摘要:
Provided is a game device which is capable of showing how a peripheral part of an eye of a character object changes according to a viewing direction of the character object, while reducing a data amount and an amount of a work for producing data. A plurality of pieces of vertex position specifying data (data for specifying positions of vertexes of the peripheral part of the eye) corresponding to a plurality of basic viewing directions and blend control data (data associating viewing direction information with blend ratio information of the plurality of pieces of vertex position specifying data) are stored. The blend ratio information corresponding to a viewing direction is acquired based on the blend control data (S108). The plurality of pieces of vertex position specifying data are blended based on the blend ratio information to thereby acquire the vertex position specifying data corresponding to the viewing direction (S109). A game screen is displayed based on the vertex position specifying data corresponding to the viewing direction (S113).
摘要:
A display control section displays, on a game screen, a whole or a part of a game space in which a plurality of objects are located. An update section updates a location state of the plurality of objects. A notification subject situation saving section stores, as a notification subject situation, a location state of the plurality of objects at a given time point in a notification subject situation storage. A notification control section executes notification output based on a result of comparison between the location state of the plurality of objects and the notification subject situation.
摘要:
A game configured such that one or more game characters behave based on behavior control data is executed. A reexecution section reexecutes the game from a situation at a time point in the past. A generation section generates second behavior control data based on first behavior control data used at the time point in the past and an operation of a user. A save section causes the situation at the time point in the past and the second behavior control data to be stored as a reference situation and special behavior control data associated with the reference situation, respectively. In a case where a comparison result between the situation of the game and the reference situation is a predetermined result, behavior control section starts behavior control of the one or more game characters based on the special behavior control data associated with the reference situation.