Information processing program, information processing method, and game device
By introducing diversified command selection and reward systems into training games, the problem of insufficient player motivation in traditional games is solved and higher game motivation and diversity are achieved.
Patent Information
- Application Number
- CN202380046568.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-06-15
- Filing Date
- 2023-05-22
- Publication Date
- 2025-01-24
AI Technical Summary
In traditional training games, the lack of innovation in the methods of players getting paid, resulting in insufficient motivation for players and lack of new game attributes.
Provide an information processing program that allows players to choose different types of commands in a multi-round training game, obtain rewards that bring utility by consuming predetermined parameters, and determine new reward paths based on the rewards obtained.
By introducing new game attributes, players' motivation to play the game is improved, and the diversity and appeal of the game are increased.
Smart Images

Figure CN119365243A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method and a game device. Background Art
[0002] In the related art, there is a known development game in which a player develops a character, for example, as shown in Patent Document 1. In the development game shown in Patent Document 1, the player can obtain various rewards as the game progresses.
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2021-121396 Summary of the invention
[0006] Problem that the invention aims to solve
[0007] In the above-mentioned training game, the ability of the training target character changes according to what reward the player obtains. However, in the conventional training game, there is no big difference in the method for obtaining reward, and new game attributes are desired.
[0008] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can increase a player's motivation to play a game due to new game attributes.
[0009] Solutions for solving problems
[0010] In order to achieve the above-mentioned purpose, the present invention provides an information processing program for causing a computer to execute a training game including multiple rounds, and the information processing program causes the computer to execute: a process for enabling a player to select multiple commands including at least a first type of command and a second type of command in a preset round among the rounds; a process for obtaining predetermined parameters based on the fact that the first type of command is selected; a process for enabling the player to obtain at least a part of multiple rewards that bring utilities to the player by consuming the predetermined parameters based on the fact that the second type of command is selected; a process for determining multiple rewards that the player can newly obtain based on the fact that the player has obtained the reward; a process for causing the utility corresponding to the reward obtained by the player to occur at a predetermined timing; and a process for ending the currently executed round and transitioning to the next round when a preset round end condition including at least the selection of the first type of command is met.
[0011] Furthermore, the utility may include: a first utility occurring in a round in which the player obtains; and a second utility occurring in a preset specific round after the round in which the player obtains.
[0012] Furthermore, in a process for enabling a player to obtain a reward, a plurality of rewards that the player can obtain can be respectively displayed in a reward display column in an identifiable manner, and the reward display columns can each include a first display area for displaying the first utility and a second display area for displaying the second utility.
[0013] In addition, the utility can be classified into a first utility and a second utility, and in a process for enabling a player to obtain a reward, a plurality of rewards that the player can obtain can be respectively displayed in a reward display column in an identifiable manner, and the reward display column can each include a first display area for displaying the first utility and a second display area for displaying the second utility.
[0014] In the process for determining the multiple rewards that the player can newly obtain, the multiple rewards that the player can newly obtain may be determined based on reward path information in which the relationship between the reward obtained by the player and the multiple rewards that the player can newly obtain is predefined.
[0015] In the process for determining a plurality of rewards that the player can newly obtain, the plurality of rewards that the player can newly obtain may be determined by lottery.
[0016] In order to achieve the above-mentioned purpose, the present invention provides an information processing method, wherein one or more computers execute a training game including multiple rounds, and the one or more computers execute: a process for enabling a player to select multiple commands including at least a first type of command and a second type of command in a preset round in the rounds; a process for obtaining predetermined parameters based on the fact that the first type of command is selected; a process for enabling the player to obtain at least a part of multiple rewards that bring utilities to the player by consuming the predetermined parameters based on the fact that the second type of command is selected; a process for determining multiple rewards that the player can newly obtain based on the fact that the player has obtained the reward; a process for causing the utility corresponding to the reward obtained by the player to occur at a predetermined timing; and a process for ending the currently executed round and transitioning to the next round when a preset round end condition including at least the selection of the first type of command is met.
[0017] In order to achieve the above-mentioned purpose, the present invention provides a game device, which includes one or more computers, which execute a training game including multiple rounds, and the one or more computers execute: a process for enabling a player to select multiple commands including at least a first type of command and a second type of command in a preset round in the round; a process for obtaining predetermined parameters based on the fact that the first type of command is selected; a process for enabling the player to obtain at least a part of multiple rewards that bring utilities to the player by consuming the predetermined parameters based on the fact that the second type of command is selected; a process for determining multiple rewards that the player can newly obtain based on the fact that the player has obtained the reward; a process for causing the utility corresponding to the reward obtained by the player to occur at a predetermined timing; and a process for ending the currently executed round and transitioning to the next round when a preset round end condition including at least the selection of the first type of command is met.
[0018] Effects of the Invention
[0019] According to the present invention, the player's motivation to play the game can be increased due to new game attributes. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] Figure 1 This is an explanatory diagram schematically showing the configuration of an information processing system.
[0021] Figure 2A This is a diagram for explaining the hardware configuration of a player terminal. Figure 2B This is a diagram for explaining the hardware configuration of a server.
[0022] Figure 3A This is a diagram for explaining an example of a home page screen. Figure 3B It is a diagram for explaining an example of an option setting screen. Figure 3C is a diagram for explaining an example of a profile setting screen. Figure 3D It is a diagram for explaining an example of a home page setting screen.
[0023] Figure 4 This is a diagram for explaining a rough flow of the progress of the cultivation game.
[0024] Figure 5A This is a diagram for explaining a training target character selection screen. Figure 5B This is the first picture used to explain the character detail screen. Figure 5C This is the second figure used to explain the character detail screen.
[0025] Fig. 6A This is a diagram for explaining the capability parameter (initial value) table. Figure 6B It is a diagram for explaining the adaptability parameter (initial value) table. Figure 6CThis is a diagram for explaining the skill table. Fig.6D This is a diagram for explaining the dedicated event table.
[0026] Fig. 7A This is the first figure for explaining the inheritance character selection screen. Figure 7B This is the first figure used to explain the character development list screen. Figure 7C This is the second figure for explaining the inheritance character selection screen. Fig.7D This is the third figure for explaining the inheritance character selection screen.
[0027] Figure 8 It is a diagram used to illustrate inheritance lineage.
[0028] Fig. 9 is a graph used to illustrate factor information.
[0029] Fig. 10A This is a diagram for explaining the compatibility determination object. Fig. 10B This is a diagram for explaining compatibility determination items.
[0030] Fig.11A This is a diagram for explaining sorting conditions. Fig. 11B This is a diagram for explaining the filtering conditions.
[0031] Fig.12 This is the first image used to illustrate the character details dialog box.
[0032] Fig.13 This is the second figure used to illustrate the character details dialog box.
[0033] Fig.14 This is the third figure used to illustrate the character details dialog box.
[0034] Fig.15 This is a diagram for explaining a skill display dialog box.
[0035] Fig.16A This is the first figure used to explain the support card organization screen. Fig. 16B This is a diagram for explaining the support card selection screen. Fig. 16C This is the second figure used to explain the support card organization screen.
[0036] Fig.17A This is a diagram used to explain the support card list. Fig. 17B This is a diagram for explaining the support effect table. Fig. 17C This is a diagram for explaining the skill table. Fig.17D This is a diagram for explaining the support event table.
[0037] Fig.18A This is a diagram for explaining the final confirmation screen. Fig.18B This is a diagram for explaining a preset selection screen.
[0038] Fig.19 This is a diagram for explaining the selection items in each round.
[0039] Fig. 20 This is a diagram for explaining the game screen.
[0040] Fig.21A This is the first figure for explaining the training screen. Fig. 21B This is a second diagram for explaining the training screen. Fig. 21C This is a diagram for explaining a training result notification screen. Fig.21D This is a diagram for explaining an event screen.
[0041] Fig.22A This is the first picture used to explain the skill screen. Fig. 22B This is the second figure used to explain the skill screen.
[0042] Fig.23A This is the first figure for explaining the match selection screen. Fig. 23B This is a diagram for explaining a match start screen. Fig.23C This is the first figure for explaining the match result screen. Fig.23D This is a diagram for explaining a match result screen.
[0043] Fig.24A A diagram for explaining an example of a live performance preparation screen. Fig. 24B is a diagram for explaining a confirmation dialog box.
[0044] Fig.25 It is a diagram for explaining an example of a first reward and a second reward.
[0045] Fig.26 It is a diagram for explaining an example of live performance song path information.
[0046] Fig.27A This is a diagram for explaining an example of a live performance start screen. Fig.27B A diagram for explaining an example of a live performance event screen.
[0047] Fig.28 This is a diagram for explaining a rough flow of processing at the start of a round.
[0048] Fig.29 It is a diagram for explaining whether to arrange the table.
[0049] Fig. 30A It is a diagram for explaining the training level table. Fig. 30B It is a diagram for explaining the addition of a fixed value (speed) table. Fig. 30C This is a diagram for explaining the increase of the fixed value table (strength). Fig.30DIt is a diagram used to explain the reward addition rate table.
[0050] Fig.31A It is a diagram for explaining performance items related to training items. Fig.31B It is a diagram for explaining the addition of fixed values to the performance parameters. Fig.31C It is a diagram for explaining the bonus addition rate with respect to performance parameters.
[0051] Fig.32 It is a diagram for explaining the second event table.
[0052] Fig.33A This is a diagram for explaining the cultivation completion screen. Fig.33B This is a second diagram for explaining the cultivation completion screen. Fig.33C This is the third diagram for explaining the cultivation completion screen.
[0053] Fig.34 It is a diagram for explaining the structure of a memory at a player terminal and the function of the player terminal as a computer.
[0054] Fig.35 This is a diagram for explaining the structure of a memory in a server and the function of the server as a computer.
[0055] Fig.36 It is a sequence diagram for explaining the processing procedures related to the cultivation game and performed at the player terminal and the server.
[0056] Fig.37 This is a flowchart for explaining the training phase processing at the server.
[0057] Fig.38 This is a flowchart for explaining the processing at the start of a round at the server.
[0058] Fig.39 is a flowchart for explaining the training phase processing at the player terminal.
[0059] Fig.40 This is a flowchart for explaining the process at the start of a turn at a player terminal.
[0060] Fig.41 This is a flowchart for explaining the in-turn processing at the player terminal.
[0061] Fig.42 is a flowchart for explaining command selection processing at a player terminal.
[0062] Fig.43 1 is a first flowchart for explaining the in-round processing at the server.
[0063] Fig.442 is a second flowchart for explaining the in-round processing at the server.
[0064] Fig.45 This is a flowchart for explaining command reception processing at a player terminal. DETAILED DESCRIPTION
[0065] An aspect of an embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values etc. shown in this embodiment are merely examples for facilitating understanding, and unless otherwise stated, do not limit the present invention. In this specification and the accompanying drawings, elements having substantially the same function and structure are given the same reference numerals to omit repeated descriptions, and elements not directly related to the present invention are omitted from the accompanying drawings.
[0066] (Overall Structure of Information Processing System S)
[0067] Figure 1 1 is an explanatory diagram schematically showing the structure of an information processing system S. The information processing system S is a so-called client-server system, which includes: a player terminal 1 serving as a client (ie, a game terminal); a server 1000; and a communication network N having a communication base station Na.
[0068] In the information processing system S according to the present embodiment, the player terminal 1 and the server 1000 each function as a game device G. The player terminal 1 and the server 1000 each play a role for controlling the progress of the game, whereby the game can be progressed through cooperation between the player terminal 1 and the server 1000 .
