U.S. patent application number 16/491912 was filed with the patent office on 2021-05-06 for game system, method for controlling game system, and non-transitory computer readable medium.
This patent application is currently assigned to CAPCOM CO., LTD.. The applicant listed for this patent is CAPCOM CO., LTD.. Invention is credited to Mitsuru ENDO, Teruki ENDO, Kaname FUJIOKA, Daiki HOSOKAWA, Riki SHIGEMATSU, Hirokazu TANAKA, Yuya TOKUDA.
Application Number | 20210129027 16/491912 |
Document ID | / |
Family ID | 1000005535218 |
Filed Date | 2021-05-06 |
United States Patent
Application |
20210129027 |
Kind Code |
A1 |
TOKUDA; Yuya ; et
al. |
May 6, 2021 |
GAME SYSTEM, METHOD FOR CONTROLLING GAME SYSTEM, AND NON-TRANSITORY
COMPUTER READABLE MEDIUM
Abstract
There are provided a game program and a game system for
achieving a game in which, even when it is difficult to determine
the location of an enemy character while searching for the enemy
character in a virtual game space, it is not too difficult to find
the enemy character. A game program 30a causes a CPU 10 to function
as a virtual-space generating unit 40, a character control unit 42,
a trace generating unit 43 that generates a trace of a non-player
character and locates it in the virtual game space, a point
managing unit 45 that manages a trace point obtained when a trace
located in the virtual game space is collected, and a guidance
executing unit 47 that performs the guidance regarding the
non-player character to the user when an accumulated value Vs of
the trace points reaches a predetermined threshold value.
Inventors: |
TOKUDA; Yuya; (Osaka,
JP) ; FUJIOKA; Kaname; (OSAKA, JP) ; ENDO;
Teruki; (OSAKA, JP) ; ENDO; Mitsuru; (OSAKA,
JP) ; HOSOKAWA; Daiki; (OSAKA, JP) ; TANAKA;
Hirokazu; (OSAKA, JP) ; SHIGEMATSU; Riki;
(OSAKA, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
CAPCOM CO., LTD. |
OSAKA |
|
JP |
|
|
Assignee: |
CAPCOM CO., LTD.
OSAKA
JP
|
Family ID: |
1000005535218 |
Appl. No.: |
16/491912 |
Filed: |
March 6, 2018 |
PCT Filed: |
March 6, 2018 |
PCT NO: |
PCT/JP2018/008593 |
371 Date: |
September 6, 2019 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/57 20140902 |
International
Class: |
A63F 13/57 20060101
A63F013/57 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 9, 2017 |
JP |
2017-044583 |
Claims
1. A game system comprising a storage and a control unit, wherein
the control unit includes: a virtual-space generating unit
generating a virtual game space; a character control unit
controlling action of a player character and a non-player character
in the virtual game space; a trace generating unit generating a
trace of the non-player character in accordance with action of the
non-player character and locate the generated trace in the virtual
game space; a point managing unit managing a trace point obtained
when the player character collects the trace located in the virtual
game space; and a guidance executing unit executing guidance
regarding the non-player character to a user when an accumulated
value of the trace points reaches a predetermined threshold
value.
2. The game system according to claim 1, wherein the guidance
executing unit executes at least one of following: guidance for
orienting the player character to a current position of the
non-player character, guidance for orienting the player character
to a predetermined trace among uncollected traces, and provision of
status information on the non-player character.
3. The game system according to claim 1, wherein multiple threshold
values are set for the accumulated value of the trace points, and
the guidance executing unit executes guidance of different content
for each of the threshold values.
4. The game system according to claim 1, wherein identification
information on a non-player character corresponding to the trace is
given to the trace, and the point managing unit manages the trace
point for each of the non-player characters based on the
identification information.
5. The game system according to claim 1, wherein the control unit
further includes an acquired-point subtracting unit reducing the
trace point obtained when the player character collects a trace in
accordance with an elapsed time after the trace is located in the
virtual game space until the trace is collected.
6. The game system according to claim 1, wherein the control unit
further includes a guidance restricting unit restricting execution
of guidance regarding the non-player character when the player
character is within a predetermined range from the non-player
character or the player character is in a combat state.
7. A method for controlling a game system comprising: a
virtual-space generating step of generating a virtual game space; a
character controlling step of controlling action of a player
character and a non-player character in the virtual game space; a
trace generating step of generating a trace of the non-player
character in accordance with action of the non-player character and
locating the generated trace in the virtual game space; a point
managing step of managing a trace point obtained when the player
character collects the trace located in the virtual game space; and
a guidance executing step of executing guidance regarding the
non-player character to a user when an accumulated value of the
trace points reaches a predetermined threshold value.
8. The method for controlling the game system according to claim 7,
wherein the guidance executing step executes at least one of
following: guidance for orienting the player character to a current
position of the non-player character, guidance for orienting the
player character to a predetermined trace among uncollected traces,
and provision of status information on the non-player
character.
