This application claims priority to Japanese Patent Application No. 2022-180222 filed on Nov. 10, 2022, the entire contents of which are incorporated herein by reference.
An exemplary embodiment relates to a non-transitory computer-readable storage medium having stored a game program, an information processing apparatus, an information processing system, and an information processing method.
Traditionally, there have been games that move a player character over a terrain object in a virtual space.
There have been games allowing operations to have the player character move a predetermined object. On the other hand, terrain objects could be moved based on player operation, but this was done in a special operating scene. In other words, it was necessary to prepare a special operating scene.
Therefore, an object of the present exemplary embodiment is to provide a game program, an information processing apparatus, an information processing system, and an information processing method each of which uses a system, in which a player character is moved according to a player operation, for also moving terrain objects, thereby enabling control of terrain with a simple configuration.
To achieve the above-described object, this exemplary embodiment adopts a configuration as described below.
(First Configuration)
A game program according to a first configuration causes a computer of an information processing apparatus to perform a first control of a player character in a virtual space according to an operation input based on a first operation. The first control includes at least a movement of the player character on a terrain object in the virtual space. Further, the game program causes the computer to, according to an operation input based on a second operation, perform a second control for an operation target that is an operable object out of a plurality of operable objects to be a target of the second operation among a plurality of objects within the virtual space. The second control includes at least rotation of the operation target in the virtual space. The game program then causes the computer to rotate a second object that is the terrain object, according to a change in a posture of a first object that is the operable object, within the virtual space.
According to the above, a second control is performed according to an operation input based on a second operation, for an operation target that is any of a plurality of operable objects, and a terrain object can be rotated, according to a change in a posture of a first object that is the operable object. This allows the player to rotate the terrain object in the virtual space by rotating the first object as the operation target.
(Second Configuration)
A second configuration may be the above-described first configuration such that the game program causes the computer to perform, as the second control, at least a control of rotating an object set as the operation target about a predetermined axis and a control of moving the object set as the operation target in an instructed direction.
According to the above, an object that is the operation target can be rotated or moved according to the operation input based on the second operation.
(Third Configuration)
A third configuration may be the second configuration adapted so that the game program causes the computer to perform, further as the second control, a control of coupling the object set as the operation target with another object.
According to the above, an object that is the operation target can be coupled with another object according to the operation input based on the second operation.
(Fourth Configuration)
A fourth configuration may be the third configuration adapted so that the operable object includes a thrust object that generates virtual thrust. The game program further causes the computer to: cause at least one object out of the operable objects to make a motion based on the virtual thrust, while the second control is not performed; and when the thrust object is coupled with the first object, cause the first object coupled with the thrust object to make a motion based on the virtual thrust given by the thrust object.
According to the above, by coupling the thrust object with the first object, the first object can make a motion. This allows the terrain object to rotate when the first object is rotated.
(Fifth Configuration)
A fifth configuration may be the third or fourth configuration adapted so that the game program further causes the computer to: cause at least one object out of the operable objects to make a motion under an effect of virtual gravity, while the second control is not performed; and when a third object that is an operable object different from the first object is coupled with the first object, cause the first object coupled with the third object to make a motion under the effect of the virtual gravity.
According to the above, by coupling a third object with the first object, the first object can make a motion based on the gravity affecting the third object. This allows the terrain object to rotate when the first object is rotated.
(Sixth Configuration)
A sixth configuration may be the fifth configuration adapted so that the first object is maintained in a state of floating in the air in the virtual space irrespective of the virtual gravity.
According to the above, since the first object is floating in the air, the player can easily rotate the first object by the second operation while confirming the posture of the first object.
(Seventh Configuration)
A seventh configuration may be the sixth configuration adapted so that a position of the first object is fixed within the virtual space or a movement range of the first object is restricted within the virtual space.
According to the above, the first object can be fixed in the virtual space or restrict the movement range of the first object to control the posture of the first object.
(Eighth Configuration)
An eighth configuration may be any of the above first to seventh configurations adapted so that the game program further causes the computer to: cause at least one object out of the operable objects to make a motion under an effect of virtual gravity, while the second control is not performed. The first object is maintained in a state of floating in the air in the virtual space irrespective of the virtual gravity.
According to the above, since the first object is floating in the air, the player can easily rotate the first object by the second operation while confirming the posture of the first object.
(Ninth Configuration)
A ninth configuration may be the eighth configuration adapted so that the game program further causes the computer to: cause the player character to fall based on virtual gravity and, cause the first object to make a motion based on the virtual gravity affecting the player character while the player character is on the first object.
According to the above, the first object can make a motion based on the gravity affecting the player character, while the player character is on the first object, and with rotation of the first object, the terrain object can be rotated.
(Tenth Configuration)
A tenth configuration may be any of the above first to ninth configurations adapted so that the game program further causes the computer to: restrict the second control for the first object while the player character is on the second object.
According to the above, the second control for the first object can be restricted while the player character is on the first object. This way, for example, it is possible to avoid a situation where the player character falls from the first object.
