Game processing system, game processing method, and game processing program
7 claims: 3 independent, 4 dependent
- 1第1モード及び第2モードを有するゲームの処理を行うゲーム処理システムであって、 一又は複数 のプ ロセッサと、 前記一又は複数のプロセッサによってアクセスされ、 前記ゲームに関するゲームパラメータを記憶するストレージと、 情報処理装置と、 を備え、 前記一又は複数 のプ ロセッサは、コンピュータ読み取り可能な命令を実行することにより、 前記第1モードにおいて、プレイヤの頭部に装着されていない 前記 情報処理装置により検出された 前記プレイヤのアクションに関する 第1検出情報に応じた仮想キャラクタとのインタラクションを提供し、 前記第2モードにおいて、前記プレイヤの頭部に装着されたヘッドマウントディスプレイにより検出された 前記プレイヤのアクションに関する 第2検出情報に応じた前記仮想キャラクタとのインタラクションを提供し、 前記第1モードにおいては前記第1検出情報に基づいて前記ゲームパラメータを更新し、 前記第2モードにおいては前記第2検出情報に基づいて前記ゲームパラメータを更新し、 前記一又は複数のプロセッサの少なくとも一部は、前記情報処理装置に備えられており、 前記第1モード及び前記第2モードにおいて共通のアイテムが用いられ、前記共通のアイテムは、前記第2モードにおいては前記仮想キャラクタによって使用される、 ゲーム処理システム。
- 2前記第2モードにおける前記仮想キャラクタとのインタラクションは、前記第2検出情報に応じた前記仮想キャラクタの行動を含み、前記第2モードにおける前記仮想キャラクタの行動は、前記ゲームパラメータに応じて定められる、請求項1に記載のゲーム処理システム。
- 3前記ストレージは、前記第2モードにおけるゲームシナリオを構成する複数のゲームシーンの各々に関連するシーンデータを記憶し、 前記一又は複数 のプ ロセッサは、前記ゲームパラメータに応じて、前記複数のゲームシーンの中から前記第2モードにおいて実行される実行対象シーンを選択する、 請求項1又は請求項2に記載のゲーム処理システム。
- 4前記一又は複数 のプ ロセッサは、前記第2モードが異常終了された場合に前記ゲームパラメータを更新する、 請求項1から請求項3のいずれか1項に記載のゲーム処理システム。
- 5前記一又は複数 のプ ロセッサは、前記第1モードの終了時における前記ゲームパラメータの値と前記第2モードの開始時における前記ゲームパラメータの値とが等しくなるように、前記第1モードから前記第2モードへの移行処理を行う、 請求項1から請求項4のいずれか1項に記載のゲーム処理システム。
- 6一又は複数 のプ ロセッサがコンピュータ読み取り可能な命令を実行することにより第1モード及び第2モードを有するゲームの処理を行うゲーム処理方法であって、 前記第1モードにおいて、プレイヤの頭部に装着されていない情報処理装置により検出された 前記プレイヤのアクションに関する 第1検出情報に応じた仮想キャラクタとのインタラクションを提供する工程と、 前記第2モードにおいて、前記プレイヤの頭部に装着されたヘッドマウントディスプレイにより検出された 前記プレイヤのアクションに関する 第2検出情報に応じた前記仮想キャラクタとのインタラクションを提供する工程と、 前記第1モードにおいては前記第1検出情報に基づいて前記ゲームに関するゲームパラメータを更新し、前記第2モードにおいては前記第2検出情報に基づいて前記ゲームパラメータを更新する工程と、 を備え、 前記一又は複数のプロセッサの少なくとも一部は、前記情報処理装置に備えられており、 前記第1モード及び前記第2モードにおいて共通のアイテムが用いられ、前記共通のアイテムは、前記第2モードにおいては前記仮想キャラクタによって使用される、 ゲーム処理方法。
- 7一又は複数 のプ ロセッサに実行されることにより第1モード及び第2モードを有するゲームの処理を実行するためのゲーム処理プログラムであって、 前記一又は複数 のプ ロセッサに、 前記第1モードにおいて、プレイヤの頭部に装着されていない情報処理装置により検出された 前記プレイヤのアクションに関する 第1検出情報に応じた仮想キャラクタとのインタラクションを提供する工程と、 前記第2モードにおいて、前記プレイヤの頭部に装着されたヘッドマウントディスプレイにより検出された 前記プレイヤのアクションに関する 第2検出情報に応じた前記仮想キャラクタとのインタラクションを提供する工程と、 前記第1モードにおいては前記第1検出情報に基づいて前記ゲームに関するゲームパラメータを更新し、前記第2モードにおいては前記第2検出情報に基づいて前記ゲームパラメータを更新する工程と、 を実行させ、 前記一又は複数のプロセッサの少なくとも一部は、前記情報処理装置に備えられており、 前記第1モード及び前記第2モードにおいて共通のアイテムが用いられ、前記共通のアイテムは、前記第2モードにおいては前記仮想キャラクタによって使用される、 ゲーム処理プログラム。
Independent claims7
128 paragraphs, as filed
The disclosure herein relates to a game processing system, a game processing method, and a game processing program that processes a game that provides interaction with a virtual character. More specifically, the disclosure in the present specification is a game processing system, a game processing method, and a game processing program for processing a game capable of providing an interaction with a virtual character according to the detection information detected by the head-mounted display. Regarding.
Simulation games are known that provide interaction with virtual characters. Such a simulation game is disclosed in, for example, Japanese Patent Application Laid-Open No. 2012-055644 (Patent Document 1).
In a game that provides interaction with such a virtual character, a head-mounted display (hereinafter, may be referred to as "HMD") may be used in order to enhance the immersive feeling in the game. For example, there is known a VR game that displays a virtual space on an HMD and can interact with a virtual character appearing in the virtual space using the HMD. As a VR game of this type, "Summer Lesson" by BANDAI NAMCO Entertainment Inc. is known (see Non-Patent Document 1).
As described in Japanese Patent Application Laid-Open No. 2017-058969 (Patent Document 2), the HMD includes a tracking sensor for detecting the position and orientation of the player's head. In a VR game played using an HMD, a viewpoint in the virtual space is determined based on the detection information detected by this tracking sensor, and an image of the virtual space viewed from the determined viewpoint is displayed on the HMD. Will be done.
In the above-mentioned "summer lesson", a function of identifying an interaction with a virtual character according to the detection information detected by the HMD tracking sensor and allowing the player to experience the identified interaction is realized. For example, when the player wearing the HMD nods in response to the movement of the image of the virtual character displayed on the HMD, the movement of the player's head corresponding to this nod is detected. Then, based on the detected movement of the head, an image of a virtual character that performs an action corresponding to the player nodding is displayed on the HMD.
In this way, in the conventional VR game that interacts with the virtual character using the HMD, the image of the virtual space is displayed so as to follow the movement of the player's head, and the virtual according to the movement of the head. Since the interaction with the character is experienced, the player can get a high immersive feeling.
