This application claims priority to Japanese Patent Application No. 2021-154397 filed on Sep. 22, 2021, the entire contents of which are incorporated herein by reference.
The present disclosure relates to game processing in which objects can be arranged in a room or the like in a virtual game space.
Hitherto, a game in which a user can arrange a furniture article object and the like in a virtual room constructed in a virtual game space has been known.
In the above game, the user can arrange an object, but cannot add visual effects to the arranged object.
Therefore, an object of the exemplary embodiment is to provide a computer-readable non-transitory storage medium having stored therein a game program that allows a user to not only arrange an object but also add a visual effect to the arranged object, a game processing system, a game processing apparatus, and a game processing method.
In order to attain the object described above, for example, the following configuration examples are exemplified.
An example of a configuration example is a computer-readable non-transitory storage medium having stored therein instructions that, when executed by a processor of an information processing apparatus, cause the information processing apparatus to the following operations. The instructions cause the information processing apparatus to: arrange or move at least one arrangement object in a virtual space on the basis of an operation input; move a player character in the virtual space on the basis of an operation input; when a predetermined instruction has been made on the basis of an operation input in a case where a positional relationship between the player character and at least one of the at least one arrangement object satisfies a predetermined condition, cause the player character to perform a predetermined action on the arrangement object; and on the basis of a virtual camera in the virtual space, generate a game image in which the player character and the arrangement object are included and a predetermined visual effect is added to the arrangement object on which the predetermined action has been performed.
According to the above configuration example, a visual effect can be added to an object that has been arranged. In addition, due to combinations of the kind of the object and the kind of the visual effect, the user (player) can perform arrangement of the object in a wider range of expression. In addition, an effect can be added through an operation that is easy to understand for the user.
In another configuration example, the instructions may cause the visual effect to be added by arranging a predetermined particle in a predetermined region including the arrangement object in the virtual space.
According to the above configuration example, the arrangement object can be effectively decorated with the visual effect (particle).
In another configuration example, the particle may be a planar object using a two-dimensional image as a texture.
According to the above configuration example, the visual effect can be added while the process load and the development load are suppressed.
In another configuration example, the instructions may further cause, before causing the player character to perform the predetermined action, a two-dimensional image that is to be used for the particle, to be selected from a plurality of candidate images on the basis of an operation input, and cause the visual effect to be added by using the selected two-dimensional image.
According to the above configuration example, the user can instinctively select a visual effect, and thus, operability is improved.
In another configuration example, the instructions may further cause a two-dimensional image that is to be used as the particle, to be inputted on the basis of an operation input, and cause the two-dimensional image to be saved as a candidate image.
According to the above configuration example, since a visual effect using a two-dimensional image inputted by the user can be added, a variety of visual effects can be used.
In another configuration example, the particle may be a three-dimensional object.
According to the above configuration example, a variety of visual effects having a high degree of presence can be added.
In another configuration example, the instructions may further cause at least one of deformation and movement to be performed in the predetermined region on the particle that has been arranged, thereby causing the visual effect to be added.
According to the above configuration example, a variety of visual effects that cause various visual effects can be added.
In another configuration example, the instructions may further cause, before causing the player character to perform the predetermined action, one of a plurality of representation candidates to be selected on the basis of an operation input; cause a control of at least one of arrangement, deformation, and movement of the particle to be defined to each of the plurality of representation candidates so as to be associated therewith; and cause the particle to be controlled on the basis of a control associated with the selected representation candidate, thereby causing the visual effect to be added.
According to the above configuration example, the user can add a visual effect selected from a variety of visual effects that cause various visual effects.
In another configuration example, the instructions may cause at least one of a size, a deformation speed, or a moving speed of the particle to be set on the basis of a period for which the predetermined instruction has been made or the number of times the predetermined instruction has been made, thereby causing the visual effect to be added.
According to the above configuration example, the user can set the manner of a visual effect to be added.
In another configuration example, the instructions may further cause the visual effect to be canceled, on the basis of an operation input, with respect to the arrangement object to which the visual effect has been added.
According to the above configuration example, the user can cancel the added visual effect.
In another configuration example, the predetermined action may be an action of wiping or polishing the arrangement object performed by the player character.
In another configuration example, the arrangement object may be a furniture article object.
According to the exemplary embodiment, the user can arrange an object, and in addition, can add a visual effect to the arranged object.
These and other objects, features, aspects, and advantages of the exemplary embodiment will become more apparent from the following detailed description of non-limiting example embodiments when taken in conjunction with the accompanying drawings.