[0069] Each player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 widely includes an electronic device that can be communicatively connected to the server 1000 in a wired or wireless manner. Examples of the player terminal 1 include, for example, a smartphone, a mobile phone, a tablet device, a personal computer, or a game console, etc. In this embodiment, an explanation will be given of a case where a smartphone is used as the player terminal 1.
[0070] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 updates the accumulated information mainly based on the operation input from the player terminal 1, and performs processing for allowing each player terminal 1 to download images and various information.
[0071] The communication base station Na is connected to the communication network N, and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, an Internet network, a local area network (LAN), or a dedicated line, etc., to achieve a wired or wireless communication connection between the player terminal 1 and the server 1000.
[0072] (Hardware Structure of Player Terminal 1 and Server 1000)
[0073] Figure 2A 1 is a diagram for explaining the hardware structure of the player terminal 1. Figure 2B 1 is a diagram for explaining the hardware structure of the server 1000. 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 .
[0074] In addition, if Figure 2B As shown, the server 1000 is configured to include a CPU 1010 , a memory 1012 , a bus 1014 , an input / output interface 1016 , a storage unit 1018 , a communication unit 1020 , an input unit 1022 , and an output unit 1024 .
[0075] Note that the structures and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as the structures and functions 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 the player terminal 1, respectively. Therefore, the hardware structure of the player terminal 1 will be described below, and the description of the server 1000 will be omitted.
[0076] The CPU 10 runs a program stored in the memory 12 to control the progress of the game. The memory 12 is composed of a read-only memory (ROM) or a random access memory (RAM), and stores a program and various data required to control the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0077] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0078] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. At the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0079] The communication unit 20 is wirelessly communicatively connected to the communication base station Na, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. At the player terminal 1, the program and the like received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0080] The input unit 22 is composed of, for example, a touch screen, a button, a keyboard, a mouse, a cross key, or an analog controller used to input player operations (accept operations). Alternatively, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Alternatively, the input unit 22 may be composed of an acceleration sensor for detecting the tilt or movement of the player terminal 1 or a microphone for detecting the voice of the player. That is, the input unit 22 may broadly include a device that enables the player to input his or her intention in a distinguishable manner.
[0081] The output unit 24 is configured to include a display device and a speaker. Note that the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 includes a display 26 as the output unit 24, and includes a touch screen provided in the display 26 in a manner covered on the display 26 as the input unit 22.
[0082] (Game Content)
[0083] Next, the game provided by the information processing system S and the game device G of this embodiment will be described. Players can own characters obtained through a lottery called gacha and characters distributed by the management side. In addition, players can own support cards obtained through a lottery and support cards distributed by the management side.
[0084] Although detailed description will be given later, in the game according to the present embodiment, a training game is provided. A player can train a character owned by the player in the training game. In addition, the training game in the present embodiment has a game attribute of training a character while making the character participate in a race simulating horse racing.
[0085] Figure 3A 1 is a diagram for explaining an example of the home screen 100. When the game application is started at the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the lower part of the home screen 100. In the menu bar 102, a plurality of operation portions that can be operated (tapped) by the player are provided.
[0086] Here, in the menu bar 102, a home screen selection operation unit 102a, a boost screen selection operation unit 102b, a story screen selection operation unit 102c, a match game selection operation unit 102d, and a gashapon screen selection operation unit 102e are provided. Note that in order to be able to identify the screen currently displayed on the display 26, the operation unit corresponding to the currently displayed screen is highlighted in the menu bar 102.
[0087] When the home screen selection operation unit 102a is tapped, the display 26 displays Figure 3A Home screen 100 is shown.
[0088] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. In the strengthening screen, the character or support card owned by the player can be strengthened. The player strengthens the character or support card so that the level set for the character or support card can be increased. Various parameters are set for the character and support card, and when the level of the character and support card is increased, these parameters increase. When the parameters of the character and support card are increased, the player can cultivate a character with a stronger state in the cultivation game.
[0089] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character that appears in the game. The player can select and view a character and its story image in the story screen.
[0090] When the game selection operation unit 102d is tapped, a game selection screen (not shown) is displayed. In the present embodiment, various game selections are provided, in which the cultivated characters cultivated in the cultivation game to be described later can participate in these game selections. In the game selection screen, the player can select a game in which the cultivated characters can participate. Examples of game selections include team competition games in which a team organized by a plurality of cultivated characters and a team of other players selected by a computer compete with each other. Team competition games have game attributes of competing with other players for rankings.
[0091] When the gashapon screen selection operation unit 102e is tapped, a gashapon screen (not shown) is displayed. In the gashapon screen, the player can perform a so-called gashapon lottery, in which a character or support card can be obtained by consuming in-game currency through lottery.
[0092] In addition, in the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, the training game screen is displayed, and the training game to be described later is started. The training game is roughly divided into a preparation phase and a training phase. First, in the preparation phase, the player selects a character from the characters owned by the player and sets the character as a character to be trained (hereinafter referred to as a training target character).
[0093] In addition, in the preparation phase, the player sets a card pile to be used when training the training target character. The card pile is composed of a plurality of successor characters and a plurality of support cards to be described later. Therefore, the successor characters and support cards organized in the card pile are used in the training game.
[0094] When the setting of the training target character and the card pile (inherited character and support card) is completed, the stage changes from the preparation stage to the training stage, and the game for training the training target character begins. In the training game, the parameters of the training target character can be changed. The player can have the character that has been trained in the training game as the training character. As described above, the player can organize the training characters he has in a team and use the team in a team competition game, etc.
[0095] In this way, the main purpose of the game of this embodiment is to cultivate the cultivation character in the cultivation game and to improve the ranking in the team competition game by using the cultivation character.
[0096] In addition, in this embodiment, a function of sharing development characters or support cards between players and a function of sharing information between multiple players are provided. Players can set development characters and support cards that can be used by other players in the development game. Specifically, Figure 3A As shown, a setting operation portion 106 is provided at the upper right portion of the home screen 100. When the setting operation portion 106 is tapped, an option setting screen 110 is displayed.
[0097] Figure 3B 1 is a diagram for explaining an example of the option setting screen 110. The option setting screen 110 is a screen where various information can be confirmed and set. In the option setting screen 110, a plurality of operation parts are provided, and when any of the operation parts is tapped, information corresponding to the operation part can be confirmed and set.
[0098] The operation unit in the option setting screen 110 includes a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0099] Figure 3C 1 is a diagram for explaining an example of the profile setting screen 120. In the profile setting screen 120, the player can confirm and set his or her own profile information. The profile information includes a profile character, a player name, a player ID, a belonging circle, a representative character, and a rental card.
[0100] The profile character is used as a character to be displayed when other players view the player's information. For example, when using a circle function that serves as a place to share information with other players, the profile character is displayed. In the profile setting screen 120, a currently set profile character image 122 is displayed. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown) is displayed. The player can change the profile character in the profile character change screen.
[0101] Furthermore, in the profile setting screen 120, the player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs are displayed. Furthermore, in the profile setting screen 120, a representative character setting operation section 126a and a rental card setting operation section 126b are provided.
[0102] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. In the representative character setting screen, the player can set any one of the training characters that the player himself / herself has trained as a representative character. In the representative character setting operation unit 126a, an icon image showing the currently set representative character is displayed. Note that although detailed description will be given later, the representative character can be organized into a card pile as an inherited character in the training game played by other players.
[0103] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. In the rental card setting screen, the player can set any one of the support cards owned by the player himself / herself as a rental card. In the rental card setting operation unit 126b, an icon image showing the currently set rental card is displayed. Note that, as described above, the support card set as a rental card can be organized into a card pile by other players and used in the cultivation game played by other players.
[0104] Note that, although detailed explanation is omitted, when the setting of the profile information is changed in the profile setting screen 120, the setting change information is transmitted to the server 1000. At the server 1000, the profile information is stored for each player.
[0105] In addition, if Figure 3A As shown, a setting icon 128 is displayed in the home screen 100. When the setting icon 128 is tapped, a home setting screen 130 is displayed.
[0106] Figure 3D 100 is a diagram for explaining an example of the home setting screen 130. In the home setting screen 130, the player can set a home screen setting character 132 to be displayed on the home screen 100. The player can set four home screen setting characters 132 to be displayed on the home screen 100.
[0107] Although not shown in the figure, when a flick operation in the horizontal direction is input in the home screen 100, the screen displayed on the display 26 (i.e., the display in the home screen 100) is switched. In the home screen 100, four home screen setting characters 132 that are currently set are displayed. Functions serving as respective operation parts displayed in the menu bar 102 are assigned to the home screen setting characters 132. Therefore, when any of the home screen setting characters 132 displayed in the home screen 100 is tapped, the screen is switched in the same manner as when any of the operation parts in the menu bar 102 is tapped.
[0108] In the home setting screen 130, character images corresponding to the four home screen setting characters 132 currently set and operation parts corresponding to these character images are displayed in a recognizable manner. When any of the character images displayed in the home setting screen 130 is tapped, a character selection screen (not shown) is displayed. The player can select the home screen setting character 132 in the character selection screen. In addition, the player can set the costume for the home screen setting character 132 in the home setting screen 130.
[0109] In addition, if Figure 3A As shown, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. In the circle screen, the player can exchange information with other players belonging to the same circle.
[0110] In addition, in this embodiment, various time-limited events are held irregularly. During the time period of a specific event, which is one of the time-limited events, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. In the specific event screen, for example, the player can exchange various rewards with specific event points provided only by the specific event.
[0111] In the home screen 100, when the cultivation game operation unit 104 is tapped, the cultivation game screen is displayed and the cultivation game is started. Note that the player can play the cultivation game by consuming game points. Game points are given to the player at intervals of a predetermined time period (e.g., ten minutes) by a predetermined value (e.g., +1). The game points that the player can have are set with an upper limit (e.g., 100), and the player can have game points within the range limited by the upper limit. A game point display bar 136 is provided at the upper part of the home screen 100, and the percentage of the game points currently owned relative to the upper limit is visually displayed.
[0112] Note that when starting a cultivation game, a predetermined value (e.g., -30) is subtracted from the game points. Therefore, if the player does not have the required game points, the player cannot start the cultivation game. However, the player may have an item for recovering the game points, and the game points may be recovered by using the item. The item may be, for example, given as a reward for a cultivation game or a team competition game, or may be obtained by consuming in-game currency. The cultivation game will be described in detail below.
[0113] (Development Game)
[0114] Figure 4 This is a diagram for explaining the rough flow of the training game. The training game is roughly divided into a setup game and a training main game. Although a detailed description will be given later, the training main game is a game in which a training target character selected from the characters owned by the player is trained as the training target character.
[0115] In addition, the setup game is a game in which the player registers the character to be cultivated and the card pile (inherited character and support card), and corresponds to the preparation phase of the cultivation game. Hereinafter, the processing to be performed in the setup game is referred to as the preparation phase processing, and the processing to be performed in the cultivation main game is referred to as the cultivation phase processing. Here, for ease of understanding, the rough flow of the preparation phase processing and the cultivation phase processing will be described first.
[0116] <Preparation phase processing>
[0117] In the preparation phase processing, the registration of the training target character and the registration of the card pile (inherited character and support card) are mainly performed. Note that the support card is used to support the training of the training target character. Each support card must be associated with a character, and the character associated with the support card registered in the preparation phase processing supports the training of the training target character. Hereinafter, the character associated with the support card is referred to as the support character.
