture). In addition, the
aimed movement and the defensive movement can be alternately
changed depending on whether the gun muzzle of the gun-type
controller 308 is faced with the inside of the screen. In addition,
according to this embodiment, when transition from the aimed
movement to the defensive movement is made (when the gun muzzle of
the gun-type controller 308 is faced with the outside of the
screen), reload, that is, load of the simulated bullets of the
gun-type controller 308 is automatically performed.
[0138] The control process of the moving operation described above
(control process of the aimed movement and the defensive movement)
will be simply described by using a flow representing only a part
of a looping process as below (see FIG. 39). The aimed state of the
gun-type controller 308 is acquired (Step S1), and it is determined
whether the aimed state is changed (Step S2). When the state is
changed, the state of the character (the player character P) is
acquired (Step S3), and the state of the character is updated (Step
S4). In particular, the above-described aimed movement is changed
to the defensive movement, and the defensive movement is changed to
the aimed movement. When the state of the character is changed as
described above or the aimed state is not changed in Step S2, the
process is looped to Step S1, and the aimed state of the gun-type
controller 308 is acquired again (see FIG. 39). In addition
although a looping process is simply represented here, a flow in
which terminal markings for starting and ending are arranged and
the process is restarted each time a predetermined time (for
example, 1/60 second) elapses after completion of a series of
processes may be used for implementing the above-described
process.
[0139] Here, the above-described movement control process will be
described in detail as follows with an example of a detailed shape
of the screening object G.
[0140] First, for example, when the screening object G is a
circular cylindrical shape formed of a gimmick of a drum can (see
FIG. 12), default of a position (a position in which the body can
be hidden from the gun shot of the enemy character E) in which the
player character P hides is right behind the screening object G,
and, for example, a fan-shaped area extending by left and right 45
degrees (a total of 90 degrees) from the default hiding position as
its center is set as the hiding position (see FIG. 11). The
movement destination of the player character P is inside the
fan-shaped area (in particular, on the circumference having a
predetermined distance from the screening object G) and is set to a
position on an extended line connecting the position of the enemy
character E and the center of the screening object G (see FIG. 10).
In addition, in a case where the body of the player character P
cannot be hidden in the shadow of the screening object G from the
view of the enemy character E, an end-part position of the
above-described fan-shaped area becomes the movement destination
(hiding position). In addition, when the screening object G is a
drum can having a height smaller than that of the player character
P, as in this embodiment, the player character P takes the
non-shooting posture in a state that the player character crouches
down in the shadow of the drum can and takes the shooting posture
in a state that the player character stands and exposes its upper
body to an upper part of the drum can (see FIG. 12). Accordingly,
in this embodiment, the position (the aimed position) in the
shooting posture and the position (hiding position) in the
non-shooting posture that are represented in FIG. 10 are not
different from each other (see FIG. 10).
[0141] Next, for example, when the screening object G is a
rectangular shape such as a post, (see FIG. 13), default of a
position (a position in which the body can be hidden from the gun
shot of the enemy character E) in which the player character P
hides is right behind the screening object G, and, for example, a
fan-shaped area (actually, an area acquired by excluding a
triangular part from the fan-shaped area as illustrated in the
figure) extending by left and right 45 degrees (a total of 90
degrees) from the default hiding position as its center is set as
the hiding position (see FIG. 15). The movement destination of the
player character P is inside the fan-shaped area (in particular, on
the circumference having a predetermined distance from the
screening object G) and is set to a position on an extended line
connecting the position of the enemy character E and the center of
the screening object G (see FIG. 10). In addition, in a case where
the body of the player character P cannot be hidden in the shadow
of the screening object G from the view of the enemy character E,
an end-part position of the above-described area becomes the
movement destination (hiding position). In addition, when the
screening object G is a post, as in this embodiment, the player
character P takes the non-shooting posture in the shadow of the
post and takes the shooting posture by popping out to positions in
the left and right 90 degrees from the position (see FIGS. 14 and
16). Accordingly, in this embodiment, the position (the aimed
position) in the shooting posture and the position (hiding
position) in the non-shooting posture that are represented in FIG.
14 are not different from each other (see FIG. 14).
[0142] Subsequently, when the screening object G is a rectangular
shape such as a tanker and has a height smaller than that of the
player character P (see FIG. 20), default of a position (a position
in which the body can be hidden from the gun shot of the enemy
character E) in which the player character P hides is right behind
the screening object G, and, for example, a fan-shaped area
(actually, an area acquired by excluding a triangular part from the
fan-shaped area as illustrated in the figure) extending by left and
right 45 degrees (a total of 90 degrees) from the default hiding
position as its center is set as the hiding position (see FIG. 19).
The movement destination of the player character P is inside the
fan-shaped area (in particular, on the circumference having a
predetermined distance from the screening object G) and is set to a
position on an extended line connecting the position of the enemy
character E and the center of the screening object G (see FIGS. 17
and 18). In addition, in a case where the body of the player
character P cannot be hidden in the shadow of the screening object
G from the view of the enemy character E, an end-part position of
the above-described area becomes the movement destination (hiding
position). In addition, when the screening object G is a tanker, as
in this embodiment, the player character P takes the non-shooting
posture in a state that the player character crouches down in the
shadow of the tanker and takes the shooting posture in a state that
the player character pops out to positions of the left and right 90
degrees from the position and stands (see FIGS. 18 and 20).
Accordingly, in this embodiment, the position (the aimed position)
in the shooting posture and the position (hiding position) in the
non-shooting posture that are represented in FIG. 18 are different
from each other (see FIG. 18).
[0143] As is apparent from the above-described description, when
the player performs a movement input for the player character P
that hides in a screening object G, the player character P moves
toward a position (hiding position) in which the player character
can hide in the shadow of the nearest screening object G in the
movement direction (see FIG. 21). At that moment, as described
above, the movement destination is set to a position that is inside
an area such as the fan shape located in the shadow of the
screening object G and is located on an extended line that connects
the position of the enemy character E and the center of the
screening object G (see FIG. 21). In addition, for example, when
the movement input for the reverse direction (to the left side)
while the player character is moving to the right side, the player
character P is moved toward a position (hiding position) in which
the player character can hide in the shadow of the screening object
G located in the reverse direction (returning direction) (see FIG.
22). At that moment, the control unit 602 according to this
embodiment, as described above, sets the coordinates of the
movement destination by performing a recalculation process. In
addition, when the character receives damage in the hiding
position, a process in which the default hiding place or the
actually hiding place of the character is slowly shifted to a
position, in which the character is not visible from the enemy, may
be added. In addition, the above-described center of the screening
object G is only an example of a position that becomes a reference
point, and another position may be used as the reference point.