Hereinafter, an embodiment will be described.
[Hardware Configuration of Information Processing Apparatus]
First, an information processing apparatus for executing such information processing according to the exemplary embodiment will be described. The information processing apparatus is, for example, a smartphone, a stationary or hand-held game apparatus, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, or the like. The information processing according to the exemplary embodiment can also be applied to a game system including a game apparatus, etc., as described above, and a predetermined server. In the exemplary embodiment, a stationary game apparatus (this may be referred to as a “game apparatus”) is described as an example of the information processing apparatus.
Furthermore, the game apparatus 10 includes a controller communication section 13 for allowing the game apparatus 10 to perform wired or wireless communication with a controller 16. Although not shown, the controller 16 is provided with various kinds of buttons such as a cross key and ABXY buttons, an analog stick, and the like.
A display section 15 (e.g., a television) is connected to the game apparatus 10 via an image/sound output section 14. The processor 11 outputs images and sounds generated (by execution of the above-described information processing, for example), to the display section 15 via the image/sound output section 14.
Next, an outline of operation of game processing executed by the game apparatus 10 according to the exemplary embodiment will be described. In this game processing, executed is game processing in which an arrangement item, which is a kind of an object in a game and which has been obtained in the game by the user, is arranged in a predetermined area in a virtual space, and a game image is, for example, generated by a virtual camera. For example, the predetermined area is a room (this may be referred to simply as a “room”) in the virtual space which a player character object (this may be referred to as a “player character”) can enter. The arrangement item is a virtual object for decorations, interiors, and the like of the room, and more specifically, a virtual object using a furniture article, a home appliance, an interior decoration article, or the like as a motif. A game in which the user arranges these arrangement items in the above-described room or the like, thereby being able to decorate (customize) the room, is executed. The processing according to the exemplary embodiment relates to processing for performing decoration of this room, and in particular, is processing of adding a visual effect to the above-described virtual object (hereinafter, this may be referred to simply as an “effect”).
Next, using a screen example (game image example), an outline of the game processing according to the exemplary embodiment will be described.
First, the user (player) can arrange an arrangement item such as a furniture article in a room by performing a predetermined operation. For example, the user performs a predetermined operation of selecting a furniture article to be arranged, and then performs a predetermined operation of designating a position and an orientation for arranging the furniture article, thereby being able to arrange the furniture article in the room. In addition, the user can move an arrangement item, e.g., furniture article, that has been arranged, and can change the orientation thereof. For example, the user performs a predetermined operation of selecting a furniture article that is to be moved or of which the orientation is to be changed, and then, performs a predetermined operation, thereby being able to move the furniture article or change the orientation thereof. In
In addition, the user can move the player character 20 or change the direction thereof by performing a predetermined operation (e.g., an operation of the analog stick).
In the example in
Here, in each effect displayed in the effect selection window 30, at least one of the occurrence position (and the number of occurrence positions), the occurrence number per unit time, and the motion (animation including movement, deformation, expansion/contraction, rotation, speed change, and the like) of the particle is different. That is, the behavior and the like of the particle is different for each effect. In addition, in the effects displayed in the effect selection window 30, the particles (the textures of the particles) are different from each other as described above.
Here, my design is a particle (or the texture of a particle) created by the user.
When the user has operated the my-design use/non-use selection window 50 and the like, and selected (set) an effect to be used, display of the my-design use/non-use selection window 50 ends. Then, when the user moves the player character 20 by performing a predetermined operation (e.g., an operation of the analog stick), to cause the player character 20 to face the vicinity (e.g., at a distance within 30 cm in the virtual space) of the furniture article or the like to which the effect is to be added, and then performs a predetermined operation (e.g., an operation of pressing the A button), the user can add the effect (this may be referred to as a “use effect”) set as the effect to be used, to the furniture article or the like faced by the player character 20.
