U.S. patent application number 13/142206 was filed with the patent office on 2011-12-29 for game device, method for controlling game device, program and information storing medium.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD.. Invention is credited to Ippei Kondo, Tatsuya Tanaka.
Application Number | 20110319159 13/142206 |
Document ID | / |
Family ID | 42287389 |
Filed Date | 2011-12-29 |
United States Patent
Application |
20110319159 |
Kind Code |
A1 |
Kondo; Ippei ; et
al. |
December 29, 2011 |
GAME DEVICE, METHOD FOR CONTROLLING GAME DEVICE, PROGRAM AND
INFORMATION STORING MEDIUM
Abstract
Provided is a game device which allows a user to experience that
a combination action is or is not performed smoothly between game
characters depending on a relationship between the game characters
(for example, combination degree or compatibility). In the present
invention, a storage content of parameter storage means (74)
storing a parameter in association with a combination of the game
characters is acquired. Switching means (76) switches an operation
subject of a user among a plurality of the game characters.
Switching restriction means (78) restricts switching of the
operation subject of the user from a first game character of the
plurality of the game characters to a second game character of the
plurality of the game characters, based on the parameter associated
with a combination of the first game character and the second game
character.
Inventors: |
Kondo; Ippei; (Tokyo,
JP) ; Tanaka; Tatsuya; (Tokyo, JP) |
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.,
LTD.
Minato-ku, Tokyo
JP
|
Family ID: |
42287389 |
Appl. No.: |
13/142206 |
Filed: |
June 30, 2009 |
PCT Filed: |
June 30, 2009 |
PCT NO: |
PCT/JP2009/062009 |
371 Date: |
September 15, 2011 |
Current U.S.
Class: |
463/29 |
Current CPC
Class: |
A63F 2300/6054 20130101;
A63F 2300/65 20130101; A63F 13/10 20130101; A63F 13/55 20140902;
A63F 13/812 20140902; A63F 13/537 20140902; A63F 2300/8011
20130101; A63F 2300/306 20130101 |
Class at
Publication: |
463/29 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 26, 2008 |
JP |
2008-334728 |
Claims
1. A game device, comprising: means for acquiring a storage content
of parameter storage means storing a parameter in association with
a combination of game characters; switching means for switching an
operation subject of a user among a plurality of the game
characters; and switching restriction means for restricting
switching of the operation subject of the user from a first game
character of the plurality of the game characters to a second game
character of the plurality of the game characters, based on the
parameter associated with a combination of the first game character
and the second game character.
2. The game device according to claim 1, wherein the switching
restriction means suspends the switching from the first game
character to the second game character, based on the parameter
associated with the combination of the first game character and the
second game character.
3. The game device according to claim 2, wherein the switching
restriction means comprises waiting time control means for
controlling a length of a waiting time to be taken until the
switching from the first game character to the second game
character, based on the parameter associated with the combination
of the first game character and the second game character.
4. The game device according to claim 3, wherein the waiting time
control means controls the length of the waiting time, based on the
parameter associated with the combination of the first game
character and the second game character, and a distance between the
first game character and the second game character.
5. The game device according to claim 2, wherein the switching
means comprises means for switching, in a case where a moving
object moves from the first game character under a state in which
the first game character is set as the operation subject of the
user, the operation subject of the user from the first game
character to the second game character, which is selected from
among the plurality of the game characters based on a moving
direction of the moving object, and wherein the switching
restriction means comprises: suspension means for suspending the
switching from the first game character to the second game
character; suspension cancellation means for canceling suspension
performed by the suspension means in a case where a distance
between a movement start position of the moving object or the first
game character and the moving object satisfies a distance condition
regarding the distance between the movement start position of the
moving object or the first game character and the moving object;
and distance condition control means for controlling the distance
condition, based on the parameter associated with the combination
of the first game character and the second game character.
6. The game device according to claim 5, wherein the distance
condition control means controls the distance condition, based on
the parameter associated with the combination of the first game
character and the second game character, and a distance between the
first game character and the second game character.
7. The game device according to claim 2, wherein the switching
means comprises means for switching, in a case where a moving
object moves under a state in which the first game character is set
as the operation subject of the user, the operation subject of the
user from the first game character to the second game character,
which is selected from among the plurality of the game characters
based on a moving direction of the moving object, and wherein the
switching restriction means comprises: suspension means for
suspending the switching from the first game character to the
second game character; suspension cancellation means for canceling
suspension performed by the suspension means in a case where a
distance between a movement destination position of the moving
object or the second game character and the moving object satisfies
a distance condition regarding the distance between the movement
destination position of the moving object or the second game
character and the moving object; and distance condition control
means for controlling the distance condition, based on the
parameter associated with the combination of the first game
character and the second game character.
8. The game device according to claim 7, wherein the distance
condition control means controls the distance condition, based on
the parameter associated with the combination of the first game
character and the second game character, and a distance between the
first game character and the second game character.
9. The game device according to claim 2, wherein the switching
means comprises means for switching, when a moving object moves
under a state in which the first game character is set as the
operation subject of the user, the operation subject of the user
from the first game character to the second game character, which
is selected from among the plurality of the game characters based
on a moving direction of the moving object, and wherein the
switching restriction means comprises: suspension means for
suspending the switching from the first game character to the
second game character; suspension cancellation means for canceling
suspension performed by the suspension means in a case where a
remaining time before a distance between a movement destination
position of the moving object or the second game character and the
moving object satisfies a distance condition regarding the distance
between the movement destination position of the moving object or
the second game character and the moving object is equal to or
shorter than a reference time; and reference time control means for
controlling a length of the reference time, based on the parameter
associated with the combination of the first game character and the
second game character.
10. The game device according to claim 9, wherein the reference
time control means controls the length of the reference time, based
on the parameter associated with the combination of the first game
character and the second game character, and a distance between the
first game character and the second game character.
11. The game device according to claim 1, wherein the switching
restriction means comprises means for inhibiting the switching from
the first game character to the second game character, based on the
parameter associated with the combination of the first game
character and the second game character.
12. A method of controlling a game device, comprising: acquiring a
storage content of parameter storage means storing a parameter in
association with a combination of game characters; switching an
operation subject of a user among a plurality of the game
characters; and restricting switching of the operation subject of
the user from a first game character of the plurality of the game
characters to a second game character of the plurality of the game
characters, based on the parameter associated with a combination of
the first game character and the second game character.
13. A program for causing a computer to function as a game device,
the program further causing the computer to function as: means for
acquiring a storage content of parameter storage means storing a
parameter in association with a combination of game characters;
switching means for switching an operation subject of a user among
a plurality of the game characters; and switching restriction means
for restricting switching of the operation subject of the user from
a first game character of the plurality of the game characters to a
second game character of the plurality of the game characters,
based on the parameter associated with a combination of the first
game character and the second game character.
14. A computer-readable information storage medium storing a
program, the program causing a computer to function as a game
device and further causing the computer to function as: means for
acquiring a storage content of parameter storage means storing a
parameter in association with a combination of game characters;
switching means for switching an operation subject of a user among
a plurality of the game characters; and switching restriction means
for restricting switching of the operation subject of the user from
a first game character of the plurality of the game characters to a
second game character of the plurality of the game characters,
based on the parameter associated with a combination of the first
game character and the second game character.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game device, a method of
controlling a game device, a program, and an information storage
medium.