[0144] In addition, for example, even when the screening object G
has a shape that is long and thin in the movement direction as
illustrated in FIG. 23, the control process can be performed as
described above. In such a case, as represented in the figure, it
may be configured that a line parallel to the movement direction is
set on the rear side of the screening object G and the movement
destination of the character is set on the line (see FIG. 23). The
actual movement destination is on this line, and is set to a
position on an extended line that connects the position of the
enemy character E and the center of the screening object G (see
FIG. 24).
[0145] Here, as described above, a concrete embodiment for a case
where the screening object G has a thin and long shape (for
example, a wall between windows) described above will be also
described (see FIGS. 25 to 27 and the like). The default of a
position (a position in which the body can be hidden from the gun
shot of the enemy character E) in which the player character P
hides is a center position right behind the screening object G and,
for example, a triangle-shaped area extending by left and right 60
degrees (a total of 120 degrees) from the default hiding position
as its center is set as the hiding position (see FIG. 26). The
movement destination of the player character P is inside the
triangle-shaped area and is set to a position on an extended line
connecting the position of the enemy character E and the center of
the screening object G (see FIGS. 25 and 26). In addition, in this
embodiment in which the screening object G is the wall between the
windows, the player character P takes the non-shooting posture in
the shadow of the wall, and takes the shooting posture by popping
out to the left or right side from the position (see FIGS. 25 and
27). Accordingly, also in this embodiment, the position (the aimed
position) in the shooting posture and the position (hiding
position) in the non-shooting posture that are represented in FIG.
25 are not different from each other (see FIG. 25).
[0146] As described above, the game device 300 according to this
embodiment is automatically controlled such that the movement
destination to which each character (the player character P and the
enemy character E) is moved becomes the shadow of the screening
object G. In addition, when the gun muzzle of the gun-type
controller 308 is faced with the outside of the screen, the
character is configured to take the non-shooting posture in the
hiding position. On the other hand, when the gun muzzle of the
gun-type controller 308 is faced with the inside of the screen, the
character can take the shooting posture in an aimed position
protruding from the shadow of the screening object G (axis
movement). In addition, by player's operating the left and right
pedal switches 310 and 312, the player character P can be moved
from the shadow of one screening object G to the shadow of another
screening object G (see FIG. 28). In such a case, from the view
point of the player character P in the hiding position, the enemy
character E cannot be easily seen also from the hiding side. In
addition, by moving the player character to the aimed position
(taking the shooting posture), the player character can be
transited to a position (in other words, a position in which
shooting can be easily made) in which the enemy character E can be
easily seen (see reference sign .smallcircle. represented in FIG.
28). This is the same from the view point of the enemy character E
(for example, see reference sign x represented in FIG. 28). The
main point is that, in the game device 300 according to this
embodiment, shooting from the enemy character E cannot be easily
received to be in a relatively safe state in a case where the
player character hides in the shadow of the screening object G
(unless the screening object G is destroyed). On the other hand, in
a case where the player character pops out once to the aimed
position, the player character can shoot the enemy character E, and
the possibility that the player character is shot by a bullet
becomes high. Accordingly, a thrilling simulated gun fighting,
having high amusement, in which attack and defense can be made by
using high-level tactics can be enjoyed.
[0147] In addition, since the movement of the player character P to
the left or right side is based on the operation of the pedal
switches 310 and 312, the player can basically move the player
character P on his intention. However, for a representation of a
shooting game, an operation for causing movement may be provided.
Although not described in detail in this embodiment, for example,
when an endurance value of each screening object G for stray
bullets is set and a representation in which the screening object G
is slowly broken to be finally exploded or crushed is performed,
the player who wants to reduce damage of the player character P may
be motivated to move the player character to the left or right
side.
[0148] In addition, in the above-described embodiment, a case where
the screening object G has a thin and long shape is exemplified
(see FIG. 23 and the like). However, in a case where the screening
object G has a shape longer in the movement direction, a plurality
of hiding places may be set. For example, for a screening object G
having a thin and long shape as represented in FIG. 29, two default
hiding positions are set in this embodiment, and a hiding position
located on a closer side viewed from the character is set as the
movement destination in the movement control process.
[0149] Subsequently, basic actions (movements) of each character
(the player character P and the enemy character E) in the game
device 300 according to this embodiment, including the
above-described movement control process will be described with
examples of more detailed screens and objects (see FIGS. 30 to
34).
[0150] [Aiming]
[0151] In the hiding position located in the shadow of the
post-shaped screening object G, while the player places the
gun-type controller 308 to face the outside of the screen of the
monitor 306, the player character P, as described above, takes the
non-shooting posture in which the player character hides its body
in the shadow (see FIG. 30). Here, when the player places the gun
muzzle of the gun-type controller 308 to face the left (right) side
of the screen, that is, for example, the inside of a frame of a
broken line located on the left (right) side of the screening
object G, the player character P pops out to the aimed position
located on the left (right) side of the screening object G and
takes the shooting posture. As described above, in the game device
300 according to this embodiment, to which side between the aimed
positions located on the left and right sides of the screening
object G the player character pops out so as to take the shooting
posture can be selected by the position of the gun muzzle facing
the screen of the monitor 306 (aiming). In addition, the
description above corresponds to a screening object G for which any
side between the left and right aimed positions can be selected.
Thus, for a screening object G having a shape from which the player
character cannot pop out, for example, to the left (right) side,
the above-described aiming cannot be performed, and the character
should pop out to only one side.
[0152] [Running]
[0153] When the player continues to push the pedal switches 310 and
312 by using the feet, the character runs and moves further without
stopping at the nearest screening object G (see FIG. 31). Then,
when the feet pushing the pedal switches 310 and 312 are lifted,
the character basically moves to the shadow of a nearest screening
object G in the movement direction.
[0154] [Turning Back]
[0155] When the player pushes the pedal switch 310 or 312 for the
reverse direction by using the foot while the character is moving,
the character turns back (see FIG. 32).
[0156] [Plunging Body Aside]
[0157] When the player performs so-called a double click (or double
pedal), that is, continuously pushing the pedal switch 310 or 312
twice in the middle of the aimed movement (movement to the left or
right side in the shooting posture) in a short time, the player
character P performs an operation of jumping aside (see FIG. 33).
