NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME SYSTEM, AND GAME PROCESSING METHOD

    公开(公告)号:US20250058225A1

    公开(公告)日:2025-02-20

    申请号:US18799501

    申请日:2024-08-09

    Abstract: A predetermined position in a game space is set as an appearance planned position for a predetermined character. The character is caused to appear at the appearance planned position if the appearance planned position is a position where the predetermined character can appear. If this position is a position where the predetermined character cannot appear, a searching object is placed at the appearance planned position, and a process of moving the searching object in the game space by a predetermined distance and determining whether or not the predetermined character can appear at a position after the movement, is repeated until a position where the predetermined character can appear is reached. If the searching object reaches the position where the predetermined character can appear, the predetermined character is caused to appear at this position.

    COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD

    公开(公告)号:US20250058223A1

    公开(公告)日:2025-02-20

    申请号:US18940977

    申请日:2024-11-08

    Inventor: Jyunya OSADA

    Abstract: When a first condition related to a change in a position of a virtual microphone in a virtual space is satisfied, a residual virtual microphone is placed at a position of the virtual microphone before the change in the position, and residual virtual microphone acquisition sound data whose volume is set on the basis of a distance between the residual virtual microphone and a virtual sound source and current virtual microphone acquisition sound data whose volume is set on the basis of a distance between the virtual microphone after the change in the position and the virtual sound source are outputted to a speaker such that an output level of the residual virtual microphone acquisition sound data is gradually decreased and an output level of the current virtual microphone acquisition sound data is gradually increased.

    Video game with auto object placement mode

    公开(公告)号:US12208332B2

    公开(公告)日:2025-01-28

    申请号:US17688037

    申请日:2022-03-07

    Abstract: An automatic placement mode is switched between ON and OFF in accordance with a setting parameter value set by a user. The setting parameter value and at least one in-game object is stored in association with each other. When the automatic placement mode is switched to be ON, the in-game object owned by the user, among the in-game objects associated with the setting parameter value, is automatically placed in a virtual space. Then, while the automatic placement mode is ON, if the user newly acquires the in-game object associated with the setting parameter value, this in-game object is automatically placed in the virtual space.

    STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING METHOD

    公开(公告)号:US20250025780A1

    公开(公告)日:2025-01-23

    申请号:US18678771

    申请日:2024-05-30

    Abstract: A non-limiting example game apparatus includes a processor, and based on an operation input of a user, the processor controls a player object in a first virtual space, makes the player object move within a base island object, or executes a predetermined event that is set to the base island object. Moreover, the base island object and a drift island object are moved automatically on any one ocean current out of a plurality of ocean currents provided in a world map of the second virtual space according to elapse of time. When satisfying a first positional condition related to the position of the base island object and the drift island object in the second virtual space, the drift island object that the first positional condition is satisfied is arranged in the first virtual space. Moreover, in the first virtual space, the player object is moved to the drift island object from the base island object, and the player object executes a predetermined event that is set to the drift island object.

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