(Eleventh Configuration)
An eleventh configuration may be any of the above first to tenth configurations adapted so that the game program further causes the computer to: as the second control, rotate the second object at a predetermined rotational speed so that a rotational direction and a rotational amount of the posture of the second object relative to its reference posture approach to a rotational direction and a rotational amount of the posture of the first object relative to its reference posture.
According to the above, the posture of the terrain object can be brought closer to the posture of the first object by rotating the terrain object at a predetermined rotational speed.
Further, other configurations may be an information processing apparatus that executes the above-described game program, an information processing system, or an information processing method performed in an information processing system.
According to the exemplary embodiment, the terrain object can be rotated in the virtual space by rotating the first object as the operation target.
These and other objects, features, aspects and advantages will become more apparent from the following detailed description when taken in conjunction with the accompanying drawings.
(Game System Configuration)
A game system according to an example of an exemplary embodiment is described below.
Each of the left controller 3 and the right controller 4 is attachable to and detachable from the main body apparatus 2. That is, the game system 1 can be used as a unified apparatus obtained by attaching each of the left controller 3 and the right controller 4 to the main body apparatus 2, or the main body apparatus 2, the left controller 3, and the right controller 4 may be separated from one another, when being used. It should be noted that hereinafter, the left controller 3 and the right controller 4 will occasionally be referred to collectively as a “controller”.
Further, the main body apparatus 2 also includes a display 12. The display 12 displays an image generated by the main body apparatus 2. In the exemplary embodiment, the display 12 is a liquid crystal display device (LCD). The display 12, however, may be a display device of any type. The display 12 is connected to the processor 21. The processor 21 displays a generated image (e.g., an image generated by executing the above information processing) and/or an externally acquired image on the display 12.
Further, the main body apparatus 2 includes a left terminal 23, which is a terminal for the main body apparatus 2 to perform wired communication with the left controller 3, and a right terminal 22, which is a terminal for the main body apparatus 2 to perform wired communication with the right controller 4.
Further, the main body apparatus 2 includes a flash memory 26 and a DRAM (Dynamic Random Access Memory) 27 as examples of internal storage media built into the main body apparatus 2. The flash memory 26 and the DRAM 27 are connected to the processor 21. The flash memory 26 is a memory mainly used to store various data (or programs) to be saved in the main body apparatus 2. The DRAM 27 is a memory used to temporarily store various data used for information processing.
The main body apparatus 2 includes a slot 29. The slot 29 is so shaped as to allow a predetermined type of storage medium to be attached to the slot 29. The predetermined type of storage medium is, for example, a dedicated storage medium (e.g., a dedicated memory card) for the game system 1 and an information processing apparatus of the same type as the game system 1. The predetermined type of storage medium is used to store, for example, data (e.g., saved data of a game application or the like) used by the main body apparatus 2 and/or a program (e.g., a game program or the like) executed by the main body apparatus 2.
The main body apparatus 2 includes a slot interface (hereinafter abbreviated as “I/F”) 28. The slot I/F 28 is connected to the processor 21. The slot I/F 28 is connected to the slot 29, and in accordance with an instruction from the processor 21, reads and writes data from and to the predetermined type of storage medium (e.g., a dedicated memory card) attached to the slot 29.
The processor 21 appropriately reads and writes data from and to the flash memory 26, the DRAM 27, and each of the above storage media, thereby performing the above information processing.
The main body apparatus 2 includes a network communication section 24. The network communication section 24 is connected to the processor 21. The network communication section 24 performs wired or wireless communication with an external apparatus via a network. In the exemplary embodiment, as a first communication form, the network communication section 24 connects to a wireless LAN and communicates with an external apparatus, using a method compliant with the Wi-Fi standard. Further, as a second communication form, the network communication section 24 wirelessly communicates with another main body apparatus 2 of the same type, using a predetermined communication method (e.g., communication based on a unique protocol or infrared light communication). It should be noted that the wireless communication in the above second communication form achieves the function of enabling so-called “local communication” in which the main body apparatus 2 can wirelessly communicate with another main body apparatus 2 placed in a closed local network area, and the plurality of main body apparatuses 2 directly communicate with each other to transmit and receive data.
The main body apparatus 2 includes a controller communication section 25. The controller communication section 25 is connected to the processor 21. The controller communication section 25 wirelessly communicates with the left controller 3 and/or the right controller 4. The communication method between the main body apparatus 2 and the left controller 3 and the right controller 4 is optional. In the exemplary embodiment, the controller communication section 25 performs communication compliant with the Bluetooth (registered trademark) standard with the left controller 3 and with the right controller 4.
The processor 21 is connected to the left terminal 23 and the right terminal 22. When performing wired communication with the left controller 3, the processor 21 transmits data to the left controller 3 via the left terminal 23 and also receives operation data from the left controller 3 via the left terminal 23. Further, when performing wired communication with the right controller 4, the processor 21 transmits data to the right controller 4 via the right terminal 22 and also receives operation data from the right controller 4 via the right terminal 22. As described above, in the exemplary embodiment, the main body apparatus 2 can perform both wired communication and wireless communication with each of the left controller 3 and the right controller 4.