The character in the middle of the operation of jumping aside
ignores a screening object G even in a case where the screening
object G exists in the middle of the movement and continues the
operation of jumping aside. In addition, when the trigger of the
gun-type controller 308 is pulled in the middle of the operation of
jumping aside, the character can perform gun shooting (jumping
aside shot). For example, in this embodiment, the attack power
(destruction power) of the jumping aside shot is increased, for
example, to be twice that for a normal case. The above-described
operation of jumping aside is technology of a high level requiring
the player to perform a series of agile operations. Thus, in this
embodiment, a representation in which a privilege of increasing the
attack power (destruction power) is acquired is performed in a case
where the operation of jumping aide is accomplished. In addition,
it is preferable that the character after the special operation is
set to be in a weak state. In such a case, a high-skilled person
who has mastered the operation of the game device 300 comes to
hesitate overissuing the special operation for which the privilege
is added, and accordingly, the person can improve tactics of the
shooting game further. For example, in this embodiment, a
representation of a rigid state for several tens of "ints" after
the character jumping aside lands is performed ("int" is an
abbreviation of interrupt and represents the number of interrupts
or the number of rewriting operations for the screen. 1 int=60
frames/sec, 2 ints=30 frames/sec), so that the player character P
cannot shoot the gun in the rigid state. Thus, according to the
game device 300 of this embodiment, the jumping aside shot exhibits
an aspect of so-called double edged sword-like technology in which
large damage can be given to the enemy character and the character
has a high risk for receiving large damage. Accordingly, the
amusement of the game is improved. The character after the rigid
state is cancelled basically moves in the direction in which the
character has jumped aside. However, when the character performs
the operation of jumping aside in both end parts of a movement area
in which the character can be moved, the character turns back and
moves to the nearest hiding position. In addition, in FIG. 33, as
movement after release of the rigidity, both the aimed movement in
the shooting posture and the defensive movement in the non-shooting
posture are represented (see FIG. 33).
[0158] [Avoiding]
[0159] When the double click (double pedal) for the pedal switch
310 or 312 is performed during the defensive movement, the
character performs an avoiding operation (see FIG. 34). In the
avoiding operation, damage received from a hit by a bullet
decreases, compared to a normal case (for example, 1/4 of damage of
a normal case). In addition, when the avoiding operation is
performed, the character is configured to jump in a nearest
screening object G to be automatically in a hiding state (see FIG.
34). In addition, how far the character jumps in the
above-described avoiding operation can be set in various manners.
In addition, the operation can be performed in a smooth manner by
reproducing a quick hiding motion, for example, in a case where the
character performs the avoiding operation in a position close to a
screening object G or transiting the character to the defensive
movement after completion of the jumping operation in an opposite
case where the character jumps in by performing the avoiding
operation and does not reach the screening object G.
[0160] Subsequently, a zoom control function of the game device 300
according to this embodiment will be described (see FIG. 37 and the
like). The zoom control is to zoom (display on an enlarged scale)
the screen in a case where the player performs an aiming operation
that satisfies a predetermined condition. For example, a
representation such as improving the precision of shooting by
zooming the abdomen or the like of the enemy character E or
changing damage for a case where the attack power is up and
shooting succeeds can be performed. By performing the
above-described zoom control in addition to the above-described
movement control, the amusement of the game can be improved
further.
[0161] Here, in this embodiment, two types of zoom control
including normal zoom (concentrate zoom) and quick zoom are
performed. Hereinafter, the overview of three-dimensional
virtualization technology in the game device 300 will be described,
and then, the condition and content of the zoom function will be
described.
[0162] The three-dimensional virtualization technology is for
disposing characters (the player character P and the enemy
character E) inside a virtual space formed as a three-dimension,
performing projection transformation for the characters onto a
video viewed from a virtual view point, and displaying the video in
a display. The virtual view point is a view point from a virtual
camera that is defined inside the three-dimensional virtual space.
In addition, the game device 300 according to this embodiment is
configured to be shifted between two types of view points including
a view point (first person point of view) that simulates the view
point of the player character P and a view point (third person
point of view) that simulates a view point from which both the
player character P and the enemy character E can be visually
recognized. In the first person point of view, an image having
realistic sensation viewed from the player character P is projected
on the screen, and accordingly, the player can enjoy a simulated
gun fighting as if the player is the same body as the player
character P. On the other hand, in the third person point of view,
a field in which a simulated gun fighting is played is projected
including the player character P, and accordingly, the player can
easily acquire the entire appearance and surrounding situation. The
above-described image process is implemented by performing process
control by using a device for processing an image (image processing
device) that is constituted by the control unit 602, the
above-described image composing device, and the like.
[0163] Subsequently, the condition and content of the zoom function
will be described. First, the normal zoom is performed on a
condition that the gun-type controller 308 is faced with any
between the enemy character E and the screening object G for a
predetermined time (any between the enemy character and the
screening object is aimed for a predetermined time). Thus, when the
condition is satisfied and a flag is set, a predetermined zoom
function is implemented. Hereinafter, the process sequence of the
normal zoom will be described as below by using a flow representing
only a loop process part (see FIG. 40). In addition, although a
looping process is simply represented here, a flow in which
terminal markings for starting and ending are arranged and the
process is restarted each time a predetermined time (for example,
1/60 second) elapses after completion of a series of processes may
be used for implementing the above-described process.
[0164] First, the state (a state that the gun-type controller 308
is out of a bullet, a state that the character falls down, or the
like) of the player (player character P) is acquired (Step S11),
and it is determined whether the state is a zoomable state (Step
S12). In particular, it is determined that the state is not the
zoomable state in a case where the state that the gun-type
controller 308 is out of a bullet, the state that the player
character P falls down, or the like.
[0165] In the zoomable state, the screening object G and the enemy
character E that can be zoomed are transformed into 2D coordinates
on a plane viewed from the above-described camera of the first
person point of view (Step S13). Here, in the 3D objects such as
the enemy character E and the screening object G, a plurality of
zoom points is set in advance (for example, the abdomen or the like
of the enemy character E). After transforming the zoomable objects
into 2D coordinates as described above, when any one (a zoom point
located closest to aiming) of the zoom points and aiming are
located within a predetermined distance (in other words, when the
state is a collision state in which the zoom point and the aiming
are within a determination circle of a predetermined range),
coordinates of the aiming are set as a zoom target (Step S14). In
particular, the coordinates of the aiming at the time point are
temporarily stored as the coordinates of the zoom target. In
addition, by appropriately changing the size of the determination
circle such that the determination circle is large for an object
located relatively near and is small for an object located
relatively far, zoom determination that is based on the law of
perspective and is close to the real can be performed. In addition,
when the enemy character E hides in the shadow of the screening
object G, a distance from the aiming is measured based on not the
zoom point of the screening object G but the zoom point of the
enemy character E in this embodiment. The process described up to
here is so-called a first collision process for determining whether
a relative distance between the aiming and the zoom point is
smaller than a predetermined value.
