US20060135237A1 - Program for controlling the movement of group of characters, recorded medium, and game device thereof - Google Patents

Program for controlling the movement of group of characters, recorded medium, and game device thereof Download PDF

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US20060135237A1
US20060135237A1 US11/313,130 US31313005A US2006135237A1 US 20060135237 A1 US20060135237 A1 US 20060135237A1 US 31313005 A US31313005 A US 31313005A US 2006135237 A1 US2006135237 A1 US 2006135237A1
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group
character
leader
agent
movement
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US11/313,130
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Jumpei Tsuda
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Koei Co Ltd
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Koei Co Ltd
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    • A63F13/10
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6623Methods for processing data by generating or executing the game program for rendering three dimensional images for animating a group of characters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Definitions

  • This invention relates to programs for controlling a group of characters, a recorded medium, and a game device thereof, and more particularly to a program for controlling the group of characters, recorded medium, and game device thereof wherein a player can directly operate the group (troop) of the characters in a 3-dimensional virtual space and wherein the movement and the battle of the group are shown with reality.
  • each character is moved to a target site at a total acceleration in combination of, for each X-Y-Z component in 3-dimensional virtual space, an acceleration to be away from the other characters when the other characters exist in a first range and an acceleration to agree with the moving speed and the direction of the other characters following the leader when the other characters exist in a second range.
  • each character can be moved while changing the speed and/or direction based on the moving state of the other characters in the first or second range, which shows realistic movement of each character.
  • a program for controlling the movement of the character group wherein a plurality of game characters are moved to disperse from a certain game character or a certain first range when any buttons (first to fourth buttons) on an input device are not pressed to instruct the direction, and the game characters are moved to assemble adjacently to the certain game character or a second range when the first button is pressed.
  • pressing the first button, just a single button gives instructions for both direction and start for movement at the same time to the game characters moving in the different directions toward the certain game character or the second range after dispersing from the game character or the first range. Operationality for the movement of the plural game characters is improved while reducing the burden on a signal processing section.
  • the second to fourth buttons can be utilized to instruct the normal direction while moving the group without indicating the group. This improves the operationality of the movement of the group, in addition to the above-mentioned dispersion and the assembly.
  • the input device includes a cross-like button set in which the first button is allocated to a down button, the second to fourth buttons are allocated to up, left, right buttons respectively, it is easy for the player to understand that the down button is a button to assemble the certain game characters, with the other up, right, and left buttons being utilized to instruct actual normal directions. Because the particular game character represents the player himself, pressing of the down button of the cross-like button set corresponds to the feeling for the assembly to the player in view of the position of the button.
  • a program for controlling the movement of the character group wherein the computer functions as: a model data providing means to supply motion data for non-displayed 3D polygon model that operates in the 3D virtual space; a motion ability providing means to provide the character following the top of the 3D polygon model with the motion ability; and a position calculation means to calculate the position of the characters in the 3D virtual space.
  • the plural characters forming the group are provided with the motion ability to follow the top of the non-displayed 3D polygon models, which eliminates the need to prepare the motion for each character, simplifying the process.
  • This also serves to express the group of the character in a complex formation, as if a single moving organism.
  • JP No. 3163496 JP Laid-Open No. 2002-66131, and JP Laid-Open No. 2004-62676.
  • the present invention provides a program to control video games, wherein a computer functions as: a group movement means to move a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device; a particular effect means to effect a particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; a position computing and storage means to calculate and memorize the latest position of each character based on the applied particular effects; and a group display means to display the leader-including group on a display device.
  • the present invention provides a program to control video games, wherein a computer functions as: a group movement and combat means to move and fight a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device; a front-line forming means to form the front-line of the leader-including group so as not to pass an enemy group in the battle of the leader-including group against the enemy group; and a friendly and enemy groups display means to display the leader-including and the enemy groups on a display device.
  • the invention serves to show the whole group without substantially disturbing the formation of the group and to appropriately express the character's behavior such as passing or changing the position of the character in the group. Accordingly, one can enjoy complex lively movement or fighting of the group having the leader in the middle by a self-explanatory operation, which is expressed more realistically.
  • the invention achieves the object wherein one can enjoy complex lively movement or fighting of the group having the leader in the middle by a self-explanatory operation.
  • FIG. 1 is a flowchart of a program for controlling the character group.
  • FIG. 2 is a flowchart for a sub-routine to process the movement and battle of the group.
  • FIG. 3 is a flowchart for a sub-routine to process the agent character in FIG. 2 .
  • FIG. 4 is a flowchart for a sub-routine to process a state of the agent character in FIG. 3 .
  • FIG. 5 is a flowchart for a sub-routine to process the barycenter in FIG. 3 .
  • FIG. 6 is a flowchart for a sub-routine to process the platoon in FIG. 2 .
  • FIG. 7 is a flowchart for a sub-routine to process traveling speed of the platoon in FIG. 6 .
  • FIG. 8 is a diagram of the repulsive force effected on the character.
  • FIG. 9 is a diagram of the relationship between the repulsive force effected on the character and the distance.
  • FIG. 10 is a diagram of the cohesive force effected on the character.
  • FIG. 11 is a diagram of the moving force effected on the character.
  • FIG. 12 is a diagram wherein the leader character is at the vanguard of the group.
  • FIG. 13 is a diagram wherein the leader character is positioned generally in the middle of the screen.
  • FIG. 14 (A) is a diagram of the force effected on the character.
  • FIG. 14 (B) is a diagram to show the movement of the character.
  • FIG. 15 is a diagram to show the movement of the vanguard soldiers in the course of the battle in the front line.
  • FIG. 16 is a diagram to show the rearguard soldiers standing by to cover the vanguard soldiers.
  • FIG. 17 is a diagram to show the friendly agent group shifting to the assist state.
  • FIG. 18 is a diagram to show the arrangement of the agent characters when attacking.
  • FIG. 19 is a diagram to show the movement of the rearguard soldiers.
  • FIG. 20 is a diagram to show the movement of the rearguard soldiers after the virtual borderline is established.
  • FIG. 21 is a block diagram of the game device.
  • FIG. 22 is a plan view of the input device.
  • FIG. 23 is a front view of the input device taking along line of an arrow XXIII in FIG. 22 .
  • FIG. 24 is a control block diagram of the game device.
  • FIGS. 1-24 illustrate an embodiment of the present invention.
  • FIG. 21 shows a video game device 2 for home usage (hereinafter referred to as “game device”).
  • the game device 2 includes a game device main body 4 to which a television monitor 8 , with a speaker 6 built therein, and an input device 10 are connected.
  • the game device main body 4 includes a media reading section 14 (see FIG. 24 ) by which a recorded medium 12 , such as CD-ROM and DVD, can be loaded/unloaded.
  • a recorded medium 12 such as CD-ROM and DVD
  • the television monitor 8 displays, for example, the groups (troops) of the game based on information from the input device 10 . By the input device 10 , the groups can be moved in the game.
  • a main body 16 of the input device 10 includes many buttons such as: a start button 18 to start the game; a square-marked button 20 , a triangle-marked button 22 , a circle-marked button 24 , and an X-marked button 26 , which are utilized to, for example, operate game characters and respond to the questionnaire that the game device main body 4 issued; a cross-like direction button set 36 formed by an upward button 28 , a rightward button 30 , a leftward button 32 , and a downward button 34 ; a select button 38 ; R 1 and R 2 buttons 40 , 42 ; L 1 and L 2 buttons 44 , 46 ; right and left analogue sticks 48 , 50 ; and an analogue mode switch 52 .
  • the left analogue stick 50 is allocated for instructing the direction in which the group should move.
  • the square-marked button 20 is allocated to attacking of the character, such as raising a sword overhead.
  • the main body 4 of the game device includes a CPU block 54 to control the whole system of the device as a computer to execute programs for video games.
  • the CPU block 54 includes: an SCU (System control unit) 56 to control mainly the data transfer between respective sections of the main body 4 ; a CPU (Central Processing Unit) 58 that operates at high clock speed; a ROM (Read Only Memory) 60 that stores the basic operation of the main body 4 of the game device; a RAM (Random Access Memory) 62 that functions as a working area for the CPU 58 and temporarily stores the game programs recorded by the recorded medium 12 and various data; and an internal bus 64 connecting these elements.
  • SCU System control unit
  • CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the SCU 56 is connected to an outer bus 66 .
  • the outer bus 66 includes: a receiving section 68 that receives an input from the input device 10 and provides the input information to the CPU block 54 ; the media reading section 14 that reads the game programs recorded on the recorded medium 12 such as CD-ROM, and transfers to the CPU block 54 , the media reading section 14 including a sub-CPU (not shown); an image processing section 70 , equipped with a CPU for graphics and a VRAM, that performs a light source process based on information from the CPU block 54 to draw in the 3-dimensional field; and a sound processing section 72 , equipped with a sub-CPU (not shown), that processes the sound such as background music and battle sound.
  • the receiving section 68 is connected to the input device 10 .
  • the image processing section 70 is connected to the television monitor 8 .
  • the sound processing section 72 is connected to the speaker 6 built in the television monitor 8 .