[0118] <Registration of training target roles>
[0119] In the home screen 100, when the player taps the cultivation game operation unit 104, a scenario selection screen (not shown) is displayed. In the present embodiment, a plurality of scenarios for the cultivation main game are provided. In each scenario for the cultivation main game, a final goal, a mid-game goal, etc. are set, and the player needs to clear the set goals in sequence. Each goal and the time period for achieving the goal are different for each scenario. The player can select a scenario from a plurality of scenarios in the scenario selection screen. Here, an explanation will be given of the case of selecting a predetermined scenario.
[0120] Figure 5A 1 is a diagram for explaining a training target character selection screen 150. A plurality of character icons 151 are displayed at the center of the training target character selection screen 150, and the characters owned by the player are displayed in a list. In addition, an ability parameter display section 152a and an adaptability parameter display section 152b are displayed at the upper portion of the training target character selection screen 150. In addition, a return operation section 153 with "return" written thereon and a next operation section 154 with "next" written thereon are displayed at the lower portion of the training target character selection screen 150.
[0121] In this embodiment, the initial value of the ability parameter is set for each character, and the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed in numbers in the ability parameter display section 152a. In this embodiment, it is indicated that as the value of the ability parameter increases, the ability is higher.
[0122] Fig. 6A is a diagram for explaining the capability parameter (initial value) table. Fig. 6A As shown, the initial values of the ability parameters of each character are stored in the ability parameter (initial value) table. Then, based on the initial values of the ability parameters stored in the ability parameter (initial value) table, the initial values of the ability parameters are displayed in the ability parameter display unit 152a.
[0123] In this embodiment, initial values of ability parameters are set for multiple types of abilities for each character. Specifically, as ability parameters, speed ability parameters (where "speed" is written in the ability parameter display section 152a), endurance ability parameters (where "endurance" is written in the ability parameter display section 152a), strength ability parameters (where "strength" is written in the ability parameter display section 152a), perseverance ability parameters (where "perseverance" is written in the ability parameter display section 152a), and intelligence ability parameters (where "intelligence" is written in the ability parameter display section 152a) are provided.
[0124] Note that the initial value of the ability parameter of each character is increased by the player's operation, etc. For example, five status levels are provided for each character, and the player can upgrade the status level of the character by consuming in-game currency or predetermined items. When the status level of the character is upgraded, the initial value of the ability parameter of the character is increased. Fig. 6A The initial value when the character is at a predetermined level is shown. Note that the player can increase the value of the ability parameter in the training main game. That is, the purpose of the training main game is to train a character with a higher value of the ability parameter.
[0125] In addition, in this embodiment, an adaptability parameter (initial value) is set for each role. Figure 5A As shown, in the adaptability parameter display section 152b, the initial value of the adaptability parameter of the character corresponding to the character icon 151 selected by the player is displayed with letters.
[0126] Figure 6B is a diagram for explaining the adaptability parameter (initial value) table. Figure 6B As shown, the initial values of the adaptability parameters of each character are stored in the adaptability parameter (initial value) table. The initial values of the adaptability parameters are each set to any of the seven stages with letters A to G. Note that in the initial values of the adaptability parameters, A indicates the highest adaptability, and G indicates the lowest adaptability. Based on the initial values of the adaptability parameters stored in the adaptability parameter (initial value) table, the initial values of the adaptability parameters are displayed in the adaptability parameter display section 152b.
[0127] In this embodiment, initial values of adaptability parameters are set for multiple types of adaptability for each character. Specifically, the following adaptability parameters are provided as adaptability parameters: adaptability parameters related to field adaptability for grass and mud; adaptability parameters related to distance adaptability for short distance, mile, middle distance and long distance; and adaptability parameters related to running adaptability for leading, front row, center and chasing.
[0128] In the training game, the player can make the training target character participate in various competitions. At this time, as the adaptability of the training target character suitable for the game content becomes higher, the game development becomes favorable.
[0129] Note that the initial value of the adaptability parameter of each character can also be increased by consuming in-game currency. In addition, the value of the adaptability parameter can be changed in the cultivation main game. In addition, in the cultivation main game, the adaptability parameter can also be set to S (which indicates a higher adaptability than A).
[0130] Figure 5B 1 is a first diagram for explaining the character details screen 160. Figure 5C2 is a second diagram for explaining the character details screen 160. When any character icon among the character icons 151 in the training target character selection screen 150 is long-pressed, the character details screen 160 is displayed on the display 26. In the character details screen 160, details of the ability of the character corresponding to the character icon 151 long-pressed in the training target character selection screen 150 are displayed.
[0131] A skill operation unit 161 and an event operation unit 162 are displayed in the center of the character detail screen 160. Figure 5B As shown, when the character details screen 160 is initially displayed, the skill operation unit 161 is highlighted, and the skills provided for each character are displayed. Each skill is an ability that can be activated when a predetermined condition is met during the execution of a match to be described later. The game development of each character becomes advantageous by activating its skill.
[0132] Figure 6C is a diagram used to illustrate the skill table. Figure 6C As shown in FIG. 1 , the skills of each character owned by the player are stored in the skill table. Then, as Figure 5B As shown, skills are displayed in the character details screen 160 based on the skills stored in the skill table. Note that skills cannot be activated just by being possessed, but can be activated only after being acquired. Hereinafter, skills that can be activated by a character are referred to as acquired skills.
[0133] At the beginning of the cultivation main game, an acquired skill is set for each character. In addition, a plurality of possessed skills are set for each character separately from the acquired skills. The possessed skills are skills that can be acquired after the start of the cultivation main game by consuming skill points to be described later. Therefore, the possessed skills can be acquired skills exchanged for skill points.
[0134] In this embodiment, Figure 6C The skills corresponding to the "double circle ◎" in the skill table shown are displayed as acquired skills. Figure 5B In the character details screen 160 shown. In addition, Figure 6C The skills corresponding to "Single Circle 0" in the skill table shown are displayed as possessed skills. Figure 5B In the character details screen 160 shown in FIG. 160 , in this embodiment, in order to make it easier to distinguish between acquired skills and possessed skills, as shown in FIG. Figure 5B As shown in the character details screen 160, the acquired skills are highlighted.
[0135] Note that although Figure 5BThe following case is shown: as the skills set for each character, one acquired skill is displayed in the acquired skill display column 161a, and seven owned skills are displayed in the owned skill display column 161b, but the present invention is not limited thereto. For example, a different number of acquired skills and a different number of owned skills may be set for each character. In addition, for example, due to the improvement of the level of the character or the consumption of in-game currency or items, the number of acquired skills or the number of owned skills for each character may increase.
[0136] In addition, when the player taps the event operation unit 162 in the character detail screen 160, Figure 5C As shown, the content in the character details screen 160 is switched, and a dedicated event display bar 162a showing dedicated events provided for each character is displayed. Figure 5C As shown, the event operation unit 162 is highlighted. The dedicated event is an event that occurs when a predetermined condition is satisfied during the development main game, and is used to display a story related to a character that appears in the development game or to change the value of an ability parameter.
[0137] Fig.6D is a diagram used to illustrate a dedicated event table. Fig.6D As shown in FIG. 1 , in the dedicated event table, dedicated events are stored for each character owned by the player. Then, based on the dedicated events stored in the dedicated event table, as shown in FIG. Figure 5C As shown, a dedicated event is displayed in the character detail screen 160. Note that examples of the dedicated event may include a prompt event for allowing possession or acquisition of a skill, an ability event for increasing or decreasing the value of an ability parameter of a character, and the like.
[0138] Notice, Figure 5C The dedicated events shown in the character details screen 160 shown may all be executed during the execution of the cultivation main game, at least some of these dedicated events may be executed during the execution of the cultivation main game, or none of these dedicated events may be executed during the execution of the cultivation main game when the predetermined condition is not satisfied. In addition, for example, the number of dedicated events provided for each character may increase due to the increase in the level of the character or the consumption of in-game currency or items. In addition, when the predetermined condition is satisfied, a dedicated event that is not displayed as a dedicated event may be executed during the cultivation main game.
[0139] In addition, if Figure 5B and Figure 5CAs shown, a close operation unit 163 with "Close" written thereon is displayed at the bottom of the character details screen 160. When the close operation unit 163 in the character details screen 160 is tapped, the display of the character details screen 160 ends, and the training target character selection screen 150 is displayed on the display 26.
[0140] In addition, when Figure 5A When the return operation unit 153 is tapped in the training target character selection screen 150 shown in FIG. 150 , the display 26 displays Figure 3A The home screen 100 shown in FIG. 1 is a home screen 100. In addition, a training information display button 155 is provided in the training target character selection screen 150. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. The player can confirm information related to the character selected in the training target character selection screen 150 in the training information display screen.
[0141] In the training information display screen, a clearance target label is provided. Here, the purpose of the training game is to train a character selected as a training target character from the characters owned by the player, thereby generating a stronger training character. Although detailed description will be given later, the training main game consists of multiple rounds, and in each round, the training target character needs to be trained or allowed to participate in a competition.
[0142] Then, multiple clearance goals are set for each character. When the clearance goal label is tapped, the clearance goals set for the selected character are displayed in a list on the training information display screen. In each round, a competition is pre-set in which the training target character can participate.
[0143] In addition, when the training object role participates in the competition, the training object role can obtain fans, victory points and special currency. In each competition, the basic acquisition count of fans, victory points and special currency is set for each arrival order, and as the arrival order becomes higher, the value of the fans, victory points and special currency to be obtained increases. In addition, a difficulty level is set for the competition, and when a higher difficulty level is set for the competition, more fans, more victory points and more special currencies can be obtained. For example, in the competition, the competition of the level GI, GII and GIII called the grand prize is provided. The level becomes higher in the order of GIII, GII and GI. When a higher level is set for the competition, the difficulty level becomes higher, and more fans, more victory points and more special currencies can be obtained.
[0144] Here, the number of fans that can be obtained by participating in the competition is calculated by adding the bonus acquisition count to the basic acquisition count set for each arrival order. Specifically, the correction value is determined based on the result of the competition, and the basic acquisition count is multiplied by the correction value, thereby calculating the bonus acquisition count. The sum of the bonus acquisition count and the basic acquisition count is the number of fans to be obtained by the training object character. For example, in the case where the result of the competition is the first place, as the difference between the training object character and the second place character increases, the correction value becomes larger. In addition, in the case where the result of the competition falls within the range from the second place to the fifth place, as the difference between the training object character and the first place character decreases, the correction value becomes larger.
[0145] In addition, the training target character activates skills with a predetermined probability during the game. At this time, as the number of skills activated increases, the correction value becomes larger. In this way, in each game, an addition condition for the number of fans is set, and the number of fans to be obtained increases according to various game results other than the arrival order and the progress during the game. However, the number of fans to be obtained by the training target character is at least the basic acquisition count corresponding to the arrival order.
[0146] Note that in some competitions, the number of fans is specified as a condition for participation. If the number of fans that the character to be trained has obtained is less than the number of fans specified as a condition for participation, the player cannot allow the character to be trained to participate in the competition. As the difficulty level of the competition becomes higher, the number of fans required to participate in the competition increases.
[0147] In this way, multiple clearance goals are set for each character. By achieving the clearance goal, the player can continue to cultivate the main game until the final round. On the other hand, if the clearance goal cannot be achieved, the cultivation of the main game in the corresponding round ends.
