Game system, game program for game system, and control method
By introducing an automatic progress mode into the game system, the problem of long time in the cultivation of the object is solved, and the significant reduction in the cultivation time and improvement in the gaming efficiency is achieved.
Patent Information
- Application Number
- CN202380056907.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-07-28
- Filing Date
- 2023-07-26
- Publication Date
- 2025-03-14
AI Technical Summary
In the cultivation game that simulates game objects, users need to select and execute the actions of the cultivation object multiple times, resulting in a long training process.
A game system that provides automatic progress mode and manual progress mode. The system automatically selects and executes the actions of the raised object in the automatic progress mode, and the user operates to select and executes the actions.
Through the automatic progress mode, the time and energy required to develop the cultivation object is significantly reduced, and the game efficiency is improved.
Smart Images

Figure CN119630459A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game system that provides a game simulating the development of a development object, a game program of the game system, and a control method. Background Art
[0002] Patent document 1 discloses a game system that provides the following game, which includes: an achievement phase in which a game character is developed to create an original character; and a stadium phase in which a team of other users competes. In this game, when the achievement phase is completed, the character is developed and can be used as an original character in the stadium phase.
[0003] Patent document 2 discloses an electronic device for playing a game in which a game medium is developed through a development game and the developed game medium is used in a formal competition game. In the electronic device, a development game medium receiving unit receives a selection of a development game medium selected by a player from a raw game medium group. Furthermore, an inherited game medium receiving unit receives a selection of an inherited game medium made by the player. Furthermore, after the development game medium and the inherited game medium are selected, the development game execution unit starts the development game.
[0004] At the start of the development game, the deterministic information parameter changing unit adds up the predetermined specified values corresponding to the rankings of the performance deterministic information of each inherited game medium and each previous generation of completed development game medium for each performance deterministic information. Then, the deterministic information parameter changing unit adds the total to the development parameter corresponding to the deterministic information for each deterministic information. In addition, the development game execution unit executes a predetermined number of inheritance events at a predetermined timing during the development game progress. In this inheritance event, the lottery information parameter changing unit changes the development parameters corresponding to each lottery information according to the probability-based lottery result.
[0005] Prior art literature
[0006] Patent Literature
[0007] Patent Document 1: Japanese Patent Application Publication No. 2017-06280
[0008] Patent Document 2: Japanese Patent Application Publication No. 2022-17687 Summary of the invention
[0009] Problem that the invention aims to solve
[0010] In a game that simulates the development of a game object, i.e., a development object, sometimes the development object is made to perform actions selected by the user. As a result, the parameters of the development object are improved, so the user selects and executes actions many times before the development is completed. And when the development object is made to perform an action, a performance corresponding to the action is displayed. As a result, a series of processes such as the selection and execution of actions and the display of performances are repeated many times. Since this repeated processing takes a certain amount of time, it takes a long time until the development is completed.
[0011] Solutions for solving problems
[0012] A game system according to one embodiment provides a game that simulates the development of a game object, namely a development object, which is a development target, and the game system comprises: an object acceptance unit that accepts a selection of an event object associated with an event that causes a parameter representing a state of the development object to change; a mode selection unit that selects either an automatic progress mode or a manual progress mode in accordance with a user's operation; and a progress unit that automatically progresses an action performed by the development object in the automatic progress mode and progresses the action in accordance with the user's operation in the manual progress mode.
[0013] In addition, another embodiment of the present invention relates to a game program for a game system, wherein the game system includes a computer and provides a game that simulates the development of a game object, namely, a development object, which is a development target. The game program causes the computer to function as the following units: an object acceptance unit that accepts a selection of an event object associated with an event that causes a parameter representing a state of the development object to change; a mode selection unit that selects either an automatic progression mode or a manual progression mode based on a user's operation; and a progression unit that automatically progresses an action performed by the development object in the automatic progression mode and progresses the action based on the user's operation in the manual progression mode.
[0014] In addition, another embodiment involves a control method for a game system, which includes a computer and provides a game that simulates the development of a game object, namely, a development object, which is a development target. The control method causes the computer to perform the following processing: accepting a selection of an event object associated with an event that causes a parameter representing a state of the development object to change; selecting either an automatic progression mode or a manual progression mode based on a user's operation; and automatically progressing an action performed by the development object in the automatic progression mode, and progressing the action in the manual progression mode based on the user's operation.
[0015] This allows users to reduce the time and effort required to develop game objects. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Figure 1 This is a schematic diagram showing the overall configuration of the game system.
[0017] Figure 2 This is an overview of the top-level screen of the development phase.
[0018] Figure 3 This is an overview of the course screen.
[0019] Figure 4 This is a schematic diagram of the working screen.
[0020] Figure 5 This is a summary of the route screen.
[0021] Figure 6 This is a schematic diagram of the game system.
[0022] Figure 7 It is a flowchart of task decision.
[0023] Figure 8 It is a flowchart that progresses automatically. DETAILED DESCRIPTION
[0024] Below, the exemplary embodiments for implementing the present invention are described in detail with reference to the accompanying drawings. Among them, the relative positions of the dimensions, materials, shapes and components described in the following embodiments can be set arbitrarily, and can be changed according to the structure or various conditions of the device or method to which the present invention is applied. In addition, unless otherwise specified, the scope of the present invention is not limited to the embodiments specifically described below. In addition, in the following description, identification information is data consisting of characters, numbers, symbols, images or combinations thereof.
[0025] Example
[0026] Figure 1 1 is a schematic diagram showing the overall structure of the game system 100. Figure 1 As shown, the game system 100 includes a server 30 and a game terminal 10 as an example of a user terminal. The server 30 is configured as one logical server by combining a plurality of server units 52. However, the server 30 may also be configured by a single server unit 52. Alternatively, the server 30 may also be logically configured using cloud computing.
[0027] The server 30 is configured to be connected to the network 50. As an example, the network 50 is configured to realize network communication using the TCP / IP protocol. Specifically, the local area network LAN connects the server 30 to the Internet 51. Moreover, the Internet 51 as a WAN is connected to the local area network LAN via a router 53. In addition, the game terminal 10 is also configured to be connected to the Internet 51. The server 30 can also be connected to each other through the local area network LAN or through the Internet 51. In addition, the network 50 can also be any one of a dedicated line, a telephone line, an intranet, a mobile communication network, other communication lines and combinations thereof, and can be wired or wireless.
[0028] The game terminal 10 is a computer device operated by a user. For example, the game terminal 10 includes a stationary or notebook personal computer 54, a mobile terminal device 55 such as a portable phone including a smart phone. In addition, the game terminal 10 also includes various computer devices such as a stationary home game device, a portable game device, a portable tablet terminal device, and a commercial game console. The game terminal 10 can enable the user to enjoy various services provided by the server 30 by installing various computer software. In addition, the following mainly describes an example in which the game terminal 10 is a mobile terminal device 55.
[0029] As an example, the server 30 sends the program and data used in the game to the game terminal 10 via the network 50. And the game terminal 10 stores the received program and data. Alternatively, the game terminal 10 may be configured to read the program or data stored in an information storage medium (not shown). In this case, the game terminal 10 may also obtain the program or data via the information storage medium.
[0030] The user can play various games in the game terminal 10. For example, the game includes elements for developing game objects. Specifically, in addition to simulation games that simulate the development of game objects, games include battle-type collectible card games, music games, board games, mahjong games, RPG games, horse racing games, fighting games, puzzle games, quiz games, and sports games such as baseball and football. In addition, game objects are targets displayed or used in the game terminal 10. As an example, game objects are used in game processing for advancing the game, including characters, cards, effects, equipment, and props.
[0031] In the following description, an example of a game performed in the game terminal 10 is mainly described: the game simulates the development of a game object, i.e., a development object, which is a development target. In this example, the game object, i.e., the material object, which is the development material, is an idol character having a human-like appearance, and the development object is a replica of the character. In other words, there may be multiple development objects for the same character. However, the development object may also be the character itself as the material object. In addition, the development object may also be a virtual card corresponding to the character.
[0032] [Game Overview]
[0033] Reference Figures 2 to 5 To explain the outline of the game. In addition, Figure 2 This is an example of the top-level screen of the development phase. Figure 3 This is an example of the course screen when the course action is selected. Figure 4 This is an example of a work screen when a work action is selected. Figure 5 This is an example of a route screen showing a work route.
[0034] The game has a development link for developing the development object, and the development link is divided into multiple sections. In addition, each section is composed of multiple rounds, and in the last round there is a live performance link in which the development object performs a live performance. The number of rounds contained in each section varies according to the role of the material of the development object or the script in the progress process. In addition, in each round, the development object can perform a prescribed action. For example, when a work as an action performed by the development object described later is performed, one round passes. In addition, in the development link, sometimes an event targeting the development object occurs at an appropriate time in each round. Alternatively, the development link is not divided according to each section. In this case, the development link can be composed of multiple rounds. In addition, instead of setting a live performance link in the last round of each section, a live performance link can be set in the last round of the development link instead. In addition, the live performance link can also be set separately from the development link.
[0035] Before the development phase, the user selects one or more event objects as game objects to form an object group (hereinafter referred to as a "deck"). The object group is composed of a specified number (for example, six) of event objects, and the user must select a specified number of event objects. Alternatively, only an upper limit can be set for the number of event objects. In this case, the user can select the desired number of event objects until the upper limit is reached. It can also be set that when the object group is formed, a support event occurs with a specified probability in the development phase. As an example, the event object corresponds to a character as a material object. For example, the event object is a virtual card with a character drawn. Moreover, the support event that occurs by forming an object group is associated with the event object. For example, the event object of the singer character is associated with a support event that improves singing ability, and a support event occurs with a specified probability in the course that improves singing ability. In addition, special effects can also be produced by combining the event objects contained in the object group. As an example, when the object group contains two event objects corresponding to two specific characters, a support event for the appearance of the specific character can also occur. In order to distinguish it from the selection of inheritance objects described later, in the following description, the selection event object is referred to as a constituent object group.
[0036] In addition, the assistance event has an impact on the development of the object. That is, in the development link, corresponding to the event object included in the object group, an assistance event that is beneficial to the improvement of the parameters described later occurs. For example, the assistance event is an event in which a friend assists the course while the object is taking the course. When an assistance event occurs, an effect that is beneficial or unfavorable to the development can be obtained. Therefore, the user includes the event object corresponding to the assistance event that improves the desired parameter in the object group. In other words, the user includes the event object in the object group so that an assistance event in accordance with his own development policy occurs. For example, a favorable effect is an increase in the amount of improvement of the parameter obtained through the course, an improvement in the parameter of the object of development, the acquisition of skills, or a reduction in the amount of consumable elements (for example, the skill points described later) to be consumed in order to obtain skills. On the other hand, an unfavorable effect is, for example, a decrease in the amount of increase in the parameter, or a decrease in the parameter of the object of development.
[0037] In the development phase, the user performs various actions to develop the development object. That is, the development object performs various actions according to the user's instructions, and as a result, the parameters as ability values associated with the development object change. Parameters are variables associated with object identification information for uniquely identifying the development object, and change as the game progresses.