9. The method for controlling the game system according to claim 7,
wherein multiple threshold values are set for the accumulated value
of the trace points, and the guidance executing step executes
guidance of different content for each of the threshold values.
10. The method for controlling the game system according to claim
7, wherein identification information on a non-player character
corresponding to the trace is given to the trace, and the point
managing step manages the trace point for each of the non-player
characters based on the identification information.
11. The method for controlling the game system according to claim
7, further comprising an acquired-point subtracting step of
reducing the trace point obtained when the player character
collects a trace in accordance with an elapsed time after the trace
is located in the virtual game space until the trace is
collected.
12. The method for controlling the game system according to claim
7, further comprising a guidance restricting step of restricting
execution of guidance regarding the non-player character when the
player character is within a predetermined range from the
non-player character or the player character is in a combat
state.
13. A non-transitory computer readable medium storing a command
executable by a computer, the command includes: a virtual-space
generating step of generating a virtual game space; a character
controlling step of controlling action of a player character and a
non-player character in the virtual game space; a trace generating
step of generating a trace of the non-player character in
accordance with action of the non-player character and locating the
generated trace in the virtual game space; a point managing step of
managing a trace point obtained when the player character collects
the trace located in the virtual game space; and a guidance
executing step of executing guidance regarding the non-player
character to a user when an accumulated value of the trace points
reaches a predetermined threshold value.
14. The non-transitory computer readable medium according to claim
13, wherein the guidance executing step executes at least one of
following: guidance for orienting the player character to a current
position of the non-player character, guidance for orienting the
player character to a predetermined trace among uncollected traces,
and provision of status information on the non-player
character.
15. The non-transitory computer readable medium according to claim
13, wherein multiple threshold values are set for the accumulated
value of the trace points, and the guidance executing step executes
guidance of different content for each of the threshold values.
16. The non-transitory computer readable medium according to claim
13, wherein identification information on a non-player character
corresponding to the trace is given to the trace, and the point
managing step manages the trace point for each of the non-player
characters based on the identification information.
17. The non-transitory computer readable medium according to claim
13, further comprising an acquired-point subtracting step of
reducing the trace point obtained when the player character
collects a trace in accordance with an elapsed time after the trace
is located in the virtual game space until the trace is
collected.
18. The non-transitory computer readable medium according to claim
13, further comprising a guidance restricting step of restricting
execution of guidance regarding the non-player character when the
player character is within a predetermined range from the
non-player character or the player character is in a combat state.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game system for realizing
a game set in a virtual game space, a method for controlling the
game system, and a non-transitory computer readable medium.
BACKGROUND ART
[0002] Conventionally, there is a game in which a player character
acts in a virtual game space in accordance with the user's
operation (see Non-Patent Document 1). In the game described in
Non-Patent Document 1, a quest is prepared for the purpose of
defeating a predetermined enemy character (boss character).
Further, the virtual game space is divided into multiple areas that
are recognizable by the user, and the setting is previously made as
to which area the boss character appears.
CITATION LIST
Patent Literature
[0003] [Non-Patent Document 1] Edited by Hirokazu Hamamura,
"Monster Hunter Portable 2nd G Official Guidebook", First Edition,
Enterbrain Corporation, Aug. 1, 2008, P. 466-P. 469
SUMMARY OF THE INVENTION
Problems to be Solved by the Invention
[0004] However, in the case of the above-described game, the user
remembers the appearance area of the boss character after having
repeatedly played the quest and therefore has less fun for
searching for the boss character. Conversely, it is considered that
the appearance position of the boss character is not fixed.
However, some of the recent games are configured such that the
virtual game space is wide and seamless. In such a game, when the
appearance position of the boss character is not fixed, it may be
very difficult for the user to find the boss character by
himself.
[0005] Furthermore, in some conventional games, footprints of the
enemy character are left, and the player character follows them so
as to find the enemy character. However, if all of the footprints
are drawn when the enemy character moves widely in the vast virtual
game space, the processing load of the computer for drawing is
high.
[0006] Therefore, the object of the present invention is to provide
a game system for achieving a game in which, even when it is
difficult to determine the location of an enemy character while
searching for the enemy character in a virtual game space, it is
not too difficult to find the enemy character and in which it is
possible to reduce the load for drawing a trace, a method for
controlling the game system, and a non-transitory computer readable
medium.
Means for Solving the Problems
[0007] A game system according to the present invention is a game
system including a storage and a control unit, wherein the control
unit includes: a virtual-space generating unit that generates a
virtual game space; a character control unit that controls action
of a player character and a non-player character in the virtual
game space; a trace generating unit that generates a trace of the
non-player character in accordance with action of the non-player
character; a trace locating unit that locates the generated trace
in the virtual game space; a point managing unit that manages a
trace point obtained when the player character collects the trace
located in the virtual game space; and a guidance executing unit
that executes guidance regarding the non-player character to a user
when an accumulated value of the trace points reaches a
predetermined threshold value.
