Problem solution type vehicle game device
Abstract
[Task] Allows players to easily grasp the playing situation in a simulation image representing a 3D virtual field.
Solution.A game processing unit 40 that runs the player's car in the simulation image according to the input data from the operation system, and a ghost car processing unit that runs the ghost car together with the player's car in the simulation image based on the recorded driving data 52. 42, the distance calculation unit 42b that calculates the distance between the player's car and the ghost car in the three-dimensional virtual field, and the distance calculation unit 42b determines whether or not the distance calculated by the distance calculation unit 42b is less than or equal to a preset predetermined value. It is configured to include a distance discriminating unit 42c to be used, and a semi-transparent unit 42d that makes the ghost car semi-transparent in the simulation image when the distance discriminating unit 42c determines that the value is equal to or less than a predetermined value.

Term
Term ended
Projected expiry passed 16 February 2019, 7.6 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
7 claims: 3 independent, 4 dependent
- 1【特許請求の範囲】 【請求項1】 3次元バーチャルフィールドを表すシミュレーション画像中で乗り物オブジェクトを走行させる課題解決型乗り物ゲーム装置において、 操作系からの入力データに応じて第1の乗り物オブジェクトをシミュレーション画像中で走行させるゲーム処理手段と、 予め用意されている走行データに基づいて、前記ゲーム処理手段によって走行される前記第1の乗り物オブジェクトと共に第2の乗り物オブジェクトをシミュレーション画像中で走行させるゴーストカー処理手段と、 前記ゲーム処理手段によって走行される前記第1の乗り物オブジェクトと前記ゴーストカー処理手段によって走行される前記第2の乗り物オブジェクトとの前記3次元バーチャルフィールドにおける距離を算出する距離算出手段と、 前記距離算出手段によって算出された距離が予め設定された所定値以下であるか否かを判別する距離判別手段と、 前記距離判別手段によって所定値以下と判別された場合に、前記ゴーストカー処理手段によって走行される前記第2の乗り物オブジェクトをシミュレーション画像中で半透明化させる半透明化手段とを有することを特徴とする課題解決型乗り物ゲーム装置。
- 2【請求項2】 前記距離判別手段は、前記第1の乗り物オブジェクトと前記第2の乗り物オブジェクトとの距離を複数段階で判別し、 前記半透明化手段は、前記距離判別手段によって判別された距離の段階に応じて前記第2の乗り物オブジェクトを半透明化することを特徴とする請求項1記載の課題解決型乗り物ゲーム装置。
- 3【請求項3】 前記ゲーム処理手段が第1の乗り物オブジェクトをシミュレーション画像中で走行させるために用いた一連の入力データを複数分記録するデータ記録手段と、 前記データ記録手段によって記録された複数分の一連の入力データから、前記第2の乗り物オブジェクトを表示させるための走行データとして一連の入力データを選択する走行データ選択手段を有し、 前記ゴーストカー処理手段は、前記走行データ選択手段によって選択された一連の入力データを走行データとして前記第2の乗り物オブジェクトを走行させることを特徴とする請求項1記載の課題解決型乗り物ゲーム装置。
- 4【請求項4】 前記3次元バーチャルフィールドを表すシミュレーション画像は、前記ゲーム処理手段によって走行される前記第1の乗り物オブジェクトからの視界を表すものであって、 前記距離判別手段は、前記第1の乗り物オブジェクトからの視界方向に応じて、前記第1の乗り物オブジェクトと前記第2の乗り物オブジェクトとの距離を判別することを特徴とする請求項1記載の課題解決型乗り物ゲーム装置。
- 5【請求項5】 前記3次元バーチャルフィールドを表すシミュレーション画像は、前記ゲーム処理手段によって走行される前記第1の乗り物オブジェクトの運転席からの視界を表す第1モードと、前記ゲーム処理手段によって走行される前記第1の乗り物オブジェクトが含まれる視界を表す第2のモードが切り換え可能であって、 前記距離判別手段は、前記第1モードと前記第2モードの何れによるシミュレーション画像中に前記第2の乗り物オブジェクトがあるかに応じて、前記第1の乗り物オブジェクトと前記第2の乗り物オブジェクトとの距離を判別することを特徴とする請求項1記載の課題解決型乗り物ゲーム装置。
- 6【請求項6】 前記ゲーム処理手段による前記第1の乗り物オブジェクトの走行に伴って、前記第1の乗り物オブジェクトの走行方向に設けられた位置固定オブジェクトをシミュレーション画像中で変化させるオブジェクト処理手段と、前記ゲーム処理手段によって走行される前記第1の乗り物オブジェクトと前記オブジェクト処理手段によって変化される前記位置固定オブジェクトとの前記3次元バーチャルフィールドにおける距離を算出する距離算出手段と、 前記距離算出手段によって算出された距離が予め設定された所定値以下であるか否かを判別する距離判別手段と、 前記距離判別手段によって所定値以下と判別された場合に、前記オブジェクト処理手段によって変化される前記位置固定オブジェクトをシミュレーション画像中で半透明化させる半透明化手段とを有することを特徴とする請求項1記載の課題解決型乗り物ゲーム装置。
- 7【請求項7】 3次元バーチャルフィールドを表すシミュレーション画像中で乗り物オブジェクトを走行させる課題解決型乗り物ゲーム装置において、 操作系からの入力データに応じて乗り物オブジェクトをシミュレーション画像中で走行させるゲーム処理手段と、 前記ゲーム処理手段による前記第1の乗り物オブジェクトの走行に伴って、前記第1の乗り物オブジェクトの走行方向に設けられた位置固定オブジェクトをシミュレーション画像中で変化させるオブジェクト処理手段と、 前記ゲーム処理手段によって走行される前記第1の乗り物オブジェクトと前記オブジェクト処理手段によって変化される前記位置固定オブジェクトとの前記3次元バーチャルフィールドにおける距離を算出する距離算出手段と、 前記距離算出手段によって算出された距離が予め設定された所定値以下であるか否かを判別する距離判別手段と、 前記距離判別手段によって所定値以下と判別された場合に、前記オブジェクト処理手段によって変化される前記位置固定オブジェクトをシミュレーション画像中で半透明化させる半透明化手段とを有することを特徴とする課題解決型乗り物ゲーム装置。
Independent claims7
