Information processing program, information processing method, game device, and information processing system
By designing an automated team creation and game result sharing system, players need to manually select roles when replaying data and reproducing the game, resulting in cumbersome team creation, achieving more efficient team management and game experience.
Patent Information
- Application Number
- CN202080033784.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2019-06-06
- Filing Date
- 2020-02-28
- Publication Date
- 2025-05-30
- Estimated Expiration
- 2040-02-28
AI Technical Summary
When reproducing the game with playback data, players need to manually select characters, which makes the process of creating a team cumbersome and time-consuming.
Design an information processing program and system to realize automated team creation and game result sharing through team saving unit, game execution unit, game result information creation unit, information sharing unit, shared information display unit and shared team saving unit.
This greatly simplifies the process of team creation, reduces the time for players to manually select roles and manage teams, and improves the efficiency of the game experience.
Smart Images

Figure CN113795313B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method, a game device, and an information processing system. Background Art
[0002] For example, as described in Patent Document 1, there has conventionally been known a game device that enables the use of an information sharing service to publish replay data for reproducing a game executed by a player.
[0003] Prior Art Documents
[0004] Patent Documents
[0005] Patent Document 1: Japanese Patent No. 6348726 Summary of the Invention
[0006] Problems to be Solved by the Invention
[0007] In addition, there has been proposed a game device in which a player selects a plurality of characters as a party and executes a game by using the selected party. With such a game device, when a player wishes to create a party for a game reproduced using replay data, the player needs to manually select the characters used in the game reproduced using the replay data, so the work of creating a party may take time.
[0008] An object of the present invention is to provide an information processing program, an information processing method, a game device, and an information processing system that enable easy creation of a party.
[0009] Means for Solving the Problems
[0010] To solve the above problems, an information processing program causes a computer to function as: a party storage unit that stores, in a party storage area associated with a player ID, the character IDs selected by a player operation among a plurality of character IDs associated with the player ID; a game execution unit that executes a prescribed game by using the character IDs stored in the party storage area; a game result information creation unit that creates game result information including the character IDs used when executing the prescribed game, based on the fact that the prescribed game has ended; an information sharing unit that shares at least one of text information and the game result information among at least two players based on the player operation; a shared information display unit that displays the shared text information and the game result information; and a shared party storage unit that stores, in a party storage area associated with the player ID of the player who has performed the operation, the character IDs included in the game result information, based on a prescribed operation on the displayed game result information.
[0011] The shared team storage unit may determine whether the character ID included in the game result information is associated with the player ID based on a plurality of character IDs associated with the player ID, store the character IDs associated with the player ID in the team storage area, and not store the character IDs not associated with the player ID in the team storage area.
[0012] The game result information may include game type information, and the shared information display unit may determine a display mode of the game result information based on the game type information.
[0013] Based on the shared game result information and game opening information associated with the player ID of the player who has performed an operation, when it is determined that the specified game is in an unopened state for the player ID of the player who has performed the operation, the shared information display unit may hide at least a part of the game result information.
[0014] To solve the above problems, an information processing method includes the following steps: storing, in a team storage area associated with the player ID, the character ID selected by a player operation from among a plurality of character IDs associated with the player ID; performing a specified game by using the character IDs stored in the team storage area; creating game result information including the character IDs used when performing the specified game based on the fact that the specified game has ended; sharing at least one of text information and the game result information among at least two players based on the player operation; displaying the shared text information and game result information; and storing the character IDs included in the game result information in the team storage area associated with the player ID of the player who has performed the operation based on a specified operation on the displayed game result information.
[0015] In order to solve the above problems, a game device includes: a team storage unit for storing, in a team storage area associated with the player ID, the character ID selected by player operation from among a plurality of character IDs associated with the player ID; a game execution unit for executing a prescribed game by using the character ID stored in the team storage area; a game result information creation unit for creating game result information including the character ID used when executing the prescribed game based on the fact that the prescribed game has ended; an information sharing unit for sharing at least one of text information and the game result information among at least two players based on the player operation; a shared information display unit for displaying the shared text information and the game result information; and a shared team storage unit for storing, in the team storage area associated with the player ID of the player who has performed an operation, the character ID included in the game result information based on a prescribed operation on the displayed game result information.
[0016] In order to solve the above problems, an information processing system includes a terminal device and a server. The terminal device includes: an operation unit for receiving player operations; and a transmission unit for transmitting information corresponding to the operation on the operation unit. The server includes: a reception unit for receiving information transmitted from the terminal device; a team storage unit for storing, in a team storage area associated with the player ID, the character ID selected by the player operation from among a plurality of character IDs associated with the player ID; a game execution unit for executing a prescribed game by using the character ID stored in the team storage area; a game result information creation unit for creating game result information including the character ID used when executing the prescribed game based on the fact that the prescribed game has ended; and an information sharing unit for sharing at least one of text information and the game result information among at least two players based on the player operation. The terminal device includes a shared information display unit for receiving and displaying the text information and the game result information shared by the server, and the server includes a shared team storage unit for storing, in the team storage area associated with the player ID of the player who has performed an operation, the character ID included in the game result information based on a prescribed operation on the game result information in the terminal device.
[0017] Effects of the Invention
[0018] According to the present invention, a team can be easily created. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] Figure 1It is an explanatory diagram showing the schematic structure of the information processing system.
[0020] Figure 2A It is a diagram for explaining the hardware structure of the player terminal.
[0021] Figure 2B It is a diagram for explaining the hardware structure of the server.
[0022] Figure 3A It is a diagram showing an example of the home page screen.
[0023] Figure 3B It is a diagram for explaining an example of the ally character confirmation screen.
[0024] Figure 3C It is a diagram for explaining an example of the mission screen.
[0025] Figure 4A It is a diagram for explaining an example of the team organization screen.
[0026] Figure 4B It is a diagram for explaining an example of the ally character selection screen.
[0027] Figure 4C It is a diagram for explaining an example of the team settings screen.
[0028] Figure 5A It is a diagram for explaining an example of the main story mission screen.
[0029] Figure 5B It is a diagram for explaining an example of the main story mission selection screen.
[0030] Figure 5C It is a diagram for explaining an example of the team selection screen.
[0031] Figure 6A It is a diagram for explaining an example of the battle screen.
[0032] Figure 6B It is a diagram for explaining an example of the result screen.
[0033] Figure 6C It is a diagram for explaining an example of the report screen.
[0034] Figure 7A It is a diagram for explaining an example of the guild battle screen.
[0035] Figure 7B It is a diagram for explaining an example of the guild mission selection screen.
[0036] Figure 7C It is a diagram for explaining an example of the report screen of the simulated battle.
[0037] Figure 8A It is a figure for illustrating an example of my log screen.
[0038] Figure 8B It is a figure for illustrating an example of the log details screen.
[0039] Figure 9A It is a figure for illustrating an example of the guild screen.
[0040] Figure 9B It is a figure for illustrating an example of the guild screen showing the game result information of the main quest.
[0041] Figure 9C It is a figure for illustrating an example of the team organization screen when not having an ally character.
[0042] Figure 10A It is a figure for illustrating an example of the guild screen showing the game result information of the guild battle.
[0043] Figure 10B It is a figure for illustrating an example of the guild screen showing the game result information of the 1V1 battle.
[0044] Figure 10C It is a figure for illustrating an example of the guild screen showing the game result information of the 3V3 battle.
[0045] Figure 11A It is a figure for illustrating an example of the guild screen showing the game result information of the event battle.
[0046] Figure 11B It is a figure for illustrating an example of the guild screen showing the game result information indicating the unopened state.
[0047] Figure 11C It is a figure for illustrating an example of the guild screen showing the game result information of the normal battle game in the challenge battle.
[0048] Figure 12 It is a figure for illustrating an example of the guild screen showing the game result information of the special battle game in the challenge battle.
[0049] Figure 13 It is a sequence diagram for illustrating the basic processing of the player terminal and the server.
[0050] Figure 14 It is a figure for illustrating the structure of the memory of the player terminal and the functions in the form of a computer adopted by the player terminal.
[0051] Figure 15 It is a flowchart for illustrating an example of the terminal-side game processing at the player terminal.
[0052] Figure 16 It is a flowchart for explaining an example of sharing processing at a player terminal.
[0053] Figure 17 It is a flowchart for explaining an example of shared team save processing at a player terminal.
[0054] Figure 18A It is a diagram for explaining an example of the main mission selection screen in the second embodiment.
[0055] Figure 18B It is a diagram for explaining an example of the cleared team list screen.
[0056] Figure 19A It is a diagram for explaining an example of a team dialog box.
[0057] Figure 19B It is a diagram for explaining an example of a team selection screen.
[0058] Figure 20A It is a diagram for explaining an example of the log details screen in the second embodiment.
[0059] Figure 20B It is a diagram for explaining an example of a team dialog box.
[0060] Figure 21A It is a diagram for explaining an example of a guild mission selection screen.
[0061] Figure 21B It is a diagram for explaining an example of a team selection screen.
[0062] Figure 22 It is a flowchart for explaining an example of game progress processing in the second embodiment. Detailed implementation manner
[0063] Embodiments of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, other specific numerical values, etc. given in such embodiments are only examples for facilitating the understanding of the embodiments, and do not limit the present invention unless specifically mentioned otherwise. In this specification and the accompanying drawings, elements having substantially the same function and structure are attached with the same reference numerals and are not repeatedly described, and elements not directly related to the present invention are not shown.
[0064] (First Embodiment)
[0065] (Overall Structure of Information Processing System S)
[0066] Figure 1It is an explanatory diagram showing the schematic structure of the information processing system S. The information processing system S is a so-called client-server system including the player terminal 1, the server 100, and the communication network 200 having the communication base station 200a.