[0166] As described above, when a zoom collision is generated from
the zoom point that is closest to the aiming (that is, when a
relative distance between the aiming and the zoom point closest to
the aiming is determined), it is determined whether there is a
target (zoom target) (Step S15). Thereafter, an area (for example,
a rectangle area, and is referred to as a collision in this
embodiment) formed in a predetermined range from the stored zoom
target as its center is generated. Then, when the aiming at the
time point is within the collision, a counting operation is
performed (Step S16). Here, it is determined whether a
predetermined condition subsequent (for example, the player shoots
a bullet by pulling the trigger of the gun-type controller 308, the
gun-type controller is out of a bullet, or the player places the
gun muzzle of the gun-type controller 308 to be faced with the
outside of the screen) is satisfied (Step S17). Then, when the
condition subsequent is not satisfied, it is determined whether a
state that the aiming is located inside the collision for a
predetermined time is formed (whether a concentrate state is
formed) (Step S18). The process for determining whether the aiming
is within the area (collision) of the predetermined range is
so-called a second collision process.
[0167] When the above-described state that the aiming is within the
above-described collision for the predetermined time is formed, an
effect process is activated, and an image process for a zoom
operation using the aiming or the zoom target as its center is
performed (Step S19). The above-described effect process generates
a screen effect for notifying start of the zoom operation. During
the effect process, it is determined whether a predetermined
condition subsequent (for example, during the effect process, the
gun muzzle is turned far away from the enemy character E to another
place or the player character shoots a bullet) is satisfied (Step
S20). When the condition subsequent is satisfied, a series of
processes is completed, and the process is looped to the initial
step. On the other hand, when the condition subsequent is not
satisfied, it is determined whether the screen effect caused by the
zoom effect is completed (Step S21). Then, when the screen effect
is completed, the process proceeds to the next zoom process (Step
S22). During the zoom process, a privilege such as increasing the
attack power or accomplishing a head shot for a specific case, as
described later, is represented. After performing the zoom process,
when a predetermined condition subsequent (for example, the player
shoot a bullet by pulling the trigger of the gun-type controller
308, or the gun-type controller is out of a bullet) is satisfied,
the process is looped to the initial step (Step S23).
[0168] In addition, here, as the condition subsequent for the
normal zoom operation, player's shooting a bullet by pulling the
trigger of the gun-type controller 308 or the like is exemplified.
However, these are only detailed examples of the condition
subsequent for the normal zoom operation. Thus, other than the
above-described examples, movement of the enemy character E or
player character P's being covered in collapse of the screening
object G may be used as the condition subsequent.
[0169] The process sequence and content of the normal zoom are as
described above, and subsequently, an example of the
above-described normal zoom will be described with an image example
(see FIG. 37). First, when a predetermined time period (for
example, several tens of "ints" and may be different depending on
the type of the enemy character E) elapses in a state that the gun
muzzle is faced with the vicinity (in particular, in the vicinity
of the abdomen of the enemy character E in which a zoom point is
set) of the enemy character E, the effect process is activated (see
FIG. 37(A)). However, during this time period, when the gun muzzle
is turned far away to a different place or a bullet is shot, the
zoom process is cancelled, and the activation of the effect process
is not performed.
[0170] When the effect process is activated, an image process for
an effect focused on the aiming or the zoom target is performed (se
FIG. 37(B)). An effect, for example, is represented by a screen
including a combination of a plurality of circles or ovals as
represented in the figure. Parts other than the circle (oval)
become dim, and the vicinity of the enemy character E is closed up.
However, during this effect process, when the gun muzzle is turned
far away from the enemy character E to a different place or a
bullet is shot, the effect process is cancelled, and the zoom
process is stopped.
[0171] When the effect process is completed, subsequently, the zoom
process focused on the aiming or the zoom target is started (see
FIG. 37(C)). For example, several tens of "ints" is needed for
performing the zoom operation to the end. However, it may be set to
be different depending on the type of the enemy character E. In
addition, when the zoom operation is performed to the end, a
representation in which the camera is shaken as hand vibration may
be performed. In such a case, the shaking may require, for example,
several tens of "ints" to be suppressed. However, it may be set
differently as is appropriate.
[0172] When the zoom operation is performed to the end as described
above (see FIG. 37(D)), according to this embodiment, the following
advantages and disadvantages are implemented. Described with a
detailed example, as advantages, the attack power is doubled, and
the attack power is tripled for a case where the head shot, to be
described later, is achieved, and whereby large damage can be given
to the enemy character E. On the other hand, as a disadvantage,
damage for a case where the player character is shot by a bullet as
a counter shot by the enemy character E that moves during the zoom
operation is tripled. In addition, in the zoomed state, the field
of sight of the player is narrowed, which can be another
disadvantage.
[0173] Here, during the zoom process, tactics by using the zoom
process can be represented by performing processes such as "head
shot", "camera rigidity", and "counter shot" as described
below.
[0174] [Head Shot]
[0175] When the player can attack the head part of the enemy
character E during the zoom process, it is called a head shot, and
the attack power (the magnitude of damage received by the enemy
character E) is tripled. As described above, it may be configured
that the attack power during the zoom process is doubled and the
attack power of the head shot is tripled, whereby the magnitude of
the damage increases by six times for a case where the head shot is
achieved. In addition, when the head shot is achieved, a process
(representation) in which reload (bullet loading) is automatically
performed or the head-shot target character cannot shoot a gun may
be added.
[0176] [Camera Rigidity]
[0177] During the zoom operation, when the enemy character E moves
and is lost from the inside of the screen, for example, the camera
rigidity for about 40 "ints" is generated. The camera rigidity is a
representation of a state that the camera cannot be switched by
fixing a zoomed image for a predetermined time. In the state of the
camera rigidity, a place in which the enemy character E is located
cannot be acquired at least for a moment, and thus impatience can
be given to the player. During the above-described camera rigidity,
when the player character E receives attack from the moved enemy
character and is shot by a bullet, the "counter shot" is achieved.
To the contrary, when the player character can attack the enemy
character E during the camera rigidity, an image in which the enemy
character E staggers about is displayed (the enemy character E's
staggering is represented). In addition, detailed examples of the
condition for generating the camera rigidity during the zoom
operation are as follows.
[0178] There are a case where the aimed/hidden enemy character E
and the screening object G in which the enemy character E is
located are zoomed and the enemy character E moves therefrom, a
case where the enemy character E moves to a place of a zoomed
screening object G and then moves therefrom (however, the camera
rigidity is not generated for a case where the enemy character E
passes by the zoomed screening object G), and the like.