  • the CPU block 54 functions as: a group movement means to move a leader-including group of which a leader character is added to an agent group (troop, platoon and the like) comprising a plurality of agent characters in the 3-dimensional virtual space based on input information from the input device 10 ; a particular force effect means to effect a particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; a position computing and storage means to calculate and memorize the latest position of the character based on the applied particular effects; and a group display means to display the leader-including group on the display device, namely the television monitor 8 .
  • a group movement means to move a leader-including group of which a leader character is added to an agent group (troop, platoon and the like) comprising a plurality of agent characters in the 3-dimensional virtual space based on input information from the input device 10 .
  • a particular force effect means to effect a particular force on each character every certain time in order to express the realistic movement of the
  • the particular force includes three forces (1)-(3) as follows: (1) a repulsive force to avoid a collision with the other characters (force in a direction of dispersion); (2) a cohesive force to effect the agent group toward the barycenter (force to be together); and 3) a moving force to move the character in a designated direction selected by the operation section of the input device 10 or by the program.
  • the CPU block 54 or the computer, further functions as a leader movement means to move the leader character to the barycenter of the agent group.
  • the recorded medium 12 has the recorded program that permits the game device 2 to function as the group movement means, the particular force effect means, the position computing and store means, the group display means, and the leader movement means.
  • the game device 2 to operate the video game of the embodiment includes: the group movement means to move a leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10 ; the particular force effect means to effect the particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; the position computing and storage means to calculate and memorize the latest position of the character based on the applied particular effects; the group display means to display the leader-including group on the television monitor 8 , i.e. the display device; and the leader movement means to move the leader character to the barycenter of the agent group.
  • the CPU block 54 further functions as: a group battle movement means to move, to an enemy area for a battle, the leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10 ; a front line forming means to form the front line of the leader-including group to avoid breaking (mixture) of the enemy group in the course of the battle against the enemy group; and a friend and enemy groups display means to display the leader-including group and the enemy group on the television monitor 8 , i.e. the display device.
  • the CPU block 54 further functions as a friendly agent movement means to move the friendly agent who is not fighting based on information from the input device 10 after the leader-including group is piercing the enemy group.
  • the CPU block 54 further functions as a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent (or group) who is not fighting goes beyond a set virtual border line at the back (behind) of the enemy group.
  • the CPU block 54 further functions as a reconnoiter means to enable the leader character to search for the enemy as in the other friendly agent character in the course of battle of the leader-included group.
  • the recorded medium 12 has the recorded program that permits the game device 2 to function as, in addition to the above-mentioned functions, the group battle movement means, the front line forming means, the friend and enemy groups display means, the friendly agent movement means, the friendly agent move-around means, and the reconnoiter means.
  • the game device 2 includes: the group battle movement means to move, to the enemy area for a battle, the leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10 ; the front line forming means to form the front line of the leader-including group to avoid breaking (mixture) of the enemy group in the course of the battle against the enemy group; the friendly agent movement means to move the friendly agent who is not fighting after the leader-including group is piercing the enemy group; the friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent who is not fighting goes beyond a set virtual border line at the back of the enemy group; and the friend and enemy groups display means to display the leader-including group and the enemy group on the television monitor 8 , i.e. the display device.
  • the program for controlling the video game permits the CPU block 54 , or the computer, to function as: the group movement means to move the leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10 ; the particular force effect means to effect the particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; the position computing and storage means to calculate and memorize the latest position of the character based on the applied particular effects; and the group display means to display the leader-including group on the television monitor 8 , i.e. the display device.
  • the program permits the computer to function as the leader movement means to move the leader character to the barycenter of the agent group.
  • the particular forces i.e., repulsive, cohesive, and moving forces, are applied so that the movement of every character is displayed realistically every certain time (frames).
  • the certain time is defined by a unit of time for image process.
  • the time for one frame corresponds to the time for two vertical retrace interruptions (Vsync), 1/30 sec, which Vsync is recalled on the program at intervals of 1/60 sec (16.6 msec) in accordance with a vertical retrace cycle of the television monitor 8 .
  • the repulsive force of an agent character A is produced against the other agent characters within an area of some, e.g., 3-meter radius having the agent character A at the center. This repulsive force is produced separately for each agent character.
  • a position of the agent character is designated as “a”
  • a position of the other agent character is “b”
  • a limit range to produce the repulsive force (the maximum distance at which the repulsive force is produced and is no longer produced beyond this limit) is “d”
  • the extent of the maximum repulsive force is “f”.
  • 1
  • v ( a ⁇ b )/ 1
  • Repulsive force v*f* max( d ⁇ 1 , 0)/ d
  • v is a unit vector directing from “a” to “b”, that has only direction; its quantity being 1 .
  • the expression “f*max(d ⁇ 1 , 0)/d” is illustrated in FIG.
  • the barycenter of the group mentioned herein is the so-called barycenter of particles, which utilizes coordinates wherein coordinates of horizontal components (x and z) of each agent character are added and averaged for each component.
  • the vertical component (y) is set at the ground level.
  • the barycenter does not always agree with a center of a simple rectangular or circular outer frame including each agent character. Simply, the barycenter may be set at the center of the simple outer frame. However, it is desirable that, when there is a character apart from the gathering group, the barycenter of the group should be at the gathering portion, so that the original idea of barycenter should be adopted.
  • acceleration speed is calculated for each coordinate component (x, y, z) and, by adding these for each coordinate component, the total acceleration speed is calculated. Then by utilizing an equation 4 described below, the latest speed and position of each character are computed and the results are stored in RAM 62 . Predetermined are an initial speed before the movement of the characters (i.e., zero), a designated moving speed (the (3) moving force, v 1 ), and the position (coordinate value in an aligned state).
  • ⁇ t designates a time ( 1/30 sec) between the previous frame and the current frame, with the previous velocity V 0 and position P 0 being stored in RAM 62 .
  • V 1 V 0+ ⁇ / ⁇ t [Equation 4]
  • P 1 P 0+ V 0* ⁇ t+ 0.5* ⁇ * ⁇ t 2
  • the agent character is drawn on the screen.
  • the (1) repulsive force and the (2) cohesive force are counteracting, so that the forces (1)-(3) vary in every frame. Slight sway of the barycenter effects on the (2) cohesive force. This serves to express the group swaying or lively slight movement.
  • the whole of the agent group with the leader at the vanguard is not shown or displayed in some cases. Also, assuming that the leader character is leading to move the agent group, it may be realistic when the leader is commanding at the center of the group with the soldiers guarding around him, instead of commanding at the vanguard.
  • the barycenter is set for the whole of the agent group, and the position and direction of the camera is set automatically so that the barycenter is at the center of the display.
  • the (2) cohesive force is effected so that the position of the leader character is in agreement with the barycenter.
  • Special force (the force that brings the leader toward the barycenter) is effected on the leader character.
  • each agent character of the group is preset so that the group establishes, e.g., a rectangular formation
  • the specific position of the agent character is determined and displayed once the movement begins due to the three forces variably effecting in every frame. Therefore the whole shape of the agent group and the relative position and the sequence of the characters are variable as in the real troops, thereby representing a lively movement.
  • the character at the vanguard of the agent group is not the leader and is effected by the force toward the leader at the barycenter of the group (i.e., (2) cohesive force).
  • the leader character is effected by a force described below in each frame.
  • Total acceleration is computed in addition to the three forces, and the latest speed and position are calculated by using the equation 4 of Euler's formula and then memorized in the RAM.
  • v is the maximum relative speed
  • d is the distance to start deceleration of the access speed
  • 1 is the distance between the agent character and the barycenter of the platoon.
  • the direction of the agent character has not been considered (added) yet; the agent character is handled as a particle having no-direction. This is because, due to the fact that the agent character has a certain direction, the sudden changes of the agent character in the opposite direction may result in non-realistic movement. The changes of the direction must be shown gradually.
  • the present embodiment provides a particle control having a direction in which a particle control of the agent character with the addition of a direction control so as to change the direction of the agent character in each frame.
  • the well-known method for example, JP Laid-Open 2004-6267
  • both of the (3) moving force to move forward (see FIG. 11 ) and the (1) repulsive force effected by a vanguard soldier of the enemy group are applied to the group.
  • both the repulsive and moving forces cause the group to be in a flat formation to gradually expand right and left, particularly the rearguard soldiers are dispersing.
  • the expansion or dispersion is avoided by applying the (2) cohesive force, the force toward the barycenter of the group, to the characters.
  • the vanguard soldier fighting in the front line is processed, given a battle process on a higher priority, so that the right and left movements of the (3) moving force are prevented (the soldiers are not moved right and left even if the right analogue stick 50 is operated sidewardly).
  • the CPU block 54 functions as: a group battle movement means to move, to an enemy area for a battle, the leader-including group of which the leader character is added to the agent group (troop, unit and the like) comprising a plurality of agent characters in the 3-dimensional virtual space based on input information from the input device 10 ; a front line forming means to form the front line of the leader-including group to avoid breaking (mixture) of the enemy group in the course of the battle against the enemy group; and a friend and enemy groups display means to display the leader-including group and the enemy group on the television monitor 8 , the display device.