[0038] exist Figure 2In the example shown, a character image R10 representing the development object is displayed. In addition, an action area R11 representing the actions performed by the development object is provided in a manner superimposed on the lower part of the character image R10. Courses, work, skill acquisition, going out, going to the hospital, and rest are displayed in the action area R11. For example, a course is an action that improves the parameters of the development object. In addition, by taking a course, consumable elements that are consumed in order to acquire skills can be obtained. For example, consumable elements include skill points and in-game currency. In addition, work is an action that improves the parameters of the development object, or increases the number of supporters or the number of ticket sales.
[0039] Skill acquisition is an action to acquire skills for advantageously advancing the live performance segment, the development of the training object, or the progress of various events according to the user's selection. In addition, going out is an action to raise the emotion, which is one of the parameters of the training object, from a low level to a high level. In addition, going to the hospital is an action to eliminate the deteriorated state when the state, which is one of the parameters of the training object, is in a deteriorated state. In addition, the action of going to the hospital can only be selected when the training object is in a deteriorated state (for example, injured or sick). Alternatively, the action of going to the hospital can be selected when the training object is not in a deteriorated state. In addition, resting is an action to restore physical strength, which is one of the parameters of the training object.
[0040] In addition, the actions performed by the development object can be any options that produce effects such as changes in parameters associated with the development object, gaining or losing abilities, obtaining or using props, and changes in relationships with other game objects. For example, as other actions, the development object can also be able to perform training, travel, live performances, interviews, photography, performances, competitions, auditions, selections, and school.
[0041] exist Figure 2 In the example of the parameters shown, singing ability, dancing ability, image (e.g., value improved by clothing, makeup, or hairstyle), expressiveness, and willpower are shown in parameter area R12. Each parameter is shown by the value of the parameter and the level obtained when the value reaches a specified value. For example, Figure 2 The singing ability shown has a parameter value of "79" and a parameter level of "G." In addition, skill points as a parameter for skill acquisition may be displayed in the parameter area R12.
[0042] As another example, the parameter may also include acting ability, playing ability, endurance, intelligence, and charm. In addition, the parameter may also be information indicating the size or degree of the ability, information indicating the presence or absence of the ability, or information indicating the state of the game object. In the case of indicating the size or degree of the ability, the parameter changes by increasing or decreasing the value of the parameter. In addition, in the case of indicating the presence or absence of the ability, the parameter changes by turning a flag on and off.
[0043] In addition, Figure 2 In the example shown, a physical strength bar R13 indicating physical strength parameters and an emotional icon R14 indicating emotional parameters are shown. Physical strength is indicated by the ratio of the colored area displayed on the physical strength bar R13. The higher the ratio of the colored area on the physical strength bar R13, the higher the physical strength parameter. In addition, the emotional icon R14 indicates the current emotion of the training object through the characters displayed in the icon. Figure 2 In the example, the character "good" indicates a good mood. The mood of the training object is divided into multiple levels. As an example, the degree of mood can be expressed in the order of "very bad", "poor", "average", "good" and "very good".
[0044] In addition, in the development phase, in addition to the assistance event, an event will occur with a specified probability. As an example of such an event, in the development phase, while the development object is taking action, a script event according to a specified script occurs. For example, in the script event, the dramatic development of the friendship between the game objects is depicted. In addition, a character event associated with the development object may also occur. In addition, in one round, sometimes multiple events occur, and sometimes no event occurs.
[0045] In addition, an inheritance event may occur before the start of the development phase, and the inheritance event is an event in which an inheritance element (described later) is inherited from an inheritance object selected by the user. Alternatively, an inheritance event may occur in the middle of the development phase. Furthermore, an inheritance event may occur both before the start of the development phase and in the middle of the development phase.
[0046] In addition, the live performance phase functions as a checkpoint to confirm the degree of cultivation. This live performance phase occurs in the last round of each stage. Figure 2 In the example, the checkpoint area R16 shows that the "New Semester Live Performance" performed in the live performance segment is the checkpoint of the current segment. For example, the "New Semester Live Performance" is a mini game that displays a live performance of a training object singing alone or a live performance of a group of game objects including the training object singing as a performance video. Figure 2In the example of , in the title area R18, the title of the training target is displayed as the idol before the debut. As an example, the title changes in accordance with the increase of the parameter (for example, the number of supporters).
[0047] Furthermore, the success conditions of the live performance can be achieved based on the parameters of the training object being trained. For example, the success condition can be that the singing ability exceeds a specified value, or the number of supporters or the number of tickets sold exceeds a specified number, or it can be the holding of the live performance itself. If the success condition is met during the live performance, the training can continue, but if the success condition cannot be met, the training ends. In addition, there can also be conditions for holding a live performance. Figure 2 In the example of FIG. 1 , the condition area R17 shows that the number of tickets sold reaches 250. In addition, other conditions such as the singing ability exceeding the specified value, or the number of supporters or the number of tickets sold exceeding the specified number can also be the holding conditions. If the holding conditions of the live performance are met, the live performance stage can be advanced, but if the holding conditions are not met, the training ends.
[0048] For example, a condition for holding a live performance is to obtain a predetermined number of supporters or ticket sales. Furthermore, the number of supporters or ticket sales increases by performing a task or causing an event. Therefore, the user needs to make the training object perform a task to increase the number of supporters or ticket sales in order to hold a live performance.
[0049] In addition, the success rate of the live performance increases or decreases according to the parameters of the training object. Therefore, the user needs to make the training object take courses in the training phase to increase the parameters so that the live performance is successful. Moreover, if the live performance is successful, it will produce an effect that is beneficial to the progress of the game. As an example, a favorable effect refers to obtaining a title that can be inherited (for example, the title "Top Idol", etc.). By inheriting the title, the improvement amount of the specified parameter increases.
[0050] In addition, in the action of the work, the user selects the work, and the training object performs the selected work. The work refers to the options of the action that the user can select, and constitutes a part of the work group including multiple works. As an example, the work group is a work route formed by multiple works. The work route is a structure in which multiple interrelated works are set in a prescribed order. In addition, the work is an example of a task. In addition, the training object performs the work, which includes performing the performance of the training object performing the work.
[0051] For example, if the training object performs a task that is the starting point of the work route, it becomes capable of performing the next task associated with the task. Moreover, by performing the tasks, the training object grows, and the parameters associated with the training object change. Multiple tasks in a work group have a relationship such as the stages of work to achieve a target title (for example, a top idol). Or, multiple tasks have a relationship such as following a prescribed script (for example, a play until a student makes his debut as an idol). For example, a task is a live performance, interview, photography, performance, competition, and audition.
[0052] The development phase consists of multiple sections consisting of multiple rounds, and basically, each time the development object takes an action, one round progresses. In addition, the actions that the development object takes include actions that do not consume rounds. For example, even if an action to acquire a skill is performed, it does not go through a round, and the development object can take other actions. In addition, actions that do not consume rounds can also be performed in the rounds of the live performance phase before the live performance begins. The number of rounds until the end of this development phase is arbitrary, and as an example, it is 72 rounds corresponding to 6 years in the game. Figure 2 In the example, in the round number area R15 indicating the remaining number of rounds before the live performance phase, it is shown that the remaining number of rounds is 8 rounds. Moreover, in the development phase consisting of multiple rounds, the user develops at least one development object during the period consisting of multiple rounds. That is, the user causes the development object to perform an action (such as work) in each round. Moreover, the live performance is performed in the live performance phase of the last round of each paragraph. Alternatively, the live performance may be performed only in the last round of the development phase. In addition, the live performance may be performed after the end of the development phase, or in a round randomly selected in the middle of the development phase.
[0053] After the development is completed, the developed object can be used as an inheritance object. For example, the user selects an arbitrary character as the subsequent development object to be developed next. In addition, the user selects the development object that was developed before the subsequent development object as the inheritance object. For example, when the inheritance object is selected, the subsequent development object can inherit the inheritance elements associated with the inheritance object.
[0054] As an example, the inheritance element is a talent of a job corresponding to a job route, or a talent of a parameter corresponding to a parameter associated with an inheritance object, etc. In addition, the inheritance element may also be information for determining a job route. For example, identification information for uniquely identifying a talent of a job is information for determining a job route.
[0055] [Game flow]
[0056] As an example, the above-mentioned game progresses as follows. First, the user selects a development object as a development target from the game objects as development materials. In addition, the user selects an inheritance object that has inheritance elements to be inherited by the development object. For example, the user selects two inheritance objects. However, the inheritance objects that can be selected can also be one or more than three. Moreover, the user selects one or more event objects to construct an object group. For example, the user selects six event objects. However, the event objects that can be selected can also be less than five or more than seven. Assistance events can also occur in the development link according to the event objects included in the object group. Moreover, each assistance event can also be different from each other, and each has a specified impact on the development of the development object.
[0057] When users form an object group, the development phase begins. In the development phase, users select an action from courses, work, rest, going to the hospital, and skill acquisition to make the development object perform the action. Specifically, when the development object is in a bad state (for example, sick or injured), the user selects the action of going to the hospital to eliminate the bad state. In addition, when the mood of the development object deteriorates, the user selects the action of going out to change from poor to good or very good. In addition, when the development object is in a bad state or in a bad mood, the effect of the course is reduced, or the course cannot be selected. If the effect of the course is reduced, the amount of improvement of the parameter is reduced, the improvement of the parameter is limited, or the parameter is reduced, etc.
[0058] When the training object performs the action selected by the user, one round progresses. In addition, during the training phase, the physical strength of the training object will increase or decrease. Basically, when the course or work is carried out, the physical strength of the training object decreases. Moreover, when the physical strength is lower than the specified value, the probability of injury due to the execution of the course increases, or the effect of the course decreases, or the course cannot be selected. Therefore, the user selects the action of resting to restore the physical strength to a specified amount. In addition, physical strength can also be restored through the occurrence of events, or the use of skills or props.
[0059] Additionally, the user selects actions of the course that will increase the parameters to make the live performance a success. Figure 2 In the example, when the user selects the course icon in the action area R11, Figure 3 The course screen is displayed. Figure 3 In the example of , when the user selects an icon representing the content of a course in the course area R21, a decision icon R22 is displayed. Then, when the user selects the decision icon R22, the course starts. As a result, a performance video of the course is displayed on the screen, and as a result of the course, the parameters of the training object increase or decrease. In addition, in the course area R21, a plurality of courses that can be performed by the training object are displayed as options of courses that the user can select.
[0060] In addition, in the variable parameter area R23, the value of the parameter that changes according to the selected course is displayed. Figure 3 In the example of , the variable parameter area R23 shows that the singing ability is improved by 9 points, the image is improved by 4 points, and the skill points are improved by 3 points. In addition, the content of the currently selected course is displayed in the course content area R24. Figure 3 In the example of , the course content area R24 shows the level 1 of the course "singing ability". Figure 3 In the example of , the level of the course is also displayed in each icon in the course area R21.
[0061] [Work]
[0062] Then, the user selects an action for achieving the specified holding conditions to hold the live performance. By the training object performing the task, the number of supporters or the number of ticket sales increases. Figure 2 In the example shown in FIG. 1 , when the user selects the work icon in the action area R11, Figure 4 The working screen is displayed. Figure 4 In the example of , the user selects an icon representing the content of a job displayed in the list area R31. In the list area R31, a plurality of jobs that can be performed by the training object are displayed as options for jobs that the user can select. In addition, at the beginning of displaying the job screen, the job displayed at the top of the list area R31 is automatically selected.
