Game apparatus, game program and information recording medium
Abstract
Problem to be solved.To provide a game in which a player does not get tired of a motion pattern of a character used even when the player advances the game by using a certain character for a long period of time as in an RPG.
Solution.Basically, motion information of a character is stored for each title data obtained when a specific condition in a game is achieved, and a player can set arbitrary title data to the character. As a result, the player can appropriately change the motion information of the character even during the progress of the game. [Selection diagram] Fig. 1

Term
4.2 yearsto projected expiry
Projected expiry 19 November 2030, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
6 claims: 2 independent, 4 dependent
- 1入力装置に入力された指令情報に基づいて動作するキャラクタを,表示装置に表示するゲームを実行可能なゲーム装置であって, ゲームの進行上設定されている複数の特定条件のそれぞれについて,前記特定条件を達成した場合にキャラクタに対して付与される称号のデータを,関連付けて記憶している称号データベースと, 前記称号データベースに記憶されている称号のデータのそれぞれについて,前記称号が付与されたキャラクタの動作態様を決定するモーション情報を,関連付けて記憶しているモーション情報データベースと, ゲームの進行上キャラクタがある特定条件を達成した場合に,前記ある特定条件と関連付けて前記称号データベースに記憶されている称号のデータを読み出す称号データ抽出部と, 前記称号データ抽出部により読み出された称号のデータが記憶される称号記憶部と, 前記称号記憶部に記憶されている称号の中から前記入力装置により選択入力された任意の称号と関連付けて前記モーション情報データベースに記憶されているモーション情報に基づいて,前記キャラクタの動作態様を決定する動作態様決定部と, 前記動作態様決定部により決定された動作態様のキャラクタを前記表示装置に表示するためのキャラクタ表示部を含む ゲーム装置。
- 2前記モーション情報は,前記表示装置に表示されるキャラクタの各種動作の態様を決定するためのモーションパラメータであり, 前記入力部に設けられたセンサキーによって,前記ゲーム装置に対する指令情報の入力が検知されたときの検知情報を抽出する検知情報抽出部を,さらに有し, 前記動作態様決定部は,前記称号記憶部に記憶されている称号の中から前記入力装置により選択入力された任意の称号と関連付けて前記モーション情報データベースに記憶されているモーションパラメータを,前記検知情報抽出部によって抽出された検知情報に基づいて変更し,前記キャラクタの各種動作の変更後のパラメータを求めることにより,前記キャラクタの動作態様を決定する 請求項1に記載のゲーム装置。
- 3前記検知情報抽出部によって抽出される検知情報は,前記センサキーによって前記指令情報の入力が検知されたときの前記センサキーに対する押圧力,前記センサキーによって前記指令情報の入力が検知された間隔,及び所定時間内において前記センサキーが前記指令情報の入力を検知した回数を含む 請求項2に記載のゲーム装置。
- 4前記モーション情報は,前記キャラクタの動作内容を示すモーションデータであり, 前記動作態様決定部は,前記称号記憶部に記憶されている称号の中から前記入力装置により選択入力された任意の称号と関連付けて前記モーション情報データベースに記憶されているモーションデータに基づいて,前記キャラクタの動作態様を決定し, 前記キャラクタ表示部は,前記モーションデータを再生することにより,前記動作態様決定部により決定された動作態様のキャラクタを前記表示装置に表示する 請求項1に記載のゲーム装置。
- 5入力装置からの指令情報に基づいてゲーム空間において動作するキャラクタを,表示装置に表示するゲームを実行可能なゲーム装置を, ゲームの進行上設定される複数の特定条件のそれぞれについて,前記特定条件を達成した場合にキャラクタに対して付与される称号を,関連付けて記憶している称号データベースと, 前記称号データベースに記憶されている複数の称号のそれぞれについて,前記称号が付与されたキャラクタの動作態様を決定するモーション情報を,関連付けて記憶しているモーション情報データベースと, ゲームの進行上キャラクタがある特定条件を達成した場合に,前記ある特定条件と関連付けて前記称号データベースに記憶されている称号が読み出され,記憶される称号記憶部と, 前記称号記憶部に記憶されている称号の中から前記入力装置により選択入力された任意の称号と関連付けて前記モーション情報データベースに記憶されているモーション情報に基づいて,前記キャラクタの動作態様を決定する動作態様決定部と, 前記動作態様決定部により決定された動作態様のキャラクタを前記表示装置に表示するためのキャラクタ表示部 を含むゲーム装置として機能させるためのプログラム。
- 6請求項5に記載のプログラムを格納したコンピュータ読み取り可能な情報記憶媒体。
Independent claims6
56 paragraphs, as filed
The present invention relates to a game device capable of executing a game in which a character operating in a game space is displayed on a display device, a game program, and an information storage medium storing the game program.
