U.S. patent application number 13/448687 was filed with the patent office on 2012-08-09 for character control device, character control method, recording medium and program.
This patent application is currently assigned to Konami Digital Entertainment Co., Ltd.. Invention is credited to Akihiro Nakagawa, Kenichiro SHIODA, Naoyuki Shiraishi.
Application Number | 20120202595 13/448687 |
Document ID | / |
Family ID | 37086775 |
Filed Date | 2012-08-09 |
United States Patent
Application |
20120202595 |
Kind Code |
A1 |
SHIODA; Kenichiro ; et
al. |
August 9, 2012 |
CHARACTER CONTROL DEVICE, CHARACTER CONTROL METHOD, RECORDING
MEDIUM AND PROGRAM
Abstract
A formation information storage unit stores formation
information regulating a formation which characters should form. A
character control unit turns off assessment of contact between
allies when the characters are to formate and, based on formation
information, assembles the respective characters in respective
positions. Then, after the characters are assembled, the character
control unit turns contact assessment back on. Further, when the
characters are to attack, the character control unit moves front
row characters toward enemy characters and makes back row
characters follow the front row characters, while maintaining a
certain amount of space therebetween. Then, when a front row
character is destroyed, a back row character replaces the destroyed
character.
Inventors: |
SHIODA; Kenichiro;
(Minato-ku, JP) ; Nakagawa; Akihiro; (Chita-gun,
JP) ; Shiraishi; Naoyuki; (Yotsukaido-shi,
JP) |
Assignee: |
Konami Digital Entertainment Co.,
Ltd.
Tokyo
JP
|
Family ID: |
37086775 |
Appl. No.: |
13/448687 |
Filed: |
April 17, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11909919 |
Sep 27, 2007 |
8182341 |
|
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PCT/JP2006/305808 |
Mar 23, 2006 |
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13448687 |
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Current U.S.
Class: |
463/33 |
Current CPC
Class: |
A63F 2300/6623 20130101;
A63F 13/822 20140902; A63F 13/10 20130101; A63F 13/56 20140902;
A63F 2300/8029 20130101; A63F 2300/65 20130101 |
Class at
Publication: |
463/33 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 30, 2005 |
JP |
2005-097512 |
Claims
1. A character control device comprising: a character storage unit
that stores character information of a plurality of characters
arranged in a virtual space, the character information including a
current position and regulated occupied areas for each of the
plurality of characters; a formation storage unit that stores
formation information regulating a formation to be formed by each
of the plurality of characters, the formation information including
a position in the formation assigned to each of the plurality of
characters; a contact assessment unit that assesses a contact
between the plurality of characters by comparing the current
position and the regulated occupied areas of each of the plurality
of characters; a character control unit that minutely moves the
positions of characters for which said the contact was identified
assessed after determining a sequential movement for each of the
plurality of characters based on the contact assessment; and an
image generation unit that sequentially generates images of each of
the plurality of characters moving, wherein the character control
unit further comprises an assembling control unit that, based on
the formation information, changes respective sizes of the
respective occupied areas to sizes less than a standard and
assembles each of the plurality of characters to the position in
the formation, based on the formation information, in a state where
the respective sizes of said respective occupied areas have changed
to sizes less than standard only when the each of the plurality of
characters is assembled to the position in the formation, and the
image generation unit sequentially generates images of each of the
plurality of characters assembled by the assembling control
unit.
2. A character control method using a character storage unit and a
formation storage unit, wherein the character storage unit stores
character information of a plurality of characters arranged in a
virtual space, the character information including a current
position and regulated occupied areas for each of the plurality of
characters, the formation storage unit stores formation information
regulating a formation to be formed by each of the plurality of
characters, the formation information including a position in the
formation assigned to each of the plurality of characters, and the
character control method comprising: a contact assessment step for
assessing a contact between the plurality of characters by
comparing the current position and the regulated occupied areas of
each of the plurality of characters; a character control step for
minutely moving the positions of characters for which said the
contact was identified assessed after determining a sequential
movement for each of the plurality of characters based on the
contact assessment; and an image generation step for sequentially
generating images of each of the plurality of characters moving,
wherein the character control step further comprises an assembling
control step for, based on the formation information, changing
respective sizes of the respective occupied areas to sizes less
than a standard and assembles each of the plurality of characters
to the position in the formation, based on the formation
information, in a state where the respective sizes of said
respective occupied areas have changed to sizes less than standard
only when the each of the plurality of characters is assembled to
the position in the formation, and in the image generation step,
images of each of the plurality of characters assembled in the
assembling control step are sequentially generated.
