This application claims priority to Japanese Patent Application No. 2022-144905, filed on Sep. 12, 2022, the entire contents of which are incorporated herein by reference.
The present disclosure relates to a storage medium, an information processing system, and a game processing method for controlling a player character and non-player characters in a game.
Conventionally, there is a technology for controlling a player character and a non-player character in a game. In such a technology, when the player character moves, the non-player character is moved together with the player character, and when the player character stops, the non-player character is also stopped. In addition, when the player character is not operated by a user, the player character is automatically moved so as to approach the non-player character present near the player character, and is caused to perform a motion on the non-player character.
In the above technology, it is sometimes difficult for the user to cause a desired non-player character to perform a motion when the user operates the player character. In addition, a case where the player character is positioned in the air is not supposed, and therefore, there is room for improvement in easily performing an operation for causing the non-player character to perform a motion in such a case.
Therefore, the present application discloses a storage medium, an information processing system, and a game processing method that allow the user to easily perform an operation for causing a non-player character to perform a motion when the user operates a player character moving on the ground and in the air.
(1)
An example of a non-transitory computer-readable storage medium described herein stores instructions that, when executed, cause a processor of an information processing apparatus to execute game processing. The instructions comprises: moving a player character on the ground and in the air in a virtual space, according to a first operation input of a user; when the player character is positioned at least on the ground, moving, in the virtual space, a non-player character being an ally of the player character; when the player character is positioned on the ground, executing a first control associated with a predetermined character being the non-player character, according to a second operation input including an input that is performed in a state where a predetermined positional relationship is satisfied, the predetermined positional relationship indicating that the predetermined character and the player character are near to each other; and when the player character is positioned in the air, executing a second control associated with the predetermined character, according to a third operation input of the user, regardless of the positional relationship between the predetermined character and the player character.
According to the configuration of the above (1), the user can select a non-player character that executes the first control, by moving the player character on the ground. Meanwhile, the user can cause the non-player character to execute the second control without moving the player character in the air. Thus, when operating the player character moving on the ground and in the air, the user can easily perform the operation of causing the non-player character to perform a motion.
(2)
The instructions, when executed, may further: move, in the virtual space, a plurality of non-player characters being allies of the player character and including the predetermined character; when the player character is positioned on the ground, execute a control associated with one non-player character among the plurality of non-player characters, according to the second operation input performed in a state where a predetermined positional relationship is satisfied, the predetermined positional relationship indicating that the one non-player character and the player character are near to each other; and when the player character is positioned in the air, not execute a control associated with another non-player character different from the predetermined character even if the second operation input is performed.
According to the configuration of the above (2), the plurality of non-player characters can be controlled when the player character is positioned on the ground, and the control for the predetermined character can be easily executed when the player character is positioned in the air.
(3)
The instructions, when executed, processor may further: when the player character is positioned on the ground, move each of the plurality of non-player characters according to the position of the player character; and when the player character is positioned in the air, move the predetermined character according to the position of the player character, and not have to move non-player characters, of the plurality of non-player characters, other than the predetermined character according to the position of the player character.
According to the configuration of the above (3), the player is allowed to easily know the non-player character capable of performing the control in the air. In addition, rationality can be given to the fact that the another non-player character is incapable of executing the control in the air, thereby reducing the possibility that the player feels discomfort.
(4)
The second control may be a control having an influence on movement of the player character in the air.
According to the configuration of the above (4), the user can easily perform the operation of moving the player character in the air.
(5)
In the air, the player character may be able to enter a first falling state, and a second falling state in which the player character falls at a velocity lower than that in the first falling state and moves by a larger amount in a horizontal direction in the game space as compared to the first falling state. When the player character is in the second falling state in the air, the player character may be controlled so as to move under the influence of the second control.
According to the configuration of the above (5), since the movement of the player character in the low-velocity falling state can be assisted by the second control, the second control can be effectively used in the air.
(6)
Execution of a new first control corresponding to the predetermined character may be allowed on condition that a predetermined time elapses from execution of the first control or the second control. Execution of a new second control corresponding to the predetermined character may be allowed on condition that a predetermined time elapses from execution of the first control or the second control.
According to the configuration of the above (6), regardless of whether the player character is positioned on the ground or in the air, it is possible to inhibit the user from taking excessive advantage by executing the second control at high frequency.
(7)
The first control and the second control both may be a control for generating a movement force that moves an object.
According to the configuration of the above (7), since the first control and the second control provide the same kind of effects, the user can easily understand the effects of the first control and the second control, and can execute the first control and the second control without discomfort.
(8)
The instructions, when executed, processor may further: when the player character is positioned on the ground, not have to move the player character based on the movement force generated by the first control; and when the player character is positioned in the air, move the player character based on the movement force generated by the second control.
According to the configuration of the above (8), the second control allows the player to operate movement of the player character in the air, and reduces the possibility that the player character moves against the player's intention on the ground.
(9)
The first control may be a control for generating the movement force at a predetermined height with reference to the player character. The second control may be a control for generating the movement force at a height lower than the predetermined height with reference to the player character.
According to the configuration of the above (9), the movement force can be effectively given to the player character that is falling in the air.
(10)
The second operation input and the third operation input may both include an input to a predetermined operation part.
According to the configuration of the above (10), since the inputs for causing the first control and the second control are performed to the same operation part, the possibility of erroneous inputs of the user can be reduced.
(11)
The second operation input and the third operation input may both include two times of the input to the predetermined operation part.
According to the configuration of the above (11), since the same input method is used for causing the first control and the second control, the possibility of erroneous inputs of the user can be further reduced. In addition, since both the first control and the second control are executed by the second input, the possibility that the skill motion is executed against the user's intention can be reduced even if the user erroneously operates the operation part once.
The present specification discloses examples of an information processing apparatus and an information processing system that execute the processes in the above (1) to (11). Furthermore, the present specification discloses an example of a game processing method that executes the processes in the above (1) to (11).
According to the storage medium, the information processing system, or the game processing method described above, an operation of causing a non-player character to perform a motion can be easily performed when operating a player character moving on the ground and in the air.