147 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a problem-solving vehicle game device, and more particularly to a game device suitable for a car racing game.
【0002】
[Conventional technology]
Conventionally, various problem-solving vehicle game devices have been provided as arcade-type games installed in arcades and the like. Such a problem-solving vehicle game device has, for example, the right to add a game time by achieving a predetermined lap within a certain time, and to register an arbitrarily specified name and running record. There are car racing games that can be obtained.
【0003】
In a car racing game, it is possible to drive the image of the own car (player's car) displayed in the 3D virtual field on the course according to the data input with the operation of the steering wheel, accelerator, brake, etc. it can. By running not only the player's car but also other cars controlled according to the data input by the operation of other players in the 3D virtual field at the same time, it feels like you are competing with other cars. Is increasing the interest of the players by making it possible to obtain.
【0004】
[Problems to be Solved by the Invention]
Conventionally, in a problem-solving vehicle game device that provides a car racing game, an image of a traveling vehicle, a traveling course, or an object such as a building or a tree provided around the course can be seen in reality. That is, everything was expressed as having a substance.
【0005】
For this reason, when constructing a three-dimensional virtual field based on the view from the player's car, the view may be obstructed by other cars or various objects. In a car racing game, you can get good results (running in a short time) by quickly acquiring the situation around your car and the state of the driving direction (degree of curve of the course) and performing the corresponding operations in a timely manner. ) Is possible, so if the view is expressed as if it is obstructed, the player may not be able to operate as expected and may be distracted.
【0006】
The present invention has been made in consideration of such circumstances, and an object of the present invention is to provide a problem-solving vehicle game device in which a player can easily grasp a playing situation.
【0007】
[Means for solving problems]
In order to solve the above problems, the present invention simulates a first vehicle object according to input data from an operation system in a problem-solving vehicle game device in which a vehicle object is driven in a simulation image representing a three-dimensional virtual field. A ghost car that runs a second vehicle object in a simulation image together with the first vehicle object that is run by the game processing means based on a game processing means that runs in the image and running data prepared in advance. A processing means and a distance calculating means for calculating the distance between the first vehicle object traveled by the game processing means and the second vehicle object traveled by the ghost car processing means in the three-dimensional virtual field. , The distance determining means for determining whether or not the distance calculated by the distance calculating means is equal to or less than a preset predetermined value, and the ghost car processing when the distance determining means determines that the distance is equal to or less than a predetermined value. Provided is a problem-solving vehicle game device having a semi-transparency means for making the second vehicle object traveled by the means translucent in a simulation image.
