Patent classifications
A63F13/56
NON-TRANSITORY COMPUTER-READABLE MEDIUM AND VIDEO GAME PROCESSING SYSTEM
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to determine an influence area of an object on a character is provided. The functions includes: a registering function configured to register influence area information in advance, a relationship between a plurality of unit areas around an object when a character is connected to the object and a structural model constituting the character being set for each of the unit areas in the influence area information for each combination of the character and the object; and an outputting function configured to output, in a case where a certain combination of a character and an object is specified, influence area information corresponding to the certain combination.
Gap jumping simulation of stretchable character in computer game
Embodiments relate to generating image frames including a motion of a character with one or more stretchable body parts by either performing only blending of prestored animation clips or performing both the blending of prestored animation clips and performing inverse kinematics operations where one or more bones in the body parts are stretched or contracted. Choosing whether to perform blending or the inverse kinematics depends on whether predetermined conditions are satisfied or not. Prestored animation clips to be blended may be determined according to the speed of the character when performing the jumping motion. When performing the inverse kinematics, physical properties of the character are simulated to determine the trajectory of the character during the jumping.
Gap jumping simulation of stretchable character in computer game
Embodiments relate to generating image frames including a motion of a character with one or more stretchable body parts by either performing only blending of prestored animation clips or performing both the blending of prestored animation clips and performing inverse kinematics operations where one or more bones in the body parts are stretched or contracted. Choosing whether to perform blending or the inverse kinematics depends on whether predetermined conditions are satisfied or not. Prestored animation clips to be blended may be determined according to the speed of the character when performing the jumping motion. When performing the inverse kinematics, physical properties of the character are simulated to determine the trajectory of the character during the jumping.
STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
When a game object is located in an end range in a virtual space relating to a first end portion of a display range of a display image, the end range being in the display range, end control that causes the game object to remain in the end range is performed while a range of view is being moved in a first direction in the virtual space that is a direction perpendicular to the first end portion and aimed at inside of the display range and/or while the game object is performing an action of moving in a second direction opposite to the first direction. When the end control has continued for at least a waiting period, the game object is moved to a location other than the end range in a range in the virtual space relating to the display range.
STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
When a game object is located in an end range in a virtual space relating to a first end portion of a display range of a display image, the end range being in the display range, end control that causes the game object to remain in the end range is performed while a range of view is being moved in a first direction in the virtual space that is a direction perpendicular to the first end portion and aimed at inside of the display range and/or while the game object is performing an action of moving in a second direction opposite to the first direction. When the end control has continued for at least a waiting period, the game object is moved to a location other than the end range in a range in the virtual space relating to the display range.
STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD
An example of an information processing system controls an action by a player character object in a virtual space in response to an action instruction based on an operation input. When the player character object performs the action, the information processing system defines a hit detection area used for defining whether the action has hit another object other than the player character object at a position that is determined based on the position and the orientation of the player character object in the virtual space, and expands the hit detection area in the depth direction of a virtual camera. If the expanded hit detection area is in contact with the other object, the information processing system performs a process based on the action against the other object.
STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD
An example of an information processing system controls an action by a player character object in a virtual space in response to an action instruction based on an operation input. When the player character object performs the action, the information processing system defines a hit detection area used for defining whether the action has hit another object other than the player character object at a position that is determined based on the position and the orientation of the player character object in the virtual space, and expands the hit detection area in the depth direction of a virtual camera. If the expanded hit detection area is in contact with the other object, the information processing system performs a process based on the action against the other object.
Controlling a user interface of a computer device
A method for displaying the relative positions of two players playing a game on a user device. The set of levels within an episode that a first player is playing are displayed on the graphical user interface of his computer device. These levels are set out in a predetermined order, wherein access to the next level is granted once the player has completed the preceding levels. Inputs from the player are received as the player plays each level. This enables the game to determine when the level has been completed, and to generate player data indicating the level the player is playing. In an episode race, the relative positions of the two players can then be displayed based on the time taken for the first and second players to complete one or more levels in their respective sets of levels. A player may compete against bots, created from historic user data, or against live opponents. In another feature, the user can select a specific theme from a group of themes to play an episode of the game in. In another feature, the user can invite another user to play in the same theme as him, even if the two players are playing different levels with different difficulties.
Controlling a user interface of a computer device
A method for displaying the relative positions of two players playing a game on a user device. The set of levels within an episode that a first player is playing are displayed on the graphical user interface of his computer device. These levels are set out in a predetermined order, wherein access to the next level is granted once the player has completed the preceding levels. Inputs from the player are received as the player plays each level. This enables the game to determine when the level has been completed, and to generate player data indicating the level the player is playing. In an episode race, the relative positions of the two players can then be displayed based on the time taken for the first and second players to complete one or more levels in their respective sets of levels. A player may compete against bots, created from historic user data, or against live opponents. In another feature, the user can select a specific theme from a group of themes to play an episode of the game in. In another feature, the user can invite another user to play in the same theme as him, even if the two players are playing different levels with different difficulties.
Game system, storage medium for use therewith, and control method
Provided is a game system or the like capable of setting a game field relatively wide. This game system provides a training game that progresses through a navigation character or a waiting character that moves in accordance with a user instruction in a game field of a monitor that displays a room screen including the game field. Further, for example, the game system specifies a position relationship between a waiting position and a guide position, when the user instructs the waiting character to move from the waiting position to the guide position in the game field, and changes a moving speed of the waiting character between a normal speed and a special speed in accordance with the specified position relationship, when the waiting character moves from the waiting position to the guide position.