3. A non-transitory recording medium that has recorded a program
for controlling a computer to function as: a character storage unit
that stores character information of a plurality of characters
arranged in a virtual space, the character information including a
current position and regulated occupied areas for each of the
plurality of characters; a formation storage unit that stores
formation information regulating a formation to be formed by each
of the plurality of characters, the formation information including
a position in the formation assigned to each of the plurality of
characters; a contact assessment unit that assesses a contact
between the plurality of characters by comparing the current
position and the regulated occupied areas of each of the plurality
of characters; a character control unit that minutely moves the
positions of characters for which said the contact was identified
assessed after determining a sequential movement for each of the
plurality of characters based on the contact assessment; and an
image generation unit that sequentially generates images of each of
the plurality of characters moving, wherein the character control
unit further comprises an assembling control unit that, based on
the formation information, changes respective sizes of the
respective occupied areas to sizes less than a standard and
assembles each of the plurality of characters to the position in
the formation, based on the formation information, in a state where
the respective sizes of said respective occupied areas have changed
to sizes less than standard only when the each of the plurality of
characters is assembled to the position in the formation, and the
image generation unit sequentially generates images of each of the
plurality of characters assembled by the assembling control unit.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is a continuation of U.S. patent
application Ser. No. 11/909,919, which is the national stage
application of PCT/JP2006/305808, filed Mar. 23, 2006, which claims
priority to Japanese Patent Application No. 2005-097512, filed Mar.
30, 2005, the disclosures of which are hereby incorporated by
reference in their entirety.
TECHNICAL FIELD
[0002] The present invention relates to a character control device,
character control method, recording medium and program suitable for
moving a character group in an orderly fashion.
BACKGROUND ART
[0003] Conventionally, various games (software or the like) which
are executed by a video game device, etc., have been developed. Of
the games, games generally called action games are incorrigibly
popular and supported by players of a wide range of age groups.
[0004] In such an action game, in a case of a combat game, for
example, the player appropriately operates his or her character
arranged in a virtual world, moving the character while avoiding
obstacles, etc. Then, there is a game type in which the character
fights with encountered enemy character groups, breaks from these
groups, and achieves an objective.
[0005] As an example of a technique applied to such an action game,
there has been proposed a technique of a video game device that
enables the wait time associated with the reading of an external
storage device to be suppressed (see Patent Literature 1, for
example). [0006] Patent Literature 1: Unexamined Japanese Patent
Application KOKAI Publication No. 2000-308755 (pp. 3-5, FIG.
2).
DISCLOSURE OF INVENTION
Problem to be Solved by the Invention
[0007] In the above-described action game (combat game), the player
generally operates a single character. Recently, however, action
games in which groups fight each other are also in continual
development.
[0008] In such an action game in which groups fight each other,
each character is independently controlled, resulting in virtually
no cohesiveness and, at present, a state that is far from an actual
simulation of a battle between groups.
[0009] As a result, for example, the ability to form a coherent
group and take action in a somewhat orderly fashion has been
desired.
[0010] Nevertheless, when a cohesive group was actually formed,
quick movement was not always possible due to contact between
characters, etc., resulting in the need for further
improvement.
[0011] Further, the problem arose that, once a cohesive group was
formed, the group would unravel during subsequent action (for
example, during a movement, attack, etc.), making it impossible to
take action with cohesiveness maintained.
[0012] The present invention has been made to overcome such
problems, and it is an object of the present invention to provide a
program, character control method and character control device
capable of moving a character group in an orderly fashion.
Means for Solving the Problem
[0013] A character control device according to a first aspect of
the present invention includes a character storage unit, a
formation storage unit, an assembling control unit, and an action
control unit, which are configured as follows.