  • a group battle movement means to move, to an enemy area for a battle, the leader-including group of which the leader character is added to the agent group (troop, unit and the like) comprising a plurality of agent characters in the 3-dimensional virtual space based on input information from the input device 10 ;
  • a front line forming means to form the front line of the leader-including group to avoid breaking (mixture) of the enemy group in
  • a first character searches for the other agent characters within a certain radius (e.g., 5 m) and within a certain angel view ⁇ (e.g., 90 degrees).
  • the first character is shifted to a battle state. If not and if the other agent character front and nearest to the first character is the friendly agent character, it is shifted to an assisting state. If not, the first character remains to move since there are no other agent characters before him.
  • the above-mentioned assisting state in this embodiment is a state where the first character is standing by to avoid the enemy agent character to pierce into the friendly agent group, although there may be another method to increase variables of attacking or defense power of the fighting vanguard character in the front line.
  • the group forms the front-line as described below.
  • a process of which local control is provided with each agent character but eventually forms the total formation is generally called “creative and developing control”.
  • the purpose of this process that forms the front line is to prevent melee or assault at close quarters.
  • Pressing the attack button (e.g., the square-marked button 20 ) allows attacking of only the front vanguard soldiers of the group being presently operated by the player and shows motion of the characters, such as swinging down the sword.
  • the agent character who does not face the friendly agent character swings down the sword, regardless of whether facing the enemy character or not.
  • the soldiers in a first row do not necessarily swing down the sword. This is illustrated in FIG. 18 .
  • the CPU block 54 further functions as a friendly agent movement means to move the friendly agent who is not fighting based on information from the input device 10 after the leader-including group pierces the enemy group; and a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent who is not fighting goes beyond a set virtual border line at the back (behind) of the enemy group.
  • a right-arrow (a) and up-arrow (b) show the directions of the forces effected onto the rearguard soldiers, i.e. moving directions, when the left analogue stick 50 is tilted toward right and up in turn (alternatively the cross-shaped button set 36 is depressed rightward and upward in turn).
  • the left analogue stick 50 should be tilted downwardly in a usual way.
  • requirement of this downward operation also results in the undesirable downward movement of the group presently fighting (i.e., retreat).
  • the group main body should not be moved, so that, while the downward operation of the left analogue stick 50 is still allocated to downwardly move the group main body, the move-around of the rearguard soldier is realized without the need for the downward operation of the left analogue stick 50 .
  • the virtual borderline is appropriately provided at the back or through the enemy group. After the rearguard soldiers move beyond the virtual boarder line by operation of the left analogue stick 50 in the direction (b), the rearguard soldiers automatically move-around behind or to the side of the enemy group and then move toward the barycenter of the enemy group (subsequently battle occurs).
  • the virtual boarder line is, for example, a straight line which is perpendicular to a line connecting the barycenters of the enemy and friendly agent groups and which passes the aftermost of the enemy group, with respect to the friendly agent group or which passes the barycenter of the enemy group instead of the aftermost of the enemy group.
  • Other lines such as a line behind the enemy group or a line passing inside of the group or even a curved line may be utilized as long as automatic move-around can be started to the extent a certain attack can be achieved.
  • the other methods to prevent dispersion of the agent character may include a process to avoid movement beyond a virtual frame of the group, for example. However it is difficult for this method to move (move round) only a part of the group not fighting.
  • the CPU block 54 further functions as a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent who is not fighting goes beyond an assumed virtual border line at the back (behind) of the enemy group.
  • the above-mentioned equation 5 and equation 6 effected on the leader character are applied to the agent characters, while replacing the barycenter of the platoon by that of the enemy platoon, that is “the force to move the respective agent toward the barycenter of the enemy platoon”.
  • the game program and the game data recorded on the medium 12 have been already installed into the RAM 62 of the CPU block 54 of the main body 4 of the game device, having an initial setting already done.
  • operation of the group of the player is mainly explained, and explanation of the group of the computer, to which is applied the similar process, is omitted.
  • a program starts in step 102 , followed by an initial setting in step 104 .
  • the initial setting in step 104 coordinates of each platoon, in a move/halt state, are set.
  • the various data are loaded such as the velocity and the acceleration set at zero, in a northern direction (for example), in the move/halt state, and those polygon data.
  • the move/halt state is a state wherein either the character is moving or staying.
  • a time interval for this is set at a time for one frame that corresponds to two interruptions of Vsync as described above.
  • step 106 determines whether the determination in step 106 is “NO”, a main process is executed in step 108 .
  • step 108 for example, information for the tilting operation by the left analogue stick 50 that is received and transferred by the input receiving section 68 , is temporarily stored and updated in the RAM 62 .
  • other processes are also executed, such as the process as to pressing of other buttons or the sound process to permit the sound processing section 72 to synthesize for a game sound effect.
  • step 106 determines whether the group movement and battle process is “YES”. If the determination in step 106 is “YES”, then a sub-routine is executed in step 110 for the group movement and battle process.
  • step 112 After the main process in step 108 or the sub-routine for the group movement and battle process in step 110 , a determination is made in step 112 as to whether a finish button of the input device 10 is pressed. If this determination in step 112 is “NO”, the program returns to step 106 . If the determination in step 112 is “YES”, the program ends in step 114 .
  • the sub-routine for the group movement and battle process in step 110 in FIG. 1 is illustrated by a flowchart in FIG. 2 .
  • One platoon-state variable is prepared for each platoon, and one agent-state variable is prepared for each agent character in the RAM 62 .
  • a program starts in step 202 .
  • a determination is made in step 204 as to whether the process is finished for all of the platoons.
  • step 204 determines whether the determination in step 204 is “YES”. If the determination in step 204 is “YES”, a process for full-screen display is executed in step 210 for the character which is able to display within the screen frame. Then the program returns in step 212 .
  • the sub-routine for the agent character in step 206 of FIG. 2 is illustrated by a flowchart shown in FIG. 3 .
  • a program starts in step 302 , followed by a determination in step 304 as to-whether the process is finished for all the agent characters.
  • step 304 determines whether the agent character is fighting or not. If the determination in step 304 is “NO”, then a sub-routine to process for a state of the agent character is executed in step 306 . Then the (1) repulsive force is calculated in step 308 , and the (2) cohesive force is calculated in step 310 . In step 312 , a determination is made as to whether the agent character is fighting or not.
  • step 312 determines whether the player is operating or instructing the platoon. If this determination in step 314 is “YES”, then a moving speed for the agent character is set based on a value of the tilt of the left analogue stick 50 in step 316 .
  • step 314 If the determination in step 314 is “NO”, then the traveling speed for the agent character is set based on the traveling speed of the platoon in step 318 .
  • the (3) moving force is computed in step 320 .
  • step 322 After the calculation of the moving force in step 320 , a sub-routine for the barycenter process is executed in step 322 . Then the total acceleration speed is calculated in step 324 , and the latest speed and position of each character are computed and stored in RAM in step 326 , and orientation of the character body is performed in step 328 . The program then returns to step 304 .
  • step 312 determines whether the agent character is fighting. If the determination in step 312 is “YES”, that is the agent character is fighting, then a process for the battle of the agent character is executed in step 330 .
  • various process are executed, such as a process to start fighting of only the agent character in the battle when the square-marked button 20 is depressed, a process to deal with the damage of the enemy character or the damage of the agent character given by the enemy character, and a process for defense. Then the total acceleration speed is calculated in step 324 .
  • step 304 If the determination in step 304 is “YES”, the program returns in step 332 .
  • a variable of the state of the agent is changed as shown in FIG. 4 .
  • a program starts in step 402 .
  • the agent character searches for the other agent characters front and nearest to him in step 404 .
  • a determination is made in step 406 as to whether the enemy group (enemy agent character) is found.
  • step 406 If the determination in step 406 is “NO”, then another determination is made in step 408 as to whether the friendly agent group is found.
  • step 410 If this determination in step 410 is “YES”, the agent character is set to the state for standing by for help in step 412 .
  • step 408 determines whether the agent character is set to the move/halt state in step 414 since there are no agent characters before him.
  • a program starts in step 502 as to the process for the barycenter in step 322 in FIG. 3 .
  • step 506 a force to bring toward the barycenter of the friendly platoon (friendly agent group) is calculated in step 506 .
  • This force is obtained from the equation 5 and equation 6, and is different from the (2) cohesive force.
  • step 504 If the determination in step 504 is “NO”, then another determination is made in step 508 as to whether the position of the agent character is beyond the virtual border.
  • step 508 determines whether this determination in step 508 is “YES”. If this determination in step 508 is “YES”, then a force to bring toward the barycenter of the enemy platoon (enemy group) is calculated in step 510 . This force is also calculated by utilizing the equations 5 and 6.
  • the program returns in step 512 after the calculation of the force to bring toward the barycenter of the friendly platoon in step 506 , or the calculation to bring toward the barycenter of the enemy platoon (enemy agent group) in step 510 , or if the determination in step 508 is “NO”.
  • the sub-routine for the platoon in step 208 of FIG. 2 includes a modification of the platoon state value as shown in a flowchart of FIG. 6 .
  • a program starts in step 602 .
  • the coordinates of the barycenter of the friendly platoon are calculated in step 604 .
  • a determination is made in step 606 as to whether all the agent charters are in a non-battle state.