Then, when the above-described predetermined operation (the operation of pressing the A button) has been continued for a first predetermined time (e.g., 5 seconds), the action in which the player character 20 polishes (or wipes, for example) the table 21 with the dustcloth 22 becomes a middle-scale operation (this operation will be referred to as a “second stage polishing operation”), and at the same time, the effect 61 becomes a middle-scale effect (this effect will be referred to as a “second stage effect”), as shown in
Then, when the above-described predetermined operation (e.g., the operation of pressing the A button) has been continued for a second predetermined time (e.g., 10 seconds), the action in which the player character 20 polishes (or wipes, for example) the table 21 with the dustcloth 22 becomes a large-scale operation (this operation will be referred to as a “third stage polishing operation”), and at the same time, the effect 61 becomes a large-scale effect (this effect will be referred to as a “third stage effect”), as shown in
As described above, in the exemplary embodiment, when an operation of pressing the A button has been performed, a small-scale first stage polishing operation is performed by the player character 20, and a small-scale first stage effect is added. Then, when the operation of pressing the A button has been continued for the first predetermined time (e.g., 5 seconds), the action of the player character 20 is switched to a middle-scale second stage polishing operation, and the effect 61 is switched to a middle-scale second stage effect. Then, when the operation of pressing the A button has been continued for the second predetermined time (e.g., 10 seconds), the action of the player character 20 is switched to a large-scale third stage polishing operation, and the effect 61 is switched to a large-scale third stage effect. It should be noted that, when continuation of the operation of pressing the A button (the predetermined operation) has ended, the action of the player character 20 ends, and a state where an effect 61 of the scale (any of the first to third stage effects) at that time point is added is set.
When compared with the first stage effect, in the second stage effect, at least one of the scales of the occurrence position (and the number of occurrence positions), the size, the occurrence number per unit time, and the motion (movement path and moving speed, deformation manner and deformation speed, expansion/contraction manner and expansion/contraction speed, rotation manner and rotation speed, speed changing manner, etc.) of the particle is greater. Similarly, when compared with the second stage effect, in the third stage effect, at least one of the scales of the occurrence position (and the number of occurrence positions), the size, the occurrence number per unit time, and the motion (movement path and moving speed, deformation manner and deformation speed, expansion/contraction manner and expansion/contraction speed, rotation manner and rotation speed, speed changing manner, etc.) of the particle is greater.
The user can delete the effect added to the furniture article or the like. Specifically, when the user moves the player character 20 by performing a predetermined operation (e.g., an operation of the analog stick), to cause the player character 20 to face the vicinity (e.g., at a distance within 30 cm in the virtual space) of the furniture article or the like to which the effect has been added, and then, performs a predetermined operation (e.g., an operation of pressing the A button), the user can delete (cancel) the effect that has been added.
As shown in (1) of
It should be noted that the reference effect is set for each effect (see
Next, with reference to
[Data to be Used]
Various kinds of data to be used in this game processing will be described.
The game program 100 is a game program for executing the game processing according to the exemplary embodiment.
The furniture article database 101 is data defining furniture articles that can be arranged in the virtual space of this game.
The furniture article ID 201 is an identifier for uniquely identifying a furniture article.
The furniture article kind data 202 is data defining the kind of a furniture article.
The furniture article size data 203 is data defining the size of a furniture article.
The arrangement furniture article data 102 is data defining a furniture article (furniture article ID 201) that has been arranged in the virtual space of this game, the position and orientation of the furniture article, whether or not an effect has been added, the effect that has been added, and the like.
The effect database 103 is data defining effects that can be added to a furniture article.
The effect ID 301 is an identifier for uniquely identifying an effect (the kind of the effect).
The reference effect data 302 is data defining a reference effect (see
The particle operation data 303 is data defining a behavior of a particle that occurs at a particle occurrence position, and is data defining the motion of the particle (animation including movement, deformation, expansion/contraction, rotation, speed change, and the like).
The particle data 304 is data defining a particle that is caused to occur, and is data defining a texture of a plane rendered at the particle.
The my-design data 104 is data of a particle (see
The player character data 105 is data defining the player character 20 in the virtual space of this game, and is data defining the position, orientation, state, and the like of the player character 20.
The image data 106 is image data of the player character 20, a furniture article, or the like.
The operation data 107 is data showing an operation performed on the game apparatus 10.
[Details of Game Processing]
Next, details of the game processing according to the exemplary embodiment will be described with reference to a flow chart.
The game processing shown in
In step S101 in
In step S102, the processor 11 performs a player character moving process of, for example, moving the player character 20. Specifically, when the user has performed an operation of moving (or changing the orientation) of the player character 20, the processor 11 moves (or changes the orientation) of the player character 20 on the basis of the operation data 107 and the player character data 105. Through the process of step S102, as described with reference to
In step S103, the processor 11 performs an effect addition process of adding an effect to the furniture article arranged in the virtual space (a room in the virtual space).