These and other objects, features, aspects and advantages of the exemplary embodiment will become more apparent from the following detailed description when taken in conjunction with the accompanying drawings.
[1. Configuration of Game System]
A game system according to an example of an exemplary embodiment is described below. An example of a game system 1 according to the exemplary embodiment includes a main body apparatus (an information processing apparatus; which functions as a game apparatus main body in the exemplary embodiment) 2, a left controller 3, and a right controller 4. 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. Further, in the game system 1, the main body apparatus 2, the left controller 3, and the right controller 4 can also be used as separate bodies (see
It should be noted that the shape and the size of the housing 11 are optional. As an example, the housing 11 may be of a portable size. Further, the main body apparatus 2 alone or the unified apparatus obtained by attaching the left controller 3 and the right controller 4 to the main body apparatus 2 may function as a mobile apparatus. The main body apparatus 2 or the unified apparatus may function as a handheld apparatus or a portable apparatus.
As shown in
Further, the main body apparatus 2 includes a left terminal 17, which is a terminal for the main body apparatus 2 to perform wired communication with the left controller 3, and a right terminal 21, which is a terminal for the main body apparatus 2 to perform wired communication with the right controller 4.
As shown in
The left controller 3 includes an analog stick 32. As shown in
The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. Further, the left controller 3 includes a record button 37 and a “−” (minus) button 47. The left controller 3 includes a first L-button 38 and a ZL-button 39 in an upper left portion of a side surface of the housing 31. Further, the left controller 3 includes a second L-button 43 and a second R-button 44, on the side surface of the housing 31 on which the left controller 3 is attached to the main body apparatus 2. These operation buttons are used to give instructions depending on various programs (e.g., an OS program and an application program) executed by the main body apparatus 2.
Further, the left controller 3 includes a terminal 42 for the left controller 3 to perform wired communication with the main body apparatus 2.
Similarly to the left controller 3, the right controller 4 includes an analog stick 52 as a direction input section. In the exemplary embodiment, the analog stick 52 has the same configuration as that of the analog stick 32 of the left controller 3. Further, the right controller 4 may include a directional pad, a slide stick that allows a slide input, or the like, instead of the analog stick. Further, similarly to the left controller 3, the right controller 4 includes four operation buttons 53 to 56 (specifically, an A-button 53, a B-button 54, an X-button 55, and a Y-button 56) on a main surface of the housing 51. Further, the right controller 4 includes a “+” (plus) button 57 and a home button 58. Further, the right controller 4 includes a first R-button 60 and a ZR-button 61 in an upper right portion of a side surface of the housing 51. Further, similarly to the left controller 3, the right controller 4 includes a second L-button 65 and a second R-button 66.
Further, the right controller 4 includes a terminal 64 for the right controller 4 to perform wired communication with the main body apparatus 2.
The main body apparatus 2 includes a processor 81. The processor 81 is an information processing section for executing various types of information processing to be executed by the main body apparatus 2. For example, the processor 81 may be composed only of a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) having a plurality of functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes an information processing program (e.g., a game program) stored in a storage section (specifically, an internal storage medium such as a flash memory 84, an external storage medium attached to the slot 23, or the like), thereby performing the various types of information processing.
The main body apparatus 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85 as examples of internal storage media built into the main body apparatus 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various data (or programs) to be saved in the main body apparatus 2. The DRAM 85 is a memory used to temporarily store various data used for information processing.
The main body apparatus 2 includes a slot interface (hereinafter abbreviated as “I/F”) 91. The slot OF 91 is connected to the processor 81. The slot OF 91 is connected to the slot 23, and in accordance with an instruction from the processor 81, reads and writes data from and to the predetermined type of storage medium (e.g., a dedicated memory card) attached to the slot 23.
The processor 81 appropriately reads and writes data from and to the flash memory 84, the DRAM 85, and each of the above storage media, thereby performing the above information processing.
The main body apparatus 2 includes a controller communication section 83. The controller communication section 83 is connected to the processor 81. The controller communication section 83 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 83 performs communication compliant with the Bluetooth (registered trademark) standard with the left controller 3 and with the right controller 4.
The processor 81 is connected to the left terminal 17, and the right terminal 21. When performing wired communication with the left controller 3, the processor 81 transmits data to the left controller 3 via the left terminal 17 and also receives operation data from the left controller 3 via the left terminal 17. Further, when performing wired communication with the right controller 4, the processor 81 transmits data to the right controller 4 via the right terminal 21 and also receives operation data from the right controller 4 via the right terminal 21. 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.
Further, the display 12 is connected to the processor 81. The processor 81 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.
The left controller 3 includes a communication control section 101, which communicates with the main body apparatus 2. As shown in
Further, the left controller 3 includes a memory 102 such as a flash memory. The communication control section 101 includes, for example, a microcomputer (or a microprocessor) and executes firmware stored in the memory 102, thereby performing various processes.
The left controller 3 includes buttons 103 (specifically, the buttons 33 to 39, 43, 44, and 47). Further, the left controller 3 includes the analog stick (“stick” in
The communication control section 101 acquires information regarding an input (specifically, information regarding an operation or the detection result of the sensor) from each of input sections (specifically, the buttons 103, and, the analog stick 32). The communication control section 101 transmits operation data including the acquired information (or information obtained by performing predetermined processing on the acquired information) to the main body apparatus 2. It should be noted that the operation data is transmitted repeatedly, once every predetermined time. It should be noted that the interval at which the information regarding an input is transmitted from each of the input sections to the main body apparatus 2 may or may not be the same.
The above operation data is transmitted to the main body apparatus 2, whereby the main body apparatus 2 can obtain inputs provided to the left controller 3. That is, the main body apparatus 2 can determine operations on the buttons 103 and the analog stick 32 based on the operation data.
The left controller 3 includes a power supply section 108. In the exemplary embodiment, the power supply section 108 includes a battery and a power control circuit. Although not shown in
As shown in
The right controller 4 includes input sections similar to the input sections of the left controller 3. Specifically, the right controller 4 includes buttons 113, and, the analog stick 52. These input sections have functions similar to those of the input sections of the left controller 3 and operate similarly to the input sections of the left controller 3.