[0063] In addition, all the tasks that the training object can perform are displayed in the list area R31. Alternatively, a part of the tasks that the training object can perform is not displayed in the list area R31. In addition, the tasks that the training object cannot perform are not displayed in the list area R31. As an example, the tasks that the training object cannot perform are tasks that are not opened and locked, tasks that are opened but have not yet satisfied the execution condition of receiving an offer, that is, tasks waiting for an offer, and tasks that have been opened but have not satisfied the execution conditions such as the number of rounds. In addition, tasks that occur with a specified probability can also be displayed in the list area R31.
[0064] In addition, Figure 4 In the example, the level and content of the job, as well as the values of the parameters that change by executing the job, are displayed in the list area R31. For example, the content of the job of "TV Level 1" is to appear in a variety show. In addition, the following situation is shown in the list area R31: if this job is executed, the number of supporters will increase by 94, the skill points will increase by 27 points, and the number of tickets sold will increase by 53. In addition, the name of the selected job is displayed in the job name area R32. Figure 4 In the example of , "appearing in a variety show" is displayed as the name of the job in the list area R31. And, when the user selects the decision button R33, the job starts. As a result, the performance video of the job is displayed on the screen, and as a result of the job, the parameter of the training object increases or decreases.
[0065] In addition, when the user selects the route button R34, Figure 5 The route screen shown is displayed. In the route screen, the selected task is displayed with relative emphasis compared to other tasks. Figure 5 In the example of FIG. 4 , in the route area R41, the icon of the task "TV level 1" is highlighted by being surrounded by a frame. By highlighting the task in this way, the user can easily recognize where the currently selected task is located in the task route. Alternatively, the highlight display may be a display that varies in size, transparency, concentration, chroma, saturation, brightness, shape, hue, or a combination thereof.
[0066] exist Figure 5 In the example of , the work route and the work included in the work route are displayed in the route area R41. For example, the work included in the "TV work route" is the work from "TV level 1" to "TV level 4". In addition, in the route name area R42, the name of the work route including the selected work and its route level are displayed. The work route includes a plurality of work classified according to the type of work (e.g., TV, magazine, or drama, etc.) or content (e.g., acting, live performance, or photography, etc.).
[0067] As an example, a job includes a single job, a plurality of consecutive jobs, an audition job, and a special job (described later). Furthermore, when the user touches the decision button R43, the job is selected and executed. When the training object executes the job, one round is consumed and the set prescribed physical strength is reduced. In addition, basically, a job that has been executed once cannot be executed again in the training link. In the exceptional case, there may also be a job that can be executed multiple times.
[0068] For example, as an example of a job that can be initially selected as the starting point of a job route, there is a "handshake meeting". When the training subject performs the job of the "handshake meeting", the job of the "local handshake meeting" is opened and can be selected. When the training subject performs the job of the "local handshake meeting", the job of the "national handshake meeting" is opened and can be selected. Here, the "local handshake meeting" and the "national handshake meeting" are displayed as jobs included in the job route from the beginning.
[0069] When the training object performs each of the consecutive multiple tasks, one round is consumed and the set specified physical strength is reduced. After that, the next task becomes selectable, but if it is not performed during the specified number of rounds, the next task becomes unselectable. Alternatively, when the specified number of rounds has passed, the next task becomes selectable. In addition, when the consecutive multiple tasks are completed, the results of the tasks are displayed. Alternatively, the results of each task are displayed when each task is completed.
[0070] The audition work includes a plurality of continuous works that are interrelated. However, the initial work is an audition divided into qualified and unqualified based on the parameters of the training object. When the audition is qualified, the next work becomes selectable. Afterwards, if it is not performed during the prescribed number of rounds, the next work becomes unselectable. Alternatively, when the prescribed number of rounds has passed, the next work becomes selectable. In addition, the results of the work are displayed when the audition work is completed. Alternatively, the results of each work are displayed when each work is completed. On the other hand, in the case of unqualified audition, the audition work ends. However, it may also be that in the case of unqualified, the audition as the initial work can be selected again.
[0071] For example, as an example of an audition job, there is a "drama audition". The "drama audition" job occurs with a specified probability in each round. And when the training subject performs the "drama audition" job in the round in which it occurs, a qualified or unqualified result can be obtained based on the parameters of the training subject. When the training subject passes the "drama audition" job, the next job, "first recording", is opened and becomes selectable. In this way, the audition becomes the starting point of multiple consecutive jobs.
[0072] In addition, there are inherent work routes associated with each development object in the work route. And, there are inherited work routes in the work route that become selectable by inheriting inheritance elements from the inheritance object. In addition, there may also be special work routes in the work route that occur within a limited period of time or when specific conditions are met. In addition, as work not included in the work route, there are special work that occurs within a limited period of time or when specific conditions are met (for example, performing in a campus festival live performance, performing in a Christmas event, or signing up for a prize competition).
[0073] As an example, the jobs that the user can select are determined at the beginning of the development phase. For example, the jobs that the user can select are the jobs included in the inherent work route and the inherited work route, and the user can select the jobs included in any work route. As an example, the inherent work route is set to be the "idol route". The "idol route" includes the jobs of "street live performances", "appearing in music programs" and "live performances at Budokan". In addition, the inherited work route is set to be the "model route". The "model route" includes the jobs of "reader model photography", "exclusive model photography" and "appearing in fashion shows". The user selects the initial job as the starting point of the work route at the initial stage. In addition, the jobs included in the work route can also be added or deleted in the middle of the development phase.
[0074] exist Figure 5 In the example of , a branch is included in the work route, and the work selected by the user can be different each time or for each training object. Specifically, the user can select any one of the work of "TV level 3" and "TV level 4" after executing the work of "TV level 2". Alternatively, after selecting one of the branches, the other can also be selected. In this case, the work selected by the user can be different when only one of the branches is selected, only the other of the branches is selected, and both of the branches are selected. However, the work route does not need to include a branch.
[0075] In addition, a branch may be generated only when the conditions for the branch to occur are met. For example, for the work included in the work route, there are works that are bound to occur and works that occur when the specified conditions for the branch to occur are met. As an example, the specified conditions for the branch to occur are drawn in a lottery in each round, and the work that is a branch to occur by drawing in the lottery. In addition, the work that occurs by drawing in the lottery may also occur on the same route as the existing route, in which case no branch is generated. By setting the work route in this way, the user can visually feel the growth of the training object by performing different work each time it is trained or for each training object.
[0076] Furthermore, at the time point when the training phase ends, an inheritance element (such as the talent of a photo idol) is associated with the training object based on the work performed. When a training object whose training has been completed is selected as an inheritance object, the inheritance element can be inherited by the next training object. In addition, at the time point when the training phase ends, a title (such as a photo idol) can be associated with the training object based on the work performed. As an example, the training phase ends when the last live performance of the training phase ends, when the success conditions of the last live performance of each section of the training phase are not met, when the user performs an operation to end the training, etc. Moreover, in either case, the talent, etc. corresponding to the state of the training object at the end time point is associated.
[0077] In addition, at least one work route is associated with each development object. Therefore, no matter which development object the user selects, the user can select a work included in at least one work route. Alternatively, when a work route can be inherited from an inherited object or when a work route associated with an event object included in an object group can be selected, when selecting a development object, a work route is not associated with the development object.
[0078] Each task increases the number of supporters and the number of ticket sales, which are one of the parameters, by being executed by the training object. The number of ticket sales reaching a specified value may become a condition for holding a live performance. In addition, when the training object executes a task, singing ability, which is one of the parameters, increases according to the content of the task. On the other hand, when the training object executes a task, physical strength, which is one of the parameters, decreases. In addition, the parameters that increase, such as the number of supporters, increase more when the task is successful, and increase less when the task fails.
[0079] In addition, sometimes when the training object performs a task, a new task becomes executable. That is, the training object's execution of a task sometimes becomes an opening condition for other tasks. In addition, the success of a task can also be an opening condition for other tasks. Moreover, the execution or success of one or more tasks can also be an opening condition for other work routes. When a work route is opened, the user can select the task included in the opened work route.
[0080] In addition, if Figure 5 As shown, among the jobs displayed in the route area R41, there are unopened jobs. Specifically, the job of "TV level 4" is accompanied by a "locked" character because it does not meet the opening condition. Therefore, the user cannot select the job of "TV level 4". Alternatively, the job that does not meet the opening condition may not be displayed in the route screen. However, by displaying the jobs included in the job route in the route screen in a non-selectable manner, the user can identify the job that he wants the training object to finally perform.
[0081] Furthermore, among the jobs displayed in the route area R41, there are jobs that are waiting for an offer. Specifically, the job "TV level 3" is waiting for an offer and cannot be selected, so the character "waiting for an offer" is attached to its icon. In addition, among the jobs displayed in the route area R41, there are jobs that become unselectable if they are not executed during a specified number of rounds. Specifically, the job "TV level 2" becomes unselectable if it is not executed during X rounds. The number of rounds is indicated by the number of rounds attached to the icon of the job.
[0082] In addition, the user selects an action for skill acquisition to acquire a skill that will make the live performance session, etc. progress favorably. Figure 2 As other examples, the effects exerted by skills may include making it easier to succeed in an event or task, changing the parameters of the training object, and increasing the improvement amount of the parameters obtained through the course.
[0083] In addition, when the prescribed number of rounds has passed, a live performance segment is performed that functions as a checkpoint. Furthermore, if the result of the training is that the success condition is met, the training can be continued, and if the success condition is not met, the training ends. In addition, the number of checkpoints can be set appropriately. For example, multiple checkpoints can also be set, and a live performance segment is performed in the last round of each paragraph. Furthermore, when the live performance segment of the last checkpoint ends, the training ends. When the training ends, the training object can be used as an inheritance object. Furthermore, if the prescribed conditions are met, a title (such as a top model, etc.) can be obtained. Furthermore, the title obtained is associated with the training object at the end of the training.
[0084] By selecting the inherited object that has been developed, the developed object can inherit the ability of the work as an example of the inheritance element. For example, if the ability of the work is inherited, the inherited work route can be selected, and the effect of being able to select the work included in the route is produced. In addition, as another effect, the probability of the work occurring increases or decreases, and a special work occurs when the specified occurrence conditions are met. In addition, as another effect, a new work can also be added to the inherent work route of the developed object.
[0085] For example, the inherent work route set for the training object is the "idol route". The initial "idol route" includes the tasks of "street live performance", "appearing in music programs" and "live performance at Budokan". In this case, if the "model talent" is inherited, the "model route" as the inherited work route is associated with the training object. Moreover, the training object can perform the tasks included in the inherited work route. For example, the "model route" includes the tasks of "reader model photography", "exclusive model photography" and "appearing in fashion shows". In addition, in the live performance of the job selected as the action, unlike the live performance link, the performance (mini game) of the singing by the training object is not displayed. Alternatively, the performance can also be displayed in the live performance of the job.
[0086] As another example, by inheriting the "talent of idols", the route level of the "idol route" which is a unique job route is increased. When the route level is increased, new jobs are added to the job route, or new jobs are opened to be selectable. In other words, when the route level is increased, the number of jobs that can be selected from the jobs included in the job route increases. For example, by increasing the route level, the job of "national tour" is added to the "idol route", or the job of "national tour" in the "idol route" is opened.