BACKGROUND ART
[0002] There is known a game configured such that a user operates
an operation subject which is switched among a plurality of game
characters. For example, there is known a sports game (for example,
soccer game, basketball game, ice hockey game, American football
game, or baseball game) configured such that a user operates an
operation subject which is switched among a plurality of player
characters belonging to a team corresponding to the user.
[0003] For example, in a sports game such as a soccer game, when a
first player character as a user's operation subject executes a
pass toward a second player character, the user's operation subject
is quickly switched from the first player character to the second
player character, and the user can operate the second player
character at the time of receiving the pass and after receiving the
pass. Thus, in the sports game as described above, the user's
operation subject is quickly switched from the first player
character to the second player character, which allows the user to
operate the first player character and the second player
character.
PRIOR ART DOCUMENT
Patent Document
[0004] Patent Document 1: JP 2007-259989 A
SUMMARY OF THE INVENTION
Problems to be Solved by the Invention
[0005] In a real sports match, whether or not a combination action
(combination play) is performed smoothly between players depends on
a relationship between the players (for example, combination degree
or compatibility). Therefore, even in the game as described above,
when the user can experience that the combination action is or is
not performed smoothly between the game characters depending on the
relationship between the game characters (for example, combination
degree or compatibility), the user's satisfaction can further be
enhanced.
[0006] The present invention has been made in view of the
above-mentioned problem, and therefore an object thereof is to
provide a game device, a method of controlling a game device, a
program, and an information storage medium which allow a user to
experience that a combination action is or is not performed
smoothly between game characters depending on a relationship
between the game characters (for example, combination degree or
compatibility).
Means for Solving the Problems
[0007] In order to solve the above-mentioned problem, a game device
according to the present invention includes: means for acquiring a
storage content of parameter storage means storing a parameter in
association with a combination of game characters; switching means
for switching an operation subject of a user among a plurality of
the game characters; and switching restriction means for
restricting switching of the operation subject of the user from a
first game character of the plurality of the game characters to a
second game character of the plurality of the game characters,
based on the parameter associated with a combination of the first
game character and the second game character.
[0008] Further, a method of controlling a game device according to
the present invention includes: acquiring a storage content of
parameter storage means storing a parameter in association with a
combination of game characters; switching an operation subject of a
user among a plurality of the game characters; and restricting
switching of the operation subject of the user from a first game
character of the plurality of the game characters to a second game
character of the plurality of the game characters, based on the
parameter associated with a combination of the first game character
and the second game character.
[0009] Further, a program according to the present invention causes
a computer, such as a consumer game machine (stationary game
machine), a portable game machine, an arcade game machine, a mobile
phone, a personal digital assistant (PDA), or a personal computer,
to function as a game device. The program further causes the
computer to function as: means for acquiring a storage content of
parameter storage means storing a parameter in association with a
combination of game characters; switching means for switching an
operation subject of a user among a plurality of the game
characters; and switching restriction means for restricting
switching of the operation subject of the user from a first game
character of the plurality of the game characters to a second game
character of the plurality of the game characters, based on the
parameter associated with a combination of the first game character
and the second game character.
[0010] Further, an information storage medium according to the
present invention is a computer-readable information storage medium
storing the above-mentioned program.
[0011] According to the present invention, the user is allowed to
experience that the combination action is or is not performed
smoothly between the game characters depending on the relationship
between the game characters (for example, combination degree or
compatibility).
[0012] Further, according to an aspect of the present invention,
the switching restriction means may suspend the switching from the
first game character to the second game character, based on the
parameter associated with the combination of the first game
character and the second game character.
[0013] In this aspect, the switching restriction means may include
waiting time control means for controlling a length of a waiting
time to be taken until the switching from the first game character
to the second game character, based on the parameter associated
with the combination of the first game character and the second
game character.
[0014] In this aspect, the waiting time control means may control
the length of the waiting time, based on the parameter associated
with the combination of the first game character and the second
game character, and a distance between the first game character and
the second game character.
[0015] Further, according to an aspect of the present invention,
the switching means may include means for switching, in a case
where a moving object moves from the first game character under a
state in which the first game character is set as the operation
subject of the user, the operation subject of the user from the
first game character to the second game character, which is
selected from among the plurality of the game characters based on a
moving direction of the moving object. The switching restriction
means may include: suspension means for suspending the switching
from the first game character to the second game character;
suspension cancellation means for canceling suspension performed by
the suspension means in a case where a distance between a movement
start position of the moving object or the first game character and
the moving object satisfies a distance condition regarding the
distance between the movement start position of the moving object
or the first game character and the moving object; and distance
condition control means for controlling the distance condition,
based on the parameter associated with the combination of the first
game character and the second game character.
[0016] Further, according to an aspect of the present invention,
the switching means may include means for switching, in a case
where a moving object moves under a state in which the first game
character is set as the operation subject of the user, the
operation subject of the user from the first game character to the
second game character, which is selected from among the plurality
of the game characters based on a moving direction of the moving
object. The switching restriction means may include: suspension
means for suspending the switching from the first game character to
the second game character; suspension cancellation means for
canceling suspension performed by the suspension means in a case
where a distance between a movement destination position of the
moving object or the second game character and the moving object
satisfies a distance condition regarding the distance between the
movement destination position of the moving object or the second
game character and the moving object; and distance condition
control means for controlling the distance condition, based on the
parameter associated with the combination of the first game
character and the second game character.
[0017] Further, according to an aspect of the present invention,
the distance condition control means may control the distance
condition, based on the parameter associated with the combination
of the first game character and the second game character, and a
distance between the first game character and the second game
character.
[0018] Further, according to an aspect of the present invention,
the switching means may include means for switching, in a case
where a moving object moves under a state in which the first game
character is set as the operation subject of the user, the
operation subject of the user from the first game character to the
second game character, which is selected from among the plurality
of the game characters based on a moving direction of the moving
object. The switching restriction means may include: suspension
means for suspending the switching from the first game character to
the second game character; suspension cancellation means for
canceling suspension performed by the suspension means in a case
where a remaining time before a distance between a movement
destination position of the moving object or the second game
character and the moving object satisfies a distance condition
regarding the distance between the movement destination position of
the moving object or the second game character and the moving
object is equal to or shorter than a reference time; and reference
time control means for controlling a length of the reference time,
based on the parameter associated with the combination of the first
game character and the second game character.
[0019] Further, according to an aspect of the present invention,
the reference time control means may control the length of the
reference time, based on the parameter associated with the
combination of the first game character and the second game
character, and a distance between the first game character and the
second game character.
[0020] Further, according to an aspect of the present invention,
the switching restriction means may include means for inhibiting
the switching from the first game character to the second game
character, based on the parameter associated with the combination
of the first game character and the second game character.
BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG. 1 A diagram illustrating a hardware configuration of a
game device according to an embodiment of the present
invention.
[0022] FIG. 2 A diagram illustrating an example of a virtual
three-dimensional space.
[0023] FIG. 3 A diagram illustrating an example of a game
screen.
[0024] FIG. 4 A diagram illustrating an example of the game
screen.
[0025] FIG. 5 An explanatory diagram illustrating an overview of
the embodiment of the present invention.
[0026] FIG. 6 A functional block diagram of the game device.
[0027] FIG. 7 A table illustrating an example of player state
data.
[0028] FIG. 8 A table illustrating an example of combination degree
parameter data.
[0029] FIG. 9 A flow chart illustrating processing executed by the
game device.
[0030] FIG. 10 A table illustrating an example of waiting time
data.
[0031] FIG. 11 A flow chart illustrating processing executed in a
first modified example.