<p><patcit num="1"><text>Japanese Unexamined Patent Publication No. 2012-055644</text></patcit><patcit num="2"><text>JP-A-2017-058969</text></patcit></p>
<p><nplcit num="1"><text>"Summer lesson", [online], search on December 12, 2017, Internet (URL: HYPERLINK "http://summer-lesson.bn-ent.net/" http://summer-lesson.bn-ent .net /)</text></nplcit></p>
<p> In order to play VR games, you need to wear the HMD on your head. Since the player's view in the real world is obstructed by wearing the HMD, the place and time in which the VR game can be played are limited.</p><p> An object of the present disclosure is to provide technical improvements that solve or alleviate at least some of the problems of the prior art described above.</p>
<p> The game processing system according to one aspect is a game processing system that processes a game having a first mode and a second mode, and includes a storage for storing game parameters related to the game, and one or a plurality of computer processors. The one or more computer processors execute a computer-readable instruction to provide virtual information according to the first detection information detected by the information processing device not attached to the player's head in the first mode. The first mode provides interaction with the character, and in the second mode, the first mode provides interaction with the virtual character according to the second detection information detected by the head mount display mounted on the player's head. The game parameters are updated according to the mode and the progress of the game in the second mode.</p><p> In the game processing system according to one aspect, the behavior of the virtual character in the second mode is determined according to the game parameters.</p><p> In the game processing system according to one aspect, the storage stores scene data related to each of the plurality of game scenes constituting the game scenario in the second mode, and the one or more computer processors set the game parameters. Accordingly, the execution target scene to be executed in the second mode is selected from the plurality of game scenes.</p><p> In a game processing system according to one aspect, the one or more computer processors update the game parameters when the second mode is abended.</p><p> In the game processing system according to one aspect, the one or more computer processors make the value of the game parameter at the end of the first mode equal to the value of the game parameter at the start of the second mode. , The transition process from the first mode to the second mode is performed.</p><p> The game processing method according to one aspect is a game processing method in which one or a plurality of computer processors execute a computer-readable instruction to process a game having a first mode and a second mode, and the first mode is described above. In the step of providing interaction with the virtual character corresponding to the first detection information detected by the information processing device not attached to the player's head, and in the second mode, the player is attached to the player's head. The step of providing the interaction with the virtual character according to the second detection information detected by the head mount display, and the game parameters related to the game according to the progress of the game in the first mode and the second mode. It includes a process of updating.</p><p> The game processing program according to one aspect executes the processing of the game having the first mode and the second mode by being executed by one or more computer processors. The game processing program causes the one or more computer processors to interact with the virtual character according to the first detection information detected by the information processing device not attached to the player's head in the first mode. The step of providing, the step of providing the interaction with the virtual character according to the second detection information detected by the head mount display mounted on the head of the player in the second mode, and the first mode. And the step of updating the game parameters related to the game according to the progress of the game in the second mode.</p>
<p> According to one aspect of the present disclosure, the game can be played in the first mode when the HMD cannot be used.</p>
<figref num="1">It is a block diagram which shows the game processing system by one Embodiment.</figref><figref num="2">It is a schematic diagram which shows the head-mounted display which can be used in the game processing system of FIG.</figref><figref num="3">It is a figure which shows typically the head-mounted display attached to the player of a game.</figref><figref num="4">It is a figure which shows the scenario data schematically.</figref><figref num="5">It is a figure explaining the mode transition of the game processed by the game processing system by one Embodiment.</figref><figref num="6">It is a flow chart which shows the flow of processing in a chat mode in one Embodiment.</figref><figref num="7a">It is a figure which shows the example of the display image in the chat mode in one Embodiment. The screen of FIG. 7a shows the message choices selected by the player.</figref><figref num="7b">It is a figure which shows the example of the display image in the chat mode in one Embodiment. The screen of FIG. 7b shows the message selected by the player.</figref><figref num="7c">It is a figure which shows the example of the display image in the chat mode in one Embodiment. The screen of FIG. 7c shows a message prompting the user to move to the VR mode, a message for selecting a setting in the VR mode, and a message for selecting an item to be used in the VR mode.</figref><figref num="7d">It is a figure which shows the example of the display image in the chat mode in one Embodiment. The screen in Figure 7d shows the migration start object.</figref><figref num="8">It is a flow figure which shows the flow of the mode transition process in one Embodiment.</figref><figref num="9a">It is a figure which shows the example of the display image in the mode transition process in one Embodiment. The screen in FIG. 9a provides guidance prompting the display to be attached to the wearer.</figref><figref num="9b">It is a figure which shows the example of the display image in the transition process in one Embodiment. The screen in Figure 9b shows the migration object.</figref><figref num="10">It is a flow chart which shows the flow of the process in the VR mode in one Embodiment.</figref><figref num="11">It is a figure which shows the example of the display image in the VR mode in one Embodiment.</figref><figref num="12">It is a figure which shows typically the flow of the action of a virtual character in the scene executed in the VR mode.</figref><figref num="13">It is a block diagram which shows the game processing system by another embodiment.</figref>
Hereinafter, various embodiments of the present invention will be described with reference to the drawings as appropriate. The same or similar components are designated by the same reference numerals in a plurality of drawings.
A game processing system according to an embodiment will be described with reference to FIGS. 1 to 3. FIG. 1 is a block diagram showing a game processing system 1 according to an embodiment, and FIG. 2 is a schematic diagram of a head-mounted display 10 (hereinafter referred to as "HMD10") used in the game processing system 1. 3 is a diagram schematically showing the HMD 10 mounted on the player 5.
The game processing system 1 according to one embodiment realizes various games by executing the game processing program according to one embodiment. The player can play various games by using the game system 1. The game processing system 1 can realize, for example, a game in which a virtual character and a player interact with each other in a virtual space. The game realized by the game processing system 1 has a first mode and a second mode. Further, the game realized by the game processing system 1 includes a transition process for shifting to the second mode. A common game medium is used for the first mode and the second mode. The game medium is electronic data used in the game, and may be acquired, owned, used, managed, exchanged, synthesized, strengthened, sold, discarded, or donated by the user in the game. For example, any medium such as cards, items, virtual currencies, tickets, characters, avatars, level information, status information, parameter information (health value, attack power, etc.), ability information, skills, abilities, spells, jobs, etc. Including. The usage mode of the game medium is not limited to that specified in the present specification. An example of the first mode is chat mode, and an example of the second mode is VR mode. The first mode and the second mode will be described later.
The game processing system 1 includes an HMD 10 and a server 50. The HMD 10 and the server 50 are connected to each other so as to be able to communicate with each other via the network 40.
As shown in FIG. 2, the HMD 10 includes a fitting 11 attached to a human head and an information processing device 20 attached to the fitting 11.
The fitting 11 has a goggle-shaped housing 11a having an opening 11d formed therein, a first belt 11b and a second belt 11c attached to the housing 11a, and a lid 11e. The lid 11e is attached to the housing 11a so as to be openable and closable. An opening 11d is formed in front of the housing 11a. In FIG. 2, the lid 11e is open. When using the HME10, the lid 11e is closed to close the opening 11d.
The information processing device 20 is detachably provided inside the lid 11e of the HMD 10. The information processing device 20 includes a display 24. The information processing device 20 is attached to the lid 11e so that the display 24 faces the inside of the housing 11a when the lid 11e is closed. The information processing device 20 is attached to the fitting 11 when the HMD 10 is used. The information processing device 20 is removed from the fitting 11 when the HMD 10 is not in use.
In the illustrated embodiment, the information processing device 20 is a smartphone. In addition to the smartphone, the information processing device 20 may be a mobile phone, a tablet terminal, a personal computer, an electronic book reader, a wearable computer, a game console, and various other information processing devices. The information processing device 20 removed from the HMD 10 is operated by the player 5 in the first mode, as will be described later. The information processing device 20 removed from the HMD 10 is used not only for games but also for telephone calls and Internet access according to its original purpose.
The information processing device 20 includes a display 24 as described above. In the illustrated embodiment, when the information processing device 20 is attached to the fitting 11, the display 24 functions as a device for displaying an image in the HMD 10. Therefore, when a game is played using the HMD 10, the virtual space of the game, virtual characters, and images related to the game other than these are displayed on the display 24.
The shape of the fitting 11 is not limited to the illustrated goggle type. The fitting 11 may include a structure of any shape that follows the movement of the worn player's head and allows the display 24 to be placed in front of the wearer's eyes when worn. The fitting 11 may have, for example, a shape imitating eyeglasses, a shape imitating a hat, or a shape imitating a helmet. In order to improve the immersive feeling of the player, the HMD 10 may be configured such that the display 24 covers both eyes of the player when the wearer 11 is attached to the head of the player.
When in use, the HMD 10 is attached to the head of the player 5 via the fitting 11 as shown in FIG. An information processing device 20 is attached to a fitting 11 attached to the head of the player 5.
The information processing apparatus 20 will be further described with reference to FIG. 1 again. As shown in the figure, in one embodiment, the information processing device 20 includes a computer processor 21, a memory 22, a communication I / F 23, a display 24, a sensor unit 25, a sound collecting device 26, and a storage 27 .
The computer processor 21 is an arithmetic unit that loads various programs that realize an operating system and game logic from the storage 27 or other storage into the memory 22 and executes instructions included in the loaded programs. The computer processor 21 is, for example, a CPU, an MPU, a DSP, a GPU, various arithmetic units other than these, or a combination thereof. The processor 21 may be realized by an integrated circuit such as an ASIC, PLD, FPGA, or MCU. Although the computer processor 21 is illustrated as a single component in FIG. 1, the computer processor 21 may be a collection of a plurality of physically separate computer processors. In the present specification, the program described as being executed by the computer processor 21 or the instructions contained in the program may be executed by a single computer processor or may be executed by a plurality of computer processors in a distributed manner. May be good. Further, the program executed by the computer processor 21 or the instructions included in the program may be executed by a plurality of virtual computer processors.
The memory 22 is used to store instructions executed by the computer processor 21 and various other data. At least a part of the game processing program according to the embodiment is loaded into the memory 22 at any time as the game progresses. The memory 22 is, for example, a main storage device (main memory) that the computer processor 21 can access at high speed. The memory 22 is composed of, for example, RAM such as DRAM or SRAM.