[0014] First, the character storage unit stores information of a
plurality of characters arranged in a virtual space. Further, the
formation storage unit stores formation information regulating the
formation which the characters should form. The assembling control
unit, based on the formation information, assembles the respective
characters in respective positions within the formation, which are
assigned on a per character basis, while permitting contact between
characters. Then, the action control unit controls the respective
actions of the respective characters assembled in formation based
on attributes determined according to position within the formation
while maintaining, under predetermined conditions, the relative
positional relationship that forms the formation.
[0015] When the respective characters are assembled in respective
positions within the formation in this way, contact detection
between ally characters is turned off, for example, and each
character is moved. This makes it possible for the respective
characters to quickly get into formation. Further, after the
formation has been formed, attacks against enemy characters are
controlled based on attributes determined according to front row
and back row positions, for example, while maintaining the relative
positional relationship of the respective characters under
predetermined conditions.
[0016] As a result, the character group can be moved in an orderly
fashion.
[0017] A character control device according to a second aspect of
the present invention includes a character storage unit, a
formation storage unit, an assembling control unit, and an action
control unit, which are configured as follows.
[0018] First, the character storage unit stores information of a
plurality of characters arranged in a virtual space that are
classified into enemies and allies. Further, the formation storage
unit stores formation information regulating at least the formation
which the ally characters should form. The assembling control unit,
based on the formation information, assembles the respective ally
characters in respective positions within the formation, which are
assigned on a per ally character basis, while permitting contact
between ally characters. Then, the action control unit controls the
respective actions of the respective ally characters assembled in
formation based on attributes determined according to position
within the formation while maintaining, under predetermined
conditions, the relative positional relationship that forms the
formation.
[0019] When the respective characters are assembled in respective
positions within the formation in this way, contact detection
between ally characters is turned off, for example, and each
character is moved. This makes it possible for the respective
characters to quickly get into formation. Further, after the
formation has been formed, attacks against enemy characters are
controlled based on attributes determined according to front row
and back row positions, for example, while maintaining the relative
positional relationship of the respective characters under
predetermined conditions.
[0020] As a result, the character group can be moved in an orderly
fashion.
[0021] The above-described character control device may further
comprise a contact assessment unit that assesses contact between
characters by comparing the respective occupied areas specified for
each character, and a minute moving unit that minutely moves the
positions of the characters for which the contact has been
identified, wherein: the assembling control unit assembles the
respective characters in a state where the respective values of the
respective occupied areas have changed to values less than
standard; and the action control unit controls the actions of the
respective characters in a state where the values of the respective
occupied areas have returned to standard.
[0022] The formation storage unit may store attribute information
corresponding to a plurality of rows within the formation, and link
information that regulates the positional relationship within the
formation; and the action control unit may control the movement of
the respective characters in the front row of the formation based
on the attribute information, and force the respective characters
of the back row of the formation to follow the corresponding
characters of the front row while maintaining a certain amount of
space therebetween based on the link information.
[0023] The above-described character control device may further
comprise a formation information updating unit that updates the
formation information and assigns to another character a position
within the formation of a destroyed character in a case where a
character constituting the formation has been destroyed based on
predetermined conditions.
[0024] A character control method according to a third aspect of
the present invention employs a character storage unit (that stores
information of a plurality of characters arranged in a virtual
space) and a formation storage unit (that stores formation
information regulating the formation which the characters should
form), and includes an assembling control step and an action
control step, which are configured as follows.
[0025] First, in the assembling control step, the respective
characters are assembled in respective positions within the
formation, which are assigned on a per character basis, based on
the formation information while permitting contact between
characters. Then, in the action control step, the respective
actions of the respective characters assembled in formation are
controlled based on attributes determined according to position
within the formation while maintaining, under predetermined
conditions, the relative positional relationship that forms the
formation.
[0026] When the respective characters are assembled in respective
positions within the formation in this way, contact detection
between ally characters is turned off, for example, and each
character is moved. This makes it possible for the respective
characters to quickly get into formation. Further, after the
formation has been formed, attacks against enemy characters are
controlled based on attributes determined according to front row
and back row positions, for example, while maintaining the relative
positional relationship of the respective characters under
predetermined conditions. As a result, the character group can be
moved in an orderly fashion.
[0027] A program according to the fourth aspect of the invention is
configured to control a computer (including a game device) to
function as the above-described character control device.
