The disclosure of Japanese Patent Application No. 2017-002093, filed on Jan. 10, 2017, is incorporated herein by reference.
The exemplary embodiments relate to a computer-readable non-transitory storage medium having stored therein an information processing program to be executed by a computer of an information processing apparatus for executing an information process on the basis of user's operation to an operation section and displaying an image on a display section, and in particular, relates to a computer-readable non-transitory storage medium having stored therein an information processing program for displaying a map image.
Conventionally, there is known a technique of displaying a map showing an overhead view of a whole game world formed in a three-dimensional virtual space.
In the above technique, the map is displayed so as to be entirely included within a screen, and thus is displayed on a small scale. Therefore, it is difficult for a player to see a detailed part (terrain) on the map. On the map, an image (for example, icon) for indicating the position of a player may be displayed. In general, this image is displayed in a relatively larger size as compared to the size of a player character in the virtual space. Therefore, it is also difficult to recognize the accurate position of the player character. Further, since the overhead-view map is a two-dimensional map while the virtual space is a three-dimensional space, there is also a problem that it is difficult to grasp information about height direction.
Therefore, an object of the exemplary embodiments is to provide a map screen that allows information in a virtual space to be grasped more accurately.
Configuration examples for achieving the above object will be shown below.
One configuration example is a computer-readable non-transitory storage medium having stored therein an information processing program to be executed by a computer of an information processing apparatus which executes an information process on the basis of user's operation to an operation section and displays an image on a display section, the information processing program causing the computer to execute a first image generation step, a map object generation step, an indicator object placing step, a second image generation step, and a display control step. In the first image generation step, a first image is generated by imaging a first three-dimensional virtual space including a predetermined object by a first virtual camera. In the map object generation step, a map object representing the first three-dimensional virtual space and formed by a three-dimensional model corresponding to the first three-dimensional virtual space is generated and placed in a second three-dimensional virtual space. In the indicator object placing step, an indicator object indicating a position of the predetermined object in the first three-dimensional virtual space is placed on the map object. In the second image generation step, a second image is generated by imaging the second three-dimensional virtual space including the map object on which the indicator object is placed, by a second virtual camera. In the display control step, the first image and the second image are displayed on the display section. In the second image generation step, the second image is generated such that, regarding the indicator object placed on the map object, display manners of a part hidden by the map object and a part not hidden by the map object as seen from the second virtual camera are different from each other.
According to the above configuration example, it is possible to provide a map screen that allows the player to easily grasp the conditions in the virtual space, such as the positional relationship of an object in the virtual space.
In another configuration example, an area of the indicator object on the second image may be larger than an area occupied by the predetermined object corresponding to the indicator object on an image of an overhead view of the first three-dimensional virtual space.
According to the above configuration example, it is possible to allow the player to easily grasp the position of the player object on the map screen.
In another configuration example, the computer may be further caused to execute a second virtual camera operating step of controlling a position and/or an imaging direction of the second virtual camera on the basis of user's operation to the operation section. The computer may be further caused to execute a first virtual camera operating step of controlling an imaging direction of the first virtual camera on the basis of user's operation to the operation section, and the control of the second virtual camera in the second virtual camera operating step and the control of the first virtual camera in the first virtual camera operating step may be both executed on the basis of the same user's operation to the operation section. The control of the second virtual camera in the second virtual camera operating step and the control of the first virtual camera in the first virtual camera operating step may be executed simultaneously.
According to the above configuration example, it becomes possible to control the virtual camera even while the map screen is being displayed, whereby convenience for the player can be enhanced. In addition, controls for both of the virtual camera for game screen and the virtual camera for map screen can be performed through one operation, and thus convenience of the player can be enhanced.
In another configuration example, the computer may be further caused to execute a cursor display step of displaying a cursor image indicating a designating position on the second image so as to be superimposed on the second image, on the basis of user's operation to the operation section, and the control of the second virtual camera and control of the designating position of the cursor, based on user's operation to the operation section, may be executed simultaneously.
According to the above configuration example, a predetermined position on the map screen can be designated, and thus it becomes possible to further execute a predetermined process based on the position designation. In addition, operation of the second virtual camera can be also performed at the same time, whereby convenience for the player can be enhanced.