The communication I / F23 is implemented as hardware, firmware, communication software such as a TCP / IP driver or PPP driver, or a combination thereof. The information processing device 20 can send and receive data to and from other devices via the communication I / F 23.
The display 24 has a display panel 24a and a touch panel 24b. For example, the touch panel 24b is laminated on the upper surface or the lower surface of the display panel 24a. The display panel 24a is a liquid crystal panel, an organic EL panel, an inorganic EL panel, or any other display panel capable of displaying an image other than these. The touch panel 24b is configured to be able to detect a player's touch operation (contact operation). The touch panel 24b can detect various touch operations such as tapping, double tapping, and dragging of the player. The touch panel 24b may include a capacitive proximity sensor and may be configured to be capable of detecting a player's non-contact operation.
The sensor unit 25 includes one or more sensors. The sensor unit 25 includes, for example, at least one of a gyro sensor, an acceleration sensor, and a geomagnetic sensor. The sensor unit 25 may include an eye tracking sensor that directly detects the movement of the player's eyeball. The eye tracking sensor is, for example, a line-of-sight detection sensor that injects near-infrared light into the iris and detects the reflected light. As will be described later, the position and orientation of the head of the player 5 equipped with the HMD 10 are specified based on the detection information detected by the sensor unit 25.
The sound collecting device 26 is configured to be able to collect sound. The sound collector 26 is, for example, a microphone. The voice of the player 5 is detected based on the voice information collected by the sound collector 26.
The storage 27 is an external storage device accessed by the computer processor 21. The storage 27 is, for example, a magnetic disk, an optical disk, a semiconductor memory, or various storage devices other than those capable of storing data. Various programs such as a game processing program are stored in the storage 27. In addition, various data used in the game are also stored in the storage 27. At least a part of the program and various data that can be stored in the storage 27 may be stored in a storage physically separate from the information processing device 20.
In the illustrated embodiment, the storage 27 stores image data 28a, chat data 28b, scenario data 28c, parameter data 28d, game progress data 28e, and various data necessary for the progress of a game other than the above. To.
The image data 28a includes data for drawing the background of the virtual space in which the game is performed, data for drawing the virtual character, and data for drawing an object other than the virtual character used in the game. The image data 28a may include the position information of the object in the virtual space.
The chat data 28b includes data for drawing the icon of the virtual character, data for drawing the icon of the player 5, data for identifying a plurality of messages of the virtual character, and each of the plurality of messages of the virtual character. Includes data indicating the choice of response message to, and data used in other chat modes. A plurality of messages of a virtual character may have a node corresponding to each message and may be defined by a tree structure in which the nodes are connected by an arc. In this tree structure, for example, a plurality of arcs extend from the start message which is the highest root node, and each arc is connected to a lower node. An arc extends from this lower node, and the arc is connected to a lower node. Each of the subordinate nodes corresponds to a candidate message for the virtual character that can be displayed after the start message. Further, the chat data 28b may include a mode transition condition which is a condition for starting the transition from the chat mode to the VR mode. The mode transition conditions include, for example, the elapsed time from the start of the game in chat mode for a predetermined time or more, the chat progressing to the terminal node in the tree-structured message, and other conditions. Is done. Chat data 28b may include data indicating a message to be displayed in chat mode resumed after the migration object selection has not been completed.
The scenario data 28c includes data that defines a scenario experienced by the player 5 in a second mode of the game (eg, VR mode). When there are a plurality of scenarios experienced by the player 5 in the game, the scenario data 28c may define scenario data for each of the plurality of scenarios.
The scenario data used in the game processing system according to the embodiment will be described with reference to FIG. FIG. 4 schematically shows the scenario data 28c used in the game processing system 1. The scenario data 28c is a data set for defining a scenario executed in the VR mode. In the illustrated embodiment, the scenario data 28c has first scenario data 28c1 to fifth scenario data 28c5 corresponding to the first scenario to the fifth scenario, respectively. The number of scenarios in VR mode may be 6 or more and 4 or less. The data structure of the first scenario data 28c1 corresponding to the first scenario will be described below. The following description of the first scenario data 28c1 also applies to the second scenario data 28c2 to the fifth scenario data 28c5.
In the illustrated embodiment, the first scenario data 28c1 includes start scene data A1, basic scene data B1 to B3, additional scene data C1 to C3, and end scene data D1 to D2. In one embodiment, each of the data included in the start scene data A1, the basic scene data B1 to B3, the additional scene data C1 to C3, and the end scene data D1 to D2 is data related to the action of the virtual character in each scene, and each It may include data on moving images used in the scene, data on actions that the player can take on virtual characters in each scene, and data necessary to execute each other scene.
In the illustrated embodiment, the start scene data A1 is data on the action of the virtual character in the start scene executed after the start of the first scenario, data on the moving image used in the start scene, and the player with respect to the virtual character in the start scene. It may include data about actions that can be taken, as well as data necessary to perform other start scenes.
Basic scene data B1 to B3 are data related to virtual character actions in the basic scene performed after the start scene, data related to moving images used in the basic scene, and data related to actions that the player can take against the virtual character in the basic scene. , And other data necessary to execute the basic scene. Each of the basic scene data B1 to B3 may include information indicating an additional scene transition condition for determining whether or not the transition to the additional scene is possible. Additional scene transition conditions can be set for each basic scene. The additional scene transition conditions are, for example, to gaze at a predetermined object for a predetermined time or longer, not to gaze at a predetermined direction, and to take a predetermined action. In addition to these, additional scene transition conditions can be appropriately determined according to the story of the scenario, the types of objects appearing in the virtual space, and other factors.
The additional scene data C1 to C3 include data on the action of the virtual character in the additional scene, data on the moving image used in the additional scene, data on the action that the player can take on the virtual character in the additional scene, and other additions. It may contain the data needed to run the scene. The additional scene determines whether or not the additional scene transition condition is satisfied during or after the execution of the basic scene, and is executed according to the determination result.
The end scene data D1 to D2 may include data necessary for executing the end scene executed before the end of the second mode. The end scene data D1 to D2 are data on the action of the virtual character in the end scene, data on the moving image used in the end scene, data on the action that the player can take on the virtual character in the end scene, and other end scenes. It may contain the data needed to run the scene.
The parameter data 28d includes game parameters related to the game realized in the game processing system 1. This game parameter may be a player character parameter related to the player character. The player character parameter may include a parameter representing a favorable impression of the virtual character, which is a non-player character, with respect to the user character. Game parameters are updated from time to time as the game progresses. The parameters related to the player character are not limited to the parameters representing the favorability of the virtual character with respect to the user character. Parameters related to the player character are appropriately determined according to the type, nature, world view, or other factors of the game.
The game progress data 28e includes data used for managing the progress of the game. The game progress data 28e may be updated as the game progresses. The game progress data 28e may include, for example, data regarding points acquired by the player in the game, and various data other than these that may change according to the progress of the game.
The components and functions of the information processing apparatus 20 shown in FIG. 1 are examples. The information processing apparatus 20 applicable to the present invention may include various components (not shown). For example, the information processing device 20 may include a speaker that outputs game sound effects and virtual character sounds.
Next, the functions of the HMD 10 will be described. In the illustrated embodiment, various functions of the HMD 10 are realized by executing a computer-readable instruction in the computer processor 21 of the information processing device 20. The instructions executed in the computer processor 21 include the instructions included in the game processing program according to the embodiment.
By executing the game processing program according to one embodiment by the computer processor 21, a game having a first mode and a second mode different from the first mode is realized in the game processing system 1. The game realized in the game processing system 1 may have modes other than the first mode and the second mode.
In the first mode of the game realized in the game processing system 1, when the HMD 10 is not attached to the player 5, that is, when the information processing device 20 is removed from the attachment 11, the information processing device 20 Processing related to the game is performed according to the detected first detection information. In this first detection information, information on the touch operation of the player 5 detected by the touch panel 24b of the information processing device 20, information on the player's voice detected by the sound collecting device 26, and HMD10 are attached to the player 5. If not, it may include detection information other than the above that can be detected by the information processing apparatus 20. In the first mode, the player 5 can perform an operation related to the game by using the information processing device 20 removed from the attachment 11. In the first mode, since it is assumed that the game progresses when the HMD 10 is not attached to the player 5, an image other than the stereoscopic image may be displayed on the display 24.