[0179] [Counter Shot]
[0180] During the camera rigidity, when the player character P is
attacked from the moved enemy character E and shot by a bullet, the
"counter shot" is achieved. The feature for such a case, for
example, is that tripled damage is received as in the
above-described head shot.
[0181] In addition, the representation of the head shot, the
counter shot, the staggering described above can be configured to
be generated in a same condition for the player character P and the
enemy character E. In other words, while a zooming side can achieve
the head shot or make the opponent stagger about, a zoomed side can
determine the counter shot after moving (see FIG. 35). In addition,
although not described detail in descriptions here, the player can
be notified that the player character P is zoomed by the enemy
character E, for example, by using a representation of blinking the
outer frame part of the screen of the monitor 306 in red or the
like.
[0182] In addition, the condition subsequent (reset condition) of
the above-described normal zoom is exemplified as below with
reference to a table (see FIG. 36). For example, in (a) a stage in
which the gun muzzle of the gun-type controller 308 is faced with
and fixed to the vicinity of the zoom point of the enemy character
E (a stage before the effect process is activated) and (b) a stage
in which the effect process is activated and the effect approaches
the zoom center, all the operations for shooting the gun-type
controller 308 and for turning the gun muzzle from the screen to a
different place become the condition subsequent (see FIG. 36). In
addition, a case where a character hides or moves or the gun-type
controller 308 is out of a bullet becomes the condition subsequent
even in (c) a stage during a zoom process or a zoomed stage, in
addition to the above-described (a) and (b) (see FIG. 36). In
addition, a case where the enemy character E moves in the stage (a)
is the condition subsequent. However, in such a case, the camera
rigidity is not generated. On the other hand, a case where the
enemy character E moves in the stage (c) is the condition
subsequent. In such a case, the camera rigidity is generated (see
FIG. 36).
[0183] Subsequently, the quick zoom will be described. Although an
ordinary zoom control process is the normal zoom (concentrate zoom)
as described above, in this embodiment, a quick zoom control
process in which zoom standby is not performed and the zoom process
is immediately performed under a specific condition is performed.
Hereinafter, the process sequence of the quick zoom process will be
described as below by using a flow representing only a looping
process part (see FIG. 41). In addition, although a looping process
is simply represented here, a flow in which terminal markings for
starting and ending are arranged and the process is restarted each
time a predetermined time (for example, 1/60 second) elapses after
completion of a series of processes may be used for implementing
the above-described process.
[0184] First, the state (a state that the gun-type controller 308
is out of a bullet, a state that the character falls down, or the
like) of the player (player character P) is acquired (Step S31),
and it is determined whether the state is a zoomable state (Step
S32). In particular, it is determined that the state is not the
zoomable state in a case where the state that the gun-type
controller 308 is out of a bullet, the state that the player
character P falls down, or the like.
[0185] In the zoomable state, it is determined whether the player
performs the zoom operation (Step S33). The zoom operation
described here is an operation for pushing the pedal switch 310 or
312 within a predetermined time period (for example, within 10 to
20 frames) after the gun muzzle of the gun-type controller 308 is
faced with the inside of the screen. The operation of the pedal
switch 310 or 312 for this case is treated as an input command for
transiting to the quick zoom process, and thus a player's operation
such as horizontal movement is not performed. In addition, for
example, in this embodiment, the predetermined time period (the
predetermined frame) is set to be short. Accordingly, it is
difficult for a player to transit to the quick zoom process, and
the player is required to have adroitness or skill to some degree
(see FIG. 38).
[0186] When it is determined that the zoom operation is performed,
the zoom point of the enemy character E that is, for example, set
in the abdomen is transformed into 2D coordinates in a plane viewed
from the above-described camera of the first person point of view
(Step S34). Next, an area (for example, a rectangle area and is
referred to as a collision in this embodiment) of a predetermined
range having the position of the zoom point that is transformed
into the 2D coordinates as its center is generated (Step S35).
Subsequently, it is determined whether the position of the aiming
is within the collision (Step S36). When the position of the aiming
is within the collision, the position of the aiming is used as the
center of zoom (Step S37). On the other hand, when the position of
the aiming is not within the collision, an intersection between a
segment connecting the transformed zoom point and the aiming and
the outer periphery (outer frame) of the collision is used as the
center of zoom (Step S38).
[0187] Next, whether the aiming of the gun-type controller 308 is
faced with the outside of the screen is determined as one of the
condition subsequent (Step S39). When the aiming of the gun-type
controller is not faced with the outside of the screen, the process
proceeds to the zoom process (Step S40). During the zoom process,
as described above, a privilege such as increasing the attack power
or achieving the head shot for a specific case is represented.
After the zoom process, when a predetermined condition subsequent
(for example, the player places the gun muzzle of the gun-type
controller 308 to face the outside of the screen, or the player is
covered in the collapse of the screening object G) is satisfied,
the process is looped to the initial step (Step S41). In this
embodiment, a case where out-of-bullet or movement of the enemy
character E is not included in the condition subsequent of the
quick zoom process. When the condition subsequent is not satisfied,
the zoomed state is continued until a predetermined time elapses.
Then, after the predetermined time elapses, the process is looped
to the initial step (Step S42).
[0188] The process sequence and content of the quick zoom are as
described above, and subsequently, an example of the
above-described quick zoom will be described with an image example
(see FIG. 38). First, when the player character takes the
non-shooting posture in a hiding place located in the shadow of the
screening object G, a zoom operation is determined to be performed
by transiting the player character to the shooting posture by
performing an operation for placing the gun muzzle to face the
screen and by pushing the pedal switch 310 or 312 almost
simultaneously with the above-described operation. Accordingly,
transition to the quick zoom can be made. In such a case, the zoom
process is immediately started without waiting for elapse of a
predetermined time period in the aimed state as in the
above-described normal zoom. In addition, in this embodiment, when
the transition to the quick zoom is made by performing the zoom
operation, a player character P's operation for quickly popping out
from the shadow of the screening object G in a low posture and
taking the posture (shooting posture) for aiming the gun is
represented (see FIG. 38(A)). A time period between the quick zoom
operation and the completion of the zoom operation may be set
differently depending on the type of the enemy character E or the
like. For example, in this embodiment, a time period (for example,
several "ints" to several tens of "ints") that is shorter than that
of the normal zoom operation is set.
