1. Field of the Invention
The present invention relates to a video game apparatus and a control method thereof, and a game program. More specifically, the present invention relates to a novel video game apparatus and a control method thereof, and a game program utilized therefore for erasing an area (hereinafter, called as “action restriction area”) in which an action of a player character is restricted or the player character is damaged in a game that a game player operates the player character in a virtual 3-dimension game space.
2. Description of the Prior Art
By recent development of computer graphics, a game apparatus in which a virtual 3-dimension game space is set and in which a game player plays a game by operating a player character is provided in various ways and has a high processing speed and an ascetically pleasant image.
More specifically, paste of a texture to a 3-dimension object has been performed for the purpose of pursuit of a reality. In order to enhance presence of the game and improving reality of the racing game, an art for representing a locus passed by a racing car on a racing course, representing a change by pasting a smudged texture with increasing orbits of the racing car and by erasing the texture with the passage of time is known (e.g., Japanese Patent Application Laying-open No. 2001-167291).
However, in the prior art, high performance of a recent game apparatus is focused on pursuit of reality and not focused on realizing an interest of a game itself.
Therefore, it is a primary object of the present invention to provide a novel video game apparatus and a control method thereof, and a game program.
Another object of the present invention is to provide a novel video game apparatus and a control method thereof, and a game program for setting an action restriction area to restrict an action of a player character in a virtual 3-dimension space.
A video game apparatus according to the present invention comprises: a map data storing means (70d: a part corresponding in the embodiment, and so forth) for storing map data to display a virtual 3-dimension space on a display screen of a monitor;
It is also possible to provide in the video game apparatus a clear determining means (70c, S10) for determining stage-clear on the basis of the latest action restriction area stored in the action restriction area storing means.
It is also possible to provide in the video game apparatus a game over determining means (70c, S11) for determining a game-over on the basis of the latest action restriction area stored in the action restriction area storing means.
In a case the video game apparatus includes a plane map storing means (70d) for storing a 2-dimension plane map corresponding to the virtual 3-dimension space and a plane map texture storing means (72db) for storing a plane map texture rendered on the plane map, the action restriction area setting means sets the action restriction area in the plane map texture, and the action restriction area storing means includes the plane map texture storing means.
When the game apparatus further includes a still object data generating means (72c) for generating still object data indicative of a shape of a still object and a still object texture storing means (72d) for storing a still object texture, the still object is displayed by mapping the still object texture on the still object data, and the rendering means includes a texture mapping means (S35) for mapping the still object texture and the plane map texture.
It is noted that it is also possible to set the action restriction area by a transparency parameter of the plane map texture storing means.
Then, in a case the video game apparatus further includes a non-player character data storing means (70b, 72b) for storing non-player character data to display a non-player character (78) in the virtual 3-dimension space, the action restriction area setting means can set the action restriction area depending upon a moving locus of the non-player character.
A control method of a video game according to the present invention is applied to a video game in which a game player operates a player character in a virtual 3-dimension space displayed on a display screen of a monitor and includes following steps of: (a) preparing a 2-dimension plane map corresponding to the virtual 3-dimension space and a plane map texture including an action restriction area which is rendered on the 2-dimension plane map and restricts an action of the player character; (b) renewing the action restriction area of the plane map texture by moving a non-player character in the virtual 3-dimension space; (c) renewing the action restriction area of the plane map texture by a predetermined movement of the player character in response to an operation of the game player; and (d) changing in real time the action restriction area displayed in the virtual 3-dimension space by rendering the plane map texture having a renewed action restriction area on the 2-dimension plane map.
It is noted that it is possible to renew the action restriction area by a translucency parameter of the plane map texture in the step (b).
In one aspect of the present invention, a game apparatus is a game apparatus in which a player plays a game by operating a player character (76) in a virtual 3-dimension space displayed on a display screen of a monitor, and comprises an obstacle area writing means (36, 72db, S28) for writing onto the screen an obstacle area (82) depending upon a moving locus on which a non-player character (78) moves; a damage means (36, S27) for applying damage to the player character in the obstacle area written by the obstacle area writing means; and an erasing means (36, S27) for erasing the obstacle area in response to an operation of the player.