[0067] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 includes various electronic devices that can establish a wired or wireless connection with the server 100 for communication. The player terminal 1 includes, for example, a smart phone, a mobile phone, a tablet device, a personal computer, a game device, etc. In the present embodiment, the case where a smart phone is used as the player terminal 1 will be described.
[0068] The server 100 is connected to a plurality of player terminals 1 for communication. The server 100 accumulates various information (player information) for each player ID used to identify the players who play the game.
[0069] The communication base station 200a is connected to the communication network 200 and performs wireless transmission and reception of information with respect to the player terminal 1. The communication network 200 is implemented by a mobile phone network, the Internet, a LAN (local area network), a dedicated line, etc., and realizes the wired or wireless connection used for communication between the player terminal 1 and the server 100.
[0070] In the information processing system S according to the present embodiment, the player terminal 1 and the server 100 serve as the game device G. The player terminal 1 and the server 100 share the roles related to the progress control of the game, and the cooperation between the player terminal 1 and the server 100 enables the game to continue.
[0071] (Hardware structure of the player terminal 1 and the server 100)
[0072] Figure 2A It is a diagram for explaining the hardware structure of the player terminal 1. In addition, Figure 2B It is a diagram for explaining the hardware structure of the server 100. As Figure 2A shown, the player terminal 1 is configured to include a CPU (central processing unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0073] In addition, as Figure 2B shown, the server 100 is configured to include a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.
[0074] Note that the structures and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 24 of server 100 are basically the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of player terminal 1. Therefore, the hardware structure of player terminal 1 will be described below, and the description of the hardware structure of server 100 will be omitted.
[0075] The CPU 10 runs the programs stored in the memory 12 and controls the progress of the game. The memory 12 is implemented by a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores the programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via the bus 14.
[0076] The input / output interface 16 is connected to the bus 14. The storage unit 18, communication unit 20, input unit 22, and output unit 24 are connected to the input / output interface 16.
[0077] The storage unit 18 is implemented by a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various programs and data. At player terminal 1, the CPU 10 loads the programs and data stored in the storage unit 18 into the memory 12 (RAM).
[0078] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. At player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.
[0079] The input unit 22 is implemented, for example, by a touch screen through which a player operation is input (through which a player operation is received), buttons, a keyboard, a mouse, a cross key, or an analog controller. In addition, the input unit 22 can be a dedicated controller provided in player terminal 1 or connected (externally attached) to player terminal 1. In addition, the input unit 22 can be implemented by an acceleration sensor that detects the tilt or movement of player terminal 1 or a microphone that detects the player's voice. That is, the input unit 22 includes various devices capable of inputting the player's intention in a recognizable manner.
[0080] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24 and includes a touch screen superimposed on the display 26 to serve as the input unit 22.
[0081] (Game content)
[0082] Next, the content of the game provided by the information processing system S (game device G) according to the present embodiment will be described using examples. In the present embodiment, a so-called battle game in which ally characters fight against enemy characters is provided. Specifically, in the game of the present embodiment, a plurality of ally characters are provided. The player organizes a team by selecting a plurality of ally characters (in this case, five) from the provided ally characters. In addition, the player can play multiple types of battle games with different enemy characters or difficulty levels. The purpose of the battle game is for the ally characters organized into a team to defeat the enemy characters to obtain rewards.
[0083] Figure 3A is a diagram showing an example of the home screen. Figure 3B is a diagram for explaining an example of the ally character confirmation screen. Figure 3C is a diagram for explaining an example of the mission screen. It is displayed on the display 26 of the player terminal 1 Figure 3A , Figure 3B and Figure 3C the game screens shown. In the present embodiment, the game screens are roughly classified into a normal screen and a battle screen.
[0084] The normal screen is mainly a screen for the player to make various settings or confirm information. On the other hand, the battle screen is the screen displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen is roughly classified into five screens, namely Figure 3A the home screen shown, Figure 3B the ally character confirmation screen shown, Figure 3C the mission screen shown, and a gacha screen and a menu screen not shown in the figure.
[0085] In the normal screen, a menu bar 30 is displayed at the lower part of the display 26. In the menu bar 30, a plurality of operation parts that can be operated (tapped) by the player are provided. In the menu bar 30, a home screen selection operation part 30a shown as "Home", an ally character confirmation screen selection operation part 30b shown as "Character", a mission screen selection operation part 30c shown as "Mission", a gacha screen selection operation part 30d shown as "Gacha", and a menu screen selection operation part 30e shown as "Menu" are provided.
[0086] When the home screen selection operation unit 30a is tapped, the home screen shown in Figure 3A is displayed on the display 26. In addition, when the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in Figure 3B is displayed on the display 26. Similarly, when the mission screen selection operation unit 30c is tapped, the mission screen shown in Figure 3C is displayed on the display 26. In addition, when the gacha screen selection operation unit 30d is lightly pressed, the gacha screen is displayed on the display 26. In addition, when the menu screen selection operation unit 30e is tapped, the menu screen is displayed on the display 26. Although not described in detail here, in the gacha screen, gacha draws can be performed, and in this gacha draw, ally characters can be obtained by drawing. In addition, in the menu screen, game settings or various information can be confirmed.
[0087] As described above, the normal screens are roughly classified into five screens. In the menu bar 30, the operation units corresponding to the respective screens are highlighted so that the screens displayed on the display 26 can be recognized.
[0088] Figure 3A The home screen shown in is used as the initial screen, and a header display area 31 is provided at the top of this screen. In the header display area 31, level information 31a indicating the level of the player associated with the player ID and a stamina display bar 31b indicating the stamina of the player associated with the player ID are displayed.
[0089] Note that stamina is a parameter required to play combat games. In the present embodiment, multiple types of combat games are provided, and for each combat game, a stamina consumption value required to play the combat game and a maximum number of times that can be executed per day are set. When a player plays a combat game (for which a stamina consumption value required to play the combat game is set), since the player plays the combat game by consuming stamina, the player cannot play the combat game when the player does not have enough stamina.
[0090] Although not described in detail here, when a player wins a combat game, the player can obtain a specified value as player experience points. In addition, whenever the player experience points reach a certain value, the player level is increased. A stamina upper limit value is set for the player level, and as the player level increases, the stamina upper limit value becomes higher. The stamina recovers by a specified value (for example, 1 point) at regular time intervals (for example, 5 minutes) within the range up to the upper limit value. The stamina display bar 31b is displayed so that the current remaining stamina amount relative to the stamina upper limit value can be visually grasped.
[0091] In addition, there is a case where the notification selection operation unit 32 is displayed at the right end of the home screen. When an event battle, which will be described later, is being held, the notification selection operation unit 32 shown as "Event Battle" is displayed on the home screen. In addition, when a guild battle, which will be described later, is being held, the notification selection operation unit 32 shown as "Guild Battle" is displayed on the home screen.
[0092] Then, when the notification selection operation unit 32 shown as "Event Battle" is tapped, an event battle screen (not shown in the figure) is displayed on the display 26. In addition, when the notification selection operation unit 32 shown as "Guild Battle" is tapped, the Figure 7A shown guild battle screen is displayed on the display 26. When neither an event battle nor a guild battle is being held, the notification selection operation unit 32 is hidden.
[0093] In addition, a main menu 33 is displayed between the menu bar 30 and the notification selection operation unit 32 on the home screen. In the main menu 33, a guild screen selection operation unit 33a shown as "Guild", a notification screen selection operation unit 33b shown as "Notification", and a gift screen selection operation unit 33c shown as "Gift" are provided.
[0094] When the guild screen selection operation unit 33a is tapped, the Figure 9A shown guild screen is displayed on the display 26. In addition, when the notification screen selection operation unit 33b is tapped, a notification screen (not shown in the drawing) displaying update information, maintenance information, etc. is displayed on the display 26. In addition, when the gift screen selection operation unit 33c is tapped, a gift screen (not shown in the drawing) displaying, for example, items distributed from the administrator is displayed on the display 26.
[0095] In the Figure 3B shown ally character confirmation screen, all ally characters (images) corresponding to the ally character IDs associated with the same player ID are displayed. That is, in the ally character confirmation screen, all ally characters owned by the player are displayed. Since the ally character ID is used to identify the ally character, different IDs are assigned to each ally character. In addition, when the player obtains a new ally character by, for example, a gacha draw, the ally character ID of the obtained ally character is associated with the player's player ID.
[0096] An experience value and a level are stored in association with each ally character. When the player wins a battle game, which will be described later, or when a specified item is used, the experience value increases. The level is set according to the experience value, and the level is increased whenever the experience value reaches a specified value. Note that a level upper limit value is set for each ally character, and the level is increased within the range up to the upper limit value.
[0097] In addition, based on the level of the ally character, basic combat power values such as hit points, attack power, and defense power are set for the ally character. As the combat power of the ally character becomes higher, the player can continue the combat game more advantageously. In addition, each of the basic values set for the ally character increases as the level becomes higher.
[0098] In addition, the ally character can be equipped with equipment such as weapons and armor (equipment is set for the ally character). Values to be added to the attack power, defense power, etc. are set for each piece of equipment. When the ally wears the equipment, the values to be added for that equipment are added to the above basic values, thereby making it possible to increase the combat power of the ally.
[0099] In addition, a team screen selection operation unit 34 shown as "Team" is displayed at the right end of the ally character confirmation screen. When the team screen selection operation unit 34 is tapped, the Figure 4A team organization screen shown is displayed on the display 26. The team organization screen will be described in detail later.
[0100] In Figure 3C the mission screen shown, a plurality of game type selection operation units 35 showing the types of combat games provided are displayed. Here, six types of combat games are provided, and six game type selection operation units 35 are displayed.