It should be noted that, in addition to the elements shown in
(Overview of Game) The following describes a game of this exemplary embodiment.
A plurality of terrain objects 40, 50, 60 on which the player character PC can move are arranged in the virtual space. On a ground 41 of the terrain object 40, the player character PC is arranged. The ground 41 is, for example, a plane parallel to a XZ plane of the virtual space. In front of the player character PC, the terrain object 50 is arranged. Further, on the left side of the terrain object 50, another terrain object 60 is arranged. The terrain object 50 is floating in the virtual space. In the virtual space, virtual gravity works downward (in the negative Y-axis direction), but not for the terrain object 50 (or virtual buoyancy works on the terrain object 50 in the direction opposite to the virtual gravity). Accordingly, the terrain object 50 remains floating in the air.
The player character PC moves in the virtual space, jumps in the virtual space, and makes a predetermined action in the virtual space, in response to an operation input based on a first operation by the player. For example, the player character PC moves on the terrain object 40 in response to a directional input to the analog stick 6 of the left controller 3. The player character PC has an ability to operate any of operable objects (hereinafter referred to as the “special ability”) in response to an operation input based on a second operation by the player.
The operable objects are each an object operated by the special ability of the player character PC and are arranged on the terrain object. The operable objects are detailed later. In addition to the operable objects, various objects (e.g., enemy characters, tree objects fixed in the virtual space, or the like) that are not operated by the special ability of the player character PC are placed on the terrain objects, although these objects are not shown in the figure.
The terrain objects 40, 50, and 60 are spaced from one another. Since the terrain object 40 and the terrain object 50 are relatively far apart, the player character PC cannot move from the terrain object 40 onto the terrain object 50 in the state shown in
Here, the terrain objects 40 and 60 are fixed in a predetermined position of the virtual space, in a predetermined posture. On the other hand, the terrain object 50 is configured to be capable of changing at least a posture within the virtual space.
In the game of the present exemplary embodiment, a first object is arranged to control at least the posture of the terrain object 50.
As shown in
The first object 70 is arranged at a predetermined distance apart from the ground 41 of the terrain object 40. Since the virtual gravity does not affect the first object 70 (or virtual buoyancy works on the first object 70 in the direction opposite to gravity), the first object 70 remains floating in the air.
The first object 70 is an object for controlling the terrain object 50. The first object 70 may be identical or similar in shape to the terrain object 50. The posture of the terrain object 50 changes with a change in the posture of the first object 70. The player controls at least the posture of the first object using the special ability of the player character PC.
For example, the player character PC acquires the special ability to operate the operable objects in the virtual space by obtaining a predetermined item during the game, defeating a predetermined enemy character, or talking to a predetermined game character. Alternatively, the player character PC may initially have the special ability.
As shown in
The first object 70 is initially arranged in a predetermined posture, in a predetermined position in the Y-axis direction from the ground 41 that is the top surface of the terrain object 40. The initial position of the first object 70 is referred to here as the “reference position” and the initial posture of the first object 70 as the “reference posture”. The X1-Y1-Z1 coordinate system shown in
When the player performs a predetermined rotation operation during this state, the first object 70 rotates about the Y-axis, as shown in
This linkage between the postures of the first object 70 and the terrain object 50 is explained with reference to
As shown in
Further, the first object 70 is arranged at a predetermined distance away in the Y-axis direction from the ground 41 and in front of the player character PC. For example, when the first object 70 is in the reference posture, the Y1 and X1 axes fixed to the first object 70 are parallel to the Y and X axes fixed to the virtual space, respectively. The second part 72 of the first object 70 extends in the X1-axis direction from the first part 71, and a third part 73 of the first object 70 extends in a Z1-axis direction from the first part 71.
Further, a terrain object 50 is arranged at a predetermined position on the Z-axis direction of the terrain object 40. The Xg-Yg-Zg coordinate system shown in
When the terrain object 50 is in the reference posture, the second part 52 of the terrain object 50 extends in the X-axis direction of the virtual space from the first part 51, and the third part 53 of the terrain object 50 extends in the Z-axis direction of the virtual space from the first part 51. When the terrain object 50 is in the reference posture, the distance between the terrain object 40 and the terrain object 50 (the first part 51) is L1, for example.
As shown in
When the first object 70 rotates from the reference posture, the terrain object 50 also rotates. For example, when the first object 70 rotates in the negative direction (clockwise in
If the first object 70 is rotated further from the state shown in
As shown in
Therefore, to move the player character PC from terrain object 40 to terrain object 60, the player further rotates the first object 70.
As shown in
It should be noted that the above description with reference to
As shown in
Further, the first object 70 may rotate about the Zc-axis of the virtual camera VC (i.e., in the roll direction) in response to a predetermined rotation operation while the first object 70 is selected as the operation target. With the rotation of the first object 70 about the Zc-axis, the terrain object 50 also rotates about the Zc-axis.