[0087] [Game System]
[0088] Figure 6 The game system 100 shown provides a game that simulates the development of a game object, i.e., a development object, by executing each task in a task group including a plurality of tasks. For example, a task group is a task route in which a plurality of tasks related to each other are set in a predetermined order, and the task route may also branch into a tree shape. In addition, a work route, which is an example of a task route, includes a plurality of works, which are examples of tasks. Moreover, by executing the works, a parameter associated with the game object, i.e., the development object, which is the development object, is increased or decreased. Figure 3 As shown, the game system 100 includes a game terminal 10 and a server 30 .
[0089] The user selects the work that the development object can perform from the work that it wants to perform. As a result, the development object performs the work included in the work route, aiming to eventually obtain a title related to the work route (such as idol, actress or model, etc.). Moreover, by making the work on the work route progress, the user can visually recognize the growth of the development object. In addition, as described later, depending on the selected inheritance object, even when the development object is based on the same role, different work options will be added. Therefore, it is possible to form a different growth route for each development or for each development object, thereby enriching the changes in the development process.
[0090] The game terminal 10 has a terminal control unit 11 as an example of a terminal control unit, a terminal storage unit 12 as an example of a terminal storage unit, a terminal communication unit 13 as an example of a terminal communication unit, a terminal operation unit 14 as an example of an operation unit, a terminal display unit 15 as an example of a display unit, and a sound output unit 16 as an example of a sound output unit. As an example, the terminal control unit 11 is configured as a computer and has a processor not shown. The processor is, for example, a CPU (Central Processing Unit) or an MPU (Micro-Processing Unit). In addition, the processor controls the entire game terminal 10 based on the control program and game program stored in the terminal storage unit 12, and also controls various processes in a unified manner.
[0091] The terminal storage unit 12 is a non-transitory storage medium that can be read by a computer. Specifically, the terminal storage unit 12 includes a system working memory, namely a RAM (Random Access Memory), for the processor to perform operations, and a storage device such as a ROM (Read Only Memory), a HDD (Hard Disc Drive), and an SSD (Solid State Drive) for storing programs and system software. In this embodiment, the CPU of the terminal control unit 11 performs various processing operations such as calculations, controls, and judgments according to the control program stored in the ROM or HDD of the terminal storage unit 12. Alternatively, the terminal control unit 11 can be controlled according to a control program stored in a removable recording medium such as a CD (Compact Disc), a DVD (Digital Versatile Disc), a CF (Compact Flash) card, and a USB (Universal Serial Bus) memory, or an external storage medium such as a server on the Internet.
[0092] In addition, the terminal storage unit 12 stores a terminal program PG1 as an example of a game program, object data 12A, and terminal data 12B. The object data 12A is data related to the game object as the development target, that is, the development object and the inheritance object. For example, the object data 12A includes an image of a character associated with object identification information for uniquely identifying the object, the value of a parameter, and information indicating the state of the object. In addition, the terminal data 12B is data required for game processing such as game images and game music to progress the game.
[0093] The terminal program PG1 enables the terminal control unit 11 as a computer to function as an object accepting unit 11A as an example of an object accepting unit, a mode selecting unit 11B as an example of a mode selecting unit, and a game progressing unit 11C as an example of a progressing unit. That is, the terminal control unit 11 has each part as a logical device realized by a combination of hardware and software. Alternatively, the terminal program PG1 may be stored in other non-transitory storage media readable by a computer in addition to the terminal storage unit 12.
[0094] The terminal operation unit 14 is an input device for the user to input game operations. In addition, the terminal display unit 15 is a device for displaying game images, such as a liquid crystal display or an organic EL display. The sound output unit 16 is an output device for outputting game music, such as a speaker or headphones. Figure 3 In the figure, the terminal operation unit 14 and the terminal display unit 15 are shown separately. However, the terminal operation unit 14 and the terminal display unit 15 may also be integrally formed as a touch panel. In addition, the terminal operation unit 14 may also include a touch pad, a mouse or other pointing device, a button, a key, a joystick or a rocker, etc. that are not integral with the terminal display unit 15. In addition, the terminal operation unit 14 may also be a device that detects a sound emitted by a user or an action of a user to perform an operation corresponding to the detection result.
[0095] The server 30 includes a server control unit 31, a server storage unit 32, and a server communication unit 33. The server control unit 31 is configured as a computer and has a processor not shown in the figure. The processor is, for example, a CPU or an MPU, which controls the entire server 30 based on the program stored in the server storage unit 32, and also uniformly controls various processes. Alternatively, the server control unit 31 can be controlled according to a program stored in a removable recording medium such as a CD, DVD, CF card, and USB memory, or an external storage medium. In addition, an unillustrated operating unit including a keyboard or various switches for inputting prescribed instructions and data is connected to the server control unit 31 in a wired or wireless manner. In addition, an unillustrated display unit for displaying the input status, setting status, measurement results, and various information of the device is connected to the server control unit 31 in a wired or wireless manner.
[0096] The server storage unit 32 is a non-transient storage medium that can be read by a computer. Specifically, the server storage unit 32 includes storage devices such as RAM, ROM, HDD and SSD. In addition, the server storage unit 32 stores server data 32A. The server data 32A is data such as image data or music data required for the progress of the game, and update data of the terminal program PG1. In addition, as an example of user information associated with user identification information for uniquely identifying a user, the server data 32A includes information on a cultivation object or an inheritance object. The server communication unit 33 is a communication module or a communication interface. In addition, the server communication unit 33 can send and receive data between the game terminal 10 and the server 30 via the network 50.
[0097] In addition, the server storage unit 32 stores a server program PG2 as an example of a game program. Moreover, the server program PG2 enables the server control unit 31 as a computer to function as a selection accepting unit 31A as an example of a selection accepting unit and a task determining unit 31B as an example of a task determining unit. That is, the server control unit 31 has various parts as logical devices implemented by a combination of hardware and software. Alternatively, the server program PG2 can be stored in other non-transitory storage media that can be read by a computer in addition to the server storage unit 32.
[0098] [Select the receiving unit]
[0099] The selection accepting unit 31A accepts the selection of an inheritance object, which is a game object associated with an inheritance element that can be inherited by the development object. The inheritance element is a game element that can be associated with the object identification information of the development object. In addition, the inheritance element is a game element that produces a predetermined effect on the development object through inheritance. Moreover, the inheritance element is used to determine the work route or the work included in the work route. For example, the inheritance element is the talent of the work, the talent of the skill, or the talent of the parameter. In addition, the information of the change amount that causes the predetermined parameter to change can also be associated with the talent of the parameter. When the talent of the parameter is inherited, the parameter of the development object corresponding to the talent of the parameter changes by the change amount determined by the talent of the parameter.
[0100] As an example, the user selects a desired development object from a plurality of game objects as development candidates displayed on the terminal display unit 15 of the game terminal 10. In addition, the user selects two desired inheritance objects from a plurality of inheritance objects displayed on the terminal display unit 15. Then, the object receiving unit 11A of the game terminal 10 receives the development object and the inheritance object selected by the user, and transmits the object identification information of each object to the server 30. Then, the selection receiving unit 31A receives the selection of the inheritance object and receives the selection of the development object.
[0101] Each inheritance object is associated with a job talent as an example of an inheritance element. Furthermore, the task determination unit 31B extracts or selects the job talent of the inheritance object selected by the user, so that the training object inherits the job talent. That is, the task determination unit 31B associates the job talent to be inherited with the object identification information of the training object. In addition, the task determination unit 31B includes the associated job talent in the server data 32A for each user and stores it in the server storage unit 32. In addition, the task determination unit 31B sends this information to the game terminal 10.
[0102] By inheriting the ability of work, the work routes or work that the user can select in the development stage increases, or a work route or work becomes newly selectable. Therefore, in addition to the work of the inherent work route of each development object, for example, the inheritor object that has previously completed development is regarded as the predecessor and the work is inherited from the predecessor, or, instead of the work of the inherent work route of each development object, for example, the inheritor object that has previously completed development is regarded as the predecessor and the work is inherited from the predecessor. In this way, the user can feel that the scope of work is gradually expanding through interpersonal relationships such as predecessors and successors.
[0103] Furthermore, the selection accepting unit 31A accepts the selection of an event object as a game object corresponding to the assisting event. Specifically, the object accepting unit 11A of the game terminal 10 accepts the selection of the event object. In addition, the object accepting unit 11A sends the object identification information of each event object to the server 30. Furthermore, the selection accepting unit 31A accepts the selection of the event object from the game terminal 10. In addition, the assisting event is an event that affects the development of the development object, and occurs with a predetermined probability in the development stage. The assisting event may also be determined to occur by selecting the event object.
[0104] In addition, the event object is, for example, a virtual card including an image of a character. Alternatively, the event object may be other game objects such as a character or a prop. As an example, the user selects six desired event objects from a plurality of event objects displayed on the terminal display unit 15 to form an object group. Then, the object receiving unit 11A of the game terminal 10 receives the event object selected by the user and sends the object identification information of each event object to the server 30. Moreover, the selection receiving unit 31A receives the selection of the event object.
[0105] An assist event is associated with each event object. Furthermore, the task determination unit 31B associates the object identification information of the development object with the assist event corresponding to the event object selected by the user. That is, the task determination unit 31B associates the event identification information for uniquely identifying the assist event with the object identification information. In addition, the task determination unit 31B sends this information to the game terminal 10 at the beginning of the development phase. Then, the game progress unit 11C of the game terminal 10, for example, draws at the beginning of each round of the development phase, and causes the assist event corresponding to the draw result to occur. In addition, the timing of the draw is not limited to the beginning of each round, and the draw can also be performed at an appropriate time.
[0106] In addition, the server control unit 31 performs a part of the processing of the game progress. For example, the server control unit 31 performs a process such as drawing to obtain a game object in the game. In addition, the server control unit 31 manages the information of the game object included in the server data 32A. For example, when the cultivation end condition is satisfied, the cultivation object becomes selectable as an inheritance object. Therefore, the server control unit 31 includes the cultivation object whose cultivation has been completed as an inheritance object in the server data 32A and stores it in the server storage unit 32.
[0107] For example, the condition for the completion of the development of the development object is to complete the live performance phase as the final checkpoint. In the case of saving the completed development object as an inheritance object, the server control unit 31 extracts the parameters and work abilities as inheritance elements from the parameters and work execution history records of the completed development object. Then, the server control unit 31 stores the parameters and work abilities as the selection results in the server storage unit 32 in association with the object identification information of the inheritance object. Alternatively, the user can use the inheritance object in other games (for example, a mini game of live performance that is not related to the development phase).
[0108] In addition, for the inherent work route of the development object, there may be work or work routes that cannot be inherited by other development objects after the development is completed. In the case of a development object that is associated with a fixed work that is a work that cannot be inherited or a fixed work route that contains a work route that cannot be inherited, the fixed work or the work contained in the fixed work route can be executed. On the other hand, when it is saved as an inheritance object after the development stage is completed, the fixed work, the fixed work route, or the ability to make the work of the fixed work route occur does not belong to the inheritance elements. Therefore, they will not be inherited by the next development object. In this way, it is possible to set a work that can only be performed by a development object with a specific role as the material.