[0032] FIG. 12 A table illustrating an example of waiting time data
in the first modified example.
[0033] FIG. 13 An explanatory diagram illustrating an overview of a
second modified example.
[0034] FIG. 14 A flow chart illustrating processing executed in the
second modified example.
[0035] FIG. 15 A table illustrating an example of reference
distance data in the second modified example.
[0036] FIG. 16 A table illustrating another example of the
reference distance data in the second modified example.
[0037] FIG. 17 An explanatory diagram illustrating an overview of a
third modified example.
[0038] FIG. 18 A flow chart illustrating processing executed in the
third modified example.
[0039] FIG. 19 A table illustrating an example of reference
distance data in the third modified example.
[0040] FIG. 20 A table illustrating another example of the
reference distance data in the third modified example.
[0041] FIG. 21 An explanatory diagram illustrating an overview of a
fourth modified example.
[0042] FIG. 22 A flow chart illustrating processing executed in the
fourth modified example.
[0043] FIG. 23 A table illustrating an example of reference time
data in the fourth modified example.
[0044] FIG. 24 A table illustrating another example of the
reference time data in the fourth modified example.
BEST MODE FOR CARRYING OUT THE INVENTION
[0045] Hereinafter, detailed description is given of an example of
an embodiment of the present invention with reference to the
drawings. A game device according to this embodiment is implemented
by, for example, a consumer game machine (stationary game machine),
a portable game machine, a mobile phone, a personal digital
assistant (PDA), or a personal computer. Description is herein
given of a case where the game device according to the embodiment
of the present invention is implemented by using a consumer game
machine.
[0046] FIG. 1 is a diagram illustrating a hardware configuration of
the game device according to the embodiment of the present
invention. As illustrated in FIG. 1, a game device 10 includes a
consumer game machine 11, a monitor 32, a speaker 34, and an
optical disc 36 (information storage medium). The monitor 32 and
the speaker 34 are connected to the consumer game machine 11. Used
as the monitor 32 is, for example, a consumer television set. Used
as the speaker 34 is, for example, a speaker built into the
consumer television set.
[0047] The consumer game machine 11 is a known computer game
system. The consumer game machine 11 includes a bus 12, a
microprocessor 14, a main memory 16, an image processing unit 18,
an input/output processing unit 20, an audio processing unit 22, an
optical disc reading unit 24, a hard disk 26, a communication
interface 28, and a controller 30. The components other than the
controller 30 are accommodated in a casing of the consumer game
machine 11.
[0048] The microprocessor 14 controls each unit of the consumer
game machine 11 based on an operating system stored in a ROM (not
shown), or a program read from the optical disc 36 or the hard disk
26. The main memory 16 includes, for example, a RAM. The program
and data read from the optical disc 36 or the hard disk 26 are
written to the main memory 16 if necessary. The main memory 16 is
also used as a working memory for the microprocessor 14. The bus 12
is used for exchanging addresses and data among the units of the
consumer game machine 11. The microprocessor 14, the main memory
16, the image processing unit 18, and the input/output processing
unit 20 are connected via the bus 12 so as to communicate data with
one another.
[0049] The image processing unit 18 includes a VRAM, and renders a
game screen in the VRAM based on image data transmitted from the
microprocessor 14. Further, the image processing unit 18 converts
the game screen rendered in the VRAM into a video signal and
outputs the video signal to the monitor 32 at a predetermined
timing.
[0050] The input/output processing unit 20 is an interface for the
microprocessor 14 to access the audio processing unit 22, the
optical disc reading unit 24, the hard disk 26, the communication
interface 28, and the controller 30. The audio processing unit 22
includes a sound buffer and reproduces various kinds of audio data,
for example, game music, game sound effects, and messages, that
have been read from the optical disc 36 or the hard disk 26 into
the sound buffer to output the audio data from the speaker 34. The
communication interface 28 is an interface for connecting the
consumer game machine 11 to a communication network such as the
Internet by wire or wireless.
[0051] The optical disc reading unit 24 reads a program or data
recorded on the optical disc 36. Note that the optical disc 36 is
used herein for supplying the program or the data to the consumer
game machine 11. Alternatively, another information storage medium,
such as a memory card, may be used. Alternatively, the program or
the data may be supplied to the consumer game machine 11 from a
remote place via a communication network such as the Internet, for
example. The hard disk 26 is a commonly-used hard disk device
(auxiliary storage device). Note that the program and the data,
which are supposed to be stored in the optical disc 36 in the
following description, may be stored in the hard disk 26.
[0052] The controller 30 is general-purpose operation means for
receiving various kinds of game operations of a user. A plurality
of the controllers 30 may be connected to the consumer game machine
11 by wire or wirelessly. The input/output processing unit 20 scans
a state of the controller 30 every predetermined cycle (for
example, every 1/60.sup.th of a second), and then transfers an
operation signal indicating a result of the scanning to the
microprocessor 14 via the bus 12. The microprocessor 14 determines
the player's game operation based on the operation signal.
[0053] On the game device 10, for example, a soccer game simulating
a soccer match between a first team and a second team is executed.
The soccer game is implemented by executing the program read from
the optical disc 36. Hereinafter, the description is given by
assuming that the first team is operated by one user while the
second team is operated by a computer. Note that the first team may
be operated by a plurality of users in cooperation. Further, the
second team may be operated by another user.
[0054] A game space is built in the main memory 16 in order to
implement the soccer game. FIG. 2 illustrates an example of the
game space (virtual three-dimensional space). In a virtual
three-dimensional space 40 illustrated in FIG. 2, there is disposed
a field 42, which is an object representing a soccer field. On the
field 42, there are disposed goals 44, which are objects
representing soccer goals, a player character 46, which is an
object representing a soccer player belonging to the first team, a
player character 48, which is an object representing a soccer
player belonging to the second team, and a ball 50, which is an
object representing a soccer ball. Note that although omitted in
FIG. 2, eleven player characters 46 belonging to the first team and
eleven player characters 48 belonging to the second team are
disposed on the field 42.
[0055] One of the goals 44 is associated with the first team,
whereas the other goal 44 is associated with the second team. When
the ball 50 moves into the goal 44 associated with one of the
teams, a scoring event occurs for the other team.
[0056] Any one of the plurality of player characters 46 belonging
to the first team is set as a user's operation subject. The user's
operation subject is switched among the player characters 46
belonging to the first team based on, for example, a position of
the ball 50 or a switching instruction operation of the user. For
example, the user's operation subject is switched based on the
position of the ball 50 so that, of the player characters 46
belonging to the first team, the player character 46 close to the
ball 50 is set as the user's operation subject. Further, for
example, the user's operation subject is switched to another player
character 46 in a case where the user performs the switching
instruction operation.
[0057] The player character 46 set as the user's operation subject
takes an action in response to a user's operation. Further, of the
player characters 46 belonging to the first team, player characters
46 which are not set as the user's operation subject are operated
by the computer as well as the player characters 48 belonging to
the second team.
[0058] When the player character 46 (48) and the ball 50 come close
to each other, the player character 46 (48) and the ball 50 are
associated with each other under a predetermined condition. In this
case, the ball 50 moves in accordance with the movement of the
player character 46 (48). Specifically, the moving action of the
player character 46 (48) in this case is a dribbling action. The
state in which the ball 50 is associated with the player character
46 (48) is hereinafter referred to as a state in which "the player
character 46 (48) is keeping the ball 50".