[0101] In the game type selection operation unit 35, a main mission selection operation unit 35a shown as "Main Mission", a guild battle selection operation unit 35b shown as "Guild Battle", a 1V1 battle selection operation unit 35c shown as "1V1 Battle", a 3V3 battle selection operation unit 35d shown as "3V3 Battle", an event battle selection operation unit 35e shown as "Event Battle", and a challenge battle selection operation unit 35f shown as "Challenge Battle" are provided.
[0102] When the main mission selection operation unit 35a is tapped, the Figure 5A main mission screen shown is displayed on the display 26. In addition, when the guild battle selection operation unit 35b is tapped, the Figure 7A guild battle screen shown is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 35c is tapped, a 1V1 battle screen not shown in the figure is displayed on the display 26. In addition, when the 3V3 battle selection operation unit 35d is tapped, a 3V3 battle screen not shown in the figure is displayed on the display 26. In addition, when the event battle selection operation unit 35e is tapped, an event battle screen not shown in the figure is displayed on the display 26, and when the challenge battle selection operation unit 35f is tapped, a challenge battle screen not shown in the figure is displayed on the display 26.
[0103] Note that open conditions are set for various types of battle games. The open conditions include, for example, the condition that the player level is greater than or equal to a specified value, and the condition that other specified battle games have been cleared. In addition, multiple battle games (phases) belong to various types of battle games. Open conditions are also set for each of these battle games. In addition, when the open conditions are met, the game open information included in the player information is updated.
[0104] Based on the game open information, it is determined whether the battle game is open, and only the game type selection operation unit 35 of the battle game that meets the open conditions accepts the player operation (tap). Therefore, the player can only play the battle games that meet the open conditions.
[0105] Figure 4A It is a diagram for explaining an example of the team organization screen. Figure 4B It is a diagram for explaining an example of the ally character selection screen. Figure 4C It is a diagram for explaining an example of the team setting screen. Note that Figure 4B the ally character selection screen shown and Figure 4C the team setting screen shown are used as part of the team organization screen.
[0106] As described above, when the team screen selection operation unit 34 is tapped during the display of the Figure 3B ally character confirmation screen shown on the display unit 26, the Figure 4A team organization screen shown is displayed on the display 26. In this team organization screen, teams can be created, copied, or deleted.
[0107] In the team organization screen, four selection option tabs 36 shown as "Tab 1", "Tab 2", "Tab 3", and "Tab 4" are displayed. Note that the names of the selection option tabs 36 can be changed for each player.
[0108] When the player operates (taps) one of the selection option tabs 36, the team display area 37 corresponding to the operated selection option tab 36 is displayed on the display 26. Note that up to ten team display areas 37 can be associated with each selection option tab 36.
[0109] In each team display area 37, the team name (such as "Team Name 1" or "Team Name 2", etc.) and up to five ally characters are displayed. Note that in the team display area 37 and the team storage unit 81 to be described later (see Figure 14) There is a one-to-one correspondence between the team save area (the team save area associated with the player ID), and up to five ally characters are displayed in the team display area 37 based on the character IDs stored in the corresponding team save area. In addition, in the team display area 37, a clear selection operation unit 38 shown as "Clear", a copy selection operation unit 39 shown as "Copy", and an edit selection operation unit 40 shown as "Edit" are respectively provided.
[0110] In the initial state, no ally characters are displayed in the team display area 37. Then, when the edit selection operation unit 40 of the team display area 37 is operated (tapped), the Figure 4B ally character selection screen shown is displayed on the display 26.
[0111] In the ally character selection screen, all the ally characters owned by the player are displayed, and a selected ally character display area 41 for displaying the selected ally characters is shown at the bottom.
[0112] Then, when the player operates (taps) an ally character, the operated ally character is displayed in the ally character display area 41. Here, the player selects the ally character ID associated with the player's player ID.
[0113] Then, after the player selects up to five ally characters, when the player operates (taps) the setting operation unit 42, the character IDs of the selected ally characters are saved in the corresponding team save area, and the Figure 4A team organization screen shown is displayed. The ally characters are displayed in the team display area 37 based on the saved character IDs. In this way, the ally characters displayed in the team display area 37 are created as a team.
[0114] In addition, when the copy selection operation unit 39 of one of the team display areas 37 is operated (tapped), the team save area corresponding to the operated team display area 37 is set as the copy source. In addition, the Figure 4C team setting screen shown is displayed on the display 26. In the team setting screen, a selection tab 36 and a team display area 37 are shown.
[0115] In addition, in the team setting screen, a setting operation unit 43 is displayed in each team display area 37. Then, after one of the selection tabs 36 is operated (tapped), when the setting operation unit 43 of the team display area 37 associated with the operated (tapped) selection tab 36 is operated (tapped), the team save area corresponding to the operated (tapped) team display area 37 is set as the copy destination.
[0116] Then, the Figure 4AThe team organization screen shown, and in the team save area corresponding to the team display area 37 set as the copy destination, the ally role IDs stored in the team save area used as the copy source are stored. In addition, the ally roles of the team are displayed in the team display area 37 corresponding to the team save area set as the copy destination. In this way, the ally roles displayed in the team display area 37 are created (copied) as a team.
[0117] In addition, when operating (tapping) the clear selection operation unit 38 of one of the team display areas 37, the ally role IDs stored in the team save area corresponding to the operated team display area 37 are deleted, and the ally roles displayed in the team display area 37 are cleared (hidden).
[0118] Figure 5A It is a diagram for explaining an example of the main mission screen. Figure 5B It is a diagram for explaining an example of the main mission selection screen. Figure 5C It is a diagram for explaining an example of the team selection screen.
[0119] As described above, when tapping the main mission selection operation unit 35a in the game type selection operation unit 35 shown in Figure 3C , the main mission screen shown in Figure 5A is displayed on the display 26.
[0120] In the main mission screen, a main mission selection operation unit 44 for selecting multiple battle games (stages) belonging to the main mission is displayed. Note that a menu bar 30 and a header display area 31 are also displayed in the main mission screen.
[0121] In the main mission selection operation unit 44, the clear information of each battle game is also displayed. The clear information is indicated by three stars, for example. In the battle games belonging to the main mission, when a battle game is cleared, stars are obtained according to the number of ally roles with zero hit points at the time of clearing the battle game. For example, three stars are obtained when there are no ally roles with zero hit points, two stars are obtained when there is one ally role with zero hit points, and one star is obtained when there are two or more ally roles with zero hit points.
[0122] In Figure 5A 's example, three stars are obtained in the "1-1" battle game, two stars are obtained in the "1-2" battle game, and one star is obtained in the "1-3" battle game. In addition, it is reported that no stars are obtained in the "1-4" battle game, so this battle game has not been cleared.
[0123] Note that in the main mission, when a battle game is cleared, the next battle game is opened. Therefore, in Figure 5A the example of, since the battle games up to "1-3" have been cleared, the "1-4" battle game is opened, but the battle games after that (after "1-5" not shown in the figure) have not been opened.
[0124] In the main mission screen, for example, when the main mission selection operation unit 44 of the "1-4" battle game is operated (tapped), the Figure 5B shown main mission selection screen is displayed on the display 26. In the main mission selection screen, the enemy characters that appear in the battle game or the items (rewards) that can be obtained in the battle game are displayed. In addition, in the main mission selection screen, a challenge selection operation unit 45 shown as "Challenge" for challenging the battle game and a cancel selection operation unit 46 shown as "Cancel" for stopping the challenge of the battle game are displayed.
[0125] When the cancel selection operation unit 46 is operated (tapped), the Figure 5A shown main mission screen is displayed on the display 26, and the challenge to the selected "1-4" battle game is stopped.
[0126] On the other hand, when the challenge selection operation unit 45 is operated (tapped), the Figure 5C shown team selection screen is displayed on the display 26. In the team selection screen, all the ally characters owned by the player are displayed, and a selected ally character display area 47 for displaying the selected ally characters is displayed at the bottom.
[0127] In addition, in the team selection screen, a team selection operation unit 48 shown as "Team" and a setting operation unit 49 shown as "Set" are displayed. The team selection operation unit 48 is used to select a team created through the Figure 4A shown team organization screen and the like.
[0128] When the player operates (taps) the displayed ally character in the team selection screen, the selected ally character is displayed in the selected ally character display area 47. That is, here, among the multiple ally character IDs associated with the player ID, the ally character ID to be used (for setting the team) in the battle game is selected.
[0129] In addition, when the team selection operation unit 48 is operated (tapped), the Figure 4CThe team setup screen shown. Then, after operating (tapping) to select one of the tabs 362, when operating (tapping) on the setting operation section 43 displayed in the team display area 37 corresponding to the operated (tapped) selection tab 36 in the team display area 37, the Figure 5C team selection screen shown is displayed on the display 26. In addition, ally characters are displayed in the selected ally character display area 47 based on the role IDs saved in the team save area corresponding to the operated (tapped) team display area 37. That is, here, the ally role IDs in the created team are selected as the ally role IDs to be used in the battle game.
[0130] Then, when an ally character (ally role ID) is selected and the setting operation section 49 is operated (tapped), the battle game starts.
[0131] Figure 6A is a diagram for explaining an example of a battle screen. Figure 6B is a diagram for explaining an example of a result screen. Figure 6C is a diagram for explaining an example of a report screen. When operating (tapping) on the setting operation section 49 in the Figure 5C team selection screen shown, the battle game starts.
[0132] During the battle game, as Figure 6A shown, the battle screen is displayed. In the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are operated by computer control, cause damage to the enemy characters, or are damaged by the enemy characters. In addition, the enemy characters are operated by computer control, cause damage to the ally characters, or are damaged by the ally characters.