As described, in the game of the present exemplary embodiment, a first object for operating a terrain object is arranged in the virtual space. With a change in the posture of the first object, the posture of the terrain object corresponding to the first object changes. The game can be progressed by moving the player character PC in the virtual space, while changing the posture of the first object to change the posture of the terrain object.
A plurality of first objects and terrain objects corresponding to the first objects, respectively, are arranged in the virtual space, in addition to those illustrated in the drawings. The terrain object may be any object as long as the player character PC can move thereon. Such a first object corresponding to a terrain object is arranged in the virtual space, and by changing the posture of the first object, the posture of the corresponding terrain object is changed. For example, the terrain object may be a building that has walls and a roof, and the player character PC may be able to move on the roof of the building. The first object corresponding to this building as the terrain object may be arranged inside the building. When the first object is selected as the operation target and rotated about the Y-axis of the virtual space, for example, the walls and roof (ceiling) of the building except for the floor, may be rotated about the Y-axis of the virtual space.
Further, the position of the terrain object may be changeable by changing the position of the first object. For example, the first object is initially arranged at the reference position in the virtual space. Further, the terrain object is initially arranged at the reference position in the virtual space. When the first object is moved by a predetermined movement amount in the first direction from the reference position in response to a move operation by the player while the first object is selected as the operation target, the terrain object moves by the predetermined movement amount in the first direction from the reference position. In this case, the terrain object is moved so that the moving direction and the movement amount of the terrain object from its reference position become close to the moving direction and the movement amount of the first object from its reference position. Specifically, the first object may move at a first speed and the terrain object may move at a second speed that is slower than the first speed, in response to the move operation by the player.
Next, a virtual object 80 arranged in the virtual space is described. The virtual object 80 is an exemplary operable object that can be operated by the above-mentioned special ability of the player character PC.
As shown in
As shown in
The player can couple the virtual object 80 with the first object 70.
For example, as shown in
As shown in
In a case where the rock object 80a is coupled with the first object 70 as described, the posture of the first object 70 may change due to the effect of the virtual gravity on the rock object 80a, even if the first object 70 is not selected as the operation target. Even in such a case, the posture of the terrain object 50 changes according to the change in the posture of the first object 70. For example, for a predetermined period of time immediately after the rock object 80a is coupled with the first object 70, the posture of the first object 70 gradually changes from the reference posture. After the predetermined period of time has elapsed, the gravity affecting each of the objects (the first object 70 and the rock object 80a) in the assembled object is balanced with the buoyancy of the first object 70, thus stabilizing the posture of the first object 70 (stopping the change in the posture). Even if the first object 70 is not selected as the operation target, the posture of the first object 70 changes during this predetermined period of time, and the posture of the terrain object 50 changes accordingly.
The player character PC can also board the first object 70, although illustration is omitted. When the player character PC boards the first object 70, the posture of the first object 70 changes due to the gravity affecting the player character PC. The posture of the terrain object 50 changes with the change in the posture of the first object 70.
As shown in
When a motion of the first object 70 is caused by having the thrust object 80b coupled with the first object 70 as described above, the posture of the terrain object 50 also changes with the change in the posture of the first object 70. If the posture of the first object 70 continues to change, the posture of the terrain object 50 will continue to change with the change in the posture of the first object 70, even when the first object 70 is not selected as the operation target. For example, while the thrust object 80b continues to generate thrust, the first object 70 continues to rotate in a predetermined position. The terrain object also continues to rotate with the rotation of the first object 70. The first object 70 may change its posture and move in the virtual space by the thrust given by the thrust object 80b. In this case, the terrain object also moves as the first object 70 moves.
As described above, in the game according to this exemplary embodiment, the player character PC has the special ability to operate operable objects arranged in the virtual space. The player uses the special ability of the player character PC to change at least the posture of the first object 70 arranged in the virtual space to change the posture of the terrain object. This allows the player to progress the game while changing the terrain using the first object 70 arranged in the virtual space.
Further, the player can couple the virtual object 80 with the first object 70 and change the posture of the first object 70 by the gravity or the thrust given by the virtual object 80. This way, the posture of the first object 70 is automatically changed, thus changing the posture of the terrain object, without a need for directly operating the first object 70 by using the above-described special ability of the player character PC.
While the player character PC is positioned on the terrain object 50 corresponding to the first object 70, operations of the first object 70 using the above special ability are restricted. For example, the first object 70 may not be selectable as the operation target, while the player character PC is positioned on the terrain object 50. This disables operation of the first object 70 while the player character PC is positioned on the terrain object 50. If the first object 70 is operable while the player character PC is positioned on the terrain object 50, the posture of the terrain object 50 changes. This causes a change in the positional relationship between the player character PC and the first object 70, and the first object 70 may become no longer operable. For example, a change in the posture of the terrain object 50 may cause the player character PC to fall, or a change in the positional relationship between the player character PC and the first object 70 may unintentionally cause a significant change in the first object 70, thus shaking the player character PC off the terrain object 50. Therefore, while the player character PC is positioned on the terrain object 50, operations of the first object 70 by using the above-described special ability are disabled. Specifically, when the player character PC is positioned on the terrain object 50, the first object 70 is restricted from being selected as the operation target. It should be noted that it is possible to enable selection of the first object 70 as the operation target, but operations of the first object 70 are restricted or disabled, while the player character PC is positioned on the terrain object 50.