Effect of the Invention
[0008] According to the present invention, it is possible to
provide a game system for achieving a game in which, even when it
is difficult to determine the location of the enemy character while
searching for the enemy character in the virtual game space, it is
not too difficult to find the enemy character, a method for
controlling the game system, and a non-transitory computer readable
medium.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 is a block diagram that illustrates a hardware
configuration of a game system.
[0010] FIG. 2 is a block diagram that illustrates a functional
configuration of a game device.
[0011] FIG. 3 is a table that illustrates the content of trace
data.
[0012] FIG. 4 is a schematic plan view that illustrates a situation
in a virtual game space.
[0013] FIG. 5 is a flowchart that illustrates an operation of the
game system.
DESCRIPTION OF EMBODIMENTS
[0014] A game system according to an aspect of the present
invention is a game system including a storage and a control unit,
wherein the control unit includes: a virtual-space generating unit
that generates a virtual game space; a character control unit that
controls action of a player character and a non-player character in
the virtual game space; a trace generating unit that generates a
trace of the non-player character in accordance with action of the
non-player character and that locates the generated trace in the
virtual game space; a point managing unit that manages a trace
point obtained when the player character collects the trace located
in the virtual game space; and a guidance executing unit that
executes guidance regarding the non-player character to a user when
an accumulated value of the trace points reaches a predetermined
threshold value.
[0015] In this manner, by following the trace of the non-player
character, such as an enemy character, the guidance regarding the
non-player character is executed. Therefore, it is possible to
achieve a game in which the enemy character may be reached by
flowing some traces even when, for example, the setting is made
such that it is difficult to find the location of the enemy
character.
[0016] Further, the guidance executing unit may be configured to
execute at least one of following: guidance for orienting the
player character to a current position of the non-player character,
guidance for orienting the player character to a predetermined
trace among uncollected traces, and provision of status information
on the non-player character.
[0017] Thus, it is possible to provide the user with useful
information regarding the non-player character, such as the
location of the non-player character, the place where an
uncollected trace exists, or the status information on the
non-player character.
[0018] Further, a configuration may be such that multiple threshold
values are set for the accumulated value of the trace points and
the guidance executing unit executes guidance of different content
for each of the threshold values.
[0019] Thus, as more traces are collected by the player character
himself due to the user's operation, there are more contents and
types of guidance for the non-player character, which is
advantageous in a battle with the non-player character. Therefore,
in the quest in which a battle with the non-player character is a
condition for beating, the user easily obtains a sense of
accomplishment that he has won by himself.
[0020] Further, a configuration may be such that the identification
information on a non-player character corresponding to the trace is
given to the trace and the point managing unit manages the trace
point for each of the non-player characters based on the
identification information.
[0021] Thus, when multiple non-player characters exist in the
virtual game space, the non-player characters for the guide may be
different depending on the type of collected trace. Therefore, when
the user has the target non-player character, it is possible to
efficiently obtain the guidance regarding the non-player character
by exclusively collecting traces corresponding to the non-player
character.
[0022] Further, the control unit may further include an
acquired-point subtracting unit that reduces the trace point
obtained when the player character collects a trace in accordance
with an elapsed time after the trace is located in the virtual game
space until the trace is collected.
[0023] Thus, by collecting more recent traces, it is possible to
quickly obtain guidance regarding the non-player character.
Further, even when there are only old traces nearby in a long
distance from the non-player character, the guidance regarding the
non-player character may be obtained by collecting many traces.
Further, as for the trace for which the point becomes zero after a
predetermined time has elapsed, it may be deleted from the virtual
game space when the point becomes zero. In that case, as it is
possible to suppress an increase in the number of the managed
traces in the virtual game space, the processing load of the
computer may be reduced.
[0024] Further, the control unit may further include a guidance
restricting unit that restricts execution of guidance regarding the
non-player character when the player character is within a
predetermined range from the non-player character or the player
character is in a combat state.
[0025] Thus, for example, when the player character is near the
non-player character and the location thereof is already known,
unnecessary guidance may be omitted. Alternatively, when the player
character is in a combat state with the non-player character even
though it is located away to such a degree that the exact location
of the non-player character is not determined, it is possible to
provide an environment that enables the concentration on the battle
by omitting unnecessary guidance.
[0026] A method for controlling a game system according to an
aspect of the present invention includes: a virtual-space
generating step of generating a virtual game space; a character
controlling step of controlling action of a player character and a
non-player character in the virtual game space; a trace generating
step of generating a trace of the non-player character in
accordance with action of the non-player character and locating the
generated trace in the virtual game space; a point managing step of
managing a trace point obtained when the player character collects
the trace located in the virtual game space; and a guidance
executing step of executing guidance regarding the non-player
character to a user when an accumulated value of the trace points
reaches a predetermined threshold value.