The right controller 4 includes a power supply section 118. The power supply section 118 has a function similar to that of the power supply section 108 of the left controller 3 and operates similarly to the power supply section 108.
[2. Outline of Processing in Game System]
Hereinafter, an outline of information processing executed in the game system 1 will be described. In the exemplary embodiment, the game system 1 executes a game in which a plurality of characters including a player character operated by a player (or a user) appear in a virtual game space. In the game, a companion character that is a companion of the player character appears in addition to the player character. The player character defeats an enemy character in cooperation with the companion character to progress the game.
The companion character is a non-player character whose motion is automatically controlled by the game system 1. That is, the content of motion of the companion character is basically determined by the game system 1. In the exemplary embodiment, however, the player character can make an instruction to the companion character, and the companion character performs a predetermined skill motion according to the instruction by the player character. The skill motion is a motion using the skill of the companion character, and the specific content thereof is optional. For example, the skill motion may be a motion of attacking an enemy, or a motion of recovering or assisting an ally character (i.e., the player character or another companion character). In the exemplary embodiment, the skill motion to be performed according to the instruction by the player character is set for each companion character. In the exemplary embodiment, each companion character performs a skill motion unique to the companion character, according to the instruction by the player character. In the following description, a companion character that performs a motion of generating a wind as a skill motion.
[2-1. Skill Motion on the Ground]
Hereinafter, a process of causing a companion character to perform a skill motion when the player character is positioned on the ground will be described with reference to
In the example shown in
In the exemplary embodiment, an action range 207 is set in an area within a predetermined distance from the player character 201 in a forward direction from the player character 201 (see
The action range 207 is set based on the position and orientation of the player character 201. In the exemplary embodiment, the action range 207 is a range within a predetermined distance from the player character 201 and having a predetermined angle to the right and left with respect to the forward direction of the player character 201 (see
Furthermore, as shown in
According to the readiness instruction (i.e., the operation input for the readiness instruction) having been made in the situation shown in
When the companion character is in the readiness state, the player character 201 can cause the companion character to perform the skill motion by making an execution instruction to the companion character. As shown in
According to the execution instruction (i.e., the operation input for the execution instruction) having been made in the situation shown in
In the example shown in
In the example shown in
As described above, according to the exemplary embodiment, the player character firstly makes the readiness instruction to the companion character, and then makes the execution instruction to the companion character that has entered the readiness state according to the readiness instruction, thereby causing the companion character to perform the skill motion. That is, when the operation input has been performed by the user in the state where a predetermined positional relationship indicating that the player character and the companion character are near to each other (specifically, the companion character is positioned in the action range) is satisfied, the game system 1 shifts the companion character to the readiness state for the control corresponding to the companion character (specifically, the control for causing the companion character to perform the skill motion). Then, when the companion character is in the readiness state, the game system 1 performs the above control toward a direction or a position designated by the user, according to an operation input, including designation of the direction or the position (specifically, an input for changing the orientation of the player character, and an input for making the execution instruction), having been performed. Here, since the player character needs to approach the companion character in order to achieve the predetermined positional relationship, the player character may move in the direction toward the companion character. At this time, if the skill motion is immediately executed in response to the operation input, the skill motion may be executed in the direction from the player character toward the companion character, and the direction in which the skill motion is executed may be different from the direction intended by the player. In this regard, according to the above example, the player makes the readiness instruction and then makes the execution instruction with the direction or the position being designated. Therefore, for example, it is possible to reduce the possibility of an erroneous operation such as the skill motion being performed toward a direction or a position not intended by the player, or a skill motion being performed even through the player does not intend to cause the skill motion. Thus, the operability of the game can be improved.
The “operation input including designation of the direction or the position by the user” may be an input of designating the direction or the position. For example, at a timing when a predetermined time has elapsed from when the companion character was set in the readiness state according to the readiness instruction, the game system 1 may cause the companion character to perform the skill motion toward the direction (i.e., the orientation of the player character) designated at the time point. Moreover, the “operation input including designation of the direction or the position by the user” may be performed by an input for designating the direction or the position, and an input for canceling the input of making the readiness instruction. For example, after setting the companion character in the readiness state according to the input of pressing the A-button 53 (at this time, the A-button 53 is being pressed down), the game system 1, while receiving the input for designating the direction, may cause the companion character to perform the skill motion, in response to cancellation of pressing of the A-button 53, toward the direction designated at the time of the cancellation.
In other embodiments, the game system 1 may receive the execution instruction without receiving the readiness instruction. That is, the game system 1 may receive the execution instruction in the state where the companion character is positioned in the action range of the player character, and may cause the companion character to perform the skill motion when the execution instruction has been made by the player.
In the exemplary embodiment, after a companion character has performed a skill motion, the companion character cannot execute a skill motion again until a predetermined standby time elapses from the previous skill motion. That is, on the condition that the standby time has elapsed from execution of control for the skill motion corresponding to the companion character, the game system 1 allows the control to be executed again. This inhibits the player from causing the companion character to frequently perform the skill motion, thereby inhibiting the game from becoming too advantageous to the player.
In other embodiments, after a companion character has performed a skill motion, the game system 1 may cause this companion character to perform a skill motion again without waiting until the standby time elapses. Moreover, in other embodiments, the game system 1 may set a standby time for an execution instruction by the player character to any companion character, instead of setting a standby time for a skill motion of each companion character. That is, on the condition that the standby time has elapsed from when the player character made the execution instruction to any companion character, the game system 1 may permit the execution instruction by the player character to each companion character.