[0109] [Task Decision Unit]
[0110] When the selection of the inheritance object is received, the task determination unit 31B determines the tasks that the training object can perform from the inheritance tasks corresponding to the inheritance elements associated with the selected inheritance object. In addition, the task determination unit 31B determines the tasks that the training object can perform by determining a task group including the tasks and determining an inheritance task group including the inheritance tasks. For example, the task determination unit 31B extracts or selects the talent of the work associated with the selected inheritance object and makes the training object inherit the talent of the work. In addition, the talent of the work is associated with the inheritance work route as an example of the inheritance task group.
[0111] Therefore, the task decision unit 31B can determine the inherited work route as the inherited task group based on the work talent. Thus, the task decision unit 31B determines the multiple works included in the inherited work route corresponding to the work talent as the inherited element as the inherited tasks, and determines the work as the starting point of the inherited work route as the inherited task that the training object can perform. Then, the task decision unit 31B stores the route identification information for uniquely identifying the determined work route in the server storage unit 32 in association with the object identification information of the training object.
[0112] The route identification information of the work route associated with the development object is sent to the game terminal 10. Then, the game progress unit 11C presents the work included in the work route to the user as an option. Alternatively, the task determination unit 31B may determine a single work as an executable work from a plurality of works set corresponding to the work talents. The task determination unit 31B determines a plurality of separate works, and as a result, a work route is formed. In addition, the work route determined by the task determination unit 31B includes a linear route, a route including a branch, and a route generated from a branch point. In addition, the inheritance of the work talent is performed when the selection of the inheritance object is accepted and the development link is started. Alternatively, the task determination unit 31B may perform the inheritance of the work talent in the middle of the development link.
[0113] In addition, a single or multiple (for example, three) types of inherent work routes are associated with each character as a material object. Moreover, in the case of being associated with multiple inherent work routes, the combination of the multiple inherent work routes associated with the character may also be different for each character. In addition, in the case of being associated with a single inherent work route, the inherent work route associated with the character may also be different for each character. Alternatively, a common combination of inherent work routes may be associated with multiple characters, or a common inherent work route may be associated with multiple characters. Moreover, the task decision unit 31B may further determine another new work route different from the inherent work route at the beginning of the development stage or in the middle of the development stage and associate it with the development object.
[0114] In addition, a predetermined effect can also be produced based on a combination of an inherent work route associated with the training object and the talent of the work inherited from the inheritance object. For example, when the inherent work route associated with the training object is consistent with the type of talent of the inherited work, the inherent work route is changed to add a new work, or a new work is opened to become selectable. As an example, when an "idol route" as an example of a work route is associated as an inherent work route, there is a case where "the talent of the idol" is inherited as a talent of the work. In this case, since the inherent work route is consistent with the type of talent of the inherited work, a new work is added to the "idol route" or a new work is opened to become selectable.
[0115] The task decision unit 31B processes such changes in the inherent work route by changing the route level of the work route. For example, the task decision unit 31B extracts the talents of all the selected inherited characters' work to calculate the route level. Then, the task decision unit 31B adds up the levels of the talents of the same type of work to calculate the total value of the level. In addition, the level of the talent may be the route level of the work route at the end of the training, or may be determined based on the route level.
[0116] The talent of the work associated with the inheritance object can also correspond to the work route that the inheritance object has performed in the training link. As a result, the training object to be trained next can perform the work that the training object previously trained has performed in the training process. Therefore, the user can train the next training object as the successor of the training object previously trained to experience the fun of training the successor. For example, the talent of the idol is associated with the inheritance object that has performed the work of the idol route. In addition, the level of the talent of the associated work is determined with a specified probability. For example, the probability of association with level 1 of the talent of the work is 30%, the probability of association with level 2 of the talent of the work is 40%, and the probability of association with level 3 of the talent of the work is 10%. Moreover, the probability of not associating the talent of the work is 20%. In addition, the probability can also be increased or decreased according to the number of jobs performed in the training link.
[0117] As an example, when the inheritance object has level 3, level 2, level 2, and level 1 of the model's talent, the total value of the model's talent level is 8. In addition, the task determination unit 31B extracts the route level of the work route of the material object and adds it to the total value of the level. For example, when the route level of the material object is level 3, 11 is calculated as a result of the addition. Then, the calculation result becomes the route level of the work route of the training object selected from the material object. In the above example, the work route is route level 11. In addition, the inheritance method of the work route is not limited to the above-mentioned method of using the route level, and a method using other values can also be used. In addition, the value used is not limited to the total value, and it can also be set to a specified value such as the maximum value.
[0118] On the other hand, when the inherent work route associated with the development object is inconsistent with the type of talent of the inherited job, a new work route corresponding to the inherited job talent is associated with the development object as an inherited work route. As an example, when the "idol route" is associated as the inherent work route, there is a case where "model talent" is inherited as a job talent. In this case, the "model route" is associated with the development object as a new inherited work route. In addition, it can be determined that there is an upper limit to the inheritance routes that can be added, or there can be additional restrictions on inheritance routes. For example, the additional restrictions are for the development object to be a specific character, etc. In other words, an inheritance route that cannot be added is set for the development object.
[0119] In addition, when a task is executed, the task decision unit 31B may further determine other task groups associated with the executed task as task groups. For example, a work route is associated with a specified work. As an example, a work route of a singer is associated with the work of a live performance at a martial arts hall. Moreover, when the training object performs the work of a live performance at a martial arts hall in the training phase, the task decision unit 31B determines the work route of the singer and associates it with the training object. In this way, the training object can perform a new work derived from the work that has been performed. In the real world, sometimes work derived from experienced work occurs, and the user can make the training object experience such a chain of work.
[0120] Furthermore, when an assist event occurs with the development object as the target, the task determination unit 31B may further determine a subtask group as a set of additional tasks associated with the assist event. For example, the event objects constituting the object group are associated with the talent of the job. For example, when the object group includes an event object associated with the talent of the model, an assist event may occur in which the event object appears in the development phase.
[0121] When the assistance event occurs, the task determination unit 31B associates the model's talent with the training object. Furthermore, the task determination unit 31B determines the model's work route corresponding to the model's talent, and associates it with the training object as a subtask group. That is, the task determination unit 31B stores the route identification information of the model's work route in the server storage unit 32 in association with the object identification information of the training object. Thus, the training object can perform a new task based on the assistance event. In addition, when the assistance event occurs, the game terminal 10 sends the event identification information of the assistance event that occurred to the server 30.
[0122] The association of the subtask group may also overlap with the association of the inherited task group. For example, the same type of work route may be associated with the training object. In addition, the task decision unit 31B may also associate the subtask group regardless of the occurrence of the assistance event. Specifically, the task decision unit 31B may further determine the subtask group associated with the event object as the task group. For example, when the user selects the event object, the task decision unit 31B associates the work route corresponding to the event object with the training object as a subtask group. Thereby, the training object can be made to perform new work based on the event object.
[0123] In this way, by inheriting the talent of the work, different work options can be set for each training or for each training object. In addition, by performing various systematic tasks, the user can visually feel the gradual improvement of the training object. For example, the user can choose various work routes such as the work route for becoming a photo idol who eventually publishes a photo album. In addition, the user can set the work that the training object he personally trains to eventually perform as a goal. In addition, the user can choose what kind of work to perform and what work to perform in the end in order to achieve the training goal, and enjoy it.
[0124] In addition, the inheritance element inherited by the training object may also be the talent of the work itself. For example, the talent of live performance, the talent of appearing on TV, etc. can be inherited by the training object as an inheritance element. In this case, the task determination unit 31B determines a single job as an executable job from a plurality of jobs set corresponding to the talent to be inherited. And, if the task determination unit 31B determines a plurality of jobs, a job route is formed as a result.
[0125] In addition, the task determination unit 31B may determine a separate job regardless of the parameters associated with the training object. For example, when the training object having the talent of a model inherits the talent of a live performance, the task determination unit 31B determines a job of a live performance that does not exist in the model route. Furthermore, the determined job of the live performance is presented to the user in a selectable manner.
[0126] [Task decision process]
[0127] Reference Figure 7 The process of task determination is described below. When starting the development phase, the user selects a development object from a plurality of game objects that are development candidates displayed on the terminal display unit 15 of the game terminal 10. Furthermore, the user selects a successor object from a plurality of successor objects displayed on the terminal display unit 15. Then, the selection accepting unit 31A of the server 30 accepts the selection of the development object sent from the game terminal 10 (S101), and accepts the selection of the successor object (S102).
[0128] Then, the task determination unit 31B extracts the talent of the work as the inheritance element associated with the selected inheritance object (S103), and makes the training object inherit the talent of the work. Here, when the type of the inherent work route associated with the training object corresponds to the type of talent of the inherited work ("Yes" in S104), the task determination unit 31B determines the work as the starting point of the task by changing the route level of the inherent work route (S105). Then, the task determination unit 31B stores the route identification information of the determined work route in the server storage unit 32 in association with the object identification information of the training object (S106). And, the task determination unit 31B sends this information to the game terminal 10. Moreover, the game progress unit 11C of the game terminal 10 includes this information in the object data 12A and stores it in the terminal storage unit 12. Thereafter, the game progress unit 11C simulates the training of the training object.
[0129] On the other hand, when the type of the inherent work route associated with the development object does not correspond to the type of talent of the inherited work ("No" in S104), the task determination unit 31B determines the work as the starting point of the task by adding the inherited work route (S107). Then, the task determination unit 31B stores the route identification information of the determined work route in association with the object identification information of the development object in the server storage unit 32 (S106). And, the task determination unit 31B sends this information to the game terminal 10. And, the game progress unit 11C includes this information in the object data 12A and stores it in the terminal storage unit 12. Thereafter, the game progress unit 11C simulates the development of the development object.
[0130] [Target acceptance unit]
[0131] Return to Figure 6, the object accepting unit 11A of the game terminal 10 is described. The object accepting unit 11A accepts the selection of an event object associated with an assist event, which is an example of an event that changes a parameter representing the state of a development object. For example, the user selects six event objects from a plurality of event objects displayed on the terminal display unit 15. Then, the object accepting unit 11A accepts the selection of the event object and sends object identification information of each event object to the server 30. As an example, the event object is a virtual card including an image of a character.
[0132] In addition, an assist event that changes the parameters representing the state of the development object is associated with the event object. For example, the assist event occurs by forming an object group that includes the selected event object. As an example, the game progress unit 11C performs a draw at the beginning of each round of the development link, and causes an assist event corresponding to the draw result to occur. Thus, depending on the selected event object, the assist event that occurs in the development link is different, thereby affecting the development of the development object. Moreover, the user can indicate the development policy of the game object through the event object. In addition, in the development link, an assist event associated with an event object that is not included in the object group may also occur.
[0133] [Mode selection unit]
[0134] The development phase is turn-based, and the user can select an action (e.g., a course) in each round. In addition, in the development phase, the assistance event corresponding to the event object included in the object group occurs with a specified probability. As a result, the parameter associated with the development object increases or decreases. In addition, in each round, the user can select a task included in the work route and make the development object perform the task. In addition, the user can also alternately perform the tasks included in multiple work routes.
[0135] In this way, in the case of a development game in which the parameters of the development object are changed by making the development object perform the action selected by the user, the user selects the action in each round. Then, a series of processes such as making the development object perform the action and displaying the performance are repeated many times. This repeated process takes a certain amount of time, so it takes a long time to complete the development stage.