  • step 606 determines whether the agent character is fighting. If this determination in step 608 is “NO”, then the program returns to step 606 .
  • step 616 After the setting of the virtual border for moving-round in step 612 or the platoon is shifted to the move/halt state in step 614 , a sub-routine for the platoon traveling speed process is executed in step 616 , and the program returns in step 618 .
  • step 706 If the determination in step 706 is “NO”, then another determination is made in step 708 as to whether the friendly platoon is found.
  • step 708 If this determination in step 708 is “YES”, then further determination is made in step 710 as to whether this friendly platoon is fighting or not.
  • step 710 If this determination in step 710 is “YES”, then another determination is made in step 712 as to whether the enemy platoon goes beyond the virtual border line.
  • step 712 determines whether this determination in step 712 is “YES”, then a traveling speed to move toward the barycenter of the enemy platoon is set in step 714 (for the moving-round).
  • step 710 If the determination in step 710 is “NO”, then the traveling speed and direction to follow the friendly platoon are set in step 720 .
  • step 712 If the determination in step 712 is “NO”, then the traveling speed and direction toward the vicinity of the enemy platoon are set in step 722 .
  • the vicinity of the enemy platoon is, for example, at 5 meter on the border line from the agent character at the right end of the enemy platoon.
  • the program returns in step 724 after the processes in steps 714 - 722 .
  • the present invention that provides the program for controlling the movement of a group of characters, recorded medium, and game device thereof, achieves to show the whole group without substantially disturbing the formation of the group and to appropriately express the character's behavior such as passing or changing position of the character in the group. Accordingly, one can enjoy complex lively or life-like movement or fighting of the group having the leader in the middle by a self-explanatory operation, which is expressed more realistically.
  • the leader-including group can be directly operated by manipulation of the input device 10 at the beginning of the movement or when moving the group.
  • the manipulation of the input device 10 is to tilt the left analogue stick 50 or to press the cross-shaped button set 36 so as to input the traveling direction.
  • This achieves the expression of the realistic movement of the leader-included group (troop; such as horse-soldiers).
  • the above-mentioned three forces are effected, and latest position of each character is calculated for every certain time (frame). Realistic movement of the leader-included group can be shown while changing its position in the group without disturbing the formation.
  • the leader character in the movement of the leader-including group, is positioned generally in the middle of the group.
  • leader character commands the agent characters (soldiers) to move or fight as a group. Therefore it is not assumed that the leader character is changed depending on the state of the leader-including group (troop). Accordingly, the leader character is not changed in view of the idea of the barycenter if the leader character is positioned generally in the middle of the group.
  • the leader character can be positioned in the rear of the agent group.

Abstract

In a program for controlling a group of characters, a recorded medium, and a game device thereof, one can enjoy complex lively movement or fighting of the group having the leader in the middle by a self-explanatory operation, which is expressed more realistically. The present program provides a program for controlling video games, and controlling the movement of a character group to permit a computer to function to accomplish: a group movement function to move a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device; a particular effect function to effect a particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; a position computing and storage function to calculate and memorize the latest position of each character based on the applied particular effects; and a group display function to display the leader-including group on a display device.

Description

    FIELD OF THE INVENTION
  • This invention relates to programs for controlling a group of characters, a recorded medium, and a game device thereof, and more particularly to a program for controlling the group of characters, recorded medium, and game device thereof wherein a player can directly operate the group (troop) of the characters in a 3-dimensional virtual space and wherein the movement and the battle of the group are shown with reality.
  • BACKGROUND ART
  • In video games for home usage, there are some programs wherein the player controls, for moving in the 3-dimensional virtual space, both a leader character and an agent group (such as a troop, party, and platoon) comprising agent characters who follow the leader.
  • Conventionally, there is disclosed a program for controlling the movement of the character group, wherein each character is moved to a target site at a total acceleration in combination of, for each X-Y-Z component in 3-dimensional virtual space, an acceleration to be away from the other characters when the other characters exist in a first range and an acceleration to agree with the moving speed and the direction of the other characters following the leader when the other characters exist in a second range. Thereby, each character can be moved while changing the speed and/or direction based on the moving state of the other characters in the first or second range, which shows realistic movement of each character.
  • Also, there is disclosed a program for controlling the movement of the character group, wherein a plurality of game characters are moved to disperse from a certain game character or a certain first range when any buttons (first to fourth buttons) on an input device are not pressed to instruct the direction, and the game characters are moved to assemble adjacently to the certain game character or a second range when the first button is pressed. Thereby, in the 3D virtual space, pressing the first button, just a single button, gives instructions for both direction and start for movement at the same time to the game characters moving in the different directions toward the certain game character or the second range after dispersing from the game character or the first range. Operationality for the movement of the plural game characters is improved while reducing the burden on a signal processing section. Also, by setting such that the plural game characters are moved as a group in a direction designated by pressing any one of the second to fourth buttons, the second to fourth buttons can be utilized to instruct the normal direction while moving the group without indicating the group. This improves the operationality of the movement of the group, in addition to the above-mentioned dispersion and the assembly. Further, when the input device includes a cross-like button set in which the first button is allocated to a down button, the second to fourth buttons are allocated to up, left, right buttons respectively, it is easy for the player to understand that the down button is a button to assemble the certain game characters, with the other up, right, and left buttons being utilized to instruct actual normal directions. Because the particular game character represents the player himself, pressing of the down button of the cross-like button set corresponds to the feeling for the assembly to the player in view of the position of the button.
  • Further, there is disclosed a program for controlling the movement of the character group, wherein the computer functions as: a model data providing means to supply motion data for non-displayed 3D polygon model that operates in the 3D virtual space; a motion ability providing means to provide the character following the top of the 3D polygon model with the motion ability; and a position calculation means to calculate the position of the characters in the 3D virtual space. Thereby, the plural characters forming the group are provided with the motion ability to follow the top of the non-displayed 3D polygon models, which eliminates the need to prepare the motion for each character, simplifying the process. This also serves to express the group of the character in a complex formation, as if a single moving organism.
  • Examples of relevant patent documents include JP No. 3163496, JP Laid-Open No. 2002-66131, and JP Laid-Open No. 2004-62676.
  • SUMMARY OF THE INVENTION
  • Conventionally, when controlling the motion of the character group according to the patent documents JP No. 3163496 and JP Laid-Open No. 2004-62676, the group (troop or platoon) is not operated to move by the player but automatically by the computer. It is suitable to enjoy watching the battle, but is not suitable for the enjoyment of being directly involved in the operation and battle of the group, which is inconvenient.
  • Also, according to the invention disclosed in JP No. 3163496, each character in the group follows the leader while maintaining a distance between each other, but while changing speed and direction. This expresses realistic movement since there is passing of the character and changing of the relative position thereof in the group. Due to the lack of the idea of a barycenter, the characters in the back (rear) of the group may however disperse to a certain extent in some cases, and therefore the whole group is not displayed on the screen. In contrast, the invention according to the patent document JP Laid-Open No. 2004-62676 avoids the large dispersal of the characters and maintains the formation of the group owing to the characters following the top of the whole non-displayed polygon models. However, each character is provided with a fundamental alignment position in the group (i.e., the top of own character to be a target site for movement), so that the position in the group does not change basically, which is not a variable lively or life-like movement.
  • Further, according to the invention of the patent document JP Laid-Open No. 2002-66131, the group can be operated directly by the cross-like button set. However, this invention succeeds the invention of JP No. 3163496 in which the characters follow the leader, and therefore the operation of the whole group is limited to only, e.g., forward or stop. This is because, due to the lack of the idea of the barycenter, there are the problems of the dispersion of the character while moving and of the non-display of the whole group. It is also difficult to grasp the dispersed characters on the program process in the course of battle, especially in the confusion of a close fight in the final stage, so that external operation of the group is no longer easy.
  • The present invention provides a program to control video games, wherein a computer functions as: a group movement means to move a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device; a particular effect means to effect a particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; a position computing and storage means to calculate and memorize the latest position of each character based on the applied particular effects; and a group display means to display the leader-including group on a display device. Also, the present invention provides a program to control video games, wherein a computer functions as: a group movement and combat means to move and fight a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device; a front-line forming means to form the front-line of the leader-including group so as not to pass an enemy group in the battle of the leader-including group against the enemy group; and a friendly and enemy groups display means to display the leader-including and the enemy groups on a display device.
  • According to the present invention that provides the program for controlling the movement of group of characters, recorded medium, and game device thereof, the invention serves to show the whole group without substantially disturbing the formation of the group and to appropriately express the character's behavior such as passing or changing the position of the character in the group. Accordingly, one can enjoy complex lively movement or fighting of the group having the leader in the middle by a self-explanatory operation, which is expressed more realistically.
  • By the player that directly operates the group, the invention achieves the object wherein one can enjoy complex lively movement or fighting of the group having the leader in the middle by a self-explanatory operation.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Embodiments of the present invention will now be described in detail with reference to the drawings.
  • FIG. 1 is a flowchart of a program for controlling the character group.
  • FIG. 2 is a flowchart for a sub-routine to process the movement and battle of the group.
  • FIG. 3 is a flowchart for a sub-routine to process the agent character in FIG. 2.