【0008】
According to such a configuration, when the position of the first vehicle object traveled in the simulation image representing the three-dimensional virtual field by the operation of the player approaches the second vehicle object to a distance of a predetermined value or less. Because the second vehicle object is translucent in the simulation image, the view from the first vehicle object is not obstructed by the second vehicle object.
【0009】
Further, the distance discriminating means discriminates the distance between the first vehicle object and the second vehicle object in a plurality of stages, and the semitransparent means is in the stage of the distance determined by the distance discriminating means. By making the second vehicle object semi-transparent accordingly, the second vehicle object is gradually made translucent as the distance between the first vehicle object and the second vehicle object becomes closer.
【0010】
Further, a data recording means for recording a plurality of minutes of input data used by the game processing means for running the first vehicle object in the simulation image, and a series of the plurality of minutes recorded by the data recording means. The ghost car processing means has a travel data selection means for selecting a series of input data as travel data for displaying the second vehicle object from the input data, and the ghost car processing means is a series selected by the travel data selection means. By running the second vehicle object using the input data of the above as running data, it is possible to simultaneously run another vehicle controlled according to the data input in accordance with the operation of an unspecified number of other players. , It raises the interest of the player by giving the feeling of competing with other vehicles, and does not interfere with the running operation.
【0011】
Further, the simulation image representing the three-dimensional virtual field represents the view from the first vehicle object traveled by the game processing means, and the distance determination means is from the first vehicle object. By determining the distance between the first vehicle object and the second vehicle object according to the view direction of, for example, when displaying simulation images in each of the front, rear, left, and right view directions, in each view direction. Since the second vehicle object is made translucent according to the distance from the second vehicle object, the view is not obstructed by the second vehicle object in any direction of view.
【0012】
Further, the simulation image representing the three-dimensional virtual field includes a first mode representing a view from the driver's seat of the first vehicle object traveled by the game processing means, and the first mode traveling by the game processing means. The second mode representing the field of view including the vehicle object of 1 can be switched, and the distance determination means can display the second vehicle object in the simulation image by either the first mode or the second mode. By calculating the distance between the first vehicle object and the second vehicle object, depending on the presence, it is translucent to the second vehicle object according to the field of view represented by the simulation image representing the three-dimensional virtual field. Since the conversion is performed, the translucency is appropriately performed so that the view is not obstructed by the second vehicle object in both the first mode and the second mode.
【0013】
Further, the object processing means for changing the position-fixed object provided in the traveling direction of the first vehicle object in the simulation image as the first vehicle object travels by the game processing means, and the game processing. A distance calculation means for calculating the distance between the first vehicle object traveled by the means and the position-fixed object changed by the object processing means in the three-dimensional virtual field, and a distance calculated by the distance calculation means. Simulates the distance determination means for determining whether or not is equal to or less than a preset predetermined value, and the position-fixed object changed by the object processing means when the distance determination means determines that is less than or equal to a predetermined value. By having a semi-transparent means for making the image semi-transparent, not only the second vehicle object but also a fixed position object, for example, a building or a tree provided around the course on which the first vehicle object runs, etc. Since the natural objects in the vehicle are translucent, the view in the traveling direction is not obstructed by the fixed position object, so that the state of the course can be grasped more quickly.
【0014】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, embodiments of the present invention will be described with reference to the drawings.
【0015】
FIG. 1 is a diagram showing an external configuration when the problem-solving vehicle game device according to the present embodiment is applied to a car racing game. The problem-solving vehicle game device is provided with a driver's seat 1 in which an operation for driving a car is performed. In the example shown in FIG. 1, two driver's seats 1 are provided so that two players can enjoy a car racing game at the same time. Is provided.
【0016】
The driver's seat 1 has a seat 2 on which the player sits, a steering wheel 3 for controlling the direction of travel of the car, an accelerator pedal 4 for accelerating the car, a brake pedal 5 for braking the car, and a shift for switching shifts. In addition to the lever 6, a button panel 7 provided with buttons for inputting various instructions to the problem-solving vehicle game device is provided. In addition, an upright monitor 8 is provided at a position that becomes the windshield of the automobile when the player sits on the seat 2.
【0017】
The monitor 8 displays a simulation landscape (image) of a three-dimensional virtual field seen from the windshield of an automobile. As a result, the player sits on the seat 2 of the driver's seat 1 and operates the steering wheel 3, the accelerator 4, the brake 4, the shift lever 6, etc., so that the image of the own vehicle displayed in the three-dimensional virtual field is displayed. (Player's car) can be run on the course.