[0189] When the zoom operation is performed to the end as described
above (see FIG. 38(B)), according to this embodiment, the following
advantages and disadvantages are implemented. Described with a
detailed example, as advantages, the attack power is doubled, and
the attack power is tripled for a case where the head shot, to be
described later, is achieved, and whereby large damage can be given
to the enemy character E. On the other hand, as a disadvantage, a
rigid state is represented after the quick zoom operation, and thus
the player character P cannot shoot the gun during the rigid state
(see FIG. 38(C)). In this rigid state, even when the player pushes
the pedal switch 310 or 312 by using the foot, the player character
P is not moved. Thus, according to the game device 300 of this
embodiment, the quick zoom operation exhibits an aspect of
so-called double edged sword-like technology in which the quick
zoom operation can give large damage by a shot in the zoomed state,
and the player character has a high risk for receiving large
damage. Accordingly, the amusement of the game is improved. In
addition, in the rigid state after the quick zoom operation, a
state in which the character cannot move as if the character is
rigid is represented, differently from the above-described camera
rigidity.
[0190] Although the above-described embodiment is one appropriate
embodiment of the present invention, the invention is not limited
thereto. Thus, the embodiment may be changed in various manners
without departing from the gist of the present invention.
[0191] Subsequently, another embodiment of the present invention
will be described (see FIGS. 42 to 46).
[0192] FIG. 1 is a perspective view illustrating the whole
electronic play device according to the present invention. The
electronic play device 300 includes a first casing 302 and a second
casing 304. To the upper part of the first casing 302, a monitor
306 is installed. To the second casing 304, a coin insertion slot
and a gun-type controller 308 as an operation device are
connected.
[0193] A player aims the gun-type controller to be faced with the
monitor 306 and pulls a trigger toward the enemy character
displayed on the monitor. When a bullet hits the enemy character,
the enemy character inside the monitor can be brought down. From
the gun-type controller 308, a communication line is drawn out, and
the communication line is connected to the second casing 304. In
addition, the entire height of the second casing 304 is smaller
than that of the first casing 302, and thus, it is configured that
the field of view of the player is not blocked. Inside the first
casing 304, a control board of the electronic play device is
housed.
[0194] In addition, pedal switches 310 and 312 are provided from a
front end of the lower end of the second casing 304 on the player
side toward the player. There are left and right pedal switches. By
player's individually pushing the left and right pedal switches by
the feet, a player character on a screen can be moved to the left
or right side.
[0195] In the example of a game that is implemented in the
above-described electronic play device, a player character fights
an enemy character in a three-dimensional virtual space. The player
character performs a gun battle with the enemy character while
hiding its body behind a post or the like. When the player pulls
the trigger of the gun-type controller, an operation signal from
the gun-type controller is transmitted to the control board, and
the control board determines whether the enemy character is shot by
a bullet. When the enemy character is shot, an image representation
such as bringing the enemy character down is performed.
[0196] On the other hand, when the player character is shot by a
bullet of the enemy character, or a post near the player character
is shot by a bullet of the enemy character, the post is collapsed
to cause damage to the player character. Even when a drum can, for
example, containing a combustible material that is located near the
player character is shot by a bullet, the player character receives
damage due to explosion of the drum can.
[0197] FIG. 42 is an example of a screen displayed on the monitor
306. The player character PL and a background BG are viewed from
the virtual first person point of view to be displayed. When the
player faces the gun muzzle of the gun-type controller toward the
monitor, a virtual space is displayed from the first person point
of view. At this moment, the player character PL, as illustrated in
FIG. 42, performs a behavior for aiming a gun to the enemy
character. When the player faces the gun-type controller outside
the display screen of the monitor, as illustrated in FIG. 43, the
virtual view point is moved to a third person point of view, and
the player character PL performs a behavior for laying down the
gun. At this moment, the player character PL takes a behavior for
avoiding the attack from the enemy character by hiding in the post
BR.
[0198] FIG. 45 is a screen in which the enemy character EC
contraposing the player character PL is viewed from the third
person point of view. The post BR located next to the player
character receives damage by a bullet shot by the enemy character.
When the post receives damage more than is needed, the post
collapses as illustrated in FIG. 44, and thereby damage is given to
the player character. In FIG. 42, the virtual camera is located in
the first person point of view, and accordingly, a state that the
post is damaged cannot be recognized by the player. Thus, as
illustrated in FIG. 45, the virtual view point is moved from the
first person point of view to the third person point of view, and a
warning mark "!"WO is displayed on the screen.
[0199] FIG. 2 is a block diagram illustrating the overview of the
game device. A program data memory unit 600 stores game programs
and data needed for processes on the basis of the game programs.
The game programs or data are stored in a recording medium such as
an optical disc, a hard disk, or a semiconductor memory such as a
flash memory. The control unit 602 determines the behavior of the
player character based on an output from a device operated by the
player, the game program, and the data stored in the memory unit
600. The operation devices are a trigger 604 of the gun-type
controller, the gun aiming position detecting unit 606 that detects
the direction (aiming) that the gun-type controller faces, and the
left and right pedal switches 310 and 312.
[0200] The gun aiming-position detecting unit 606 that detects the
aiming of the gun-type controller is configured as follows. As
illustrated in FIG. 24 of Japanese Patent Application Laid-Open No.
11-86038, a plurality of LEDs is disposed near the display panel
and is configured to emit light sequentially. Then, a plurality of
light receiving units disposed in a simulation controller receives
the light. Then, the control unit 10 analyzes signals from each
light receiving unit so as to detect the direction of the gun
muzzle of the gun-type controller. The control unit 602 determines
the position of a virtual view point inside the virtual space based
on the game program. Then, the control unit 602 performs a
projection transformation process for an image acquired from
viewing the virtual space from the position of the virtual view
point and displays the transformed image in a display unit 608. In
addition, the game program generates various sound effects such as
a bullet shooting sound or a hit sound, and generates the sound
effects by using a sound generating unit 610.
[0201] FIG. 3 is a detailed block diagram of the play device
illustrated in FIG. 2. The above-described control unit 602
includes a CPU block 10, a video block 11, and a sound block
12.
[0202] The CPU block 10 is a main body for performing an image
process based on the game program and includes a bus arbiter 100, a
CPU 101, a main memory 102, a ROM 103, and a program data memory
unit 600. The bus arbiter 100 is configured to be able to control
data reception and data transmission by assigning a bus occupying
time period to a device that is interconnected with the arbiter
through a bus.
[0203] The CPU 101 transfers program data for an operating system
stored in the game program data memory unit 600 to the main memory
102 by executing an initial program (initial execution program)
that is stored in the ROM 103 at a time when the power is turned
on. Thereafter, the CPU 101 is operated in accordance with the
operating system. Thus, the CPU continuously transfers the
application program data stored in the program data memory unit to
the main memory 102 and executes the program.