In another configuration example, the information processing apparatus may further include, as the operation section, an inertia sensor for detecting a motion applied to the information processing apparatus itself, and in the second virtual camera operating step, the control of the second virtual camera may be executed on the basis of output from the inertia sensor.
According to the above configuration example, it becomes possible to perform intuitive operation, whereby convenience for the player can be enhanced.
In another configuration example, in the second image generation step, the second image may be generated such that a parameter relevant to at least one of hue, brightness, and saturation of a surface part of the map object is changed in accordance with a height of the surface part on the map object.
According to the above configuration example, it is possible to provide a map image that allows the player to easily grasp the positional relationship in the height direction.
In another configuration example, in the display control step, the first image and the second image may be simultaneously displayed on the display section in accordance with a predetermined user's operation. Further, in the display control step, the first image and the second image may be simultaneously displayed by the second image being superimposed on the first image in accordance with the predetermined user's operation.
According to the above configuration example, it is possible to allow the player to perform such an operation of, for example, displaying the map screen and then moving the player object in the first three-dimensional virtual space while viewing the map screen. Thus, convenience for the player can be enhanced.
In another configuration example, in the first image generation step, an image obtained by imaging the first three-dimensional virtual space by perspective projection may be generated as the first image, and in the second image generation step, an image obtained by imaging the second three-dimensional virtual space by orthogonal projection may be generated as the second image.
According to the above configuration example, it is possible to provide a game screen with a realistic sensation, and provide a map image that allows the player to easily grasp the state in the virtual space (e.g., ratio of areas on the map image).
Another configuration example is a computer-readable non-transitory storage medium having stored therein an information processing program to be executed by a computer of an information processing apparatus which executes an information process on the basis of user's operation to an operation section and displays an image on a display section, the information processing program causing the computer to execute a first image generation step, a map object generation step, an indicator object placing step, a virtual camera control step, a second image generation step, and a display control step. In the first image generation step, a first image is generated by imaging a first three-dimensional virtual space including a predetermined object by a first virtual camera. In the map object generation step, a map object representing the first three-dimensional virtual space and formed by a three-dimensional model corresponding to the first three-dimensional virtual space is generated and placed in a second three-dimensional virtual space. In the indicator object placing step, an indicator object indicating a position of the predetermined object in the first three-dimensional virtual space is placed on the map object. In the virtual camera control step, a position and/or a direction of a second virtual camera for imaging the second three-dimensional virtual space including the map object on which the indicator object is placed, is controlled on the basis of user's operation to the operation section. In the second image generation step, a second image is generated by imaging the second three-dimensional virtual space by a second virtual camera. In the display control step, the first image and the second image are displayed on the display section.
According to the above configuration example, for example, since the map image is displayed and the virtual camera imaging the map image can be controlled, it is possible to provide a map image that allows the player to easily grasp the conditions in the virtual space such as the positional relationship of an object in the virtual space.
The exemplary embodiments can provide a map image that allows information in a virtual space to be grasped more accurately.
Hereinafter, one exemplary embodiment will be described.
In the exemplary embodiment, an example in which a game process as described later is executed by the game apparatus 101 having the operation section and the display section unified with each other as shown in
Next, the outline of operation in the game process which is an example of an information process executed by the information processing system according to the exemplary embodiment will be described. The game process according to the exemplary embodiment is a territory occupation game of a team battle type. Specifically, this game is a so-called third-person-shooter (TPS) game in which each team is composed of four players and two teams compete with each other. In the exemplary embodiment, it is assumed that eight players respectively operate the game apparatuses 101 and are separated into two teams to perform an online competition game using eight game apparatuses 101. In this game, each team is to expand its territory in a first three-dimensional virtual space (hereinafter, virtual game space), and the team that has acquired more territory at the time when the time limit has been reached, wins. In this game, the territory can be expanded by painting a field composing the virtual game space with an “ink (object)”. Each player operates the own player object to paint a ground surface or a wall in the virtual game space with ink of a color of the own team, and the team that has eventually painted a larger area wins. It is noted that the above number of players is merely an example, and the game may be played by any number of players.