[0027] A non-transitory computer readable medium according to an
aspect of the present invention is a non-transitory computer
readable medium storing a command executable by a computer and
readable by the computer, the command includes: a virtual-space
generating step of generating a virtual game space; a character
controlling step of controlling action of a player character and a
non-player character in the virtual game space; a trace generating
step of generating a trace of the non-player character in
accordance with action of the non-player character and locating the
generated trace in the virtual game space; a point managing step of
managing a trace point obtained when the player character collects
the trace located in the virtual game space; and a guidance
executing step of executing guidance regarding the non-player
character to a user when an accumulated value of the trace points
reaches a predetermined threshold value.
[0028] An explanation is given below of a game system according to
an embodiment of the present invention, a method for controlling
the game system, and a non-transitory computer readable medium with
reference to the drawings. An action game executed by a home-use
game device is described below as an example. The action game
according to the present embodiment is progressed when the user
operates the player character in the virtual game space so as to
beat a predetermined quest such as, for example, defeating an enemy
character that is a non-player character.
[0029] (Hardware Configuration)
[0030] FIG. 1 is a block diagram that illustrates a hardware
configuration of a game system 1. The game system 1 includes a game
device 2 and a server device 3. The game device 2 is capable of
communicating with the other game devices 2 and the server device 3
via a communication network NW, such as the Internet or a LAN. The
game device 2 includes a CPU 10 that is a computer for controlling
the operation thereof, and a disk drive 12, a memory card slot 13,
an HDD 14 and a ROM 15 forming a storage, and a RAM 16 are
connected to the CPU 10 via a bus 11.
[0031] A disc-type recording medium 30, which is a non-transitory
computer readable medium such as DVD-ROM, is loadable in the disk
drive 12. A game program 30a and game data 30b according to the
present embodiment are recorded on the disc-type recording medium
30. The game data 30b includes various types of data necessary for
the progress of the game, such as the data necessary to form each
character and a virtual game space and the sound data to be
reproduced during the game. Further, a card-type recording medium
31 is loadable into the memory card slot 13 so that the save data
indicating the play status, such as the progress of the game, is
recordable in response to a command from the CPU 10.
[0032] The HDD 14 is a large-capacity storage that is built in the
game device 2 and that has the game program 30a and the game data
30b read from the disc-type recording medium 30, the save data, and
the like, recorded therein. The ROM 15 is a semiconductor memory,
such as mask ROM or PROM, in which the startup program for starting
up the game device 2, the program for controlling an operation when
the disc-type recording medium 30 is loaded, and the like, are
recorded. The RAM 16 is formed of a DRAM, SRAM, or the like, and it
reads the game program 30a to be executed by the CPU 10, the game
data 30b necessary for the execution thereof, and the like, from
the disc-type recording medium 30 or the HDD 14 in accordance with
the play status of the game and temporarily records them.
[0033] Furthermore, a graphics processor 17, an audio synthesizer
20, a wireless-communication controller 23, and a network interface
26 are connected to the CPU 10 via the bus 11.
[0034] The graphics processor 17 draws a game image including a
virtual game space, each character, and the like, in response to a
command from the CPU 10. Specifically, the position, the direction,
the zoom factor (the angle of view), and the like, of the virtual
camera set in the virtual game space are adjusted, and the virtual
game space is captured. Then, a rendering process is performed on
the captured image, and a two-dimensional game image for display is
generated. Moreover, an external display (display unit) 19 is
connected to the graphics processor 17 via a video converter 18.
The game image drawn by the graphics processor 17 is converted into
a moving image format by the video converter 18 and is displayed on
the display 19.
[0035] The audio synthesizer 20 reproduces and synthesizes the
digital-format sound data included in the game data 30b in
accordance with a command from the CPU 10. Further, an external
speaker 22 is connected to the audio synthesizer 20 via an audio
converter 21. Thus, the sound data reproduced and synthesized by
the audio synthesizer 20 is decoded into an analog form by the
audio converter 21 and is output from the speaker 22 to the
outside.
[0036] The wireless-communication controller 23 has a wireless
communication module in 2.4 GHz band and is wirelessly connected to
a controller 24 attached to the game device 2 so as to transmit and
receive data. The user is capable of inputting a signal to the game
device 2 by operating an operating unit 25, such as a button,
provided in the controller 24 and it is capable of controlling the
action of a player character displayed on the display 19.
[0037] The network interface 26 connects the game device 2 to the
communication network NW, such as the Internet or a LAN, and
enables the communication with the other game devices 2 and the
server device 3. Furthermore, the game device 2 is connected to the
other game devices 2 via the communication network NW to transmit
and receive data to and from each other, whereby multiple player
characters are displayable in synchronization in the identical game
space. Thus, a multiplayer game is achieved, in which multiple
players make the game progress in cooperation.
[0038] (Functional Configuration of Game Device)
[0039] FIG. 2 is a block diagram that illustrates a functional
configuration of the game device 2 provided in the game system 1.