[0148] As mentioned above, in Figure 5A In the training target character selection screen 150 shown, the player can select a training target character while confirming various information related to each character. Then, when the next operation unit 154 is tapped in the training target character selection screen 150, the selected character is set as the training target character, and the successor character selection screen 170 is displayed on the display 26.
[0149] <Registration of inherited roles>
[0150] Fig. 7A This is a first diagram for explaining the successor character selection screen 170 . Figure 7B This is the first figure for explaining the development character list screen 180 . Figure 7C This is a second diagram for explaining the successor character selection screen 170 . Fig.7D3 is a third diagram for explaining the successor character selection screen 170. The successor character selection screen 170 is a screen for the player to register a successor character.
[0151] The successor character is a character from which the training target character inherits the ability value, skill, etc. of the successor character. The player can select two successor characters from the training characters owned by the player himself / herself and the representative characters of other players (e.g., the representative characters of friends such as followers) extracted according to predetermined extraction conditions, organize the two successor characters in a card pile, and register these successor characters. Note that in one training game, only one representative character of other players can be organized in a card pile as a successor character.
[0152] In the successor role selection screen 170, there are provided an ability parameter display unit 152a, an adaptability parameter display unit 152b, a first successor role selection area 171a, and a second successor role selection area 171b. When the screen changes from the training target role selection screen 150 to the successor role selection screen 170, as shown in FIG. Fig. 7A As shown, the first succession role selection area 171a and the second succession role selection area 171b are displayed blank.
[0153] When the first successor character selection area 171a or the second successor character selection area 171b is tapped, Figure 7B The training character list screen 180 is shown. In the training character list screen 180, a My Character tab 181a and a Rental tab 181b are provided. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. In the training character list display area, a training character icon 182 is displayed.
[0154] In the state where my role tab 181a is selected, as Figure 7B As shown, the development character icon 182 corresponding to the development character owned by the player himself / herself is displayed. In addition, although not shown in the figure, when the rental tab 181b is selected, the development character icon 182 corresponding to the representative character of the friend (that is, the development character developed by the friend) is displayed.
[0155] In addition, when any of the cultivation role icons 182 is tapped, the cultivation role corresponding to the tapped cultivation role icon 182 is temporarily selected. In addition, when the cultivation role icon 182 is tapped, as shown in FIG. Figure 7CAs shown, the succession role selection screen 170 is displayed. At this time, for example, when the first succession role selection area 171a is tapped, thereby displaying the development role list screen 180, and any development role icon among the development role icons 182 is tapped in the development role list screen 180, an image indicating the temporarily selected development role is displayed in the first succession role selection area 171a.
[0156] In this state, for example, when the second succession role selection area 171b is tapped, thereby displaying the development role list screen 180, and any development role icon in the development role icons 182 is tapped in the development role list screen 180, as shown in FIG. Fig.7D As shown, an image indicating the temporarily selected development character is displayed in the second inheritance character selection area 171b.
[0157] In addition, information related to the successor role used when developing each development role is stored in a state associated with the development role. In the first successor role selection area 171a, information related to the successor role used when developing the development role is displayed.
[0158] Figure 8 This is a diagram for explaining the inheritance pedigree. In the training game, various utilities are provided based on the factor information of the inheritance character, such as the increase of the value of the ability parameter and the adaptability parameter of the training target character. Here, two inheritance characters are set for one training target character, and these inheritance characters are the training characters generated earlier. Therefore, when generating the training characters to be set as the inheritance characters, two inheritance characters are also set for each of these training characters.
[0159] like Figure 8 As shown, the character to be cultivated in the cultivation main game to be started from now is called a character in this generation. In addition, the two cultivated characters set as the inheritance characters for the cultivated character are called characters in the first inheritance generation. In addition, when the cultivation of each cultivated character in the first inheritance generation is started, the two cultivated characters are set as the inheritance characters. The two cultivated characters set as the inheritance characters when generating each cultivated character in the first inheritance generation are called characters in the second inheritance generation.
[0160] In this case, if Figure 8 As shown, the training roles in the first generation and the second generation bring benefits to the training target roles in this generation. As described above, since two inherited roles (inherited in the first generation) are set for one training target role, a total of six training roles bring benefits to one training target role.
[0161] For example, in the first inheritance group, one of the two training roles in the first generation of inheritance and two training roles in the second generation of inheritance as the inheritance roles for the training role are formed. Similarly, in the second inheritance group, another of the two training roles in the first generation of inheritance and two training roles in the second generation of inheritance as the inheritance roles for the training role are formed.
[0162] like Fig.7D As shown, icons corresponding to one training character in the first generation and two training characters in the second generation are displayed in the first inheritance character selection area 171a, and these training characters constitute the first inheritance group. Similarly, icons corresponding to one training character in the first generation and two training characters in the second generation are displayed in the second inheritance character selection area 171b, and these training characters constitute the second inheritance group.
[0163] Fig. 9 is a diagram for explaining factor information. Although a detailed description will be given later, when the training game is completed, the training object character is registered as the training character, and at this time, the factor information is stored in a state associated with the training character. Specifically, when the training of the training character is completed, the factor to be obtained by the training character is determined by lottery. Then, the factor information indicating the factor drawn by the lottery is associated with the training character. In other words, when the training game is completed, the training character can obtain the factor drawn by the lottery.
[0164] However, the factors obtained by the training character do not affect the ability of the training character. For example, the training character can be allowed to participate in a competition game such as a team competition game. At this time, in such a competition, a simulation (that is, arithmetic processing) for determining the arrival order and the development of the game is performed based on the ability parameters, adaptability parameters, acquired skills, etc. of all the training characters participating in the game. Since the factors maintained by the training character are not used in the arithmetic processing, even if many factors are maintained, the game will not progress favorably.
[0165] The factors held by the training role only affect the training target role when the training role is set as the inheritance role. The factors that can be obtained by the training role are classified into a plurality of types. Fig. 9 As factor types, basic ability factor, adaptability factor, competition factor, role factor and skill factor are shown. Any one of a plurality of stages is set for each factor. Here, three stages of factor levels (i.e., level 1, level 2 and level 3) are provided as the stages of the factor.
[0166] Note that the factor level is determined by lottery. At this time, after determining the factors to be obtained by the training role, the factor level for each obtained factor can also be determined by lottery. Alternatively, it is also possible to set a lottery ratio for each combination pattern of factors and factor levels, and determine any combination pattern based on the set lottery ratio. In this case, the factors to be obtained and their factor levels are determined at the same time.
[0167] In the factor level, level 3 is the most effective and level 1 is the least effective. In the lottery for determining the factor level, the lowest probability of winning is set for level 3, and the highest probability of winning is set for level 1. However, the probability of winning for the factor to be obtained and the probability of winning for the factor level may be changed according to the result of the training game. In this case, for example, when the training character has a higher ability parameter and a higher evaluation point, a higher factor level may be determined.
[0168] The basic ability factor increases the corresponding ability parameter of the training target role. The basic ability factor includes five factors (i.e., speed factor, endurance factor, strength factor, perseverance factor and intelligence factor). The training role always obtains one basic ability factor among these five basic ability factors. The five basic ability factors correspond to the five ability parameters of speed, endurance, strength, perseverance and intelligence respectively. For example, when the training role in the first generation of inheritance or the second generation of inheritance has a speed factor, the ability parameter of the speed of the training target role will increase.
[0169] At this time, the increase value of the ability parameter for speed is different according to the factor level of the speed factor. For example, in the case where the factor level of the speed factor is level 1, the ability parameter of the speed of the training target character is increased by "7", in the case where its factor level is level 2, its ability parameter is increased by "13", and in the case where its factor level is level 3, its ability parameter is increased by "21". Therefore, in the case where a total of six training characters (including two training characters in the first generation of inheritance and four training characters in the second generation of inheritance) all have a speed factor of level 3, the ability parameter of the speed of the training target character is increased by a maximum of 126 (increase value 21 × six training characters).
[0170] However, activation timing and activation conditions are set for each factor. Therefore, even if the inherited character has the factor, if the activation timing and activation conditions are not met, it will not bring any effect to the training target character.
[0171] As described above, the cultivation main game is composed of a plurality of rounds, and a predetermined round in these rounds is set as a factor activation round. For example, it is assumed that three rounds (e.g., the 1st round, the 30th round, and the 54th round) in the cultivation main game are set as factor activation rounds. In these factor activation rounds, it is determined whether to activate the factor for each factor. In the case of determining that the factor is to be activated, the activation condition for the factor is established, and the utility corresponding to the factor is brought.
[0172] Note that whether to activate the basic ability factor is determined by drawing. At this time, in the three factor activation rounds, the probability of drawing the lottery related to whether to activate the basic ability factor (that is, the probability of activating the basic ability factor (hereinafter referred to as the activation probability)) may be different. Here, in the first round, regardless of the factor level, the activation probability of the basic ability factor is set to 100%. In addition, in the 30th and 54th rounds, the activation probability of the basic ability factor is different according to the factor level. In one example, in the 30th and 54th rounds, the activation probability of the basic ability factor of level 3 is set to 100%, the activation probability of the basic ability factor of level 2 is set to 90%, and the activation probability of the basic ability factor of level 1 is set to 80%.
[0173] In the succession character selection screen 170, the increase value that the ability parameter will increase in the first round is displayed for the ability parameter. Figure 7C , one inheriting character constituting the first inheriting group is temporarily selected. In this case, the type of ability parameter to be increased in the first round due to the temporarily selected one inheriting character and its increase value are displayed. Here, "+63" is displayed below the ability parameter of strength, which indicates that the ability parameter of strength will be increased by 63 points in the first round. In addition, the value obtained by adding the increase value to be increased by the ability parameter in the first round is displayed in the ability parameter display part 152a.
[0174] In addition, Fig.7D In the example, two inheritance characters constituting the first inheritance group and the second inheritance group are temporarily selected. In this case, the types of ability parameters that will be increased in the first round due to the two temporarily selected inheritance characters and their increased values are displayed. Here, "+21", "+63" and "+42" are displayed below the ability parameters of speed, strength and intelligence, respectively, indicating that the ability parameters of speed, strength and intelligence will be increased by 21 points, 63 points and 42 points, respectively, in the first round.
[0175] Note that in the inheritance role selection screen 170, the increase values for the capability parameters to be increased due to the inheritance roles constituting the first inheritance group and the increase values for the capability parameters to be increased due to the inheritance roles constituting the second inheritance group are displayed in a recognizable manner. Fig.7D , the "+63" displayed below the Strength ability parameter is a different color than the "+21" and "+42" displayed below the Speed and Intelligence ability parameters.
[0176] Fig. 9 The adaptability factor shown increases the corresponding adaptability parameter of the training object role. The adaptability factor includes six factors (i.e., grass factor, mud factor, short distance factor, mile factor, medium distance factor and long distance factor). The training role always obtains an adaptability factor in these six adaptability factors. The six adaptability factors correspond to grass adaptability, mud adaptability, short distance adaptability, mile adaptability, medium distance adaptability and long distance adaptability respectively. For example, when the training role with grass factor is included in the training role in the first generation of inheritance or in the second generation of inheritance, the adaptability parameter of the grass adaptability of the training object role will increase.
[0177] Note that the activation timing and activation conditions are also set for each adaptability factor, and in the same factor activation round as for the basic ability factor, it is determined for each adaptability factor whether to activate the adaptability factor. In the case where it is determined that the adaptability factor is to be activated, the corresponding adaptability parameter is increased by one stage. In one example, in the first round, the activation probability of the adaptability factor is set to 100% regardless of the factor level.
