Information processing systems, information processing methods, and information processing procedures
By setting up multiple areas in digital card games and controlling the fusion and display of media, the problem of insufficient strategic complexity is solved, and the strategic and interactive aspects of the game are enhanced.
Patent Information
- Application Number
- CN202180020610.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-03-12
- Filing Date
- 2021-03-11
- Publication Date
- 2025-11-14
- Estimated Expiration
- 2041-03-11
AI Technical Summary
Existing digital card games lack strategic complexity and need further improvement.
By setting up multiple areas in the game and utilizing area setting units, display control units, and fusion processing units, the game media of different players can be fused and displayed under specific conditions to change the media's capabilities, while allowing for the recognition and non-recognition display of some media.
It increases the strategic complexity of the game, enhancing players' strategic choices and interactive experience.
Smart Images

Figure CN115279471B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to information processing systems, information processing methods, and information processing programs. Background Technology
[0002] Digital card games that enable remote battles between players have been proposed to date. In such digital card games, for example, as disclosed in Patent Document 1, a game configured such that a new card is summoned when a card placed on the field is fused with another card.
[0003] Existing technical documents
[0004] Patent documents
[0005] Patent Document 1: Japanese Patent 6435521 Summary of the Invention
[0006] The problem the invention aims to solve
[0007] For games like the ones mentioned above that enable combat, there is a demand for further increases in strategic complexity.
[0008] The purpose of this invention is to provide information processing systems, information processing methods, and information processing procedures that enable the improvement of strategic complexity.
[0009] Solution for solving the problem
[0010] To address the aforementioned problems, an information processing system includes: a region setting unit, configured to set a first region and a second region different from the first region as regions where a game medium of a first player is arranged, and to set a third region and a fourth region different from the third region as regions where a game medium of a second player is arranged; a display control unit, configured to display the game medium arranged in the first region, the second region, and the fourth region in a recognizable manner, and to display the game medium arranged in the third region in a non-recognizable manner; and a fusion processing unit, configured to use the game medium arranged in the first region as a base medium, and use the game medium arranged in regions other than the second region where the game medium of the first player is arranged as a material medium, and to fuse the material medium with the base medium to change the capabilities of the base medium, while simultaneously deleting the material medium or changing the capabilities of the material medium.
[0011] The fusion processing unit can use the game medium arranged in the third area as the base medium, and can use the game medium arranged in areas other than the third area where the second player's game medium is arranged as the material medium. It can also fuse the material medium with the base medium to change the capabilities of the base medium, delete the material medium or change the capabilities of the material medium. The display control unit can display the base medium and the material medium in a recognizable manner when the second player's game medium has been fused.
[0012] The capabilities of the game medium may include the capability to reference when placing the relevant game medium in the second area or the fourth area, and the capability to reference when placing the relevant game medium in the first area or the third area, and the fusion may be the capability to reference when placing the relevant game medium in the first area.
[0013] To address the aforementioned problems, an information processing method includes the following steps: setting a first area and a second area different from the first area as areas where a game medium of a first player is arranged, and setting a third area and a fourth area different from the third area as areas where a game medium of a second player is arranged; displaying the game medium arranged in the first area, the second area, and the fourth area in a recognizable manner, and displaying the game medium arranged in the third area in a non-recognizable manner; and using the game medium arranged in the first area as a base medium, and using the game medium arranged in areas other than the second area where the game medium of the first player is arranged as a material medium, and merging the material medium with the base medium to change the capabilities of the base medium, while simultaneously deleting the material medium or changing the capabilities of the material medium.
[0014] To address the aforementioned problems, an information processing program is provided to enable a computer to function as: a region setting unit, configured to set a first region and a second region different from the first region as regions where a game medium of a first player is arranged, and to set a third region and a fourth region different from the third region as regions where a game medium of a second player is arranged; a display control unit, configured to display the game medium arranged in the first region, the second region, and the fourth region in a recognizable manner, and to display the game medium arranged in the third region in a non-recognizable manner; and a fusion processing unit, configured to use the game medium arranged in the first region as a base medium, and to use the game medium arranged in regions other than the second region where the game medium of the first player is arranged as a material medium, and to fuse the material medium with the base medium to change the capabilities of the base medium, while simultaneously deleting the material medium or changing the capabilities of the material medium.
[0015] The effects of the invention
[0016] This invention enables the increase of strategic complexity. Attached Figure Description
[0017] Figure 1 It is an illustrative diagram showing the structure of an information processing system.
[0018] Figure 2A It is a diagram used to illustrate the hardware structure of a player's terminal. Figure 2B It is a diagram used to illustrate the hardware structure of a server.
[0019] Figure 3A This is an image used to illustrate the example homepage screen. Figure 3B This is an image used to illustrate the example card setup screen. Figure 3C This is a diagram used to illustrate the example card selection screen. Figure 3D This is a diagram used to illustrate the formation of an example card stack in its initial state.
[0020] Figure 4A This is a diagram illustrating the formation of an example card stack during the process. Figure 4B This is an image used to illustrate the example card list screen. Figure 4C This is an image used to illustrate the example card generation screen. Figure 4D It is an image used to illustrate the details of the example card.
[0021] Figure 5 This is an image used to illustrate a sample card battle game screen.
[0022] Figure 6A This is an illustration used to explain the example minion card. Figure 6B This is an illustration used to explain example spell cards. Figure 6C This is an illustration used to explain the example amulet card.
[0023] Figure 7 This is a diagram used to illustrate the example skill.
[0024] Figure 8A This is the first image used to illustrate the transformation of the example card battle screen. Figure 8B This is the second image used to illustrate the transformation of the example card battle screen. Figure 8C This is the third image used to illustrate the transformation of the example card battle screen.
[0025] Figure 9A This is the fourth image used to illustrate the transformation of the example card battle screen. Figure 9B This is the fifth image used to illustrate the transformation of the example card battle screen. Figure 9C This is the sixth image used to illustrate the transformation of the example card battle screen.
[0026] Figure 10A This is the seventh image used to illustrate the transformation of the example card battle screen. Figure 10B This is the eighth image used to illustrate the transformation of the example card battle screen. Figure 10C This is the ninth image used to illustrate the transformation of the example card battle screen.
[0027] Figure 11A This is the tenth image used to illustrate the transformation of the example card battle screen. Figure 11B This is the eleventh image used to illustrate the transformation of the example card battle screen.
[0028] Figure 12A This is the first image used to illustrate an example battle scene during evolution. Figure 12B This is the second image, used to illustrate an example battle scene during evolution.
[0029] Figure 13A This is the first image used to illustrate a sample battle scene during fusion. Figure 13B This is the second image, used to illustrate an example battle scene during fusion. Figure 13C This is the third image, used to illustrate an example battle scene during fusion.
[0030] Figure 14A This is the fourth image, used to illustrate an example battle scene during fusion. Figure 14B This is the fifth image, used to illustrate an example battle scene during fusion.
[0031] Figure 15A This is the first diagram used to illustrate an example situation where the opponent has initiated a fusion. Figure 15B This is the second image used to illustrate an example battle scene where the opponent initiates fusion. Figure 15C This is the third image, used to illustrate an example battle scene where the opponent initiates fusion.
[0032] Figure 16A This is the fourth image, used to illustrate an example battle scene where the opponent initiates fusion. Figure 16B This is a diagram used to illustrate an example battle log after fusion.
[0033] Figure 17 This is a diagram used to illustrate the example effect of skill fusion.
[0034] Figure 18 This is a functional block diagram of the player's terminal.
[0035] Figure 19 This is a functional block diagram of the server.
[0036] Figure 20 It is a sequence diagram used to illustrate the processing at the player's terminal and the server.
[0037] Figure 21 This is a flowchart illustrating the execution process of a sample card battle game at the player's terminal.
[0038] Figure 22 This is a flowchart used to illustrate an example of turn-based control processing at the player's terminal.
[0039] Figure 23 This is a flowchart illustrating the example opponent's turn control process at the player's terminal.
[0040] Figure 24 This is a flowchart illustrating the execution process of a sample card battle game at the server. Detailed Implementation
[0041] The embodiments of the present invention will now be described in detail with reference to the accompanying drawings. The numerical values and other examples given in these embodiments are merely illustrative for ease of understanding and are not intended to limit the invention unless specifically mentioned otherwise. In this specification and the accompanying drawings, elements having substantially the same function and structure are given the same reference numerals and are not described repeatedly, and elements not directly related to the present invention are not shown.
[0042] (The overall structure of information processing system S)
[0043] Figure 1 This is an explanatory diagram schematically illustrating the structure of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.
[0044] Player terminal 1 can establish communication with server 100 via communication network 200. Player terminal 1 includes various electronic devices capable of wirelessly or wiredly connecting to server 100. Examples of player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. This embodiment will be described using a smartphone as player terminal 1.
[0045] Server 100 is communicatively connected to multiple player terminals 1. Server 100 accumulates various information (player information) for each player playing the game. In addition, server 100 updates the accumulated information and controls the progress of the game based on the operations input from the player terminals 1.
[0046] Communication base station 200a is connected to communication network 200 and wirelessly sends and receives information from player terminal 1. Communication network 200 is implemented by mobile phone network, Internet network, local area network (LAN) or dedicated circuit, etc., and realizes wireless or wired communication connection between player terminal 1 and server 100.