[0133] When damage points are given to an enemy character, these damage points are subtracted from the enemy character's hit points. Similarly, when damage points are given to an ally character, these damage points are subtracted from the ally character's hit points. When the hit points of all enemy characters become zero, the player wins (clears) the battle game, and when the hit points of all ally characters become zero, the player loses the battle game.
[0134] Here, at the bottom of the battle screen, as Figure 6A shown, an ally character display area 50 is provided. In the ally character display area 50, the hit points 50a and the special move gauge 50b of each ally character are displayed. When an ally character is damaged by an enemy character or causes damage to an enemy character, the value of the special move gauge 50b increases. Then, when the special move gauge 50b reaches a specified maximum value, the ally character can use a special move. The special move gives more damage points to the enemy character than a normal attack.
[0135] Here, two modes for the method of using special moves are provided. One mode is that the player operates (taps) an ally character displayed in the ally character display area 50 among the ally characters in which the special move gauge 50b has reached the maximum value. Another mode is that when the special move gauge 50b reaches the maximum value in the automatic state, the ally character uses the special move under computer control. Note that the automatic selection operation unit 51 is displayed on the battle screen, and it is possible to switch between the automatic state and the manual state according to the operation of the automatic selection operation unit 51. When the automatic selection operation unit 51 is operated in the manual state, the state changes to the automatic state of automatically using the special move. In addition, when the automatic selection operation unit 51 is operated in the automatic state, the state changes to the manual state of manually using the special move. Note that also in the automatic state, when the player operates (taps) an ally character in a state where the special move gauge 50b has reached the maximum value and the special move has not been used under computer control, the special move can be used.
[0136] Then, when the battle game is normally terminated (normal termination), as Figure 6B shown, a result screen is displayed on the display 26. Figure 6B The result screen showing that the ally character has won the battle game is shown as an example.
[0137] In the result screen, at least a part of the game result information of the battle game is displayed, and a report display operation unit 52 shown as "Report" and a termination operation unit 53 shown as "Close" are displayed.
[0138] Note that the game result information includes the ally character ID of the ally character (team), the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether the hit points are zero when the battle game ends), the damage points caused (total value), whether the state is the manual state or the automatic state, the battle log ID, the type of the battle game (main mission, guild mission, etc.), and information associated with various types of the battle game (clearance information, battle game stage, etc.). Regarding whether the state is the manual state or the automatic state, when the state has been the automatic state from the start to the end of the battle game and the player has not manually used the special move, the state is the automatic state, and in other cases, the state is the manual state. In addition, a unique battle log ID is assigned to each battle game. In addition, the content of the information associated with the type of the battle game is different for various types of the battle game.
[0139] When the termination operation unit 53 is operated (tapped) on the result screen, the display shown on the display 26 switches from the battle screen to the normal screen. That is to say, the result screen is a part of the battle screen. Note that the normal screen to which the result screen switches can be the screen that was displayed immediately before switching to the battle screen, or can be a specified screen such as the home screen or the like. Thus, when the display of the result screen is terminated, the battle game is terminated.
[0140] When the report display operation unit 52 is operated (tapped) on the result screen, the Figure 6C shown report screen is displayed on the display 26. In the report screen, the damage points (total value) caused by the ally characters and the enemy characters are displayed, and a copy selection operation unit 54 shown as "Copy", a post selection operation unit 55 shown as "Post", and a termination operation unit 53 shown as "Close" are displayed.
[0141] Here, when the copy selection operation unit 54 is operated (tapped), the team used in this battle game is set as the copy source, and the Figure 4C shown team setting screen is displayed on the display 26. Then, the copy destination is set using the team setting screen, and the team used as the copy source is copied to the copy destination (a team used as the copy source is created in the copy destination).
[0142] In addition, when the post selection operation unit 55 is operated (tapped), the game result information can be posted in the Figure 9A such as the guild screen shown. The guild screen will be described in detail later.
[0143] In addition, when the termination operation unit 53 is operated (tapped), the Figure 6B shown result screen is displayed on the display 26.
[0144] Figure 7A is a diagram for explaining an example of the guild battle screen. Figure 7B is a diagram for explaining an example of the guild task selection screen. Figure 7C is a diagram for explaining an example of the report screen of the simulation battle. Figure 8A is a diagram for explaining an example of my log screen. Figure 8B is a diagram for explaining an example of the log details screen.
[0145] As described above, for example, when the guild battle selection operation unit 35b is tapped on the task screen, the Figure 7AThe guild battle screen shown. The guild battle is held, for example, once a month and lasts for three days. The game objective of the battle game in the guild battle is for multiple players to cooperate to defeat enemy characters. Note that the players who can cooperate are limited to the guild members to be described later. Specifically, more hit points are set for the enemy characters compared to the enemy characters appearing in the battle game in the main quest, and the game objective of the battle game in the guild battle is for the guild members to cooperate to inflict damage points on the enemy characters and finally defeat the enemy characters. In addition, the maximum number of times the battle game in the guild battle can be executed per day is set to, for example, three times. Therefore, the player can execute the battle game in the guild battle at most three times.
[0146] In the guild battle screen, multiple enemy characters are displayed, and a my log selection operation unit 56 shown as "My Log" is displayed. In the guild battle, the my log selection operation unit 56 has a function of saving the game result information of the battle game as my log and displaying the saved my log. My log will be described later.
[0147] In the guild battle screen, the enemy characters can be selected in a specified order. When the player defeats an enemy character, the player can fight the next enemy character. When the player defeats all the enemy characters displayed in the guild battle screen, the player can select the enemy characters again in the order starting from the first enemy character.
[0148] When an operable (tapped) enemy character in the guild battle screen is operated, the following is displayed on the display 26 Figure 7B The guild task selection screen shown. In the guild task selection screen, the enemy characters and the hit points of the enemy characters are displayed, and a main battle selection operation unit 57 shown as "Main Battle" and a simulation battle selection operation unit 58 shown as "Simulation Battle" are displayed.
[0149] When the main battle selection operation unit 57 or the simulation battle selection operation unit 58 is operated (tapped), the following is displayed on the display 26 Figure 5C The team selection screen shown. In addition, similar to the battle game in the main quest, when the team to be used in the battle game is selected and the setting operation unit 49 is operated (tapped), the battle game starts. In addition, when the battle game ends, similar to the battle game in the main quest, a result screen indicating the game result information is displayed. When the battle game in the main battle (hereinafter simply referred to as the main battle) ends, the game result information is automatically saved in the my log.
[0150] Here, in the case of operating the main battle selection operation unit 57 to start the main battle, the maximum number of executions is consumed (the maximum number of executable times is reduced by 1), and after the battle game ends, the damage points of the enemy characters are reduced.
[0151] On the other hand, when the operation simulates the combat selection operation unit 58 to start a combat game in the simulated combat (hereinafter simply referred to as simulated combat), the maximum execution times are not consumed, and although the ally characters fight against the enemy characters, after the simulated combat terminates, the hit points of the enemy characters do not decrease. That is to say, the simulated combat simulates the main combat. By playing the simulated combat, the player can find the team (combination of ally characters) that can provide more damage points to the enemy characters.
[0152] When the simulated combat terminates, similar to the combat game in the main mission, a result screen is displayed, and when the operation (tap) reports the display operation unit 52, as Figure 7C shown, a report screen of the simulated combat is displayed on the display 26. Compared with the result screen of the main mission, a log saving selection unit 59 shown as "Save Log" is additionally displayed on the report screen of the simulated combat.
[0153] When the operation (tap) the log saving selection unit 59, the game result information of the simulated combat is saved in my log.
[0154] In Figure 7A the guild combat screen shown, when the operation (tap) my log selection operation unit 56, it is displayed on the display 26 Figure 8A the my log display screen shown.
[0155] In the my log display screen, a my log selection tab 60 is displayed, and the my log selection tab 60 is used to select the simulated combat, the main combat on the first day, the main combat on the second day, or the main combat on the third day. In addition, the my log display screen displays a my log display area 61, and in the my log display area 61, my log of one of the simulated combat, the main combat on the first day, the main combat on the second day, and the main combat on the third day selected through any one of the my log selection tabs 60 is displayed.
[0156] In the case of the my log selection tab 60 for selecting the simulated combat, up to ten my log display areas 61 are displayed. That is to say, up to ten my logs can be saved in the simulated combat, and when a new my log is saved in the state where ten my logs have been saved, the my log with the earliest date and time is deleted.
[0157] In addition, in the case of selecting the main combat on the first day, the second day, or the third day, up to three my log display areas 61 are displayed.
[0158] In addition, when the my log selection tab 60 for selecting the simulated combat is selected and the my log display area 61 displayed at this time is operated (tapped), it is displayed on the display 26 Figure 8B the log detail screen shown. In the log detail screen, instead ofFigure 7C In the log saving selection section 59 in the displayed report screen, a log deletion operation section 62 shown as "Delete Log" is displayed.
[0159] When the log deletion operation section 62 is operated, the user's log corresponding to the log details screen is deleted and also removed from the user's log display screen.
[0160] Note that when the user's log selection tab 60 for the main battles on the first, second, or third day is selected and the user's log display area 61 displayed at this time is operated, the log details screen is displayed on the display 26, but the log deletion operation section 62 is hidden at this time. That is, the user's logs for the main battles on the first, second, and third days are not deleted.
[0161] Next, 1V1 battles, 3V3 battles, event battles, and challenge battles will be described. Since the basic parts of the battle games in these battles are similar to the basic parts of the main story missions or guild battles, the descriptions of these parts will be omitted, and the parts different from the main story missions or guild battles will be described.
[0162] A 1V1 battle is a battle game for fighting against a team used for 1V1 that is associated with another player ID in advance. That is, each player pre-sets a team for 1V1.