In this case, when the game apparatus is further provided with a texture generating means, a surface of a still object displayed in the virtual 3-dimension space is formed by texture mapping, and the obstacle area writing means rewrites in real time the surface texture of the still object.
A game program according to the present invention is applied to a video game apparatus having a map data storing means (70c) for storing map data to display a virtual 3-dimension space on a display screen of a monitor, a player character data storing means (70a, 72a) for storing player character data to display a player character (76) in the virtual 3-dimension space, a still object data storing means (72c, 72da) for storing still object data to display a still object (80) in the virtual 3-dimension space, and a processor (36) for displaying the player character and the still object in the virtual 3-dimension space according to the player character data and the still object data, and makes the processor execute following steps of: a setting step (S23) for setting an action restriction area to restrict an action of the player character in the virtual 3-dimension space; a canceling step (S27) for canceling at least a part of the action restriction area set by the setting step in response to a predetermined movement of the player character; an action restriction area renewing step (S28) for storing a latest action restriction area by storing in real time the action restriction area set by the setting step and storing in real time a cancelled area cancelled by the canceling step; and a rendering step (S8) for rendering the action restriction area in the virtual 3-dimension space on the basis of the action restriction area renewed in the action restriction area renewing step.
In a case the video game apparatus further includes a plane map storing means (70d) for storing a 2-dimension plane map corresponding to the virtual 3-dimension space and a plane map texture storing means (72db) for storing a plane map texture rendered in the plane map, the action restriction area is set in the plane map texture in the above-described setting step of the game program, and the plane map texture storing means is renewed in the action restriction area renewing step.
When the video game apparatus further includes a still object data generating means (72c) for generating still object data indicative of a shape of a still object and a still object texture storing means (72d) for storing a still object texture, the processor displays the still object by mapping the still object texture on the still object data, and the still object texture and the plane map texture are mapped with each other in the above-described rendering step of the game program.
In a case the plane map texture storing means is settable of a transparency parameter, the above-described action restriction area renewing step of the game program renews the transparency parameter.
When the video game apparatus further includes a non-player character data storing means (70b, 72b) for storing non-player character data to display a non-player character (78) in the virtual 3-dimension space, the action restriction area is set depending upon a moving locus of the non-player character in the above-described setting step of the game program.
A game system of the embodiment includes the game machine, the controller connected to the game machine and the monitor for displaying a game screen according to a video signal and a sound signal from the game machine. The CPU (and GPU) of the game machine displays the virtual 3-dimension space on the display screen of the monitor according to the map data, displays the player character in the virtual 3-dimension space according to the player character data and further displays the still object by the still object data.
In the embodiment, the enemy character (non-player character) is displayed in the virtual 3-dimension space irrespective of operating of the controller in the game machine, and according to the moving locus of the enemy character, for example, the CPU (setting means) sets the action restriction area to restrict an action of the player character in the virtual 3-dimension space.
When the game player makes by operating the controller the player character perform a predetermined action, including an action of sprinkling water by a pump, the CPU (canceling means) cancels at least a part of the action restriction area set by the enemy character.
Then, the action restriction area is renewed by storing in real time the action restriction area set by the setting means and storing in real time the cancelled area cancelled by the canceling means. Accordingly, the rendering means (CPU and GPU) renders the action restriction area in the virtual 3-dimension space on the basis of the latest action restriction area.
More specifically, the video game apparatus further includes the plane map storing means for storing the 2-dimension plane map corresponding to the virtual 3-dimension space and the plane map texture storing means for storing the plane map texture rendered in the plane map, and the action restriction area is stored as a texture in the plane map texture storing means and renewed in real time. It is noted that a texture indicative of the action restriction area is settable by the translucency parameter.
As a video game, the player character is damaged when entering the action restriction area. Furthermore, when the action restriction area is, for example, increased more than a predetermined percentage of the game screen, a game-over process is performed, and when the action restriction area is, for example, erased, a stage- or map-clear process is performed.
According to the present invention, a novel video game apparatus can be obtained by setting the action restriction area for restricting an action of the player character in the virtual 3-dimension space and making the game be over or the stage be cleared depending upon the action restriction area.