[0047] In the information processing system S of this embodiment, player terminal 1 and server 100 are used as game devices G. Player terminal 1 and server 100 respectively assume the role of controlling the progress of the game, and the game can progress through cooperation between player terminal 1 and server 100.
[0048] (Hardware structure of player terminal 1 and server 100)
[0049] Figure 2A This is a diagram illustrating the hardware structure of player terminal 1. Furthermore, Figure 2B This is a diagram used to illustrate the hardware structure of server 100. For example... Figure 2A As shown, the player terminal 1 is configured to include a central processing unit (CPU) 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.
[0050] In addition, such as Figure 2B As shown, server 100 is configured to include CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122 and output unit 124.
[0051] Note that the structure and function of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of server 100 are substantially 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 following description will focus on the hardware structure of player terminal 1, while the description of server 100 will be omitted.
[0052] The CPU 10 runs the program stored in the memory 12 to control the progress of the game. The memory 12 is composed of read-only memory (ROM) or random access memory (RAM) and stores the program and various data required to control the progress of the game. The memory 12 is connected to the CPU 10 via bus 14.
[0053] Input / output interface 16 is connected to bus 14. Storage unit 18, communication unit 20, input unit 22 and output unit 24 are connected to input / output interface 16.
[0054] Storage unit 18 is composed of semiconductor memory such as dynamic random access memory (DRAM) and stores various programs and data. In player terminal 1, the CPU 10 loads the programs and data stored in storage unit 18 into memory 12 (RAM).
[0055] The communication unit 20 is wirelessly connected to the communication base station 200a and sends and receives information, such as various data and programs, from the server 100 via the communication network 200. In the player terminal 1, programs received from the server 100 are stored in the memory 12 or the storage unit 18.
[0056] The input unit 22 comprises a unit such as a touch panel, button, keyboard, mouse, keypad, or analog controller for inputting player operations (receiving operations). Alternatively, the input unit 22 may be a dedicated controller located at or connected externally to the player terminal 1. Alternatively, the input unit 22 may be an accelerometer that detects the tilt or movement of the player terminal 1 or a microphone that detects the player's voice. That is, examples of the input unit 22 include various devices that enable the input of the player's intentions in a distinguishable manner.
[0057] Output unit 24 is configured to include a display device and a speaker. Note that output unit 24 may be a device (externally) connected to player terminal 1. In this embodiment, player terminal 1 includes display 26 as output unit 24 and a touch panel as input unit 22, which is arranged to be stacked on display 26.
[0058] (Game Details)
[0059] Next, the details of the game provided by the information processing system S (game device G) in this embodiment will be explained using an example. The game in this embodiment is a so-called digital card game. Players can acquire and possess multiple types of digital cards (digital media, hereinafter referred to as cards) provided by an administrator through draws or similar means, and can play a card battle game in which players use the cards they possess to battle against the computer or another player. The details of the game in this embodiment will be explained in detail below.
[0060] Figure 3A This is an image used to illustrate the example homepage screen. Figure 3B This is an image used to illustrate the example card setup screen. Figure 3C This is a diagram used to illustrate the example card selection screen. Figure 3D This is a diagram used to illustrate the formation of an example card stack in its initial state. Figure 4A This is a diagram illustrating the formation of an example card stack during the process. Figure 4B This is an image used to illustrate the example card list screen. Figure 4C This is an image used to illustrate the example card generation screen. Figure 4D It is an image used to illustrate the details of the example card.
[0061] When the application used for the game is activated on player terminal 1, communication begins between player terminal 1 and server 100, thereby logging player terminal 1 into a logged-in state and starting the game. At the start of the game, various game scenes are displayed on the monitor 26 of player terminal 1. In this embodiment, the game scenes are broadly categorized into normal scenes and battle scenes.
[0062] The standard screen is primarily used to allow players to make various settings and confirm information. On the other hand, the battle screen is the screen displayed on monitor 26 from the beginning to the end of the card battle game. All screens other than the battle screen are standard screens. Several types of standard screens are provided, such as... Figure 3A The homepage screen shown and Figure 3B The card setup screen shown, as well as the shop screen and menu screen (not shown), etc.
[0063] Figure 3AThe homepage shown is the first screen displayed after logging in. For example... Figure 3A As shown, a menu bar 30 is displayed at the bottom of the monitor 26 on the home screen. The menu bar 30 provides several operation sections that can be operated (tap) by the player. The menu bar 30 provides the following operation sections: a home screen selection operation section 30a labeled "Home"; a single-player game selection operation section 30b labeled "Single Player"; a multiplayer game selection operation section labeled "Battle"; a card setup screen selection operation section 30d labeled "Cards"; a shop screen selection operation section 30e labeled "Shop"; and a menu screen selection operation section 30f labeled "Other".
[0064] When the home screen is tapped to select Operation Unit 30a, the following is displayed on the monitor 26: Figure 3A The home screen is shown. Furthermore, when the single-player game selection control unit 30b is tapped, various settings screens are displayed, and when settings are made in these screens, a card battle game in the form of a battle against the computer begins. When the multiplayer game selection control unit 30c is tapped, various settings screens are displayed, and when settings are made in these screens, a card battle game in the form of a remote battle against another player begins. When the card settings screen selection control unit 30d is tapped, the following is displayed on the monitor 26: Figure 3B The card setup screen shown allows for functions such as deck building, card list display, and card dismantling or generation, as explained later. Furthermore, tapping the shop screen to select operation section 30e displays the shop screen on monitor 26, allowing players to acquire cards through draws using in-game currency or items. Similarly, tapping the menu screen to select operation section 30f displays the menu screen on monitor 26, allowing players to check game settings and various information. Note that in the menu bar 30, operation sections corresponding to each screen are highlighted to differentiate them from the currently displayed screen on monitor 26.
[0065] exist Figure 3A The upper left corner of the homepage displays a header area 31. This header area 31 displays the player's name, player icon, and Battle Points (BP) associated with their player ID. Players gain Battle Points when they win in a card battle game that is a remote battle against another player, and lose Battle Points when they are defeated in the same game.
[0066] On the right side of the home screen, the home screen menu 32 is displayed. The home screen menu 32 provides the following selection operation sections: gift screen selection operation section 32a marked "gift"; information screen selection operation section 32b marked "information"; task screen selection operation section 32c marked "task"; and guild screen selection operation section 32d marked "guild".
[0067] When the gift screen is tapped and operation unit 32a is selected, for example, a gift screen (not shown) displaying items distributed by the administrator will appear on the display 26. Furthermore, when the information screen is tapped and operation unit 32b is selected, an information screen (not shown) displaying update information, maintenance information, etc., will appear on the display 26. Furthermore, when the task screen is tapped and operation unit 32c is selected, a task screen (not shown) displaying preset tasks will appear on the display 26. Furthermore, when the guild screen is tapped and operation unit 32d is selected, a guild screen related to a guild (group) consisting of multiple players will appear on the display 26.
[0068] When the card settings screen is tapped to select Operation Unit 30d, it is displayed on Monitor 26. Figure 3B The card setup screen is shown. In the card setup screen, the card stack formation tab 33a and the card list generation tab 33b are displayed. When the card stack formation tab 33a is tapped, the following is displayed: Figure 3C The card deck selection screen is shown. This screen displays a list of card decks created by the player. Players can edit the deck name when creating a deck. The deck name is displayed at the corresponding icon in the card deck selection screen.
[0069] In addition, in the card pile selection screen, a card pile creation tab 34 marked "New" is displayed. When the player taps the card pile creation tab 34, it is displayed on monitor 26. Figure 3D The card stack shown in the image allows for the creation of new card stacks.
[0070] In the card deck formation screen, multiple blank columns are displayed at the top, and the player's owned cards (hereinafter referred to as owned cards) are displayed at the bottom. Additionally, in the card deck formation screen, as... Figure 4AAs shown, when a card displayed in the lower row is slid to the upper row, the slid-down card is placed in the blank space in the upper row. As described above, the cards placed in the upper row in the card stack formation screen enter a temporary registration state. Furthermore, when the save tab 35 marked "Save" in the card stack formation screen is tapped, the card stack information is stored. As card stack information, a card stack ID is assigned, and card set information that can identify all temporarily registered cards is stored in association with the card stack ID. Note that, although not shown, when the save tab 35 is tapped, a screen for editing the card stack name is displayed, and the editing of the card stack name is completed, the card stack name and the icon displayed in the card stack selection screen, along with the card set information, are stored in association with the card stack ID.
[0071] In addition, Figure 3C When you tap the icon in the card selection screen as shown, such as Figure 4A As shown, the card pile formation screen is also displayed. However, in this case, the cards that make up the card pile selected in the card pile selection screen are displayed in the top row, and the owned cards are displayed in the bottom row. In this situation, the player can change the cards displayed in the top row to the owned cards displayed in the bottom row through player actions.
[0072] Note that in card battle games, a specified number of cards are used (e.g., 40 cards). Therefore, in the deck formation screen, typically after temporarily registering the specified number of owned cards through player action, tapping the save tab 35 stores deck information including the card set information of the specified number of cards. Note that although deck information can be saved even if the number of temporarily registered cards is less than the specified number or greater than the specified number, this deck information cannot be used in the card battle game.