In the exemplary embodiment, when the player character 201 is placed on the ground, the game system 1 controls the companion characters 202 to 206 to move according to movement of the player character 201. Specifically, the game system 1 performs a control for moving the companion characters 202 to 206 so as to accompany the player character 201 according to movement of the player character 201. In addition, the game system 1 performs a control for stopping movements of the companion characters 202 to 206 within a predetermined range including the player character 201, according to stop of movement of the player character 201. Thus, the companion characters 202 to 206 are controlled in movement so as to be positioned around the player character 201. This makes the player character 201 more likely to approach the companion characters 202 to 206, and therefore allows the player character 201 to easily make the instruction regarding the skill motion. The specific method of movement control for the companion characters 202 to 206 in the case where the player character 201 is positioned on the ground is optional. For example, in other embodiments, the game system 1 may control movement of a companion character independently of movement and position of the player character.
As described above, in the exemplary embodiment, the plurality of companion characters appear in the case where the player character is positioned on the ground. The player character approaches one companion character among the plurality of companion characters and makes an instruction to this companion character, thereby selectively causing the companion character to perform a skill motion.
[2-2. Skill Motion in the Air]
Next, a process of causing a companion character to perform a skill motion when the player character is positioned in the air will be described. In the exemplary embodiment, the player character may be positioned in the air as it falls from a high place, for example. Even in the case where the player character is in the air, as in the case where it is on the ground, the player character can make instructions (i.e., the readiness instruction and the execution instruction) for causing the skill motion of generating a wind, to the companion character that performs the skill motion.
The state where the player character is positioned in the air is, for example, the state where the player character is not in contact with a ground (the ground itself may be floating in the air) or a wall surface in the game space. However, when the player character is not in contact with the ground for a short time because it jumps, the game system 1 may determine that this state is not the state where the player character is positioned in the air, but the state where player character is positioned on the ground. For example, when the state where the player character is not in contact with the ground or the wall continues for a predetermined time or more, the game system 1 may determine that the player character is positioned in the air. Moreover, for example, when the player character is away from the ground or the wall by a predetermined distance or more, the game system 1 may determine that the player character is positioned in the air.
The player character may ride on a flying vehicle. The game system 1 may treat the state where the player character rides on such a vehicle, similarly to the state where the player character is positioned on the ground. That is, in the state where the player character rides on the vehicle, the game system 1 may execute a process of causing a companion character, which is designated by the player from among a plurality of companion characters, to perform a skill motion, as in the case where the player character is positioned on the ground. In other embodiments, the state where the player character rides on the vehicle may be treated as a state different from the state where it is positioned on the ground and the state where it is positioned in the air.
The normal falling state is a state where the player character 201 falls with its head being directed upward in the game space. In the exemplary embodiment, the player character 201 firstly enters the normal falling state after it jumps from a high place without performing a diving motion described later. In the normal falling state, the player cannot perform an operation of moving the player character 201 in the horizontal direction. That is, in the normal falling state, the player character 201 falls downward according to the laws of physics (e.g., the law of motion and the law of gravity) adopted in the game.
The low-velocity falling state is a state where the player character 201 falls in a posture of using a fall item 211 which imitates a parachute (see
When the player character 201 is in the low-velocity falling state, if use of the fall item 211 is ended according to a predetermined condition (e.g., an instruction made by the player, or the player character 201 running out of stamina), the player character 201 transitions to the normal falling state.
The diving falling state is a state in which the player character 201 falls with the forward direction thereof being directed downward in the game space. In the exemplary embodiment, when the player character 201 is in the normal falling state or the low-velocity falling state, if a predetermined operation input for transition to the diving falling state (e.g., an input of pressing the first R button 60 of the right controller 4) is performed, the player character 201 enters the diving falling state. If the player character 201 falls from a high place while performing a diving motion (e.g., a motion of jumping off a high place), the player character 201 firstly enters the diving falling state. In the diving falling state, the player character 201 falls at a falling velocity that is lower than that in the normal falling state and higher than that in the low-velocity falling state. During the diving falling, the player character 201 falls while moving forward, backward, leftward, and rightward in the game space (i.e., in the horizontal direction in the game space) with reference to the player character 201 facing downward in the game space, according to up, down, left, and right movement instructions by the player (e.g., input instructions by tilting the analog stick 32 of the left controller 3). In the exemplary embodiment, the amount of movement in the horizontal direction during the diving falling (specifically, the amount of movement in the horizontal direction with the falling distance being a predetermined unit distance) is smaller than the amount of movement in the horizontal direction during the low-velocity falling. That is, the player can cause the player character 201 to move by a larger amount with respect to the horizontal direction during the low-velocity falling than during the diving falling. When the player character 201 is in the diving falling state, the player character 201 transitions to the normal falling state according to a predetermined condition (e.g., an instruction made by the player) having been satisfied.
The game system 1 may set a condition for the player character 201 to enter the low-velocity falling state and the diving falling state. For example, the player character 201 may enter the low-velocity falling state or the diving falling state, on the condition that the player character 201 is away from the ground by a predetermined distance or more, or a predetermined time or more elapses from when the player character 201 is positioned in the air, for example. Such a condition prevents transition of the player character 201 to the low-velocity falling state or the diving falling state when the player character 201 just jumps on the ground.
In the exemplary embodiment, when the player character 201 is positioned in the air, if the player character 201 is in the low-velocity falling state or the diving falling state, the player character 201 can make an instruction for a skill motion to the companion character 202. The player character 201 may be able to make an instruction to the companion character 202 when it is in at least any of the states that the player character 201 can take in the air. For example, in other embodiments, the player character 201 may be able to make an instruction to the companion character 202 when it is positioned in the air. For example, in other embodiments, the player character 201 may be able to make an instruction to the companion character 202 even when it is in the normal falling state. Moreover, for example, the player character 201 may not able to make an instruction to the companion character 202 when it is in the diving falling state.