Conventionally, there has been known a game device that causes a character existing in a virtual game space to perform a certain motion by reproducing various motion data stored in a database (for example, Patent Document 1).
Further, conventionally, it has been known that for a character operated by a player of a game, for example, parameters related to the operation speed and the magnitude of the operation are variable (for example, Patent Document 2). In such a conventional game device, the characters in the game change their motion modes such as the motion spode, the magnitude of the motion, the voice quality, and the volume of voice according to the set parameters. That is, the movement speed of the character displayed on the display screen and the voice quality / volume of the character output from the speaker change. Therefore, the player of the game can arbitrarily set the parameters of the operating character according to his / her personality, voice quality, and voice volume, and make the game character similar to the player himself / herself.
<p><patcit num="1"><text>Japanese Unexamined Patent Publication No. 2009-72310</text></patcit><patcit num="2"><text>Japanese Patent Application Laid-Open No. 2005-253687</text></patcit></p>
<p> However, in a conventional game device, since fixed motion data is reproduced for each character, the motion pattern of the character is always constant. Therefore, for example, when a player uses a certain character for a long period of time to advance the game, such as an RPG (Role-Playing-Game), the player has a problem that he / she gets tired of the motion pattern of the character used. It was.</p><p> Therefore, an object of the present invention is to improve the player's taste for the game. Specifically, according to the present invention, even when the player uses a certain character for a long period of time to advance the game as in an RPG, the player does not get tired of the motion pattern of the character used. The purpose is to provide a game.</p><p> Further, when the player of the game sets the parameter of the operation mode of the operating character according to his / her personality as in the conventional game device, the parameter is set based on the subjectivity of the player until he / she gets tired of it. is there. As described above, in the conventional game device, since the parameters of the character's movement are set based on the subjectivity of the player, there are cases where the parameters do not reflect the objective character of the player. .. In addition, when the parameters of the character's movement are set by the player's subjectivity, the character performs the movement within the player's expected range, so that the character does not move beyond the player's expectation, which is not interesting. It was.</p><p> Therefore, in a preferred embodiment of the present invention, it is an object of the present invention to provide a game capable of objectively grasping a player's personality and changing a parameter of an operation character's movement based on the player's objective personality. To do. Furthermore, in a preferred embodiment of the present invention, it is an object of the present invention to provide a game in which the parameters of the operating character are set to perform unexpected movements of the player while reflecting the character of the player.</p>
<p> The present invention basically stores the motion information of the character for each title data obtained when a specific condition in the game is achieved, and enables the player to set arbitrary title data to the character. This is based on the finding that the player can appropriately change the motion information of the character even during the progress of the game.</p><p> The first aspect of the present invention relates to a game device capable of executing a game in which a character operating based on command information input to the input device is displayed on the display device. The game device according to the present invention includes a title database, a motion information database, a title data extraction unit, a title storage unit, an operation mode determination unit, and a character display unit. The title database stores the data of the titles given to the characters when the specific conditions are achieved for each of the plurality of specific conditions set in the progress of the game in association with each other. The motion information database stores the motion information that determines the motion mode of the character to which the title is given for each of the data of the plurality of titles stored in the title database in association with each other. When the character achieves a specific condition in the progress of the game, the title storage unit reads out the title stored in the title database in association with the specific condition. The title data read by the title data extraction unit is stored in the title storage unit. The motion mode determination unit determines the motion mode of the character based on the motion information stored in the motion information database in association with any title selected and input by the input device from the titles stored in the title storage section. decide. The character display unit displays the character of the operation mode determined by the operation mode determination unit on the display device.</p><p> By having such a configuration, the present invention can increase the motion pattern of the character according to the title that can be acquired according to the progress of the game. In addition, the player can appropriately change the motion pattern of the character by selecting an arbitrary title. Therefore, according to the present invention, even when the player advances the game by using a certain character for a long period of time as in an RPG, the player does not get tired of the motion pattern of the character used. A game can be provided.</p><p> Here, in the present invention, the motion information is used as motion data indicating the motion content of the character, and the motion mode determining unit is an arbitrary title selected and input by the input device from the titles stored in the title storage unit. Based on the motion data stored in the motion information database in association with, the character's motion mode is determined, and the character display unit reproduces the motion data to determine the motion mode determined by the motion mode determination unit. The character may be displayed on the display device.