[0073] When you tap the card list to generate tag 33b in the card settings screen, it will be displayed on monitor 26. Figure 4B The card list screen shown is displayed. In the card list screen, a "Card Possession" label 36a, a "Generation Mode" label 36b, and a "Coin Possession" display bar 36c are provided at the bottom of the display 26. The "Card Possession" label 36a and the "Generation Mode" label 36b are configured to accept player taps. The "Card Possession" label 36a and the "Generation Mode" label 36b are also displayed in the card generation screen. When the "Card Possession" label 36a is tapped, the following is displayed: Figure 4B The card list screen shown, and when the generate mode tab 36b is tapped, it displays... Figure 4C The card generation screen is shown. On the other hand, the coin display bar 36c shows the number of coins the player has (coin count), where coins are the in-game currency.
[0074] like Figure 4B As shown, the card list screen displays the player's owned cards and the number of cards they own. Note that the card list screen can also display cards that the player does not own. Additionally, in the card generation screen, as shown... Figure 4C As shown, all available cards are displayed, regardless of whether the player owns them. However, note that cards owned by the player are displayed in color, while cards not owned by the player are displayed in grayscale (where their color is displayed in a different shade). Figure 4C The cards are displayed using dotted lines. This makes it easy for players to distinguish whether a card belongs to them.
[0075] When you tap on individual cards in the card list screen and card generation screen, such as Figure 4D As shown, the card details screen is displayed. This screen shows various information related to the tapped card and provides a Disassemble tab (37a) and a Generate tab (37b). The Disassemble tab (37a) displays the number of coins to be obtained. When the Disassemble tab (37a) is tapped, the currently selected card is disassembled, and the player obtains the number of coins shown in the Disassemble tab (37a). Note that when a card is disassembled, the number of cards owned corresponding to that card decreases.
[0076] Additionally, the number of coins required to generate a card is displayed in the 37b tab. Tapping the 37b tab allows you to generate the currently selected card by consuming the number of coins shown in the tab. While generating a card, the number of cards you already own corresponding to that card increases. In other words, players can exchange their coins for cards by tapping the 37b tab. The card generation function can be performed regardless of whether the player owns the card. That is, players can generate cards corresponding to both owned and unowned cards.
[0077] Note that the cards provided may include both generable and non-generable cards, or all cards may be generable. Additionally, the cards provided may include cards with time periods during which they can and cannot be generated.
[0078] Next, card battle games will be explained. Below, we will first provide an overview of card battle games, followed by details about the cards and the game itself. Here, we will focus on card battle games where one player battles another. Furthermore, in the following text, the other player used as the battle opponent will be referred to as the opponent.
[0079] Figure 5This is an illustration of a sample card battle game screen. After tapping the multiplayer selection menu 30, operating section 30c displays various settings screens, and settings are configured within these screens, the card battle game begins. During the card battle game, the screen 26 displays... Figure 5 The battle scene shown.
[0080] The battle screen is divided into a player's display area 40a (showing the player's (first player's) cards, information, etc.) and an opponent's display area 40b (showing the opponent's (second player's) cards, information, etc.). In the lower-middle part of the player's display area 40a, the player's leader 41a is displayed, and near the leader 41a, the leader's health 42a and evolution points 43a are displayed. Similarly, in the upper-middle part of the opponent's display area 40b, the opponent's leader 41b is displayed, and near the opponent's leader 41b, the opponent's leader's health 42b and evolution points 43b are displayed. The initial values for both the player's leader 41a's health 42a and the opponent's leader 41b's health 42b are set to 20.
[0081] Furthermore, within the player's display area 40a, a player's deck area 44a is provided at the right end, a player's hand area 45a (first area) is provided at the lower right, and a player's field area 46a (second area) is provided in the center. In the deck area 44a, unused player cards are arranged in a concealed (unrecognizable) state. In the hand area 45a, cards used in the player's hand are arranged in a way that is recognizable to the player. In the field area 46a, cards placed from the hand area 45a, etc., are arranged in a way that is recognizable to the player.
[0082] Similarly, in the opponent's display area 40b, the opponent's deck area 44b is provided at the right end, the opponent's hand area 45b (the third area) is provided at the top left, and the opponent's field area 46b (the fourth area) is provided in the center. In the deck area 44b, the opponent's unused cards are arranged in a concealed state. In the hand area 45b, cards used as the opponent's hand are arranged in a way that is not recognizable to the player (face down). In the field area 46b, cards placed from the hand area 45b are arranged in a way that is recognizable to the player.
[0083] In the upper right corner of the player's display area 40a, there is a turn-end button 47 for receiving player taps and a game point display 48a for displaying the player's game points (PP). The game point display 48a displays the maximum game points in the current turn as the denominator and the available game points as the numerator, and displays the maximum game points and available game points distinctly based on a circular display pattern. Furthermore, near the leader 41b in the opponent's display area 40b, there is a game point display 48b for displaying the opponent's game points.
[0084] Additionally, a battle log button 49 is provided on the left side of the battle screen. This button allows for tapping by the player. When the battle log button 49 is tapped, the battle log, which will be described later, is displayed overlaid on the battle screen.
[0085] In this embodiment, the card battle game is a two-player battle type, and the cards used as part of a player's hand are randomly distributed from a deck chosen by the player. Similarly, for the opponent, the cards used as part of their hand are randomly distributed from a deck chosen by the opponent. Furthermore, in the card battle game, the player's turn and the opponent's turn alternate. During each turn, cards randomly selected from the deck are added to the hand. During their own turn, according to the prescribed rules, the player selects a follower card or amulet card (described later) from the cards arranged in their own hand area 45a and places that card in field 46a, or activates a prescribed effect by using a spell card. In the following text, placing a follower card or amulet card from hand zone 45a or 45b into field zone 46a or 46b, or activating a specified effect by using a spell card from hand zone 45a or 45b (i.e., moving a card from hand zone 45a or 45b to another zone), will be referred to as "playing a card".
[0086] In card battle games, the player's leader 41a and the opponent's leader 41b are each given 42a and 42b of health respectively. The player who first reduces the opponent's health 42a or 42b by attacking with cards or the like wins the battle.
[0087] Figure 6A This is an illustration used to explain the example minion card. Figure 6B This is an illustration used to explain example spell cards. Figure 6C This is an illustration used to explain the example amulet card. Next, details of the cards used in the card battle game of this embodiment will be explained. The cards used in the card battle game of this embodiment are each classified into one of the following card types: follower cards, spell cards, and amulet cards.
[0088] like Figures 6A to 6CAs shown, regardless of card type, each card has a name 51, class 52, type 53, and cost 54. The name 51 is unique to each card. Class 52 provides multiple categories, and each card is classified into one of these categories. Class 53 provides multiple types of categories, and each card may be classified into one of these categories or not at all. The cost 54 represents the game points required to play the card, and cards can be played by consuming game points corresponding to the cost.
[0089] Figure 6A The follower cards shown are used in card battle games to attack the opponent's leader 41b and follower cards placed on the opponent's field 46b. Each follower card has a name 51, class 52, category 53, cost 54, skill 55, attack power 56, and health 57. Attack power 56 represents the amount of damage dealt to the opponent's leader 41b or the follower card placed on the opponent's field 46b when attacking with a follower card. When a follower card takes damage, health 57 reduces the amount of damage taken, and when health 57 reaches zero, the follower card is destroyed. Destroyed cards are no longer displayed on field 46a and are sent to the graveyard (not shown). However, note that in addition to being destroyed, there is also a state where a card disappears without being sent to the graveyard, as it is no longer displayed on field 46b.
[0090] Additionally, follower cards can be evolved by consuming evolution points 43a or 43b. Evolved follower cards gain an additional 56 attack and 57 health, or receive a specified skill of 55. In other words, when a follower card evolves, its abilities (skill 55, attack 56, and health 57) are enhanced.
[0091] Figure 6B The spell card shown has a name (51), class (52), category (53), cost (54), and skill (55). When a spell card is played, skill 55 (effect) is activated, and the spell card is destroyed. That is, spell cards cannot be placed in either 46a or 46b on the field.
[0092] Figure 6C The amulet card shown has a name (51), class (52), category (53), cost (54), and skill (55). The amulet card is a card that remains on the field (46a) and whose skill (55) is activated when it is played.
[0093] Figure 7 This is a diagram used to illustrate example skill 55. Note that... Figure 7The skill 55 shown is an example, and other skills 55 may be provided, or some of these skills may be omitted. Furthermore, although the description here assumes the player's cards, this also applies to the opponent's cards.
[0094] like Figure 7 As shown, skill 55 offers fanfare, deathrattle, protect, dash, rush, critical hit, drain, direct summon, evolution, and fusion. A fanfare effect is a skill that activates the effect specified after the fanfare effect when a card is placed from hand zone 45a to field zone 46a (played). For example, regarding... Figure 6A The example of a follower card shown, when placed in field 46a, activates the effect "Draw a card", which selects a card from the cards placed in the deck area 44a and places the selected card in the hand area 45a.