The above described objects and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.
A video game system 10 of this embodiment shown in
The game machine 12 includes an approximately cubic housing 14, and the housing 14 is provided with an optical disk drive 16 on an upper surface thereof. An optical disk 18 which is one example of an information storage medium stored with a game program is loaded on the optical disk drive 16. The housing 14 is provided with a plurality of connectors 20 (four in this embodiment) on a front surface thereof. These connectors 20 are for connecting a controller 22 to the game machine 12 by a cable 24 and can connect up to four controllers to the game machine 12 in this embodiment.
The controller 22 is provided with an operating means (control) 26 on upper, lower and side surfaces thereof. The operating means 26 includes, for example, two analog joysticks, one cross key, a plurality of button switches and so on. One analog joystick is utilized for inputting a moving direction and/or a moving speed or moving amount, and etc. of a player character (a moving image character operable by the controller 22 by a player) according to an amount of inclination and a direction of the stick. The other analog joystick is utilized for controlling movement of a virtual camera according to a direction of an inclination thereof. The cross key is utilized for instructing a moving direction of the player character in place of the analog joystick. The button switches are utilized for instructing movement of the player character, switching a point of view of the virtual camera in the 3-dimension image, adjusting the moving speed of the player character and so on. The button switches further control, for example, a menu selection and movement of a pointer or a cursor.
It is noted that the controller 22 is connected to the game machine 12 by the cable 24 in this embodiment. However, the controller 22 may be coupled to the game machine 12 via another method, for example, an electromagnetic wave (e.g., radio wave or infrared ray) in a wireless manner. Furthermore, detailed structure of the operating means of the controller 22 is, of course, not limited to the structure of the embodiment and can be arbitrarily changed or modified. For example, only one analog joystick may be utilized or no analog joystick may be utilized. The cross key may not be utilized.
At least one (two in this embodiment) memory slot 28 is provided below the connectors 20 on the front surface of the housing 14 of the game machine 12. A memory card 30 is inserted to this memory slot 28. The memory card 30 is utilized for loading the game program and display data (see
The housing 14 of the game machine 12 is, on a rear surface thereof, provided with an AV cable connector (not shown) with which a monitor 34 is connected to the game machine 12 through an AV cable 32. The monitor 34 is typically a color television receiver, and the AV cable 32 inputs a video signal from the game machine 12 to a video input terminal of the color television and applies a sound signal to a sound input terminal. Accordingly, a game image of a 3-dimension (3D) video game, for example, is displayed on the color television (monitor) 34, and a stereo game sound such as game music, sound effect and etc. is output from right and left speakers.
In the game system 10, a user or a game player turns on an electric power source of the game machine 12 in order to play a game (or other application), and then, selects a suitable optical disk 18 storing a video game (or other application intended to play), and loads the optical disk 18 on the disk drive 16 of the game machine 12. In response thereto, the game machine 12 starts to execute the video game or the other application on the basis of software stored in the optical disk 18. The user operates the controller 22 so as to apply an input to the game machine 12. For example, by operating any one of the operating means 26, the game or the other application is started. By moving another of the operating means 26, it is possible to move the moving image character (player character) toward different directions or to change the point of view of the user (camera position) in the 3-dimension (3D) game world.
The GPU 42 is constructed by, for example, a single chip ASIC and receives a graphics command (an image-construction command) from the CPU 36 via the memory controller 38 and then, in response to the command, generates the 3-dimension (3D) game image by a geometry unit 44 and a rendering unit 46. Specifically, the geometry unit 44 performs a coordinate operation process such as rotation, movement, transformation and etc. of various kinds of characters and objects (which is formed by a plurality of polygons, and the polygon is a polygonal plane defined by at least 3 vertex coordinates) in a 3-dimension coordinates system. The rendering unit 46 pastes (performs a rendering) a texture (pattern image) on each of polygons of the various kinds of objects. Accordingly, 3-dimension image data to be displayed on the game screen is produced by the GPU 42, and the image data is rendered (stored) in a frame buffer 48. It is noted that data (primitive or polygon, texture and etc.) required to execute the image-construction command by the GPU 42 is obtained from the main memory 40 via the memory controller 38.