In the exemplary embodiment, when the player character 201 is in the low-velocity falling state or the diving falling state, the player character 201 can make an instruction to the companion character 202 regardless of the position of the companion character 202 (in other words, regardless of the positional relationship between the player character 201 and the companion character 202). That is, in the above case, the player can always cause the player character 201 to make the above instruction, without operating the player character 201 so as to approach and face the companion character 202. When the player character 201 is in the low-velocity falling state or the diving falling state, the readiness instruction image 208 is displayed regardless of the position of the companion character 202 (see
In the exemplary embodiment, although the player can perform an operation to move the player character 201 in the game space when the player character 201 is in the low-velocity falling state or the diving falling state, it may be difficult for the player to perform an operation of moving the player character 201 to the position of a desired companion character, as compared to the case where the player character 201 is positioned on the ground. In this regard, in the exemplary embodiment, when the player character 201 is in the low-velocity falling state or the diving falling state, the player character 201 can make an instruction regardless of the position of the companion character 202. That is, in the exemplary embodiment, the instruction to the companion character can be easily performed in the situation where it is difficult to perform the movement operation because the player character 201 is positioned in the air, whereby the operability for making the instruction can be improved.
In the exemplary embodiment, when the player character 201 is positioned in the air, the player character 201 cannot make an instruction for a skill motion to the companion characters 203 to 206 other than the companion character 202. That is, when the player character 201 is in the low-velocity falling state or the diving falling state, the game system 1 allows only the companion character 202 to execute a skill motion, and does not allow the other companion characters 203 to 206 to execute a skill motion. That is, as for the other companion characters 203 to 206, the game system 1 does not receive an operation input by the player for causing any of these characters to make a readiness instruction and an execution instruction.
From the above, in the exemplary embodiment, in the case where the player character is positioned on the ground, according to a predetermined operation input (i.e., an operation input for a readiness instruction and an execution instruction) having been performed in the state where a predetermined positional relationship indicating that the player character is near one companion character among a plurality of companion characters (i.e., the state where the companion character is positioned in the action range) is satisfied, the game system 1 executes a control associated with the companion character (i.e., a control for execution of a skill motion). Meanwhile, in the case where the player character is positioned in the air, even when the above predetermined operation input has been performed, the game system 1 does not execute the control associated with the another companion character (i.e., any of the companion characters 203 to 206) different from a predetermined companion character (i.e., the companion character 202). Therefore, in the exemplary embodiment, when the player character is positioned on the ground, the player is allowed to selectively execute a control regarding any of the plurality of companion characters. Meanwhile, when the player character is in the air where the movement thereof is limited, the operation for the control is facilitated. In other embodiments, even when the player character is positioned in the air, the game system 1 may execute the control associated with the other companion characters in response to an operation input by the player.
In the exemplary embodiment, the companion character 202 continues to appear in the game space even when the player character 201 is positioned in the air (see
Meanwhile, when the player character 201 is positioned in the air, the companion characters 203 to 206 other than the companion character 202 withdraw from the game space. Therefore, in the above case, only the companion character 202 among the plurality of companion characters 202 to 206 appears in the game space while the other companion characters 203 to 206 do not appear in the game space (see
As described above, in the exemplary embodiment, when the player character is positioned in the air, the game system 1 causes the companion character 202 to move according to the position of the player character 201, and does not cause the companion characters 203 to 206 other than the companion character 202 among the plurality of companion characters to move according to the position of the player character 201. Thus, the companion character 202 capable of executing a skill motion is more likely to be placed around the player character 201, while the companion characters 203 to 206 incapable of executing a skill motion are less likely to be placed (or are not placed) around the player character 201. This allows the player to easily know which companion character is a companion character capable of executing a skill motion in the air. In addition, rationality can be given to the fact that the companion characters 203 to 206 being incapable of executing a skill motion in the air, thereby reducing the possibility that the player feels discomfort.
In the exemplary embodiment, the other companion characters 203 to 206 are caused to withdraw from the game space, thereby preventing them from moving according to the position of the player character 201. At this time, the game system 1 may cause objects or effects representing the other companion characters (e.g., spheres of light representing the companion characters) to appear around the player character, instead of the other companion characters. Thus, the player is notified, in an easy-to-understand manner, that the companion characters have withdrawn from the game space. In other embodiments, the game system 1 may not perform movement control according to the position of the player character 201 while causing the other companion characters 203 to 206 to appear in the game space. For example, when the player character is positioned in the air, the other companion characters may be controlled to stay on the ground and not to move according to movement of the player character in the air.
In other embodiments, the other companion characters 203 to 206 may also be controlled according to the position of the player character 201, like the companion character 202.
As described above, in the exemplary embodiment, after the companion character 202 has performed a skill motion, the companion character 202 cannot execute a skill motion again until a predetermined standby time elapses from the previous skill motion. Here, in the exemplary embodiment, a remaining time until the lapse of the standby time is set regardless of whether the player character 201 is positioned on the ground or in the air. That is, on the condition that the standby time has elapsed from execution of control for the skill motion on the ground or execution of control for the skill motion in the air, the game system 1 allows execution of control for a new skill motion on the ground or in the air. Thus, in both cases where the player character 201 is on the ground and in the air, it is possible to inhibit the player from taking excessive advantage by causing the companion character 202 to frequently perform the skill motion.
In the exemplary embodiment, an operation part to be used for an input for causing the companion character 202 to perform a skill motion in the case where the player character 201 is positioned in the air, is the same as that in the case where it is positioned on the ground (specifically, the operation part is the A-button 53 of the right controller 4). That is, in the exemplary embodiment, the player can perform, using the same operation part, (a) an operation of instructing execution of a skill motion after designating a companion character to be caused to perform the skill motion in the case where the player character 201 is positioned on the ground, and (b) an operation of instructing a companion character to execute a skill motion, with the companion character to be caused to perform the skill motion being fixed, in the case where the player character 201 is positioned in the air. Thus, the input method for causing the skill motion can be made easy to understand for the player, thereby reducing the possibility of erroneous input by the player.
In the exemplary embodiment, the input method for causing the companion character 202 to perform a skill motion in the case where the player character 201 is positioned in the air is the same as that in the case where the player character 201 is positioned on the ground. That is, in either case, the input for causing the companion character 202 to perform a skill motion is an input including two times of inputs to a predetermined operation part (specifically, the A-button 53 of the right controller 4) (further including an input of designating a direction in the exemplary embodiment). Specifically, in both cases where the player character 201 is in the air and on the ground, the player causes the player character 201 to perform a readiness instruction by the first input to the operation part, and causes the player character 201 to perform an execution instruction by the second input to the operation part, thereby causing the companion character 202 to perform a skill motion. Therefore, according to the exemplary embodiment, since the input method for causing a skill motion is the same in both the cases where the player character 201 is positioned in the air and where it is positioned on the ground, the player can easily understand the input method, thereby further reducing the possibility of erroneous input by the player. Moreover, in either case, since the skill motion is executed by the second input, the skill motion is prevented from being executed against the player's intention due to one erroneous input by the player to the operation part.