[0178] For example, assuming that the adaptability factors of the three training characters belonging to the first inheritance group are respectively the grass factor, the short distance factor and the mile factor, and the adaptability factors of the three training characters belonging to the second inheritance group are respectively the grass factor, the short distance factor and the medium distance factor. In this case, the grass adaptability and short distance adaptability of the training object character are increased by two stages respectively, and its mile adaptability and medium distance adaptability are increased by one stage respectively.
[0179] In addition, for example, it is assumed that the adaptability factors of the three cultivation roles belonging to the first inheritance group are all grassland factors, and the adaptability factors of the three cultivation roles belonging to the second inheritance group are all short-distance factors. In this case, the grassland adaptability and short-distance adaptability of the cultivation object role are increased by three stages respectively. In addition, in another example, it is assumed that the adaptability factors of the three cultivation roles belonging to the first inheritance group are all grassland factors, and the adaptability factors of the three cultivation roles belonging to the second inheritance group are grassland factors, short-distance factors, and mile factors, respectively. In this case, the grassland adaptability of the cultivation object role is increased by four stages, and its short-distance adaptability and mile adaptability are increased by one stage respectively.
[0180] However, in round 1, a limit is set on the increase value for the adaptability parameter. Specifically, in round 1, the upper limit for all adaptability parameters is set to A. Therefore, in the case where the initial value of the grassland adaptability of the training target character is A, even if any of the inherited characters has a grassland factor, the grassland adaptability will not increase in round 1.
[0181] In contrast, in the 30th and 54th rounds, a draw is performed for each adaptability factor to determine whether to activate the adaptability factor based on the factor level. In one example, in the 30th and 54th rounds, the activation probability of the adaptability factor of level 3 is set to 5%, the activation probability of the adaptability factor of level 2 is set to 3%, and the activation probability of the adaptability factor of level 1 is set to 1%. In the 30th or 54th round, when it is determined by the draw that the adaptability factor is to be activated, the adaptability parameter corresponding to the adaptability factor increases. Note that in the 30th and 54th rounds, the upper limit for each adaptability is increased from A to S. Therefore, in the 30th and 54th rounds, the value of the corresponding adaptability parameter can be increased to S by activating the adaptability factor.
[0182] Note that the value of the adaptability parameter increased in the first round is displayed in the adaptability parameter display section 152 b of the successor character selection screen 170 .
[0183] The competition factor increases the corresponding ability parameter of the training target character. The competition factor is provided for each competition (hereinafter referred to as the factor target competition) of a high difficulty level (e.g., GI) in the competition (where participation in each of these competitions is allowed in the training main game). When the training game is completed, a lottery is conducted for each factor target competition in which the training target character wins the first place to determine whether to obtain the competition factor. By winning the lottery, the training character can obtain the competition factor.
[0184] Note that the factor level is provided in the competition factor, and for each competition factor determined to be obtained, its factor level is determined by lottery. In addition, here, there is no upper limit on the number of competition factors that can be obtained by a training character, and the training character can obtain multiple competition factors.
[0185] For each competition factor, the ability parameter to be increased by activating the competition factor and its increase value are preset. For example, the competition factor includes a factor for increasing the ability parameter of speed and a factor for increasing the ability parameter of strength. At this time, as the factor level becomes higher, the increase value for the ability parameter increases.
[0186] In addition, the activation timing and activation conditions are set for each competition factor, and in the factor activation round, for each competition factor, it is determined whether the competition factor is to be activated. In the case where it is determined that the competition factor is to be activated, the ability parameter corresponding to the competition factor is increased. Note that the factor activation round for the competition factor is limited to the 30th round and the 54th round. In addition, the activation probability of each competition factor in the factor activation round is different according to the factor level, and as the factor level becomes higher, the activation probability increases.
[0187] The character factor is a factor unique to a character, and, for example, only when a character strengthened to a predetermined level is cultivated as a cultivation target character, the character factor set for the character is always given to the cultivated character when the cultivation game is completed. Note that since only one character factor is set for one character, one cultivated character can obtain at most one character factor. In addition, in the case of generating a cultivated character based on a character that has not been strengthened to a predetermined level, the character factor cannot be obtained.
[0188] In addition, the character factor can be activated in a pre-set factor activation round and activated by being drawn in a lottery performed in the factor activation round. When the character factor is activated, a prompt event set for the character factor occurs, and as described above, a prompt for a skill can be obtained.
[0189] The skill factor is given based on the acquired skills that have been acquired by the development character. Specifically, when the development game is completed, a lottery is conducted for each acquired skill that has been acquired by the development character to determine whether to obtain the corresponding skill factor. The skill factor is given to the development character by drawing in the lottery. That is, the development character can obtain part or all of the skill factors corresponding to the acquired skills. Note that when it is determined that a skill factor has been acquired, the factor level of the skill factor is determined by lottery.
[0190] In addition, the skill factor can be activated in a pre-set factor activation round and activated by being drawn in a lottery performed in the factor activation round. At this time, when the factor level is higher, the probability of being drawn increases. When the skill factor is activated, a prompt event set for the skill factor occurs, and a prompt for the skill can be obtained. Therefore, the training target character can obtain the same skill as the acquired skill that has been obtained by the inherited character.
[0191] In this way, whether to obtain a skill factor is determined within the range of acquired skills that have been acquired by the development character. Therefore, when the development character has more acquired skills, the possibility of obtaining a skill factor increases. However, since whether to obtain a skill factor is determined by lottery, even if the development character has many acquired skills, the skill factor may not be obtained in some cases.
[0192] Note that here, although the training character obtains the skill factor separately from the acquired skills, the skill factor may not be provided and the skills that can be obtained by the training target character may be determined based on the acquired skills held by the training character serving as the successor character.
[0193] As described above, the ability parameters of the training target role vary significantly depending on the inherited roles organized in the card pile. In addition, even if the ability of the training role itself is high, whether to obtain each factor is determined by lottery; therefore, it is not always the case that a training role with high ability is suitable as an inherited role. On the other hand, even in the case where the ability of the training role itself is not high, in some cases, the training role is effectively used as an inherited role by obtaining many factors of high factor levels. In this way, the inherited roles can be organized in the card pile, thereby generating interest not only in the training role that is only powerful, but also in the training role that is effective as an inherited role.
[0194] In addition, in this embodiment, compatibility is determined between the character to be cultivated, the character to be cultivated in the first generation, and the character to be cultivated in the second generation. Then, in the case of a combination of characters with good compatibility, the activation conditions for the factor become favorable.
[0195] Fig. 10A is a diagram for explaining a compatibility determination object, and Fig. 10B is a diagram for explaining the compatibility determination items. Fig. 10A As shown, in this embodiment, seven judgment objects are provided, from No. 1 to No. 7. The first judgment object (No. 1) includes the cultivation object role in the current generation and the cultivation role in the first generation of the first inheritance group. The second judgment object (No. 2) includes the cultivation object role in the current generation and the cultivation role in the first generation of the second inheritance group.
[0196] The third judgment object (No. 3) includes the training role in the first generation of inheritance in the first inheritance group and the training role in the first generation of inheritance in the second inheritance group. The fourth judgment object (No. 4) includes the training object role in the present generation, the training role in the first generation of inheritance in the first inheritance group, and one training role (training role A) among the training roles in the second generation of inheritance in the first inheritance group. The fifth judgment object (No. 5) includes the training object role in the present generation, the training role in the first generation of inheritance in the first inheritance group, and another training role (training role B) among the training roles in the second generation of inheritance in the first inheritance group.
[0197] The sixth judgment object (No. 6) includes the cultivation object role in the present generation, the cultivation role in the first generation in the second inheritance group, and one of the cultivation roles in the second generation in the second inheritance group (cultivation role A). The seventh judgment object (No. 7) includes the cultivation object role in the present generation, the cultivation role in the first generation in the second inheritance group, and another of the cultivation roles in the second generation in the second inheritance group (cultivation role B).
[0198] For each determination object, it is determined whether a condition is satisfied for each of a plurality of determination items. Fig. 10B An example of the determination item is shown. In the present embodiment, a world view of the game is set in which the characters that can each be selected as the training target character are students, and the respective characters are trained in a school.
[0199] Then, if Fig. 10B As shown, school year, colleague and good friend are preset for the role. The judgment item includes, for example, content items indicating whether two or three judgment object roles are in the same school year, colleagues, or good friends. In addition, the judgment item includes content items indicating whether the judgment object roles have the same optimal running method, distance adaptability or venue adaptability.
[0200] Then, the expected compatibility value is associated with the judgment item, and the expected compatibility values of the judgment items established between the judgment target roles are accumulated. Here, although the expected compatibility value differs according to the judgment item, the expected compatibility value may be common to all the judgment items.
[0201] For example, in the case of determining compatibility, first determine whether each of the determination items is established between the cultivation object role in the current generation included in the first determination object and the cultivation role in the first generation of inheritance in the first inheritance group. At this time, the expected compatibility values associated with the established determination items are accumulated and counted. In this way, the expected compatibility values are counted sequentially from the first determination object to the seventh determination object, and the activation probability of the factor is corrected based on the expected compatibility value finally calculated. That is, as the expected compatibility value becomes higher, the activation probability of all factors increases, and as the expected compatibility value becomes lower, the activation probability of all factors decreases.
[0202] Note that the launch probability may be calculated by using the calculated expected compatibility value as a correction value. In addition, for example, a correction value for correcting the launch probability of a factor may be set for each compatibility level, and the compatibility level may be determined by the calculated expected compatibility value.
[0203] In this way, since the probability of activating the factor varies depending on the compatibility between the training target role and the successor role or the compatibility between the successor roles, the combination of two successor roles has a great influence on the training of the training target role. In other words, the compatibility between roles is an important judgment material when selecting a successor role.
[0204] like Figure 7B , Figure 7C and Fig.7D As shown, in the state where the inherited role is selected, a compatibility mark indicating compatibility is displayed at the upper right portion of the inherited role selection screen 170 and the training role list screen 180. Here, the compatibility level of the selected role is indicated by any of the three compatibility marks (i.e., double circle ◎, single circle ○, and triangle △). Note that Fig. 7A As shown, when no inheritance role is selected, the compatibility mark is not displayed.
[0205] In addition, if Figure 7B As shown, a display switching button 183 is provided in the development character list screen 180. When the display switching button 183 is operated, a display condition setting screen (not shown) is displayed. In the display condition setting screen, the player can sort or filter the development character icons 182 to be displayed in the development character list screen 180 (that is, the development characters that can be selected as the successor characters).
[0206] Fig.11A This is a diagram for explaining sorting conditions. Fig. 11B This is a diagram for explaining the filter conditions. In the display condition setting screen, the player can select and set Fig.11AHere, any of the evaluation points, factors, skill quantity, name, venue adaptability, registration date, running method adaptability, compatibility level, distance adaptability, and memo can be selected and set as the sorting condition. When the sorting condition is set, the training role list screen 180 is displayed. At this time, in the training role list screen 180, the display order of the training role icons 182 has been changed according to the sorting condition.
[0207] In addition, in the display condition setting screen, players can select and set Fig. 11B Here, the basic ability factor, adaptability factor and compatibility level are provided as the filtering conditions. Note that when the basic ability factor or adaptability factor is set as the filtering condition, only the cultivated characters having the factor selected by the player are displayed in the cultivated character list screen 180.
