Game program and game apparatus
First Claim
1. A non-transitory computer-readable storage medium having stored thereon a game program for moving an object on a course in a virtual game world, the game program comprising instructions that cause a computer of a game apparatus to:
- set a virtual camera in the virtual game world, wherein the virtual camera is set to shoot the course based on a course direction;
generate, based on the set virtual camera, an image of the virtual game world, the generated image including the object;
display the generated image on a screen of a display device;
determine a first vector based at least on a current position of the object in the virtual game world and direction data set at a control point on the course during gameplay of the game program, wherein the first vector is along the course direction;
detect an instruction inputted by the player;
determine a second vector based at least on the instruction by the player, wherein a direction of the second vector is based on a direction of the instruction; and
move the object based at least on the first vector and the second vector while the instruction is detected.
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Accused Products
Abstract
A forward direction line is set on a course, in a virtual game world, on which a player object is allowed to move. An advancing direction at a current position of the player object is determined based on the forward direction line. The advancing direction is determined as a direction in which the player object advances so as to control a movement of a player character in accordance with an acceleration instruction, and a leftward-rightward movement instruction from a player. Consequently, it is possible to assist the player in controlling a direction in which an object operated by the player moves.
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Citations
20 Claims
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1. A non-transitory computer-readable storage medium having stored thereon a game program for moving an object on a course in a virtual game world, the game program comprising instructions that cause a computer of a game apparatus to:
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set a virtual camera in the virtual game world, wherein the virtual camera is set to shoot the course based on a course direction; generate, based on the set virtual camera, an image of the virtual game world, the generated image including the object; display the generated image on a screen of a display device; determine a first vector based at least on a current position of the object in the virtual game world and direction data set at a control point on the course during gameplay of the game program, wherein the first vector is along the course direction; detect an instruction inputted by the player; determine a second vector based at least on the instruction by the player, wherein a direction of the second vector is based on a direction of the instruction; and move the object based at least on the first vector and the second vector while the instruction is detected. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A game apparatus comprising:
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an input device configured to receive input from a user; a processing system that includes at least one hardware processor, the processing system configured to; execute a game program for moving an object on a course that is located in a virtual game world; set a virtual camera in the virtual game world, wherein the virtual camera is orientated in a direction that is based on a course direction; generate, based on the set virtual camera, an image of the virtual game world, the generated image including the object; display the generated image on a screen of a display device; determine a first vector based at least on a current position of the object in the virtual game world and direction data set at a control point on the course during gameplay of the game program, wherein the first vector is along the course direction; detect an instruction inputted by the player; determine a second vector based at least on the instruction by the player, wherein a direction of the second vector is based on a direction of the instruction; and move the object based at least on the first vector and the second vector. - View Dependent Claims (12)
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13. A method operated on a computer system that is configured to store a video game program that includes gameplay for moving an object on a course that is located in a virtual game world, the method comprising:
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setting a virtual camera in the virtual game world, wherein the virtual camera is set to shoot the course based on a course direction; generating, based on the set virtual camera, an image of the virtual game world, the generated image including the object; outputting the generated image to a screen of a display device for display thereon; determining a first vector based at least on a current position of the object in the virtual game world and direction data set at a control point on the course during gameplay of the game program, wherein the first vector is along the course direction; processing an instruction that has been provided by a user of the computer system; determining a second vector based at least on the instruction by the player, wherein a direction of the second vector is based on a direction of the instruction; and moving the object based at least on the first vector and the second vector while the instruction is detected.
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14. A computer system comprising:
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a non-transitory computer readable storage medium configured to store a video game program for moving an object on a course that is located in a virtual game world; at least one hardware processor configured to; set a virtual camera in the virtual game world, wherein the virtual camera is set to shoot the course based on a course direction; generate, based on the set virtual camera, an image of the virtual game world, the generated image including the object; display the generated image on a screen of a display device; determine a first vector based at least on a current position of the object in the virtual game world and direction data set at a control point on the course during gameplay of the game program, wherein the first vector is along the course direction; detect an instruction inputted by the player; determine a second vector based at least on the instruction by the player, wherein a direction of the second vector is based on a direction of the instruction; and move the object based at least on the first vector and the second vector while the instruction is detected. - View Dependent Claims (15, 16, 17, 18, 19, 20)
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Specification