  • FIG. 4 is a flowchart for a sub-routine to process a state of the agent character in FIG. 3.
  • FIG. 5 is a flowchart for a sub-routine to process the barycenter in FIG. 3.
  • FIG. 6 is a flowchart for a sub-routine to process the platoon in FIG. 2.
  • FIG. 7 is a flowchart for a sub-routine to process traveling speed of the platoon in FIG. 6.
  • FIG. 8 is a diagram of the repulsive force effected on the character.
  • FIG. 9 is a diagram of the relationship between the repulsive force effected on the character and the distance.
  • FIG. 10 is a diagram of the cohesive force effected on the character.
  • FIG. 11 is a diagram of the moving force effected on the character.
  • FIG. 12 is a diagram wherein the leader character is at the vanguard of the group.
  • FIG. 13 is a diagram wherein the leader character is positioned generally in the middle of the screen.
  • FIG. 14(A) is a diagram of the force effected on the character.
  • FIG. 14(B) is a diagram to show the movement of the character.
  • FIG. 15 is a diagram to show the movement of the vanguard soldiers in the course of the battle in the front line.
  • FIG. 16 is a diagram to show the rearguard soldiers standing by to cover the vanguard soldiers.
  • FIG. 17 is a diagram to show the friendly agent group shifting to the assist state.
  • FIG. 18 is a diagram to show the arrangement of the agent characters when attacking.
  • FIG. 19 is a diagram to show the movement of the rearguard soldiers.
  • FIG. 20 is a diagram to show the movement of the rearguard soldiers after the virtual borderline is established.
  • FIG. 21 is a block diagram of the game device.
  • FIG. 22 is a plan view of the input device.
  • FIG. 23 is a front view of the input device taking along line of an arrow XXIII in FIG. 22.
  • FIG. 24 is a control block diagram of the game device.
  • DETAILED DESCRIPTION
  • FIGS. 1-24 illustrate an embodiment of the present invention.
  • FIG. 21 shows a video game device 2 for home usage (hereinafter referred to as “game device”).
  • The game device 2 includes a game device main body 4 to which a television monitor 8, with a speaker 6 built therein, and an input device 10 are connected. The game device main body 4 includes a media reading section 14 (see FIG. 24) by which a recorded medium 12, such as CD-ROM and DVD, can be loaded/unloaded. When attaching the recorded media 12 to the media reading section 14, stored game programs or game data are automatically loaded into a memory (RAM) in the main body 4. The television monitor 8 displays, for example, the groups (troops) of the game based on information from the input device 10. By the input device 10, the groups can be moved in the game.
  • As shown in FIGS. 22 and 23, a main body 16 of the input device 10, as an operational section, includes many buttons such as: a start button 18 to start the game; a square-marked button 20, a triangle-marked button 22, a circle-marked button 24, and an X-marked button 26, which are utilized to, for example, operate game characters and respond to the questionnaire that the game device main body 4 issued; a cross-like direction button set 36 formed by an upward button 28, a rightward button 30, a leftward button 32, and a downward button 34; a select button 38; R1 and R2 buttons 40, 42; L1 and L2 buttons 44, 46; right and left analogue sticks 48, 50; and an analogue mode switch 52. The left analogue stick 50 is allocated for instructing the direction in which the group should move. The square-marked button 20 is allocated to attacking of the character, such as raising a sword overhead.
  • Referring to FIG. 24, the main body 4 of the game device includes a CPU block 54 to control the whole system of the device as a computer to execute programs for video games. The CPU block 54 includes: an SCU (System control unit) 56 to control mainly the data transfer between respective sections of the main body 4; a CPU (Central Processing Unit) 58 that operates at high clock speed; a ROM (Read Only Memory) 60 that stores the basic operation of the main body 4 of the game device; a RAM (Random Access Memory) 62 that functions as a working area for the CPU 58 and temporarily stores the game programs recorded by the recorded medium 12 and various data; and an internal bus 64 connecting these elements.
  • Also, the SCU 56 is connected to an outer bus 66. The outer bus 66 includes: a receiving section 68 that receives an input from the input device 10 and provides the input information to the CPU block 54; the media reading section 14 that reads the game programs recorded on the recorded medium 12 such as CD-ROM, and transfers to the CPU block 54, the media reading section 14 including a sub-CPU (not shown); an image processing section 70, equipped with a CPU for graphics and a VRAM, that performs a light source process based on information from the CPU block 54 to draw in the 3-dimensional field; and a sound processing section 72, equipped with a sub-CPU (not shown), that processes the sound such as background music and battle sound. In addition, the receiving section 68 is connected to the input device 10. The image processing section 70 is connected to the television monitor 8. The sound processing section 72 is connected to the speaker 6 built in the television monitor 8.
  • Here, according to the program of the embodiment to operate the video game, the CPU block 54, or a computer, functions as: a group movement means to move a leader-including group of which a leader character is added to an agent group (troop, platoon and the like) comprising a plurality of agent characters in the 3-dimensional virtual space based on input information from the input device 10; a particular force effect means to effect a particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; a position computing and storage means to calculate and memorize the latest position of the character based on the applied particular effects; and a group display means to display the leader-including group on the display device, namely the television monitor 8.
  • The particular force includes three forces (1)-(3) as follows: (1) a repulsive force to avoid a collision with the other characters (force in a direction of dispersion); (2) a cohesive force to effect the agent group toward the barycenter (force to be together); and 3) a moving force to move the character in a designated direction selected by the operation section of the input device 10 or by the program.
  • Next, according to the program of the embodiment to operate the video game, the CPU block 54, or the computer, further functions as a leader movement means to move the leader character to the barycenter of the agent group.
  • The recorded medium 12 has the recorded program that permits the game device 2 to function as the group movement means, the particular force effect means, the position computing and store means, the group display means, and the leader movement means.
  • The game device 2 to operate the video game of the embodiment includes: the group movement means to move a leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10; the particular force effect means to effect the particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; the position computing and storage means to calculate and memorize the latest position of the character based on the applied particular effects; the group display means to display the leader-including group on the television monitor 8, i.e. the display device; and the leader movement means to move the leader character to the barycenter of the agent group.
  • Next, according to the program of the embodiment to operate the video game, the CPU block 54, or the computer, further functions as: a group battle movement means to move, to an enemy area for a battle, the leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10; a front line forming means to form the front line of the leader-including group to avoid breaking (mixture) of the enemy group in the course of the battle against the enemy group; and a friend and enemy groups display means to display the leader-including group and the enemy group on the television monitor 8, i.e. the display device.
  • Next, according to the program of the embodiment to operate the video game, the CPU block 54, or the computer, further functions as a friendly agent movement means to move the friendly agent who is not fighting based on information from the input device 10 after the leader-including group is piercing the enemy group.
  • According to the program of the embodiment to operate the video game, the CPU block 54, or the computer, further functions as a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent (or group) who is not fighting goes beyond a set virtual border line at the back (behind) of the enemy group.
  • According to the program of the embodiment to operate the video game, the CPU block 54, or the computer, further functions as a reconnoiter means to enable the leader character to search for the enemy as in the other friendly agent character in the course of battle of the leader-included group.
  • The recorded medium 12 has the recorded program that permits the game device 2 to function as, in addition to the above-mentioned functions, the group battle movement means, the front line forming means, the friend and enemy groups display means, the friendly agent movement means, the friendly agent move-around means, and the reconnoiter means.
  • Next, to operate the video game of the embodiment, the game device 2 includes: the group battle movement means to move, to the enemy area for a battle, the leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10; the front line forming means to form the front line of the leader-including group to avoid breaking (mixture) of the enemy group in the course of the battle against the enemy group; the friendly agent movement means to move the friendly agent who is not fighting after the leader-including group is piercing the enemy group; the friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent who is not fighting goes beyond a set virtual border line at the back of the enemy group; and the friend and enemy groups display means to display the leader-including group and the enemy group on the television monitor 8, i.e. the display device.
  • As thus described, according to the embodiment of the present invention, the program for controlling the video game permits the CPU block 54, or the computer, to function as: the group movement means to move the leader-including group of which the leader character is added to the agent group comprising a plurality of the agent characters in the 3-dimensional virtual space based on input information from the input device 10; the particular force effect means to effect the particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group; the position computing and storage means to calculate and memorize the latest position of the character based on the applied particular effects; and the group display means to display the leader-including group on the television monitor 8, i.e. the display device. Alternatively, in addition to those functions, the program permits the computer to function as the leader movement means to move the leader character to the barycenter of the agent group. Thereby, on the move of the leader-including group, the particular forces, i.e., repulsive, cohesive, and moving forces, are applied so that the movement of every character is displayed realistically every certain time (frames).
  • Here, the certain time (frame) is defined by a unit of time for image process. In the embodiment, the time for one frame corresponds to the time for two vertical retrace interruptions (Vsync), 1/30 sec, which Vsync is recalled on the program at intervals of 1/60 sec (16.6 msec) in accordance with a vertical retrace cycle of the television monitor 8.
  • In the (1) repulsive force, as shown in FIG. 8, the repulsive force of an agent character A, for example, is produced against the other agent characters within an area of some, e.g., 3-meter radius having the agent character A at the center. This repulsive force is produced separately for each agent character.