[0095] Deathrattle is a skill that activates the effect specified after a card's Deathrattle when the card is destroyed. Guardian prevents the opponent from attacking any card other than the one with Guardian when a card with Guardian is placed on the field (46a). Rush allows the player to attack the opponent's minion cards during the turn the card is placed on the field (46a). Sprint allows the player to attack the opponent's minion cards and the boss (41b) during the turn the card is placed on the field (46a). Kill Command destroys the opponent's minion card regardless of its health when damage is dealt to it through an attack. Lifesteal restores the player's boss (41a) health (42a) by an amount corresponding to the damage dealt when damage is dealt to the opponent's minion cards or the boss (41b) during the player's turn. Direct Summon is a skill that, under certain preconditions, places a card directly from the deck area 44a to the field area 46a. Evolve is a skill that, when evolving a follower card, activates the effect specified after "Evolve". As will be explained in detail later, Fusion is a skill that grants power to the base card (base medium) used as the basis for Fusion. Fusion is a skill that uses a card placed in the hand area 45a that meets certain preconditions as a material card (material medium) to fuse, thereby strengthening that card (changing its abilities). Note that there can be a card with multiple Skill 55s that can be reused, and there can also be a card without a Skill 55.
[0096] Furthermore, in this embodiment, a card deck is formed by combining follower cards, spell cards, and amulet cards, and a card battle game is played using the formed card deck. The details of the card battle game are explained below.
[0097] Figure 8A This is the first image used to illustrate the transformation of the example card battle screen. Figure 8B This is the second image used to illustrate the transformation of the example card battle screen. Figure 8C This is the third image used to illustrate the transformation of the example card battle screen. Figure 9A This is the fourth image used to illustrate the transformation of the example card battle screen. Figure 9B This is the fifth image used to illustrate the transformation of the example card battle screen. Figure 9C This is the sixth image used to illustrate the transformation of the example card battle screen. Figure 10A This is the seventh image used to illustrate the transformation of the example card battle screen. Figure 10B This is the eighth image used to illustrate the transformation of the example card battle screen. Figure 10C This is the ninth image used to illustrate the transformation of the example card battle screen. Figure 11A This is the tenth image used to illustrate the transformation of the example card battle screen. Figure 11B This is the eleventh image used to illustrate the transformation of the example card battle screen.
[0098] At the start of the card battle game, the deck information used is sent from player terminal 1 to server 100. Note that deck information is also sent from the opponent's player terminal 1 to server 100. Server 100 randomly determines who goes first and who goes second, and randomly assigns indices (e.g., numbers 1 to 40) to all cards represented by the deck information. Furthermore, server 100 determines three initial candidate cards and three replacement candidate cards from the cards represented by the deck information.
[0099] Then, server 100 sends the following information to player terminal 1: information indicating the order of play (who goes first and who goes second); index information indicating the player's card indices; and information indicating the initial cards and replacement candidate cards. At player terminal 1, at the start of the card battle game, as follows... Figure 8A As shown, based on the order of play, the display on screen 26 shows whether the player goes first or second. Then, at player terminal 1, as... Figure 8B As shown, based on the replacement information, three initial candidate cards are arranged in the initial card display area 60, and a replacement display area 61 for arranging the cards to be replaced is displayed on the display 26.
[0100] If any card the player wishes to replace exists in the initial candidate deck, such as Figure 8CAs shown, the player moves the card to be replaced to the replacement display area 61 by sliding. Then, when the player taps the confirm button 62, the card moved to the replacement display area 61 returns to the card pile area 44a. The unreplaced initial candidate cards and the number of replacement candidate cards corresponding to the number of replaced initial candidate cards are determined as the initial cards, and the initial card information representing the determined initial cards is sent to the server 100. Note that the server 100 also receives initial card information from the opponent's player terminal 1. When initial card information is received from both player terminals, the server 100 sends card quantity information to the player's player terminal 1, indicating only the number of cards included in the opponent's initial card information. Similarly, when initial card information is received from both player terminals, the server 100 sends card quantity information to the opponent's player terminal 1, indicating only the number of cards included in the player's initial card information.
[0101] When receiving information about the number of cards, such as Figure 9A As shown, player terminal 1 displays the battle scene on monitor 26. At this time, the determined initial cards are arranged in a recognizable manner in hand area 45a, and based on the received information about the number of cards of the opponent, three cards are arranged in a non-recognizable manner in hand area 45b.
[0102] Then, if the player goes first, such as Figure 9B As shown, player terminal 1 displays an image labeled "Your Turn" representing the player's turn on display 26, and then determines an index of a card present in card pile area 44a by drawing. That is, here, a card present in card pile area 44a is selected by drawing. Then, as... Figure 9C As shown, player terminal 1 arranges the selected cards in hand area 45a and sends the card information to server 100. Furthermore, player terminal 1 increments the game point by 1 and updates and displays the game point display unit 48a (here, the game point is set to 1).
[0103] Then, as Figure 10AAs shown, when a player, for example, slides a follower card with a cost of 1 from the cards placed in hand area 45a to field 46a, the game points decrease by 1, and the game point display 48a is updated and displayed. Here, if the follower card placed to field 46a has skill 55 and its activation condition is met, skill 55 is activated. Furthermore, player terminal 1 sends card information representing the card placed to field 46a to server 100. Upon receiving the card information, server 100 sends the received card information to the opponent's player terminal 1. Therefore, at the opponent's player terminal 1, the card represented by the card information is placed to the opponent's field 46b, and the opponent's game point display 48b is updated and displayed.
[0104] Then, when the player taps the End of Turn button 47, player terminal 1 sends an End of Turn message to server 100 indicating the end of their turn. Note that at player terminal 1, if a card that activates skill 55 under the condition of End of Turn is placed on field 46a or 46b, the skill 55 of that card is activated. Upon receiving the End of Turn message, server 100 sends a Start of Turn message to the opponent's player terminal 1, which is used to start the opponent's turn after the player's turn ends, thus allowing the opponent's player terminal 1 to begin their turn.
[0105] Then, at player terminal 1, as follows Figure 10B As shown, an image labeled "Opponent's Turn" representing the opponent's turn is displayed on monitor 26. Then, card information indicating the cards determined by drawing at the opponent's player terminal 1 is sent to server 100. Upon receiving the card quantity information from server 100, at player terminal 1, as... Figure 10C As shown, cards are arranged in an unidentifiable manner in hand area 45b based on card quantity information. Note that at the end of a turn, normally one card is determined by drawing; however, only in the first turn of the player going second are two cards determined by drawing. Furthermore, at player terminal 1, the opponent's game points increase by 1, and the game point display unit 48b is updated and displayed.
[0106] Then, when the opponent ends their turn without playing any cards from hand zone 45b, upon receiving the turn start information from server 100, as follows: Figure 11AAs shown, player terminal 1 displays an image labeled "Your Turn" representing the player's turn on display 26, and determines the index of the card present in the deck area 44a by drawing cards. Then, the drawn cards are placed in the hand area 45a, and the card information of the determined cards is sent to server 100. Furthermore, player terminal 1 increments the game point by 1 and updates and displays the game point display unit 48a (here, the game point is set to 2).
[0107] Furthermore, when a player slides a follower card placed on the field 46a to the opponent's leader 41b, it is determined that the opponent's leader 41b has been attacked by a follower card, and the opponent's leader 41b's health 42b reduces the follower card's attack power 56 (inflicting damage). Additionally, at player terminal 1, information indicating the follower card used in the attack and the attacked follower card or leader 41b is sent to server 100. Upon receiving the attack information, server 100 sends the attack information to the opponent's player terminal 1.
[0108] As described above, the player's turn and the opponent's turn alternate, and each time a player or opponent plays a card or attacks, information indicating the play or attack is sent to server 100, thus conducting the card battle game. Furthermore, when the player's leader 41a's health 42a or the opponent's leader 41b's health 42b reaches zero, the outcome is determined, and the card battle game ends.
[0109] Next, the evolution of follower cards will be explained. In this example of card battle game, follower cards can be evolved by consuming evolution points 43a or 43b in the fifth and subsequent turns of the player who goes first, and in the fourth and subsequent turns of the player who goes second. Note that evolution points 43a or 43b are assigned two points in the case of the player who goes first, and three points in the case of the player who goes second.
[0110] Figure 12A This is the first image used to illustrate an example battle scene during evolution. Figure 12B This is the second image used to illustrate an example battle scene during evolution. For example, assuming... Figure 12A As shown, in the fifth turn of the player who goes first, an unevolved minion card is placed on the field 46a. At this time, when the minion card placed on the field 46a is tapped, the card detail label 63 is displayed on display 26. The card detail label 63 displays the tapped card's ability 55, and also shows the evolve button 63a. Note that the evolve button 63a is only displayed on the card detail label 63 of minion cards, and not on the card detail label 63 of spell cards or amulet cards.
[0111] The Evolution button 63a is used as an action point to receive a tap from the player when evolution is possible. When the Evolution button 63a is tapped when evolution is possible, as... Figure 12B As shown, evolution points 43a are reduced and displayed, and the follower card is evolved and displayed. At this time, the evolved follower card's attack power 56 and health 57 are increased, and if a follower card with skill 55 is present during evolution, this ability is activated. Furthermore, at player terminal 1, evolution information indicating the evolved follower card is sent to server 100. Upon receiving the evolution information, server 100 sends the evolution information to the opponent's player terminal 1.