[0059] Further, a virtual camera 52 (viewpoint) is set in the
virtual three-dimensional space 40. A game screen showing a
situation of the virtual three-dimensional space 40 viewed from the
virtual camera 52 is displayed on the monitor 32. For example, in
order to constantly display the ball 50 within the game screen, the
virtual camera 52 moves around within the virtual three-dimensional
space 40 based on the movement of the ball 50.
[0060] FIG. 3 illustrates an example of the game screen. On a game
screen 60 illustrated in FIG. 3, two player characters 46a and 46b
belonging to the first team and two player characters 48a and 48b
belonging to the second team are displayed. Further, on the game
screen 60 illustrated in FIG. 3, a triangular cursor 62 is
displayed over the head of the player character 46a. The cursor 62
serves to guide the user to find the player character 46 which is
set as a current operation subject of the user. Specifically, in
the state illustrated in FIG. 3, the player character 46a is set as
the user's operation subject. Note that in the state illustrated in
FIG. 3, the player character 46a is keeping the ball 50.
[0061] In the state illustrated in FIG. 3, for example, if the user
depresses a predetermined button (hereinafter, referred to as "pass
button") of the controller 30 while using an operation stick of the
controller 30 to designate a direction from the player character
46a to the player character 46b, a pass is executed from the player
character 46a toward the player character 46b. In this case, at a
time when the player character 46a has kicked the ball 50 at the
player character 46b (or a time when the player character 46a has
released the ball 50 from the foot), the user's operation subject
is switched from the player character 46a to the player character
46b. Further, if the user's operation subject is switched to the
player character 46b, as illustrated in FIG. 4, the cursor 62 is
displayed over the head of the player character 46b. Thus, the
user's operation subject is switched from the player character 46a
to the player character 46b, which allows the user to perform both
the operation of making a pass and the operation of receiving a
pass.
[0062] Hereinafter, description is given of a technology for
allowing, on the game device 10, the user to experience that a
combination action is or is not performed smoothly between the
player characters 46 depending on a relationship between the player
characters 46 (for example, combination degree or
compatibility).
[0063] FIG. 5 is an explanatory diagram illustrating an overview of
the technology described above. For example, the description is
herein given of a case aiming to allow the user to experience that,
when a pass is executed from one player character 46 belonging to
the first team (in this case, referred to as "player character X")
toward another player character 46 (in this case, referred to as
"player character Y"), a combination action (combination play) is
or is not performed smoothly between the player characters X and Y
depending on a relationship between the player characters X and Y
(for example, combination degree or compatibility). Note that, the
T-axis of FIG. 5 represents a time base.
[0064] In a case where the player character X executes a pass
toward the player character Y, the switching of the user's
operation subject from the player character X to the player
character Y is suspended until a waiting time (wt) elapses since a
time when the player character X executed the pass (for example, a
time when the player character X kicked the ball 50, or a time when
the player character X released the ball 50 from the foot). In this
case, the waiting time (wt) is determined based on the relationship
between the player characters X and Y (for example, combination
degree or compatibility). For example, if the combination degree
between the player characters X and Y is relatively low, the
waiting time (wt) is set relatively long. In this case, because the
waiting time (wt) is long, a switching time of the operation
subject becomes late. If the switching time of the operation
subject is late as described above, the operation subject is not
switched to the player character Y until a time immediately before
the player character Y receives the pass, for example. As a result,
the user is allowed to experience that the combination action is
not performed smoothly between the player character X and the
player character Y.
[0065] Note that if the combination degree between the player
characters X and Y is extremely low, the switching of the user's
operation subject is inhibited. In this case, the user cannot
operate the player character Y at the time of receiving the pass
and after receiving the pass, and hence the user experiences that
the combination action is not performed smoothly between the player
characters X and Y.
[0066] If the combination degree between the player characters X
and Y is extremely high, on the other hand, the waiting time (wt)
is set extremely short (for example, 0). In this case, the
switching of the user's operation subject is quickly executed, and
as a result, a longer period of time is secured for the player
character Y to receive the pass after the switching of the user's
operation subject is performed. Therefore, the user has enough time
to operate the player character Y at the time of receiving the pass
and after receiving the pass. As a result, the user is allowed to
experience that the combination action is performed smoothly
between the player characters X and Y.
[0067] FIG. 6 is a functional block diagram mainly illustrating
functions related to the present invention among the functions
implemented by the game device 10. As illustrated in FIG. 6, the
game device 10 includes a game data storage section 70, a switching
section 76, and a switching restriction section 78. For example,
the game data storage section 70 is implemented mainly by the main
memory 16 and the optical disc 36, and the switching section 76 and
the switching restriction section 78 are implemented mainly by the
microprocessor 14.
[0068] The game data storage section 70 stores game data necessary
to execute the soccer game. The game data storage section 70
includes a game situation data storage section 72 and a parameter
storage section 74.
[0069] The game situation data storage section 72 stores game
situation data, which indicates a current situation of the soccer
game. For example, the game situation data includes the following
data:
(1) data indicating a current state of each of the player
characters 46 and 48; (2) data indicating a current state of the
ball 50 (for example, position, moving direction, and moving
speed); (3) data indicating a current state of the virtual camera
52 (for example, position and line-of-sight direction); (4) data
indicating scores of the two teams; and (5) data indicating an
elapsed time period.
[0070] FIG. 7 illustrates an example of player state data
indicating the current state of each of the player characters 46
and 48. The player state data illustrated in FIG. 7 contains, for
example, a "player ID" field, a "position" field, a "posture"
field, an "operation subject flag" field, and a "ball keeping flag"
field.
[0071] The "player ID" field indicates information for uniquely
identifying the player characters 46 and 48. In FIG. 7, items
"P101" to "P111" are player IDs of the player characters 46
belonging to the first team, while items "P201" to "P211" are
player IDs of the player characters 48 belonging to the second
team. The "position" field indicates current positions of the
player characters 46 and 48, and the "posture" field indicates
current postures of the player characters 46 and 48.
[0072] The "operation subject flag" field indicates whether or not
the player character 46 is the user's operation subject, and takes
a value of 0 or 1. The value "0" indicates that the player
character 46 is not currently the user's operation subject, while
the value "1" indicates that the player character 46 is currently
the user's operation subject. The "ball keeping flag" field
indicates whether or not the player character 46 or the player
character 48 is keeping the ball 50, and takes a value of 0 or 1.
The value "0" indicates that the player character 46 or the player
character 48 is not currently keeping the ball 50, while the value
"1" indicates that the player characters 46 or the player character
48 is currently keeping the ball 50.
[0073] The parameter storage section 74 stores various parameters
regarding the player characters 46 and 48. In particular, the
parameter storage section 74 stores, in association with a
combination of two player characters 46 belonging to the first
team, a parameter regarding a relationship between those player
characters 46 (for example, combination degree or
compatibility).
[0074] FIG. 8 illustrates an example of combination degree
parameter data stored in the parameter storage section 74. The
combination degree parameter data illustrated in FIG. 8 contains a
"player character combination" field and a "combination degree
parameter" field. The "player character combination" field
indicates combinations of player IDs of two player characters 46
belonging to the first team. The "combination degree parameter"
field stores combination degree parameters. The combination degree
parameter indicates a level of the combination degree between the
two player characters 46. Specifically, the combination degree
parameter takes a numerical value of from 0 to 100, and indicates
that the combination degree between the two player characters 46 is
higher as the value of the combination degree parameter is
higher.