【0018】
FIG. 2 is a block diagram showing a system configuration of a problem-solving vehicle game device according to the present embodiment. This device is realized by reading a program recorded on various recording media and incorporating a computer function whose operation is controlled by this program.
【0019】
As shown in FIG. 1, the problem-solving vehicle game device according to the present embodiment has a CPU 10 via a bus 12, a RAM 14, a program storage unit 16, a data storage unit 18, a three-dimensional image processing unit 20, and an I / O unit. 22 and the sound unit 24 are connected. In addition, a monitor 26 (monitor 8) is connected to the 3D image processing unit 20, and a handle 28, a brake pedal 30, an accelerator pedal 32, buttons 34, and a shift lever that constitute various operation systems are connected to the I / O unit 22. (Not shown) and the like are connected, and the speaker 36 is connected to the sound unit 24.
【0020】
The CPU 10 realizes each function by reading the program corresponding to each function unit stored in the program storage unit 16 into the RAM 14 and executing the program. Further, each function is realized by using various data stored in the data storage unit 18 as needed.
【0021】
The 3D image processing unit 20 monitors based on the display data of the objects to be displayed in the simulation image of the 3D virtual field that changes as the program stored in the program storage unit 16 is executed by the CPU 10. Display the object at 26. The three-dimensional image processing unit 20 has a function of displaying the corresponding object as if it is transparent according to the value of the transparency parameter added to the display data of the object.
【0022】
The sound unit 24 outputs sound from the speaker 36 based on the sound data that changes as the program stored in the program storage unit 16 is executed by the CPU 10.
【0023】
The program storage unit 16 is provided with a game processing unit 40, a ghost car processing unit 42, and an object processing unit 44.
【0024】
The game processing unit 40 is operated by the player according to the input data from the operation system (handle 28, brake pedal 30, accelerator pedal 32, shift lever 6, etc.) input via the I / O unit 22. Executes the process of running the player's car (first vehicle object) representing the car in the simulation image.
【0025】
The ghost car processing unit 42 represents a ghost car (second vehicle object) representing another vehicle together with the player's car driven by the game processing unit 40 based on the travel data stored in the data storage unit 18 in advance. ) Is executed in the simulation image. The ghost car processing unit 42 includes the functions of the travel data selection unit 42a, the distance calculation unit 42b, the distance determination unit 42c, and the translucency unit 42d. The driving data selection unit 42a selects a series of input data as driving data for displaying a ghost car from a series of input data for a plurality of minutes stored as recorded driving data 52 (described later) in the data storage unit 18. Execute the process to be performed. The distance calculation unit 42b executes a process of calculating the distance in the three-dimensional virtual field between the player's car traveled by the game processing unit 40 and the ghost car traveled by the ghost car processing unit 42. The distance determination unit 42c determines whether or not the distance calculated by the distance calculation unit 42b is equal to or less than a preset predetermined value, and determines the distance between the player's car and the ghost car in a plurality of stages. Can be done. The translucent unit 42d displays the ghost car in order to make the ghost car translucent in the simulation image when the distance discriminating unit 42c determines that the distance between the player's car and the ghost car is less than or equal to a predetermined value. Set the transparency parameter added to the display data (vehicle data) to indicate the translucency. Further, whether the distance determination unit 42c displays the simulation image in either the first mode in which the simulation image represents the field of view from the driver's seat of the player's car or the second mode in which the player's car is included in the field of view. Therefore, the distance between the player's car and the ghost car can be determined. By setting the transparency parameter, the object is determined by the three-dimensional image processing unit 20 and the object based on the display data is displayed by the transparency according to the value of the transparency parameter.
【0026】
The object processing unit 44 is a process of changing an object (position fixed object) such as a building or a tree provided in the traveling direction of the player's car in the simulation image as the player's car travels by the game processing unit 40. To execute. The object processing unit 44 includes the functions of the object distance calculation unit 44a, the object distance determination unit 44b, and the object translucency unit 44c. The object distance calculation unit 44a executes a process of calculating the distance in the three-dimensional virtual field between the player's car driven by the game processing unit 40 and the object changed by the object processing unit 44. The object distance determination unit 44b determines whether or not the distance calculated by the object distance calculation unit 44a is equal to or less than a preset predetermined value, and determines the distance between the player's car and the object in a plurality of stages. be able to. When the object distance determination unit 44b determines that the distance between the player's car and the object is less than or equal to a predetermined value, the object translucency unit 44c displays the object in order to make the object translucent in the simulation image. Set the transparency parameter added to the object data for the purpose to a value indicating translucency. By setting the transparency parameter, the object is determined by the three-dimensional image processing unit 20 and the object based on the display data is displayed by the transparency according to the value of the transparency parameter.