[0112] Next, fusion will be explained. Regarding fusion as skill 55, the cards arranged in hand zone 45a include cards that can be fused as skill 55 as base cards, and the base cards are strengthened by fusing cards arranged in hand zone 45a that meet the preset conditions as material cards.
[0113] Figure 13A This is the first image used to illustrate a sample battle scene during fusion. Figure 13B This is the second image, used to illustrate an example battle scene during fusion. Figure 13C This is the third image, used to illustrate an example battle scene during fusion. Figure 14A This is the fourth image, used to illustrate an example battle scene during fusion. Figure 14B This is the fifth image, used to illustrate an example battle scene during fusion.
[0114] For example, assuming as Figure 13A As shown, among the cards arranged in the hand area 45a, there is a card with Fusion as its skill 55. When the card with Fusion as its skill 55 is tapped, a card detail label 63 is displayed on the display 26. The card detail label 63 displays the skill 55 of the tapped card and also displays the Fusion button 63b.
[0115] The Fusion button 63b serves as an operation unit for accepting a tap from the player when fusion is possible. When the Fusion button 63b is tapped when fusion is possible, player terminal 1 extracts candidate cards for use as material cards from the cards arranged in hand area 45a. Note that cards with Fusion as skill 55 also have conditions set for use as material cards. Therefore, player terminal 1 extracts material candidate cards based on the conditions for use as material cards.
[0116] Then, at player terminal 1, as follows Figure 13BAs shown, basic cards are moved from hand area 45a and displayed on the left side of display 26, and extracted material candidate cards are moved from hand area 45a and displayed in the center of display 26. Furthermore, a confirmation button 64 is displayed below the material candidate cards on player terminal 1.
[0117] The candidate cards for materials displayed on monitor 26 serve as the control unit for receiving player taps. Furthermore, as... Figure 13C As shown, a checkmark 65 is added to the candidate material card that the player taps. Then, when the "Confirm" button 64 is tapped, the candidate material card with the checkmark 65 is confirmed as a material card. Then, as... Figure 14A As shown, the effect is that candidate material cards without the checkmark 65 are moved to the hand area 45a, and material cards are merged with base cards. Then, as... Figure 14B As shown, the base card is moved to hand area 45a. Furthermore, at player terminal 1, when the confirm button 64 is tapped, fusion information indicating the base card and material cards is sent to server 100. Upon receiving the fusion information, server 100 sends it to the opponent's player terminal 1. Note that the material cards enter a state where they are neither destroyed nor disappear, and they do not appear in subsequent game progression.
[0118] Figure 15A This is the first diagram used to illustrate an example situation where the opponent has initiated a fusion. Figure 15B This is the second image used to illustrate an example battle scene where the opponent initiates fusion. Figure 15C This is the third image, used to illustrate an example battle scene where the opponent initiates fusion. Figure 16A This is the fourth image, used to illustrate an example battle scene where the opponent initiates fusion. Figure 16B This is a diagram used to illustrate an example battle log after fusion.
[0119] In the event of an opponent initiating a fusion, as described above, the fusion information is sent from server 100 to player terminal 1. Upon receiving the fusion information, as follows... Figure 15A As shown, player terminal 1 moves one of the cards placed in hand area 45b as a base card to the center of display 26 based on the fusion information. At this time, the base card is displayed in a way that is recognizable to the player.
[0120] Then, at player terminal 1, as follows Figure 15B As shown, the basic cards are moved to the upper right of the display 26, and based on the fusion information, some cards from the cards arranged in the hand area 45b are displayed side-by-side as material cards in the center of the display 26. At this time, the material cards are displayed in a way that is recognizable to the player.
[0121] In addition, at player terminal 1, as shown in Figure 15C The display effect shown makes the material cards and the basic cards merge, as follows: Figure 16A As shown, the basic cards are moved to hand area 45b and displayed there. At this point, the basic cards are displayed in a way that is not recognizable to the player.
[0122] In addition, when the battle log button 49 is tapped, it is displayed on the monitor 26. Figure 16B Battle Log 66 is shown. At this point, if a card with Fusion as its skill 55 has been fused, as shown... Figure 16B As shown, the number of basic cards (cards "GGG" in the image), material cards (cards "HHH" in the image), and fused cards ("+2" in the image) are displayed in a recognizable manner.
[0123] Figure 17 This is an illustration used to demonstrate the effect of fusion as skill 55. Note that... Figure 17 The fusion effect shown is merely an example and can exhibit other effects. Unlike other abilities (attack power, defense power, skills other than fusion, etc.) that are considered when placing cards in the field 46a or 46b, fusion is a skill (ability) that is considered when placing cards in the hand zone 45a. For example, as... Figure 17 As shown in Example 1, Fusion grants the following effects as an entry effect: deal X damage to follower cards placed on the opponent's field 46b (X is the number of cards fused); randomly add X Mech or Nature cards from the deck in deck area 44a to the hand; and if Mech or Nature cards have been fused, reduce their cost by 3.
[0124] In addition, such as Figure 17 As shown in Example 2, Fusion grants the following effects as entry effects: when a follower card is fused, the card is changed to card "XXX"; when a spell card is fused, the card is changed to card "YYY"; and when an amulet card is fused, the card is changed to card "ZZZ".
[0125] In addition, such as Figure 17 As shown in Example 3, Fusion grants the following effect as an entry effect: Adds X to the attack of follower cards in your hand (56) and adds X to their health (57) (X is the number of cards fused).
[0126] In addition, such as Figure 17 As shown in Example 4, Fusion grants the following effect as an entry effect: restores the player's leader 41a's health 42a to X (X is the number of cards fused).
[0127] In addition, such as Figure 17 As shown in Example 5, Fusion grants the following effect as an entry effect: Deal X damage to the opponent's leader 41b (X is the number of cards fused).
[0128] In addition, such as Figure 17 As shown in Example 6, Fusion grants the following effects as entry effects: Place a card with the card name "DDD" into field 46a; when two or more cards have been fused, place another card with the card name "EEE" into field 46a; and when five or more cards have been fused, place another card with the card name "FFF" into field 46a.
[0129] As described above, in the information processing system S, during a card battle game, cards placed in hand zone 45a are used as base cards, and cards placed in areas other than field 46a (hand zone 45a) are used as material cards to fuse with the base cards, thereby strengthening the base cards' abilities. Therefore, various strategies can be conceived, such as strengthening the base cards' abilities at the cost of losing material cards placed in hand zone 45a, or simply playing cards without fusion. This contributes to increasing the strategic complexity of the card battle game.
[0130] Furthermore, although the cards arranged in hand zone 45a are usually arranged in a way that is unrecognizable to the opponent in battle, through fusion, the basic cards and material cards become recognizable to the opponent. This helps to increase the strategic complexity in card battle games, such as whether to perform fusion at the cost of revealing basic cards and material cards to the opponent in battle.
[0131] Next, the processing at the player terminal 1 and server 100 used to implement the card battle game described above, as well as the functional units that perform these processes, will be explained. Note that the following description will focus specifically on the processing related to the card battle game, and descriptions of other processes will be omitted.
[0132] (Functional unit of player terminal 1)
[0133] Figure 18 This is a functional block diagram of player terminal 1. The memory 12 of player terminal 1 provides a program storage area 12a and a data storage area 12b. At the start of the game, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0134] The terminal-side game control program includes a game execution control program 70, a card battle game execution control program 71, a region setting program 72, a display control program 73, a fusion processing program 74, and a communication control program 75. Note that... Figure 18 The programs listed are examples, and the terminal-side game control program includes a large number of other programs.
[0135] The CPU 10 executes the various programs stored in the program storage area 12a to update the data in the various storage units within the data storage area 12b. Then, by executing the various programs stored in the program storage area 12a, the CPU 10 enables the player terminal 1 (computer) to function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 70a, a card battle game execution control unit 71a, a region setting unit 72a, a display control unit 73a, a fusion processing unit 74a, and a communication control unit 75a.
[0136] Specifically, CPU 10 runs game execution control program 70, thereby enabling the computer to function as game execution control unit 70a. Similarly, CPU 10 runs card battle game execution control program 71, region setting program 72, display control program 73, fusion processing program 74, and communication control program 75, thereby enabling the computer to function as card battle game execution control unit 71a, region setting unit 72a, display control unit 73a, fusion processing unit 74a, and communication control unit 75a, respectively.
[0137] In the data storage area 12b, game information storage unit 80, player information storage unit 81, and battle log storage unit 82 are provided as storage units for storing data. Note that the above storage units are examples, and a large number of other storage units are provided in the data storage area 12b. Furthermore, in the game information storage unit 80, information such as name 51, class 52, category 53, cost 54, skill 55, attack power 56, and health 57, as well as information related to illustrations, are stored in association with each card.
[0138] The game execution control unit 70a controls the overall progress of the game. For example, the game execution control unit 70a enables logging into the game in response to player actions and checks whether the overall game information has been updated.
[0139] The card battle game execution control unit 71a is responsible for controlling the execution of the card battle game. For example, the card battle game execution control unit 71a controls the progress of the card battle game based on the operations input to the player terminal 1, and stores the battle log in the battle log storage unit 82.