The game device 2 executes the game program 30a according to the
present invention to function as a virtual-space generating unit
(virtual-space generating means) 40, a virtual-camera control unit
(virtual-camera controlling means) 41, and a character control unit
(character controlling means) 42, a trace generating unit (trace
generating means) 43, a point managing unit (point managing means)
45, an acquired-point subtracting unit (acquired-point subtracting
means) 46, a guidance executing unit (guidance executing means) 47,
a guidance restricting unit (guidance restricting means) 48, and a
game-progress control unit (game-progress controlling means) 49.
Moreover, each of these functions is formed by, as hardware, the
CPU 10, the HDD 14, the ROM 15, the RAM 16, the graphics processor
17, the video converter 18, the audio synthesizer 20, the audio
converter 21, the wireless-communication controller 23, and the
like, illustrated in FIG. 1.
[0040] The virtual-space generating unit 40 generates a
three-dimensional virtual game space which is a stage where a
player character acts. For example, the virtual-space generating
unit 40 determines the position and the texture of an object,
determines the setting of a light source, and determines the
setting of an effect, such as fog or fire sparks, after the elapse
of one frame in accordance with the frame rate, thereby generating
a virtual game space.
[0041] The virtual-camera control unit 41 controls the virtual
camera that captures the virtual game space. For example, the
virtual-camera control unit 41 determines the location of the
virtual camera with respect to a player character (such as the
location in the first-person viewpoint or the third-person
viewpoint). Then, the virtual-camera control unit 41 controls the
capturing posture, the zoom factor, and the like, of the virtual
camera in accordance with the operation on the controller 24 by the
user. Further, when the user operates the controller 24 to move the
player character, the virtual-camera control unit 41 moves the
virtual camera so as to follow it.
[0042] The character control unit 42 controls the actions of a
player character and a non-player character in the virtual game
space in accordance with the operation on the controller 24 by the
user. For example, the non-player character is controlled to
perform various biological actions in accordance with the in-game
time, the environment in the virtual game space, the status of the
non-player character itself, or the like. Specifically, the
non-player character is caused to perform actions, such as moving
in the virtual game space, slobbering, or scratching a tree to
damage it.
[0043] Furthermore, the character control unit 42 switches the
status of the non-player character depending on whether the player
character and the non-player character are in a combat state or in
a non-combat state. For example, the character control unit 42
switches the status of the non-player character from the non-combat
state to the combat state when the player character attacks the
non-player character or the player character enters a predetermined
range from the non-player character.
[0044] The character control unit 42 controls the non-player
character in the combat state so as to, for example, actively
perform the action of following and attacking the player character.
Further, the non-player character in the combat state is switched
to the non-combat state when there are no attacks from the player
character and the state where the player character is away from the
non-player character by more than a predetermined distance
continues for a predetermined time period.
[0045] The trace generating unit 43 generates the trace of the
non-player character by using, for example, an object in accordance
with the action of the non-player character. Furthermore, the trace
generating unit 43 locates the generated trace in a place where the
non-player character exists in the virtual game space. The trace
includes "footprint" on the ground where the non-player character
has walked, "slobber" dripping from the non-player character's
mouth, "scratch" when the non-player character has scratched a tree
with a nail, and the like. The trace generating unit 43
appropriately generates these traces in accordance with the action
of the non-player character and further locates them at appropriate
positions in the virtual game space. Moreover, the trace generating
unit 43 may be set to generate a trace each time a predetermined
time has elapsed. The provided trace is displayed within the
virtual game space so that the user may visually distinguish
it.
[0046] Furthermore, the non-player characters of this game include:
an enemy character (boss character) that is to be fought against
and defeated by the player character as the condition for beating
the quest; and an enemy character (normal character) that is not
included as the condition for beating the quest. In each quest of
this game, one or more enemy characters including at least the boss
character generate traces. However, the character generating the
trace is not limited to the above. It may be a predetermined enemy
character not including the boss character or may be a non-player
character other than the enemy character.
[0047] The point managing unit 45 manages a trace point obtained
when the player character collects (acquires) a trace located in
the virtual game space.
[0048] FIG. 3 is a table that illustrates an example of the content
of data (trace data) regarding traces. The trace data is included
in the game data 30b. As illustrated in FIG. 3, a trace point is
set to each trace and, in the trace data, the types of traces are
associated with points.
[0049] Furthermore, the player character is capable of collecting
the trace when the user performs a predetermined operation on the
controller 24 while the player character is within a predetermined
range from the trace in the virtual game space. Alternatively, the
trace may be collected without performing a predetermined operation
such that the trace is automatically collected when the player
character simply comes close to the predetermined range from the
trace. When the trace is collected in this manner, the point
managing unit 45 refers to the trace data, acquires the trace point
corresponding to the trace collected by the user, and stores it in
the RAM 16. Moreover, the point managing unit 45 calculates
(updates) the accumulated value of the trace points acquired so far
or resets the accumulated value as appropriate.
[0050] Furthermore, each trace is provided with the identification
information on the enemy character corresponding to the trace. More
specifically, as illustrated in FIG. 3, the trace data on each
trace includes the identification information (NPC01, NPC02, NPC03,
or the like) with which the type of enemy character having left the
trace may be identified. Further, the point managing unit 45
manages the trace point acquired by the player character so as to
calculate the accumulated value for each type of enemy
character.