(Normal Game Screen)
Hereinafter, the outline of this game will be described using a screen example.
Here, in this game, plural types of “weapons” are set, and the attacking method or the like when a shooting operation is performed can be switched by equipping the player object with any of the weapons. It is noted that these plural types of weapons are different in performances such as shooting range and continuous-firing performance.
In
In this game, it is also possible to change the direction of the first virtual camera by player's operation. Specifically, the direction of the first virtual camera is controlled on the basis of the orientation of the game apparatus 101 calculated on the basis of output from the inertia sensor 117. In other words, in the virtual game space, the first virtual camera moves in conjunction with variation in the orientation of the game apparatus 101 in the real space. For example, if the player rotates the game apparatus 101 leftward around in the gravity-direction axis in the real space, the direction of the first virtual camera set in the game space is also controlled so as to face leftward. As described above, the position of the sight 202 almost coincides with the gaze point of the first virtual camera. Therefore, the sight 202 can be also controlled on the basis of the orientation of the game apparatus 101. Besides, it is also possible to change the direction of the first virtual camera on the basis of an operation to the right analog stick 103R.
In
Here, in this game, the player's names are also displayed above the ally objects and enemy objects so that each player can easily identify the other players. For example, if an ally object is defeated by an enemy and thus becomes unable to act, a mark “x” is displayed being superimposed also on the player's name displayed above the ally object, at the time when the ally object becomes unable to act. In this game, when a predetermined time has passed since the player object became unable to act, the player object is returned to a “start point” set in advance in the virtual game space and returns to be able to act.
(Map Screen)
In this game, various objects such as walls, buildings, and trees which obstruct the player's view are also placed in the virtual game space. Therefore, it is difficult for the player to know whether or not, for example, an opponent player object (enemy object) or an own-team player object (ally object) is present behind such an object, just by looking at the game image. Therefore, in this game, by pressing a predetermined operation button 104, the player can cause the display section 116 to display a map image showing a wide range of the virtual game space.
In
The map object 251 is an object of a three-dimensional model corresponding to the virtual game space. In this game, the map object 251 is placed in a second three-dimensional virtual space (hereinafter, may be referred to as a map space) different from the virtual game space (first three-dimensional virtual space). An image obtained by imaging the map object 251 from above by a second virtual camera is displayed as the map image.
Here, in this game, the direction of the second virtual camera for imaging the map object 251 is set such that, instead of setting the second virtual camera in a straightly downward direction, in principle, the second virtual camera is inclined by a slight angle so as to obtain an image seen from a slightly oblique direction (the gaze point of the second virtual camera is the center of the map object). In this game, the virtual game space (game field) has difference of elevation, and if imaging is performed from a perfect overhead perspective, the resultant image is displayed like a two-dimensional image, so that it becomes difficult to grasp height-direction information from the map image. That is, in this game, the following map image is displayed by default: the entire map object is displayed so as to become close to an overhead-view map as much as possible, thereby making it easy to grasp the map structure (that is, keeping the format as a “map image”), while the map object is imaged from a slightly oblique direction so that the player can grasp the elevation relationship in the virtual game space. For example, as shown in
In this game, the map object 251 is imaged by orthogonal projection. The reason therefor is as follows. As described above, this game has characteristics that the players compete on areas painted with inks. The map image allows each player to easily grasp the power balance (e.g., ratio of areas painted with their respective inks) between the own team and the enemy team. Here, if an image obtained by imaging the map object 251 by perspective projection is presented to the player, there is a possibility that, even if the areas of the painted regions on the near side and the far side of the virtual camera are the same, these areas appear to be different because the imaging is performed from a slightly oblique direction as described above. Therefore, the image obtained by orthogonal projection is presented to the player, thereby allowing the player to grasp the power balance condition (areas painted with inks) more accurately.