[0163] When the 1V1 battle selection operation section 35c is operated, a 1V1 battle screen is displayed on the display 26. In the 1V1 battle screen, multiple teams of other players are displayed, and the player selects the team to fight against. In addition, similar to the main story mission, the player starts the battle game by setting the player's team. Note that in the battle game in the 1V1 battle, a setting is made in advance so that the player cannot switch between the automatic state and the manual state, so the battle game is always in the automatic state. Therefore, in the battle game in the 1V1 battle, the special move cannot be used manually.
[0164] Then, when the battle game in the 1V1 battle ends, similar to the result screen of the main story mission, game result information is displayed on the display 26. In addition, the report screen can also be displayed.
[0165] A 3V3 battle is a battle game for fighting against three teams used for 3V3 that are associated with another player ID in advance. That is, each player pre-sets three teams for 3V3.
[0166] When the 3V3 battle selection operation unit 35d is operated, a 3V3 battle screen is displayed on the display 26. In the 3V3 battle screen, multiple teams of other players are displayed, and the player selects the team to battle against. In addition, the player selects three teams to be used in the battle. Note that since the battle game of the 3V3 battle is always set to the automatic state, the special move cannot be used manually.
[0167] Then, when the battle game in the 3V3 battle ends, similar to the result screen of the main mission, game result information is displayed on the display 26. Here, in the 3V3 battle, the player who wins two battle games first becomes the winner. Therefore, in the case where the player wins or loses the battle game twice in a row, the third battle game is not executed. In addition, a report screen can also be displayed.
[0168] The event battle is executed, for example, once every two months and lasts for two weeks. When the event battle selection operation unit 35e is operated, an event battle screen is displayed on the display 26. Similar to the main mission, multiple battle games are displayed in the event battle screen, and the next battle game can be selected whenever a battle game is cleared. In addition, in the event battle, when a specified battle game is cleared, a battle against a boss enemy character can be conducted. That is, the open condition set for the battle against the boss enemy character is to clear the specified battle game, and when the open condition is satisfied, the game open information included in the player information is updated. In addition, based on the game open information, it is determined whether the battle game for the battle against the boss enemy character is open, and when the open condition is satisfied, the player can play the battle game for the battle against the boss enemy character.
[0169] When the battle game in the event battle ends, similar to the result screen of the main mission, game result information is displayed on the display 26. In addition, a report screen can also be displayed.
[0170] The challenge battle is executed, for example, once a month and lasts for five days. When the challenge battle selection operation unit 35f is operated, a challenge battle screen is displayed on the display 26. Similar to the main mission, multiple battle games are displayed in the challenge battle screen, and the next battle game can be selected whenever a battle game is cleared. In addition, in the challenge battle, when a specified battle game is cleared, a battle against a special enemy character can be conducted. That is, the open condition set for the battle against the special enemy character (special battle game) is to clear the specified battle game.
[0171] In addition, in the challenge battle, except for battles with special enemy characters (in the normal battle game), the player can play the battle game of the day without consuming the player's stamina until the hit points of all the ally characters the player has reach zero. In the challenge battle, when the hit points of an ally character become zero in the battle game, the ally character whose hit points have become zero becomes unselectable. Further, in the challenge battle, when the player loses the battle game (when the hit points of all the ally characters in the team reach zero), the next battle game starts with the enemy characters whose hit points have become zero hidden.
[0172] In addition, in the special battle game, the player selects three teams for the battle game. Then, the player wins (clears) the battle game by reducing the hit points of all the enemy characters to zero before the hit points of all the ally characters in the three teams reach zero.
[0173] When the battle game in the challenge battle ends, similar to the result screen of the main quest, game result information is displayed on the monitor 26. Further, a report screen can also be displayed.
[0174] Figure 9A It is a diagram for explaining an example of the guild screen. Figure 9B It is a diagram for explaining an example of the guild screen that displays the game result information of the main quest. Figure 9C It is a diagram for explaining an example of the team organization screen when there are no ally characters. Figure 10A It is a diagram for explaining an example of the guild screen that displays the game result information of the guild battle. Figure 10B It is a diagram for explaining an example of the guild screen that displays the game result information of the 1V1 battle. Figure 10C It is a diagram for explaining an example of the guild screen that displays the game result information of the 3V3 battle. Figure 11A It is a diagram for explaining an example of the guild screen that displays the game result information of the event battle. Figure 11B It is a diagram for explaining an example of the guild screen that displays the game result information indicating the unopened state. Figure 11C It is a diagram for explaining an example of the guild screen that displays the game result information of the normal battle game in the challenge battle. Figure 12 It is a diagram for explaining an example of the guild screen that displays the game result information of the special battle game in the challenge battle.
[0175] As described above, in the game of this embodiment, a guild can be composed of multiple players. For example, when a player creates a guild, the player ID of the player who created the guild is saved in server 100 in association with the group ID of the guild. Then, when another player performs an operation to join the guild, the group ID of the guild is saved in association with the player ID of the player who performed the join operation. Note that the players who constitute a guild are called guild members.
[0176] Various information can be shared among guild members by using Figure 9A the guild screen shown. In the chat display area 63 shown in the guild screen, players can post text (text information) by performing an operation.
[0177] When guild members belonging to the same guild display the guild screen, the posted text is displayed on the display 26 of player terminal 1 where the guild screen is displayed, together with the name of the player (Player 1, Player 2, etc.) who posted the text.
[0178] In addition, a player can post the game result information of the player's combat game to other player terminals 1. When a player posts game result information (sends game result information from player terminal 1), the posted game result information is saved in server 100. Here, a storage area is provided in storage unit 118 of server 100 for each group ID, and the posted game result information is saved in the storage area of the group ID including the player ID of the player who posted the game result information. In addition, in the storage area for each group ID, a team storage area is provided for saving the team (i.e., the ally role IDs of the ally roles constituting the team) included in the game result information.
[0179] In addition, when another player displays the guild screen, the game result information saved in the storage area of the group ID of the group including the player ID of the other player is sent from server 100 to the player terminal 1 of the player. Then, at the player terminal 1 of the other player, the sent game result information is saved in storage unit 18 (shared information storage unit 83 (see Figure 14 )) and the game result information of the combat game is displayed in the chat display area 63. Note that the function for displaying game result information in the chat display area 63 is called the shared information display function. When the post selection operation unit 55 is operated in the Figure 6C 、 Figure 7C and Figure 8B report screen (log details screen) shown, the game result information currently displayed on the display 26 is displayed (shared) in the chat display area 63.
[0180] When posting the game result information of the main mission, asFigure 9B As shown, it displays game type information shown as "Main Quest" (which indicates game result information for this main quest), battle game stages (1 - 4), team (ally characters), clearance information (number of stars), and whether the status is automatic or manual (here it is "automatic").
[0181] In addition, the operation unit 52 and the copy selection operation unit 54 are displayed together with this type of information in the report. Then, when the operation report displays the operation unit 52, a report screen as shown Figure 6C is displayed on the display 26. However, here, the copy selection operation unit 54 and the release selection operation unit 55 are hidden.
[0182] In addition, when the copy selection operation unit 54 is operated, the team save area used by the team included in the game result information saved in the storage unit 18 (shared information storage unit 83 (see Figure 14 )) is set as the copy source, and a team organization screen as shown Figure 4C is displayed on the display 26. Then, when the copy destination (the team save area of the player terminal 1) is selected, the ally character IDs saved in the team save area used as the copy source are saved in the team save area used as the copy destination (the team save area of the player terminal 1). In addition, the team information of the copied team is sent from the player terminal 1 to the server 100, and at the server 100, the ally character IDs are saved in the team save area associated with the team ID of the player who sent the team information. In this way, guild members can register the team that has cleared the battle game in the copy destination. Therefore, since there is no need to ask in the chat display area 63 for the team that has cleared the battle game and manually register the replied ally characters, a team can be easily created.
[0183] Here, there are cases where the player who copies the team does not own some or all of the ally characters in the team at the copy source. In such cases, as shown Figure 9C the ally characters that the player who copies the team does not own are hidden, and only the ally characters that the player who copies the team owns are registered as the team.
[0184] When publishing the game result information (My Log) of the guild battle, as shown Figure 10A it displays game type information shown as "Guild Battle" (which indicates this is the game result of the guild battle), enemy characters, battle game stages (which indicates which round), team (ally characters), damage points inflicted on the enemy characters, and whether the status is automatic or manual (here it is "automatic").
[0185] Also in the case of publishing the game result information of the guild battle, the report display operation unit 52 and the copy selection operation unit 54 are displayed together with the game result information.
[0186] When publishing the game result information of the 1V1 battle, as Figure 10B shown, the game type information shown as "1V1 battle" (which indicates that this is the game result of the 1V1 battle), the enemy character, the team (ally characters), and win or loss are displayed. Note that since the status of the battle game of the 1V1 battle is always the automatic status, the status of whether it is the automatic status or the manual status is not displayed.
[0187] Also in the case of publishing the game result information of the 1V1 battle, the report display operation unit 52 and the copy selection operation unit 54 are displayed together with the game result information.
[0188] When publishing the game result information of the 3V3 battle, as Figure 10C shown, the game type information shown as "3V3 battle" (which indicates that this is the game result of the 3V3 battle), the three teams of enemy characters, the three teams (ally characters), and win or loss in each battle game are displayed. Note that since the status of the battle game of the 3V3 battle is always the automatic status, the status of whether it is the automatic status or the manual status is not displayed.
[0189] In the case of publishing the game result information of the 3V3 battle, for each team (battle game), the report display operation unit 52 and the copy selection operation unit 54 are displayed together with the game result information.