[0075] The switching section 76 switches the user's operation
subject among the eleven player characters 46 belonging to the
first team. For example, the switching section 76 selects any one
of player characters 46 which are not set as the user's operation
subject (hereinafter, referred to as "teammate player characters")
as a switchover candidate of the user's operation subject, based on
the position of the ball 50 represented by three-dimensional
coordinates (Xw-axis, Yw-axis, and Zw-axis coordinates: see FIG.
2). For example, if the ball 50 is kicked out to roll on the field
42, the teammate player character which is positioned along the
moving direction of the ball 50 is selected as the switchover
candidate. Further, when the ball 50 is kicked out to move in the
air, a landing point of the ball 50 is predicted based on the
moving direction of the ball 50, and the teammate player character
closest to the landing point is selected as the switchover
candidate. The switchover candidate is selected in the manner as
described above, and hence, for example, if the player character 46
set as the user's operation subject executes a pass toward the
teammate player character, the teammate player character as a
passing target is selected as the switchover candidate.
[0076] In a case where any one of the teammate player characters is
selected as the switchover candidate, in principle, the switching
section 76 sets the teammate player character selected as the
switchover candidate as a new user's operation subject.
[0077] Incidentally, the switching section 76 may switch the user's
operation subject based on the switching instruction operation of
the user. For example, if the user performs the switching
instruction operation, the switching section 76 may select the
teammate player character closest to the ball 50 as the switchover
candidate.
[0078] Further, the switching section 76 may switch the user's
operation subject among ten player characters 46 other than the
goalkeeper, of the eleven player characters 46 belonging to the
first team. Alternatively, the switching section 76 may switch the
user's operation subject among a plurality of player characters 46
(operation subject candidates) which are selected by the user in
advance from among the eleven player characters 46 belonging to the
first team.
[0079] The switching restriction section 78 restricts, based on the
parameter stored in the parameter storage section 74 in association
with the combination of the player characters X and Y, the
switching of the user's operation subject from the player character
X (first player character), which is the player character 46 set as
the user's operation subject, to the player character Y (second
player character), which is the teammate player character selected
as the switchover candidate.
[0080] For example, the switching restriction section 78 inhibits
the switching of the user's operation subject from the player
character X to the player character Y based on the value of the
combination degree parameter associated with the combination of the
player characters X and Y. In other words, "restricting the
switching" includes "inhibiting the switching". For example, the
switching restriction section 78 inhibits the switching of the
user's operation subject from the player character X to the player
character Y based on a result of comparing the value of the
combination degree parameter associated with the combination of the
player characters X and Y to a predetermined reference value. For
example, if the value of the combination degree parameter
associated with the combination of the player characters X and Y is
smaller than the predetermined reference value (for example, 30),
the switching of the user's operation subject from the player
character X to the player character Y is inhibited.
[0081] Further, for example, the switching restriction section 78
suspends the switching of the user's operation subject from the
player character X to the player character Y based on the value of
the combination degree parameter associated with the combination of
the player characters X and Y. In other words, "restricting the
switching" includes "suspending the switching instead of
immediately performing the switching".
[0082] Specifically, the switching restriction section 78 suspends
the switching of the user's operation subject from the player
character X to the player character Y based on a result of
comparing the value of the combination degree parameter associated
with the combination of the player characters X and Y to a
predetermined reference value. For example, when the value of the
combination degree parameter associated with the combination of the
player characters X and Y is smaller than the predetermined
reference value (for example, 80), the switching of the user's
operation subject from the player character X to the player
character Y is suspended.
[0083] The switching restriction section 78 suspends the switching
of the user's operation subject from the player character X to the
player character Y until the waiting time (wt) elapses from a
reference time, and if the waiting time (wt) has elapsed from the
reference time, the suspension is cancelled. The "reference time"
refers to, for example, the time when the player character X has
executed the pass (time when the player character X has kicked the
ball 50, or time when the player character X has released the ball
50 from the foot), or the time when the pass button has been
depressed. Note that, the switching restriction section 78 (waiting
time control means) may control a length of the waiting time (wt)
based on the value of the combination degree parameter associated
with the combination of the player characters X and Y. For example,
when the value of the combination degree parameter associated with
the combination of the player characters X and Y is relatively low,
the switching restriction section 78 may control the waiting time
(wt) to be relatively long.
[0084] Now, description is given of processing for implementing the
switching section 76 and the switching restriction section 78. The
description is herein given of switching processing for the user's
operation subject assuming, for example, a case where the player
character 46 set as the user's operation subject (player character
X) executes a pass toward the teammate player character. FIG. 9 is
a flow chart illustrating this processing. The microprocessor 14
executes the processing illustrated in FIG. 9 according to the
program read from the optical disc 36. Note that in parallel with
the processing illustrated in FIG. 9, for example, there is
executed every predetermined period (for example, 1/60.sup.th of a
second) processing of updating the states (for example, positions)
of each of the player characters 46 and 48, the ball 50, and the
virtual camera 52, and updating the game screen 60.
[0085] Referring to FIG. 9, if the player character X as the user's
operation subject executes a passing action, the microprocessor
(switching section 76) specifies a teammate player character as a
passing target based on a passing direction (in other words, a
direction in which the ball 50 is kicked out), and selects the
teammate player character as a switchover candidate (S101). Then,
the microprocessor 14 (switching restriction section 78) acquires a
combination degree parameter (p) associated with the combination of
the player character X and the teammate player character selected
as the switchover candidate (player character Y) (S102).
Specifically, the combination degree parameter (p) associated with
the combination of the player characters X and Y is read from the
combination degree parameter data (see FIG. 8).
[0086] Then, the microprocessor 14 (switching restriction section
78) determines whether or not the value of the combination degree
parameter (p) acquired in S102 is smaller than a predetermined
value (30) (S103). If the value of the combination degree parameter
(p) is smaller than the predetermined value, this processing ends.
In this case, the switching of the user's operation subject from
the player character X to the player character Y is not executed.
In this manner, when the value of the combination degree parameter
(p) associated with the combination of the player characters X and
Y is extremely low, the switching of the user's operation subject
from the player character X to the player character Y is inhibited.
In this case, the player character Y maintains the state of being
operated by the computer, and hence the user cannot operate the
player character Y at the time of receiving the pass and after
receiving the pass.
[0087] If the value of the combination degree parameter (p) is
equal to or larger than the predetermined value, on the other hand,
the microprocessor 14 (switching restriction section 78) acquires a
waiting time (wt) associated with the value of the combination
degree parameter (p) (S104).
[0088] In this step, waiting time data associating the combination
degree parameter (p) with the waiting time (wt) is read from the
optical disc 36. FIG. 10 illustrates an example of the waiting time
data. The waiting time data illustrated in FIG. 10 is data in a
table format. In the waiting time data, a value "T1" is set as a
waiting time (wt) associated with a value range "30.ltoreq.p<60"
of the combination degree parameter (p), and a value "T2" is set as
a waiting time (wt) associated with a value range
"60.ltoreq.p<80". Further, the values "T1" and "T2" have a
relationship of "T1>T2". Specifically, the waiting time data
illustrated in FIG. 10 is set so that the waiting time (wt) in the
case where the value of the combination degree parameter (p) is
relatively low is longer than the waiting time (wt) in the case
where the value of the combination degree parameter (p) is
relatively high. In addition, in the waiting time data illustrated
in FIG. 10, a value "0" is set as the waiting time (wt) associated
with a value range "80.ltoreq.p". Specifically, in the waiting time
data illustrated in FIG. 10, the waiting time (wt) in the case
where the value of the combination degree parameter (p) is
extremely high is set to 0.