【0027】
Further, the data storage unit 18 stores input travel data 50, recorded travel data 52, course data 54, and the like.
【0028】
The input travel data 50 is input data from the operation system input via the I / O unit 22, that is, data such as the operation angle of the handle 28, the amount of depression of the brake pedal 30 and the accelerator pedal 32, and the state of the shift lever. It is a set, and a set of these data is stored in time series at predetermined unit times. The input travel data 50 is used by the game processing unit 40 to display the player's car, and the position (for example, indicated by the xyz coordinate value) on the course on which the player's car is traveled is calculated.
【0029】
The recorded driving data 52 is recorded when a predetermined condition is satisfied after the car racing game is completed, and the driving data 52a corresponding to the input driving data 50 and the recorded data accompanying the driving data 52a are recorded. 52b is included. For example, it is assumed that the predetermined condition is that the running on the determined course can be achieved in the shortest time among the past plays. In this case, the player is given the right to record the input driving data 50, and it shall be recorded according to the instruction from the player. At this time, an arbitrary character string (such as a character string representing the initials) can be input as the registered name to obtain the recorded data 52b. In addition to the registered name, the recorded data 52b can include various data in addition to the running time obtained when the car racing game is played. Further, in the recorded travel data 52, a series of input travel data (a series of input data) for a plurality of minutes can be recorded as travel data 52a.
【0030】
The course data 54 is data related to a course on which a player's car or a ghost car is driven in a simulation image representing a three-dimensional virtual field, and includes course layout data 54a and object data 54b. The course layout data 54a is data that defines the shape of the course, and is represented by, for example, a series of xyz coordinate values indicating the center of the course. The object data 54b is data related to various objects (position-fixed objects) including natural objects such as buildings and trees provided around the course, and includes data indicating a set position and data indicating the shape of the object.
【0031】
Next, the operation of the problem-solving vehicle game device in the present embodiment will be described.
【0032】
First, a ghost car process for displaying a ghost car in a simulation image representing a three-dimensional virtual field during execution of a car racing game will be described with reference to the flowchart shown in FIG. The ghost car processing is executed, for example, in a car racing game in the time attack mode. In the time attack mode, the player's car is driven by the operation of one player to compete for the time required to run the predetermined course. At that time, the function of the driving data selection unit 42a causes the data storage unit 18 to operate. Select the driving data according to the instruction from the player from the recorded driving data 52 including the stored driving data 52a for a plurality of minutes, and display the ghost car to be driven based on the selected driving data. Can be done. The driving data 52a for driving the ghost car is, for example, displayed a list of registered names (and driving times) in the recorded data 52b attached to each of the driving data 52a for a plurality of minutes, and is arbitrarily selected by the player. It shall be made to.
【0033】
FIG. 4 shows an example of a simulation image representing a three-dimensional virtual field displayed on the monitor 26. In the example shown in FIG. 4, the course data is a player's car that is run by the player operating each part of the operation system and a ghost car that is run based on the running data 52a selected from the list of registered names. It is set on the course set based on 54. Note that FIG. 4 is a simulation image in a mode (second mode (third person)) showing the field of view including the player's car driven by the game processing unit 40. In addition, the simulation screen can be switched by the time relations such as recorded running time, lap time, current running time, course layout, running speed in the current 3D virtual field, and operation of the shift lever 6. The current shift status, etc. is displayed.
【0034】
The player's car runs on the course in the simulation image based on the input data input via the I / O unit 22 when the operation system is operated by the player. On the other hand, the ghost car is displayed on the course in the simulation image together with the player's car based on the recorded driving data 52.
【0035】
During this time, the ghost car processing unit 42 acquires the driving data input via the I / O unit 22 and the driving data 52a of the recorded driving data 52 (step A1), and the player's car and the ghost car on the course. Calculate the current position of each of (step A2). For example, the position on the course represented by the xyz coordinate value by the course layout data 54a is calculated by the xyz coordinate value based on the input data from the operation system.