In this game, the position and the direction of the second virtual camera can be controlled to a certain extent by the player. Specifically, these can be controlled on the basis of the orientation of the game apparatus 101 calculated on the basis of output from the inertia sensor 117 as described above. By changing the orientation of the game apparatus 101, the player can control the position and the direction of the second virtual camera, as well as controlling the first virtual camera. However, the controllable range of the second virtual camera is limited. In this game, as shown in
In another embodiment, the controllable range of the second virtual camera may be set to a range of, for example, 0 to 10 degrees (range as shown in
In this game, even while the map image is displayed being superimposed on the game image, the player can move the player object 201 or can cause the player object 201 to perform a shooting action. That is, the player can operate the player object 201 in the same manner as when a normal game image is displayed. In other words, the first virtual camera and the second virtual camera are simultaneously controlled when an input for virtual camera operation is given from the player (in a state in which the map image is displayed). Motions of the first virtual camera and the second virtual camera are in conjunction with each other, but as for change in the movement and angle of each virtual camera, different controls are performed on the respective virtual cameras. In the exemplary embodiment, since a limit is provided on the controllable range of the second virtual camera as described above, the movable range of the first virtual camera becomes greater than the movable range of the second virtual camera even under the same operation.
Next, other elements displayed on the map image will be described. The player icons 252A to 252D are images serving as indicators for indicating the positions of the player object 201 and the ally objects. In
Next, the cursor 253 displayed on the map image will be described. The cursor 253 is used for designating a predetermined position on the map image. The designating position (displayed position) of the cursor 253 can be controlled on the basis of the orientation of the game apparatus 101. That is, in a state in which the map image is displayed, by changing the orientation of the game apparatus 101, the player can also change the designating position of the cursor 253, as well as controlling the first and second virtual cameras. For example, if the player wants to move the cursor 253 upward, the player can slightly move the cursor 253 upward by turning the orientation of the game apparatus 101 so that the upper part thereof slightly approaches the near side, for example. Through such an operation, the player can also set (designate) the cursor 253 at one of the player icons 252, for example.
In the exemplary embodiment, it is possible to cause the player object 201 to perform an action called “super jump”. This action can be executed by the player pressing a predetermined operation button (hereinafter, SJ button) assigned for super jump, when the position of one of the player icons 252 is designated by the cursor 253 on the map image. In other words, if the SJ button is pressed in a state in which one of the ally objects is designated, the player object 201 can be caused to execute a super jump. By performing this action (operation), it is possible to cause the player object 201 to jump so as to land at a position, in the virtual game space, that corresponds to the position (position of one of the player icons 252) designated by the cursor 253 on the map object. The trajectory of this jump movement is such a high jump trajectory as to jump over various obstacles in the virtual game space. Thus, it is possible to move the player object 201 to a position where one of the ally objects is present, at high speed (or almost momentarily).
Regarding designation of an ally object, in this game, it is also possible to designate an ally object by using the left operation button 104L, as well as by changing the designating position of the cursor 253 on the basis of change in the orientation of the game apparatus 101. For example, in this game, of the left operation buttons 104L, the button (hereinafter, upper button) located on the upper side is associated with the first ally object (in
Here, in order to present the directions of the left operation buttons 104L assigned to the respective player icons 252 to the player in an easily understandable manner, in this game, marks indicating the directions of the left operation buttons 104L are also displayed around the player icons 252.
In this game, it is also possible to designate a location other than the ally objects (and start point) as the landing destination of a super jump. Specifically, it is also possible to cause the player object 201 to place a landing point object which can be designated as a “landing point”, at any position in the virtual game space. Although no left operation button 104L is assigned to such a landing point object, it is possible to perform super jump movement in accordance with designation by the cursor 253.
Next, the ally status images 254 will be described. As described above, on the map image, the status images 254A to 254C are displayed in such a manner that the player can understand that these images are associated with the respective player icons 252. Here, as for their display positions, the ally status image 254A is displayed at the upper part of the screen, the ally status image 254B is displayed at the left part of the screen, and the ally status image 254C is displayed at the right part of the screen. In this game, these display positions of the ally status images 254 are fixed positions. As described above, the player icons 252 of the ally objects are assigned with the buttons in the respective directions, of the left operation buttons 104L, and therefore, in order that the player can intuitively grasp the assigned directions, the ally status images 254 are arranged at positions corresponding to the assigned directions. Thus, when the player is to determine a landing destination of the super jump, the player can be provided with two types of selection bases: selection of a super jump destination based on “ally object”; and selection of a super jump destination based on “landing position”. For example, there are a case where the player “wants to move to Player 2” and a case where the player “wants to move to a specified position on the map”. In the former selection basis, rather than where the landing position is, to whom the player wants to move is regarded as important. In the latter selection basis, where on the map the player wants to move is regarded as important, without concern about who is the player. In this way, a plurality of selection bases are provided to enhance the game strategy.