In the exemplary embodiment, when the player character 201 is positioned in the air, only the companion character 202 can be caused to perform a skill motion. Therefore, in contrast to the case where the player character 201 is positioned on the ground, it is not necessary to bring the player character 201 near to the companion character caused to perform a skill motion. Therefore, when the player character 201 is positioned in the air, even if the skill motion is executed according to the first input to the operation part, the problem that the direction in which the skill motion is executed is different from the direction intended by the player, does not occur. Therefore, when the player character 201 is positioned in the air, it is also conceivable to cause a skill motion according to the first input to the operation part. In the exemplary embodiment, however, in order to make the input method for causing a companion character to perform a skill motion easy to understand for the player, the player is caused to perform two inputs even when the player character 201 is positioned in the air, as in the case where it is positioned on the ground.
In other embodiments, the input method for causing the companion character 202 to perform a skill motion may differ between when the player character 201 is positioned in the air and when it is positioned on the ground. For example, when the player character 201 is in the low-velocity falling state or the diving falling state, the game system 1 may cause the companion character 202 to perform a skill motion by one input to the operation part by the player. Specifically, in the above case, the game system 1 may receive an input for performing the execution instruction, with the companion character 202 being constantly in the readiness state. This allows the player to cause the companion character 202 to more quickly perform a skill motion. In other embodiments, when the player character 201 is positioned in the air, the game system 1 may cause the companion character 202 to perform a skill motion according to an input to an operation part different from that in the case where the player character 201 is positioned on the ground.
In the exemplary embodiment, both the skill motion on the ground and the skill motion in the air generate a force for moving the object. In this regard, it can be said that both the skill motions provide the same kind of effect on the game. However, the skill motion on the ground and the skill motion in the air may not necessarily provide the exactly same effect, and may provide different effects. For example, the skill motion on the ground and the skill motion in the air may be different from each other in the strength of the wind, the range where the wind is generated, and the period in which the wind is generated. In other embodiments, the skill motion on the ground and the skill motion in the air may provide different kinds of effects. For example, the skill motion on the ground may provide an effect of attacking an enemy character while the skill motion in the air may provide an effect of generating a force for moving the player character.
When the player character is in the low-velocity falling state in the air, the game system 1 controls movement of the player character 201 so as to move under the influence of control for the skill motion. That is, when the player character 201 in the low-velocity falling state receives the wind generated by the skill motion of the companion character 202, the game system 1 moves the player character 201 in the direction of the wind (in other words, accelerates the movement in the direction of the wind; see an arrow in
In the exemplary embodiment, it can be said that control for the skill motion of the companion character 202 in the air is a control having an influence on movement of the player character in the air. As described above, in the exemplary embodiment, the player need not move the player character 201 in order to cause the companion character 202 to perform a skill motion in the air. Therefore, in the exemplary embodiment, the player need not perform an operation of firstly moving the player character 201 itself in order to move the player character 201 (i.e., in order to cause the skill motion), and the player can easily perform the operation of moving the player character in the air. Furthermore, in the exemplary embodiment, the player can move the player character also by the skill motion in addition to the movement control for the player character, whereby the method of moving the player character 201 in the air can be varied.
In the exemplary embodiment, even in the case where the player character 201 is in the diving falling state in addition to the case where it is in the low-velocity falling state, the player character 201 can cause the companion character 202 to perform the skill motion. The game system 1 may move the player character 201 in the diving falling state with or without being influenced by the wind.
In the exemplary embodiment, the game system 1 differentiates the setting of the player character 201 regarding the influence of the wind due to the skill motion, between the case where the player character 201 is positioned on the ground and the case where the player character 201 is in the low-velocity falling state. Specifically, when the player character 201 is positioned on the ground, the game system 1 sets the player character 201 so as not to be influenced by the wind (i.e., so as not to be moved by the wind). Meanwhile, when the player character 201 is in the low-velocity falling state, the game system 1 sets the player character 201 so as to be influenced by the wind (i.e., so as to be moved by the wind). Thus, the game system 1 can move the player character 201 under the influence of the wind when the player character 201 is in the low-velocity falling state, and can prevent the player character 201 from moving under the influence of the wind when the player character 201 is on the ground. The specific method for preventing the player character 201 on the ground from moving under the influence of the wind is optional. For example, in other embodiments, the game system 1 may perform the process of moving the player character 201 with the wind while considering a friction between the player character 201 and the ground to prevent the player character 201 on the ground from moving under the influence of the wind. When the player character 201 is in the normal falling state or the diving falling state, the player character 201 may or may not be set to be influenced by the wind.
As described above, the game system 1 does not move the player character according to the movement force due to control for the skill motion of the companion character 202 when the player character is positioned on the ground, and moves the player character according to the movement force due to control for the skill motion when the player character is positioned in the air. Thus, the player is allowed to operate the movement of the player character in the air according to the above control, and the possibility that the player character moves on the ground against the player's intention can be reduced.
In the exemplary embodiment, the influence of the wind due to the skill motion on the player character 201 differs between the case where the player character 201 is on the ground and the case where it is in the air, but the influence on the other objects is the same in both the cases. For example, among the objects arranged in the game space, an object set to be influenced by the wind is controlled to be blown away by the wind regardless of whether the wind is generated when the player character 201 is positioned on the ground or in the air.
In the exemplary embodiment, the wind due to the skill motion of the companion character 202 is generated at different positions depending on whether the wind is generated when the player character 201 is positioned on the ground or in the air.