[0140] The area setting unit 72a sets up areas where cards are arranged in a card battle game. For example, the area setting unit 72a sets up card pile areas 44a and 44b where unused cards are arranged, hand areas 45a and 45b which serve as areas where hand cards are arranged, and fields 46a and 46b which serve as areas where played cards are arranged.
[0141] The display control unit 73a controls the display of images on the monitor 26 according to the player's actions and the progress of the game.
[0142] In card battle games, when Fusion is activated as a skill 55, the Fusion Processing Unit 74a performs processes such as fusing material cards with basic cards.
[0143] The communication control unit 75a sends information to the server 100 and receives information from the server 100.
[0144] (Functional unit of server 100)
[0145] Figure 19 This is a functional block diagram of server 100. The memory 112 of server 100 provides a program storage area 112a and a data storage area 112b. As the server-side game control program, program storage area 112a stores the game execution control program 170, the card battle game execution control program 171, and the communication control program 172. Note that... Figure 19 The programs listed are examples, and server-side game control programs include a large number of other programs.
[0146] The CPU 110 executes the various programs stored in the program storage area 112a to update the data in the various storage units within the data storage area 112b. Then, by executing the various programs stored in the program storage area 112a, the CPU 110 enables the server 100 (computer) to function as a server control unit 100A. The server control unit 100A includes a game execution control unit 170a, a card battle game execution control unit 171a, and a communication control unit 172a.
[0147] Specifically, CPU 110 runs game execution control program 170, thereby enabling the computer to function as game execution control unit 170a. Similarly, CPU 110 runs card battle game execution control program 171 and communication control program 172, thereby enabling the computer to function as card battle game execution control unit 171a and communication control unit 172a, respectively.
[0148] In data storage area 112b, game information storage unit 180, player information storage unit 181, and battle log storage unit 182 are provided as storage units for storing data. Note that the above storage units are examples, and a large number of other storage units are provided in data storage area 112b.
[0149] The game execution control unit 170a controls the overall progress of the game. For example, when receiving login information from player terminal 1, the game execution control unit 170a sends the player information (card stack information, BP, etc.) stored in player information storage unit 181 to player terminal 1 via communication control unit 172a. Furthermore, if game information related to the overall game has been updated, the game execution control unit 170a reads the updated game information from game information storage unit 180 and sends the updated game information to player terminal 1 via communication control unit 172a.
[0150] The card battle game execution control unit 171a is responsible for controlling the execution of the card battle game and storing the battle log in the battle log storage unit 182. The communication control unit 172a sends information to the player terminal 1 and receives information from the player terminal 1.
[0151] (Communication processing between player terminal 1 and server 100)
[0152] Figure 20 This is a sequence diagram illustrating the processes at player terminal 1 and server 100. In the following description, the processing steps at player terminal 1 will be represented by Pn (n is any integer). Furthermore, the processing steps at server 100 will be represented by Sn (n is any integer). When the player inputs an operation to start the game, the game execution control unit 70a of player terminal 1 executes login request processing. In login request processing, login information is sent to server 100 via communication control unit 75a under the control of game execution control unit 70a (P1). Upon receiving login information via communication control unit 172a, the game execution control unit 170a of server 100 identifies the player ID associated with the login information and executes login processing (S1). Here, game execution control unit 170a reads player information corresponding to the identified player ID from player information storage unit 181 and sends this player information to player terminal 1 via communication control unit 172a.
[0153] When via Figure 3D and Figure 4AWhen the player taps the save tag 35 after entering the temporary registration state with cards, the game execution control unit 70a of the player terminal 1 performs card stack formation processing to store the card stack information in the player information storage unit 81 and send the card stack information to the server 100 (P2) via the communication control unit 75a.
[0154] When the card stack information is received via the communication control unit 172a, the game execution control unit 170a of the server 100 performs card stack information saving processing to store the received card stack information in the player information storage unit 181 in association with the player ID (S2).
[0155] When via Figure 4B The card list screen shown or Figure 4C When generating or dismantling cards using the card generation screen shown, the game execution control unit 70a of the player terminal 1 stores the generation / dismantling information in the player information storage unit 81. This generation / dismantling information includes the generated or dismantled card information, the updated number of coins, and the card information owned. Furthermore, the game execution control unit 70a performs the card generation / dismantling process to send the generation / dismantling information to the server 100 (P3) via the communication control unit 75a.
[0156] When the generation / disassembly information is received via the communication control unit 172a, the game execution control unit 170a of the server 100 performs card information storage processing based on the received generation / disassembly information to update the player information associated with the player ID stored in the player information storage unit 181 (S3).
[0157] Furthermore, when the single-player game selection operation unit 30b or the multiplayer game selection operation unit 30c in the menu bar 30 is tapped, various setting screens are displayed. Additionally, when settings are made in the setting screen, the card battle game execution control unit 71a sends start information from the player terminal 1 to the server 100 via the communication control unit 75a, and executes the card battle game execution process (P4). Upon receiving the start information, the card battle game execution control unit 171a of the server 100 identifies the opponent and executes the card battle game execution process (S4).
[0158] Figure 21This is a flowchart illustrating the example card battle game execution process (P4) at player terminal 1. At the start of the card battle game execution process, the card battle game execution control unit 71a sends the card pile information used in the card battle game to the server 100 via the communication control unit 75a (P4-1). The area setting unit 72a performs area setting processing to set the areas where cards are arranged in the battle screen (P4-2). Here, for example, the area setting unit 72a sets up card pile areas 44a and 44b where unused cards are arranged, hand areas 45a and 45b where hand cards are arranged, and fields 46a and 46b where cards played from cards displayed in hand area 45b are arranged. Note that the area setting unit 72a also performs settings other than setting the areas where cards are arranged in the battle screen.
[0159] The display control unit 73a uses the initial information (playing order information) sent from the server 100 to... Figure 8A The display on screen 26 shows whether the player goes first or second (P4-4). Then, the card battle game execution control unit 71a performs initial card determination processing based on initial information (change information) to determine the initial cards (P4-5). Here, based on initial information (playing order information), such as... Figure 8B As shown, the display control unit 73a arranges three initial candidate cards in the initial card display area 60, and displays the replacement display area 61 for arranging the card to be replaced on the monitor 26. Furthermore, when the player taps the confirm button 62, as... Figure 8C As shown, the card battle game execution control unit 71a returns cards that have been moved to the replacement display area 61 to the card pile area 44A, and determines the unreplaced initial candidate cards and the number of replacement candidate cards corresponding to the number of replaced initial candidate cards as the initial cards. Furthermore, the card battle game execution control unit 71a sends the initial card information representing the initial cards to the server 100 via the communication control unit 75a, and receives the opponent's card quantity information (P4-6).
[0160] The display control unit 73a is based on the area set in P4-2. Figure 9A The battle scene is displayed on the monitor 26. The initial cards are arranged in a recognizable manner in the hand area 45a, and three cards are arranged in an unrecognizable manner in the hand area 45b based on the received information about the number of cards of the opponent (P4-7).
[0161] Then, the card battle game execution control unit 71a checks whether the current turn is the player's turn based on the play order information or the turn start information sent from the server 100 (P4-8). Furthermore, if the current turn is the player's turn ("Yes" in P4-8), the card battle game execution control unit 71a performs its own turn control processing (P5). On the other hand, if the current turn is not the player's turn, that is, if the current turn is the opponent's turn ("No" in P4-8), the card battle game execution control unit 71a performs the opponent's turn control processing (P6).
[0162] Furthermore, if the outcome is undetermined ("No" in P4-9), the card battle game execution control unit 71a returns the processing to P4-8. On the other hand, if the outcome is determined ("Yes" in P4-9), the card battle game execution control unit 71a executes the card battle game end processing (P4-10) to end the card battle game, and terminates the card battle game execution processing.
[0163] Figure 22 This is a flowchart illustrating the example of turn control processing (P5) at player terminal 1. When the player's turn begins, the control unit 73a is displayed as shown... Figure 9B The image labeled "Your Turn," representing the player's turn, is displayed on monitor 26 (P5-1). The card battle game execution control unit 71a determines the cards present in the deck area 44a by drawing cards, and the display control unit 73a arranges the determined cards in a recognizable manner in the hand area 45a (P5-2). Furthermore, the communication control unit 75a sends the card information of the determined cards to the server 100 (P5-3). Additionally, the card battle game execution control unit 71a increments the game points by 1, and the display control unit 73a updates and displays the game point display unit 48a (P5-4).
[0164] Furthermore, the card battle game execution control unit 71a performs a status confirmation process to confirm whether any skill 55 was activated at the start of the player's turn, and activates any skill 55 activated at the start of the player's turn (if any) (P5-5). Then, through the status confirmation process, the card battle game execution control unit 71a checks whether the player's leader 41a's HP 42a or the opponent's leader 41b's HP 42b has become zero, that is, whether the ending has been determined (P5-6). If the ending has been determined ("Yes" in P5-6), the player's turn control process ends; if the ending has not been determined ("No" in P5-6), the process proceeds to P5-7.