The frame buffer 48 is a memory for rendering (accumulating) one frame of image data, for example, of the raster scan monitor 34 and is rewritten by the GPU 42 at every one frame. A video I/F 58 described later reads the data stored in the frame buffer 48 through the memory controller 38, and whereby the 3D game image is displayed on the screen of the monitor 34. It is noted that a capacity of the frame buffer 48 has largeness corresponding to the number of pixels (or dots) of the screen to be displayed. For example, it has the number of pixels (storing positions or addresses) corresponding to the number of the pixels of the display or the monitor 34.
Furthermore, a Z buffer 50 has a storage capacity equal to the number of pixels (storing positions or addresses) corresponding to the frame buffer 48×the number of bits of depth data per one pixel, and stores depth information or depth data (Z value) of dots corresponding to respective storing positions of the frame buffer 48.
It is noted that the frame buffer 48 and the Z buffer 50 may be constructed by a portion of the main memory 40.
The memory controller 38 is also connected to a sub-memory 54 via a DSP (Digital Signal Processor) 52. Accordingly, the memory controller 38 controls the writing and/or the reading of the sub-memory 54 in addition to the main memory 40.
The memory controller 38 is further connected to respective interfaces (I/F) 56, 58, 60, 62 and 64 by buses. The controller I/F 56 is an interface for the controller 22 and applies an operating signal or data of the operating means 26 of the controller 22 to the CPU 36 through the memory controller 38. The video I/F 58 accesses the frame buffer 48 to read the image data formed by the GPU 42 and then, applies the image signal or the image data (digital RGB pixel values) to the monitor 34 via the AV cable 32 (
The program data storing area 70 is similarly stored with program data read from the optical disk 18 wholly at one time, or partially and sequentially. The program data includes coordinates data of a model of a character or an object, for example. The program data storing area 70 includes a player character coordinate data storing region 70a for storing coordinate data of a character (player character) capable of being moved or rendered an arbitrary action within the game space by operating the controller 38 by the game player, and an enemy character coordinate data storing region 70b for storing coordinate data of an enemy character. It is noted that although the enemy character is one of non-player characters (character incapable of being operated or controlled by the game player), the non-player character may includes a non-player character except for the enemy character. The program data storing area 70 further includes a storing region 70c for storing a map (virtual 3-dimension space map) to display a virtual 3-dimension game space, a region 70d for storing a plane map showing a plane obtained by viewing from above the virtual 3-dimension game space, a region 70e for storing sound data of a game sound and a sound effect, and a region 70f for a various flags including, for example, a clear flag, and registers. The clear flag is set to “1” when graffiti (an action restriction area or obstacle area) described later is present in the game space and set to “0” when the graffiti becomes absent.
The graphics data storing area 72 is also stored with graphics data read from the optical disk 18 wholly at one time, or partially and sequentially. The graphics data is, for example, data relating to a rendering such as color, transparency and etc. The graphics data storing area 72 includes a storing region 72a for storing data such as a polygon of the above-described player character (polygon list and so on) and etc., a storing region 72b for storing data such as a polygon of the enemy character (polygon list and so on) and etc., a storing region 72c for storing data such as a polygon of the still object (wall object, land object and so on) and etc., and a storing region 72d for storing texture data. The texture data storing region 72d includes a storing region 72da for storing a still object texture to be pasted on each surface of the above-described still object, a storing region 72db for storing a plane map texture to be pasted on the above-described plane map, and a storing region 72dc for storing texture to be pasted on other objects or characters. The above-described plane map texture is a texture for pasting only after-mentioned graffiti on the plane map, includes, for example, a black graffiti pattern, and is renewed in real time as described later. In other words, the plane map texture is for eventually deciding RGB (color) to be specified at every pixel of the still object. On the other hand, the plane map texture is settable of transparency (•) at every pixel. By use of this, if •=1 (opaque) as to a portion subjected to graffiti, a color of the still object becomes black as graffiti at the portion of •=1. As described later, if the graffiti is erased, a portion of the still object is made •=0 (transparency), the black texture disappears, and whereby, a natural color of the still object is displayed. Of course, a process for directly rewriting the RGB data may be performed.