[0051] The acquired-point subtracting unit 46 reduces the trace
point obtained when the player character collects a trace in
accordance with the elapsed time from when the trace is located in
the virtual game space until it is collected. The way of reducing
trace points may be set as appropriate. For example, the trace
point may be set by subtracting a predetermined point from the
initial value of the trace points each time the predetermined time
has elapsed. Further, the finally obtained trace point may be zero
accordingly, or the minimum value larger than zero, from which a
point is not further subtracted, may be set. Moreover, only a part
of traces may be the target for subtraction, and the traces may
include a trace whose trace point is not subtracted even when a
time period has elapsed.
[0052] In the example illustrated in FIG. 3, the settings are made
for the trace of "footprint" such that one point is subtracted each
time three minutes have elapsed but the points are prevented from
being less than three points. The settings are made for the trace
of "slobber" such that two points are subtracted each time five
minutes have elapsed and the points finally become zero points.
Further, the setting is made for the trace of "scratch" such that
the trace point is not subtracted even when the time period has
elapsed. Moreover, the trace having finally zero points may be
deleted from the virtual game space.
[0053] The guidance executing unit 47 executes guidance regarding
the non-player character to the user when the accumulated value of
the trace points reaches a predetermined threshold value. Here, in
this game, multiple threshold values are set, and the guidance
executing unit 47 executes guidance of the contents that are
different for each of the threshold values.
[0054] More specifically, in this game, three threshold values Th1,
Th2, and Th3 are set in the ascending order of numerical values.
Further, the guidance executing unit 47 performs guidance of, for
example, "trace navigation", "NPC navigation", and "status
disclosure" to the user each time the accumulated value of the
trace points of a certain enemy character reaches each threshold
value.
[0055] Among them, in the "trace navigation", the display 19
presents a guidance display for orienting the player character to a
predetermined trace which is a trace left by a certain enemy
character and which has not been collected at present. Although the
"predetermined trace" is optionally settable, it may be, for
example, one trace that is, among the traces that have not been
collected with regard to the enemy character, the oldest trace
among the traces that are generated after the newest trace
collected with regard to the enemy character.
[0056] Further, in the "NPC navigation", the display 19 presents a
guidance display for directly orienting the player character to the
current position of a certain enemy character. In the "status
disclosure", the display 19 presents the information about the
current state (the current position, the health, the attack power,
the defense power, or the like) of a certain enemy character.
However, the content of each guidance is not limited to the one
described above. For example, in the "NPC navigation", instead of
that described above or in addition to that described above, the
display 19 may present a map indicating the current position or the
direction of an enemy character or may present a map indicating the
movement route or the movement destination of an enemy
character.
[0057] Furthermore, in this game, the guidance executing unit 47
exclusively executes the "trace navigation" when the accumulated
value of the trace points is equal to or more than Th1 and less
than Th2 and exclusively executes the "NPC navigation" when the
accumulated value is equal to or more than Th2 and less than Th3.
On the other hand, when the accumulated value is equal to or more
than Th3, the guidance executing unit 47 selectively executes
either the "NPC navigation" or the "status disclosure" in
accordance with the user's operation on the controller 24.
[0058] The guidance restricting unit 48 restricts the guidance
regarding the non-player character when a predetermined condition
is satisfied even though the accumulated value of the trace points
has reached the predetermined threshold value. Specifically, when
the player character is within a predetermined range from the
non-player character or when the player character is in a combat
state, the guidance restricting unit 48 restricts the execution of
guidance regarding the non-player character.
[0059] The game-progress control unit 49 controls the progress of
the game in accordance with the user's operation on the controller
24, the elapse of the in-game time, and the like. For example, the
game-progress control unit 49 generates a predetermined event when
the player character performs a predetermined action due to the
user's operation. Further, the game-progress control unit 49
changes the environment in the virtual game space as the in-game
time elapses. Moreover, the game-progress control unit 49 causes an
enemy character to appear in various places in the virtual game
space depending on, for example, the place where the player
character is.
[0060] (Flow of Game)
[0061] FIG. 4 is a schematic plan view that illustrates a situation
in the virtual game space when the guidance regarding an enemy
character is obtained by collecting a trace left by the enemy
character. FIG. 5 is a flowchart that illustrates an operation
(control method) of the game system 1. The series of processes
illustrated in FIG. 5 are repeatedly executed at a predetermined
cycle (for example, the same cycle as the frame rate).
[0062] A virtual game space 100 illustrated in FIG. 4 is formed to
be seamless and has multiple areas. For example, the virtual game
space 100 includes a plain area 101 on the south side where a
player character PC is currently located, a mountain area 102 on
the east side, a forest area 103 on the north side, and a lake area
104 on the west side. Further, at present, the enemy character
NPC01 lives in the mountain area 102, the enemy character NPCO2
lives in the forest area 103, and the enemy character NPC03 lives
in the lake area 104.