[0028] This program can be recorded in a computer readable
information recording medium (recording medium), such as a compact
disk, a flexible disk, a hard disk, a magneto-optical disk, a
digital video disk, a magnetic tape or a semiconductor memory.
[0029] The program can be distributed and sold, independently of a
computer which executes the program, over a computer communication
network. The information recording medium can be distributed and
sold, independently of the computer.
Effect of the Invention
[0030] According to the present invention, it is possible to move a
character group in an orderly fashion.
BRIEF DESCRIPTION OF DRAWINGS
[0031] FIG. 1 An exemplary diagram illustrating the schematic
configuration of a typical game device which realizes a character
control device according to an embodiment of the present
invention.
[0032] FIG. 2 An exemplary diagram illustrating the schematic
configuration of a character control device according to the
embodiment of the present invention.
[0033] FIG. 3A An exemplary diagram for explaining formation
information.
[0034] FIG. 3B An exemplary diagram for explaining formation
information.
[0035] FIG. 3C An exemplary diagram for explaining formation
information.
[0036] FIG. 4A An exemplary diagram showing one example of a
formation during an attack.
[0037] FIG. 4B An exemplary diagram showing one example of a
formation during an attack.
[0038] FIG. 5 An exemplary diagram showing one example of a
character status table.
[0039] FIG. 6 A flowchart illustrating the flow of a control
process that is executed by the character control device.
DESCRIPTION OF REFERENCE NUMERALS
[0040] 100 game device [0041] 101 CPU [0042] 102 ROM [0043] 103 RAM
[0044] 104 interface [0045] 105 controller [0046] 106 external
memory [0047] 107 DVD-ROM drive [0048] 108 image processor [0049]
109 sound processor [0050] 110 NIC [0051] 200 character control
device [0052] 210 map storage unit [0053] 220 character information
storage unit [0054] 230 operational input receiving unit [0055] 240
formation information storage unit [0056] 250 character control
unit [0057] 251 assembling control unit [0058] 252 action control
unit [0059] 260 character status management unit [0060] 270 contact
assessment unit [0061] 280 image generating unit
BEST MODE FOR CARRYING OUT THE INVENTION
[0062] An embodiment of the present invention will be described
below. While the following describes an embodiment in which the
invention is adapted to a game device for the ease of
understanding, the invention can also be adapted to information
processing apparatuses, such as various computers, PDA and cellular
phone. That is, the embodiment to be described below is given by
way of illustration only, and does not limit the scope of the
invention. Therefore, those skilled in the art can employ
embodiments in which the individual elements or all the elements
are replaced with equivalent ones, and which are also encompassed
in the scope of the invention.
Embodiment 1
[0063] FIG. 1 is an exemplary diagram illustrating the schematic
configuration of a typical game device which realizes a character
control device according to the embodiment of the present
invention. A description will be given hereinbelow referring to
these diagrams.
[0064] The game device 100 has a CPU (Central Processing Unit) 101,
a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an
interface 104, a controller 105, an external memory 106, a DVD
(Digital Versatile Disk)-ROM drive 107, an image processor 108, a
sound processor 109, and an NIC (Network Interface Card) 110.
[0065] As a DVD-ROM storing a program and data for a game is loaded
into the DVD-ROM drive 107 and the game device 100 is powered on,
the program is executed to realize the character control device of
the embodiment.
[0066] The CPU 101 controls the general operation of the game
device 100, and is connected to individual components to exchange a
control signal and data therewith.
[0067] An IPL (Initial Program Loader) which is executed
immediately after power-on is recorded in the ROM 102. As the IPL
is executed, the program recorded in the DVD-ROM is read into the
RAM 103 and is executed by the CPU 101. The programs and various
data of the operating system required for general operation control
of the game device 100 are recorded in the ROM 102.
[0068] The RAM 103 is for temporarily storing data and programs,
and retains the program and data read from the DVD-ROM, and other
data needed for progressing a game and chat communication.
[0069] The controller 105 connected via the interface 104 accepts
an operation input which is made when a user executes the game. For
example, the controller 105 accepts an input, such as a string of
characters (message), according to the operation input.
[0070] Data indicative of the progress status of the game, data of
the log (record) of the chat communication and the like are stored
in a rewritable manner in the external memory 106 connected
detachably via the interface 104. As the user makes an instruction
input via the controller 105, these data can adequately be recorded
in the external memory 106.