[0190] When publishing the game result information of the battle game in the event battle (battle with the boss enemy character), as Figure 11A shown, the game type information shown as "event battle" (which indicates that this is the game result of the event battle), the enemy character, the team (ally characters), the damage points inflicted on the enemy character, and the status of whether it is the automatic status or the manual status (here it is "automatic") are displayed.
[0191] Also in the case of publishing the game result information of the event battle, the report display operation unit 52 and the copy selection operation unit 54 are displayed together with the game result information. However, in the case where the player using the player terminal 1 displaying the game result information of the event battle is not allowed to participate in the battle game against the boss enemy character in the event battle, as Figure 11B shown, instead of the game result information, a message such as "This boss is not open" is displayed. This prevents the boss enemy character from being shown to the player before the battle.
[0192] When publishing the game result information of the normal battle game in the challenge battle, as Figure 11CAs shown, it displays game type information shown as "Challenge Battle" (which indicates that this is the game result of a challenge battle), the battle game stage (here it is the 80th stage), the enemy characters, the team (ally characters), the damage points inflicted on the enemy characters, and whether the status is automatic or manual (here it is "automatic").
[0193] When displaying the game result information of a normal battle game in a challenge battle, there is the following situation: When the normal battle game starts, the hit points of some of the enemy characters among the enemy characters are zero (these enemy characters do not participate in the battle). In this case, as Figure 11C shown by the shading, the enemy characters that lost the battle (did not participate in the battle) are hidden.
[0194] In addition, also when releasing the game result information of a normal battle game, the report display operation unit 52 and the copy selection operation unit 54 are displayed together with the game result information.
[0195] When releasing the game result information of a special battle game in a challenge battle, as Figure 12 shown, it displays game type information shown as "Challenge Battle (Special)" (which indicates that this is the game result of a special battle game), the team of the enemy characters, three teams (ally characters), the damage points inflicted on the enemy characters, the final win or loss, and whether the status is automatic or manual (here it is "automatic").
[0196] When displaying the game result information of a special battle game in a challenge battle, there is the following situation: At the start of the special battle game for each team, some of the enemy characters among the enemy characters lost the battle (these enemy characters do not participate in the battle). In this case, as Figure 12 shown by the shading, the enemy characters that lost the battle (did not participate in the battle) are hidden.
[0197] When releasing the game result information of a special battle game, for each team (battle game), the report display operation unit 52 and the copy selection operation unit 54 are displayed together with the game result information.
[0198] As described above, when releasing the game result information, the display mode of the game result information (the information displayed) displayed in the chat display area 63 changes based on the game type information included in the game result information. Here, among the various information included in the game result information, various information considered necessary for the player is displayed in the chat display area 63. This enables each player to copy the team based on the information displayed in the chat display area 63.
[0199] Next, the communication processing between the player terminal 1 for publishing game result information and copying teams and the server 100 will be described. Note that the basic communication processing for the progress of the game and examples of the main communication processing related to publishing game result information and copying teams will be described here, and descriptions related to other types of processing will be omitted.
[0200] (Communication processing between the player terminal 1 and the server 100)
[0201] Figure 13 It is a sequence diagram for explaining the basic processing of the player terminal 1 and the server 100. Note that in the following description, the processing at the player terminal 1 is indicated as Pn (n is an arbitrary integer). In addition, the processing at the server 100 is indicated as Sn (n is an arbitrary integer). When the player starts the game application at the player terminal 1 (P1), the login information is sent from the player terminal 1 to the server 100. When receiving the login information, the server 100 identifies the player ID associated with the login information and performs the login processing (S1). Here, the server 100 allows the player terminal 1 to download the player information corresponding to the identified player ID from the storage unit 118. The player information includes a plurality of ally character IDs associated with the player ID, game opening information indicating whether various types of battle games have been opened, the player's level, the player's stamina, and team information indicating the team.
[0202] In addition, when starting the organization (creation) of a team in response to Figure 5C the display of the team selection screen shown or the operation of the copy selection operation unit 54, the player terminal 1 sends a team confirmation information for confirming the team information (P2). When receiving the team confirmation information, the server 100 sends the team information associated with the player ID (S2). At the player terminal 1, when receiving the team information, the team can be organized, and when organizing (updating) the team, the team update information indicating the updated team is sent to the server 100 (P3). When receiving the team update information, the server 100 stores the team update information in the storage unit (team save area) 118 in association with the player ID (S3).
[0203] In addition, it is assumed that an operation (P4) for starting a battle game is performed at the player terminal 1. In this case, start information is sent from the player terminal 1 to the server 100. Note that the start information includes information related to the team selected by the player, battle game type information, and the like. When the start information is input, the server 100 sends the battle game start information required to start the battle game to the player terminal 1 (S4). In addition, when receiving the battle game start information, the player terminal 1 executes a battle game start process (P5) for starting the battle game. Here, for example, the player terminal 1 secures an area for the progress of the battle game in the memory 12, and reads a prescribed program from the storage unit 18 into the memory 12.
[0204] Then, the player terminal 1 executes a battle game control process (P6) for controlling the battle game. In this battle game control process, an update process for updating various information is repeatedly executed in units of frames. Note that the number of frames is not particularly limited, and the number of frames per second is, for example, 30 - 60. Therefore, in the battle game, the player terminal 1 updates information at time intervals of approximately 16 ms (milliseconds) to 33 ms.
[0205] Then, when the battle game termination condition is satisfied, the player terminal 1 executes a battle game termination process (P7) for terminating the battle game. In the battle game termination process, for example, a result screen is displayed on the display 26, and the game result information is sent to the server 100. When obtaining the game result information, the server 100 updates the player information (S5).
[0206] In addition, when game result information or text information for guild members is posted at the player terminal 1 (P8), the server 100 stores the posted game result information or text information in the storage unit (team save area) 118 (S6). Note that the game result information or text information is stored in association with the group ID of the guild including the player ID of the player who sent the information. In addition, when a guild screen is displayed on the display 26, the player terminal 1 sends a view request information for receiving the game result information or text information to be displayed on the guild screen (P9). When receiving the view request information, the server 100 sends the game result information or text information stored in association with the group ID of the guild including the player ID of the player who sent the view request information (S7). Then, at the player terminal 1, the sent game result information or text information is displayed on the display 26 (P10).
[0207] (Functional Structure of Player Terminal 1)
[0208] Figure 14This is a diagram for explaining the structure of the memory 12 of the player terminal 1 and the functions of the player terminal 1 in the form of a computer. The memory 12 is equipped with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0209] The terminal-side game control program includes a game execution control program 70, a battle game execution program 71, a game result information creation program 72, a team save program 73, an information sharing program 74, a shared information display program 75, and a shared team save program 76. Note that Figure 14 the programs listed are merely examples, and many other programs are provided as the terminal-side game control program.
[0210] As a storage unit for storing data, the data storage area 12b is equipped with a game information storage unit 80, a team storage unit 81, a game result information storage unit 82, and a shared information storage unit 83. Note that the above storage units are merely examples, and the data storage area 12b is equipped with many other storage units.
[0211] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit in the data storage area 12b. In addition, by running each program stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 70a, a battle game execution unit 71a, a game result information creation unit 72a, a team save unit 73a, an information sharing unit 74a, a shared information display unit 75a, and a shared team save unit 76a.
[0212] Specifically, the CPU 10 runs the game execution control program 70 to cause the computer to function as the game execution control unit 70a. Similarly, the CPU 10 runs the battle game execution program 71, the game result information creation program 72, the team save program 73, the information sharing program 74, the shared information display program 75, and the shared team save program 76 to cause the computer to function as the battle game execution unit 71a, the game result information creation unit 72a, the team save unit 73a, the information sharing unit 74a, the shared information display unit 75a, and the shared team save unit 76a.
[0213] The game execution control unit 70a controls the progress of the entire game. For example, the game execution control unit 70a displays the home screen on the display 26 according to the operations on the player terminal 1. In addition, when updating the game-related information (game information), the game execution control unit 70a updates the information in the game information storage unit 80.
[0214] The combat game execution unit 71a is responsible for controlling the execution of the combat game. For example, the combat game execution unit 71a updates the combat screen, controls the actions of ally characters and enemy characters, or derives damage points based on the operations input to the player terminal 1.
[0215] When the combat game ends, the game result information creation unit 72a creates game result information for the terminated combat game. In addition, when storing the game result information as my log, the game result information creation unit 72a stores the game result information as my log in the game result information storage unit 82.
[0216] The team save unit 73a performs team organization other than the team organization based on the shared game result information (team organization using the Figures 4A to 4C shown screen) based on the operations input to the player terminal 1. In addition, the team save unit 73a stores the changed team information in the team storage unit 81 or sends the changed team information to the server 100.
[0217] The information sharing unit 74a controls the publication and reception of game result information or text information among guild members. Specifically, when operating the publication selection operation unit 55 on the Figure 6C 、 Figure 7C or Figure 8B shown screen, the information sharing unit 74a sends the game result information created at the end of the combat game or the game result information stored in the game result information storage unit 82 to the server 100. In addition, the information sharing unit 74a stores the game result information or text information received from the server 100 in the shared information storage unit 83.
[0218] The shared information display unit 75a executes a shared information display function for displaying the game result information or text information received by the information sharing unit 74a in the chat display area 63.
[0219] The shared team save unit 76a stores the team included in the game result information displayed through the shared information display function in the team storage unit 81.
[0220] (Specific processing of the player terminal 1)
[0221] Figure 15It is a flowchart for illustrating an example of terminal-side game processing at the player terminal 1. In the terminal-side game processing, the game execution control unit 70a performs game progress processing (P100). In addition, the battle game execution unit 71a performs control for executing the battle game (P101). When the battle game is terminated, the game result information generation unit 72a creates the game result information of the terminated battle game (P102). The team preservation unit 73a performs team organization other than the team organization based on the shared game result information based on the operation input to the player terminal 1, and saves the organized team (P103). In addition, the information sharing unit 74a and the shared information display unit 75a perform a shared processing (P110) for sharing game result information or text information between guild members. In addition, the shared team preservation unit 76a performs a shared team preservation processing (P120), which is used to store the team included in the game result information displayed by the shared information display function in the team storage unit (team preservation area) 81.