</p><p> In the preferred embodiment of the present invention, the motion information is a motion parameter for determining various modes of movement of the character displayed on the display device. A preferred embodiment of the present invention further includes a detection information extraction unit that extracts detection information when the input of command information to the game device is detected by a sensor key provided in the input unit. Here, the detection information extracted by the detection information extraction unit includes at least the pressing force on the sensor key when the input of the command information is detected by the sensor key, the interval at which the input of the command information is detected by the sensor key, and the predetermined time. Includes the number of times the sensor key has detected the input of command information. In this case, the operation mode determining unit extracts detection information from the motion parameters stored in the motion information database in association with any title selected and input by the input device from the titles stored in the title storage unit. The movement mode of the character is determined by changing based on the detection information extracted by the unit and obtaining the changed parameters of various movements of the character.</p><p> By having such a configuration, in the present invention, for example, when the sensor key is repeatedly hit unknowingly by the player, the motion of the character operated by the user is based on the detection information that the sensor key is repeatedly hit. The parameters can be changed. In short, the present invention changes the motion parameters of a character based on objective information such as a user's key operation habit. Therefore, according to the preferred embodiment of the present invention, it is possible to objectively grasp the character of the player, and provide a game that changes the movement parameter of the operation character based on the grasped objective character of the player. Can be done. Further, according to the preferred embodiment of the present invention, the parameters of the character can be changed unknowingly by the player, so that the parameters of the operating character perform unexpected actions of the player while reflecting the character of the player. It is possible to provide a game that is set to be.</p><p> The preferred embodiment of the present invention further includes a personality database, a personality motion database, a character personality determination unit, and a personality motion reproduction unit. In the personality database, the motion parameters stored in the motion information database in association with any title selected and input by the input device from the titles stored in the title storage unit are changed by the motion mode determination unit. It stores information about the character of the game character in association with the degree. The personality motion database stores motion data indicating the movement content of the character for each of the personality information of the game character stored in the personality database. In the character character determination unit, the motion parameters stored in the motion information database in association with any title selected and input by the input device from the titles stored in the title storage unit are changed by the operation mode determination unit. Based on the information on the degree of change, the character database is referred to and the character's character is determined. The personality motion reproduction unit reads out the motion data stored in association with the character character determined by the character character determination unit from the personality motion database and reproduces it on the display device.</p><p> By having such a configuration, in the preferred embodiment of the present invention, the motion data of the character according to the character of the player can be reproduced, so that the player becomes attached to the character. In addition, since the player's personality (character's personality) is determined unknowingly by the player according to the detection information detected by the key sensor, the motion data based on the character's personality is unexpected by the player. Will be regenerated.</p>
<p> According to the present invention, the motion of the game character can be controlled by a novel method, and the player's taste for the game can be improved.</p>
<figref num="1">FIG. 1 is a block diagram showing an example of the hardware configuration of the game device according to the present invention.</figref><figref num="2">FIG. 2 is a functional block diagram of the game device according to the present invention.</figref><figref num="3">Figure 3 (a) is a conceptual diagram showing an example of the information stored in the title database. Figures 3 (b) and 3 (c) are conceptual diagrams showing examples of information stored in the motion information database. Figure 3 (d) is a conceptual diagram showing an example of motion parameters.</figref><figref num="4">Figure 4 (a) is a conceptual diagram showing an example of the information stored in the personality database. Figure 4 (b) is a conceptual diagram showing an example of the information stored in the personality motion database.</figref><figref num="5">FIG. 5 is a diagram showing an example of a game image displayed on the display unit of the game device according to the present invention.</figref>
Hereinafter, modes for carrying out the invention will be described. However, the present invention is not limited to the embodiments described below. That is, the present invention includes a range that is appropriately modified from the embodiments described below to a range that is obvious to those skilled in the art.
FIG. 1 is a block diagram of a game device according to an embodiment of the present invention. INDUSTRIAL APPLICABILITY The present invention can be particularly suitably used as a portable, home or commercial game device. Therefore, the game device to which the present invention is applied will be described below. The game device shown in the figure may include at least a processing unit 100 and a storage unit 170. Alternatively, the game device may include a processing unit 100, a storage unit 170, and an information storage medium 180. Other blocks, for example, the input unit 160, the display unit 190, the sound output unit 192, the portable information storage device 194, and the communication unit 196 can be arbitrary components.
As shown in FIG. 1, the processing unit 100, the input unit 160, the storage unit 170, the information storage medium 180, the display unit 190, the portable information storage device 294, the sound output unit 292, and the communication unit 296 are connected by a bus or the like. Information can be exchanged. When predetermined information is input from the input / output 160, the processing unit 100 reads out the control program stored in the main memory of the storage unit 170. Then, the processing unit 100 reads the data stored in the storage unit 170, the information storage medium 180, or the portable information storage device 194 as appropriate according to the command of the control program, and the game processing unit 120 performs a predetermined calculation. .. Then, the calculation result is temporarily stored in the storage unit 170, and information is output from the display unit 190, the sound output unit 192, or the communication unit 196.
The processing unit 100 performs various processes such as control of the entire system, instruction of instructions to each block in the system, game processing, image processing, and sound processing. The function of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) or ASIC (gate array, etc.), or a given program (game program).