【0036】
The distance calculation unit 42b calculates the distance between the player's car and the ghost car based on their respective current positions (step A3). The distance here may be the distance in the traveling direction of the course, or may be the distance between the centers of the respective set positions.
【0037】
Here, the distance determination unit 42c determines whether or not the distance between the two is equal to or less than a preset predetermined value (step A4). That is, it is determined whether or not the distance between the player's car and the ghost car is sufficiently close.
【0038】
When the distance between the two is not less than a predetermined value, the ghost car processing unit 42 sets the value of the transparency parameter so as to have an entity in the simulation image, and ghosts in the same form as the player's car (non-transparent form). Display the car.
【0039】
On the other hand, when the distance between the two is equal to or less than a predetermined value, the distance determination unit 42c determines the level of the distance between the two, that is, how far they are from each other in a stepwise manner (step A5). For example, the distance determination unit 42c prepares a plurality of set values (threshold values) used for determining the distance in advance, and compares each set value with the distance obtained in step A3 to obtain a distance level (threshold value). Stage) is determined.
【0040】
The translucent unit 42d sets the transparency parameter added to the display data of the ghost car according to the distance level (step) determined by the distance determination unit 42c (step A6).
【0041】
As a result, when the ghost car is displayed in the simulation image, the three-dimensional image processing unit 20 displays it on the monitor 26 in a transparent form according to the value indicated by the transparency parameter. In the simulation image shown in FIG. 4, the ghost car is displayed in a semi-transparent manner because the player's car approaches the ghost car to a value below a predetermined value.
【0042】
Figure 5 shows the state of translucency according to the distance level. In FIG. 5, the PC represents the position of the player's car, and GC1 to 4 represent the position of the ghost car, respectively. For example, if the position of the ghost car is GC1 and the distance to the PC exceeds the predetermined value, it will be materialized and displayed, but if the distance to the PC is less than the predetermined value, it will be displayed at the GC2 position. It is displayed semi-transparently. Furthermore, if it is located at the position of GC3, which is closer to the PC than GC2, the transparency is further increased to make it translucent and displayed.
【0043】
The simulation image showing the three-dimensional virtual field shown in FIG. 4 is a simulation image in the mode (second mode (third person)) showing the view including the player's car, but from the driver's seat of the player's car. It is also possible to display a simulation image in a mode representing the field of view (first mode (first person)).
【0044】
When displaying the simulation image in the first mode, the display position of the ghost car in the image is also different from that in the second mode, and the distance of the ghost car that obstructs the view from the player's car is also different. Therefore, the distance calculation unit 42b determines a predetermined value or a distance level (distance level) for determining the distance between the player's car and the ghost car, depending on whether the simulation image is displayed in the first mode or the second mode. By changing the criteria for determining the stage), it is possible to determine the distance according to the mode. As a result, in both the simulation images of the first mode and the second mode, it is possible to appropriately make the ghost car translucent so that the visibility is not obstructed.
【0045】
Further, in the example of the simulation image shown in FIG. 4, the viewing direction coincides with the traveling direction of the player's car, but when the simulation image is displayed in the first mode, the image is from the driver's seat of the player's car. Images with a field of view other than the front direction (rear left and right, etc.) can be displayed. For example, it can be displayed as a simulation image showing the rear view of the player's car reflected by the side mirror or the rearview mirror. In this case as well, the distance between the player's car and the ghost car can be determined, and translucency can be achieved according to the distance. For example, if there is a ghost car at a position where the distance to the PC is less than a predetermined value, such as GC4 shown in Fig. 5, by making this ghost car translucent, the rear view is also obstructed by the ghost car. You can also prevent it from happening.
【0046】
In addition, in the field of view other than the front direction from the driver's seat of the player's car, the distance of the ghost car that obstructs the view from the player's car also differs. Therefore, the distance calculation unit 42b determines a predetermined value or a distance level (distance level) for determining the distance between the player's car and the ghost car, depending on which field of view direction the simulation image is from the player's car. By changing the criteria for discriminating the stage), it is possible to discriminate the distance according to the viewing direction. As a result, in the simulation image in any field of view, the ghost car can be appropriately translucent so that the field of view is not obstructed.
【0047】
Next, with reference to the flowchart shown in FIG. 6, an object process for displaying an object in a simulation image representing a three-dimensional virtual field during execution of a car racing game will be described.