[0208] At this time, the player can set the factor level. For example, when filtering by setting the factor level to level 3, only the cultivated characters having the factor of level 3 among the factors selected by the player are displayed in the cultivated character list screen 180. Note that the player can select whether the factor is held by the cultivated character itself or by the inherited character of the cultivated character to filter the cultivated characters.
[0209] In addition, the player can filter based on the compatibility level. Here, the characters with a compatibility of double circles ◎, the characters with a compatibility of single circle 0, or the characters with a compatibility of triangle △ can be filtered out. In this way, sorting and filtering can be performed based on various conditions, thereby improving the convenience of the player.
[0210] In addition, when Figure 7B When any of the development role icons 182 is long-pressed in the development role list screen 180 shown, detailed information on the development role corresponding to the development role icon 182 is displayed.
[0211] Fig.12 185A is a first diagram for explaining the character details dialog box 185A. Fig.13 185 is a second diagram for explaining the character details dialog box 185A. Fig.14 3 is a diagram for explaining the character details dialog box 185A. In the character details dialog box 185A, detailed information related to the development character is displayed. At the upper part of the character details dialog box 185A, an ability parameter display column 186 indicating the ability parameters of the development character is displayed.
[0212] In the upper left corner of the capability parameter display bar 186, an icon indicating a role as a basis for developing a role, and the evaluation points and development ranking of the developed role are displayed. In addition, a nickname change button 186a and a memo input button 186b are provided in the upper right corner of the capability parameter display bar 186. When the nickname change button 186a is tapped, a nickname list screen (not shown) is displayed. In the nickname list screen, the nicknames obtained by developing a role are displayed in a list. Note that in the development main game, multiple nicknames are provided, and acquisition conditions are set for each nickname in all nicknames.
[0213] In the cultivation main game, a nickname that meets the acquisition conditions is given to the cultivated character. The player can select a nickname from the nicknames obtained by the cultivated character and set the nickname for the cultivated character. The player can change the nickname to be set for the cultivated character in the nickname list screen. The currently set nickname (here is Legend) is displayed on the left side of the nickname change button 186a.
[0214] Note that examples of nickname acquisition conditions are: the training target character obtains a predetermined number of fans, an ability parameter or adaptability parameter is equal to or higher than a predetermined value, obtains a predetermined skill, the number of game wins is equal to or higher than a predetermined number, and obtains a predetermined arrival order (e.g., first place) in a specific game.
[0215] In addition, when the memo input button 186b is tapped, a letter input screen (not shown) is displayed. In the letter input screen, 9 letters or less can be input in, for example, hiragana, katakana, numbers, Roman letters, etc. The letters input in the letter input screen are stored as a memo in a state associated with the cultivation role. In the case of storing a memo for the cultivation role, a memo (here, abcdefg) is displayed on the left side of the memo input button 186b.
[0216] Note that the above-mentioned memo is included in the sorting condition for the development character icons 182 in the development character list screen 180. Therefore, when the player registers the memo while associating it with each development character, it becomes easier to search for a development character to be used as a successor character.
[0217] In addition, an adaptability information display column 187 is displayed below the ability parameter display column 186. In the adaptability information display column 187, adaptability parameters related to field adaptability for grass and mud; adaptability parameters related to distance adaptability for short distance, mile, middle distance and long distance; and adaptability parameters related to running style adaptability for leading, front row, center and chasing are displayed.
[0218] A variety of information display bar 188 is displayed below the adaptability information display bar 187. In the various information display bar 188, a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation unit 188d are provided. When the skill display tab 188a is tapped, Fig.12 As shown in FIG. 1 , the acquired skills of the training character are displayed in the various information display column 188. In addition, when the inheritance information display tab 188b is tapped, as shown in FIG. Fig.13 As shown, the inheritance information of the training role is displayed.
[0219] Note that in the various information display column 188, inheritance information is displayed based on the training role that can be set as the inheritance role and the inheritance role that has been used for the training of the training role. The inheritance information includes: information about the inheritance role that has been used for the training of the training role; factor information of the training role; and factor information of the inheritance role. Here, the inheritance information is displayed in a list for each training role.
[0220] Specifically, the factor information associated with the development role and the factor information associated with the successor role of the development role are displayed for each role. Therefore, the player can confirm the factor information of the three roles by scrolling the various information display bars 188 in the vertical direction.
[0221] In the various information display column 188, the basic ability factor, the adaptability factor, and the role factor are displayed in different colors. For example, the basic ability factor is displayed in blue, the adaptability factor is displayed in red, and the role factor is displayed in green. Note that in the various information display column 188, the competition factor and the skill factor are displayed in white. In addition, a star indicating a factor level is displayed for each factor information in a manner overlaid on the factor information.
[0222] In addition, when the cultivation information display label 188c is tapped, Fig.14 As shown, the training information related to the training character is displayed. Note that the training information includes: the type of support card that has been used to train the training character; the characters in the first succession generation and the second succession generation; the results of the game in the training game; and the evaluation points.
[0223] In this way, in the character details dialog box 185A, the player can confirm various information related to the development character. Therefore, the player can easily grasp the information associated with the inherited character to be organized into the card pile, thereby improving the convenience of the player.
[0224] Note that when the close operation portion 188d is tapped in the character details dialog box 185A, the character details dialog box 185A is closed, and the development character list screen 180 is displayed on the display 26. Fig. 7A , Figure 7B, Figure 7C and Fig.7D As shown, a skill display button 172 is provided at the upper right portion of the successor character selection screen 170 and the development character list screen 180. When the skill display button 172 is tapped, skills that can be acquired due to the development character temporarily selected as the successor character are displayed in a list.
[0225] Fig.15 185B. In the skill display dialog box 185B, a skill description display column 189 is displayed, each showing an icon corresponding to a skill and the content of the skill. In the skill description display column 189, all skills that can be acquired by the training target role when the currently selected training role is used as the successor role are displayed in a list.
[0226] That is, information related to skills associated with the character factors or skill factors of the character development is displayed in a list in the skill display dialog box 185B. Figure 7C As shown, when the skill display button 172 is tapped when a development character is selected as an inheritance character, skills associated with the role factors and competition factors of the development character (inheritance character) are displayed in the skill display dialog box 185B.
[0227] On the other hand, Fig.7D As shown, when the skill display button 172 is tapped while two development characters are selected as successor characters, skills associated with the role factors and match factors of the two development characters (successor characters) are displayed in the skill display dialog box 185B.
[0228] As described above, in this embodiment, in the character details dialog box 185A, for each development character that can be set as an inheritance character, inheritance information (factor information) is displayed in a list. In addition, in the skill display dialog box 185B, information (skills) associated with the inheritance information (factor information) is displayed in a list. At this time, the character details dialog box 185A and the skill display dialog box 185B are displayed based on the development character that can be set as the inheritance character and the inheritance character that has been used for the development of the development character. By displaying the character details dialog box 185A and the skill display dialog box 185B, the convenience of the player is improved.
[0229] Then, when two development characters are temporarily selected, the next operation unit 154 provided in the successor character selection screen 170 is enabled. When the enabled next operation unit 154 is tapped, the temporarily selected development character is temporarily registered in the card pile as the successor character, and the support card organization screen 190 to be described later is displayed.
[0230] Note that the player must always select two training characters as the successor characters in the successor character selection screen 170. Fig. 7A and Figure 7C As shown, the next operation unit 154 is grayed out, thereby prohibiting the acceptance of the player's operation. In addition, a return operation unit 153 is provided in the successor character selection screen 170, and when the return operation unit 153 is tapped, the training target character selection screen 150 is displayed.
[0231] <Support Card Registration>
[0232] Fig.16A 1 is a first diagram for explaining the support card organization screen 190. When two successor characters are registered in the successor character selection screen 170, the display Fig.16A The support card organization screen 190 shown. A support card display area 191 is provided at the center of the support card organization screen 190. A plurality of support card display frames 192 are included in the support card display area 191. In addition, a return operation unit 153 with "return" written thereon and a start operation unit 193 with "start" written thereon are displayed at the lower portion of the support card organization screen 190.
[0233] A plurality of (six in this case) support card display frames 192 are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that the player can set is displayed. Note that when the support card organization screen 190 is initially displayed, the support card display frames 192 are displayed blank.
[0234] In this embodiment, the player can set six types of support cards in the card pile. Note that a part (e.g., five types) of the six types of support cards that can be set by the player can be selected from the support cards owned by the player. In addition, another part (e.g., one type) of the six types of support cards that can be set by the player can be selected from the support cards set as rental cards by other players such as friends.
[0235] Fig. 16B 2 is a diagram for explaining the support card selection screen 200. Fig.16A When any of the support card display frames 192 (except the support card display frame 192 displayed on the lower right side) is tapped in the support card organization screen 190 shown in FIG. 19, a Fig. 16B The support card selection screen 200 shown in FIG. 200 displays a list of card icons 201 corresponding to the support cards owned by the player. The player can select a support card by tapping the corresponding card icon 201 displayed in the support card selection screen 200.
[0236] Note that, although not shown in the figure, when the support card display frame 192 displayed at the lower right is tapped in the support card organization screen 190, support cards set as rental cards by a friend or by a player extracted based on a predetermined condition such as a lottery are displayed in the support card selection screen 200. The player can select one support card of the friend by tapping the support card displayed at this time in the support card selection screen 200. In this way, the player can use support cards owned by other players in the development game.
[0237] Fig.17A This is a diagram used to illustrate the support card table. Fig.17A As shown, the support card table stores the type (that is, character ID), rarity, level, and proficiency training of the support character for each type of support card (that is, support card ID) owned by the player. The support character corresponds to the type of support card one-to-one. That is, one character ID is always associated with one support card ID. In other words, one support character is always associated with one support card.
[0238] In this embodiment, rarity is set for each support card. Three stages are provided for rarity (i.e., R (rare), SR (super rare), and SSR (special super rare)). Note that R is set to the lowest rarity, and SSR is set to the highest rarity. In this embodiment, support cards with higher rarity tend to have higher support effects (which will be described later). In addition, in this embodiment, support cards with higher rarity tend to have a greater number of possessed skills and a greater number of support events to be described later.
[0239] As the level of the support card, 50 stages from level 1 to level 50 are provided. The player can increase the level of the support card, and the level increased by the player is stored for each support card. Note that the level of the support card can be increased by using in-game currency or items, etc. Note that an upper limit is provided for the level of the support card according to the rarity of the support card.
[0240] For example, for a support card with a rarity of R, level 20 is set as the upper limit, for a support card with a rarity of SR, level 25 is set as the upper limit, and for a support card with a rarity of SSR, level 30 is set as the upper limit.
[0241] Note that the upper limit of the level can be raised in stages if the predetermined conditions are met. For example, the following is also possible: for support cards with rarity R, the upper limit can be raised to level 40, for support cards with rarity SR, the upper limit can be raised to level 45, and for support cards with rarity SSR, the upper limit can be raised to level 50.
[0242] Fig. 17B is a diagram for explaining the support effect table. Fig. 17B As shown, the support effect table stores support effects for each type of support cards owned by the player.
[0243] Support effects improve various statuses in the main game. Multiple support effect objects are provided for each support card. Examples of support effect objects are stamina, speed, endurance, strength, perseverance, intelligence, etc.