Next, elements displayed on each ally status image 254 will be described. Each ally status image 254 shown in
Next, the enemy status image 255 displayed at the upper right of the map image will be described. The enemy status image 255 indicates a list of the statuses of the enemy objects of the opponent team.
Here, in this game, the player object and the ally and enemy objects each can perform a “special attack” which is stronger than a normal attack, if a predetermined condition is satisfied. The special attack becomes “executable” if a predetermined condition is satisfied. Thereafter, the “special attack” can be executed by each player performing a predetermined operation. In this game, the display manner of the ally status image 254 or the enemy status image 255 is changed for the player object or the ally/enemy object that has come into the “executable” state. This allows the player to intuitively recognize that the “special attack” is executable. As the display manner therefor, the background part thereof may be flashed in iridescent color, for example. In the example shown in
Next, the display manner and the like of the player icon 252 will be further described. First, as a premise, the size of the player icon 252 will be described. In this game, the size of the player icon 252 displayed on the map screen does not coincide with the size of the player object 201 in the virtual game space, and the player icon 252 has a relatively larger size. That is, the area occupied by the player icon 252 on the map screen is larger than the area actually occupied by the corresponding player object 201 (also ally objects; hereinafter, expression “player object 201” may include ally objects”) in the virtual game space. As described above, the map image is displayed so as to indicate a wide range (e.g., entire image) (in other words, displayed on a reduced scale), and this is for presenting, to the player, the player icons with their sizes made larger than those of the actual player objects, so as to facilitate player's visual recognition. For example, it is assumed that the player object 201 is present at a predetermined position with a size shown in
It is noted that, in this game, when the player icon 252 is placed on the map object, the center position of the player icon 252 is located so as to coincide with the position at which the corresponding player object is present.
In this game, the player icon 252 is a planar object (plate-like polygon) with no thickness. Using planar objects with no thickness as described above makes it unnecessary to perform a hidden surface process for the back side of the object, thereby reducing a processing load. In another embodiment, the player icon may be a three-dimensional object.
In this game, the map object 251 is displayed as a three-dimensional model. That is, the map object 251 has also height information, unlike a two-dimensional map (overhead-view map). Meanwhile, the player icon 252 has a larger size than that of the actual player object. Therefore, in the following situations, it might be difficult for the player to grasp the position in the height direction of the player object 201 from the map image.
First, it is assumed that the player object 201 is located near the border of a step.
As another situation example, it is assumed that the player object 201 is located on or under a “bridge”.
As still another situation example, the case where the player object 201 is on a building object or the like having a height as shown in
Here, as described above, in this game, it is possible to cause the player object 201 to directly move to the position of the ally object by using a “super jump”. Because of the nature of competition game, where to land by the “super jump” is an important factor for game strategy and determination of a winner and a loser in the game. For example, in a situation where there is a step as shown in
Considering the above, in this game, the following process is performed for the display manner of the player icon 252, thereby allowing the player to easily grasp more accurate information (positional relationship in height direction) from the map image. Specifically, in this game, a process is performed to change the display manner of a part hidden by an obstacle such as a wall when the player icon 252 placed on the map object is viewed from the second virtual camera, thereby making it easy to grasp the positional relationship in the height direction of the player object corresponding to the player icon 252. This will be described below with reference to the drawings.
As another example,
As still another example,
As described above, in this game, a player icon is placed on the map object, and if there is a part that is invisible by being hidden by a constituent part or the like of the map object as seen from the second virtual camera, a player icon image is provided with the display manner of that part changed. Thus, it becomes possible to provide a map image that allows the player to more accurately grasp the positional relationship of the player object and the situation in the virtual game space.