[0165] If a card is played (marked "Yes" in P5-7), that is, if a card placed in hand zone 45a has been placed in field 46a, then as follows Figure 10A As shown, the card battle game execution control unit 71a reduces the cost 54 of the card placed on the field 46a by decreasing the game points, and the display control unit 73a updates and displays the game point display unit 48a (P5-8). Furthermore, if the played card is a follower card or amulet card, the display control unit 73a displays that card on the field 46a (P5-9). Additionally, the card battle game execution control unit 71a checks the skill 55 of the played card and activates the skill 55 (entry effect) that activates when the card is placed on the field 46a (if any) (P5-10). The communication control unit 75a sends the card information of the played card to the server 100 (P5-11). Then, the card battle game execution control unit 71a determines whether the outcome has been determined (P5-12). If the ending is determined ("Yes" in P5-12), the control process for your own turn ends; if the ending is not determined ("No" in P5-12), the process proceeds to P5-13.
[0166] If, as a result of the player's action, a card placed on the field 46a attacks an opponent's follower card or leader 41b ("Yes" in P5-13), the card battle game execution control unit 71a performs an attack check (P5-14). During the attack check, the attacked opponent's follower card or leader 41b loses health, and the follower card used to perform the attack also loses health. Furthermore, the effect rendering of the attack performed by the display control unit 73a is shown. Additionally, the communication control unit 75a sends attack information indicating the follower card used to perform the attack and the attacked opponent's follower card or leader 41b to the server 100 (P5-15). Then, the card battle game execution control unit 71a determines whether the outcome is determined (P5-16). If the outcome is determined ("Yes" in P5-16), the player's turn control process ends; otherwise, if the outcome is not determined ("No" in P5-16), the process proceeds to P5-17.
[0167] The card battle game execution control unit 71a determines, as a result of the player's action or by means of skill 55, whether to evolve a follower card placed on the field 46a (P5-17). If a follower card is to be evolved, the communication control unit 75a sends the evolution information of the follower card to be evolved to the server 100 (P5-18). Furthermore, if a follower card is evolved using evolution points 43a, the card battle game execution control unit 71a reduces the evolution points 43a by 1 (P5-19). Additionally, the card battle game execution control unit 71a strengthens and updates the abilities of the follower card to be evolved (e.g., attack and health) (P5-20). Furthermore, the card battle game execution control unit 71a confirms the evolved card's skill 55 and activates the skill 55 activated during evolution (if applicable) (P5-21). Then, the card battle game execution control unit 71a determines whether the outcome has been determined (P5-22). If the ending is determined ("Yes" in P5-22), the control process for your own turn ends; if the ending is not determined ("No" in P5-22), the process proceeds to P5-23.
[0168] The fusion processing unit 74a determines whether the player's tapping of the fusion button 63b has selected a card placed in the hand area 45a for fusion (P5-23). The fusion processing unit 74a uses the selected card as the base card and extracts cards from the hand area 45a that can be fused with the base card as candidate material cards (P5-24). Then, the display control unit 73a displays the card as follows... Figure 13B The basic cards and candidate cards are displayed on the monitor 26 (P5-25).
[0169] Display control unit 73a, such as Figure 13C The player taps a checkmark 65 on the candidate material card, and the fusion processing unit 74a determines whether fusion has been confirmed by the player's action on the confirm button 64 (P5-26). If fusion has been confirmed ("Yes" in P5-26), the display control unit 73a and the fusion processing unit 74a execute the fusion process (P5-27). During the fusion process, as shown... Figure 14AAs shown, the display control unit 73a displays the effect of moving candidate material cards without the checkmark 65 to the hand area 45a, fusing material cards with base cards, moving the base cards to the hand area 45a, and displaying the base cards there. Furthermore, the fusion processing unit 74a enhances the base cards' abilities based on their skills 55, the number of material cards, and card types. The communication control unit 75a sends the fusion information representing the base cards and material cards to the server 100 (P5-28).
[0170] The card battle game execution control unit 71a responds to the player's operation of the turn-end button 47 by checking whether the player's turn has ended (P5-29). If the player's turn has not ended ("No" in P5-29), the card battle game execution control unit 71a returns the processing to P5-7. On the other hand, if the player's turn has ended ("Yes" in P5-29), the card battle game execution control unit 71a performs turn-end processing to confirm the skills 55 of the cards placed on the field 46a, activate the skill 55 that was activated at the end of the player's turn (if any), and confirm the ending (P5-30). Furthermore, the communication control unit 75a sends turn-end information indicating that the player's turn has ended to the server 100. Note that if the ending is determined to be determined in P5-6, P5-12, P5-16, P5-22, or P5-30 above, the communication control unit 75a sends ending information indicating that the ending has been determined to the server 100.
[0171] Figure 23 This is a flowchart illustrating the example opponent's turn control processing (P6) at player terminal 1. At the start of the opponent's turn, control unit 73a is displayed as shown... Figure 10B The image showing the opponent's turn marked "Enemy's Turn" is displayed on the monitor 26 (P6-1). Furthermore, the card battle game execution control unit 71a increases the opponent's game points by 1, and the display control unit 73a updates and displays the game point display unit 48b (P6-2).
[0172] The display control unit 73a determines whether it has received card quantity information via the communication control unit 75a (P6-3), and if it has received card quantity information (yes in P6-3), it arranges the cards in the hand area 45b in an unrecognizable manner based on the card quantity information (P6-4).
[0173] The card battle game execution control unit 71a checks whether it has received card-playing information via the communication control unit 75a (P6-5). If card-playing information has been received (yes in P6-5), the card battle game execution control unit 71a reduces the cost 53 of the played card by decreasing the game points, and the display control unit 73a updates and displays the game point display unit 48b (P6-6). Furthermore, if the played card is a follower card or amulet card, the display control unit 73a displays the card in a recognizable manner in the field 46b (P6-7). Additionally, the card battle game execution control unit 71a confirms the skill 55 of the played card and activates the skill 55 to be activated (if any) (P6-8). Then, the card battle game execution control unit 71a determines whether the outcome is determined (P6-9). If the outcome is determined (yes in P6-9), the opponent's turn ends; if the outcome is not determined (no in P6-9), the process proceeds to P6-10.
[0174] The card battle game execution control unit 71a checks whether an attack message has been received via the communication control unit 75a (P6-10). If an attack message has been received (yes in P6-10), an attack check process is executed (P6-11). During the attack check process, the health of the attacked player's follower cards or leader 41a is reduced, and the health of the follower cards used to launch the attack is also reduced. Additionally, the effect rendering of the attack executed by the control unit 73a is displayed. Then, the card battle game execution control unit 71a determines whether the outcome is determined (P6-12). If the outcome is determined (yes in P6-12), the opponent's turn ends; if the outcome is not determined (no in P6-12), the process proceeds to P6-13.
[0175] The card battle game execution control unit 71a checks whether evolution information has been received via the communication control unit 75a (P6-13). If evolution information has been received (yes in P6-13), and the opponent's evolution points 43b have been consumed, the card battle game execution control unit 71a reduces the evolution points 43b, and the display control unit 73a updates and displays the evolution points 43b (P6-14). Furthermore, the card battle game execution control unit 71a strengthens and updates the abilities (e.g., attack and health) of the follower card to be evolved (P6-15), confirms the evolved card's skill 55, and activates the skill 55 to be activated (if any) (P6-16). Then, the card battle game execution control unit 71a determines whether the outcome is determined (P6-17). If the outcome is determined (yes in P6-17), the opponent's turn ends; if the outcome is not determined (no in P6-17), the process proceeds to P6-18.
[0176] The card battle game execution control unit 71a checks whether fusion information has been received via the communication control unit 75a (P6-18). Then, if fusion information has been received (yes in P6-18), the display control unit 73a displays information based on that fusion information, such as... Figure 15A , Figure 15B , Figure 15C and Figure 16A The execution effect shown is to display the basic cards and material cards from hand area 45b in a player-recognizable manner, and then merge the material cards with the basic cards (P6-19). In addition, the fusion processing unit 74a enhances the abilities of the basic cards based on the basic card's skill 55 and the number and type of the material cards.
[0177] The card battle game execution control unit 71a checks whether it has received end-of-turn information via the communication control unit 75a (P6-20). Then, if end-of-turn information has been received (yes in P6-20), the card battle game execution control unit 71a performs end-of-turn processing to confirm the skill 55 of the cards placed on the field 46b, activate the skill 55 that will activate at the end of the opponent's turn (if any), and confirm the ending (P5-22). Note that if the ending is determined as specified in P6-9, P6-12, P6-17, or P6-21 above, the communication control unit 75a sends ending information indicating that the ending has been determined to the server 100.
[0178] Figure 24 This is a flowchart illustrating the example card battle game execution process (S4) at server 100. At the start of the card battle game execution process, the communication control unit 172a receives card pile information from the player's and opponent's player terminals 1 (S4-1). Then, the card battle game execution control unit 171a determines who goes first and who goes second (S4-2), assigns indices to the cards included in the card pile information (S4-3), and sends initial information to the player's and opponent's player terminals 1 (S4-4).
[0179] The card battle game execution control unit 171a checks whether card information has been received via the communication control unit 172a (S4-5). If card information has been received (yes in S4-5), the card battle game execution control unit 171a sends the card quantity information to the player terminal 1 of the opposing player, which is different from the player terminal 1 that received the card information, via the communication control unit 172a (P4-6).