When the player character 201 is positioned on the ground, the companion character 202 generates a wind within a predetermined vertical range including the position at the center, in the vertical direction, of the player character 201 (i.e., the center between the crown of the head and the soles of the feet) (see (a) of
As described above, in the exemplary embodiment, the game system 1 executes, as a control for the skill motion in the case where the player character 201 is positioned on the ground, a control for generating a movement force at a predetermined height with reference to the player character 201, and executes, as a control for the skill motion in the case where the player character 201 is positioned in the air, a control for generating a movement force at a height lower than the above predetermined height with reference to the player character 201. Thus, the movement force can be effectively given to the player character 201 falling in the air.
The game system 1 may cause each of the companion characters 202 to 206 to appear in the game space and withdraw from the game space, according to an instruction made by the player during the game. For example, the game system 1 may receive an operation input designating a companion character to be caused to appear or withdraw, on a menu screen displayed according to a predetermined operation input made by the player during the game, and may cause the designated companion character to appear or withdraw. If the player character 201 enters the state of being positioned in the air while the companion character 202 is withdrawn from the game space according to the instruction of the player, the game system 1 maintains the state where the companion character 202 is withdrawn. Therefore, in the above case, the companion characters 202 to 206 do not appear in the game space.
[3. Specific Example of Processing in Game System]
A specific example of information processing in the game system 1 will be described with reference to
As shown in
The player character data is data regarding the player character. In the exemplary embodiment, the player character data includes arrangement data and state data. The arrangement data indicates the position and orientation of the player character in the game space. The state data indicates the state of the player character on the ground or in the air. In the exemplary embodiment, the state data indicates any of the on-ground state, the normal falling state, the low-velocity falling state, and the diving falling state of the player character
The companion character data is data regarding a companion character. The companion character data is stored for each of the companion characters. In the exemplary embodiment, the companion character data includes arrangement data and remaining time data. The arrangement data indicates the position and orientation of the corresponding companion character in the game space. The remaining time data indicates a remaining time until the aforementioned standby time elapses in the case where the companion character performs a skill motion (i.e., until a skill motion is allowed again).
In the exemplary embodiment, the processor 81 of the main body apparatus 2 executes the game program stored in the game system 1 to execute the processes in steps shown in
The processor 81 executes the processes in the steps shown in
In step S1 shown in
In step S2, the processor 81 controls the motions of characters (e.g., enemy character) other than the player character and the companion character. That is, the processor 81 controls the motions of the other characters according to the algorithm defined in the game program. Next to step S2, the process in step S3 is executed.
In step S3, the processor 81 determines whether or not the player character is positioned on the ground in the game space, based on the state data stored in the memory. When the determination result in step S3 is positive, the process in step S4 is executed. When the determination result in step S3 is negative, the process in step S5 is executed.
In step S4, the processor 81 executes an on-ground motion control process. The on-ground motion control process is a process of controlling the motion of a companion character when the player character is positioned on the ground. Hereinafter, the on-ground motion control process will be described in detail with reference to
In step S12, the processor 81 causes companion characters (i.e., the companion characters 203 to 206 shown in
In step S13, the processor 81 selects one companion character from among the companion characters appearing in the game space. At this time, the processor 81 selects a companion character that has not yet been selected in the process loop of steps S13 to S22 in the current on-ground motion control process. Next to step S13, the process in step S14 is executed.
In step S14, the processor 81 determines whether or not the companion character selected in step S13 is positioned within the aforementioned action range based on the player character. This determination can be performed based on the arrangement data included in the player character data stored in the memory and on the arrangement data included in the companion character data regarding the companion character, stored in the memory. When the determination result in step S14 is positive, the process in step S15 is executed. When the determination result in step S14 is negative, the process in step S18 described later is executed.
In step S15, the processor 81 determines whether or not the aforementioned standby time has elapsed from when the companion character selected in step S13 executed the previous skill motion. This determination is performed according to whether or not the remaining time data included in the companion character data stored in the memory with respect to the companion character indicates 0. When the determination result in step S15 is positive, the process in step S16 is executed. When the determination result in step S15 is negative, the process in step S18 described later is executed.
In step S16, the processor 81 determines, based on the operation data, whether or not an operation input for performing the aforementioned readiness instruction with respect to the companion character selected in step S13 has been performed by the player. When the determination result in step S16 positive, the process in step S17 is executed. When the determination result in step S16 is negative, the process in step S18 described later is performed.
In step S17, the processor 81 causes the companion character selected in step S13 to perform a motion to enter the readiness state (specifically, motion of going behind the player character, shown in
In step S18, the processor 81 determines whether or not the companion character selected in step S13 is in the readiness state. When the determination result in step S18 is positive, the process in step S19 is executed. When the determination result in step S18 is negative, the process in step S21 described later is executed.
In step S19, the processor 81 determines, based on the operation data, whether or not an operation input for performing the aforementioned execution instruction with respect to the companion character selected in step S13 has been performed by the player. When the determination result in step S19 is positive, the process in step S20 is executed. When the determination result in step S19 is negative, the process in step S21 described later is executed.
In step S20, the processor 81 causes the companion character selected in step S13 to perform the aforementioned skill motion (specifically, motion of generating a wind, shown in
In step S21, the processor 81 controls a motion, other than the skill motion, of the companion character selected in step S13. For example, the processor 81 causes the companion character to perform a motion of moving according to movement of the player character, or a motion of attacking an enemy character according to the algorithm defined in the game program. At this time, the processor 81 updates the arrangement data included in the companion character data stored in the memory with respect to the companion character such that the arrangement data indicates the content after the motion. Next to step S21, the process in step S22 is executed.
In step S22, the processor 81 determines whether or not all the companion characters appearing in the game space have been selected in step S13 (i.e., whether or not all the companion characters have been subjected to movement control). When the determination result in step S22 is negative, the process in step S13 is again executed. Thereafter, the process loop of steps S13 to S22 is repeatedly executed until all the companion characters are selected in step S13. When the determination result in step S22 is positive, the processor 81 ends the on-ground motion control process.