As a game content of this embodiment, when the player character moves in a town and etc. in the game space, a smudged portion or “graffiti portion” exists here and there. When the player character touches the graffiti portion, a contrivance such as suffering of damage, incapability of entering in the graffiti portion and etc. is performed. Accordingly, the graffiti portion limits the action of the player character and is called an “action restriction area” or an “obstacle area”.
On the other hand, when the enemy character moves, since a movement locus is changed to the graffiti portion, the graffiti portion in which the player character is damaged is increased, and therefore, a range in which the player character can freely act becomes narrower.
It is noted that the player character can sprinkle water by utilizing a water pump and erase the graffiti, and when all the graffiti on the map is erased, the map or the stage means to be cleared.
Herein, referring to
More specifically, when the player character 76 enters in the area, i.e., the graffiti 82, the player character 76 drains physical strength, for example and decreases a so-called life point (HP) in the game. Accordingly, as the game player, it is necessary to deal with the problems by letting the player character away from the graffiti 82 as soon as possible, erasing the graffiti 82 and so on.
In this embodiment, when the game player operates the controller 22 so as to allow the player character to operate a pump 84 shown in
It is noted that although a plane map texture stored in the plane map texture storing region 72db in
When playing a game, the optical disk 18 is set to the game machine 12 as described above. When the power is turned on, data is read from the optical disk 18, and a program and data required for a game map or a stage at this time are stored (loaded) in the main memory 40 as shown in
Then, the CPU 36 fetches an operating input signal from the controller 22 in a next step S2, and operates the player character 76 (
The CPU 36 executes a moving process of the enemy character in a following step S4 and, at the same time, executes a process of the still object in a next step S5.
In a following step S6, the CPU 36 processes the action restriction area. The action restriction area is specifically shown in detail in
In a first step S21 in
At the same time, it is determined whether or not the player character 76 exists in the action restriction area in a step S25. More specifically, the CPU 36 determines whether or not the player character exists within the action restriction area by comparing the position of the player character at that time with a range of the coordinate position of the action restriction area (i.e., graffiti 82) shown in
If “YES” is determined in the step S25, the CPU 36 applies predetermined damage to the player character and executes processes such as decrease of the life point (HP) and etc. in a following step S26. In contrast, if “NO” is determined in the step S25, the process directly proceeds to a step S27.
In the step S27, the CPU 36 sees the operating input signal from the controller fetched in the step S21 and determines whether or not an instruction for erasing the action restriction area (graffiti) is included in the signal. If the erasing means is the pump 84 (
Returning to
In a step S31, first, the CPU 36 converts the positions of the above-described geography object, the building object, the item, the player character, the enemy character and etc. into the 3-dimension camera coordinates system making the virtual camera as a reference, and converts the 3-dimension camera coordinates system into a 2-dimension projection plane coordinates system. Then, the CPU 36 reads a texture of the still object from the still object texture storing region 72da shown in
Furthermore, the plane map texture renewed in the above-described step S28 is read in a step S34, and the plane map texture is mapped on the previous still object texture in a step S35. Accordingly, by executing the step S35, the game screen shown in
Referring to
Thereafter, the process returns to a step S9 shown in
If “NO” is determined in the step S11, i.e., a remaining ratio of the graffiti 82 is smaller than the constant percentage, the process returns to the previous step S2. However, in the embodiment which makes the game be over if the graffiti, i.e., the action restriction area 82 more than the constant percentage remains, a game-over process is performed in a step S12 and then, the process is ended.
If “NO” is determined in the previous step S10, the CPU 36 determines whether or not a next stage is present in a following step S13. If the next stage is present, the process returns to the first step S1 while if the next stage is absent, the game is cleared and a game clear process is executed in a step S14, and then, the process is ended.
Although the present invention has been described and illustrated in detail, it is clearly understood that the same is by way of illustration and example only and is not to be taken by way of limitation, the spirit and scope of the present invention being limited only by the terms of the appended claims.
Number | Date | Country | Kind |
---|---|---|---|
2002-143542 | May 2002 | JP | national |