[0136] Therefore, for the development link of the game provided by the game system 100, an automatic progress mode and a manual progress mode are provided. Moreover, in the automatic progress mode, the action performed by the development object progresses automatically. In addition, in the manual progress mode, the action performed by the development object progresses according to the user's operation. The mode selection unit 11B selects either the automatic progress mode or the manual progress mode according to the user's operation. In addition, the amount of change of the parameter based on the execution of the action, etc. may be different in the automatic progress mode and the manual progress mode.
[0137] For example, in Figure 2 The top-level screen of the development phase shown and Figure 3 The course screen shown is provided with an automatic progress button R19 for selecting the automatic progress mode. And, each time the user touches the automatic progress button R19, the mode selection unit 11B switches between the automatic progress mode and the manual progress mode. In addition, the mode selection unit 11B may select the automatic progress mode only while the user is touching the automatic progress button R19. In this case, when the user's finger leaves the automatic progress button R19, the mode selection unit 11B selects the manual progress mode. In addition, the automatic progress button R19 may be provided in the screen before the start of the development phase. And, when the user touches the automatic progress button R19 before the start of the development phase, the mode selection unit 11B selects the automatic progress mode. In this case, when the automatic mode is selected, the development phase may be terminated without migrating to the top screen of the development phase.
[0138] In addition, in the automatic progress mode, at least one action is automatically selected. Moreover, in the automatic progress mode, only the result of the action (for example, the parameter after increase or decrease) is displayed, and the display of the performance is skipped. As a result, the user can develop the training object in a short time. Alternatively, in the automatic progress mode, the selected action and its performance are automatically progressed. In this case, the performance can also be displayed at high speed. Below, the progress of the training link in the automatic progress mode based on these methods is sometimes referred to as automatic progress.
[0139] [Progression Unit]
[0140] The game progression unit 11C, as an example of a progression unit, simulates the development of a game object. In addition, the game progression unit 11C automatically selects an action to be performed by the development object in the automatic progression mode and progresses it. Moreover, in the manual progression mode, the action performed by the development object is progressed according to the user's operation. In addition, the game progression unit 11C progresses the action in the automatic progression mode to change the parameter and automatically determines the action corresponding to the selected event object. Thus, the time and effort required for the development of the game object can be reduced.
[0141] For example, when the mode selection unit 11B selects the manual progress mode, the game progress unit 11C accepts the action selected by the user. Figure 3 ), the game progress unit 11C causes the course to progress so that the parameter associated with the training object increases or decreases. In addition, the game progress unit 11C causes the video or image of the performance corresponding to the selected course to be displayed on the terminal display unit 15. And, when the user selects the decision button R33 ( Figure 4), the game progress unit 11C makes the work progress to increase or decrease the parameter associated with the training object. In addition, the game progress unit 11C displays a video or image of a performance corresponding to the selected work on the terminal display unit 15.
[0142] On the other hand, when the mode selection unit 11B selects the automatic progress mode, the game progress unit 11C automatically selects at least one of the actions to be performed by the development object from the actions that can be manually selected by the user. Then, the game progress unit 11C automatically progresses the selected action to increase or decrease the parameter associated with the development object. At this time, the game progress unit 11C may also repeat the selection and automatic progress of the action until all rounds of the development phase are completed. Alternatively, the game progress unit 11C may also repeat the selection and automatic progress of the action within a specified number of rounds until the checkpoint is reached.
[0143] For example, the game progress unit 11C may also automatically progress the actions by automatically executing the determined multiple actions in the automatic progress mode. As an example, the game progress unit 11C automatically progresses the execution of the selected actions and the processing of their performances. Moreover, the game progress unit 11C displays the performances accompanying the actions at a higher speed than in the manual progress mode. As a result, the development phase ends, and the development of the development object is automatically completed. Alternatively, the game progress unit 11C may display the performances at a lower speed than in the manual progress mode, or may display the performances at the same speed as in the manual progress mode. In addition, the display speed of the performances may be selected by the user.
[0144] In addition, the game progress unit 11C can also automatically progress the action by automatically obtaining the change results of the parameters based on the determined multiple actions in the automatic progress mode. That is, only the value of the parameter that changes due to the action or the change amount of the parameter is presented to the user, and the display of the performance is skipped. As an example, the game progress unit 11C automatically progresses the execution of the selected action and the processing of its performance in each round. At this time, the game progress unit 11C omits the display of the performance. Moreover, the game progress unit 11C automatically obtains the change results (for example, the value of the parameter after the change or the change amount of the parameter), and presents it to the user as the parameter of the training object or the change amount of the parameter. Thereby, the time and effort required for the training of the training object can be reduced. Alternatively, the game progress unit 11C does not perform the performance processing, but only calculates the increase or decrease of the parameter. In addition, the game progress unit 11C may not present the change results to the user.
[0145] Furthermore, when the display of the performance is omitted, the game progress unit 11C may collectively execute the processing of each action. That is, the game progress unit 11C may collectively calculate the change of the parameter caused by the execution results of all actions instead of calculating the change of the parameter caused by the execution results of each action. This can reduce the processing load in the game terminal 10.
[0146] In the case of collectively executing the processing of actions, the game progress unit 11C can also calculate the change amount of the parameter by the following simplified processing. First, the game progress unit 11C pre-calculates the average number of visits to the hospital and the average number of outings with reference to the training history of each user. In addition, the training history is included in the terminal data 12B, for example, and is stored by the terminal storage unit 12. Alternatively, the average number of visits to the hospital and the average number of outings can be pre-set. Next, the game progress unit 11C calculates the number of rounds consumed by executing the hospital visit based on the pre-calculated average number of visits to the hospital. Here, it is assumed that the bad state will be eliminated if the hospital is visited, and the average number of times the bad state becomes the average number of visits to the hospital. In addition, the game progress unit 11C calculates the number of rounds consumed by executing the outing based on the pre-calculated average number of outings. In addition, the game progress unit 11C calculates the parameters (such as the number of ticket sales) required to meet the conditions for holding each live performance. Moreover, the game progress unit 11C calculates the number of rounds consumed by executing the work required to reach the parameter.
[0147] Then, the game progress unit 11C adds up these consumed rounds and subtracts them from the total number of rounds. Thus, the game progress unit 11C calculates the number of rounds consumed by executing the course as the provisional number of courses. For example, when the total number of rounds is 72 and the total number of consumed rounds is 30, the provisional number of courses is 42. Furthermore, the game progress unit 11C calculates the number of rounds consumed by executing the rest as the number of rests. As an example, assuming that a rest is taken once for every 3 provisional courses, the game progress unit 11C calculates the number of rests. Furthermore, the game progress unit 11C calculates the actual number of courses by subtracting the number of rests from the provisional number of courses. For example, when the provisional number of courses is 42, the number of rests is 10 and the actual number of courses is 32. In addition, the game progress unit 11C may also calculate the total physical energy consumption by multiplying the provisional number of courses by the average physical energy consumption. In this case, the game progress unit 11C calculates the number of rest times by dividing the total consumed physical strength by the average recovered physical strength corresponding to the physical strength when one rest is performed (for example, six tenths of the upper limit value).
[0148] Moreover, the game progress unit 11C calculates the ratio of the types of parameters associated with the event objects included in the object group. For example, the game progress unit 11C calculates the ratio of each type of the singing ability, the dancing ability, the image, the expression and the willpower. Here, courses corresponding to the types of each parameter are provided in the game. Moreover, the game progress unit 11C calculates the number of separate courses for each parameter according to the calculated ratio. For example, regarding the number of event objects, it is assumed that there are two event objects for the singing ability, two event objects for the dancing ability, and two event objects for the image. In this case, the ratio of the types of each parameter to the total number of six event objects is two-sixths. Therefore, the game progress unit 11C allocates the actual number of courses 32 times to the types of each parameter, and calculates that the number of separate courses for the singing ability is 11 times, the number of separate courses for the dancing ability is 11 times, and the number of separate courses for the image is 10 times. In addition, the game progress unit 11C can also be randomly allocated to each course if it cannot be divided evenly. Furthermore, when there is a type of parameter that is not associated with the event object, an appropriate number of separate courses may be allocated to the type of parameter that is not associated with the event object.
[0149] In addition, the game progress unit 11C calculates the amount of change of each parameter for each course. As an example, the game progress unit 11C temporarily executes the processing of the course and uses the result as the amount of change for each time. Then, the game progress unit 11C multiplies the number of individual courses corresponding to the type of each parameter by the amount of change to calculate the total amount of change of the parameter. Alternatively, the game progress unit 11C may calculate the average amount of change of each parameter for each course. In addition, the game progress unit 11C may use an approximate value instead of the average amount of change. In addition, the game progress unit 11C may also refer to the event object to correct the calculated amount of change.
[0150] Furthermore, the game progress unit 11C calculates the total amount of parameter changes caused by the work based on the number of rounds consumed to perform the work. In addition, the game progress unit 11C calculates the total amount of parameter changes caused by the execution of the live performance. In addition, the game progress unit 11C performs a lottery of the number of rounds to extract the events that occurred in the development stage. Then, the game progress unit 11C calculates the total amount of parameter changes caused by the events that occurred.
[0151] Finally, the game progress unit 11C calculates the final change amount of the parameter based on the calculated total change amount of each parameter. Then, the game progress unit 11C calculates the value of the parameter after the development as the change result based on the final change amount of the parameter, and associates it with the development object. After that, the game progress unit 11C displays the change result on the terminal display unit 15, and includes it in the object data 12A and stores it in the terminal storage unit 12. In addition, the action of skill acquisition can also be manually performed by the user after the development is completed. The game progress unit 11C can also consume skill points to automatically perform the action of skill acquisition.
[0152] In addition, the game progress unit 11C changes the parameters of the training object according to the progress of the game. For example, when a course for improving singing ability is taken in the training phase, the game progress unit 11C improves the singing ability of the training object and reduces the physical strength of the training object. Then, the game progress unit 11C includes the increased and decreased parameters in the object data 12A in association with the object identification information of the training object and stores it in the terminal storage unit 12. In addition, the game progress unit 11C sends the data of the training object to the server 30 at a predetermined timing.
[0153] In addition, the game progress unit 11C can also select an action according to the development policy in the automatic progress mode to automatically progress the development. Specifically, the user can indicate the development policy through the event object included in the object group. For example, the parameters of the development object are changed by the auxiliary event that occurs according to the selected event object. Therefore, the user selects the event object suitable for the parameter that he wants to change according to his own development policy. As a result, the parameter that the user wants to change can be inferred through the event object.
[0154] Therefore, in the automatic progress mode, the game progress unit 11C automatically selects a course that changes the parameters affected by the event object. As an example, each event object is associated with the type of parameter that mainly changes. Then, the game progress unit 11C selects an action (such as a course) that increases the type of the parameter. Thereby, the game progress unit 11C can reflect the user's development policy in the automatic progress. In addition, the object group can also be automatically formed. In this case, the user can also confirm the content of the object group and indicate his own development policy. In addition, the event object referenced by the game progress unit 11C can be one or more.
[0155] As another example of automatic progress, the game progress unit 11C may also automatically progress in the following manner until all rounds (e.g., 72 rounds) have passed, regardless of which event object is selected. First, the user selects six event objects to form an object group. Then, the object receiving unit 11A receives the event object selected by the user. Thereafter, the game progress unit 11C refers to the parameters of the development object, selects a predetermined action, and automatically executes the action.