[0204] In addition, the CPU 101 is configured to be able to
transfer image data to a graphic memory 111 and transfer voice data
to a sound memory 121. The processes performed by the CPU 101 in
accordance with the program data are mainly the input of an
operation signal from an operation device 107 and analysis of
communication data from the communication device 130 and an image
process directed to the video block 11 and a voice process directed
to the sound block 12, based thereon.
[0205] The main memory 102, other than mainly storing the
above-described program data for the operating system and the
application program data, provides a work area in which a static
variable, a dynamic variable, or the like is stored to the CPU. The
ROM 103 is an area in which an initial program loader is
stored.
[0206] In the program data memory unit, program data for enabling
the game device to perform a predetermined image processing method,
image data for displaying an image, voice data for outputting
voice, and the like are stored. In addition, the game device can
enable the player character P to fight against an enemy character
operated by a match-up player as a match-up opponent in a common
virtual three-dimensional space by exchanging data with another
game device through the communication device 130. When there is no
match-up player, the enemy character is operated by the CPU
101.
[0207] The operation device 107 outputs an operation signal
corresponding to the state of a gamer's operation performed by a
player for the operation button or the like to a bus of the CPU
block 10. The video block 11 includes a VDP (Video Display
Processor) 110, a graphic memory 111, and a video converter 112. In
the graphic memory 111, as described above, the image data read out
from the program data memory unit is stored.
[0208] The VDP 110 is configured to read image data needed for
image display from the image data stored in the graphic memory 111
and perform coordinate transformation (geometry calculation), a
texture mapping process, a display prioritizing process, a shading
process, or the like in accordance with data needed for image
display which is supplied from the CPU 101, that is, command data,
view point position data, light source position data, object
designating data, object position data, texture designating data,
texture density data, field of sight converting matrix data, or the
like.
[0209] In addition, the above-described processes such as the
coordinate transformation may be configured to be performed by the
CPU 101. In other words, a process is assigned to a specific device
in consideration of calculation capability of each device. The
video encoder 112 is configured to output the image data generated
by the VDP 110 to the monitor device 608.
[0210] The sound block 12 includes a sound processor 120, a sound
memory 121, and a D/A converter 122. In the sound memory 121, as
described above, the voice data read out from the CD-ROM is stored.
The sound processor 120 is configured to read out the voice data
such as waveform data stored in the memory 121 and perform various
effect processes on the basis of a DSP (Digital Signal Processor)
function, a digital/analog conversion process, and the like, based
on the command data supplied from the CPU 101. Then, the D/A
converter 122 is configured to be able to convert the voice data
generated by a sound processor 120 into an analog signal and output
the analog signal to a speaker 610 that is connected
externally.
[0211] Next, the operation of the game device will be described
based on a flowchart. The control unit 602 of the electronic play
device 602, mainly the CPU 101 performs control for moving the
virtual view point based on a flowchart represented in FIG. 46.
[0212] This flowchart is performed for each frame. In Step 700, the
CPU acquires the state of the player character. The state of the
player character is the state of the player character including
whether the player is stopped or the player character is moving or
the like. There are control values for each state of the player
character, and by checking the control values by using the CPU, the
state of the player character can be determined. The control values
are stored in the main memory 102. In addition, the movement of the
player character to the left or right side in the virtual space is
implemented by ON of the left and right pedal switches 310 and 312,
and thus, the CPU can determine that the player character is moving
based on ON of the pedal switches.
[0213] When it is determined that the player character is moving in
Step S702, the process returns to Step 700. In addition, when the
player character is not active, for example, when the player
character is shot by a bullet from the enemy character and is
fallen down, and thus an input operation from the player cannot be
reflected on the player character, the process returns
similarly.
[0214] On the other hand, when the player character is
substantially in a stop state, the process proceeds to Step 704.
Then, it is determined whether there is a screening object such as
a post near the player character in which the player character can
hide its body. When there is the screening object, damage of the
screening object is determined. The damage of the screening object
is calculated based on the number of hits of bullets of the enemy
character and the types of the hit bullets. It is determined
whether the screening object is hit by a bullet based on whether a
moving bullet and the screening object collide with each other in
the virtual space.
[0215] Each time the screening object is hit by a bullet, the
endurance value of the screening object decreases. An image in
which the screening object is gradually damaged is reproduced in
accordance with the decrease in the endurance value. When the
endurance value is equal to or smaller than a limit value, an image
in which the screening object collapses is reproduced.
[0216] The CPU determines whether the endurance value is equal to
or smaller than a specific threshold value (706). When the
endurance value is equal to or larger than the threshold value, it
is determined that there is no possibility that the screening
object collapses, and the process proceeds to Step 700. On the
other hand, when the endurance value is equal to or smaller than
the threshold value, it is determined whether the warning mark "!"
has appeared in the past.
[0217] As is represented in Step 710 and thereafter, when the
endurance value of the screening object is equal to or smaller than
a specific value, a warning mark is represented, and a position of
the virtual view point is changed from the first person point of
view to a position of the third person point of view. The process
of Step 708 represents that the process returns to Step 700 in a
case where the player character is located near the screening
object that becomes the target for the warning mark and the warning
mark has appeared in the past. This means that a process for
displaying a warning mark and moving the view point is performed
only once for a specific screening object.
[0218] The CPU sets a flag that indicates whether a warning mark is
displayed for each screening object in the system memory 102. The
CPU performs a determination process of Step 708 by checking this
flag.
[0219] When negative determination is acquired in Step 708, the
process proceeds to Step 710, and a warning mark is displayed near
the specific screening object and the player character. FIG. 45
represents that a warning mark is displayed near the head part of
the player character.
[0220] In Step 712, the CPU acquires the state of the player
character. In Step 714, it is checked whether the player character
is on the gun-aiming behavior. As the player places the gun-type
controller toward the screen without pushing the pedal switches by
the feet, the player character performs an operation for aiming the
gun. At this moment, the first person point of view is selected by
the game program (FIG. 42). On the other hand, when the player
character is not on the behavior for aiming the gun toward the
enemy character, the third person point of view is employed (FIG.
43).
[0221] When it is checked that the player character is on the
gun-aiming behavior in Step 714, the virtual camera is moved from
the position (FIG. 42) of the first person point of view to the
position (FIG. 45) of the third person point of view (Step 716). On
the other hand, when it is checked that the player character is not
on the gun-aiming behavior in Step 714, the CPU moves the position
of the virtual camera to a position in which a state of player
character PL's hiding in the post BR can be identified well (Step
726).
[0222] As can be known from FIG. 45, although the player cannot
recognize the screening object (post) near the player character PL
in FIG. 42, the player can recognize the post BR located next to
the player character in FIG. 45. Accordingly, the player can know
that the post is started to be collapsed by the attack from the
enemy character. At this moment, as illustrated in FIG. 45, a
warning mark "!" is represented on the screen.