[0222] Figure 16 1 is a flowchart for explaining an example of sharing processing at the player terminal 1. Here, the sharing of game result information will be explained. When the guild screen is displayed on the display 26 ("Yes" in P110-1), the information sharing unit 74a sends the viewing request information to the server 100 (P110-2). When receiving the viewing request information, if new game result information is stored in the storage unit 118, the server 100 sends the game result information to the player terminal 1, and at the same time sends the player information associated with the player ID.
[0223] In the case of receiving new game result information ("Yes" in P110-3), the shared information display unit 75a stores the player information in the game information storage unit 80, and stores the new game result information in the shared information storage unit 83. In addition, the shared information display unit 75a determines whether the battle game included in the game result information has been opened based on the received game result information and the player information (game opening information). Then, if the battle game included in the game result information has been opened ("Yes" in P110-4), the shared information display unit 75a extracts the information to be displayed based on the game type information included in the received game result information (determines the display mode), and if so, Figure 9B , Figure 9C , Figures 10A to 10C , Figure 11A , Figure 11C and Figure 12As shown, the shared information display function (P110-5) for displaying the extracted information in the chat display area 63 is executed. On the other hand, if the battle game included in the game result information is in an unopened state ("No" in P110-4), instead of the game result information, the shared information display unit 75a displays a message such as "This boss is not open" as Figure 11B shown (P110-6).
[0224] In addition, when the post selection operation unit 55 is operated in the screen shown in Figure 6C 、 Figure 7C or Figure 8B ("Yes" in P110-7), the information sharing unit 74a sends the game result information displayed in this screen to the server 100 (P110-8). The server 100 saves the sent game result information in the storage area for the group ID including the player ID of the player who sent the game result information. Therefore, in the sharing process, the information sharing unit 74a shares the game result information among two or more players, and the shared information display unit 75a executes the shared information display function for displaying the shared game result information.
[0225] Figure 17 is a flowchart for explaining an example of the shared team save process at the player terminal 1. When the guild screen is displayed on the display 26 ("Yes" in P120-1), the shared team save unit 76a determines whether the copy selection operation unit 54 in the game result information displayed in the chat display area 63 is operated (P120-2). Then, when the copy selection operation unit P120 is operated ("Yes" in P120-2), the shared team save unit 76a displays the Figure 4C shown team setting screen on the display 26 (P120-3). In addition, when the setting operation unit 43 in one of the team display areas 37 is operated in the team setting screen ("Yes" in P120-4), the shared team save unit 76a determines whether the player has an ally role in the team included in the selected game result information based on the player information and ally roles in the team included in the selected game result information (P120-5). Here, the determination is made based on whether the ally role ID in the team included in the selected game result information is associated with the ally role ID associated with the player ID based on the player information.
[0226] Then, the shared team save unit 76a only displays, in the team display area 37, the ally characters (ally character IDs) included in the game result information that are owned by the player, and saves only the ally character IDs associated with the player ID as a team in the team storage unit 81 (P120-6). This prevents the saving of ally character IDs not associated with the player ID.
[0227] (Second Embodiment)
[0228] The information processing system S in the second embodiment has the same structure as the structure of the information processing system S in the first embodiment. In addition, the information processing system S in the second embodiment is equipped with various functions that can be executed by the information processing system S in the first embodiment, and is also equipped with a function that enables easy selection of a team to be used in a battle game and easy start of the battle game.
[0229] Figure 18A is a diagram for explaining an example of the main mission selection screen in the second embodiment. Figure 18B is a diagram for explaining an example of the cleared team list screen. Figure 19A is a diagram for explaining an example of the team dialog box. Figure 19B is a diagram for explaining an example of the team selection screen.
[0230] In the second embodiment, at the player terminal 1, when the main mission selection operation unit 44 for the "1-4" battle game is operated (tapped) in a state where the main mission screen (see Figure 5A ) is being displayed, the main mission selection screen shown in Figure 18A is displayed on the display 26. Compared with the main mission selection screen shown in Figure 5B , in the main mission selection screen shown in Figure 18A , a cleared team selection operation unit 300 shown as "cleared team" is additionally displayed. The cleared team selection operation unit 300 is used to display the teams (hereinafter referred to as cleared teams) used by other players to clear the battle game.
[0231] In addition, when the player terminal 1 operates (taps) the cleared team selection operation unit 300 that has cleared the game, the player terminal 1 sends a cleared team request message for requesting the cleared team information of the displayed battle game stage (here, "1-4") to the server 100. In response to this cleared team request message, the server 100 sends a plurality of items (for example, 10 items) of the cleared team to the player terminal 1. The cleared team information is managed in association with the information indicating the battle game stage included in the game result information. Based on the game result information of other players who have cleared the battle game stage indicated in the cleared team request message, the server 100 generates cleared team information including a part of this game result information. For example, the cleared team information includes the following information when other players have cleared the battle game stage "1-4" in the game result information: the ally character ID of the ally character (team), the enemy character ID of the enemy character, the remaining status of the ally character and the enemy character at the end of the battle (whether the hit points are zero at the end of the battle game), the damage points caused (total value), and information associated with various types of the battle game (such as cleared information, etc.). Note that the cleared team information can be generated at the player terminal 1 that has received the game result information from the server 100.
[0232] When receiving the cleared team information, the player terminal 1 will Figure 18B display the cleared team list screen shown on the display 26. A plurality of cleared team display areas 301 are shown on this cleared team list screen. In each cleared team display area 301, the cleared team is televised together with the cleared information (star). In addition, in the cleared team display area 301, a report display operation unit 52, a copy selection operation unit 54, and a use selection operation unit 302 shown as "Use" for using the cleared team in the battle game are displayed.
[0233] Then, when the use selection operation unit 302 is operated (tapped), as Figure 19A shown, a team dialog box 303 is displayed in front of the cleared team list screen. In the team dialog box 303, the cleared team in the cleared team display area 301 selected by the use selection operation unit 302 is displayed, and a challenge selection operation unit 45 and a cancel selection operation unit 46 are displayed. Here, in the team dialog box 303, the ally characters owned by the player are displayed, and the ally characters not owned by the player (the second ally character from the right in this figure) are displayed in a display mode different from that of the ally characters owned by the player (for example, in a dark color), and words such as "Not owned" are displayed near the ally characters. This enables the player to easily identify the ally characters not owned by the player.
[0234] Then, when the challenge selection operation unit 45 is operated (tapped), it is displayedFigure 19B The team selection screen shown. In this team selection screen, among the ally characters displayed in the team dialog box 303, the ally characters owned by the player are displayed in the selected ally character display area 47. Then, when the setting operation unit 49 is operated (tapped), Figure 6A the battle screen shown is displayed on the display 26, and the "1-4" battle game of the main mission is started. When there is insufficient stamina for executing the main mission, the challenge selection operation unit 45 cannot be operated (tapped). In addition, when the deselection operation unit 46 is operated (tapped), Figure 18B the cleared team list screen shown is displayed on the display 26.
[0235] As described above, in the player terminal 1, by the player selecting one of the cleared teams used by other players to clear the battle game, the selected cleared team (ally character ID) is copied in the selected ally character display area 47, and the battle game can be started by operating the challenge selection operation unit 45 displayed on the same screen. This enables the player to easily start the battle game by using one of the cleared teams (ally character ID) used by other players to clear the battle game, thereby reducing the work involved in changing the organization of the team and testing whether it can clear the battle game.
[0236] Figure 20A is a diagram for explaining an example of the log details screen in the second embodiment. Figure 20B is a diagram for explaining an example of the team dialog box. Figure 21A is a diagram for explaining an example of the guild mission selection screen. Figure 21B is a diagram for explaining an example of the team selection screen.
[0237] In the second embodiment, at the player terminal 1, in the state where the my log display screen (see Figure 8A ) is displayed on the display 26, when the my log display area 61 displayed at this time is operated (tapped), Figure 20A the log details screen shown is displayed on the display 26. Compared with Figure 8B the log details screen shown, the use selection operation unit 302 is added to the log details screen in the second embodiment.
[0238] Then, when the use selection operation unit 302 is operated (tapped), as Figure 20BAs shown, the team dialog box 303 is displayed in front of the log details screen. In the team dialog box 303, the team shown in the log details screen is displayed, and the challenge selection operation unit 45 and the deselection operation unit 46 are displayed. Note that since the function for displaying my log is a function for displaying the results of the battle games played by the player in the guild battle, there is no case where ally characters not owned by the player are displayed.
[0239] Then, when the challenge selection operation unit 45 is operated (tapped), as Figure 21A shown, the guild task selection screen showing the selectable enemy characters is displayed on the display 26. During the period when the guild battle is not held or when the maximum number of times that can be executed per day is exceeded, the challenge selection operation unit 45 cannot be operated (tapped).
[0240] Then, when the main battle selection operation unit 57 or the simulation battle selection operation unit 58 is operated (tapped), the Figure 21B shown team selection screen is displayed on the display 26. In this team selection screen, the ally characters shown in the team dialog box 303 are displayed in the selected ally character display area 47. Then, when the setting operation unit 49 is operated (tapped), the battle screen is displayed on the display 26, and the battle game in the guild battle is started.
[0241] As described above, at the player terminal 1, by selecting one of the teams shown in the my log details screen, the selected parties are copied to the selected ally character display area 47, and the battle game in the guild battle can be started. This enables the player to easily start the battle game in the guild battle by using the teams shown in the my log details screen.