For example, when the thrust object 80b is coupled with the first object 70, the posture of the first object 70 may change with or without the player's operation. In this case, the posture of the 50 terrain objects also changes, but the player character PC can still move to the terrain objects 50 even when the posture of the terrain objects 50 is changing.
(Game Processing Details) Next, the game processing related to the games described above will be detailed. First, the data used for the game processing will be described.
As shown in
The game program is a program for executing the game processing described later. The game program is stored in advance in the external storage medium mounted in the slot 29 or the flash memory 26, and is read into the DRAM 27 at a time of executing the game. The game program may be obtained from another device via a network (e.g., the Internet).
The player character data is data related to the player character PC and includes information related to the position and posture of the player character PC in the virtual space. The player character data includes information indicating an item, an ability, and the like owned by the player character PC, and data pertaining to the shape of the player character PC.
The first object data is the data regarding the first object 70 arranged in the virtual space. The first object data includes data representing the position and posture of the first object 70 in the virtual space. For example, the first object data includes data regarding the reference position of the first object 70, data regarding the reference posture of the first object 70, data indicating the moving direction and the movement amount from the reference position, and data indicating the rotational direction and the rotational amount from the reference posture. Based on these sets of data, the current position and the posture of the first object 70 are determined. Further, when the virtual object 80 is coupled with the first object 70, the first object data includes information regarding the coupled virtual object 80 (information regarding the type, mass, coupling position, and the like of the virtual object 80).
The virtual object data is data regarding the virtual object 80 (e.g., rock object 80a, thrust object 80b, wing object 80c, and the like) arranged in the virtual space. The virtual object data includes data representing the position and the posture of each virtual object 80 in the virtual space. Further, when an assembled object including a plurality of virtual objects 80 is generated, the virtual object data includes information (position of the center of gravity, mass, and the like) regarding the assembled object.
The terrain object data is data regarding each of a plurality of terrain objects arranged in the virtual space. Specifically, the terrain object data includes data representing the position and the posture of each terrain object in the virtual space. For example, the terrain object data includes data regarding the reference position of the terrain object 50, data regarding the reference posture of the terrain object 50, data indicating the moving direction and the movement amount from the reference position of the terrain object 50, and data indicating the rotational direction and the rotational amount from the reference posture of the terrain object 50. Based on these sets of data, the current position and the posture of the terrain object 50 are determined.
Next, the following details the game processing performed in the main body apparatus 2.
As shown in
Next, the processor 21 retrieves operation data from the controller (step S101). The operation data includes data corresponding to an operation of the button 5 and the analog stick 6 of the left controller 3, and the buttons 5 and the analog stick 6 of the right controller 4. The main body apparatus 2 receives the operation data from each controller at predetermined time intervals (e.g., at intervals of 1/200 second), and stores the operation data in a memory. In step S101, the processor 21 retrieves the operation data transmitted from each controller and stored in the memory. After this, the processor 21 repeats the processing from steps S101 to S110 at predetermined frame time intervals (e.g., at intervals of 1/60 second).
Next, the processor 21 performs a player character control process (step S102). In the process, the processor 21 controls the player character PC based on the operation data. For example, if the player performs a move operation (e.g., operation on the analog stick 6 of the left controller 3), the processor 21 moves the player character PC by a movement amount equivalent to a single frame. When the player performs a selection operation (e.g., operation on a predetermined button of the controller), the processor 21 selects any of the plurality of operable objects arranged in the virtual space. For example, if a predetermined button is pressed while the first object 70 is in front of the player character PC, the processor 21 selects the first object 70 as the operation target. When the player character PC is positioned on the terrain object 50 corresponding to the first object 70, the processor 21 does not select the first object 70 as the operation target even if the first object 70 exists in front of the player character PC and the predetermined button is pressed. Further, when the predetermined button is pressed while the virtual object 80 is in front of the player character PC, the processor 21 selects the virtual object 80 as the operation target. The processor 21 changes the display mode of the currently selected operation object to a specific display mode. Further, the processor 21 causes the player character PC to initiate a jumping action or an attack action in response to the player operation. When the player character PC initiates a jumping action or an attacking action, these actions are performed over a plurality of frames.
Next, the processor 21 determines whether the first object 70 is being operated as the operation target (step S103). If the first object 70 is being operated (step S103: YES), the processor 21 performs a first object operation control process (step S104). The first object operation control process controls at least the posture of the first object 70 based on the operation data. The following details the first object operation control process in step S104.