[0071] The program for realizing the game and the image data and
sound data accompanying the game are recorded in the DVD-ROM to be
loaded into the DVD-ROM drive 107. Under the control of the CPU
101, the DVD-ROM drive 107 performs a process of reading from the
DVD-ROM loaded therein to read a necessary program and data, and
these are temporarily stored in the RAM 103 or the like.
[0072] The image processor 108 processes data read from the DVD-ROM
by means of the CPU 101 and an image operation processor (not
shown) the image processor 108 has, and then records the data in a
frame memory (not shown) in the image processor 108. The image
information recorded in the frame memory is converted to a video
signal at a predetermined synchronous timing, which is in turn
output to a monitor (not shown) connected to the image processor
108. Thereby, image displays of various types are available.
[0073] The image operation processor can enable fast execution of
an overlay operation of a two-dimensional image, a transparent
operation like a blending, and various kinds of saturate
operations.
[0074] It is also possible to enable fast execution of an operation
of rendering polygon information which is arranged in virtual
three-dimensional space and to which various kinds of texture
information is added, by a Z buffer scheme to acquire an rendered
image with a downward view of a polygon, arranged in the virtual
three-dimensional space, from a predetermined view point
position.
[0075] Further, the CPU 101 and the image operation processor
cooperate to be able to write a string of characters as a
two-dimensional image in the frame memory or on each polygon
surface according to font information which defines the shapes of
characters. While the font information is recorded in the ROM 102,
exclusive font information recorded in the DVD-ROM can be used as
well.
[0076] The sound processor 109 converts sound data read from the
DVD-ROM to an analog sound signal, and outputs the sound signal
from a speaker (not shown) connected thereto. Under the control of
the CPU 101, the sound processor 109 generates sound effects and
music data to be generated during progress of the game, and outputs
sounds corresponding thereto from a speaker.
[0077] The NIC 110 serves to connect the game device 100 to a
computer communication network (not shown), such as the Internet.
The NIC 110 includes an analog modem according to the 10 BASE-T/100
BASE-T standard which is used at the time of constructing a LAN
(Local Area Network) or to be connected to the Internet using a
telephone circuit, an ISDN (Integrated Services Digital Network)
modem, an ADSL (Asymmetric Digital Subscriber Line) modem, a cable
model to connect to the Internet using a cable television circuit,
or the like, and an interface (not shown) which intervenes between
those modems and the CPU 101.
[0078] In addition, the game device 100 may be configured so as to
achieve the same functions as the ROM 102, the RAM 103, the
external memory 106, and the DVD-ROM or the like which is to be
loaded into the DVD-ROM drive 107 by using a large-capacity
external storage device, such as a hard disk.
[0079] It is also possible to employ a mode of connecting to a
keyboard for receiving an edition input of a character string from
the user, a mouse or the like for receiving designation of various
positions and a selective input therefrom.
[0080] An ordinary computer (general-purpose personal computer or
the like) can be used as the character control device in place of
the game device 100 of the embodiment. For example, the ordinary
computer, like the game device 100, has a CPU, RAM, ROM, DVD-ROM
drive and NIC, has an image processor having simpler functions than
the game device 100, and can use a flexible disk, magneto-optical
disk, a magnetic tape or the like in addition to a hard disk as an
external storage device. The keyboard, mouse or the like, not a
controller, is used as an input device. As the game program is
executed after installation thereof, the computer serves as the
character control device.
Schematic Configuration of Character Control Device
[0081] FIG. 2 is an exemplary diagram illustrating the schematic
configuration of the character control device according to the
present embodiment. A description will be given hereinbelow
referring to these diagrams.
[0082] A character control device 200 comprises a map storage unit
210, a character information storage unit 220, an operational input
receiving unit 230, a formation information storage unit 240, a
character control unit 250, a character status management unit 260,
a contact assessment unit 270, and an image generating unit
280.
[0083] The following describes a case where the character control
unit 200, for example, is applied to an action game (realm vs.
realm game) in which a plurality of characters (character groups)
classified as allies and enemies fight each other in a virtual
world.
[0084] Then, the character control device 200, as described below,
quickly forms a cohesive group from a scattered plurality of
characters, and forces the character group into action while
maintaining cohesiveness.