In step S5 shown in
In step S32, the processor 81 withdraws the companion characters other than the predetermined companion character 202 from the game space. At this time, the processor 81 updates the arrangement data included in the companion character data regarding the withdrawn companion characters, stored in the memory, such that the arrangement data indicate that the companion characters are not placed in the game space. Next to step S32, the process in step S33 is executed.
In step S33, the processor 81 moves the predetermined companion character 202 according to movement of the player character. At this time, the processor 81 updates the arrangement data regarding the companion character, stored in the memory, such that the arrangement data indicates the position to which the predetermined companion character 202 has been moved. Next to step S33, the process in step S34 is executed.
In step S34, the processor 81 determines whether or not the player character is in the normal falling state, based on the state data in the player character data stored in the memory. When the determination result in step S34 is negative, the process in step S35 is executed. When the determination result in step S34 is positive, the processor 81 ends the in-air motion control process.
In step S35, the processor 81 determines whether or not the standby time has elapsed from when the predetermined companion character 202 executed the previous skill motion. This determination is performed according to whether or not the remaining time data included in the companion character data stored in the memory with respect to the predetermined companion character 202 indicates 0. When the determination result in step S35 is positive, the process in step S36 is executed. When the determination result in step S35 is negative, the processes in steps S36 to S37 are skipped and the process in step S38 described later is executed.
In step S36, the processor 81 determines, based on the operation data, whether or not an operation input for performing the readiness instruction with respect to the predetermined companion character 202 has been performed by the player. When the determination result in step S36 is positive, the process in step S37 is executed. When the determination result in step S36 is negative, the process in step S37 is skipped and the process in step S38 described later is executed.
In step S37, the processor 81 causes the predetermined companion character 202 to perform a motion to enter the readiness state. At this time, the processor 81 updates the arrangement data included in the companion character data stored in the memory with respect to the predetermined companion character 202 such that the arrangement data indicates the content after the motion. After step S37, the processor 81 ends the in-air motion control process.
In step S38, the processor 81 determines whether or not the predetermined companion character 202 is in the readiness state. When the determination result in step S38 is positive, the process in step S39 is executed. When the determination result in step S38 is negative, the processor 81 ends the in-air motion control process.
In step S39, the processor 81 determines, based on the operation data, whether or not an operation input for performing the execution instruction with respect to the predetermined companion character 202 has been performed by the player. When the determination result in step S39 is positive, the process in step S40 is executed. When the determination result in step S39 is negative, the processor 81 ends the in-air motion control process.
In step S40, the processor 81 causes the predetermined companion character 202 to perform the skill motion of generating a wind. The processor 81 updates the companion character data stored in the memory such that the data indicates the content after the motion. In addition, the processor 81 updates the remaining time data included in the companion character data stored in the memory such that the remaining time data indicates the length of the standby time. Thereafter, the processor 81 sequentially updates the remaining time data such that the time indicated by the remaining time data is decreased over time. After step S40, the processor 81 ends the in-air motion control process.
Next to the on-ground motion control process in step S4 or the in-air motion control process in step S5, the process in step S6 shown in
Next to step S26, the process in step S1 is executed again. Thereafter, during the game, the process loop of steps S1 to S6 is repeatedly executed. The game processing shown in
[4. Functions and Effects of Exemplary Embodiment, and Modifications]
As described above, in the exemplary embodiment, the information processing system (specifically, the game system 1) is configured to include the following means (in other words, a game program as an example of an information processing program is configured to cause a computer to function as the following means).
According to the above configuration, when the player character is on the ground, the user can select a non-player character that executes the first control, by bringing the player character near to a desired non-player character. Meanwhile, when the player character is in the air, the user can cause the non-player character to execute the second control without moving the player character. Thus, when operating the player character moving on the ground and in the air, the user can easily cause the non-player character suited to the user's intention to perform a motion.
The second control execution means is not limited to means that constantly executes the second control while the player character is positioned in the air. The second control execution means may be, for example, means that executes the second control during a period in which a predetermined condition (in the above embodiment, the player character being in the low-velocity falling state) is satisfied while the player character is positioned in the air.
The third operation input may be an input according to the same input method as the second operation input as in the above embodiment, or may be an input according to an input method different from the second operation input. The second control may be a control of the same kind as the first control (in other words, a control providing the same kind of effect; a control for generating a wind in the above embodiment), or may be a control of a different kind from the first control. Each of the first control and the second control is a control for causing the non-player character to perform a certain motion in the above embodiment, but may be any control regarding the non-player character.
The “predetermined positional relationship indicating that the player character and the predetermined character are near to each other” indicates the relationship subject to the distance between the player character and the predetermined character, but is not limited to the relationship subject to the distance only. For example, the positional relationship may be a relationship subject to the orientation of the player character in addition to the distance between the player character and the predetermined character, as in the case where a companion character is positioned within the action range of the player character. Thus, the “predetermined positional relationship indicating that the player character and the predetermined character are near to each other” is not always satisfied even if the distance between the player character and the predetermined character is equal to or less than a predetermined value. Also, there may be a case that does not correspond to the above positional relationship even if the distance between the player character and the predetermined character is equal to or less than the predetermined value.
In the exemplary embodiment, the player character and a companion character as an example of a non-player character are not replaced with each other. However, in other embodiments, the player character and a non-player character may be replaced with each other.
In the exemplary embodiment, when a process is executed by using data (including a program) in a certain information processing apparatus, a part of the data required for the process may be transmitted from another information processing apparatus different from the certain information processing apparatus. In this case, the certain information processing apparatus may execute the process by using the data received from the another information processing apparatus and the data stored therein.
In other embodiments, the information processing system may not include some of the components in the above embodiment, and may not execute some of the processes executed in the above embodiment. For example, in order to achieve a specific effect of a part of the above embodiment, the information processing system may include a configuration for achieving the effect and execute a process for achieving the effect, and may not include other configurations and may not execute other processes.
The exemplary embodiment can be used as, for example, a game system and a game program for the purpose of, for example, easily performing an operation for causing a non-player character to perform a motion when operating a player character moving on the ground and in the air.
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 |
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2022-144905 | Sep 2022 | JP | national |