(First Object Operation Control Process)
As shown in
If it is determined that the first object 70 is to be rotated (step S200: YES), the processor 21 rotates the first object 70 in the direction corresponding to the button being pressed (step S201). For example, if the A-button or the Y-button out of the plurality of buttons 5 is pressed, the processor 21 causes the first object 70 to rotate by the first angle about the Y-axis of the virtual space. If the B-button or the X-button out of the plurality of buttons 5 is pressed, the processor 21 causes the first object 70 to rotate by the first angle about the Xc-axis. If the predetermined rotation operation is performed, the first object 70 may be rotated by a first angle about the Zc-axis in step S201.
When step S201 is executed, or when step S200 results in NO, the processor 21 determines whether to move the first object 70 being operated in the virtual space (step S202). Specifically, the processor 21 determines whether a predetermined move operation is performed by using the controller. For example, if the analog stick 6 of the left controller 3 or the right controller 4 is operated, the processor 21 determines YES in step S202.
If it is determined that the first object 70 is to be moved (step S202: YES), the processor 21 moves the first object 70 (step S203). For example, the processor 21 moves the first object 70 by the first movement amount in the direction of the virtual space corresponding to a directional input from the analog stick 6. It should be noted that the movement range of the first object 70 is restricted. For example, the first object 70 can only move within a predetermined movement range and cannot move beyond that range.
It should be noted that the position of the first object 70 may be fixed. In this case, step S202 and step S203 do not have to be performed. That is, the first object 70 may be fixed in the virtual space so that it is not moved in parallel within the virtual space. While the first object 70 is not moved in parallel within the virtual space, the center position of the first object 70 may or need not to change with the rotation of the first object 70.
If step S203 is performed, or if step S202 results in NO, the processor 21 terminates the process shown in
Returning to
(Virtual Object Operation Control Process)
As shown in
When step S301 is executed, or when step S300 results in NO, the processor 21 determines whether to move the virtual object 80 being operated in the virtual space (step S302). Specifically, the processor 21 determines whether a predetermined move operation is performed by using the controller. For example, if the analog stick 6 of the left controller 3 or the right controller 4 is operated, the processor 21 determines YES in step S302.
When it is determined that the virtual object 80 is to be moved (step S302: YES), the processor 21 moves the virtual object 80 by a movement amount equivalent to a single frame (step S303). For example, the processor 21 moves the virtual object 80 by the first movement amount in the direction of the virtual space corresponding to a directional input from the analog stick 6. In step S303, the movement of the virtual object 80 is not restricted, unlike step S203 described above. In other words, the virtual object 80 is configured to move to any position in the virtual space according to the move operation by the player. Further, in step S303, the movement of the virtual object 80 may be restricted as in step S203.
When step S303 is executed, or when step S302 results in NO, the processor 21 determines whether the virtual object 80 being operated satisfies the coupling condition for coupling with another object (step S304). For example, if the virtual object 80 being operated is positioned near the first object 70 and a predetermined instruction is given by the player, the processor 21 determines YES in step S304. Further, for example, if the virtual object 80 being operated is positioned near another virtual object 80 and a predetermined instruction is given by the player, the processor 21 determines YES in step S304.
When it is determined that the virtual object 80 being operated satisfies the coupling condition for coupling with another object (step S304: YES), the processor 21 performs a coupling process between the virtual object 80 and the other object (step S305). For example, if the virtual object 80 being operated is positioned near the first object 70 and a predetermined instruction is given by the player, the processor 21 performs a process of coupling the virtual object 80 with the first object 70. For example, the processor 21 couples the virtual object 80 with the first object 70 at a position where these two objects are closest to each other at the time the predetermined instruction is given by the player. As a result, the virtual object 80 and the first object 70 are coupled at the coupling position, and these objects behave as one thereafter as an assembled object. Depending on the positional relationship between the virtual object 80 and the first object 70 at the time the predetermined instruction is given, the coupling position will be different and the position of the center of gravity of the assembled object will be different. Depending on the position of the center of gravity of the assembled objects, the posture of the first object 70 after being coupled will be different. The player can couple the virtual object 80 to a desirable position of the first object 70, taking into account the change in the posture of the first object 70.
If step S305 is performed, or if step S304 results in NO, the processor 21 terminates the process shown in
Returning to
Next, the processor 21 performs a terrain object control process (step S108). In the process, the processor 21 controls the posture or the position of the terrain object. The following details the terrain object control process in step S108.