  • In this case, it is assumed that a position of the agent character is designated as “a”, a position of the other agent character is “b”, a limit range to produce the repulsive force (the maximum distance at which the repulsive force is produced and is no longer produced beyond this limit) is “d”, and the extent of the maximum repulsive force is “f”.
    1=|a−b|  [Equation 1]
    v=(a−b)/1
    Repulsive force=v*f*max(d− 1, 0)/d
    Wherein “v” is a unit vector directing from “a” to “b”, that has only direction; its quantity being 1. The expression “f*max(d−1, 0)/d” is illustrated in FIG. 9. Here the expression “|a−b|” is the absolute value of “(a−b)”. The expression “max(d−1, 0)” is intended to choose the larger value of either “(d−1)” or “(0)”. The relationship between the repulsive force and the distance may be changed at a certain ratio as shown in FIG. 9, although it may be changed so that the repulsive force becomes steeply larger with decreases in distance, such as quadratic function.
  • In the (2) cohesive force, as shown in FIG. 10, the barycenter of the group mentioned herein is the so-called barycenter of particles, which utilizes coordinates wherein coordinates of horizontal components (x and z) of each agent character are added and averaged for each component. The vertical component (y) is set at the ground level. The barycenter does not always agree with a center of a simple rectangular or circular outer frame including each agent character. Simply, the barycenter may be set at the center of the simple outer frame. However, it is desirable that, when there is a character apart from the gathering group, the barycenter of the group should be at the gathering portion, so that the original idea of barycenter should be adopted.
  • It is assumed that the position of the agent character A is designated “a”, the barycenter of the group is “c”, and the magnitude of a maximum cohesive force is “f”.
    v=(c−a)/|c−a|  [Equation 2]
    Cohesive force=v*f
  • In the (3) moving force, as shown in FIG. 11, when the left analogue stick 50 on the input device 10 is tilted in a forward left slanting direction to instruct the direction, the equation is stated as follows, wherein the current velocity of the agent character is designated “v0”, a designated moving velocity is “v1”, the time to require to change from v0 to v1 is “dt”, and a maximum acceleration that can be produced is “acc”.
    v=(v1−v0)/dt  [Equation 3]
    Moving force=v/v|*min(|v|, acc)
    Wherein, “v/|v|” is a unit vector. Expression “V” designates acceleration. Expression “min(|v|, acc)” is intended to limit the acceleration “v” below the maximum acceleration “acc”.
  • Here, when calculating the equation of motion “F=m*α (wherein “F” is force, “m” is mass, and “α” is acceleration)”, the present embodiment regards the mass “m” as 1 and the force as being equal to acceleration, in the 3-dimensional virtual space of the embodiment.
  • For the forces (1)-(3), i.e., acceleration speed is calculated for each coordinate component (x, y, z) and, by adding these for each coordinate component, the total acceleration speed is calculated. Then by utilizing an equation 4 described below, the latest speed and position of each character are computed and the results are stored in RAM 62. Predetermined are an initial speed before the movement of the characters (i.e., zero), a designated moving speed (the (3) moving force, v1), and the position (coordinate value in an aligned state).
  • By applying the velocity V0 and the position P0 just before the current total acceleration α is obtained (the immediately preceding frame) to the below equation 4 indicating equation of motion with Euler's formula, the current velocity V1 and position of the agent character are calculated for each component (x, y, and z).
  • Incidentally, in the equation 4, Δt designates a time ( 1/30 sec) between the previous frame and the current frame, with the previous velocity V0 and position P0 being stored in RAM 62.
    V1=V0+α/Δt  [Equation 4]
    P1=P0+V0*Δt+0.5*α*Δt2
  • Based on the latest position P1 obtained from the above equation 4 for each character, the agent character is drawn on the screen.
  • Thus, the (1) repulsive force and the (2) cohesive force are counteracting, so that the forces (1)-(3) vary in every frame. Slight sway of the barycenter effects on the (2) cohesive force. This serves to express the group swaying or lively slight movement.
  • Next, according to the program of the embodiment to operate the video game, the CPU block 54, or the computer, further functions as the leader movement means to move the leader character to the barycenter of the agent group.
  • Referring to FIG. 12, the whole of the agent group with the leader at the vanguard is not shown or displayed in some cases. Also, assuming that the leader character is leading to move the agent group, it may be realistic when the leader is commanding at the center of the group with the soldiers guarding around him, instead of commanding at the vanguard.
  • Therefore, in the embodiment as shown in FIG. 13, the barycenter is set for the whole of the agent group, and the position and direction of the camera is set automatically so that the barycenter is at the center of the display. The (2) cohesive force is effected so that the position of the leader character is in agreement with the barycenter. Special force (the force that brings the leader toward the barycenter) is effected on the leader character.
  • Although the initial position of each agent character of the group is preset so that the group establishes, e.g., a rectangular formation, the specific position of the agent character is determined and displayed once the movement begins due to the three forces variably effecting in every frame. Therefore the whole shape of the agent group and the relative position and the sequence of the characters are variable as in the real troops, thereby representing a lively movement.
  • At this time, the character at the vanguard of the agent group is not the leader and is effected by the force toward the leader at the barycenter of the group (i.e., (2) cohesive force).
  • In addition to the three forces, the leader character is effected by a force described below in each frame. Total acceleration is computed in addition to the three forces, and the latest speed and position are calculated by using the equation 4 of Euler's formula and then memorized in the RAM.
  • More particularly, in the force which brings the leader character toward the barycenter of the troop, it is assumed that the position of the agent character (here, the leader) is designated “p”, the current velocity of the agent character is “v0”, the maximum acceleration is “acc”, the position of the barycenter of the platoon is “c”, the traveling velocity to the barycenter of the platoon is “v1”, and the relative speed in gaining access to the barycenter of the platoon (the speed of the agent character viewed from the barycenter of the platoon) is “f(1)”.
    f(1):v* 1/d, when 0≦1<d
    f(1): v, when d<1
    Here, expression “v” is the maximum relative speed, “d” is the distance to start deceleration of the access speed, and “1” is the distance between the agent character and the barycenter of the platoon.
  • It is assumed that “dt” is a time until the relative speed reaches f(1).
    v2=v0−v1  [Equation 6]
    1=|c−p|
    v3=(c−p)/1
    v4=((v3*f(1))−v2)/dt
    Force to bring toward the barycenter of platoon=v4/|v4|*min(|v4|, acc)
  • In the above-mentioned equation, as shown in FIGS. 14(A) and 14(B), when the agent character “x” moving in the direction “v” at the velocity of “v” is effected by the force in the direction “v” at the velocity of “v′”, the agent character can be moved in the direction “v′” in a situation where the force in the direction “v′−v” is applied. Here, equation “(v′−v)/dt=α” relates to the acceleration speed, that is the force to bring toward the barycenter having mass of 1. This acceleration speed a does not point to the barycenter (direction “v′−v”; “v′” is the direction to the barycenter). This is different from the (2) cohesive force (acceleration speed) that directs toward the barycenter.
  • However, at this stage, the direction of the agent character has not been considered (added) yet; the agent character is handled as a particle having no-direction. This is because, due to the fact that the agent character has a certain direction, the sudden changes of the agent character in the opposite direction may result in non-realistic movement. The changes of the direction must be shown gradually.
  • For this, the present embodiment provides a particle control having a direction in which a particle control of the agent character with the addition of a direction control so as to change the direction of the agent character in each frame. Regarding this, the well-known method (for example, JP Laid-Open 2004-6267) enables the agent character to rotate to a traveling direction.
  • As shown in FIGS. 15 and 16, in the course of combat of the agent group, both of the (3) moving force to move forward (see FIG. 11) and the (1) repulsive force effected by a vanguard soldier of the enemy group are applied to the group. In this situation, both the repulsive and moving forces cause the group to be in a flat formation to gradually expand right and left, particularly the rearguard soldiers are dispersing. On this account, the expansion or dispersion is avoided by applying the (2) cohesive force, the force toward the barycenter of the group, to the characters. In addition, the vanguard soldier fighting in the front line is processed, given a battle process on a higher priority, so that the right and left movements of the (3) moving force are prevented (the soldiers are not moved right and left even if the right analogue stick 50 is operated sidewardly).
  • Next, according to the program of the embodiment to operate the video game, the CPU block 54, or the computer, functions as: a group battle movement means to move, to an enemy area for a battle, the leader-including group of which the leader character is added to the agent group (troop, unit and the like) comprising a plurality of agent characters in the 3-dimensional virtual space based on input information from the input device 10; a front line forming means to form the front line of the leader-including group to avoid breaking (mixture) of the enemy group in the course of the battle against the enemy group; and a friend and enemy groups display means to display the leader-including group and the enemy group on the television monitor 8, the display device.
  • As shown in FIG. 17, a first character searches for the other agent characters within a certain radius (e.g., 5 m) and within a certain angel view θ (e.g., 90 degrees).
  • Then, if the other agent character nearest to the first character is the enemy agent, the first character is shifted to a battle state. If not and if the other agent character front and nearest to the first character is the friendly agent character, it is shifted to an assisting state. If not, the first character remains to move since there are no other agent characters before him.