[0085] First, the map storage unit 210 stores the information of a
map (map information) on which predetermined land forms and
products, etc., are arranged in a virtual world.
[0086] The map information specifies the layout information
(including images, etc.,) of landforms such as mountains, rivers,
ponds, and flatlands, and structures such as bridges, villages, and
castles, and also includes information regarding the areas in which
characters can move.
[0087] The DVD-ROM loaded into the DVD-ROM drive 107 or the
external memory 106 can function as such a map storage unit
210.
[0088] The character information storage unit 220 stores
information (character information) related to a plurality of
characters classified as allies and enemies.
[0089] The soldiers, such as foot soldiers or spearmen, and the
character that is the commander leading these soldiers, etc., are
specified along with images in the character information, for
example. Further, a specified value, such as HP (hit points), etc.,
is also defined for each character.
[0090] The DVD-ROM loaded into the DVD-ROM drive 107 or the
external memory 106 can function as such a character information
storage unit 220.
[0091] The operational input receiving unit 230 receives various
commands, etc., to be given to the ally characters (more
specifically, to the character with commander attributes described
later).
[0092] For example, the operational input receiving unit 230
receives commands such as a formate command for assembling
scattered ally characters into formation at a predetermined
location, a move command for moving the ally characters while
maintaining formation, and an attack command for attacking enemy
characters while maintaining formation. The controller 105 can
function as such an operational input receiving unit 230.
[0093] The formation information storage unit 240 stores formation
information regulating the formation which the ally characters
should form.
[0094] For example, the formation information storage unit 240
stores formation information regulating the formation of a shape
such as shown in FIG. 3A. This formation, as one example, is a
three-line formation, and is specified in such a manner that the
commander is positioned in the rear.
[0095] The formation information includes attribute and link
information.
[0096] Specially, the attributes are specified as shown in FIG. 3B.
Here, A in the figure indicates front row attributes, B indicates
back row attributes, and C indicates commander attributes.
[0097] That is, when the characters are arranged based on this
formation, these attributes are applied to each character in
accordance with arranged position. Then, as described above, the
action of each character is controlled according to these
attributes.
[0098] The link information is specified as shown in FIG. 3C. The
arrows in the figure indicate the connecting relationship according
to position. That is, with position I in the figure as standard,
the arrows indicate a state where the other positions are connected
to a position to the front, left or right.
[0099] Then, when the characters are arranged based on this
formation, the relative positional relationships, etc, are
determined for the respective characters with reference to this
link information. That is, as described above, when enemy
characters are attacked, each character is moved in an orderly
fashion while referring to this link information.
[0100] The RAM 103 can function as such a formation information
storage unit 240.
[0101] Returning to FIG. 2, the character control unit 250 includes
a assembling control unit 251 and an action control unit 252, and
controls the assembling and action of ally characters.
[0102] That is, the assembling control unit 251 generates the
above-described formation information when scattered characters are
to be placed in formation, and assembles the respective characters
into the respective positions within the formation based on this
formation information. At this time, the assessment of contact
between allies of contact assessment unit 270 is turned off. That
is, since the so-called "body blow assessment" is not conducted
when the characters are assembled into rows following the
formation, the characters can move smoothly without pushing and
shoving, etc., and quickly get into formation.
[0103] Once formation is completed (assembly is completed), the
assembling control unit 251 turns the contact assessment of contact
assessment unit 270 back on.
[0104] The action control unit 252 controls each character based on
applied properties while maintaining the relative positional
relationship of each character that constitutes the formation based
on the above-described link information. For example, when the
enemy characters are attacked, the action control unit 252 moves
the characters as shown in FIG. 4A and FIG. 4B. FIG. 4A shows a
case where the characters arranged in formation are foot soldiers,
and FIG. 4B shows a case where the characters are spearmen.
[0105] That is, in a case where the characters are foot soldiers,
as shown in FIG. 4A, the action control unit 252 moves the
characters in the frontmost row (front row attributes) forward
toward the enemy characters. Then, the characters of the back rows
(back row attributes) follow while leaving a certain amount of
distance from the characters in front. That is, the action control
unit 252 refers to the above-described link information, identifies
the front characters, and performs control so that a certain amount
of distance is maintained from those characters.