[0242] Figure 22 It is a flowchart for explaining an example of the game progress process P100 in the second embodiment. Note that here, the process in the case of operating the selection operation unit 302 will be mainly described, and the description of other types of processes will be omitted.
[0243] When executing Figure 15 the game progress process P100 in the terminal-side game process shown, as Figure 22As shown, the game execution control unit 70a determines whether the cleared team selection operation unit 300 (P100-1) displayed on the main mission selection screen has been operated (tapped). Then, when the cleared team selection operation unit 300 has been operated (Yes in P100-1), the game execution control unit 70a sends the cleared team request information of the displayed battle game stage to the server 100 (P100-2). Then, when the cleared team information is received from the server 100, the game execution control unit 70a displays the cleared team list screen on the display 26 (P100-3).
[0244] Then, when one of the use selection operation units 302 in the cleared team display area 301 has been operated (tapped) (Yes in P100-4), the game execution control unit 70a displays the team dialog box 303 corresponding to the selected cleared team display area 301 in front of the cleared team list image (P100-5). Then, when the challenge selection operation unit P100 has been operated (tapped) (Yes in P100-6), the game execution control unit 70a will Figure 19B the team selection screen shown is displayed on the display 26 (P100-7). Here, the ally characters owned by the player among the ally characters displayed in the team dialog box 303 are displayed in the selected ally character display area 47.
[0245] Then, when the setting operation unit 49 has been operated (tapped) (Yes in P100-8), the process terminates, and the battle game execution unit 71a displays the battle screen on the display 26 and starts the battle game in the main mission (P101).
[0246] In addition, in the state where my log display screen (see Figure 8A ) is displayed on the display 26, when the my log display area 61 displayed at this time has been operated (tapped) (P100-9), the game execution control unit 70a will Figure 20A the log details screen shown is displayed on the display 26 ((P100-10). Then, when the use selection operation unit 302 has been operated (tapped) (Yes in P100-11), the game execution control unit 70a displays the team dialog box 303 in front of the log details screen (P100-12).
[0247] Then, when the operation (tap) on the challenge selection operation unit 45 is performed (Yes in P100-13), the game execution control unit 70a displays the guild task selection screen on the display 26 (P100-14). Then, when the operation (tap) on the main battle selection operation unit 57 or the simulated battle selection operation unit 58 is performed (Yes in P100-15), the game execution control unit 70a displays the team selection screen (P100-16). Here, the ally characters displayed in the team dialog box 303 are displayed in the selected ally character display area 47.
[0248] Then, when the operation (tap) on the setting operation unit 49 is performed (Yes in P100-17), the process terminates, and the battle game execution unit 71a displays the battle screen on the display 26 and starts the battle game in the guild battle (P101).
[0249] As described above, in the player terminal 1, there are provided a game execution control program 70, a battle game execution program 71, a game result information creation program 72, a team save program 73, an information sharing program 74, a shared information display program 75, and a shared team save program 76. In addition, the player terminal 1 includes a game execution control unit 70a, a battle game execution unit 71a, a game result information creation unit 72a, a team save unit 73a, an information sharing unit 74a, a shared information display unit 75a, and a shared team save unit 76a. However, these programs and functional units can be provided in the server 100. In addition, the player terminal 1 can send the information indicating the operation unit operated by the player to the server 100, and the server 100 can continue the game, save the team, perform sharing processing, etc. based on these programs. In addition, the game information storage unit 80, the team storage unit 81, the game result information storage unit 82, and the shared information storage unit 83 can also be provided only in the server 100.
[0250] In addition, in the above embodiment, when the operation on the release selection operation unit 55 is performed, that is, in response to the player operation, the game result information is shared. However, it is not limited to this case, and the player terminal 1 can automatically share the game result information through computer control. That is, under the condition of meeting the specified conditions, the game result information can be shared.
[0251] In addition, in the above embodiment, the game result information is shared among the guild members. However, the game result information can be shared among various players (such as between two players or among all players, etc.).
[0252] In addition, in the above embodiment, when the battle with the boss enemy character in the event battle is not open (in the unopened state), the game result information is hidden and displayed Figure 11BThe screen shown. However, in the main quest, challenge battles, etc., it is possible to hide the game result information corresponding to battle games in an unopened state.
[0253] In addition, in the above-described embodiment, a team storage area and a shared information storage unit 83 (storage area for each group ID) are provided in the player terminal 1 and the server 100. However, it is possible to provide only the team storage area and the shared information storage unit 83 in the server 100. In this case, when the copy selection operation unit 54 is operated, the team storage area in the server 100 that stores the ally character IDs of the team included in the game result information that has undergone the copy operation is set as the copy source. In addition, the team storage area in the server 100 corresponding to the team selected in the team organization screen is set as the copy destination, and the ally character IDs are saved in the team storage area used as the copy destination.
[0254] In addition, in the above-described second embodiment, when the use selection operation unit 302 is operated (tapped), the team dialog box 303 is displayed on the display 26. However, it is not essential to display the team dialog box 303. For example, when making game-related settings in the menu screen, it is possible to set whether to display the team dialog box 303 according to the selection made by the player.
[0255] Although the embodiments have been described above with reference to the accompanying drawings, needless to say, the present invention is not limited to the above-described embodiments. Obviously, those skilled in the art can conceive various variations or modifications within the scope described in the claims, and it should be understood that these variations or modifications naturally belong to the technical scope of the present invention.
[0256] Industrial Applicability
[0257] The present invention is applicable to information processing programs, information processing methods, game devices, and information processing systems.
[0258] List of Reference Numerals
[0259] 1 Player Terminal (Game Device, Terminal Device)
[0260] 71a Battle Game Execution Unit (Game Execution Unit)
[0261] 72a Game Result Information Creation Unit
[0262] 73a Team Storage Unit
[0263] 74a Information Sharing Unit
[0264] 75a Shared Information Display Unit
[0265] 76a Shared Team Storage Unit
[0266] 100 Server (Game Device)
Claims
1. A computer-readable storage medium stores an information processing program, and the information processing program causes a computer to execute: A team saving step of saving, in a team saving area associated with the player ID, a character ID of an ally character selected by a player operation from among a plurality of ally character IDs associated with the player ID and used for setting a team; A game execution step of executing a prescribed game by using the character IDs stored in the team saving area; A game result information creation step of creating game result information including the character IDs used when executing the prescribed game based on the fact that the prescribed game has ended; An information sharing step of sharing at least one of text information and the game result information among at least two players based on the player operation; A shared information display step of displaying the shared text information and the game result information; And A shared team saving step of saving, in the team saving area associated with the player ID of the player who has performed an operation, the character IDs included in the game result information based on a prescribed operation on the displayed game result information.
2. The computer-readable storage medium according to claim 1, wherein the shared team saving step determines whether the character IDs included in the game result information are associated with the player ID based on a plurality of ally character IDs associated with the player ID, saves the character IDs associated with the player ID in the team saving area, and does not save the character IDs not associated with the player ID in the team saving area.
3. The computer-readable storage medium according to claim 1 or 2, wherein the game result information includes game type information, and the shared information display step determines a display mode of the game result information based on the game type information.
4. The computer-readable storage medium according to claim 1 or 2, wherein the shared information display step hides at least a part of the game result information when it is determined that the prescribed game is in an unopened state for the player ID of the player who has performed an operation, based on the shared game result information and game opening information associated with the player ID of the player who has performed an operation.
5. An information processing method comprising the following steps: Saving, in a team saving area associated with the player ID, a character ID of an ally character selected by a player operation from among a plurality of ally character IDs associated with the player ID and used for setting a team; Executing a prescribed game by using the character IDs stored in the team saving area; Creating game result information including the character IDs used when executing the prescribed game based on the fact that the prescribed game has ended; Sharing at least one of text information and the game result information among at least two players based on the player operation; Displaying the shared text information and the game result information; And Based on a specified operation on the displayed game result information, the character ID included in the game result information is saved in a team save area associated with the player ID of the player who performed the operation.
6. A game device, comprising: A team save unit for saving, in a team save area associated with the player ID, the character ID of an ally character selected by a player operation from among a plurality of ally character IDs associated with the player ID and used to set a team; A game execution unit for executing a specified game by using the character IDs stored in the team save area; A game result information creation unit for creating game result information including the character IDs used when executing the specified game based on the fact that the specified game has ended; An information sharing unit for sharing at least one of text information and the game result information among at least two players based on the player operation; A shared information display unit for displaying the shared text information and the game result information; and A shared team save unit for saving, in a team save area associated with the player ID of the player who performed the operation, the character ID included in the game result information based on a specified operation on the displayed game result information.
7. An information processing system, comprising a terminal device and a server, wherein, the terminal device includes: An operation unit for accepting a player operation; and A sending unit for sending information corresponding to the operation on the operation unit, and the server includes: A receiving unit for receiving the information sent from the terminal device; A team save unit for saving, in a team save area associated with the player ID, the character ID of an ally character selected by the player operation from among a plurality of ally character IDs associated with the player ID and used to set a team; A game execution unit for executing a specified game by using the character IDs stored in the team save area; A game result information creation unit for creating game result information including the character IDs used when executing the specified game based on the fact that the specified game has ended; and An information sharing unit for sharing at least one of text information and the game result information among at least two players based on the player operation, the terminal device includes a shared information display unit for receiving and displaying the text information and the game result information shared by the server, and the server includes a shared team save unit for saving, in a team save area associated with the player ID of the player who performed the operation, the character ID included in the game result information based on the specified operation on the game result information in the terminal device.
8. A computer program product, which includes computer program instructions that, when run by one or more processors, implement the information processing method according to claim 5.
Citation Information
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