[0244] Fig. 17C This is a diagram used to illustrate the skill table. Fig. 17C As shown, in the possessed skill table, possessed skills are set for each support card owned by the player. In this embodiment, possessed skills are set for each support card so that the character set by the player as the training target character possesses these possessed skills. When a prompt event occurs during the training main game, the possessed skills set for each support card can be obtained by the training target character selected by the player.
[0245] Fig.17D is a diagram for explaining the support event table. Fig.17D As shown, in the support event table, support events that can occur are stored for each support card owned by the player. Support events are events that can occur during the execution of the cultivation main game. When a support event occurs, in some cases, the values of various states in the cultivation main game increase or decrease.
[0246] For example, the support event to occur may be determined according to the number of rounds, or may be determined by a predetermined draw. In addition, multiple support events to occur may be selected in one round. In any case, the support event to occur only needs to be determined according to a predetermined determination method set in advance.
[0247] Note that support events may include: a first prompt event, which may occur at the beginning of a round in a training game; a second prompt event, which may occur after the execution of a training to be described later in the training game; a first ability event, which may occur at the beginning of a round in a training game; a second ability event, which may occur after the execution of a training in a training game; and so on. The first prompt event and the second prompt event are events for allowing possession or acquisition of skills. In addition, the first ability event and the second ability event are events for increasing or decreasing the value of the character's ability parameter. Hereinafter, the first prompt event and the first ability event are collectively referred to as the first event, and the second prompt event and the second ability event are collectively referred to as the second event.
[0248] Fig. 16C 1 is a second diagram for explaining the support card organization screen 190. In this embodiment, when all six support cards are selected, Fig. 16C As shown, the start operation unit 193 can be operated. On the other hand, when all six support cards are not selected, as shown in FIG. Fig.16A As shown, the start operation unit 193 cannot be operated.
[0249] Note that when the return operation unit 153 is operated in the support card organization screen 190, the display 26 is displayed. Fig.7D The inherited role selection screen 170 is shown. Fig. 16C As shown, when the start operation unit 193 is tapped in the support card organization screen 190, the selected support card is temporarily registered, and the final confirmation screen 205 ( Fig.18A ).
[0250] Fig.18A This is a diagram for explaining the final confirmation screen 205 . Fig.18B 2 is a diagram for explaining a preset selection screen 205A. The final confirmation screen 205 displays the character to be cultivated, the characters to be cultivated that constitute the first succession group, the characters to be cultivated that constitute the second succession group, and the support cards selected by the player. In addition, a preset display unit 205a is displayed in the final confirmation screen 205. The preset display unit 205a shows the number of presets currently selected.
[0251] Here, the preset is reservation information related to the game in which the training target character participates in the training main game. The player can select any game from all the games to generate a preset. A plurality of presets can be stored, and in the final confirmation screen 205, a preset can be selected from the stored presets. Specifically, when the preset display part 205a is tapped, the preset display 205a is displayed. Fig.18B The preset selection screen 205A is shown.
[0252] In the preset selection screen 205A, preset read buttons 206a corresponding to the stored presets are displayed. The player can set the preset by tapping any preset read button among the preset read buttons 206a and then tapping the selection operation part 206c. Note that when the selection operation part 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. In addition, when the cancel operation part 206b in the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0253] Note that when the cancel operation unit 205c is tapped in the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, the game screen 210 ( Fig. 20 ).
[0254] Note that in the present embodiment, when registering a support card, a restriction is provided so that the type of character set as the development target character and the type of character set as the support character do not overlap.
[0255] As described above, when the training target character, successor character, and support card are registered, the preparation phase process ends.
[0256] <Cultivation Stage Processing>
[0257] When the preparation phase process is finished, the training phase process begins. Through the training phase process, the training main game of training the training target character can be progressed. Note that for ease of understanding, the basic flow of the training main game will be described first below.
[0258] Fig.19 is a diagram for explaining the selection items in each round. Note that here, the selection items that can be selected in each round are the same regardless of the type of the training target character. However, the selection items that can be selected in each round may be different depending on the type of the training target character. Fig.19 As shown, the cultivation main game consists of rounds from round 1 to round 78. Various parameters are updated according to the selection items selected by the player in each round.
[0259] Fig. 20 210. When the process is switched to the cultivation phase, the display 26 displays Fig. 20The game screen 210 shown in the figure. A physical strength display unit 211 and a physical condition display unit 212 are displayed at the upper part of the game screen 210. The parameter of "physical strength" is provided for the training target character. The parameter of "physical strength" is mainly used to calculate the failure rate as the possibility of failure in training to be described later. The physical strength display unit 211 is displayed so that the current remaining amount of the "physical strength" of the training target character relative to the upper limit of the "physical strength" can be visually grasped.
[0260] In addition, a parameter of "physical condition" is provided for the training target character. The physical condition display unit 212 is displayed so that the current "physical condition" of the training target character can be visually grasped through multiple stages (five stages: extremely bad condition, poor condition, normal condition, good condition, and excellent condition). As the parameter of "physical condition" becomes higher, the game development becomes favorable for the training target character, and the increase value of the ability parameter caused by training becomes higher.
[0261] In addition, if Fig. 20 As shown, an image of the training target character, a status display unit 213, and a skill point display unit 214 are displayed at the center of the game screen 210. In the status display unit 213, the current status of the training target character is displayed by a numerical value and a ranking (G, G ... + , F, F + , E, E + ,D,D + , C, C + , B, B + , A, A + , S, S + , SS and SS + These 18 stages) are shown.
[0262] Specifically, in this embodiment, the values and rankings of the ability parameters of "speed", "stamina", "power", "spirit" and "wisdom" are displayed. In addition, in the skill point display unit 214, the remaining amount of the skill points possessed by the training target character in the training game is shown in numbers.
[0263] In addition, if Fig. 20 As shown, at the lower part of the game screen 210 are displayed a rest operation unit 215 with the word "Rest", a training operation unit 216 with the word "Training", a skill operation unit 217 with the word "Skill", an outing operation unit 218 with the word "Outing", a competition operation unit 219 with the word "Competition", and a live performance preparation operation unit 220 with the word "Course".
[0264] When the rest operation unit 215 is selected, a rest event occurs and physical strength is restored. When the training operation unit 216 is selected, training to be described later can be performed. When the skill operation unit 217 is selected, skills can be acquired. When the outing operation unit 218 is selected, an outing event occurs and mainly physical condition is increased.
[0265] When the game operation unit 219 is selected, the training target character can be made to participate in the game. When the game is executed, rewards such as in-game currency, fans, etc. are given according to the arrival order of the training target character in the game. At this time, as the arrival order is higher, the reward to be obtained increases. In addition, as the difficulty level of the game is higher, more rewards can be obtained. For example, in the levels of GI, GII and GIII, more rewards can be obtained in higher-level games.
[0266] When the live performance preparation operation unit 220 is selected, a live performance song or live performance skill (hereinafter referred to as a live performance song, etc.) to be performed in a live performance event to be described later can be obtained. Hereinafter, the operation unit from the rest operation unit 215 to the live performance preparation operation unit 220 is referred to as a command. In addition, in some cases, the processing process or event itself executed based on the operation of the rest operation unit 215 to the live performance preparation operation unit 220 is referred to as a command.
[0267] Note that when a rest event occurs, an outing event occurs, a training session is performed, or a competition is participated in, the current round ends and the next round is transferred. On the other hand, when acquiring skills or acquiring live performance songs, the current round does not end and other commands can be further selected.
[0268] exist Fig.19 In the game, single circles (0) are placed for commands that the player can choose in each round, and crosses (X) are placed for commands that the player cannot choose in each round. Fig.19 The commands that players can select in each round shown in are merely examples. Here, in this embodiment, rounds 24, 36, 48, 60, 72, 74, 76, and 78 are set as live performance rounds. In the live performance rounds, Fig.19 The live performance event indicated by "live performance" occurs in the live performance event. Then, in the live performance holding round, the commands that the player can choose are limited to the execution of the live performance event or the acquisition of live performance songs, etc.
[0269] However, in the live performance holding round, it is also possible as follows: commands other than the execution of live performance events and the acquisition of live performance songs, etc. can be selected. In this case, for example, after selecting a command for ending the current round and a predetermined event occurs, the live performance event can be executed.
[0270] As will be described in detail later, in this embodiment, live performance events are performed based on live performance songs, etc. obtained before the live performance round. The training object character obtains parameters for each performance to be described later (hereinafter referred to as performance parameters) through the execution of training. Live performance songs, etc. can be obtained by consuming the performance parameters possessed by the training object character. When performing live performance events, rewards are given to players. As the number of live performance songs, etc. obtained before performing live performance events increases, the rewards to be given to players become more favorable.
[0271] Note that during the cultivation main game, the player can confirm the live performance songs etc. obtained before the next live performance event is performed in various screens. However, when the live performance event is performed, the number of live performance songs etc. obtained before the next live performance event (that is, the number of live performance songs etc. currently obtained) becomes 0. Therefore, the player needs to appropriately obtain live performance songs etc. during the time period from the start of the cultivation main game until the first live performance holding round or during the time period between live performance holding rounds.
[0272] like Fig. 20 As shown, a performance parameter display unit 221, a round display unit 222, and an acquisition status display icon 223 are provided at the upper left portion of the game screen 210. In the performance parameter display unit 221, the value of the performance parameter possessed by the training target character is displayed. In this embodiment, five types of performance items, namely dance, passion, vocal music, vision, and spirit, are provided. Then, parameters are provided for each performance item.
[0273] Da, Pa, Vo, Vi and Me displayed in the performance parameter display section 221 indicate the performance items of dance, passion, vocal, vision and spirit respectively. In the performance parameter display section 221, the upper limit of the parameter of each performance item is shown at the bottom, and its current value is shown at the top. Note that the upper limit of the parameter of each performance item increases in each live performance round. For example, before the first live performance round, the upper limit of the parameters of all performance items is set to 200. Therefore, during the time period before the 24th round, which is the first live performance round, the performance parameters increase or decrease within the range of less than 200. Then, at the end of the 24th round, the upper limit of the parameters of the performance items increases to, for example, 300.
[0274] Thus, in this embodiment, the upper limit of the parameter of the performance item is increased in stages. Therefore, the player is required to frequently obtain live performance songs and the like.
[0275] In addition, in the round display section 222, the number of remaining rounds before the next live performance round and the current number of rounds after the start of the cultivation main game are displayed. In addition, when the acquisition status display icon 223 is tapped, an acquisition status display screen (not shown) is displayed. In the acquisition status display screen, songs that have been acquired after the previous live performance round and will be performed in the next live performance event are displayed in a list. In addition, in the acquisition status display screen, all live performance songs that have been acquired after the start of the cultivation main game can be confirmed.
[0276] Fig.21A This is a first diagram for explaining the training screen 240 . Fig. 21B 2 is a second diagram for explaining the training screen 240. When the training operation unit 216 in the game screen 210 is operated, the training screen 240 is displayed on the display 26.
[0277] like Fig.21A As shown, a state display unit 213 and a skill point display unit 214 are displayed near the center of the training screen 240. In addition, a performance parameter display unit 221, a round display unit 222, and an acquisition state display icon 223 are displayed at the upper left portion of the training screen 240. In addition, training items are displayed at the lower portion of the training screen 240. Here, a speed operation unit 241 with "speed" written on it, an endurance operation unit 242 with "endurance" written on it, a strength operation unit 243 with "strength" written on it, a perseverance operation unit 244 with "perseverance" written on it, and an intelligence operation unit 245 with "intelligence" written on it are displayed.