[0106] In a case where the characters are spearmen, as shown in
FIG. 4B, the action control unit 252 moves the characters in the
frontmost row (front row attributes) forward toward the enemy
characters while keeping the characters in a single line. That is,
the action control unit 252 refers to the above-described link
information, refers to the characters on both sides of each
character, and moves the characters forward so that no character
passes or falls behind a character on either side (so that the
speed of forward progress is the same). Then, the characters of the
back rows (back row attributes) follow while leaving a certain
amount of distance from the characters in front.
[0107] In addition, the character control unit 250 appropriately
moves the enemy characters as well, based on predetermined logic.
Then, the character control unit 250 appropriately updates the
character status table to be described later of the character
status management unit 250 each time enemy and ally characters are
moved.
[0108] In a case where the contact assessment unit 270 identifies
contact between characters, the position of each target character
or the position of one character is minutely moved to a position
where contact does not occur.
[0109] The CPU 101 can function as such a character control unit
250.
[0110] Returning to FIG. 2, the character status management unit
260 manages the status of each character by storing the respective
information of each character controlled in the character control
unit 250.
[0111] For example, the character status management unit 260 stores
a character status table such as that shown in FIG. 5, and manages
the characters. The character status table includes each character
ID, position coordinates, bounding box, HP value, etc. Here, the
bounding box in the figure indicates a range (space) occupied by
the character. The bounding box is referred to by the contact
assessment unit 270 along with character position coordinates for
the assessment of contact between characters, as described
later.
[0112] The RAM 103 can function as such a character status
management unit 260.
[0113] Returning to FIG. 2, the contact assessment unit 270
assesses the presence of contact based on positional relationships
between characters.
[0114] Specifically, the contact assessment unit 270 compares the
respective positional coordinates and bounding boxes of the
respective characters in the character status table of the
above-described FIG. 5, and sequentially assesses whether or not
the characters are in contact (by a so-called "body blow") in the
virtual world.
[0115] If contact is identified, the contact assessment unit 270
notifies the character control unit 250 of the contact of each
target character.
[0116] The CPU 101 can function as such a contact assessment unit
270.
[0117] The image generating unit 280 generates an image of the
landforms and characters arranged in the virtual space.
[0118] For example, the image generating unit 280 generates an
image indicative of the moving status and battle status of each
character based on information stored in the map storage unit 210,
the character information storage unit 220, and the character
status management unit 260, etc. The image generating unit 280 then
displays this image as a game image on a monitor, etc.
[0119] The image processor 108 can function as such an image
generating unit 280.
Outline of Operation of Character Control Device
[0120] FIG. 6 is a flowchart illustrating the flow of a control
process that is executed by the character control device 200. A
description will be given hereinbelow referring to this diagram.
This control process begins when, for example, the action game
(realm vs. realm game) starts and the intended operation by the
player using the controller 105 becomes possible.
[0121] First, when the control process begins, the character
control unit 250 assesses whether or not a formate command has been
acquired (step S301). That is, the character control unit 250
assesses whether or not a formate command was instructed by a
player.
[0122] Upon assessment that a formate command has not been acquired
(step S301: No), the character control unit 250 proceeds the
process to step S307 to be described later.
[0123] On the other hand, upon assessment that a formate command
has been acquired (step S301: Yes), the character control unit 250
generates formation information from the existing ally characters
(step S302).
[0124] The character control unit 250 turns off assessment of
contact between allies (step S303). That is, the character control
unit 250 makes it so the assessment of contact between ally
characters by the contact assessment unit 270 is not performed.
[0125] The character control unit 250 moves each character based on
the formation information (step S304). At this time, because
assessment of contact between allies is not performed, each
character can quickly get into formation.
[0126] The character control unit 250 assesses whether or not
formation has been completed (step S305).
[0127] Upon assessment that formation has not been completed (step
S305: No), the character control unit 250 continues moving the
characters in the above step S304.
[0128] On the other hand, upon assessment that formation has been
completed (step S305: Yes), the character control unit 250 turns
contact assessment back on (step S306).
[0129] Subsequently, the character control unit 250 assesses
whether or not a move command has been acquired (step S307). That
is, the character control unit 250 assesses whether or not a move
command has been instructed along with a specified predetermined
location by a player.