[0223] The CPU checks whether a condition for canceling the warning
mark and view point moving process occurs (718). For example, the
condition subsequent is that the player character who fights
against the enemy character with hiding in the shadow of the
screening object is apart from the wall by an operation of the
pedal switches performed by the player who has seen the warning
mark. In such a case, originally, the warning mark is not needed,
and the view point is not needed to be fixed to the third person
point of view. In addition, a case where attack from the enemy
character is violent and the screening object collapses or the like
corresponds to the condition subsequent.
[0224] When negative determination is made for the condition
subsequent, the CPU checks whether a predetermined time period
elapses after displaying the warning mark on the screen in Step
718. When the predetermined time period elapses, the CPU removes
the warning mark "!" from the screen, and cancels locating the
position of the camera to the third person point of view (716).
Then, the CPU moves the position of the camera to a position
appropriate to the current situation (Steps 722 and 724). For
example, the position of the virtual camera is returned from the
position of the third person point of view represented in FIG. 45
to the position of the first person point of view represented in
FIG. 42. Alternatively, in a case where the player character is
moving, the position of the virtual camera is moved to a position
of the third person point of view in which the moving player
character can be observed. On the other hand, when it is determined
that the predetermined time period has not elapsed in Step 718, the
process returns to Step 712, and the CPU maintains the warning mark
and fixing the virtual camera to the position of the first person
point of view.
[0225] The "predetermined time period" in Step 720 is determined as
follows. When the screen (the display time period represented in
FIG. 45) viewed from the third person point of view is long,
realistic sensation decreases. On the other hand, when the screen
is too short, the player cannot recognize that the screening object
near the player character starting to collapse. Based on the
requests on both sides, the predetermined time period is
determined. As an appropriate example, the "predetermined time
period" is 1.5 seconds.
[0226] For the predetermined time period, a set value is stored in
the memory. The set value for the predetermined time period may be
read out by the CPU from a memory unit or a main memory. In
addition, the time period for retreating the virtual camera may be
appropriately changed based on the progress state of the game, the
type of the object to be broken, or the like. The time period for
retreating the camera and the time period for displaying the
warning mark are set in accordance with the type of the screening
object. Thus, when the screening object is a dangerous material (a
material causing large damage in case of explosion, compared to a
normal case), the "predetermined time period" may be set to be
relatively long, compared to an ordinary case.
[0227] In the above-described embodiment, the screening object
corresponds to a first object in the claims, the player character
corresponds to a second object in the claims, and the enemy
character corresponds to the other objects in the claims. In
addition, the degree of endurance corresponds to the degree of
influence in the claims.
[0228] According to the above-described embodiment, as can be known
by comparing FIGS. 42 and 45 with each other, until the screening
object (post) is likely to broken, the play device is configured
such that the screening object is not within the display range in
the position of the first person point of view. When the screening
object is likely to be broken, the virtual camera is moved in a
direction for being spaced apart from the player character, so that
the screening object is within the display range. The third person
point of view represented in FIG. 43 represents both the player
character and the screening object in a case where the player
character is in a defensive state. However, the position of the
third person point of view represented in FIG. 43 is different from
that represented in FIG. 45. The position of the point of view
represented in FIG. 45 is a spot from which the screening object
can be observed from a broken side, so that the screening object
started to be broken can be precisely shown to the player. Although
the enemy character is not illustrated in FIG. 42, when the
position of the view point is changed from FIG. 42 to FIG. 45, the
direction of the view point is maintained to be substantially the
same.
[0229] The invention in the above-described embodiment relates to
an electronic play device, and more particularly, to an electronic
play device that implements a shooting game in which a player
shoots an enemy character by using a gun-type controller and
obtains a score based on the success of shooting. Here, the
background of the present invention and problems to be solved will
be described as below.
[0230] Three-dimensional virtualization technology is employed in
the electronic play device. The three-dimensional virtualization
technology is technology in which an object is disposed inside a
virtual space formed as a three dimension, a perspective
transformation process is performed for an image acquired from
viewing the object from a virtual view point, and the transformed
image is displayed in a display. The virtual view point is defined
as a virtual camera inside the three dimensional space. The virtual
camera is moved inside the virtual space on reception of an output
signal from a gun-type model that is handled by a player.
[0231] An object is defined inside the virtual space and may be a
character, a background, or the like. A character is mainly a
person. A character operated by a player is called a player
character. In addition a character that becomes an enemy of the
player character is called an enemy character. In an application
program for a shooting game, a shooting game between the player
character and the enemy character is played. In a play system in
which players fight one another among a plurality of electronic
play devices, shooting battles among the player characters are
played.
[0232] As view point switching technology for switching between
positions of virtual view points, there is technology disclosed in
Japanese Patent Application Laid-Open No. 07-116343. According to
the disclosed technology, there are a first person point of view
and a third person point of view as view points. The former view
point is located in a position of the eyes of the player character
or in a position near a head part of the player character from
which the head part of the player character is mainly looked down.
In addition, the latter view point is located in a position
departed from the player character from which the entire body of
the player character is looked down.
[0233] According to the first person point of view, the player can
adjust the view point by matching an approximate height of eyes of
the player character, and accordingly, the first person point of
view provides a game environment having high realistic sensation to
the player. On the other hand, while the third person point of view
does not have the above-described advantage, the third person point
of view has an advantage that the player can recognize the virtual
space widely.
[0234] Besides, there is a conventional example in which
disposition of a plurality of characters is displayed on a screen
like a radar in a real world. In this example, the player can
acquire relative positions of the plurality of characters
regardless of the position of the view point.
DISCLOSURE OF THE INVENTION
[Problems to be Solved by the Invention]
[0235] For example, a player in the first person point of view may
not recognize a case where a wall near the character is started to
collapse or the like. Thus, to notify the player of danger by
displaying a warning mark may be considered. However, the position
of the view point does not change, and accordingly, the player
cannot objectively recognize the environment in which he faces the
danger. Thus, when the user operates the operation device so as to
switch from the first person point of view to the third person
point of view, the realistic sensation of the first person point of
view may decrease.
[0236] Thus, the object of the present invention is to provide
technology for controlling movement of the virtual camera which
notifies the player of the surrounding environment of a specific
object without decreasing the realistic sensation.
[0237] According to the present invention, technology for
controlling movement of the virtual camera which notifies the
player of the surrounding environment of a specific object without
decreasing the realistic sensation can be provided.
INDUSTRIAL APPLICABILITY
[0238] It is preferable that the present invention is applied to an
upright-type body sensory game device, and more particularly, to a
simulated shooting game device using a simulated gun.
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