In the second mode of the game realized in the game processing system 1, the game progresses using the second detection information detected by the HMD 10 mounted on the head of the player 5. This second detection information is, for example, detection information detected by the sensor unit 25. Based on this second detection information, head tracking information for specifying the orientation of the head of the player 5 is calculated. The head tracking information may be information indicating the position of the player 5 in addition to the orientation of the head. The process for the progress of the game in the second mode is executed, for example, based on the head tracking information calculated based on the second detection information. The process for the progress of the game in the second mode may be executed by using information other than the head tracking information in addition to the head tracking information. The player 5 attaches the information processing device 20 to the attachment 11 and attaches the attachment 11 to which the information processing device 20 is attached to the head in preparation for playing the game in the second mode. As described above, in the second mode, it is assumed that the game progresses when the HMD 10 is attached to the player 5. Therefore, in one embodiment, in the second mode, the player 5 stereoscopically views the game. The stereoscopic image is displayed on the display 24. The stereoscopic image is displayed on the display 24 by, for example, a parallax barrier method. In the parallax barrier method, the image for the left eye and the image for the right eye are displayed on the display 24. As described above, the stereoscopic image is a set of images including a left-eye image and a right-eye image configured to be stereoscopically viewed by utilizing the parallax of the left and right eyes by being displayed on the display.
The first mode is, for example, a chat mode. The chat mode is an example of the first mode. In the chat mode, a function is realized in which the player chats with a virtual character via a text message. In the first mode, the player can experience the interaction with the virtual character by chatting with the virtual character. The specific contents of the processing in the chat mode will be described later. Interaction, in a broad sense, means that the virtual character reacts to the action performed by the player. The interaction with the virtual character includes an interaction performed as communication such as a conversation with the virtual character. In the present specification, an interaction performed as communication with a virtual character may be referred to as a communicative interaction. Interactions with virtual characters may include, in addition to communicative interactions, battles with virtual characters, cooperative play in which games are played in cooperation with virtual characters, and interactions with other virtual characters. In the present specification, an interaction performed as a battle with a virtual character may be referred to as a battle interaction. In the present specification, an interaction performed as a cooperative play with a virtual character may be referred to as a cooperative interaction.
The second mode is, for example, a VR mode. In the VR mode, a function for performing various interactions with a virtual character, which is a non-player character appearing in the virtual space displayed on the display of the information processing device 20, is realized. The specific contents of the processing in the VR mode will be described later. The VR mode is an example of the second mode, and the second mode may include any game mode in which processing for game progress is performed using the head tracking information.
In one embodiment, the game having the first mode and the second mode realized by the game processing system 1 may be a game in which an interaction other than the virtual character and the communicative interaction is performed. In the game realized by the game processing system 1, communicative interaction does not have to be performed. In the game of one embodiment, the first mode is played in a two-dimensional space, and the second mode is played in a three-dimensional space. In the game of one embodiment, the game is played in a three-dimensional space in the first mode, and is displayed in a display mode different from the three-dimensional space of the first mode in the second mode (or with the three-dimensional space of the first mode). Is played in a three-dimensional space (consisting of different aspects). In one embodiment, the game realized by the game processing system 1 may use a common game medium in the first mode and the second mode. The media parameters associated with this game medium may be inherited between the first mode and the second mode. For example, if the media parameters of a specific game medium are changed during play in the first mode and then shift to the second mode, the specific game medium in which the changed media parameters are set is the second. Used in mode. In one embodiment, the media parameters of a particular game medium may be changed at least during the transition from the first mode to the second mode and from the second mode to the first mode. The change of the medium parameter of the game medium may be a change that is advantageous or disadvantageous to the player 5 in the progress of the game. In one embodiment, the play result in the first mode may be reflected in the game in the second mode, or the play result in the second mode may be reflected in the game in the first mode. For example, the experience value of the player 5 acquired in the first mode may be inherited in the second mode.
As described above, the first mode and the second mode of the game realized in the game processing system 1 are modes that are distinguished from each other. That is, the first mode is a mode different from the second mode. In one embodiment, when the game realized in the game processing system 1 is played in the first mode, the HMD 10 is not mounted on the head of the player 5, whereas the game is played in the second mode. If so, the HMD10 is mounted on the head of the player 5. In this case, in the first mode, the game is processed according to the first detection information detected by the information processing device 20 not attached to the head of the player 5, and in the second mode, the player 5 The game is processed according to the second detection information detected by the HMD10 attached to the head.
In one embodiment, in the second mode, the stereoscopic image is displayed on the display 24, whereas in the first mode, an image other than the stereoscopic image is displayed on the display 24 as described above. In the second mode, at least the image of the virtual character is displayed as a stereoscopic image among the images for the game, and in the first mode, the image of the virtual character is displayed as an image other than the stereoscopic image.
In one embodiment, in the first mode, the process of advancing the game is performed without using the head tracking information calculated based on the second detection information, whereas in the second mode, the head tracking information is used. The process of advancing the game is performed based on this.
In one embodiment, in the first mode, the process of advancing the game is performed according to the touch operation detected by the touch panel 24b, whereas in the second mode, the process is performed according to the touch operation of the touch panel 24b. Not done.
In one embodiment, when the interaction with the virtual character is provided in the game realized in the game processing system 1, in the first mode, it is detected by the information processing device 20 not attached to the head of the player 5. Interaction with the virtual character according to the first detection information is provided, and in the second mode, with the virtual character corresponding to the second detection information detected by the HMD10 mounted on the head of the player 5. Interaction is provided.
After starting the game, it is possible to transition between the first mode and the second mode, which are distinguished as described above. The outline of the mode transition of the game processed by the game processing system 1 will be described with reference to FIG. As shown in the figure, when the game is started in step S1, the chat mode S2, which is the first mode, is started in step S2. In this chat mode, when the transition process for shifting to the VR mode, which is the second mode, is started, the process proceeds to step S3, and the transition process to the second mode is performed. When the transition process is completed, the VR mode, which is the second mode, is started in step S4. When the VR mode is terminated or interrupted, the process of returning to the chat mode is performed.
Next, the functions realized by the computer processor 21 will be described more specifically. The computer processor 21 functions as a chat mode execution unit 21a, a transition processing unit 21b, a VR mode execution unit 21c, and a parameter management unit 21d by executing computer-readable instructions included in the game processing program. At least some of the functions provided by the computer processor 21 may be provided by a computer processor other than the computer processor 21 of the game system 1. At least a part of the functions realized by the computer processor 21 may be realized by, for example, the computer processor mounted on the server 50.
The chat mode execution unit 21a performs processing for providing a game in the chat mode, which is the first mode, by executing the game processing program according to the embodiment. The chat mode execution unit 21a realizes a function for chatting between the player 5 and (or the character of the player 5) and a virtual character which is a non-player character. After logging in to the chat mode, the chat mode execution unit 21a displays a message from the virtual character and a message input or selected by the player 5 on the display 24, and causes the virtual character and the player 5 to chat with each other. be able to. Following the message of the virtual character, the chat mode execution unit 21a may display a plurality of options regarding the response of the player 5 to the message on the display 24. One option is selected from the plurality of options according to the operation of the player 5, and a message corresponding to the selected option is displayed as a message of the player 5 on the display 24. The player 5 can select a desired option from the displayed options by touching the touch panel 24b. The message of the virtual character and the player's choice for the message can be specified by referring to the chat data 28b according to the game processing program. The message of the virtual character may be displayed together with the image of the virtual character, and the message of the player 5 may be displayed together with the image of the player 5. The virtual character message includes a message prompting the player to shift to the VR mode, which is the second mode, a message for the player 5 to select a setting in the VR mode, and a message related to the VR mode other than these. You may be.
In the chat mode, a transition start object for starting the transition to the VR mode, which is the second mode, is displayed according to the progress of the chat. The transition start object is displayed when the mode transition condition is satisfied according to the game processing program. The chat mode execution unit 21a can detect that the transition start object is selected based on the detection signal from the touch panel 24b or other user interfaces. When it is detected that the migration start object is selected, the transition process to the VR mode, which is the second mode, is started.
The migration processing unit 21b performs migration processing for transitioning from the first mode to the second mode. This transition process includes displaying guidance on the display 24 prompting the information processing device 20 to be attached to the wearing device 11, and displaying a transition object that can be selected by the player's gaze on the display 24. It may be. After displaying this transition object, the transition processing unit 21b receives the detection signal of the sensor unit 25 or other sensors, and determines whether or not the transition object is selected by gaze based on this detection signal. Can be done. For this determination, the transition processing unit 21b calculates the position and orientation of the HMD 10 based on the detection signal of the sensor unit 25, and specifies the gaze position of the player 5 based on the calculated position and orientation of the HMD 10. To do. The gaze position can be specified by various known methods. For example, the gaze position may be specified based on the detection signal of the eye tracking sensor. For example, the transition processing unit 21b measures the time (gaze time) at which the gaze position is on the transition start object, and determines that the selection of the transition start object is completed when the gaze time reaches a predetermined time. When the migration processing unit 21b determines that the selection of the migration object is completed, it starts the VR mode, which is the second mode.