The input unit 160 is for the player to input operation data. The function of the input unit 160 can be realized by, for example, a controller equipped with a lever, a button, a touch panel, and hardware. In particular, in the case of a portable game device, the input unit 160 may be formed integrally with the game device main body. The input unit 160 has a key sensor that detects key input, and the key sensor can detect an input operation of the player. For example, the key sensor can detect the pressing force when the player operates the input and convert it into data. The processing information from the input unit 160 is transmitted to the main processor and the like via the serial interface (I / F) and the bus.
The storage unit 170 functions as a work area for the processing unit 100, the communication unit 196, and the like. Further, the storage unit 170 may store programs, various tables, and the like. The storage unit 170 may include, for example, a main memory 172, a frame buffer 174, and a texture storage unit 176, and may also store various tables and the like. The function of the storage unit 170 can be realized by hardware such as ROM and RAM. Examples of RAM include VRAM, DRAM, and SRAM, which may be appropriately selected according to the intended use. VRAM and the like that make up the frame buffer 274 are used as work areas for various processors.
The information storage medium (storage medium that can be used by a computer) 180 stores information such as programs and data. The information storage medium 180 can be sold as a so-called game cassette or the like. The function of the information storage medium 180 can be realized by hardware such as an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM). The processing unit 100 performs various processes based on the information stored in the information storage medium 180. The information storage medium 180 stores information (programs and data) for executing the functional block (FIG. 2) of the embodiment of the present invention, which will be described later.
The display unit 190 outputs an image generated by the present embodiment. The function can be realized by hardware such as CRT (Cathode Ray Tube), LCD (Liquid Crystal Display), OEL (Organic Electroluminescent Element), PDP (Plasma Display Panel) or HMD (Head Mounted Display). The moving image drawn and generated by the image processing unit 110 is displayed on the display unit 190.
The sound output unit 192 outputs sound. The function of the sound output unit 192 can be realized by hardware such as a speaker. The sound output is processed by a sound processing unit 150 such as a sound processor connected to a main processor or the like via a bus, and is output from a sound output unit 102 such as a speaker.
The portable information storage device 194 stores personal data and save data of the player. Examples of the portable information storage device 194 include a memory card and a portable game device. The function of the portable information storage device 194 can be achieved by a known storage means such as a memory card, a flash memory, a hard disk, and a USB memory.
The communication unit 196 is an arbitrary element that performs various controls for communicating with the outside (for example, a game server, another game device, or another image generation system). The functions of the communication unit 196 can be realized by various processors, hardware such as communication ASICs, programs, and the like.
The program or data for executing the game device may be distributed from the information storage medium of the game server to the storage unit 270 or the information storage medium 180 via the network and the communication unit 196.
Examples of the processing unit 100 include a game processing unit 120, an image processing unit 110, and a sound processing unit 150. Specific examples include a main processor, a coprocessor, a geometry processor, a drawing processor, a data processing processor, a four-rule arithmetic circuit, and a general-purpose arithmetic circuit. These are connected by a bus or the like as appropriate, and signals can be sent and received. In addition, a data decompression processor for decompressing the compressed information may be provided.
Here, the game processing unit 120 performs, for example, game progress processing, selection screen setting processing, arithmetic processing for obtaining the position and rotation angle (X, Y or Z-axis rotation angle) of the object, and processing for operating the object (motion). Processing), processing to obtain the viewpoint position (virtual camera position) and line-of-sight angle (virtual camera rotation angle), processing to calculate game results (results, results), or various game processing such as game over processing. This is performed based on operation data from the input unit 160, personal data from the portable information storage device 194, stored data, a game program, and the like.
The image processing unit 130 performs various image processing according to an instruction from the game processing unit 120 or the like. Further, the sound processing unit 150 performs various sound processing according to an instruction from the game processing unit 120 or the like.
All of the functions of the game processing unit 120, the image processing unit 110, and the sound processing unit 150 may be realized by hardware, or all of them may be realized by a program. Alternatively, it may be realized by both hardware and a program. Examples of the image processing unit 110 include a geometry processing unit 130 (three-dimensional coordinate calculation unit) and a drawing unit 140 (rendering unit).
In the present embodiment, for example, the work space of the processing unit 100, the game processing unit 120, and the storage unit 270 of the game device, and the game program stored in the information recording medium 180 function as the functional blocks shown in FIG. .. As shown in FIG. 3, the game device according to the present invention includes a title database 1, a motion information database 2, a title data extraction unit 3, a title storage unit 4, an operation mode determination unit 5, a character display unit 6, and a detection information extraction unit. 7, Includes personality database 8, personality motion database 9, character personality determination unit 10, and personality motion playback unit 11. In addition, each of these elements is connected so that information can be exchanged via a bus.