  • Here, the above-mentioned assisting state in this embodiment is a state where the first character is standing by to avoid the enemy agent character to pierce into the friendly agent group, although there may be another method to increase variables of attacking or defense power of the fighting vanguard character in the front line.
  • On the process of the program, whether each character is fighting or not is determined by referring to state variables that indicate battle, assist, or moving state and are updated at anytime and stored in the RAM 62.
  • Consequently, the group forms the front-line as described below. In this way, a process of which local control is provided with each agent character but eventually forms the total formation, is generally called “creative and developing control”. The purpose of this process that forms the front line is to prevent melee or assault at close quarters.
  • After the battle begins, there may be caused a close fight where both friend and enemy groups mix or confuse. The player cannot grasp which group the player is operating, even if the process has been realized to operate the group before mixing. It is hard to see the original formation of the group.
  • In contrast, formation of the group is clearly visualized or maintained by a process of which, in the course of the battle, the vanguard soldiers form the front line and then rearguard soldiers behind the vanguard soldiers move to cover them.
  • Pressing the attack button (e.g., the square-marked button 20) allows attacking of only the front vanguard soldiers of the group being presently operated by the player and shows motion of the characters, such as swinging down the sword.
  • More particularly, when the square-marked button 20 is depressed, the agent character who does not face the friendly agent character swings down the sword, regardless of whether facing the enemy character or not. The soldiers in a first row do not necessarily swing down the sword. This is illustrated in FIG. 18.
  • Next, according to the program of the embodiment to operate the video game, the CPU block 54, or the computer, further functions as a friendly agent movement means to move the friendly agent who is not fighting based on information from the input device 10 after the leader-including group pierces the enemy group; and a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent who is not fighting goes beyond a set virtual border line at the back (behind) of the enemy group.
  • More particularly, in FIG. 19, a right-arrow (a) and up-arrow (b) show the directions of the forces effected onto the rearguard soldiers, i.e. moving directions, when the left analogue stick 50 is tilted toward right and up in turn (alternatively the cross-shaped button set 36 is depressed rightward and upward in turn).
  • As shown in FIG. 20, after the left analogue stick 50 is tilted in the directions (a) and (b), the left analogue stick 50 should be tilted downwardly in a usual way. However, requirement of this downward operation also results in the undesirable downward movement of the group presently fighting (i.e., retreat).
  • At this time, the group main body should not be moved, so that, while the downward operation of the left analogue stick 50 is still allocated to downwardly move the group main body, the move-around of the rearguard soldier is realized without the need for the downward operation of the left analogue stick 50. In particular, the virtual borderline is appropriately provided at the back or through the enemy group. After the rearguard soldiers move beyond the virtual boarder line by operation of the left analogue stick 50 in the direction (b), the rearguard soldiers automatically move-around behind or to the side of the enemy group and then move toward the barycenter of the enemy group (subsequently battle occurs).
  • The virtual boarder line is, for example, a straight line which is perpendicular to a line connecting the barycenters of the enemy and friendly agent groups and which passes the aftermost of the enemy group, with respect to the friendly agent group or which passes the barycenter of the enemy group instead of the aftermost of the enemy group. Other lines such as a line behind the enemy group or a line passing inside of the group or even a curved line may be utilized as long as automatic move-around can be started to the extent a certain attack can be achieved.
  • Also, the other methods to prevent dispersion of the agent character may include a process to avoid movement beyond a virtual frame of the group, for example. However it is difficult for this method to move (move round) only a part of the group not fighting.
  • Therefore, according to the program of the embodiment to operate the video game, the CPU block 54, or a computer, further functions as a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent who is not fighting goes beyond an assumed virtual border line at the back (behind) of the enemy group. With regard to the force to move behind the enemy group, the above-mentioned equation 5 and equation 6 effected on the leader character are applied to the agent characters, while replacing the barycenter of the platoon by that of the enemy platoon, that is “the force to move the respective agent toward the barycenter of the enemy platoon”.
  • Operation of the game device 2 of the embodiment is explained with reference to flowcharts of FIGS. 1-7 as to a battle with the enemy group being commanded by the computer (the CPU block 54) after movement of the group of the player (friendly group; leader-included group).
  • The game program and the game data recorded on the medium 12 have been already installed into the RAM 62 of the CPU block 54 of the main body 4 of the game device, having an initial setting already done. For the sake of simplicity, operation of the group of the player is mainly explained, and explanation of the group of the computer, to which is applied the similar process, is omitted.
  • Now referring to FIG. 1 which shows a flowchart, a program starts in step 102, followed by an initial setting in step 104. In the initial setting in step 104, coordinates of each platoon, in a move/halt state, are set. For all of the agent characters, the various data are loaded such as the velocity and the acceleration set at zero, in a northern direction (for example), in the move/halt state, and those polygon data. The move/halt state is a state wherein either the character is moving or staying.
  • After the initial setting, a determination is made in step 106 as to whether an interruption is caused. In this embodiment, a time interval for this is set at a time for one frame that corresponds to two interruptions of Vsync as described above.
  • If the determination in step 106 is “NO”, a main process is executed in step 108.
  • In this step 108, for example, information for the tilting operation by the left analogue stick 50 that is received and transferred by the input receiving section 68, is temporarily stored and updated in the RAM 62. In this step 108, other processes are also executed, such as the process as to pressing of other buttons or the sound process to permit the sound processing section 72 to synthesize for a game sound effect.
  • If the determination in step 106 is “YES”, then a sub-routine is executed in step 110 for the group movement and battle process.
  • After the main process in step 108 or the sub-routine for the group movement and battle process in step 110, a determination is made in step 112 as to whether a finish button of the input device 10 is pressed. If this determination in step 112 is “NO”, the program returns to step 106. If the determination in step 112 is “YES”, the program ends in step 114.
  • The sub-routine for the group movement and battle process in step 110 in FIG. 1 is illustrated by a flowchart in FIG. 2. One platoon-state variable is prepared for each platoon, and one agent-state variable is prepared for each agent character in the RAM 62.
  • As shown in the flowchart in FIG. 2, a program starts in step 202. At first, a determination is made in step 204 as to whether the process is finished for all of the platoons.
  • If the determination in step 204 is “NO”, a sub-routine for the agent is executed in step 206. Then a sub-routine for the platoon is executed in step 208 and then the program reverts to step 204.
  • If the determination in step 204 is “YES”, a process for full-screen display is executed in step 210 for the character which is able to display within the screen frame. Then the program returns in step 212.
  • The sub-routine for the agent character in step 206 of FIG. 2 is illustrated by a flowchart shown in FIG. 3. A program starts in step 302, followed by a determination in step 304 as to-whether the process is finished for all the agent characters.
  • If the determination in step 304 is “NO”, then a sub-routine to process for a state of the agent character is executed in step 306. Then the (1) repulsive force is calculated in step 308, and the (2) cohesive force is calculated in step 310. In step 312, a determination is made as to whether the agent character is fighting or not.
  • If the determination in step 312 is “NO”, then another determination is made in step 314 as to whether the player is operating or instructing the platoon. If this determination in step 314 is “YES”, then a moving speed for the agent character is set based on a value of the tilt of the left analogue stick 50 in step 316.
  • If the determination in step 314 is “NO”, then the traveling speed for the agent character is set based on the traveling speed of the platoon in step 318.
  • After the traveling speed of the agent character is set in step 316 or 318, the (3) moving force is computed in step 320.
  • After the calculation of the moving force in step 320, a sub-routine for the barycenter process is executed in step 322. Then the total acceleration speed is calculated in step 324, and the latest speed and position of each character are computed and stored in RAM in step 326, and orientation of the character body is performed in step 328. The program then returns to step 304.
  • If the determination in step 312 is “YES”, that is the agent character is fighting, then a process for the battle of the agent character is executed in step 330. Here, various process are executed, such as a process to start fighting of only the agent character in the battle when the square-marked button 20 is depressed, a process to deal with the damage of the enemy character or the damage of the agent character given by the enemy character, and a process for defense. Then the total acceleration speed is calculated in step 324.
  • If the determination in step 304 is “YES”, the program returns in step 332.
  • As to the sub-routine for the process of the state of agent character in step 306 of FIG. 3, a variable of the state of the agent is changed as shown in FIG. 4.
  • As shown in the flowchart in FIG. 4, a program starts in step 402. Firstly, the agent character searches for the other agent characters front and nearest to him in step 404. A determination is made in step 406 as to whether the enemy group (enemy agent character) is found.
  • If the determination in step 406 is “NO”, then another determination is made in step 408 as to whether the friendly agent group is found.
  • If the determination in step 408 is “YES”, then further determination is made in step 410 as to whether the platoon of the agent character is in the battle or not.
  • If this determination in step 410 is “YES”, the agent character is set to the state for standing by for help in step 412.
  • If the determination in step 408 is “NO” or the determination in step 410 is “NO”, then the agent character is set to the move/halt state in step 414 since there are no agent characters before him.
  • If the determination in step 406 is “YES”, then the agent character is set to a battle state in step 416.
  • After the processes in the steps 412, 414, and 416, the program returns in step 418.
  • As shown in the flowchart in FIG. 5, a program starts in step 502 as to the process for the barycenter in step 322 in FIG. 3. A determination is made in step 504 as to whether the character to be processed is the leader character.