Next, display in the map image other than the player icons will be described. As described above, the map object is a three-dimensional model, and has a height (difference of elevation). In this game, the surface part of the map object is displayed with its color changed in accordance with the height on the map object. Specifically, a parameter corresponding to at least one of hue, brightness, and saturation of that color is changed in accordance with the height. For example, even in the case of having the same color, a part at a higher location is displayed in a brighter color than a part at a lower location (brightness adjustment).
In this game, as described above, the players compete on areas painted with ink in the virtual game space. For example, it is assumed that the color of ink of the own team is blue and the color of ink of the enemy team is red. Then, as shown in
Other than the above, on the map image in this game, a “slope way” part is displayed as follows. If the slope way part on the map object is simply displayed as a map image, this part can be displayed as shown in
As described above, in this game, a map image is provided so as to allow the player to more accurately grasp the conditions in the virtual game space, thereby enhancing convenience for the player and amusement of the game.
Next, with reference to
(Data Stored in Game Apparatus)
The game processing program 301 is a program for executing a game process according to the exemplary embodiment. Specifically, the game processing program 301 is a program for executing a process shown in a flowchart in
The operation data 302 is data indicating various operations performed to the game apparatus 101. The operation data 302 includes operation button data 303, analog stick data 304, and inertia sensor data 305. The operation button data 303 is data indicating the details of operations performed to the left operation buttons 104L, the right operation buttons 104R, the L button, the R button, the ZL button, and the ZR button, and indicates the pressing states and the like of the respective buttons. The analog stick data 304 is data indicating the details of respective operations performed to the left analog stick 103L and the right analog stick 103R. The inertia sensor data 305 is acceleration data and angular velocity data outputted from the inertia sensor 117.
The game field data 306 is data defining the structure of a game field (map) for the competition game in the exemplary embodiment. On the basis of this data, various terrain objects are placed in the virtual game space, whereby a game field is generated.
The object data 307 is data indicating the position, the orientation, the current state (e.g., whether during a super jump or not), the current status (e.g., vitality and equipped weapon), and the like of each object such as the player object 201, the ally objects, and the like.
The player icon data 308 is data indicating the position (in the map space) of each player icon 252, the details of an image thereof, and the like.
The virtual camera data 309 is data indicating the positions, the directions (orientations), and the gaze points of the first virtual camera and the second virtual camera.
The map flag 310 is flag data indicating whether or not the map image is being displayed.
The map model data 311 is three-dimensional model data of the map object 251 described above. That is, a three-dimensional model of the map object 251 is generated on the basis of the map model data 311. In another embodiment, a three-dimensional model of the map object 251 may be generated on the basis of the game field data 306 described above, without providing the map model data 311.
(Details of Game Process)
Next, with reference to the flowchart in
First, in step S1, the processor section 111 executes the initial process. Specifically, the following process is executed. First, on the basis of the game field data 306, the processor section 111 places various terrain objects and the like as a game field, in the virtual game space. Further, the processor section 111 places various objects such as the player object 201, ally objects, enemy objects, and the like as appropriate. In addition, the processor section 111 places the first virtual camera at a position behind the player object 201. Further, on the basis of the map model data 311, the processor section 111 generates a map object (terrain object) corresponding to the game field and places the map object in the map space. In addition, the processor section 111 places the second virtual camera above the map object, with the position and the direction thereof set as described above in
Next, in step S2, the processor section 111 acquires the operation data 302. In subsequent step S3, the processor section 111 moves the player object 201 in the virtual game space on the basis of the operation data 302. For example, the processor section 111 moves the player object 201 in accordance with the details of an operation to the left analog stick 103L indicated by the operation data 302. In addition, along with this movement, the processor section 111 moves the first virtual camera so as to follow the player object 201. It is noted that, if the player object 201 is currently performing a “super jump” described above, a process of continuing the movement of the super jump is executed until landing (until completion of super jump).