(Terrain object Control Process)
As shown in
When it is determined that the change in the posture of the terrain object 50 is not consistent with the change in the posture of the first object 70 (step S400: NO), the processor 21 brings the change in the posture of the terrain object 50 closer to the change in the posture of the first object 70 (step S401). Here, the processor 21 changes the posture of the terrain object 50 so as to bring the posture of the terrain object 50 closer to the current posture of the first object 70. Specifically, the processor 21 rotates the terrain object 50 by the second angle smaller than the first angle so that the rotational direction and the rotational amount of the posture of terrain object 50 from its reference posture approach the rotational direction and the rotational amount of the posture of the first object 70 from its reference posture. For example, if the current posture of the first object 70 is rotated by a predetermined angle about the Y-axis from the reference posture, the processor 21 rotates the terrain object 50 by the second angle about the Y-axis so that the terrain object 50 is closer to the state of having rotated by the predetermined angle about the Y-axis from the reference posture. This second angle is smaller than the first angle by which the first object 70 is rotated in step S104. In other words, the terrain object 50 is rotated at a slower speed than the rotational speed at which the first object 70 is rotated by the above special ability of the player character PC.
If step S401 is performed, or if step S400 results in YES, the processor 21 determines whether the change in the position of the terrain object 50 is consistent with the change in the position of the first object 70 (step S402). In this step, the processor 21 determines whether the moving direction and the movement amount of the terrain object 50 from its reference position are consistent with the moving direction and the movement amount of the first object 70 from its reference position. If the moving direction and the movement amount of the terrain object 50 from its reference position are consistent with the moving direction and the movement amount of the first object 70 from its reference position, the processor 21 determines YES in step S402.
When it is determined that the change in the position of the terrain object 50 is not consistent with the change in the position of the first object 70 (step S402: NO), the processor 21 brings the change in the position of the terrain object 50 closer to the change in the position of the first object 70 (step S403). Here, the processor 21 moves the terrain object 50 by a second movement amount smaller than the first movement amount so that the moving direction and the movement amount of the terrain object 50 from its reference position approach to the moving direction and the movement amount of the first object 70 from its reference position. For example, in a state where the current position of the first object 70 is moving a predetermined movement amount in the X-axis direction from the reference position, the processor 21 moves the terrain object 50 by a second movement amount in the X-axis direction so that the state of the terrain object 50 approaches to the state of moving the predetermined movement amount in the X-axis direction from the reference position. This second movement amount is a movement amount that is smaller than the first movement amount by which the first object 70 moves in step S104. In other words, the terrain object 50 is moved at a slower speed than the moving speed at which the first object 70 is moved by the above special ability of the player character PC.
The terrain object 50 may be fixed to a predetermined position in the virtual space. In this case, steps S402 and S403 may not be performed.
If step S403 is executed, or if step S402 results in YES, the processor 21 terminates the process shown in
Returning to
Subsequently, the processor 81 determines whether to terminate the game processing (step S110). For example, when termination of the game is instructed by the player, the processor 21 determines YES in step S110 and terminates the game processing shown in
Note that the processing of the above-described flowchart is no more than an example, and the sequence, the contents, and the like of the processing may be suitably modified.
As described above, in the present exemplary embodiment, a plurality of operable objects (70, 80) are arranged in the virtual space, and control is performed including rotation of any of the plurality of operable objects as an operation target, according to operation input based on an operation by the player (steps S104, S106). For example, when the first object 70 is selected as the operation target among the plurality of operable objects, the first object 70 is rotated according to a predetermined operation input. With the rotation of the first object 70, the terrain object 50 (a second object) corresponding to the first object 70 is rotated (step S108).
Thus, by changing at least the posture of the first object 70, the posture of the terrain object 50 can be changed. By arranging the first object 70 for operating the terrain object 50 in the virtual space, it is possible to operate even a large terrain object that is difficult to directly operate. At a time of operating the terrain object, a conceivable approach is to prepare a dedicated screen for operating the terrain object and make a transition to this dedicated screen to operate (change) the terrain. However, the present exemplary embodiment allows operation of the terrain object 50, without such a dedicated screen, simply by arranging the first object 70 in the virtual space and linking it with terrain objects 50. In other words, a function of controlling the terrain object 50 can be achieved with a simple configuration.
In the present exemplary embodiment, the terrain object 50 is rotated at a predetermined rotational speed so that the rotational direction and the rotational amount of the posture of the terrain object 50 from its reference posture approach the rotational direction and the rotational amount of the posture of the first object 70 from its reference posture. This way, for example, the terrain object 50 is slowly rotated even if the rotational speed of the first object 70 is relatively high, allowing the player to change the posture of the terrain object 50 to a desirable posture. For example, if the rotational speed of the terrain object 50 is high, objects on the terrain object 50 may be shaken off. This, however, is avoidable by reducing the rotational speed of the terrain object 50.
Further, the present exemplary embodiment deals with a case where a virtual object 80 out of the plurality of operable objects can be selected as the operation target, and the operation target can be rotated or moved (step S106). Further, the virtual object 80 as the operation target can be coupled with another object (step S305). There is virtual gravity in the virtual space, and the virtual object 80 makes a motion under the effect of the virtual gravity. The virtual object 80 includes a rock object 80a and a thrust object 80b that generates thrust. When the rock object 80a is coupled with the first object 70, the first object 70 makes a motion under the effect of the virtual gravity affecting the rock object 80a. The motion of the first object under the effect of this gravity also changes the posture of the terrain object 50. Further, when the thrust object 80b is coupled with the first object 70, the first object 70 makes a motion based on the thrust given by the thrust object 80b. The motion of the first object based on this thrust also changes the posture of the terrain object 50.