The title database 1 stores the data of the titles given to the characters when the specific conditions are achieved for each of the plurality of specific conditions set in the progress of the game in association with each other. FIG. 3 (a) is a conceptual diagram for explaining the information stored in the title database 1. As shown in Fig. 3 (a), for example, the title database 1 stores the title "Amateur Warrior" in association with the condition that "the warrior level has reached 10."
This "condition" is set based on, for example, the parameter of the character level set for each character and the parameter of the number of battles counted and stored for each character. Further, for example, the achievement of a specific task in the progress of the game, such as when a specific item is obtained, may be set as a "condition". The "condition" referred to here can be appropriately set according to the type of game such as RPG, fighting game, simulation game, and puzzle game, and the content thereof. In addition, the "title" stored in the title database in association with a specific condition indicates the individuality of the game character and corresponds to the achieved condition. Similar to the above-mentioned "conditions", the "title" can be appropriately set according to the type of the game and its contents. In addition, in the title database 1 shown in Fig. 3 (a), title numbers are attached to the titles and their conditions.
The motion information database 2 stores the motion information that determines the motion mode of the character to which the title is given in association with each of the title data stored in the title database 1. The motion patterns of the character include, for example, a motion pattern related to the character's action, the motion speed at which the character operates in the virtual space in response to the input operation of the player, the magnitude of the motion, and the sound output corresponding to the character. Reading speed and high / low sound quality are included. Further, the motion information that determines the motion mode of the character includes, for example, parameters as numerical values that determine various motion modes of the character and motion data as a moving image related to a motion pattern related to the action of the character.
FIGS. 3 (b) and 3 (c) are conceptual diagrams for explaining the information stored in the motion information database 2. The motion information database 2 stores motion parameters that determine various motion modes of the character and motion data related to the motion pattern of the character in association with the title data. The motion data includes moving image data of the action of the character, moving image data of the facial expression of the character, and other moving image data related to the character. Further, as shown in FIGS. 3 (b) and 3 (c), the motion information database 2 stores link information to a storage unit that stores motion information in association with title data (title number). You may. For example, in FIG. 3 (b), information on the motion parameters of the character is stored in relation to the title data (title number). Further, for example, in FIGS. 3 (c) and 3 (c), information regarding the motion data of the character is stored in relation to the title data (title number).
Here, a specific example of the motion parameter will be described with reference to FIG. 3 (d). The motion parameter is a numerical value that determines various modes of movement of the character displayed on the display device. Examples of various modes of movement of the character are the movement speed, the magnitude of the movement, the generation speed, the generation volume, and the voice quality shown in FIG. 3 (d). However, various operation modes of the character are not limited to these, and include operation modes that can be quantified as related to the character. In the example in FIG. 3, the motion parameter (number 123) of the title "amateur warrior" (title number 123) is shown. In parameter 123, the motion parameters of title number 123 are initially set as the motion speed value is 40, the motion magnitude value is 60, the generation speed value is 40, the generation volume value is 60, and the voice quality value is 30. It is set. Different initial values are set for such motion parameters for each title. Various motion modes of the character depend on the motion parameters. For example, the higher the motion speed value, the faster the character operates in the game, and the higher the voice quality value, the more the character emits in the game. It becomes a treble.
Further, each motion parameter may be provided with a variable region in which the maximum value and the minimum value at which the parameter changes are defined. That is, the motion parameters stored in the motion information database are changed based on the detection information described later. Since the initial setting value of the motion parameter is generally set according to the feature of the title, if each parameter is changed endlessly, the feature of the title will not be reflected as a numerical value. Therefore, a variable range of parameters is set so that the characteristics of each title are maintained to some extent. The variable region may be set so that, for example, the initial setting value of the parameter can be increased or decreased by 10%, 20%, or 30%. Further, the variable region of the parameter may be different for each parameter. In Fig. 3 (d), the variable region for each parameter is shown by a bold frame.
The title data extraction unit 3 reads out the title data stored in the title database 2 in association with the specific condition when the character achieves a specific condition in the progress of the game. That is, the title data extraction unit 3 refers to the title database 2 and determines whether or not the character operated by the player has achieved any of the specific conditions among the plurality of specific conditions. Then, when it is determined that the character has achieved a certain specific condition, the title data stored in the title database 2 is extracted and stored in the title storage unit 4. When the title data extraction unit 3 determines that the character has achieved the specific condition, the title data extraction unit 3 sequentially performs the above processing. The title storage unit 4 stores and stores the title data read by the title data extraction unit 3. Generally, the title data stored in the title storage unit 4 is treated as personal data or save data of the player, so that the portable information storage device functions as the title storage unit 4. In addition, the information about the title stored in the title storage unit 4 is displayed on the display unit connected to the game device or the display unit integrated with the game device so that the game player can appropriately check the information. .. Then, the game player selects an arbitrary one from the title data stored in the title storage unit 4 by the input unit of the game device, and sets it as the title of the operating character. The game player can read the title data stored in the title database 2 by the title data extraction unit 3, select only the titles stored in the title storage unit 4, and set them as the titles of the characters. It is possible.