[0089] Note that the waiting time data may be data in a format of
mathematical expressions. Specifically, the waiting time data may
be data in a format of mathematical expressions in which the
waiting time (wt) is calculated by substitution of the value of the
combination degree parameter (p). Further, the waiting time data
may be held as part of a program.
[0090] After acquiring the waiting time (wt), the microprocessor 14
(switching restriction section 78) monitors whether or not the
waiting time (wt) has elapsed from a reference time (S105). Then,
if the waiting time (wt) has elapsed, the microprocessor 14
(switching section 76) switches the user's operation subject from
the player character X to the player character Y (S106). In this
case, the value of the "operation subject flag" field of the player
character X is updated from 1 to 0, while the value of the
"operation subject flag" field of the player character Y is updated
from 0 to 1. From then on, the user is allowed to operate the
player character Y.
[0091] Through the processing executed as described above, if the
value of the combination degree parameter (p) associated with the
combination of the player characters X and Y satisfies
"30.ltoreq.p<60" or "60.ltoreq.p<80", the switching of the
user's operation subject from the player character X to the player
character Y is suspended depending on the value range to which the
value of the combination degree parameter (p) belongs, and thus the
switching of the user's operation subject becomes late. In this
case, only a short period of time is secured for the player
character Y to receive the ball 50 after the user is allowed to
operate the player character Y, and hence the user has little time
to operate the player character Y at the time of receiving the pass
and after receiving the pass. As a result, the user is allowed to
experience that the combination action is hard to perform smoothly
between the player characters X and Y.
[0092] Further, if the value of the combination degree parameter
(p) associated with the combination of the player characters X and
Y satisfies "80.ltoreq.p", that is, if the value of the combination
degree parameter (p) is extremely high, the waiting time (wt) is
set to 0. Therefore, the switching of the user's operation subject
from the player character X to the player character Y is not
suspended, and thus the switching of the user's operation subject
is executed quickly. In this case, the user has enough time to
operate the player character Y at the time of receiving the pass
and after receiving the pass. As a result, the user is allowed to
experience that the combination action is performed smoothly
between the player characters X and Y.
[0093] As described above, on the game device 10, for example, if
the player character X executes a pass toward the teammate player
character, the switching of the user's operation subject from the
player character X to the teammate player character as the passing
target (player character Y) is restricted based on the value of the
combination degree parameter (p) associated with the combination of
the player characters X and Y. According to the game device 10, for
example, if a pass is executed from the player character X toward
the player character Y, the user is allowed to experience that the
combination action is or is not performed smoothly between the
player characters X and Y depending on the relationship between the
player characters X and Y (for example, combination degree or
compatibility).
[0094] By the way, the description above is directed to the example
of the switching of the operation subject in the case where a pass
is executed from the player character 46 as the user's operation
subject toward another player character 46. However, the present
invention is not limited to the switching of the operation subject
in the case where a pass is executed between the player characters
46. For example, the present invention is also applicable to the
switching of the operation subject in a case where the user
executes the switching instruction operation. Further, the present
invention is not limited to the switching of the operation subject
in the case where the first team (team that the user is operating)
is offensive (case where the player character 46 of the first team
is in possession of the ball 50). The present invention is also
applicable to the switching of the operation subject in the case
where the first team is defensive (case where the player character
48 of the second team is in possession of the ball 50).
[0095] Note that, the present invention is not limited to the
embodiment described above.
First Modified Example
[0096] A first modified example has a feature in that the length of
the waiting time (wt) to be taken until the switching of the user's
operation subject from the player character X to the player
character Y is further controlled based on a distance between the
player characters X and Y. Specifically, the first modified example
has a feature in that the switching restriction section 78 controls
the length of the waiting time (wt) to be taken until the switching
of the user's operation subject from the player character X to the
player character Y based on the combination degree parameter (p)
associated with the combination of the player characters X and Y,
and the distance between the player characters X and Y.
[0097] In the first modified example, for example, processing
illustrated in FIG. 11 is executed in place of the processing in
S104 of FIG. 9. Specifically, if the value of the combination
degree parameter (p) associated with the combination of the player
characters X and Y is equal to or larger than the predetermined
value (30) (S103: N), the microprocessor 14 (switching restriction
section 78) acquires a distance (dxy) between the player characters
X and Y (S201). Then, the microprocessor 14 acquires a waiting time
(wt) associated with a combination of the value of the combination
degree parameter (p) and the distance (dxy) (S202).
[0098] In this step, waiting time data associating the waiting time
(wt) with the combination of the combination degree parameter (p)
and the distance (dxy) is read from the optical disc 36. FIG. 12
illustrates an example of the waiting time data in the first
modified example. The waiting time data illustrated in FIG. 12 is
set so that the waiting time (wt) in the case where the distance
(dxy) is relatively large is longer than the waiting time (wt) in
the case where the distance (dxy) is relatively small.
[0099] After acquiring the waiting time (wt), whether or not the
waiting time (wt) has elapsed since a reference time is monitored
(S105). If the waiting time (wt) has elapsed, the user's operation
subject is switched from the player character X to the player
character Y (S106).
[0100] According to the first modified example, the waiting time
(wt) can be set in consideration of the distance (dxy) between the
player characters X and Y. If the distance (dxy) between the player
characters X and Y and the waiting time (wt) are imbalanced, there
may be a case where the user cannot experience that the combination
action is or is not performed smoothly between the player
characters X and Y depending on the relationship between the player
characters X and Y (for example, combination degree or
compatibility). Therefore, there is assumed a case where the value
of the combination degree parameter associated with the combination
of the player characters X and Y is relatively low, that is, a case
where it is desired that the user experience that the combination
action is hard to perform smoothly between the player characters X
and Y. If the distance (dxy) between the player characters X and Y
is relatively large, a longer period of time is also required for
the ball 50 to reach the player character Y (passing target). If
the period of time is much longer than the waiting time (wt), the
period of time to be taken for the ball 50 to reach the player
character Y (passing target) after the waiting time (wt) has
elapsed becomes longer as well. Hence, the user has enough time to
operate the player character Y at the time of receiving the pass
and after receiving the pass. As a result, the user cannot
experience that the combination action is hard to perform smoothly
between the player characters X and Y. In view of this point,
according to the first modified example, for example, if the
distance (dxy) between the player characters X and Y is relatively
large, the waiting time (wt) can also be set relatively long.
Accordingly, the switching timing of the operation subject to the
player character Y (passing target) can be set to a time
immediately before the player character Y receives the pass.
Second Modified Example
[0101] FIG. 13 is an explanatory diagram illustrating an overview
of a second modified example. Also in the second modified example,
there is assumed a case where the player character X as the user's
operation subject executes a pass toward the teammate player
character. In this case, as described above, the player character
46 (player character Y) as the passing target is selected as the
switchover candidate.
[0102] In the second modified example, the switching of the user's
operation subject from the player character X to the player
character Y is suspended until a distance (dxb) between the ball 50
moving apart from the player character X and the player character X
(or movement start position of the ball 50) becomes equal to or
larger than a reference distance (rxb). In addition, in the second
modified example, the above-mentioned reference distance (rxb) is
determined based on the value of the combination degree parameter
(p) associated with the combination of the player characters X and
Y. For example, if the value of the combination degree parameter
(p) associated with the combination of the player characters X and
Y is relatively low, the above-mentioned reference distance (rxb)
is set relatively large. If the reference distance (rxb) is large,
a longer period of time is also required until the distance (dxb)
between the ball 50 and the player character X (or movement start
position of the ball 50) becomes equal to or larger than the
reference distance (rxb). Thus, the switching timing of the
operation subject becomes late. If the switching timing of the
operation subject is late as described above, the operation subject
is not switched to the player character Y until a time immediately
before the player character Y receives the pass, for example. As a
result, the user is allowed to experience that the combination
action is not performed smoothly between the player character X and
the player character Y.