The VR mode execution unit 21c displays an image of the virtual character in the virtual space according to the game processing program, and realizes the interaction between the virtual character and the player 5. The VR mode execution unit 21c functions as a scene selection unit 21c1, a detection unit 21c2, an action identification unit 21c3, and an image generation unit 21c4 when the game processing program in one embodiment is executed by the processor 21.
The scene selection unit 21c1 selects a game scene to be executed based on the scenario data 28c and other information as needed. The scene selection unit 21c1 selects the start scene after logging in to the VR mode. After the start scene is executed, the scene selection unit 21c1 is then based on the information detected by the HMD 10, the information stored in the storage 27 (for example, the parameter data 28d), and if necessary, other information. Select the scene to run.
The detection unit 21c2 calculates head tracking information for identifying at least one of the orientation and the position of the HMD 10 based on the detection signal of the sensor unit 25 of the HMD 10. The head tracking information is information indicating at least one of the orientation and the position of the HMD 10 of the HMD. The head tracking information is specified based on the detection information by the sensor unit 25. Specifically, in the head tracking information, the position and orientation of the HMD10 mounted on the head are calculated as the position in the three-dimensional Cartesian coordinate system and the angle around each axis. This three-dimensional Cartesian coordinate system is, for example, a Cartesian coordinate system including a roll axis along the front-back direction, a yaw axis along the up-down direction, and a pitch axis along the left-right direction. The detection unit 21c2 configures a virtual space according to at least one of the specified position and orientation of the HMD10, and outputs image information for displaying the virtual space to the display 24. The detection unit 21c2 can calculate the gaze direction or the gaze position based on at least one of the position and the direction of the HMD 10, for example.
The action specifying unit 21c3 identifies the action using the HMD 10 of the player 5 based on the head tracking information. Further, the action specifying unit 21c3 may determine the action (reaction) of the virtual character in the virtual space according to the action of the specified player 5. Actions by the player 5 wearing the HMD 10 include nodding, shaking the head, or other movements involving head movements, as well as gaze movements. The action of the player 5 for causing the virtual character to react may include moving the line of sight. Such movement of the line of sight can be detected by an eye tracking sensor included in the sensor unit 25.
The image generation unit 21c4 generates image information of a drawing area defined by an angle of view or the like centered on the gaze position or gaze direction specified by the detection unit 21c2 in the entire virtual space. Based on the image information generated in this way, the image of the drawing area of the virtual space is displayed on the display 24. For the generation of image information, for example, image data 28a, scenario data 28c, parameter data 28d, game progress data 28e, and other data stored in the storage 27 can be used. When a virtual character exists in the drawing area, the image generation unit 21c4 generates image information of the virtual space including the virtual character that performs the operation specified by the action identification unit 21c3, and the image generated in this way. The information is output to the display 24 as a stereoscopic image. As a result, the display 24 displays an image of the virtual space including an image of the virtual character that performs the action determined according to the action of the player 5. The image generation unit 21c4 may generate voice information corresponding to the behavior of the virtual character and the drawing area of the virtual space. The voice information is output to the speaker of the HMD 10.
As described above, the VR mode execution unit 21c displays an image of the virtual character moving in the virtual space on the display 24, and outputs a voice corresponding to the movement of the virtual character from the speaker. For example, when the virtual character speaks to the player 5, a moving image in which the head and mouth of the virtual character move is displayed on the display 24, and a voice corresponding to the speech of the virtual character is output from the speaker. In one embodiment, the virtual characters that interact with the player 5 in each of the VR mode and the chat mode are the same virtual characters. For example, it has the same name as the virtual character appearing in the VR mode and the character appearing in the chat mode, and has a common appearance to the extent that it can be recognized as the same character. However, in the VR mode, the virtual character image is displayed as a stereoscopic image, whereas in the chat mode, the virtual character image is displayed as an image other than the stereoscopic image. The images are different from each other. However, such a difference in expression format does not prevent the identity of the virtual character.
The parameter management unit 21d updates the parameter data 28d as the game progresses. When the game is provided in the first mode, the parameter management unit 21d updates the parameter data 28d according to the progress of the game in the first mode, and when the game is provided in the second mode. Updates the parameter data 28d according to the progress of the game in the second mode.
When the parameter data 28d includes a parameter indicating the favorability of the virtual character to the user character, the parameter management unit 21d may increase or decrease the parameter according to the action of the player 5 in the first mode and the second mode. Good. When the first mode is the chat mode, the change amount (for example, the increase amount or the decrease amount) or the change rate (increase rate or the decrease rate) of the favorable impression for each message option provided to the player 5 in the chat mode. ) May be specified. In this case, the parameter management unit 21d specifies the amount of change or rate of change in favorability according to the options selected by the player 5, and updates the parameter data 28d based on the amount of change or rate of change in the specified favorability. To do. In the VR mode, the amount of change or the rate of change in favorability may be determined for each action of the player 5. The parameter management unit 21d specifies the change amount or change rate of the favorability according to the action of the player 5, and updates the parameter data 28d based on the change amount or change rate of the specified favorability.
When the second mode is the VR mode, a prohibited action may be defined for the action of the player 5 in the VR mode. The prohibited action may include moving the head at an acceleration equal to or higher than a predetermined value, directing the line of sight to the prohibited area in the virtual space, and repeating the same action a predetermined number of times or more. In the present specification, among the actions of the player 5, actions other than prohibited actions may be referred to as normal actions. The parameter management unit 21d updates the parameter data 28d so that the favorability decreases when the prohibited action is performed by the player 5. When the normal action is taken by the player 5, the parameter management unit 21d updates the parameter data 28d so that the favorability increases or decreases according to the normal action.
When the game is being processed in VR mode, VR mode may end abnormally without going through the end scene prepared in VR mode. For example, the VR mode may terminate abnormally due to factors such as the power of the HMD10 being cut off or the game processing program being forcibly terminated by the function of the system program. When the VR mode is abnormally terminated, the parameter management unit 21d updates the parameter data 28d so that the favorability is reduced.
The game parameters included in the parameter data 28d are changed at least one of the transition from the first mode to the second mode and the transition from the second mode to the first mode, and the parameter data 28d is changed to reflect this change. May be updated. The change of the game parameter at the time of this mode transition may be a change that is advantageous or disadvantageous to the player 5 in the progress of the game. When the parameter data 28d contains a plurality of game parameters, among the plurality of game parameters, at least one of the transition from the first mode to the second mode and the transition from the second mode to the first mode. Only part of may be changed. When a plurality of game parameters are included in the parameter data 28d, the fluctuation amount or the fluctuation rate is set for each of the plurality of game parameters, and the fluctuation amount or the fluctuation rate is set at the time of transition from the first mode to the second mode and from the second mode. At least one of the transitions to the first mode, each game parameter may be changed based on the amount or rate of variation set in the game parameter.
The parameter data 28d may include shared parameters shared in the first and second modes. The player character parameter may be a shared parameter. The shared parameters may or may not be changed at least one of the transition from the first mode to the second mode and the transition from the second mode to the first mode. When the shared parameter is changed, the parameter data 28d is updated to reflect the change. The change of the shared parameter at the time of this mode transition may be a change that is advantageous or disadvantageous to the player 5 in the progress of the game.
The parameter data 28d may include a first mode parameter that is used in the first mode but not in the second mode, and a second mode parameter that is used in the second mode but not in the first mode. Good. Both the first mode parameter and the second mode parameter are included in the game parameters. The first mode parameter and the second mode parameter may be related to each other. For example, when the first mode parameter fluctuates in the first mode, the second mode parameter associated with the first mode parameter may fluctuate according to the fluctuation of the first mode parameter. On the contrary, when the second mode parameter fluctuates in the second mode, the first mode parameter associated with the second mode parameter may fluctuate according to the fluctuation of the second mode parameter. When the first mode parameter and the second mode parameter fluctuate, the parameter data 28d may be updated to reflect the fluctuation. In one embodiment, the example of the first mode parameter is the favorability of the virtual character used in the first mode to the user character (first mode favorability), and the example of the second mode parameter is used in the second mode. This is the favorability of the virtual character to be used for the user character (second mode favorability). For example, when the first mode favorability increases in the first mode, the second mode favorability increases accordingly. In another embodiment, an example of the first mode parameter is the liking of the virtual character used in the first mode for the user character (first mode liking), and an example of the second mode parameter is in the second mode. It is a game parameter other than the favorability used (for example, the attack power of the player character). As described above, the first mode parameter and the second mode parameter may be the same type of game parameters or different types of game parameters.