The operation mode determination unit 5 is based on the motion information stored in the motion information database 2 in association with an arbitrary title selected and input by the input device from the titles stored in the title storage unit 4. Determine the mode of operation. That is, in the case where the motion parameter which is a numerical value is stored in the motion information database 2, the motion mode determining unit 5 operates based on the motion parameter, for example, the motion speed and voice quality of the character. Determine the aspect. In this case, the game processing unit functions as the operation mode determining unit 5, and the game processing unit performs an operation for determining the motion mode of the character according to the value of the motion parameter.
On the other hand, in the case where the motion data which is a moving image is stored in the motion information database 2, the motion mode determining unit 5 specifies the moving image data. The moving image data is data reproduced by the game processing unit in a predetermined situation in the game (for example, when an enemy character is encountered, when an enemy character is attacked, when damaged, and when other actions are taken).
The character display unit 6 displays the character of the operation mode determined by the operation mode determination unit 5 on the display device. Therefore, when the motion mode of the character is determined by the motion mode determination unit 5 based on the motion parameters stored in the motion information database 2, the character display unit 6 performs the motion according to the motion parameters. Is displayed. For example, when a character whose operating speed value is set to have a title of 40 is moved by the input unit, the character display unit 6 displays a character that moves at an operating speed value of 40. Display on. On the other hand, when the motion mode determination unit 5 determines the motion mode of the character by specifying the motion data stored in the motion information database 2, the character display unit 6 corresponds to the action of the character. Play motion data.
By having the above configuration, in the present embodiment, it is possible to increase the motion pattern of the character according to the title that can be acquired according to the progress of the game. In addition, the player can appropriately change the motion pattern of the character by selecting an arbitrary title. Therefore, even when the player uses a certain character for a long period of time to advance the game as in an RPG, the player does not get tired of the motion pattern of the character used.
Hereinafter, preferred embodiments of the present invention will be described. In a preferred embodiment, the motion information is a motion parameter that determines various modes of movement of the character. In this embodiment, the motion parameters set for each title are changed. In this embodiment, the game device further includes a detection information extraction unit 7, a personality database 8, a personality motion database 9, a character character determination unit 10, and a personality motion reproduction unit 11 in addition to the above-mentioned elements.
The detection information extraction unit 7 extracts the detection information when the input of the command information to the game device is detected by the sensor key provided in the input unit. As described above, the input unit is for the player to input the operation data of the character. As a type of input unit, for example, a controller equipped with a lever, a button, a touch panel, and hardware can be considered. The input unit has a key sensor that detects the input of operation data, and when the key sensor detects the input of operation data, the processing information from the input unit is transmitted to, for example, the game processing unit. In addition, the key sensor can detect the pressing force when the player operates the input and convert it into data.
Then, the detection information when the input of the command information to the game device is detected by the sensor key includes, for example, the pressing force on the sensor key when the input of the command information is detected by the sensor key, and the input of the command information is detected by the sensor key. The interval and the number of times that the sensor key detects the input of the command information within a predetermined time are included. The detection information also includes the time during which the sensor key continues to detect the input of command information. When the input unit includes a plurality of sensor keys, the number of sensor keys pressed at the same time when the input of command information is detected by the sensor keys is also included. In this way, the detection information extracted by the detection information extraction unit 7 is used as information for the game player to judge the character of the player from the habit of operating the input unit and the timing of inputting the command information. .. Therefore, the detection information is not limited to the above-mentioned specific example, and information suitable for the type of input unit, the type of game, and the content is adopted.
In a preferred embodiment of the present invention, the operation mode determining unit 5 sets the motion parameters stored in the motion information database 2 in association with any title selected from the titles stored in the title storage unit 4. , The change is made based on the detection information extracted by the detection information extraction unit 7. Then, the parameters after changing various movements of the character are obtained and treated as motion parameters for determining the movement mode of the character.
Specifically, the parameter for changing the value and the degree of change for which the parameter changes differ depending on the detection information extracted by the detection information extraction unit 7. The parameters to be changed according to the detection information and the degree of change thereof may be stored in the storage unit in relation to the conditions for changing the parameters. For example, a change condition database may be constructed. The operation mode determination unit 5 refers to the change condition database and determines whether or not the detection information extracted by the detection information extraction unit 7 satisfies the conditions for changing the parameters. Then, when it is determined that the detection information satisfies the condition for changing the parameter, it is based on the type of parameter to be changed according to the detection information stored in relation to the condition and the degree of change. , Performs arithmetic processing to obtain the changed parameters, and stores the arithmetic results in the main memory.