[0103] The switching restriction section 78 in the second modified
example suspends the switching of the user's operation subject from
the player character X to the player character Y until the distance
between the player character X (or movement start position of the
ball 50) and the ball 50 satisfies the distance condition. If the
distance between the player character X (or movement start position
of the ball 50) and the ball 50 satisfies the distance condition,
the switching restriction section 78 (suspension cancellation
means) cancels the suspension. In addition, the switching
restriction section 78 (distance condition control means) controls
the above-mentioned distance condition based on the value of the
combination degree parameter (p) associated with the combination of
the player characters X and Y. Note that the "distance condition"
refers to, for example, a condition of whether or not the distance
(dxb) between the player character X (or movement start position of
the ball 50) and the ball 50 is equal to or larger than the
reference distance (rxb).
[0104] In the second modified example, for example, processing
illustrated in FIG. 14 is executed in place of the processing in
S104 and S105 of FIG. 9. Specifically, if the value of the
combination degree parameter (p) associated with the combination of
the player characters X and Y is equal to or larger than the
predetermined value (30) (S103: N), the microprocessor 14
(switching restriction section 78) acquires the reference distance
(rxb) associated with the value of the combination degree parameter
(p) (S301).
[0105] In this step, reference distance data associating the
combination degree parameter (p) with the reference distance (rxb)
is read from the optical disc 36. FIG. 15 illustrates an example of
the reference distance data. The reference distance data
illustrated in FIG. 15 is data in a table format. The reference
distance data is set so that the reference distance (rxb) in the
case where the value of the combination degree parameter (p) is
relatively low is larger than the reference distance (rxb) in the
case where the value of the combination degree parameter (p) is
relatively high. Note that, the reference distance data may be data
in a format of mathematical expressions or may be held as part of a
program.
[0106] After acquiring the reference distance (rxb), the
microprocessor 14 (switching restriction section 78) monitors
whether or not the distance (dxb) between the player character X
and the ball 50 has become equal to or larger than the reference
distance (rxb) (S302). Note that, as the distance (dxb) between the
player character X and the ball 50, for example, a distance between
a position of the player character X at a time of executing the
pass and a current position of the ball 50 may be acquired.
Further, the position of the ball 50 is updated every predetermined
period (for example, 1/60.sup.th of a second), and hence the
determination of whether or not the distance (dxb) between the
player character X and the ball 50 has become equal to or larger
than the reference distance (rxb) is also executed every
predetermined period. If the distance (dxb) between the player
character X and the ball 50 has become equal to or larger than the
reference distance (rxb), the user's operation subject is switched
from the player character X to the player character Y (S106).
[0107] Also in the second modified example described above, for
example, when a pass is executed from the player character X toward
the player character Y, the user is allowed to experience that the
combination action is or is not performed smoothly between the
player characters X and Y depending on the relationship between the
player characters X and Y (for example, combination degree or
compatibility).
[0108] Note that the feature of the first modified example may be
combined with the second modified example. Specifically, the
switching restriction section 78 may control the value of the
reference distance (rxb) based on the value of the combination
degree parameter (p) associated with the combination of the player
characters X and Y, and the distance (dxy) between the player
characters X and Y. FIG. 16 illustrates an example of the reference
distance data in this case. The reference distance data illustrated
in FIG. 16 is set so that the reference distance (rxb) in the case
where the distance (dxy) is relatively large is larger than the
reference distance (rxb) in the case where the distance (dxy) is
relatively small. By combining the feature of the first modified
example with the second modified example, the reference distance
(rxb) can be set in consideration of the distance (dxy) between the
player characters X and Y.
Third Modified Example
[0109] FIG. 17 is an explanatory diagram illustrating an overview
of a third modified example. Also in the third modified example,
description is given by assuming a case where the player character
X as the user's operation subject executes a pass toward the
teammate player character. In this case, as described above, the
player character 46 (player character Y) as the passing target is
selected as the switchover candidate.
[0110] In the third modified example, the switching of the user's
operation subject from the player character X to the player
character Y is suspended until a distance (dyb) between the ball 50
moving apart from the player character X and the player character Y
becomes equal to or smaller than a reference distance (ryb). In
addition, in the third modified example, the above-mentioned
reference distance (ryb) is determined based on the value of the
combination degree parameter (p) associated with the combination of
the player characters X and Y. For example, if the value of the
combination degree parameter (p) associated with the combination of
the player characters X and Y is relatively low, the
above-mentioned reference distance (ryb) is set relatively short.
In this case, the reference distance (ryb) is short, and hence the
switching timing of the operation subject becomes late. If the
switching timing of the operation subject is late as described
above, the operation subject is not switched to the player
character Y until a time immediately before the player character Y
receives the pass, for example. As a result, the user is allowed to
experience that the combination action is not performed smoothly
between the player character X and the player character Y.
[0111] Note that, for example, if the pass from the player
character X is a chip pass, that is, if the ball 50 moves in the
air, the switching of the user's operation subject from the player
character X to the player character Y may be suspended until a
distance between the current position of the ball 50 and the
predicted landing point (movement destination position) of the ball
50 becomes equal to or smaller than the reference distance.
[0112] The switching restriction section 78 (suspension means) in
the third modified example suspends the switching of the user's
operation subject from the player character X to the player
character Y until the distance (dyb) between the ball 50 and the
player character Y (or movement destination position of the ball
50) satisfies the distance condition. When the distance (dyb)
between the ball 50 and the player character Y (or movement
destination position of the ball 50) satisfies the distance
condition, the switching restriction section 78 (suspension
cancellation means) cancels the suspension. In addition, the
switching restriction section 78 (distance condition control means)
controls the above-mentioned distance condition based on the value
of the combination degree parameter (p) associated with the
combination of the player characters X and Y. Note that the
"distance condition" refers to, for example, a condition of whether
or not the distance (dyb) between the player character Y (or
movement destination position of the ball 50) and the ball 50 is
equal to or smaller than the reference distance (ryb).
[0113] In the third modified example, for example, processing
illustrated in FIG. 18 is executed in place of the processing in
S104 and S105 of FIG. 9. Specifically, if the value of the
combination degree parameter (p) associated with the combination of
the player characters X and Y is equal to or larger than the
predetermined value (30) (S103: N), the microprocessor 14
(switching restriction section 78) acquires the reference distance
(ryb) associated with the value of the combination degree parameter
(p) (S401).
[0114] In this step, reference distance data associating the
combination degree parameter (p) with the reference distance (ryb)
is read from the optical disc 36. FIG. 19 illustrates an example of
the reference distance data in the third modified example. The
reference distance data illustrated in FIG. 19 is data in a table
format. The reference distance data is set so that the reference
distance (ryb) in the case where the value of the combination
degree parameter (p) is relatively low is smaller than the
reference distance (ryb) in the case where the value of the
combination degree parameter (p) is relatively high. Note that, the
reference distance data may be data in a format of mathematical
expressions or may be held as part of a program.