[0156] Specifically, the game progress unit 11C selects and executes the action of going to the hospital when the training object is in a bad state (for example, injured or sick). However, when the bad state is caused by an event and the bad state cannot be eliminated even by going to the hospital, the game progress unit 11C does not select the action of going to the hospital. In addition, the game progress unit 11C selects and executes the action of going out when the training object's mood is "very bad" or "not good". And, the game progress unit 11C selects and executes the action of resting when the physical strength parameter is low (for example, when it becomes less than four tenths of the upper limit of the physical strength).
[0157] In addition, the game progress unit 11C selects and executes the action of the work when the conditions for holding the live performance are not met (for example, the number of ticket sales reaches a specified value). At this time, the game progress unit 11C selects and executes the work in the order in which the work included in the inherent work route of the training object is arranged. In addition, when there are multiple inherent work routes, the game progress unit 11C selects the work route in the order in which it is arranged. And, when there is no work that can be selected, the game progress unit 11C selects and executes the action of the course.
[0158] Alternatively, the game progress unit 11C may select the work of the work route with the highest route level. Alternatively, the game progress unit 11C may select the work of the work route in which the level of the talent of the work to be developed becomes the highest. Furthermore, the game progress unit 11C may select the work of the work route associated with the character corresponding to the event object.
[0159] In addition, the game progress unit 11C selects and executes the action of the course when the conditions for holding the live performance are met. As an example, the game progress unit 11C calculates the ratio of the types of parameters associated with the event objects included in the object group. For example, the game progress unit 11C calculates the ratio of each of the singing ability, dancing ability, image, expression, and willpower. Then, the game progress unit 11C selects and executes the course the number of times corresponding to the calculated ratio.
[0160] As an example, regarding the number of event objects, it is assumed that there is one event object for singing ability, two event objects for dancing ability, one event object for image, one event object for expression, and one event object for willpower. In this case, the game progression unit 11C selects and executes a lesson for singing ability once, selects and executes a lesson for dancing ability twice, selects and executes a lesson for image once, selects and executes a lesson for expression once, and selects and executes a lesson for willpower once. Then, the game progression unit 11C repeatedly executes these multiple lessons as a set, and when a set is completed, it starts from the first lesson.
[0161] However, depending on the type of parameter associated with the event object, the game progression unit 11C may not reflect it in the course selection. For example, in the case where a parameter such as emotion or physical strength is associated, the game progression unit 11C does not reflect it in the course selection. As an example, regarding the number of event objects, suppose there are two event objects for image, one event object for expressiveness, two event objects for willpower, and one event object for emotion. In this case, the game progression unit 11C ignores the parameter of emotion, selects and executes the course of image twice, selects and executes the course of expressiveness once, and selects and executes the course of willpower twice. In addition, sometimes an option is selected when an event occurs in the middle of a round. In this case, the game progression unit 11C randomly selects an option or selects the first option.
[0162] In addition, the game progress unit 11C may automatically progress only a part of the development phase in the automatic progress mode. For example, the game progress unit 11C may automatically progress only the selection and execution of the options of the job or course. Furthermore, the game progress unit 11C may automatically progress only the selection and execution of the options of the lines that appear in the event.
[0163] Furthermore, the selection of actions performed by the game progression unit 11C can also be performed using AI (Artificial Intelligence) produced through machine learning. For example, the game progression unit 11C determines the content of a course corresponding to the type of parameter associated with the event object. Furthermore, regarding the number and sequence of courses and the selection and timing of other actions, AI is used to automatically perform the best action at the best time. A prescribed control routine is installed in the AI, and the best action is analyzed by learning using big data, and a prescribed process is derived. Furthermore, this process is reflected in the automatic progress of the game progression unit 11C.
[0164] In addition, the game progress unit 11C can also automatically determine the action based on the development policy input by the user in the automatic progress mode. In this way, the development policy input by the user can be reflected in the automatic progress. The input development policy can be specific content or can be used to simply specify the type of course. Alternatively, the user's development policy can be a policy of selecting and executing the action set by the user before a specified number of rounds, and selecting and executing other actions set by the user after reaching the specified number of rounds.
[0165] Furthermore, the user's development policy may be a policy of selecting and executing a course that increases a set parameter before the set parameter reaches a specified value, and selecting and executing another course set by the user after the set parameter reaches a specified value. Furthermore, the user's development policy may be indicated using an event object or by a method other than an event object. Furthermore, the game progression unit 11C may also perform automatic progression in the automatic progression mode to change a specified parameter by a specified amount. For example, the game progression unit 11C may also perform automatic progression to double all parameters.
[0166] In addition, the game progress unit 11C ends the automatic progress when the development phase ends and the developed development object is saved as an inheritance object, and presents the change result to the user. Alternatively, the game progress unit 11C ends the automatic progress when all rounds of the development phase end. At this time, actions such as lessons and work cannot be performed, but actions to acquire skills can be performed. Therefore, the user can make the development object acquire the desired skills.
[0167] Furthermore, the game progression unit 11C may interrupt the automatic progression at any time corresponding to the user's operation in the automatic progression mode. For example, the user touches the automatic progression button R19 in the middle of the automatic progression. Then, the game progression unit 11C interrupts the automatic progression, and the mode selection unit 11B selects the manual progression mode. Thus, the user can play the development stage manually. Afterwards, the mode selection unit 11B may reselect the automatic progression mode according to the user's operation. In this case, the game progression unit 11C performs the automatic progression again.
[0168] In addition, the game progress unit 11C may interrupt the automatic progress at a predetermined timing in the automatic progress mode. For example, the predetermined timing may be when an event occurs in the middle of a round, when a line option is selected, or when a live performance occurs. Alternatively, the game progress unit 11C may interrupt the automatic progress when a predetermined number of rounds (e.g., 10 rounds) have passed.
[0169] Furthermore, the game progress unit 11C determines the occurrence of an assist event as an example of an event corresponding to each event object in the automatic progress mode, and automatically progresses the assist event. Thus, the assist event corresponding to each event object can be automatically progressed. As an example, the user can select the assist event to occur to a certain extent through the event objects included in the object group.
[0170] In addition, the game progress unit 11C automatically progresses other events that are different from the assisting event corresponding to the event object in the automatic progress mode. As an example, the other events that are automatically progressed are events that occur in the middle of a round (e.g., script events). In this way, other events that are different from the assisting event corresponding to the event object can be automatically progressed. In addition, the game progress unit 11C automatically progresses the live performance in the live performance segment in the automatic progress mode.
[0171] In addition, the influence brought by automatic progress may also be exerted on only a part of the development. For example, the game progress unit 11C may also reflect only a part of the result that should be obtained in the manual progress mode in the parameter change in the automatic progress mode. As an example, the result of automatic progress may also be reflected only in the change of skill points, the change of route level, or the change of the level of the talent of the job. In this way, when the user wants to reflect only a part of the development, the time and effort required for the development can be reduced.
[0172] [Sound output control unit]
[0173] The game progress unit 11C, which is an example of a sound output control unit, causes the sound output unit 16, which is an example of a sound output unit, to output sounds based on output sound data such as game music. As an example, the sound output unit 16 is a speaker, and is integrally formed with the game terminal 10. Alternatively, the sound output unit 16 may be independent of the game terminal 10 and connected to the game terminal 10 by wire or wireless. Furthermore, the sound output unit 16 may be integrally formed with a display device independent of the game terminal 10.
[0174] [Automatic progress process]
[0175] Reference Figure 8 10. The example of the process of automatic progress is described below. When starting the development phase, the user selects a predetermined number (e.g., six) of event objects from a plurality of event objects displayed on the terminal display unit 15 of the game terminal 10 to form an object group. Then, the object receiving unit 11A receives the selection of the event object (S201). Thereafter, in the development phase, when the user touches the automatic progress button R19 ("Yes" in S202), the mode selection unit 11B selects the automatic progress mode.
[0176] Then, the game progress unit 11C performs automatic progress in the automatic progress mode (S203). After that, when the development is completed ("Yes" in S204), the game progress unit 11C stores the information of the development object in the terminal storage unit 12 in a manner that allows the object to be selected as an inheritance object. On the other hand, when the development is not completed ("No" in S204), the game progress unit 11C continues the simulation of the development.
[0177] In addition, in the development phase, if the user does not touch the automatic progress button R19 ("No" in S202), the mode selection unit 11B selects the manual progress mode. Then, in the manual progress mode, the game progress unit 11C accepts the selection of the action to be performed by the development object according to the user's operation and progresses the action (S205). Thereafter, when the development is completed ("Yes" in S204), the game progress unit 11C stores the information of the development object in the terminal storage unit 12 in a manner that can be selected as an inheritance object. On the other hand, if the development is not completed ("No" in S204), the game progress unit 11C continues the simulation of the development.
[0178] The inheritance of the inheritance element in the game system 100 described above can diversify the development policy of the development object. In addition, the automatic progress in the game system 100 described above can reduce the time and effort required for the development of the game object.
[0179] The present invention has been described above with reference to various embodiments, but the present invention is not limited to the above-mentioned embodiments. Inventions obtained by making changes within the scope of the present invention and inventions equivalent to the present invention are also included in the present invention. In addition, various embodiments and various variations, as well as the technical means included in various embodiments or various variations can be appropriately combined within the scope of the present invention.
[0180] For example, each functional unit can be set in either the server 30 or the game terminal 10. As an example, the selection acceptance unit 31A and the task determination unit 31B can also be set in the game terminal 10. In addition, the progress unit, the object acceptance unit 11A and the mode selection unit 11B as a progress unit can also be set in the server 30. In addition, the server control unit 31 and the terminal control unit 11 can also cooperate to function as a computer. By setting the functional unit in the server 30, security can be improved. On the other hand, by setting a part of the functional unit in the game terminal 10, the load of the server 30 can be reduced. Multiple functional units can be in the form of completely separate settings, or a part of the functions can be separated and used as functional units. For example, it is also possible to perform inheritance processing in the game terminal 10 and check the result of inheritance by the server 30.
[0181] Various modes derived from the above-mentioned embodiments and modifications are described below. In addition, reference numerals illustrated in the drawings are recorded to facilitate understanding of each mode. However, the reference numerals are not intended to limit the present invention to the illustrated modes.
[0182] (Note 1)
[0183] A game system 100 provides a game that simulates the development of a game object, that is, a development object, which is a development target, and comprises:
[0184] an object accepting unit 11A for accepting a selection of an event object associated with an event causing a parameter representing a state of the training object to change;
[0185] a mode selection unit 11B that selects either the automatic progress mode or the manual progress mode according to a user's operation; and
[0186] The progress unit 11C automatically progresses the action to be performed by the development object in the automatic progress mode, and progresses the action according to the operation of the user in the manual progress mode.
[0187] (Note 2)
[0188] The game system 100 according to Supplement 1, wherein:
[0189] In the automatic progression mode, the progression unit 11C progresses the action to change the parameter, and automatically determines the action corresponding to the selected event object.
[0190] (Note 3)
[0191] The game system 100 according to Supplement 1, wherein:
[0192] In the automatic progress mode, the progress unit 11C progresses the action to change the parameter, and automatically determines the action based on the development policy input by the user.