Specifically, the change condition database stores that when the sensor key is pressed with a pressing force above a certain level, for example, the parameter of the generated volume is increased by 10% of the current value. In addition, the change condition database stores that, for example, when the sensor key is repeatedly hit at intervals of 1 second or less, the parameter of the operating speed is increased by 10% of the current value. In addition, the change condition database stores, for example, that if the sensor key is pressed 15 times or more within 10 seconds, the voice quality parameter is increased by 10% of the current value.
In addition, in the change condition database, in addition to the conditions for changing parameters, the types of parameters to be changed, and the degree of parameter change, the situation of the game being executed when the input of command information is detected by the sensor key is displayed. , The type of command information detected by the sensor key may also be stored in association with it. Examples of situations in RPGs include a battle phase with an enemy character, a character movement phase in the field, a phase in which a movie image is being played, and a conversation phase with another character. The types of command information detected by the sensor key in the RPG include, for example, command information for attacking an enemy character, command information for escaping from an enemy character, and command information for talking with another character. Conceivable. The game situation and the type of command information may be appropriately set according to the type of the game and its contents. For example, in the change condition database, when "the sensor key is repeatedly hit at intervals of 1 second or less" and "command information for escaping from the enemy character" are input in the "battle phase with the enemy character". It is memorized that "the parameter of operating speed" is "increased by 20% of the current value".
The operation mode determining unit 5 changes the initial values of the motion parameters set for each title by performing such arithmetic processing. As described above, each motion parameter may be provided with a variable region in which the maximum value and the minimum value at which the parameter changes are defined.
Further, the game device in the present embodiment has a personality database 8. In the personality database 8, the motion parameters stored in the motion information database 2 in association with any title selected from the titles stored in the title storage unit 4 are changed by the motion mode determination unit 5. It stores information about the character of the game character in association with the degree. FIG. 4 (a) is a conceptual diagram showing the information stored in the personality database 8. As shown in Fig. 4 (a), the personality database 8 stores information indicating the character's personality in association with the degree of change changed from the initial value of the motion parameter stored in the motion information database 2. There is.
Specifically, in the example shown in Fig. 4 (a), if the conversation speed parameter set for each title increases by 20% or more from its initial value, the character's personality is "impatient." Is remembered. The motion parameter is updated and stored every time the value is changed by the motion mode determining unit 5. Therefore, when the parameter is changed next time, the previously updated value is read and the parameter change arithmetic processing is performed based on the read value. Therefore, the character's personality is determined based on the cumulatively changed parameters.
The personality motion database 9 stores motion data indicating the movement contents of the character for each of the personality information of the game character stored in the personality database 8. The personality motion database 9 may store link information to a storage unit that stores motion data in association with personality information (personality number) of the character. Figure 4 (b) is a conceptual diagram showing the information stored in the personality motion database 9. The personality motion data includes moving image data of the action of the character, moving image data of the facial expression of the character, and other moving image data related to the character.
In the character character determination unit 10, the motion parameters stored in the motion information database 2 in association with any title selected from the titles stored in the title storage unit 4 are changed by the motion mode determination unit 5. Based on the information on the degree of change, the character database 8 is referred to and the character's character is determined. Therefore, when the character personality determination unit 10 determines that the motion parameters of the character for which the title has been set are changed and the conditions stored in the personality database 8 are satisfied, the character personality is associated with the conditions. Determine the personality that is remembered.
Then, the personality motion reproduction unit 11 reads the motion data stored in association with the character character determined by the character character determination unit 10 from the personality motion database 9 and reproduces it on the display unit. The personality motion database 9 stores motion data indicating the movement contents of the character for each of the personalities stored in the personality database 8. The personality motion reproduction unit 11 reads out this motion data and reproduces it on a display such as a monitor.
FIG. 5 is a diagram showing an example of a game image displayed on the display unit of the game device according to the present invention. FIG. 5 shows an example in which motion data corresponding to the character's character is reproduced in the personality motion reproduction unit 11. For example, the character 210 shown in FIG. 4 satisfied the conditions stored in the title database 1 and acquired the title "Amateur Warrior". Then, the title of "amateur warrior" is set by the player. On the other hand, the player's operation input is stored in the change condition database. In the "battle phase with the enemy character", "the sensor key is repeatedly hit at intervals of 1 second or less" and "command information for escaping from the enemy character". Was input, the condition for changing the motion parameter was satisfied, that is, "the parameter of the operating speed" was "increased by 20% of the current value", and the parameter of the operating speed increased by 20% from the initial value. .. Therefore, the character 201 is recognized as "impatient" by satisfying the conditions for determining the personality "impatient" stored in the personality database 8. Therefore, the personality motion reproduction unit 11 refers to the personality motion database 10 and reads out and reproduces the motion data stored in association with the personality impatient. The motion data stored in association with the personality "impatient" is, for example, the moving image data 220 in which sweat is blown out as shown in FIG. The title and personality of the character determined by the game device may be linked and displayed on the display unit. In Fig. 5, it is displayed as an "impatient" (personality) amateur warrior (title) at the bottom left of the display screen.
