IP Library Granted Patent US 8,556,718
Granted Patent B2
US 8,556,718 · App. 12/990,351 · Granted Oct 15, 2013

Game machine and movement control method of character

Inventor: Yoshihisa Hashimoto (Tokyo, JP)
Assignee: Kabushiki Kaisha Sega
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Quick Facts
Patent No.
US 8,556,718
App. No.
12/990,351
Granted
Oct 15, 2013
Kind
B2
Abstract

In a game where a character is moved at a high speed to a goal along a path that is set in a virtual three-dimensional space, an operation mistake is better prevented in a movement operation of the character. A plurality of paths where the character moves are set in parallel in the virtual three-dimensional space. Game control means includes path information storing means for storing a coordinate position and a directional vector that are given to each point of a sequence of points arranged in each of the paths. Additionally, the position coordinate of the character moving in one of the paths is calculated based on the information stored in the path information storing means. A game machine includes a special movement process means for moving, when a special movement input signal is input from a controller pad operated by a player, the character from the path where the character is currently moving to a position coordinate in the virtual three-dimensional space of an adjacent path, by referring to position coordinates of the sequence of points stored in the path information storing means.

Claims (27)

1. A game machine including game control means for controlling, based on an operation input signal from input operation means operated by a player, a character to move along a path that is set in a virtual three-dimensional space,

the path being formed by a plurality of paths that are set in parallel in the virtual three-dimensional space, the plurality of paths being further set to include portions from which the paths branch off or at which the paths meet, so as to increase or decrease the number of paths, the input operation means including a first input operation part for generating a normal movement input signal and a second input operation part for generating a special movement input signal, wherein the normal movement input signal includes an analog value for a direction of movement and an analog value for a movement amount of the character, and the special movement input signal includes an execution instruction for the special movement process;

the game control means comprising:

path information storing means for storing a position coordinate and a directional vector that are given to each point of a sequence of points arranged in each of the paths;

character position coordinate storing means for calculating, based on the position coordinate and the directional vector stored in the path information storing means, a position coordinate of the character moving in one of the paths, and for storing the position coordinate;

normal movement process means for moving the character along one of the paths based on the normal movement input signal; and,

special movement process means for moving, based on the special movement input signal, a position of the character moving in the one path to a position coordinate in the virtual three-dimensional space of a path adjacent to the one path where the character is moving, while maintaining the current movement speed of the character, by referring to position coordinates of the sequence of points stored in the path information storing means.

2. The game machine according to claim 1 ,

wherein the special movement input signal includes a direction type signal for moving the character moving in the one path to one of adjacent paths that are set in parallel to the one path, and

the special movement process means includes means for moving, based on the direction type signal, the position of the character moving in the one path to a position coordinate in a path that is set to right adjacent or left adjacent to the one path.

3. The game machine according to claim 1 ,

wherein

the normal movement process means moves the position of the character moving in the one path to a position coordinate in the virtual three-dimensional space calculated based on the analog values for the direction of movement and the movement amount.

4. A movement control method of a character for controlling a movement of the character in a virtual three-dimensional space in a game,

the game including:

game control means for controlling, based on an operation input signal that is input from input operation means operated by a player, an operation of a game machine that moves a character along one of a plurality of paths that are set in a virtual three-dimensional space, the plurality of paths being further set to include portions from which the paths branch off or at which the paths meet, so as to increase or decrease the number of paths, the input operation means including a first input operation part for generating a normal movement input signal and a second input operation part for generating a special movement input signal, wherein the normal movement input signal includes an analog value for a direction of movement and an analog value for a movement amount of the character, and the special movement input signal includes an execution instruction for the special movement process;

character position coordinate storing means for storing a position coordinate of the character moving in one of the paths; and

path information storing means for storing a position coordinate and a directional vector that are given to each point of a sequence of points arranged in each of the paths in the game, the movement control method of the character comprising:

an input signal analysis step for, when the operation input signal is input from the input operation means, analyzing a type of the input operation input signal;

a normal movement process step for moving, based on the normal movement input signal analyzed by the input signal analysis step, the character along one of the paths based on the normal movement input signal; and,

a special movement process step for moving, based on the special movement input signal analyzed by the input signal analysis step, a position of the character moving in the one path to a position coordinate in the virtual three-dimensional space of a path adjacent to the one path where the character is moving, while maintaining the speed of the character, by referring to position coordinates of the sequence of points stored in the path information storing means.

5. The movement control method of the character according to claim 4 , wherein,

when the input signal analysis step analyzes that the special movement input signal is a direction type signal for moving the character moving in the one path to one of adjacent paths that are set in parallel to the path,

the special movement process step includes a step for moving, based on the direction type signal, the position of the character moving in the one path to a position coordinate in the virtual three-dimensional space of a path that is right adjacent or left adjacent to the one path.

6. The movement control method of the character according to claim 4 ,

wherein

the normal movement process step moves the position of the character moving in the one path to a position coordinate in the virtual three-dimensional space which is calculated based on the analog values for the direction of movement and the movement amount.

Assignments (5)
CORRECTIVE ASSIGNMENT TO CORRECT THE THE ASSIGNEE NAME SHOULD READ AS FOLLOWS --KABUSHIKI KAISHA SEGA DOING BUSINESS AS SEGA CORPORATION--. PREVIOUSLY RECORDED ON REEL 031227 FRAME 0786. ASSIGNOR(S) HEREBY CONFIRMS THE THE ASSIGNEE NAME SHOULD READ AS FOLLOWS --KABUSHIKI KAISHA SEGA DOING BUSINESS AS SEGA CORPORATION--.. Recorded Oct 8, 2013
From: KABUSHIKI KAISHA SEGA ENTERPRISES (SEGA ENTERPRISES, LTD.)
To: KABUSHIKI KAISHA SEGA DOING BUSINESS AS SEGA CORPORATION
Reel/Frame 031372/0285 →
CHANGE OF NAME Recorded Sep 18, 2013
From: KABUSHIKI KAISHA SEGA ENTERPRISES (SEGA ENTERPRISES, LTD.)
To: KABUSHIKI KAISHA SEGA (SEGA CORPORATION)
Reel/Frame 031227/0786 →
CHANGE OF NAME Recorded Sep 10, 2013
From: KABUSHIKI KAISHA SEGA ENTERPRISES
To: KABUSHIKI KAISHA SEGA
Reel/Frame 031200/0715 →
CORRECTIVE ASSIGNMENT TO CORRECT THE ASSIGNEE ADDRESS PREVIOUSLY RECORDED ON REEL 025239 FRAME 0419. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT OF ASSIGNORS INTEREST. Recorded Feb 4, 2011
From: HASHIMOTO, YOSHIHISA
To: SEGA CORPORATION
Reel/Frame 025746/0979 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 3, 2010
From: HASHIMOTO, YOSHIHISA
To: SEGA CORPORATION
Reel/Frame 025239/0419 →
Priority Claims (1)
JP 2008-119347 · Apr 30, 2008 · national
Continuity (1)
Related Publication 20110039620A1 · Feb 17, 2011