[0063] Further, traces of the enemy characters NPC01 to NPC03 are
left in the virtual game space 100. For example, a footprint E01 of
the enemy character NPC01, a scratch E02 obtained when the enemy
character NPCO2 scratched a tree, slobber E03 of the enemy
character NPC03, and the like, are left. That is, in the virtual
game space 100, at least the three enemy characters NPC01 to NPC03
exist as non-player characters for which a trace is to be
generated.
[0064] In such a situation, the user operates the controller 24 to
make the game progress. Here, it is assumed that the user is
playing a quest under such a condition for beating, that the enemy
character NPC01 is to be defeated. Therefore, the user has to move
the player character PC so as to search for the enemy character
NPC01; however, as the virtual game space 100 is vast, it is
difficult to find the enemy character NPC01 by simply walking
around. However, in this game, the user is capable of reaching the
location of the enemy character NPC01, which is the target to be
searched for, by collecting a trace of the enemy character NPC01
and obtaining the guidance regarding the enemy character NPC01.
[0065] The search procedure is specifically described. First, the
user sets the enemy character NPC01 among the enemy characters
NPC01 to NPC03 as a non-player character to be searched for on a
setting screen, which is not illustrated. Then, the user causes the
player character PC to move in the virtual game space 100 to
collect a trace (Step S1).
[0066] For example, when the player character PC moves in the
virtual game space 100 to find a trace E01 left by the enemy
character NPC01, a predetermined operation is performed on the
controller 24 in the vicinity thereof. Thus, the character control
unit 42 causes the player character PC to perform the action to
pick up the trace E01. As a result, the user acquires the trace
E01.
[0067] Furthermore, the point managing unit 45 makes an inquiry of
the acquired trace E01 with the trace data and acquires the
identification information on the trace E01, a trace point, and the
like. Then, the point managing unit 45 updates an accumulated value
Vs by adding the currently acquired trace point to the accumulated
value Vs of the trace points stored in the RAM 16 for each type of
enemy character (Step S2). Further, the accumulated value Vs of the
trace points regarding the enemy character NPC01, which is the
target to be searched for, is displayed as an indicator 110 in the
form of a bar graph, for example, at an appropriate position on the
display 19.
[0068] Furthermore, when the user already knows the location of the
enemy character NPC01, there is little significance in executing
the guidance, and there is a possibility that the guidance display
is obtrusive if the guidance is executed. Therefore, in this game,
the execution of guidance is restricted regardless of the
accumulated value Vs of the trace points in such a case. Therefore,
the guidance restricting unit 48 determines whether the condition
for restricting the guidance regarding the enemy character NPC01 is
satisfied (Step S3).
[0069] This guidance restriction condition is as described above
and, specifically speaking about the enemy character NPC01, two
settings are made; (1) when the player character PC is within a
predetermined range R01 from the enemy character NPC01, and (2)
when the player character PC is in a combat state even though the
player character PC is out of the predetermined range R01 from the
enemy character NPC01. Then, the guidance restricting unit 48
determines that the guidance restriction condition is satisfied
when at least one of the two conditions is satisfied (Step S3:
YES).
[0070] When it is determined that the guidance restriction
condition is satisfied (Step S3: YES), the guidance restricting
unit 48 does not perform the guidance regarding the enemy character
NPC01, and the current process illustrated in FIG. 5 ends. On the
other hand, when the guidance restricting unit 48 determines that
the guidance restriction condition is not satisfied (Step S3: NO),
the game device 2 performs the process corresponding to the
accumulated value Vs of the trace points of the enemy character
NPC01.
[0071] First, the game device 2 determines whether the current
accumulated value Vs is less than the threshold value Th1 (Step
S4). When the accumulated value Vs is less than the threshold value
Th1 (Step S4: YES), the guidance executing unit 47 does not execute
the guidance regarding the enemy character NPC01, and the current
process illustrated in FIG. 5 ends. When the accumulated value Vs
is equal to or more than the threshold value Th1 (Step S4: NO), the
game device 2 then determines whether the accumulated value Vs is
less than the threshold value Th2 (Step S5). As a result, when the
accumulated value Vs is equal to or more than the threshold value
Th1 and less than the threshold value Th2 (Step S5: YES), the
guidance executing unit 47 executes the above-described "trace
navigation" (Step S6).
[0072] Conversely, when the accumulated value Vs is equal to or
more than the threshold value Th2 (Step S5: NO), the game device 2
then determines whether the accumulated value Vs is less than the
threshold value Th3 (Step S7). As a result, when the accumulated
value Vs is equal to or more than the threshold value Th2 and less
than the threshold value Th3 (Step S7: YES), the guidance executing
unit 47 executes the "NPC navigation" instead of the "trace
navigation" (Step S8). Furthermore, when the accumulated value Vs
is equal to or more than the threshold value Th3 (Step S7: NO), the
guidance executing unit 47 executes any one of the "NPC navigation"
and the "status disclosure" selected by the user's operation (Step
S9).