Thus, in the present exemplary embodiment, at least the posture of the first object 70 can be changed and at least the posture of the terrain object 50 can be changed, by coupling the first object 70 with another virtual object 80. This way, the posture of the terrain object 50 can be changed without a need for operating the first object 70 as the direct operation target.
Further, in the present exemplary embodiment, the player character PC can board the first object 70. When the player character PC is on the first object 70, the posture of the first object 70 changes based on the gravity affecting the player character PC. This allows the posture of the terrain object 50 to change.
Further, in the present exemplary embodiment, the first object 70 is floating in the air in the virtual space, despite the virtual gravity in the virtual space. Therefore, the player can perform the rotation operation while confirming the posture of the first object 70, making the rotation operation easier.
Further, in the present exemplary embodiment, the position of the first object 70 is fixed in the virtual space, or the movement range of the first object 70 in the virtual space is restricted. This allows easier operation of the first object 70 and easier control of the posture of the terrain object 50. Further, it is also possible to avoid an excessively significant change in the terrain of the virtual space, due to a movement of the terrain object 50 caused by the movement of the first object 70.
The present exemplary embodiment deals with a case where the first object 70 is not selectable as the selection target and the operation of the first object 70 is disabled, while the player character PC is positioned on the terrain object 50. This way, it is possible to avoid a situation where the player character PC falls from the terrain object 50 or is shaken off the terrain object 50.
(Modification)
An exemplary embodiment is thus described hereinabove. It should be noted that the above-described exemplary embodiment is no more than an example, and for example, various modifications as described below are possible.
For example, the above exemplary embodiment deals with a case where the position of the terrain object 50 is fixed or the movement of the terrain object 50 is restricted, by fixing the position of the first object 70, or restricting the movement of the first object 70. In another exemplary embodiment, the first object 70 may be configured to be movable to any given position. In this case, the terrain object 50 can also be moved to any given position.
In another embodiment, the terrain object 50 may be fixed at the reference position while the first object 70 can be moved from the reference position to any given position or within a predetermined movement range.
Further, the above exemplary embodiment deals with a case where the first object 70 out of the operable objects in the virtual space is selected as the operation target by the selection operation by the player, and the first object 70 is rotated when the rotation operation is performed while the first object 70 is selected. The operations using the controller described above are merely examples, and any operation may be used to control (rotate and/or move) the first object 70 and control the terrain objects 50. For example, the selection operation and the rotation operation may be performed simultaneously.
Further, the above exemplary embodiment deals with a case where the first object 70 is not selectable as the operation target, while the player character PC is positioned on the terrain object 50. Another method may be possible to restrict the operations of the first object 70 while the player character PC is positioned on the terrain object 50. For example, it is possible to enable selection of the first object 70 as the operation target but operations of the first object 70 are restricted or disabled, while the player character PC is positioned on the terrain object 50. Further, when the player character PC is positioned on the terrain object 50, the first object 70 can be operated, but the operation range may be restricted. For example, when the player character PC is positioned on the terrain object 50, it may be possible to change the posture of the first object 70 only within a predetermined range. In this case, the posture of the terrain object 50 can also be changed only within the predetermined range.
Further, in another exemplary embodiment, operations on the first object 70 may not be restricted even while the player character PC is positioned on the terrain object 50.
Further, the above exemplary embodiment deals with a case where the rotational direction and the rotational amount of the terrain object 50 are controlled so that the rotational direction and the rotational amount of the posture of terrain object 50 from its reference posture approach the rotational direction and the rotational amount of the posture of the first object 70 from its reference posture. In another exemplary embodiment, the posture of the terrain object 50 may be changed so as to be always consistent with the change in the posture of the first object 70. In other words, the speed of change in the posture of the first object 70 and the speed of change in the posture of the terrain object 50 may be the same. The same applies to the changes in the positions. In other words, the position of the terrain object 50 may be changed so as to be always consistent with the change in the position of the first object 70.
The configuration of hardware for performing the above game is merely an example. Alternatively, the above game processing may be performed by any other piece of hardware. For example, the above game processing may be executed in any information processing system such as a personal computer, a tablet terminal, a smartphone, or a server on the Internet. The above game processing may be executed in a dispersed manner by a plurality of apparatuses.
The configurations of the above exemplary embodiment and its modifications can be optionally combined together unless they contradict each other. Further, the above description is merely an example of the exemplary embodiment, and may be improved and modified in various manners other than the above.
While certain example systems, methods, devices and apparatuses have been described herein, it is to be understood that the appended claims are not to be limited to the systems, methods, devices and apparatuses disclosed, but on the contrary, are intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.
| Number | Date | Country | Kind |
|---|---|---|---|
| 2022-180222 | Nov 2022 | JP | national |