【0048】
The object processing unit 44 acquires the input data input via the I / O unit 22 when the operation system is operated by the player (step B1), and calculates the current position of the player's car on the course (step B1). Step B2). For example, the position on the course represented by the xyz coordinate value by the course layout data 54a is calculated by the xyz coordinate value based on the input data from the operation system.
【0049】
The object processing unit 44 determines the object to be displayed in the simulation image based on the object data 54b of the course data 54 based on the current position of the player's car (step B3), and determines the object to be displayed in the simulation image (step B3). Get the object data (step B4).
【0050】
The object distance calculation unit 44a calculates the distance between the position of the object displayed in the simulation image with respect to the course and the position of the player's car (step B5). The distance here may be the distance in the traveling direction of the course, or may be the distance between the centers of the respective set positions.
【0051】
Here, the object distance determination unit 44b determines whether or not the distance between the two is equal to or less than a preset predetermined value (step B6). That is, it is determined whether or not the distance between the player's car and the object is sufficiently close.
【0052】
When the distance between the two is not less than a predetermined value, the object processing unit 44 sets the value of the transparency parameter so that it has an entity in the simulation image, and sets the object in the same form as the player's car (non-transparent form). Display it.
【0053】
On the other hand, when the distance between the two is equal to or less than a predetermined value, the object distance determination unit 44b determines the level of the distance between the two, that is, how far they are from each other in a stepwise manner (step B7). For example, the object distance determination unit 44b prepares a plurality of set values (threshold values) used for determining the distance in advance, and compares each set value with the distance obtained in step B5 to obtain a distance level. Determine (stage).
【0054】
The object translucency unit 44c sets the transparency parameter added to the display data of the object according to the distance level (step) determined by the object distance determination unit 44b (step B8).
【0055】
As a result, when the object is displayed in the simulation image, the three-dimensional image processing unit 20 displays it on the monitor 26 in a transparent form according to the value indicated by the transparency parameter.
【0056】
Figure 7 shows how the object is translucent according to the distance level to the player's car. The simulation image shown in FIG. 7 shows an example in which an object representing a tree is set along the course of the left curve on which the player's car runs.
【0057】
In FIG. 7 (a), since the distance between the object and the player's car exceeds a predetermined value, the object is displayed as having an entity. Further, as shown in FIG. 7B, when the player's car runs on the course and the distance between the object and the player's car becomes less than a predetermined value, the object is translucently displayed. As a result, the tip of the course of the left curve can be almost confirmed through the object. Furthermore, when the player's car runs on the course and the object and the player's car are close to each other, the object is displayed by translucency with higher transparency as shown in Fig. 7 (c), and the tip of the course is the object. Can be completely grasped without obstructing the view. In the case shown in FIG. 7 (c), the object may be made completely transparent.
【0058】
In this way, by making the ghost car and various objects semi-transparent based on the distance to the player's car whose running is controlled according to the player's operation, a three-dimensional virtual field with a view from the player's car When constructing, the view is not obstructed by other vehicles or various objects and is not expressed. In a car racing game, you can get good results (running in a short time) by quickly acquiring the situation around your car and the state of the driving direction (degree of curve of the course) and performing the corresponding operations in a timely manner. ) Is possible, so that the player can operate as he / she wants because the view is not obstructed, and there is no risk of losing interest. In addition, since it is not necessary to keep the ghost car or other objects close to the player's car or make it smaller, the power of the simulation screen expressing the car racing game is not lost.
【0059】
In the explanation of the ghost car processing, an example in which only one ghost car is displayed in the simulation image is shown, but a plurality of ghost cars may be displayed together with the player's car at the same time. In this case, translucency shall be performed for each ghost car.
【0060】
Further, in the above description, the problem-solving vehicle game device of an arcade type game installed in a game center or the like as shown in FIG. 1 is targeted, but it can also be applied to a home-use game device. Is. In this case, each part of the operation system is replaced by a controller provided with various buttons, and the monitor 26 and the speaker 36 are replaced by a general television.
【0061】
Further, the method described in the above-described embodiment can be provided to various devices by writing to a recording medium such as a CD-ROM or a semiconductor memory as a program that can be executed by a computer. It is also possible to transmit it through a communication medium and provide it to various devices. The computer that realizes this device reads the program recorded on the recording medium or receives the program via the communication medium, and the operation is controlled by this program to execute the above-described processing.