[0193] (Note 4)
[0194] The game system 100 according to any one of Supplements 1 to 3, wherein:
[0195] In the automatic progress mode, the progress unit 11C progresses the action to change the parameter, determines the occurrence of the event corresponding to the event object, and automatically progresses the event.
[0196] (Note 5)
[0197] The game system 100 according to any one of Supplements 1 to 4, wherein:
[0198] In the automatic progress mode, the progress unit 11C automatically progresses the actions by automatically executing the determined actions, or automatically progresses the actions by automatically acquiring the change results of the parameters caused by the determined actions.
[0199] (Note 6)
[0200] The game system 100 according to any one of Supplements 1 to 5, wherein:
[0201] In the automatic progress mode, the progress unit 100C automatically progresses other events different from the event.
[0202] (Note 7)
[0203] A gaming system according to any one of Supplementary Notes 1 to 6, wherein:
[0204] In the automatic progress mode, the progress unit 11C reflects only a part of the result that should be obtained in the manual progress mode in the change of the parameter.
[0205] (Note 8)
[0206] A game program PG1 is a game program PG1 of a game system 100, wherein the game system 100 includes a computer 11 and provides a game that simulates the development of a game object, that is, a development object, which is a development target.
[0207] The game program PG1 causes the computer 11 to function as the following means:
[0208] an object accepting unit that accepts a selection of an event object associated with an event causing a parameter representing a state of the training object to change;
[0209] a mode selection unit that selects either the automatic progress mode or the manual progress mode according to a user's operation; and
[0210] A progress unit is configured to automatically progress the action to be performed by the development object in the automatic progress mode, and to progress the action according to the operation of the user in the manual progress mode.
[0211] (Note 9)
[0212] A control method is a control method of a game system 100, wherein the game system 100 includes a computer 11 and provides a game that simulates the development of a game object, that is, a development object, as a development target.
[0213] The control method enables the computer 11 to perform the following processing:
[0214] accepting a selection of an event object associated with an event causing a parameter representing a state of the training object to change;
[0215] selecting either an automatic advancement mode or a manual advancement mode according to an operation of a user; and
[0216] In the automatic progress mode, the action to be performed by the development object is automatically progressed, and in the manual progress mode, the action is progressed according to the operation of the user.
[0217] According to the game system 100 recorded in Supplement 1 or 2, the user can reduce the time and effort required for the development of the development object. In addition, according to the game system 100 recorded in Supplement 3, the development policy input by the user can be reflected in the automatic progress. In addition, according to the game system 100 recorded in Supplement 4, the events corresponding to each event object can be automatically progressed. In addition, according to the game system 100 recorded in Supplement 5, the time and effort required for the development of the development object can be reduced. In addition, according to the game system 100 recorded in Supplement 6, other events different from the events corresponding to the event object can be automatically progressed. In addition, according to the game system 100 recorded in Supplement 7, the time and effort required for development can be reduced when the user wants to reflect only a part of the development results in the change of parameters. In addition, according to the game program PG1 recorded in Supplement 8 and the control method recorded in Supplement 9, the user can reduce the time and effort required for the development of the development object.
[0218] In addition, the following aspects can be derived from the above-mentioned embodiment and modification examples.
[0219] (Note 10)
[0220] A game system 100 provides a game that simulates the development of a game object, i.e., a development object, by executing each task in a task group including a plurality of tasks. The game system 100 comprises:
[0221] A selection accepting unit 31A accepts selection of an inheritance object, the inheritance object being a game object associated with an inheritance element that enables the development object to inherit; and
[0222] When receiving the selection of the successor object, the task determination unit 31B determines the task that the development object can perform from the inheritance tasks corresponding to the inheritance element associated with the selected successor object.
[0223] (Note 11)
[0224] The game system 100 according to Supplement 10, wherein:
[0225] The task determination unit 31B determines the task that the training subject can perform by determining the task group including the task and determining the successor task group including the successor task.
[0226] (Note 12)
[0227] The game system 100 according to Supplement 10 or 11, wherein:
[0228] When the task is executed, the task decision unit 31B further decides another task group associated with the executed task as the task group.
[0229] (Note 13)
[0230] The game system 100 according to any one of Supplementary Notes 10 to 12, wherein:
[0231] When an assistance event targeting the development object occurs, the task determination unit 31B further determines a subtask group associated with the assistance event as the task group.
[0232] (Note 14)
[0233] The game system 100 according to Supplement 13, wherein:
[0234] The selection accepting unit 31A further accepts a selection of an event object as a game object corresponding to the assist event.
[0235] The assist event occurs when the event object is selected.
[0236] (Note 15)
[0237] The game system 100 according to any one of Supplementary Notes 10 to 12, wherein:
[0238] The selection accepting unit 31A further accepts the selection of an event object as a game object.
[0239] The task determination unit 31B further determines a subtask group associated with the event object as the task group.
[0240] (Note 16)
[0241] A game program PG2 is a game program PG2 of a game system 100, wherein the game system 100 includes a computer 31 and provides a game for simulating the development of a game object, i.e., a development object, by executing each task in a task group including a plurality of tasks.
[0242] The game program PG2 causes the computer to function as the following means:
[0243] A selection accepting unit 31A accepts selection of an inheritance object, the inheritance object being a game object associated with an inheritance element that enables the development object to inherit; and
[0244] When receiving the selection of the successor object, the task determination unit 31B determines the task that the development object can perform from the inheritance tasks corresponding to the inheritance element associated with the selected successor object.
[0245] (Note 17)
[0246] A control method is a control method of a game system 100, wherein the game system 100 includes a computer 31 and provides a game for simulating the development of a game object as a development target by executing each task in a task group including a plurality of tasks,
[0247] The control method causes the computer to perform the following processing:
[0248] accepting selection of an inheritance object, the inheritance object being a game object associated with an inheritance element that enables the development object to inherit; and
[0249] When the selection of the successor object is accepted, the task that the development object can perform is determined from the inheritance tasks corresponding to the inheritance element associated with the selected successor object.
[0250] That is, Patent Document 1 (Japanese Patent Publication No. 2017-06280) discloses a game system that provides the following game, which includes: an achievement phase in which a game character is developed to create an original character; and a stadium phase in which a team of other users competes. In this game, when the achievement phase is completed, the character is developed and can be used as an original character in the stadium phase.
[0251] In addition, Patent Document 2 (Japanese Patent Publication No. 2022-17687) discloses an electronic device for playing a game in which a game medium is cultivated through a cultivation game and the cultivated game medium is used in a formal competition game. In the electronic device, a cultivation game medium receiving unit accepts a selection of a cultivation game medium selected by a player from a material game medium group. Furthermore, an inherited game medium receiving unit accepts a selection of an inherited game medium made by a player. In addition, after selecting the cultivation game medium and the inherited game medium, the cultivation game execution unit starts the cultivation game.
[0252] At the start of the development game, the deterministic information parameter changing unit adds up the predetermined specified values corresponding to the rankings of the performance deterministic information of each inherited game medium and each previous generation of completed development game medium for each performance deterministic information. Then, the deterministic information parameter changing unit adds the total to the development parameter corresponding to the deterministic information for each deterministic information. In addition, the development game execution unit executes a predetermined number of inheritance events at a predetermined timing during the development game progress. In this inheritance event, the lottery information parameter changing unit changes the development parameters corresponding to each lottery information according to the probability-based lottery result.
[0253] In a game that simulates the development of a game object, i.e., a development object, sometimes the parameters associated with the development object are improved. As the parameters are improved, the development object grows, which enables the game to progress more advantageously. In addition, there are many cases where users have feelings for the development objects they have developed. In this case, the user sometimes wishes to make the next development object inherit the parameters of the development object that the user has feelings for. However, even if the parameters are inherited, the game can only progress advantageously. Therefore, it is sought to provide users with an experience that allows users to have feelings for the development object. To this end, it is possible to consider increasing the diversity of the development policies for the development objects.
[0254] In view of the above, the game system 100 described in Supplement 10 or 11 can diversify the training policy of the training object. In addition, the game system 100 described in Supplement 12 can make the training object execute the work included in the new work route derived from the executed work.
[0255] In addition, according to the game system 100 described in Supplement 13 or 14, the training object can be made to perform a new task derived from the assistance event. In addition, according to the game system 100 described in Supplement 15, the training object can be made to perform a new task derived from the event object. In addition, according to the game program PG2 described in Supplement 16 and the control method described in Supplement 17, the training policy of the training object can be diversified.
[0256] Description of Reference Numerals
[0257] 11: terminal control unit (computer); 11A: object acceptance unit (object acceptance unit); 11B: mode selection unit (mode selection unit); 11C: game progress unit (progress unit); 100: game system; 31: server control unit (computer); 31A: selection acceptance unit (selection acceptance unit); 31B: task determination unit (task determination unit); PG1: terminal program (game program); PG2: server program (game program).
Claims
1. A game system that provides a game that simulates the development of a game object, that is, a development object, as a development target, the game system comprising: an object accepting unit that accepts a selection of an event object associated with an event causing a parameter representing a state of the training object to change; a mode selection unit that selects either the automatic progress mode or the manual progress mode according to a user's operation; and A progress unit is configured to automatically progress the action to be performed by the development object in the automatic progress mode, and to progress the action according to the operation of the user in the manual progress mode.
2. The gaming system according to claim 1, wherein: In the automatic progression mode, the progression unit progresses the action to change the parameter, and automatically determines the action corresponding to the selected event object.
3. The gaming system according to claim 1, wherein: In the automatic progress mode, the progress unit progresses the action to change the parameter, and automatically determines the action based on the development policy input by the user.
4. The gaming system according to claim 1, wherein: In the automatic progress mode, the progress unit progresses the action to change the parameter, determines the occurrence of the event corresponding to the event object, and automatically progresses the event.
5. The gaming system according to any one of claims 1 to 4, wherein: In the automatic progress mode, the progress unit automatically progresses the actions by automatically executing the determined actions, or automatically progresses the actions by automatically acquiring change results of the parameters caused by the determined actions.
6. The gaming system according to any one of claims 1 to 4, wherein: In the automatic progression mode, the progression unit automatically progresses other events different from the event.
7. The gaming system according to any one of claims 1 to 4, wherein: In the automatic progress mode, the progress unit causes only a part of the result that should be obtained in the manual progress mode to be reflected in the change of the parameter.
8. A game program, which is a game program for a game system, the game system having a computer and providing a game for simulating the development of a game object, i.e., a development object, which is a development target, The game program causes the computer to function as the following units: an object accepting unit that accepts a selection of an event object associated with an event causing a parameter representing a state of the training object to change; a mode selection unit that selects either the automatic progress mode or the manual progress mode according to a user's operation; and A progress unit is configured to automatically progress the action to be performed by the development object in the automatic progress mode, and to progress the action according to the operation of the user in the manual progress mode.
9. A control method is a control method of a game system, the game system having a computer and providing a game simulating the development of a game object, i.e., a development object, as a development target, The control method causes the computer to perform the following processing: accepting a selection of an event object associated with an event causing a parameter representing a state of the training object to change; selecting either an automatic advancement mode or a manual advancement mode according to an operation of a user; and In the automatic progress mode, the action to be performed by the development object is automatically progressed, and in the manual progress mode, the action is progressed according to the operation of the user.
Citation Information
Patent Citations
Game system, game control device, and program
JP2017006280A
Program, method, system and electronic apparatus
JP2022017687A