In step S201 of
In step S202, as described with reference to
In step S203, as described with reference to
In step S204, on the basis of the operation data 107, the processor 11 waits (NO) until the user performs an operation of selecting any of the effect images displayed in the effect selection window 30 (an operation of moving the cursor 40 by operating the cross key, to select an effect image, and then pressing the A button), and when an operation of selecting any of the effect images has been performed (YES), the processor 11 advances the process to step S205.
In step S205, as described with reference to
In step S206, on the basis of the operation data 107, the processor 11 waits (NO) until the user performs an operation of selecting either of the button 51 indicating “use as it is” or the button 52 indicating “use my design” in the my-design use/non-use selection window 50, and when an operation of selecting either of the button 51 or the button 52 has been performed (YES), the processor 11 advances the process to step S207.
In step S207, the processor 11 ends the display of the effect selection window 30 and the my-design use/non-use selection window 50, and determines an effect to be used. This will be specifically described below. When the button 51 indicating “use as it is” has been selected in step S206, the processor 11 determines, as the effect to be used, the effect (see
When the my-design data 104 has not been set (that is, when the user has not created any texture of my design), the processes of steps S205 and S206 are not executed, and in step S207, the processor 11 determines, as the effect to be used, an effect (see
In step S208 in
In step S209, on the basis of the operation data 107, the processor 11 determines whether or not an effect addition operation (an operation of pressing the A button) has been performed. When the determination in step S209 is YES, the process proceeds to step S210, and when this determination is NO, the process returns to step S208.
In step S210, the processor 11 determines whether or not there is a furniture article having a predetermined positional relationship with respect to the player character 20. Specifically, on the basis of the arrangement furniture article data 102 and the player character data 105, the processor 11 determines whether or not there is a furniture article in a predetermined range (e.g., within 30 cm in the virtual space) at the front of the player character 20. When the determination in step S210 is YES, the process proceeds to step S211, and when this determination is NO, the process returns to step S208.
In step S211, the processor 11 causes the display section 15 to start display of the first stage polishing operation and display of the first stage effect. Specifically, as described with reference to
Through the processes of steps S208 to S211, the user can add an effect to a desired furniture article by, for example, moving the player character 20.
In step S212, on the basis of the operation data 107, the processor 11 determines whether or not the effect addition operation (the operation of pressing the A button) has been continued for 5 seconds. When the determination in step S212 is YES, the process proceeds to step S214, and when this determination is NO, the process proceeds to step S213.
In step S213, on the basis of the operation data 107, the processor 11 determines whether or not the effect addition operation (the operation of pressing the A button) has ended. That is, the processor 11 determines whether or not a long pressing operation of the A button has ended. When the determination in step S213 is YES, the process proceeds to step S219, and when this determination is NO, the process returns to step S212.
In step S214, the processor 11 causes the display section 15 to start display of the second stage polishing operation and display of the second stage effect. Specifically, as described with reference to
In step S215, on the basis of the operation data 107, the processor 11 determines whether or not the effect addition operation (the operation of pressing the A button) has been continued for 10 seconds. When the determination in step S215 is YES, the process proceeds to step S217, and when this determination is NO, the process proceeds to step S216.
In step S216, on the basis of the operation data 107, the processor 11 determines whether or not the effect addition operation (the operation of pressing the A button) has ended. When the determination in step S216 is YES, the process proceeds to step S219, and when this determination is NO, the process returns to step S215.
In step S217, the processor 11 causes the display section 15 to start display of the third stage polishing operation and display of the third stage effect. Specifically, as described with reference to
In step S218, on the basis of the operation data 107, the processor 11 waits (NO) until the effect addition operation (the operation of pressing the A button) ends, and when the effect addition operation has ended, (YES), the processor 11 advances the process to step S219.
In step S219, the processor 11 causes the display of the polishing operation of the player character 20 to end. Then, the process proceeds to step S104 in
Through the processes of steps S209 to S218 described above, the user can add a desired effect, by performing the effect addition operation (the operation of pressing the A button) on a furniture article having a predetermined positional relationship with respect to the player character 20. In addition, the user can set the scale of the effect (the first to third stage effects) in accordance with the length for which the effect addition operation (the operation of pressing the A button) is continued.