The VR mode execution unit 21c performs termination processing for terminating the VR mode when the termination condition is satisfied. The end conditions are, for example, that a predetermined time (for example, 1 minute) has passed from the start of the VR mode, that the operation to be ended is detected, and that the last event included in the scenario executed in the VR mode has ended. , And other conditions. For the termination process performed when the termination condition is satisfied, a guidance prompting the information processing device 20 to be removed from the fitting 11 is displayed on the display 24, and a login screen for the chat mode, which is the first mode, is displayed. Displaying may be included.
Next, the chat process in the chat mode will be described with reference to FIGS. 6 and 7a to 7d. FIG. 6 is a flow chart showing a flow of processing in the chat mode in one embodiment, and FIGS. 7a to 7d show an example of a display image in the chat mode. At the start of the chat mode, it is assumed that the HMD 10 is not attached to the head of the player 5 and that the information processing device 20 is removed from the attachment 11.
In the game processing system 1, as described above, the game is started in chat mode. In step S11, a login screen for logging in to the chat mode is displayed on the display 24 of the information processing device 20. When the login process is performed by the player 5, the chat process proceeds to step S12.
In step S12, a message is exchanged between the player 5 and the virtual character, whereby a chat is performed between the two players. Specifically, after logging in to the chat mode, a chat display image for displaying the chat performed between the player 5 and the virtual character is generated, and the chat display image is displayed on the display 24. FIG. 7a shows a chat display image 70, which is an example of a chat display image displayed on the display 24. The chat display image 70 includes a chat display area 71 including an icon 73 corresponding to the player 5, an icon 74 corresponding to the virtual character, a message 75a of the player 5, and messages 76a and 76b of the virtual character. Further, the chat display image 70 includes a menu area 72 arranged above the chat display area 71. The virtual character messages 76a and 76b are identified based on the chat data 28b and other data stored in the storage 72 according to the game processing program. For example, the virtual character message is displayed in order from the message in the root node with reference to the chat data 28b defined in the tree structure. At the branch point of the node, the node corresponding to the branch condition is selected, and the message corresponding to the selected node is displayed.
In step S12, the parameters set for the player 5 may be increased or decreased according to the options selected by the player 5. As described above, the amount of increase / decrease or the rate of increase / decrease of the parameter is determined based on the amount of change (for example, the amount of increase or decrease) or the rate of change (rate of increase or decrease) of the parameter determined for each message option. Be done. When the amount of change or rate of change of the parameter is specified, the parameter data 28d is updated based on the amount of change or rate of change of the specified favorability.
The chat display image 70 of FIG. 7a includes a display showing the message options 77 of the player 5 at the bottom of the chat display area 71. Player 5 can select one of the displayed options 77. This selection is made, for example, by touching the area on the display 24 where the option to be selected is displayed with a finger. When this selection is made, as shown in FIG. 7b, the message 75b corresponding to the selected option is newly displayed in the chat display area 71 as a message of the player 5.
As shown in FIG. 7c, the messages 76c and 76d prompting the selection of the setting in the VR mode, which is the second mode, may be displayed as the virtual character message in the process of chatting. Message 76c is a message prompting the selection of a scenario in VR mode, and message 76d prompts selection of an item used by the virtual character in VR mode (for example, clothes worn by the virtual character in the virtual space of VR mode). It is a message. That is, the settings in the second mode include the scenario in the VR mode and the items used by the virtual character in the VR mode. After the message 76c prompting you to select a scenario is displayed, the display 24 shows the scenario options. For example, the first scenario to the fifth scenario are displayed as options. Player 5 can select a favorite scenario from this option. After the message 76d prompting you to select an item is displayed, the display 24 shows the item selection. Player 5 can select a favorite item from this option. In the process of chatting, a message prompting the transition to the second mode may be displayed as a virtual character message.
In step S13, it is determined whether or not the mode transition condition from the first mode to the second mode is satisfied. As a mode transition condition from the first mode to the second mode, for example, a condition that a predetermined time (for example, 1 minute) has elapsed from the start of the chat mode is used. The elapsed time from the start of the chat mode is measured using, for example, the system clock. The chat process is continued by returning to step S12 until it is determined that the mode transition condition is satisfied. On the other hand, when it is determined that the mode transition condition is satisfied, the chat process proceeds to step S14.
In step S14, the migration start object 78 is displayed on the display 24, and the chat process proceeds to step S15. As shown in FIG. 7d, the migration start object 78 is displayed as an object with a circular outer edge, for example, in the chat area 71. When the selection of the migration start object 78 is confirmed in step S15, the chat process proceeds to step S16. On the other hand, if the selection of the migration start object 78 is not confirmed within a predetermined time (for example, 10 seconds) after the migration start object 78 is displayed, it is determined that the migration start object has not been selected, and the chat process is performed. Is finished. When it is determined that the migration start object has not been selected, the process of returning to step S12 and resuming the chat may be performed. Whether or not the migration start object 78 has been selected may be determined according to the operation on the touch panel 24b. For example, when it is detected from the detection signal by the touch panel 24b that a touch operation (for example, a tap operation) is performed at a position overlapping the display area of the migration start object 78, it is determined that the migration start object 78 is selected. Will be done. The selection of the migration start object 78 may be made by a non-contact operation.
In step S16, the process of shifting to the VR mode, which is the second mode, is started. When the migration process is started, the chat process ends.
The above chat process is executed by, for example, the chat mode execution unit 21a. The chat mode execution unit 21a can execute the above chat process alone or in cooperation with other functions as appropriate. When executing the chat process, in addition to the data stored in the storage 27, data stored in other storage, detection information detected by various sensors, or data other than these is used as necessary. Can be.
Next, the mode transition process from the chat mode, which is the first mode, to the VR mode, which is the second mode, will be described with reference to FIGS. 8 and 9a to 9b. FIG. 8 is a flow chart showing the flow of the mode transition process in one embodiment.
When the transition process is started, in step 31, guidance prompting the user to wear the HMD 10 is displayed on the display 24 of the information processing device 20. A guidance display image 80, which is an example of a guidance display image including the guidance, is shown in FIG. 9a. The guidance display image 80 includes guidance for urging the information processing device 20 to be attached to the attachment 11, guidance for urging the HMD 10 to be attached to the head, and various guidance necessary for starting the VR mode other than these. Can be included. The guidance display image 80 shown in FIG. 9a includes guidance 81 that prompts the information processing device 20 to be attached to the fitting 11. This guidance may include instructions on how to attach the information processing device 20 to the attachment 11. When a predetermined time elapses after the above guidance is displayed, the mode transition process proceeds to step S32.
In step S32, the migration object is displayed on display 24. An example of a migration processed image containing migration objects is shown in Figure 9b. The migration process image 85 shown in Figure 9b contains the migration object 86. The transition processed image 85 may be displayed as a stereoscopic image. In one embodiment, the image displayed on the display 24 is switched from an image other than the stereoscopic image to a stereoscopic image at the start of the mode transition process or at a predetermined timing after the start of the mode transition process. For example, the image displayed in the chat mode is displayed as an image other than the stereoscopic image, and the image displayed after the start of the transition process is displayed as the stereoscopic image.
Next, in step S33, it is determined whether or not the selection of the migration object 86 is completed. The transition object 86 is selected, for example, by the player 5 continuously gazing for a predetermined time. Therefore, in order to select the transition object 86, it is premised that the player 5 is equipped with the HMD10. In one embodiment, whether or not the selection of the transition object 86 is completed is determined by whether or not the gaze position calculated based on the detection signal by the HMD 10 is on the transition object 86 for a predetermined time or longer. The gaze position can be calculated based on the information detected by the sensor unit 25 provided in the HMD 10 as described above. The above determination can be made by measuring the gaze time at which the gaze position exists on the transition object 86 using the system clock and determining whether or not the measured gaze time has reached a predetermined time. For example, when the gaze time reaches a predetermined time, it is determined that the selection of the transition object 86 is completed, and the mode transition process proceeds to step S34. On the other hand, if it is not detected that the selection of the migration object 86 is completed within a predetermined time after the migration object 86 is displayed, it is determined that the selection of the migration object 86 is not completed, and the mode transition process is performed. Proceed to step S35.
In step S34, the second mode, the VR mode, is started. Specific processing in VR mode will be described later.