[0180] The card battle game execution control unit 171a checks whether it has received a card-playing information via the communication control unit 172a (S4-7). If a card-playing information has been received ("Yes" in S4-7), the card battle game execution control unit 171a sends the card-playing information via the communication control unit 172a to the player terminal 1 of the opposing player, which is different from the player terminal 1 that received the card-playing information (S4-8).
[0181] The card battle game execution control unit 171a checks whether an attack message has been received via the communication control unit 172a (S4-9). If an attack message has been received ("Yes" in S4-9), the card battle game execution control unit 171a sends the attack message via the communication control unit 172a to the player terminal 1 of the opposing player, which is different from the player terminal 1 that received the attack message (S4-10).
[0182] The card battle game execution control unit 171a checks whether evolution information has been received via the communication control unit 172a (S4-11). If evolution information has been received (yes in S4-11), the card battle game execution control unit 171a sends the evolution information via the communication control unit 172a to the player terminal 1 of the opposing player, which is different from the player terminal 1 that received the evolution information (S4-12).
[0183] The card battle game execution control unit 171a checks whether fusion information has been received via the communication control unit 172a (S4-13). If fusion information has been received (yes in S4-13), the card battle game execution control unit 171a sends the fusion information via the communication control unit 172a to the player terminal 1 of the opposing player, which is different from the player terminal 1 that received the fusion information (S4-14).
[0184] The card battle game execution control unit 171a checks whether it has received end-of-turn information via the communication control unit 172a (S4-15). If end-of-turn information has been received (yes in S4-15), the card battle game execution control unit 171a sends the end-of-turn information and start-of-turn information to the player terminal 1 of the opposing player, which is different from the player terminal 1 that received the end-of-turn information, via the communication control unit 172a (S4-16).
[0185] The card battle game execution control unit 171a checks whether ending information has been received via the communication control unit 172a (S4-17). If ending information has been received (yes in S4-17), the card battle game execution control unit 171a performs an ending check process to check whether the ending is correct based on the information received so far (S4-18). Then, if the ending is determined to be correct through the ending check process, the card battle game execution control unit 171a calculates the battle points of the player and the opponent, sends the battle points to the player terminal 1 via the communication control unit 172a (S4-19), and terminates the card battle game execution process.
[0186] Although aspects of the embodiments have been described above with reference to the accompanying drawings, it is not necessary to conclude that the invention is not limited to the above embodiments. Various modifications and variations will be apparent to those skilled in the art within the scope of the claims, and it will be understood that such modifications and variations clearly fall within the technical scope of the invention.
[0187] In the above embodiment, when fusion is performed as skill 55, the material card is deleted; alternatively, the material card can be returned to hand area 45a or 45b with reduced material card ability.
[0188] Furthermore, in the above embodiment, the material card is determined from the cards arranged in the hand area 45a; alternatively, for example, cards arranged outside the field 46a (such as cards arranged in the deck area 44a and cards moved to the graveyard) can be used as material cards. Additionally, it is permissible to select cards arranged in multiple areas (such as cards arranged in the hand area 45a and cards arranged in the deck area 44a) as material cards.
[0189] Furthermore, although fusion must be performed in the above embodiments, it can be determined whether to perform fusion by sampling.
[0190] Furthermore, in the above embodiments, when the opponent performs fusion, the base cards and material cards are displayed in a recognizable manner; alternatively, partial information related to the base cards and material cards may be displayed (e.g., only base cards or only material cards).
[0191] Furthermore, although the above embodiment was illustrated in the example where the second player is the opposing player in the battle, alternatively, the second player could be a computer.
[0192] Furthermore, in the above embodiments, the card's abilities change (are enhanced) during card evolution and card fusion. Moreover, as specific ways to change card abilities, one can alter aspects such as name 51, class 52, category 53, cost 54, skill 55, attack power 56, and health 57, as well as illustrations. Furthermore, the card can be configured to evolve during card fusion.
[0193] Furthermore, although the above embodiments are illustrated using a digital card game as an example, the game can be any game in which a first player and a second player battle using a game medium, such as a simulation game. Additionally, while digital cards are illustrated as examples of a game medium, a base medium, and a material medium, game mediums other than digital cards, such as characters, units, and pieces, can be used.
[0194] Note that in the above embodiments, the information processing system S, as a client-server system, performs the various information processing steps described above. However, the functions of the server 100 in the above embodiments can be provided at the player terminal 1. Furthermore, the functions of the player terminal 1 in the above embodiments can be provided in the server 100.
[0195] Furthermore, the programs in the above embodiments can be stored in a computer-readable storage medium and can be provided in the form of a storage medium. Alternatively, these programs can be provided in the form of a game terminal device or an information processing system including a storage medium. Alternatively, the above embodiments can be embodied in the form of an information processing method for implementing the various functions and steps shown in the flowcharts.
[0196] Explanation of reference numerals in the attached figures
[0197] 1A Terminal Control Unit
[0198] 45a Hand area (first area)
[0199] 45b Hand Zone (Third Zone)
[0200] Field 46a (Second Zone)
[0201] Field 46b (Fourth Zone)
[0202] 72a Zone Setting Unit
[0203] 73a Display Control Unit
[0204] 74a Fusion Processing Unit
[0205] 100A Server Control Unit
Claims
1. An information processing system, comprising: A region setting unit is used to set a first region and a second region different from the first region as regions where the game medium of the first player is arranged, and to set a third region and a fourth region different from the third region as regions where the game medium of the second player is arranged. The display control unit is configured to display the game media arranged in the first area, the second area and the fourth area in a recognizable manner, and to display the game media arranged in the third area in a non-recognizable manner; as well as The fusion processing unit is configured to use the game medium arranged in the first area as the base medium, and use the game medium arranged in areas other than the second area where the first player's game medium is arranged as the material medium, and to fuse the material medium with the base medium to change the capabilities of the base medium, while simultaneously deleting the material medium or changing the capabilities of the material medium. The capabilities of the game medium include the ability to reference when placing the relevant game medium in the second or fourth area, and the ability to reference when placing the relevant game medium in the first or third area. The fusion is the ability to refer to when arranging relevant game media in the first region or the third region.
2. The information processing system according to claim 1, wherein, The fusion processing unit uses the game medium arranged in the third area as the base medium and uses the game medium arranged in areas other than the fourth area where the second player's game medium is arranged as the material medium. It then merges the material medium with the base medium to change the capabilities of the base medium, while simultaneously deleting or changing the capabilities of the material medium. When the second player's game media has been merged, the display control unit displays the base media and the material media in a recognizable manner.
3. An information processing method, comprising the following steps: The first area and a second area different from the first area are set as areas where the game medium of the first player is arranged, and the third area and a fourth area different from the third area are set as areas where the game medium of the second player is arranged. The game media arranged in the first area, the second area and the fourth area are displayed in a recognizable manner, while the game media arranged in the third area are displayed in a non-recognizable manner; as well as Using the game medium placed in the first area as the base medium, and using the game medium placed in areas other than the second area where the first player's game medium is placed as the material medium, the material medium is merged with the base medium to change the capabilities of the base medium, while simultaneously deleting or changing the capabilities of the material medium. The capabilities of the game medium include the ability to reference when placing the relevant game medium in the second or fourth area, and the ability to reference when placing the relevant game medium in the first or third area. The fusion is the ability to refer to when arranging relevant game media in the first region or the third region.
4. A computer program product comprising an information processing program, the information processing program being configured to cause a computer to perform the following steps: The area setting step is used to set a first area and a second area different from the first area as areas where the game medium of the first player is arranged, and to set a third area and a fourth area different from the third area as areas where the game medium of the second player is arranged. The display control step is used to display the game media arranged in the first area, the second area and the fourth area in a recognizable manner, and to display the game media arranged in the third area in a non-recognizable manner; as well as The fusion processing step involves using the game medium placed in the first area as the base medium, and using the game medium placed in areas other than the second area where the first player's game medium is placed as the material medium. The material medium is then fused with the base medium to alter the capabilities of the base medium, while simultaneously deleting or altering the capabilities of the material medium. The capabilities of the game medium include the ability to reference when placing the relevant game medium in the second or fourth area, and the ability to reference when placing the relevant game medium in the first or third area. The fusion is the ability to refer to when arranging relevant game media in the first region or the third region.
5. A computer-readable storage medium having an information processing program stored thereon, the information processing program being configured to cause a computer to perform the following steps: The area setting step is used to set a first area and a second area different from the first area as areas where the game medium of the first player is arranged, and to set a third area and a fourth area different from the third area as areas where the game medium of the second player is arranged. The display control step is used to display the game media arranged in the first area, the second area and the fourth area in a recognizable manner, and to display the game media arranged in the third area in a non-recognizable manner; as well as The fusion processing step involves using the game medium placed in the first area as the base medium, and using the game medium placed in areas other than the second area where the first player's game medium is placed as the material medium. The material medium is then fused with the base medium to alter the capabilities of the base medium, while simultaneously deleting or altering the capabilities of the material medium. The capabilities of the game medium include the ability to reference when placing the relevant game medium in the second or fourth area, and the ability to reference when placing the relevant game medium in the first or third area. The fusion is the ability to refer to when arranging relevant game media in the first region or the third region.
Citation Information
Patent Citations
Autofocus matching device
JP1989035521A