【0062】
[Effect of the invention]
As described in detail above, according to the present invention, in the simulation image representing the three-dimensional virtual field, the position of one vehicle object (player's car) traveled by the operation of the player is the second vehicle object or position. When the fixed object and the fixed object are approached to a distance less than a predetermined value, the second vehicle object or the fixed position object is translucent in the simulation image, and the view from the first vehicle object is obstructed by other objects. Therefore, the player can easily grasp the playing situation and the interest in the game is not diminished.
[Simple explanation of drawings]
[Figure 1]
The figure which shows the appearance composition at the time of applying the problem-solving type vehicle game apparatus which concerns on this embodiment to a car racing game.
[Figure 2]
The block diagram which shows the system structure of the problem-solving type vehicle game apparatus in this embodiment.
[Fig. 3]
A flowchart illustrating ghost car processing for displaying a ghost car in a simulation image representing a three-dimensional virtual field.
[Fig. 4]
The figure which shows an example of the simulation image which shows the 3D virtual field displayed on the monitor 26.
[Fig. 5]
The figure for demonstrating the state of translucency according to the distance level.
[Fig. 6]
A flowchart illustrating object processing for displaying an object in a simulation image representing a three-dimensional virtual field.
[Fig. 7]
The figure for demonstrating how the object becomes translucent according to the distance level with a player's car.
[Explanation of symbols]
1 ... driver's seat 2 ... sheet 3,28 ... handle 4,32 ... Accelerator pedal 5,30 ... Brake pedal 6 ... shift lever 7 ... Button panel 8,26 ... monitor 10 ... CPU 12 ... Bus 14 ... RAM 16 ... Program storage 18 ... Data storage 20 ... 3D image processing unit 22 ... I / O Department 24 ... Sound section 36 ... Speaker 40 ... Game Processing Department 42 ... Ghost Car Processing Department 42a ... Driving data selection section 42b ... Distance calculation unit 42c ... Distance discriminator 42d ... Semi-transparency 44 ... Object processing unit 44a ... Object distance calculation unit 44b ... Object distance discriminator 44c ... Object translucency 50 ... Input driving data 52 ... Recorded driving data 52a ... Driving data 52b ... Recorded data 54 ... Course data 54a ... Course layout data 54b ... object data
8 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8
Every citation, both ways
| Document | Relation | Office | Cited during |
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| EP2209093A4 | Cited by | European Patent Office (EPO) | Examiner |
| KR101330379B1 | Cited by | Republic of Korea | Search report |
| US8012020B2 | Cited by | United States of America | Applicant |
| WO2005071619A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| WO2005107905A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
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| US2008192043A1 | Cited by | United States of America | Pre-grant |
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| EP1757341A1 | Cited by | European Patent Office (EPO) | Search report |
| US10293258B2 | Cited by | United States of America | Applicant |
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| KR100964421B1 | Cited by | Republic of Korea | Examiner |
| JP2014195599A | Cited by | Japan | Examiner |
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| US7607982B2 | Cited by | United States of America | Applicant |
| JP2003103041A | Cited by | Japan | Examiner |
| WO2005107905A1 | Cited by | World Intellectual Property Organization (WIPO) | Applicant |
| WO2006093146A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| EP2209093A1 | Cited by | European Patent Office (EPO) | Examiner |
| JP2003091746A | Cited by | Japan | Search report |
| US7607982B2 | Cited by | United States of America | Applicant |
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| KR101330366B1 | Cited by | Republic of Korea | Search report |
| JP2014195599A | Cited by | Japan | Search report |
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| WO2006093146A1 | Cited by | World Intellectual Property Organization (WIPO) | Applicant |
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| JP2016165501A | Cited by | Japan | Search report |
| EP1854517A1 | Cited by | European Patent Office (EPO) | Search report |
| EP1757341A4 | Cited by | European Patent Office (EPO) | Search report |
2 priority claims, no other members on record
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 3743999 | Japan | A | |
| JP19990037439 | – | – | – |
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Numbers
- Publication
- 2000-237451
- Publication, DOCDB
- 2000237451
- Publication, EPODOC
- JP2000237451
- Application
- 11037439
- Application, DOCDB
- 3743999
- Application, EPODOC
- JP19990037439
Titles2
- Japanese
- 課題解決型乗り物ゲーム装置
- English
- [Title of Invention] Problem-solving vehicle game device
Classification
- IPC, 5
- G09B9 05
- A63F13 52
- A63F13 525
- A63F13 55
- A63F13 56