In step S35, since the transition to the VR mode was not selected, the process for returning to the chat mode is started. When the process of returning to the chat mode is completed, the chat mode is resumed. In this resumed chat mode, a message from the virtual character related to the failure to transition to VR mode may be displayed.
The above mode transition process is executed by, for example, the transition processing unit 21b. The transition processing unit 21b can execute the above-mentioned mode transition processing alone or in cooperation with other functions as appropriate.
Next, VR processing in the VR mode will be described with reference to FIGS. 10 to 12. FIG. 10 is a flow diagram showing a flow of VR processing in the VR mode in one embodiment, FIG. 11 shows an example of a display image in the VR mode, and FIG. 12 shows a scene executed in the VR mode. The flow of actions of a virtual character is schematically shown. As described above, the player 5 is equipped with the HMD 10 in order to select the transition object 86 in the mode transition process. At the start of the VR mode, it is assumed that the HMD 10 is attached to the head of the player 5. In the following, VR processing will be explained on the assumption that the first scenario is selected. In the VR processing, the parameter data 28d is referred to as appropriate. In one embodiment, the value of each game parameter included in the parameter data 28d at the start of the VR process is equal to the value of each game parameter included in the parameter data 28d at the end of the chat process. That is, in one embodiment, in the VR processing, the parameter data 28d updated in the chat processing is inherited.
When the VR mode is started, the start scene is executed in step S41. Specifically, image information of the virtual space corresponding to the start scene is generated, and the image corresponding to the image information is output to the display 24. In the start scene, the virtual character may perform a predetermined action in the virtual space.
FIG. 11 shows an example of a VR image of the start scene displayed on the display 24. The VR image 90 shown in FIG. 11 includes a virtual character image 91 showing a virtual character, images 92a to 92c showing objects corresponding to the background, and images showing various other objects. The VR image 90 is an image corresponding to a predetermined range of the virtual space for the first scenario. The range of the virtual space corresponding to the VR image 90 can be a range determined by, for example, an angle of view, centered on the gaze position in the virtual space based on the orientation of the HMD 10. Image data 28a is used to generate image information. The VR image 90 and the images displayed in the VR modes other than these are displayed as stereoscopic images.
The virtual character image 91 can perform an action specified by, for example, the start scene data A1 in the virtual space. For example, for the action of the virtual character image 91, talk to the player 5 (toward the position of the player 5 in the virtual space), move in the virtual space, or pick up an object placed in the virtual space. , And various actions in the virtual space other than these are included.
A series of actions performed by the virtual character in the start scene will be described with reference to FIG. FIG. 12 is a diagram schematically showing the flow of actions of a virtual character in a scene executed in VR mode. FIG. 12 illustrates the flow of actions in the start scene. As shown in the figure, in the start scene, the virtual character first performs an action corresponding to action A11. Action A11 corresponds to an action that the virtual character can perform in the start scene. For example, action A11 is an action in which a virtual character speaks to a character in virtual space.
Action A11 is defined as a branchable action. Specifically, action A11 branches into action A21, action A22, and action A23. For example, action A11 has a first transition condition for transitioning to action A21, a second transition condition for transitioning to action A22, and a third transition condition for transitioning to action A23. 1 When the transition condition is satisfied, the action of the virtual character shifts to action A21, when the second transition condition is met, the action of the virtual character shifts to action A22, and when the third transition condition is met, the action of the virtual character shifts to action A23. Transition. At least one of the first transition condition, the second transition condition, and the third transition condition may be that the favorability of the virtual character to the user character is equal to or higher than a predetermined threshold value.
Various conditions can be set as the first transition condition, the second transition condition, and the third transition condition. For example, the first transition condition, the second transition condition, and the third transition condition are that the action defined as the action A11 has been completed, and that the player 5 has given the virtual character a predetermined action (for example, a predetermined virtual character). It may include that the player 5 answers the question from the virtual character. The first condition, the second transition condition, and the third transition condition are different from each other. Player 5 can answer questions from the virtual character by nodding, shaking his head, or other head movements. Specifically, when a question is asked by the virtual character, when the player 5 takes an action by the movement of the head, the sensor unit 25 of the HMD 10 detects the movement of the head, and the detected head is detected. The answer of the player 5 according to the movement of the player 5 is specified. For example, when a nodding motion is detected, it may be determined that the player 5 has given a positive answer, and when a motion of shaking his head is detected, it may be determined that the player 5 has given a negative answer. Further, if the movement of the head of the player 5 is not detected for a predetermined time after the question from the virtual character, it may be determined that the player 5 has not answered the question from the virtual character. The action of the player 5 may be specified by the function of the action specifying unit 21c3.
Action A21 is further branched into Action A31 and Action A32. When a predetermined transition condition is satisfied in the action A21, the transition from the action A21 to the action A31 or the action A32 is performed according to the satisfied transition condition. Only action A33 is associated downstream of action A22. That is, action A22 is not branched. In this case, when action A22 ends, action A33 starts. No lower-level actions are set downstream of action A23. The structure of the actions shown in FIG. 12 is an example, and the types and numbers of actions included in the scene and the structure of those actions can be appropriately set according to the story to be realized in each scene.
The transition from one action to another may be seamless so that player 5 does not perceive the transition.
While the actions A11, A21 to A23, A31 to A33 are being executed, the player 5 may take an action on the virtual character by gazing at a predetermined part of the virtual character or by any other method. it can. In response to such an action on the virtual character of the player 5, the virtual character can take a reaction determined based on the start scene data A1. The virtual character may be controlled to take a reaction according to the favorability. For example, even when the player 5 performs the same action, a favorable reaction may be performed when the favorability is high, and an unfavorable reaction may be performed when the favorability is low.
When the most downstream actions, action A31, action A32, action A33, or action A23, end, the start scene ends and the VR process proceeds to step S42.
In step S42, the basic scene to be executed is selected from the plurality of candidates. The selection of the basic scene to be executed is made according to, for example, the parameter data 28d from a plurality of candidates for the basic scene prepared for the first scenario. In the first scenario, three basic scenes corresponding to the basic scene data B1 to B3 in FIG. 4 are prepared. In one embodiment, the basic scene to be executed is selected from the three basic scenes based on the favorable impression of the virtual character stored as the parameter data 28d on the player 5. For example, when the favorability is equal to or higher than the first threshold value, the basic scene corresponding to the basic scene data B1 is selected, and when the favorability is less than the second threshold value, the basic scene corresponding to the basic scene data B3 is selected. Is selected, and when the favorability is equal to or higher than the second threshold value and lower than the first threshold value, the basic scene corresponding to the basic scene data B2 is selected. The selection of the basic scene may be performed by a method other than the above. For example, the basic scene may be randomly selected. The basic scenes are randomly selected after weighting so that the higher the favorability, the higher the probability that some basic scenes (for example, the first basic scene corresponding to the basic scene data B1) will be selected. You may. The method of selecting the basic scene is not limited to the method explicitly described herein. When the basic scene is selected, the VR process proceeds to step S43.
In step S43, the basic scene selected in step S42 is executed. Specifically, image information of a virtual space corresponding to a basic scene is generated, and an image corresponding to the image information is output to the display 24. In the basic scene, the virtual character may perform a predetermined action in the virtual space. The action of the virtual character in the basic scene may be defined as a series of branchable actions as in the start scene. A series of branchable actions in the basic scene may have a data structure similar to the data structure shown in FIG. When the action at the most downstream of the series of actions ends, the basic scene ends, and the VR processing shifts to step S44.
In step S44, it is determined whether or not the additional scene transition condition set for the basic scene executed in step S43 is satisfied. In this determination, the additional scene transition condition included in the basic scene data (for example, basic scene data B1) corresponding to the basic scene executed in step S43 is read from the storage 27, and the transition is performed in the basic scene executed in step S43. It is determined whether or not the condition is satisfied. For example, when the transition condition is to gaze at the object representing the door in the virtual space for 3 seconds or more, the time when the gaze position of the player 5 in the virtual space is located on the object representing the door is counted. , When this counted time is 3 seconds or more, it is determined that the transition condition is satisfied. The gaze position of the player 5 in the virtual space is specified based on the calculated orientation of the HMD10 by calculating the orientation of the HMD10 based on the detection information of the sensor unit 25. The additional scene transition condition may or may not be explicitly presented to the player 5 when the basic scene is executed. For example, in the basic scene, the virtual character may speak to the player 5 a line corresponding to the additional scene transition condition.
If it is determined that the transition condition is not satisfied, the VR process proceeds to step S45, and if it is determined that the transition condition is satisfied, the VR process proceeds to step S46.