[0130] Upon assessment that a move command has not been acquired
(step S307: No), the character control unit 250 proceeds the
process to step S311 to be described later.
[0131] On the other hand, upon assessment that a move command has
been acquired (step S307: Yes), the character control unit 250
updates formation information according to the move destination
(step S308).
[0132] The character control unit 250 moves each character based on
the formation information (step S309). At this time, each character
moves while maintaining the formation.
[0133] The character control unit 250 assesses whether or not
movement has been completed (step S310).
[0134] Upon assessment that movement has not been completed (step
S310: No), the character control unit 250 continues moving the
characters in the above step S309.
[0135] On the other hand, upon assessment that movement has been
completed (step S310: Yes), the character control unit 250 proceeds
the process to step S311.
[0136] Subsequently, the character control unit 250 assesses
whether or not an attack command has been acquired (step S311).
That is, the character control unit 250 assesses whether or not an
attack command along with specified enemy characters has been
instructed by a player.
[0137] Upon assessment that an attack command has not been acquired
(step S311: No), the character control unit 250 returns the process
back to the above-described step S301.
[0138] On the other hand, upon assessment that an attack command
has been acquired (step S311: Yes), the character control unit 250
moves the front row characters toward the enemy characters (step
S312).
[0139] Further, the character control unit 250 moves the back row
characters so that they follow the front row characters (step
S313).
[0140] Furthermore, the character control unit 250 appropriately
moves each character according to attributes as shown in the
above-described FIG. 4A and FIG. 4B.
[0141] The character control unit 250 assesses whether or not there
has been an encounter with enemy characters (step S314).
[0142] Upon assessment that there has not been an encounter with
enemy characters (step S314: No), the character control unit 250
continues moving the characters in the above steps S312 and
S313.
[0143] On the other hand, upon assessment that there has been an
encounter with enemy characters (step S314: Yes), the character
control unit 250 forces the characters into battle with the enemy
characters (step S315).
[0144] The character control unit 250 assesses whether or not any
of the ally characters were destroyed (step S316).
[0145] Upon assessment that ally characters have not been destroyed
(step S316: No), the character control unit 250 proceeds the
process to step S318 to be described later.
[0146] On the other hand, upon assessment that ally characters were
destroyed (step S316: Yes), the character control unit 250 updates
the formation information (step S317). That is, other characters
fill the positions of the destroyed characters.
[0147] The character control unit 250 assesses whether or not the
battle has ended (step S318).
[0148] Upon assessment that the battle has not ended (step S318:
No), the character control unit 250 returns the process back to
step S315 and repeatedly executes the processes of the above steps
S315 to S318.
[0149] On the other hand, upon assessment that the battle has ended
(step S318: Yes), the character control unit 250 returns the
process back to the above step S301.
[0150] The above-described control process ends when the victory
and defeat of enemies and allies have been determined based on
predetermined conditions.
[0151] When the respective characters are assembled in respective
positions within the formation by the above-described control
process in this way, assessment of contact between ally characters
is turned off and then each character is moved, for example.
[0152] This makes it possible for each characters to quickly get
into formation. Further, after the formation has been formed,
attacks against enemy characters are controlled based on attributes
determined according to front row and back row positions while
maintaining, under predetermined conditions, the relative
positional relationship of the respective characters. As a result,
the character group can be moved in an orderly fashion.
Other Embodiments
[0153] While a case where assessment of contact between ally
characters is turned off when the characters are assembled has been
described in the above embodiment, the range of the respective
bounding boxes that serve as the respective occupied areas of each
character may be narrowed so that the characters do not readily
contact each other.
[0154] While a case where the formation is a line formation of a
plurality of rows has been described as one example in the above
embodiment, the type of formation is not limited thereto and is
arbitrary.
[0155] Further, the formation formed may differ according to
character type (foot soldier or spear man).
[0156] The present invention claims priority based on Japanese
Patent Application No. 2005-097512, the entire contents of which
are incorporated herein by reference.
INDUSTRIAL APPLICABILITY
[0157] As explained above, according to the present invention, it
is possible to provide a character control device, character
control method, recording medium and program suitable for moving a
character group in an orderly fashion.
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