[0073] As described above, in this game, by collecting a trace of
the enemy character that is the target to be searched for, it is
possible to obtain the guidance regarding the enemy character. As a
result, even in a game where the enemy character appears at any
location in the seamless and vast virtual game space, it is
possible to relatively easily reach the location of the enemy
character.
[0074] Further, when the player character PC reaches the
predetermined range R01 from the enemy character NPC01 as a result
of the navigation, the navigation is stopped as a state is obtained
such that the guidance restriction condition at Step S3 is
satisfied. Conversely, when a state is then obtained such that the
guidance restriction condition is not satisfied (Step S3: NO) even
though it is determined that the guidance restriction condition is
once satisfied (Step S3: YES), the guidance executing unit 47
executes the guidance (Steps S6, S8, S9) corresponding to the
accumulated value Vs at that time.
[0075] Furthermore, the guidance display in the trace navigation
and the NPC navigation may be realized by indicating the guidance
direction illustrated in FIG. 4 with an arrow-shaped object 120.
However, the medium for guidance is not limited to the arrow-shaped
object. For example, a dedicated non-player character (guidance
character) acting in the virtual game space 100 may be prepared as
a guidance medium so that, when the navigation is executed, the
guidance character acts as a guide. Further, in the virtual game
space 100, the guidance direction may be represented by forming a
fluid by a cluster of particles and slowly moving the fluid in the
guidance direction.
[0076] When the guidance medium is a non-player character or a
cluster of particles, these guidance media may be set so as not to
be too far from the player character PC. Specifically, the moving
range of the guidance medium may be limited to the range from the
player character PC by a predetermined distance.
[0077] Furthermore, the navigation may be performed by using a
known route search algorithm. For example, a navigation mesh formed
of a polygon mesh is formed in the virtual game space 100 for the
movement of a non-player character, and a route 130 (see the
two-dot chain line in FIG. 4) to the enemy character NPC01 at
present is searched for by using an algorithm, such as A-star, with
the intersection point of the mesh as a node. Then, the player
character PC is guided to follow the route 130.
[0078] By the way, as for the trace appearing in this game, the
trace point obtained at the time of collection changes (decreases)
in accordance with the elapsed time from when it is located in the
virtual game space 100 until when it is collected by the player
character PC (see "the subtraction method" in FIG. 3). Further, the
trace located in the virtual game space 100 may be represented so
as to gradually fade away (the appearance degrades) in accordance
with the elapse of the time. This allows the user to estimate,
based on the state of the found trace, whether the enemy character
having left the trace is still nearby or has already gone far.
Further, by collecting a newer trace, it is possible to reach the
location of the enemy character earlier.
[0079] Furthermore, the trace points may be subtracted in
accordance with the degradation in the appearance of the trace.
Alternatively, the trace points may be constant (not subtracted)
while the appearance of the trace is degraded and, conversely, the
appearance of the trace may be unchanged although the trace points
are subtracted. Further, in the example illustrated in FIG. 3, the
way of subtracting trace points is different depending on the type
of trace (subtraction for "slobber" is quicker than for
"footprint"); however, instead of it or in addition to it, it may
be different depending on the type of enemy character having left a
trace. For example, the subtraction of trace points may take a
longer time for an enemy character (the boss character than the
normal character) having a higher degree of influence on the
progress of the game.
[0080] Furthermore, the type of trace located in the virtual game
space may be determined in accordance with the shape of the land
where an enemy character is present. For example, it is possible to
leave a footprint when the enemy character exists on the sandy
land, leave a claw mark when in the forest, and leave an uneaten
bone when in the grass field where there is a grass-eating animal
that serves as prey.
[0081] Furthermore, when multiple users play this game (multiplayer
game), the trace points acquired by the player characters operated
by the respective users may be added together to calculate the
accumulated value (Vs), or they may be managed for each player
character without being added.
[0082] Furthermore, according to the present embodiment, the enemy
character, which is the target to be searched for, is limited to
one, but two or more enemy characters may be simultaneously set as
search targets. Further, for the enemy character that is not set as
the search target, the guidance executing unit 47 does not perform
any guidance even when the trace points regarding the enemy
character reach any of the threshold values Th1 to Th3.
INDUSTRIAL APPLICABILITY
[0083] The present invention is applicable to a game system, a
method for controlling the game system, and a non-transitory
computer readable medium for executing a game set in a virtual game
space.
DESCRIPTION OF REFERENCE NUMERALS
[0084] 1: Game system [0085] 2: Game device [0086] 10: CPU
(computer) [0087] 30a: Game program [0088] 30b: Game data [0089]
40: Virtual-space generating unit [0090] 42: Character control unit
[0091] 43: Trace generating unit45: Point managing unit46:
Acquired-point subtracting unit [0092] 47: Guidance executing unit
[0093] 48: Guidance restricting unit
* * * * *