Next, in step S4, the processor section 111 controls the direction of the first virtual camera on the basis of the inertia sensor data 305. Specifically, the processor section 111 calculates the orientation of the game apparatus 101 on the basis of the inertia sensor data 305. Further, for example, the processor section 111 calculates the amount of change in the orientation from the previously calculated orientation, thereby changing the direction of the first virtual camera in accordance with the change in the orientation.
Next, in step S5, the processor section 111 executes control for an attack operation of the player object 201 on the basis of the operation button data 303 included in the operation data 302. For example, the processor section 111 determines whether or not an operation button for attack is pressed, and then if the operation button for attack is pressed, causes the player object 201 to perform an attack operation according to the weapon with which the player object 201 is currently equipped. For example, if the equipped weapon is a gun for shooting ink, a process of shooting an ink object toward the gaze point of the first virtual camera. Besides, a process of applying the ink object to a ground surface or a wall, and the like are executed as appropriate.
Next, in step S6, the processor section 111 determines whether or not a map button is operated, on the basis of the operation data 302. As a result, if the map button is not operated (NO in step S6), next, in step S7, the processor section 111 determines whether or not the map flag 310 is ON. That is, the processor section 111 determines whether or not the map image is currently being displayed. As a result of the determination, if the map flag 310 is ON (YES in step S7), the process proceeds to step S14 described later. On the other hand, if the map flag 310 is not ON (NO in step S7), in step S8, the processor section 111 generates a game image. Specifically, the processor section 111 images the virtual game space by the first virtual camera, to generate the game image.
Next, in step S9, the processor section 111 outputs the game image generated in step S8 to the display section 116. Then, the process proceeds to step S10 described later.
Next, a process to be performed in the case where the map button is determined to be operated in step S6 (YES in step S6) will be described. In this case, in step S11, the processor section 111 determines whether or not the map flag 310 is ON. As a result, if the map flag 310 is ON (YES in step S11), this means that the map button has been operated in a state in which the map image has been already displayed. Therefore, in step S13, the processor section 111 sets the map flag 310 to OFF. Then, the process proceeds to step S8.
On the other hand, if the map flag 310 is not ON (NO in step S11), in step S12, the processor section 111 sets the map flag 310 to ON. Subsequently, in step S14, the processor section 111 executes a map screen process.
Next, in step S32, the processor section 111 places the player icons 252 at positions in the map object that correspond to the determined positions. That is, the processor section 111 places the player icons 252 corresponding to the respective objects, at the positions of the player object 201 and the ally objects in the virtual game space. As described above, the player icons 252 are placed such that the center points of the player icons 252 correspond to the position coordinates of the player object 201 and the ally objects.
Next, in step S33, the processor section 111 determines whether or not the SJ button is operated, by referring to the operation data 302. As a result, if the SJ button is operated (YES in step S33), in step S43 in
Returning to
Next, in step S37, the processor section 111 performs hidden surface determination for each player icon 252. That is, the processor section 111 determines a part that is invisible by being hidden by an obstacle or the like when the player icon 252 is seen from the second virtual camera. For example, the part invisible from the second virtual camera is determined by performing determination as to the depth relationship of pixels of the player icon 252 using a Z buffer.
Next, in step S38, the processor section 111 executes a process of adjusting the display manner of the player icon 252 on the basis of a result of the hidden surface determination. That is, the processor section 111 executes, for each player icon 252, a process of causing the display manners of a part visible from the second virtual camera and a part invisible from the second virtual camera to be different from each other (see
Next, in step S39, the processor section 111 executes a process of adjusting the colors of surfaces on the map object in accordance with their heights as described in
Next, in step S40, the processor section 111 generates a game image obtained by imaging the virtual game space by the first virtual camera. Further, the processor section 111 performs a blurring process on the obtained game image. Thus, a game image to which a blur effect is added is generated.
Next, in step S41, the processor section 111 generates an image obtained by imaging the map space (map object 251) by the second virtual camera. Further, the processor section 111 adds, to this image, the status image 254 and the list image 255 described above, thereby generating a map image as shown in
Next, in step S42, the processor section 111 superimposes the map image generated in step S41 onto the game image generated in step S40. Then, the processor section 111 outputs the superimposition image to the display section 116. The reason why the game image is blurred when the map image is superimposed onto the game image as described above is as follows. When the map image is displayed being superimposed on the game image, the player can cause the player character to move or attack while confirming the map. Therefore, if the player can clearly view the game image while viewing the map, the game condition becomes too advantageous to the player. Therefore, in the exemplary embodiment, the game screen is blurred to adjust the game balance. The map screen process is thus finished.