In step S104 in
In step S301 in
In step S302, the processor 11 determines whether or not there is a furniture article having a predetermined positional relationship with respect to the player character 20. Specifically, on the basis of the arrangement furniture article data 102 and the player character data 105, the processor 11 determines whether or not there is a furniture article in a predetermined range (e.g., within 30 cm in the virtual space) at the front of the player character 20. When the determination in step S302 is YES, the process proceeds to step S303, and when this determination is NO, the process proceeds to step S105 in
In step S303, on the basis of the arrangement furniture article data 102, the processor 11 determines whether or not an effect has been added to the furniture article determined in step S302. When the determination in step S303 is YES, the process proceeds to step S304, and when this determination is NO, the process proceeds to step S105 in
In step S304, the processor 11 deletes the effect added to the furniture article, and causes the effect display to end. Then, the process proceeds to step S105 in
In step S105 in
As described above, according to the exemplary embodiment, the user can, as a part of the game, add an effect to a furniture article in the game by using the player character 20. Therefore, the user can enjoy a game element of adding an effect to a furniture article.
In addition, the user can select the kind of the effect (see
Further, in accordance with the kind of the effect, the kind, behavior, etc., of a particle that occurs is different (see
Further, since the reference effect is applied so as to suit the size of the furniture article, to add an effect to the furniture article (see
In addition, an effect that uses my design can be added to the furniture article (see
[Modifications]
In the exemplary embodiment described above, an example in which an effect is added to a furniture article has been described. However, an effect may be added to an item other than a furniture article.
In the exemplary embodiment described above, an example in which an effect is added to a furniture article (item) in a room has been described. However, an effect may be added to an item outside (i.e., outdoor) the room.
In the exemplary embodiment described above, an example in which a particle is a planar object (an object obtained by attaching a texture to a planar polygon) has been described. However, the particle may be a three-dimensional object (an object obtained by attaching a texture to a three-dimensional polygon).
In the exemplary embodiment described above, an example in which the orientation, of a particle being a planar object, to the virtual camera is not restricted in particular has been described. However, the normal line direction of the particle being a planar object may be directed to the virtual camera. Accordingly, the particle being a planar object can be seen as always facing the front face (while preventing the particle from being seen as a thin shape or a line).
In the exemplary embodiment described above, an example in which the scale of the effect (the first to third stage effects) is set in accordance with the operation time (a long pressing time of the A button) has been described (see
In the exemplary embodiment described above, the scale of the effect (the first to third stage effects) may be increased by performing an operation (an operation of adding an effect) using the player character 20 on a furniture article to which the effect has been added. In a case where the effect having been added is a third stage effect, the effect may be caused to return to the first stage effect by performing an operation (an operation of adding the effect) using the player character 20.
In the exemplary embodiment described above, an example in which an effect is added by using the player character 20 (see
In the exemplary embodiment described above, an example in which a particle occurs at a surface of the reference cube space in the reference effect has been described. However, a particle may occur inside the reference cube space in the reference effect. Accordingly, for example, an effect in which a particle comes out from the inside of the furniture article can be realized.
In the exemplary embodiment described above, an example in which the particle occurrence position is fixed in the reference effect has been described (see
In the exemplary embodiment described above, as a method for setting the behavior and the like of a particle to be varied in accordance with the kind of the effect, a method of replacing a parameter included in data (program) for causing execution of a behavior and the like may be used, or a method of replacing the entire data may be used.
In the above embodiment, a case where the series of processes according to the game processing are performed in a single game apparatus 10 has been described. However, in another embodiment, the series of processes above may be performed in an information processing system that includes a plurality of information processing apparatuses. For example, in an information processing system that includes a terminal side apparatus and a server side apparatus capable of communicating with the terminal side apparatus via a network, a part of the series of processes above may be performed by the server side apparatus. Alternatively, in an information processing system that includes a terminal side apparatus and a server side apparatus capable of communicating with the terminal side apparatus via a network, a main process of the series of processes above may be performed by the server side apparatus, and a part of the series of the processes may be performed by the terminal side apparatus. Still alternatively, in the information processing system, a server side system may include a plurality of information processing apparatuses, and a process to be performed in the server side system may be divided and performed by the plurality of information processing apparatuses. In addition, a so-called cloud gaming configuration may be adopted. For example, the game apparatus 10 may be configured to send operation data indicating a user's operation to a predetermined server, and the server may be configured to execute various types of game processing and stream the execution results as video/audio to the game apparatus 10.
While the exemplary embodiment has been described in detail, the foregoing description is in all aspects illustrative and not restrictive. It is to be understood that numerous other modifications and variations can be devised without departing from the scope of the exemplary embodiments.
Number | Date | Country | Kind |
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2021-154397 | Sep 2021 | JP | national |