In step S45, the first end scene is executed. Specifically, image information of the virtual space corresponding to the first end scene is generated, and the image corresponding to the image information is output to the display 24.
In step S46, an additional scene is executed. Specifically, image information of the virtual space corresponding to the first end scene is generated, and the image corresponding to the image information is output to the display 24. The action of the virtual character in the additional scene may be defined as a series of branchable actions as in the start scene. The branchable sequence of actions in the additional scene may have a data structure similar to the data structure shown in FIG. When the action at the most downstream of the additional scene ends, the additional scene ends, and the VR processing shifts to step S47.
In step S47, the second end scene is executed. Specifically, image information of the virtual space corresponding to the second end scene is generated, and the image corresponding to the image information is output to the display 24. The image displayed in the second end scene may be the same as or different from the image displayed in the first end scene.
If the sensor unit 25 of the HMD 10 detects the movement of the head of the player 5 while the VR image 90 is displayed on the display 24, the action of the player 5 is specified based on the detected movement of the head. Will be done. Then, the action (reaction) of the virtual character according to the specified action of the player 5 is determined, and the image information of the virtual character image 91 that performs the determined action is generated. The image information generated in this way is output to the display 24. For example, when the nodding motion of the player 5 is detected, the image information of the virtual character image 91 that takes a reaction to the nodding motion of the player 5 is generated, and the image information is displayed on the display 24. As described above, in the VR mode, the interaction between the player 5 and the virtual character is realized by using the stereoscopic image of the virtual character.
In the above steps S41, S43, S45 to S47, the parameters set for the player 5 may be increased or decreased according to the action of the player 5. The increase / decrease amount or increase / decrease rate of the parameter is based on the change amount (for example, increase amount or decrease amount) or change rate (increase rate or decrease rate) of the parameter determined for each action of the player 5 as described above. It may be determined. When the amount of change or rate of change of the parameter is specified, the parameter data 28d is updated based on the amount of change or rate of change of the specified favorability.
In step S48, the VR mode termination process is performed. This termination process may include displaying a guidance on the display 24 prompting the information processing device 20 to be removed from the fitting 11, and displaying a login screen for the chat mode, which is the first mode. ..
The above VR processing is executed by the VR mode execution unit 21c. The VR mode execution unit 21c can execute the above VR processing alone or in cooperation with other functions as appropriate.
Subsequently, a game processing system according to another embodiment will be described with reference to FIG. FIG. 13 is a block diagram showing a game processing system 101 according to another embodiment. The game processing system 101 includes an information processing device 20, an HMD110, and an HMD110. The game processing system 101 is different from the game processing system 1 in that the VR mode can be provided without attaching the information processing device 20 to the HMD 110. Hereinafter, the game processing system 101 will be described focusing on the differences from the game processing system 1.
The HMD 110, the information processing device 20, and the server 50 are connected to each other via a network 40 so as to be able to communicate with each other. The HMD 110 and the information processing device 20 may be communicably connected according to a short-range wireless system such as Bluetooth (registered trademark) without going through the network 40. The HMD110 differs from the HMD10 of the game processing system 1 in that it can provide a VR mode even if the information processing device 20 is not attached.
The HMD 110 includes a computer processor 121, a memory 122, a communication I / F 123, a display 124, a sensor unit 125, a sound collector 126, and a storage 127. The computer processor 121, the memory 122, the communication I / F 123, the display 124, the sensor unit 125, the sound collector 126, and the storage 127 are the computer processor 21, the memory 22, the communication I / F 23, the display 24, and the sensor of the information processing apparatus 20. It is configured in the same manner as the unit 25, the sound collector 26, and the storage 27. However, the display 124 does not have to be provided with a touch panel.
The functions of the chat mode execution unit 21a, the transition processing unit 21b, the VR mode execution unit 21c, and the parameter management unit 21d are shared between the information processing device 20 and the HMD 110. Specifically, the function of the chat mode execution unit 21a is realized in the information processing device 20, and the function of the VR mode execution unit 21c is realized in the HMD 110. A part of the function of the transition processing unit 21b is realized by the information processing apparatus 20, and the rest is realized by the HMD 110. The function of the parameter management unit 21d is realized by both the information processing device 20 and the HMD 110.
The image data 28a, the chat data 28b, the scenario data 28c, the parameter data 28d, and the game progress data 28e are stored in one or both of the storage 27 and the storage 127. These data may be stored in storage other than storage 27 and storage 127.
When starting a game in the game processing system 101, the player 5 starts a chat mode using the information processing device 20. This chat mode processing is performed by the chat mode execution unit 21a of the information processing device 20.
When the mode transition condition is satisfied in the chat mode and the transition start object is selected, the mode transition process to the VR mode is started. In this mode transition process, it is performed by the step transition process unit 21b. In the mode transition process, the information processing apparatus 20 displays the guidance corresponding to the above step S31. For example, guidance prompting the user to wear the HMD 110 is displayed on the display 24 of the information processing device 20. On the other hand, the display of the migration object 86 corresponding to step S32 and the subsequent processing are executed in the HMD 110.
When the VR mode is started, the processing of the VR mode is performed by the VR mode execution unit 21c of the HMD 110.
According to the above embodiment, the following effects can be obtained. According to the game processing system 1,101 described above, the game can be played in the first mode (for example, chat mode) without using the HMD 10. In addition, game parameters such as favorability updated in the first mode are also used in the second mode (for example, VR mode). As a result, the game can be played in the first mode when the HMD10 cannot be used, and the game can be played in the second mode when the HMD10 can be used.
Further, according to the above-mentioned game processing system 1,101, the game parameters stored in the storage 27 are updated according to the progress of the game, and different scenes are executed according to the updated game parameters.
The embodiment of the present invention is not limited to the above-described embodiment, and various modifications can be made without departing from the gist thereof. For example, some or all of the functions performed by the computer processor 21 and the computer processor 121 may be realized by a computer processor (not shown in the above embodiment) as long as the gist of the invention is not deviated. For example, the game processing system 1 and the game processing system 101 may include a game machine that executes at least a part of the game processing program, and a part of the functions realized by the processing of the computer processor 21 or the computer processor 121 may be provided. It may be realized by the processing in the game machine.
In addition to the above, various devices, devices, and electronic components may be provided in the embodiment of the present invention. For example, the game processing system 1 and the game processing system 101 may include an operation device for receiving the operation of the player 5 in addition to the information processing device 20 and the HMDs 10 and 110. The game processing system 1 and the game processing system 101 may detect the operation of the player 5 by the operating device and process the game according to the detected operation.
In the processing procedure described in the present specification, particularly the processing procedure described using the flow chart, a part of the steps (steps) constituting the processing procedure is omitted, as a step constituting the processing procedure. It is possible to add steps that are not specified and / or to change the order of the steps, and the processing procedure in which such omissions, additions, and changes in order are made does not deviate from the gist of the present invention. It is included in the scope of the invention.
1,101 Game processing system
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Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP2015231443A | Cites | Japan |
| JP20187828A | Cites | Japan |
| オルタナティブガールズ攻略Wiki 【オルガル】『オルタナティブガールズ』の注目点は?世界観とセールスポイントを解説,[online],2016年10月17日,2018年4月9日検索,URL,https://gamy.jp/alterna/alterna-beginner01 | Non-patent | – |
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13 members in 2 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2018019003 | Japan | A | |
| JP20180019003 | – | – | – |
Members13
| Document | Office | Kind | |
|---|---|---|---|
| US2019240570A1 | United States of America | A1 | |
| JP2019136067A | Japan | A | |
| JP2019136480A | Japan | A | |
| JP6775870B2This record | Japan | B2 | |
| JP6908573B2 | Japan | B2 | |
| US11083959B2 | United States of America | B2 | |
| US2021322868A1 | United States of America | A1 | |
| JP2021168926A | Japan | A | |
| JP7227314B2 | Japan | B2 | |
| US11642591B2 | United States of America | B2 | |
| JP2023065435A | Japan | A | |
| US2023293984A1 | United States of America | A1 | |
| US12023577B2 | United States of America | B2 |
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Numbers
- Publication
- 6775870
- Publication, DOCDB
- 6775870
- Publication, EPODOC
- JP6775870B
- Application
- 19003
- Application, DOCDB
- 2018019003
- Application, EPODOC
- JP20180019003
Titles2
- Japanese
- ゲーム処理システム、ゲーム処理方法、及びゲーム処理プログラム
- English
- Game processing system, game processing method, and game processing program
Classification
- IPC, 2
- A63F13 25
- A63F13 49