[0115] After acquiring the reference distance (ryb), the
microprocessor 14 (switching restriction section 78) monitors
whether or not the distance (dyb) between the player character Y
and the ball 50 has become equal to or smaller than the reference
distance (ryb) (S402). Note that, the positions of the ball 50 and
the player character Y are updated every predetermined period (for
example, 1/60th of a second), and hence the determination of
whether or not the distance (dyb) between the player character Y
and the ball 50 has become equal to or smaller than the reference
distance (ryb) is also executed every predetermined period. When
the distance (dyb) between the player character Y and the ball 50
has become equal to or smaller than the reference distance (ryb),
the user's operation subject is switched from the player character
X to the player character Y (S106).
[0116] Also in the third modified example described above, for
example, when a pass is executed from the player character X toward
the player character Y, the user is allowed to experience that the
combination action is or is not performed smoothly between the
player characters X and Y depending on the relationship between the
player characters X and Y (for example, combination degree or
compatibility).
[0117] Note that the feature of the first modified example may be
combined with the third modified example. Specifically, the
switching restriction section 78 may control the value of the
reference distance (ryb) based on the value of the combination
degree parameter (p) associated with the combination of the player
characters X and Y, and the distance (dxy) between the player
characters X and Y. FIG. 20 illustrates an example of the reference
distance data in this case. The reference distance data illustrated
in FIG. 20 is set so that the reference distance (ryb) in the case
where the distance (dxy) between the player characters X and Y is
relatively small is smaller than the reference distance (ryb) in
the case where the distance (dxy) is relatively large. By combining
the feature of the first modified example with the third modified
example, the reference distance (ryb) can be set in consideration
of the distance (dxy) between the player characters X and Y.
Fourth Modified Example
[0118] FIG. 21 is an explanatory diagram illustrating an overview
of a fourth modified example. Also in the fourth modified example,
there is assumed a case where the player character X as the user's
operation subject executes a pass toward the teammate player
character. In this case, as described above, the player character
46 (player character Y) as the passing target is selected as the
switchover candidate.
[0119] In the fourth modified example, the switching of the user's
operation subject from the player character X to the player
character Y is suspended until a remaining time before the player
character Y receives the pass becomes equal to or shorter than a
reference time (rt). In addition, in the fourth modified example,
the above-mentioned reference time (rt) is determined based on the
value of the combination degree parameter (p) associated with the
combination of the player characters X and Y. For example, when the
value of the combination degree parameter (p) associated with the
combination of the player characters X and Y is relatively low, the
above-mentioned reference time (rt) is set relatively short. In
this case, if the reference time (rt) is short, the switching
timing of the operation subject becomes late. If the switching
timing of the operation subject is late as described above, the
operation subject is not switched to the player character Y until a
time immediately before the player character Y receives the pass,
for example. As a result, the user is allowed to experience that
the combination action is not performed smoothly between the player
character X and the player character Y.
[0120] Note that, for example, if the pass from the player
character X is a chip pass, that is, if the ball 50 moves in the
air, the switching of the user's operation subject from the player
character X to the player character Y may be suspended until a
remaining time before the ball 50 reaches the predicted landing
point (movement destination position) becomes equal to or shorter
than the reference time.
[0121] The switching restriction section 78 in the fourth modified
example suspends the switching of the user's operation subject from
the player character X to the player character Y until the
remaining time before the distance between the ball 50 and the
player character Y (or movement destination position of the ball
50) satisfies a predetermined distance condition becomes equal to
or shorter than the reference time (rt). If the remaining time
before the distance between the ball 50 and the player character Y
(or movement destination position of the ball 50) satisfies the
distance condition becomes equal to or shorter than the reference
time (rt), the switching restriction section 78 (suspension
cancellation means) cancels the suspension. In addition, the
switching restriction section 78 controls the length of the
reference time (rt) based on the value of the combination degree
parameter (p) associated with the combination of the player
characters X and Y. Note that, the "distance condition" refers to,
for example, a condition of whether or not the distance between the
player character Y (or movement destination position of the ball
50) and the ball 50 is equal to or smaller than the reference
distance (for example, 0).
[0122] In the fourth modified example, for example, processing
illustrated in FIG. 22 is executed in place of the processing in
S104 and S105 of FIG. 9. Specifically, if the value of the
combination degree parameter (p) associated with the combination of
the player characters X and Y is equal to or larger than the
predetermined value (30) (S103: N), the microprocessor 14
(switching restriction section 78) acquires the reference time (rt)
associated with the value of the combination degree parameter (p)
(S501).
[0123] In this step, reference time data associating the
combination degree parameter (p) with the reference time (rt) is
read from the optical disc 36. FIG. 23 illustrates an example of
the reference time data. The reference time data illustrated in
FIG. 23 is data in a table format. The reference time data is set
so that the reference time (rt) in the case where the value of the
combination degree parameter (p) is relatively low is shorter than
the reference time (rt) in the case where the value of the
combination degree parameter (p) is relatively high. Note that, the
reference time data may be data in a format of mathematical
expressions or may be held as part of a program.
[0124] After acquiring the reference time (rt), the microprocessor
14 (switching restriction section 78) monitors whether or not the
remaining time before the ball 50 reaches the player character Y
has become equal to or shorter than the reference time (rt) (S502).
Note that, the above-mentioned remaining time is estimated based on
the moving speed of the ball 50 and the current positions of the
ball 50 and the player character Y. Further, the positions of the
ball 50 and the player character Y are updated every predetermined
period (for example, 1/60th of a second), and hence the
determination of whether or not the above-mentioned remaining time
has become equal to or shorter than the reference time (rt) is also
executed every predetermined period. If the above-mentioned
remaining time has become equal to or shorter than the reference
time (rt), the user's operation subject is switched from the player
character X to the player character Y (S106).
[0125] Also in the fourth modified example described above, for
example, if a pass is executed from the player character X toward
the player character Y, the user is allowed to experience that the
combination action is or is not performed smoothly between the
player characters X and Y depending on the relationship between the
player characters X and Y (for example, combination degree or
compatibility).
[0126] Note that the feature of the first modified example may be
combined with the fourth modified example. Specifically, the
switching restriction section 78 may control the value of the
reference time (rt) based on the value of the combination degree
parameter (p) associated with the combination of the player
characters X and Y, and the distance (dxy) between the player
characters X and Y. FIG. 24 illustrates an example of the reference
time data in this case. The reference time data illustrated in FIG.
24 is set so that the reference time (rt) in the case where the
distance (dxy) between the player characters X and Y is shorter
than the reference time (rt) in the case where the distance (dxy)
is relatively large. By combining the feature of the first modified
example with the fourth modified example, the reference time (rt)
can be set in consideration of the distance (dxy) between the
player characters X and Y.
Other Modified Examples
[0127] The game executed on the game device 10 may be a game
configured such that a two-dimensional game space constituted by
two coordinate elements is displayed on the game screen.
[0128] Further, the game executed on the game device 10 may be a
sports game other than the soccer game. For example, the present
invention is also applicable to a game of basketball or American
football that is played by using a ball (moving object), or a game
of ice hockey that is played by using a puck (moving object). Still
further, the present invention is also applicable to a baseball
game. In addition, the present invention is also applicable to a
game other than sports games (for example, action game). The
present invention is applicable to a game configured such that a
user's operation subject is switched among a plurality of game
characters. For example, the present invention is applicable to a
game configured such that a moving object moves around among a
plurality of game characters, and a user's operation subject is
switched in accordance with the movement of the moving object.
* * * * *