  • If the determination in step 504 is “YES”, then a force to bring toward the barycenter of the friendly platoon (friendly agent group) is calculated in step 506. This force is obtained from the equation 5 and equation 6, and is different from the (2) cohesive force.
  • If the determination in step 504 is “NO”, then another determination is made in step 508 as to whether the position of the agent character is beyond the virtual border.
  • If this determination in step 508 is “YES”, then a force to bring toward the barycenter of the enemy platoon (enemy group) is calculated in step 510. This force is also calculated by utilizing the equations 5 and 6.
  • The program returns in step 512 after the calculation of the force to bring toward the barycenter of the friendly platoon in step 506, or the calculation to bring toward the barycenter of the enemy platoon (enemy agent group) in step 510, or if the determination in step 508 is “NO”.
  • The sub-routine for the platoon in step 208 of FIG. 2 includes a modification of the platoon state value as shown in a flowchart of FIG. 6.
  • As shown in the flowchart in FIG. 6, a program starts in step 602. Firstly, the coordinates of the barycenter of the friendly platoon are calculated in step 604. A determination is made in step 606 as to whether all the agent charters are in a non-battle state.
  • If the determination in step 606 is “NO”, then another determination is made in step 608 as to whether the agent character is fighting. If this determination in step 608 is “NO”, then the program returns to step 606.
  • If the determination in step 608 is “YES”, then the platoon is shifted to the battle state in step 610 and the virtual borderline for the moving-round is set in step 612.
  • If the determination in step 606 is “YES”, then the platoon is shifted to the move/halt state in step 614. Here, this move/halt state occurs when there are no fighting agent characters.
  • After the setting of the virtual border for moving-round in step 612 or the platoon is shifted to the move/halt state in step 614, a sub-routine for the platoon traveling speed process is executed in step 616, and the program returns in step 618.
  • In the flowchart in FIG. 6, when any one of the agent characters are fighting, the state variable of the platoon to which the agent character belongs is shifted to the battle state, and then the border for moving-round to surround the enemy platoon (enemy group) is set and restored. If there are no fighting agent characters, the state variable of the platoon is changed to the move/halt state.
  • As to the sub-routine for the platoon traveling speed process in step 606 in FIG. 6, a program starts in step 702 as shown in a flowchart of FIG. 7. Firstly, the process to search for the other enemy platoon front and nearest to the friendly platoon (friendly agent group) is executed in step 704. A determination is made in step 706 as to whether the enemy platoon is found.
  • If the determination in step 706 is “NO”, then another determination is made in step 708 as to whether the friendly platoon is found.
  • If this determination in step 708 is “YES”, then further determination is made in step 710 as to whether this friendly platoon is fighting or not.
  • If this determination in step 710 is “YES”, then another determination is made in step 712 as to whether the enemy platoon goes beyond the virtual border line.
  • If this determination in step 712 is “YES”, then a traveling speed to move toward the barycenter of the enemy platoon is set in step 714 (for the moving-round).
  • If the determination in step 706 is “YES”, then the traveling speed and direction to gain access to the enemy platoon are set in step 716.
  • If the determination in step 708 is “NO”, then the traveling speed and direction for deceleration and stoppage are set in step 718.
  • If the determination in step 710 is “NO”, then the traveling speed and direction to follow the friendly platoon are set in step 720.
  • If the determination in step 712 is “NO”, then the traveling speed and direction toward the vicinity of the enemy platoon are set in step 722. The vicinity of the enemy platoon is, for example, at 5 meter on the border line from the agent character at the right end of the enemy platoon.
  • The program returns in step 724 after the processes in steps 714-722.
  • As thus described, according to the present invention that provides the program for controlling the movement of a group of characters, recorded medium, and game device thereof, achieves to show the whole group without substantially disturbing the formation of the group and to appropriately express the character's behavior such as passing or changing position of the character in the group. Accordingly, one can enjoy complex lively or life-like movement or fighting of the group having the leader in the middle by a self-explanatory operation, which is expressed more realistically.
  • As a result, in this embodiment, the leader-including group (troop) can be directly operated by manipulation of the input device 10 at the beginning of the movement or when moving the group. The manipulation of the input device 10 is to tilt the left analogue stick 50 or to press the cross-shaped button set 36 so as to input the traveling direction. This achieves the expression of the realistic movement of the leader-included group (troop; such as horse-soldiers). On each character of the group on the move, the above-mentioned three forces (repulsive, cohesive, moving forces) are effected, and latest position of each character is calculated for every certain time (frame). Realistic movement of the leader-included group can be shown while changing its position in the group without disturbing the formation.
  • Incidentally, in the movement of the leader-including group, the leader character is positioned generally in the middle of the group. There may be a method to change the leader character in addition to changing of the character at the top of the group, when the character at the top is moved sidewardly as the leader character.
  • However, it is assumed that, in this embodiment, a particular leader character commands the agent characters (soldiers) to move or fight as a group. Therefore it is not assumed that the leader character is changed depending on the state of the leader-including group (troop). Accordingly, the leader character is not changed in view of the idea of the barycenter if the leader character is positioned generally in the middle of the group.
  • Also, at the beginning or in the course of the battle of the leader-including group, there is formed the front line by the fighting characters. The left analogue stick 50 (or the cross-shaped button set 36) is tilted upwardly to start moving the leader-including group upwardly. The battle starts when encountering the enemy group. As long as the left analogue stick 50 is tilted upwardly, the characters continue the battle. At this time, the non-displayed front line is formed by the fighting agent character (front-line soldiers) so as to pass the enemy group. In contrast, the group starts to retreat when the left analogue stick 50 is tilted downwardly. It is a normal process for a one-on-one fight, but it is a complicated process for the group fight.
  • Further, after the leader-including group is piercing the enemy group, the friendly agents who are not fighting can be operated. If the leader-including group is not fighting, the rear agent characters (rear-guarding soldiers) are standing by for assistance while maintaining the formation (so as to avoid piercing of the enemy character) and are able to move behind the enemy group upon the operation of the input device 10.
  • There is provided the virtual borderline behind and adjacent the enemy group. When the player operates the left analogue stick 50, the friendly agents who are not fighting move beyond the borderline and move automatically behind the enemy group for surround.
  • Also, in the battle after the movement of the leader-including group, the leader character searches for the enemy (who are not fighting in view so as to move close to them for the fight), similarly to the other friendly agent characters.
  • It is noted that in the present invention, the leader character can be positioned in the rear of the agent group.

Claims (11)

1. A program for controlling video games, controlling the movement of a character group to permit a computer to function as:
a group movement means to move a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device;
a particular effect means to effect a particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group;
a position computing and storage means to calculate and memorize the latest position of each character based on the applied particular effects; and
a group display means to display the leader-including group on a display device.
2. The program for controlling the movement of a character group as defined in claim 1, wherein the particular force effected on each character includes repulsive force, cohesive force, and moving force.
3. The program for controlling the movement of a character group as defined in claim 1 to permit the computer to further function as a leader movement means to move the leader character to the barycenter of the agent group.
4. A recorded medium on which the programs as defined in claims 1 are recorded and from which the computer can read.
5. A game device to operate the video game, comprising:
a group movement means to move a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device;
a particular force effect means to effect the particular force on each character every certain time in order to express the realistic movement of the character when moving the leader-including group;
a position computing and storage means to calculate and memorize the latest position of each character based on the applied particular effects; and
a group display means to display the leader-including group on a display device.
6. A program for controlling video games, and controlling the movement of a character group to permit a computer to function as:
a group movement and combat means to move, to an enemy area for a battle, a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device;
a front-line forming means to form the front-line of the leader-including so as not to pass an enemy group in the battle of the leader-including group against the enemy group; and
a friendly and enemy groups display means to display the leader-including and the enemy groups on a display device.
7. The program for controlling the movement of a character group as defined in claim 6 to permit the computer to further function as a friendly agent movement means to move the friendly agent who is not fighting based on information from the input device after the leader-including group is piercing the enemy group.
8. The program for controlling the movement of a character group as defined in claim 7 to permit the computer to further function as a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent goes beyond a set virtual border line at the back of the enemy group.
9. The program for controlling the movement of a character group as defined in claim 6 to permit the computer to further function as a reconnoiter means to enable the leader character to search for the enemy as in the other friendly agent character in the course of battle of the leader-included group.
10. A recorded medium on which the programs as defined in claims 6 are recorded and from which the computer can read.
11. A game device to operate the video game, comprising:
a group movement and combat means to move, to an enemy area for a battle, a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device;
a front-line forming means to form the front-line of the leader-including so as not to pass an enemy group in the battle of the leader-including group against the enemy group;
a friendly agent movement means to move the friendly agent who is not fighting after the leader-including group is piercing the enemy group;
a friendly agent move-around means to automatically move the friendly agent who is not fighting to surround behind the enemy group when the friendly agent who is not fighting goes beyond a set virtual border line at the back of the enemy group; and
a friend and enemy groups display means to display the leader-including group and the enemy group on a display device.
US11/313,130 2004-12-21 2005-12-20 Program for controlling the movement of group of characters, recorded medium, and game device thereof Abandoned US20060135237A1 (en)

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