[Basic operation of game device] When the power of the system is turned on, a part or all of the information stored in the information storage medium 180 is transferred to, for example, the storage unit 170. Then, the program for game processing is stored in, for example, the main memory 172, and various data are stored in the texture storage unit 176, a table (not shown), or the like.
The operation information from the input unit 160 is transmitted to the processing unit 100 via, for example, a serial interface or a bus (not shown), and sound processing and various image processing are performed. The sound information processed by the sound processing unit 150 is transmitted to the sound output unit 192 via the bus and emitted as sound. Further, save information stored in the portable information storage device 194 such as a memory card is also transmitted to the processing unit 100 via a serial interface or a bus (not shown), and predetermined data is read from the storage unit 170.
The image processing unit 130 performs various image processing according to instructions from the game processing unit 120 and the like. Specifically, the geometry processing unit 130 performs various geometry operations (three-dimensional coordinate operations) such as coordinate transformation, clipping processing, perspective transformation, and light source calculation. Then, the object data (vertex coordinates, vertex texture coordinates, brightness data, etc. of the object) after the geometry processing (after the perspective conversion) is stored and saved in the main memory 172 of the storage unit 170, for example. Next, the drawing unit 140 draws an object in the frame buffer 174 based on the object data after the geometry calculation (after the perspective conversion) and the texture stored in the texture storage unit 176.
The information stored in the frame buffer 174 is transmitted to the display unit 190 via the bus and is drawn. In this way, it functions as a game device having computer graphics.
The present invention can be suitably used in the game industry.
1 Title database 2 Motion information database 3 Title data extraction unit 4 Title storage 5 Operation mode determination unit 6 Character display 7 Detection information extraction unit 8 personality database 8 9 Personality motion database 10 Character personality determination department 11 Personality motion playback section 100 processing unit 110 Image processing unit 120 Game Processing Department 130 Geometry processing unit 140 drawing part 150 Sound processing unit 160 Input section 170 Memory 172 main memory 174 framebuffer 176 Texture storage 180 Information storage medium 190 Display 192 Sound output section 194 Portable information storage device 196 Communication Department 210 characters 220 motion data
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| JP2019063490A | Cited by | Japan | Search report |
| JP2014004474A | Cited by | Japan | Examiner |
| JP2016185253A | Cited by | Japan | Search report |
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| JP2000140427A | Cites | Japan | Examiner |
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| JPN6012061195; 「電撃ゲームス Vol.4 デンゲキニンテンドーDS 2月号増刊」 第10巻,第3号, 20100201, p.208, 株式会社アスキー・メディアワークス | Non-patent | – | Examiner |
| CSNE201000157001; 「電撃ゲームス Vol.4 デンゲキニンテンドーDS 2月号増刊」 第10巻,第3号, 20100201, p.208, 株式会社アスキー・メディアワークス | Non-patent | – | Examiner |
6 members in 3 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2010258491 | Japan | A | |
| JP20100258491 | – | – | – |
Members6
| Document | Office | Kind | |
|---|---|---|---|
| EP2455149A2 | European Patent Office (EPO) | A2 | |
| US2012129612A1 | United States of America | A1 | |
| JP2012105902AThis record | Japan | A | |
| US8317625B2 | United States of America | B2 | |
| EP2455149A3 | European Patent Office (EPO) | A3 | |
| JP5363452B2 | Japan | B2 |
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Numbers
- Publication
- 2012105902
- Publication, DOCDB
- 2012105902
- Publication, EPODOC
- JP2012105902
- Application
- 258491
- Application, DOCDB
- 2010258491
- Application, EPODOC
- JP20100258491
Titles2
- Japanese
- ゲーム装置,ゲームプログラム,及び情報記憶媒体
- English
- Game devices, game programs, and information storage media
Classification
- CPC, 11
- A63F13/533
- A63F13/58
- A63F2300/6081
- A63F2300/65
- A63F2300/6607
- A63F2300/8029
- A63F13/218
- A63F13/42
- A63F13/822
- A63F13/833
- A63F13/44
- IPC, 8
- A63F13 10
- A63F13 00
- A63F13 218
- A63F13 42
- A63F13 45
- A63F13 47
- A63F13 56
- A63F13 58