Returning to
After step S10, the processor section 111 returns to step S2 to repeat the process.
The above process is merely an example. For example, the order of the above steps may be changed, some of the steps may be omitted, or another step may be added.
As described above, in the exemplary embodiment, when the map button is pressed, the map image is displayed being superimposed on the game image. Then, on the map image, each player icon 252 is displayed such that the display manners of a part visible from the second virtual camera and a part that is hidden (by the map object) and invisible from the second virtual camera are different from each other. Thus, the player can grasp the positions of the player objects more accurately. In addition, since the color expression is adjusted in accordance with the height on the map object, the player can also easily grasp height-direction information about the terrain. That is, it is possible to provide the player with a map image that allows information in the virtual game space to be grasped more accurately.
In another embodiment, instead of using such a three-dimensional model map object 251 as described above, the map image may be displayed as a two-dimensional image. For example, two-dimensional image of an overhead-view map may be used. Further, in this case, data defined with regard to the height in the map may be prepared separately, and a process of determining the positional relationship in the height direction may be performed using the data.
In the above exemplary embodiment, control is performed such that the map image display is switched on or off every time the map button is pressed. However, in another embodiment, the map image may be always displayed. For example, the map image may be always displayed at the upper right on the screen. Alternatively, one of the game image and the map image may be selectively displayed.
In another embodiment, the game image and the map image may be outputted to separate display devices. That is, a double-screen configuration may be employed. For example, in a hand-held game apparatus having two screens, the game image may be displayed on one screen and the map image may be displayed on the other screen.
In the above exemplary embodiment, an example where the display manner is changed when the player icon is hidden by a terrain object (map object) has been shown. However, in another embodiment, the display manner may be changed also when the player icon is hidden by an object other than a terrain object. That is, also when a view from the second virtual camera toward the player icon 252 is obstructed by a predetermined object other than a terrain object, the display manner of that invisible part may be changed. For example, it is assumed that, on the map image, the player icons different in elevation are displayed at such positions as to overlap each other. That is, also when one player icon (part thereof) is hidden by another player icon, the display manner of the part that is invisible by being hidden may be changed.
In the above example, regarding display of the player icon 252 on the map image, the display manners of a part visible from the second virtual camera and a part invisible from the second virtual camera are made different from each other. Instead, the invisible part (hidden part) may be controlled so as not to be displayed. In this case, if the entire player icon is hidden, it becomes difficult to recognize the position of the player icon. Therefore, basically, it is preferable that the entire image of the player icon is always displayed while the display manner is changed as described above.
In the above exemplary embodiment, the case where a sequential process for displaying the map image on which the display manner of the player icon is adjusted is executed in a single apparatus, has been described. In another embodiment, the sequential process may be executed in an information processing system including a plurality of information processing apparatuses. For example, in an information processing system including a terminal apparatus and a server apparatus communicable with the terminal apparatus via a network, a part of the sequential process may be executed by the server apparatus. Alternatively, in an information processing system including a terminal apparatus and a server apparatus communicable with the terminal apparatus via a network, a major process of the sequential process may be executed by the server apparatus, and a part of the sequential process may be executed by the terminal apparatus. In addition, in the information processing system, a system on the server side may be formed from a plurality of information processing apparatuses, and a process to be executed on the server side may be executed being shared by the plurality of information processing apparatuses.
The process according to the exemplary embodiment may be provided as a computer-readable storage medium having stored therein a game program that can realize the game process according to the above exemplary embodiment. For example, the process according to the exemplary embodiment may be provided by a magnetic medium such as a flash memory, a ROM, or a RAM, or an optical medium such as a CD-ROM, a DVD-ROM, or a DVD-RAM.
Number | Date | Country | Kind |
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2017-002093 | Jan 2017 | JP | national |