[0278] When the player taps any of the operating parts 241 to 245 once, the training item corresponding to the tapped operating part among the operating parts 241 to 245 is temporarily selected. At this time, the operating part among the operating parts 241 to 245 corresponding to the temporarily selected training item is highlighted. Fig.21A The state of temporarily selecting the force operation unit 243 is shown. Fig. 21B The state in which the endurance operation unit 242 is temporarily selected is shown.
[0279] In addition, in each of the operation parts 241 to 245, the training level of the corresponding training item is also displayed. The training level is a parameter that increases according to the number of times the corresponding training item is selected. When the training level is higher, the increase value of the ability parameter when performing training increases. The training level is initially set to level 1 and increases until level 5.
[0280] In addition, for the temporarily selected operation unit among the operation units 241 to 245, a failure rate display unit 246 with “failure” written thereon is displayed. The failure rate displayed numerically in the failure rate display unit 246 is set to increase in inverse proportion to the remaining amount of physical strength displayed in the physical strength display unit 211.
[0281] In addition, the value of the ability parameter increase when the temporarily selected training is successfully performed is displayed in the state display section 213. Fig.21A In the illustrated example, the strength operation unit 243 is temporarily selected, and "+8" and "+10" are displayed for "endurance" and "strength" respectively in the status display unit 213. Fig. 21B In the illustrated example case, the stamina operation section 242 is temporarily selected, and “+15” and “+5” are displayed in the status display section 213 for “stamina” and “perseverance”, respectively.
[0282] Furthermore, in the case where training is successfully performed, event notification display 247 is displayed on any operation portion corresponding to the training item for which the predetermined event occurs among operation portions 241 to 245. Note that the display mode of event notification display 247 may differ depending on the type of event.
[0283] In addition, if Fig. 21B As shown, at the upper right portion of the training screen 240, an arranged role icon 248 corresponding to the role arranged for the temporarily selected training is displayed. Then, in the case where the training is successful, in some cases, a predetermined event occurs for any of the roles displayed in the arranged role icon 248. In this case, an event notification display 247 is displayed on the corresponding arranged role icon 248.
[0284] In this embodiment, the roles to be arranged for training include support roles. When performing training with support roles arranged, a second event associated with the arranged support roles occurs in some cases. In the event of the second event, an event notification display 247 is displayed on the arranged role icon 248. In the case where the training with the support roles arranged is successful, the increase values of the parameters for the training target role become higher than those in the case where the training without the support roles arranged is successful.
[0285] Note that the characters to be arranged for training include characters other than the support characters corresponding to the support cards registered by the player in the preparation phase process. For example, characters selected by random drawing from all the support characters implemented in the game may be arranged for training. In this case, character icons 248 indicating characters other than the support characters registered by the player are displayed in the training screen 240.
[0286] In addition, when executing training with the character icon 248 displayed, an event associated with a character other than the support character registered by the player may occur. Here, the occurrence rate of an event associated with a character not registered by the player is lower than the occurrence rate of an event associated with any support character among the support characters registered by the player. In this case, the event notification display 247 can also be displayed on the character icon 248 displayed in the training screen 240.
[0287] Fig. 21C 24 is a diagram for explaining a training result notification screen 240a. When the temporarily selected operation unit among the operation units 241 to 245 is tapped again, the training corresponding to the tapped operation unit among the operation units 241 to 245 is performed. While the training is being performed, the training result notification screen 240a notifying the success or failure of the training is displayed on the display 26. Here, the word "Success" is displayed, thereby notifying the player of the success of the training.
[0288] In addition, at this time, based on the success of the training, the ability parameters are updated and displayed in the state display unit 213. That is, the ability parameters (ability information) of the training target character corresponding to the training item (training item) selected by the player are updated.
[0289] Here, together with the value of the ability parameter increase in case of successful training, these values are displayed in Fig.21A or Fig. 21B In the state display unit 213 in the stamina display unit 211. In addition, the display of the stamina display unit 211 is updated according to the training item performed. In the case of successfully performing any training of speed, endurance, strength or perseverance, the stamina decreases. On the other hand, in the case of successfully performing the training of intelligence, the stamina recovers.
[0290] In addition, in the case of training failure, a predetermined penalty is given. Specifically, examples of the content of the penalty include a decrease in physical strength, a decrease in the value of an ability parameter, a decrease in physical condition, etc. Note that it is possible that, for example, the penalty given when the failure rate is high may be more unfavorable than the penalty given when the failure rate is low (for example, a greater value of physical strength decrease, a greater value of ability parameter decrease, or a greater number of stages of physical condition decline).
[0291] In addition, the content of the penalty may be determined according to the training item. For example, in the case of failure in speed training, the value of the speed capability parameter may be reduced, and in the case of failure in strength training, the value of the strength capability parameter may be reduced. In addition, it is possible that no penalty is given even when a part of the training item (e.g., intelligence) fails in training.
[0292] Here, in this embodiment, the performance items are associated with each training item with a predetermined probability. For example, at the beginning of a round, the performance items to be associated with each training item are determined by lottery. Here, at most two performance items are associated with one training item. Fig.21A and Fig. 21B As shown, the performance items associated with the training items are displayed in a recognizable manner on the speed operation unit 241 to the intelligence operation unit 245.
[0293] Specifically, in Fig.21A In the example shown, two performance items, dance and passion, are associated with the training item of speed. In this case, "Da" indicating dance and "Pa" indicating passion are indicated on the speed operation unit 241. Similarly, the performance items of passion and vocal music are associated with the endurance operation unit 242. In addition, the performance item of spirit is associated with the strength operation unit 243. On the other hand, no performance item is associated with the training item of perseverance and intelligence. However, it is also possible that one or more performance items are always associated with all training items in each round. In addition, it is also possible that the same performance item is associated with two or more different training items.
[0294] Then, assuming that a training item is selected and the training is successful, in this case, if the performance item is already associated with the successful training, the parameter of the associated performance item is increased. Fig.21A In the example shown, the mental performance item is associated with the strength training item. When the strength training item is temporarily selected, "+10" is indicated on the right side of the mental display section in the performance parameter display section 221. This indicates that if the strength training is successful, the mental performance parameter increases by 10.
[0295] Similarly, in Fig. 21B In the example shown, it is indicated that when the training of endurance is successful, the performance parameter of passion increases by 10, and the performance parameter of vocal music increases by 5. Thus, in a state where any training item is temporarily selected, the value of the performance parameter increase when the temporarily selected training is successful is displayed in the performance parameter display section 221.
[0296] Then, when the training items are determined and the corresponding training is successful, the corresponding performance parameters are added. Fig. 21C Here, as in Fig. 21B and Fig. 21C As is apparent when compared therebetween, in the performance parameter display section 221, the performance parameter for passion has increased by 10, and the performance parameter for vocals has increased by 5. Note that the increase values for the performance parameters will be described later.
[0297] Fig.21D240b is a diagram for explaining the event screen 240b. When the display of the training result notification screen 240a ends, in some cases, the event screen 240b is displayed on the display 26. In the event screen 240b, various events are executed. Note that in some cases, a plurality of events occur during one round.
[0298] For example, when the first prompt event or the second prompt event occurs, a prompt for a skill may be obtained. When a prompt for a skill is obtained, the player may obtain the skill by consuming skill points. A plurality of types of skills are provided, and in some cases a predetermined ability is activated for each skill. Activation conditions and effects are defined for each skill, and when each activation condition is satisfied, a predetermined effect is activated. In some cases, a skill is activated during a match to be described later.
[0299] In addition to the first prompt event and the second prompt event for having a skill, examples of events also include events for restoring physical strength, events for reducing physical strength, first and second ability events for increasing or reducing ability parameters, events for increasing physical condition, events for reducing physical condition, etc. Although detailed descriptions will be given later, there are events that occur in a predetermined round and events that occur when a predetermined draw is drawn. In addition, there are events that occur at the beginning of a round and events that occur before the end of a round. When all the events that have occurred are completed, the game screen 210 related to the next round is displayed.
[0300] Fig.22A This is the first figure for explaining the skill screen 250 . Fig. 22B 2 is a second diagram for explaining the skill screen 250. When the skill operation unit 217 in the game screen 210 is operated, the display 26 is displayed. Fig.22A Skill screen 250 is shown.
[0301] In the skill screen 250, a skill display bar 251 is displayed. In the skill display bar 251, the acquired skills, the owned skills pre-set for the training target character, the owned skills owned due to the occurrence of various events, etc. are displayed. In addition, when the first prompt event or the second prompt event occurs for any of the owned skills, the skill points consumed to obtain the owned skill are discounted. Here, for the owned skills that have been prompted, the skill points required to obtain the owned skills are discounted, and the result is displayed. At this time, a discount rate display icon 252 indicating the discount rate is displayed together with the corresponding skill display bar 251.
[0302] In addition, for each skill displayed in the skill screen 250, the activation conditions for the skill and the effects to be applied when the skill is activated are displayed. When a skill is acquired by consuming skill points based on the player's operation, such as Fig. 22B As shown, “GET” is displayed for the acquired skill to notify that the possessed skill has been acquired, and the consumed skill points are subtracted from the skill points displayed in the skill point display section 214, thereby updating the display of the skill points.
[0303] Fig.23A This is a first diagram for explaining the match selection screen 260. When the match operation unit 219 in the game screen 210 is operated, the display Fig.23A The match selection screen 260 is shown. The match has a game attribute in which the training target character and the NPC participate in the match.
[0304] At the upper part of the match selection screen 260, a physical strength display unit 211 and a physical condition display unit 212 are displayed. In addition, a match selection operation unit 261 for selecting a match event in which the training target character participates is displayed at the center of the match selection screen 260. A plurality of match selection operation units 261 can be displayed in the match selection screen 260. In addition, a start operation unit 262 with "start" written thereon is displayed at the lower part of the match selection screen 260. Note that the match that can be selected by the match selection operation unit 261 in the match selection screen 260 is preset for each round.
[0305] In addition, participation conditions are set in advance for each competition, and the player can make the training target character participate in only the competitions that meet the participation conditions. As mentioned above, for some competitions, the number of fans is specified as a participation condition. For competitions that do not meet the specified number of fans, such as Fig.23A As shown, the participation conditions are displayed on the corresponding game selection operation unit 261 to notify that the game cannot be selected.
[0306] Fig. 23B 270. When the start operation unit 262 is operated in a state where a game event to be participated in is selected through the corresponding game selection operation unit 261, the game start screen 270 is displayed. Fig. 23B The game start screen 270 is shown. A strategy display section 271 is displayed at the center of the game start screen 270. In addition, in the strategy display section 271, the currently selected strategy (chasing behind, centering, front column, or leading) is highlighted, and a change operation section 272 with "change" written on it is displayed. When the change operation section 272 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy used in the game to any strategy by operating in the strategy change screen.
[0307] Furthermore, a result operation portion 273 on which “Result” is written and a game operation portion 274 on which “Game” is written are displayed at the lower portion of the game start screen 270 .
[0308] When the game operation unit 274 is operated, a game screen (not shown) is displayed on the display 26. A video of the game progress (hereinafter also referred to as a game video) is displayed on the display 26.
[0309] Fig.23C This is a first diagram for explaining the game result screen 280 . Fig.23D 2 is a second diagram for explaining the match result screen 280. When the replay of the above-mentioned match video ends and the result operation unit 273 is operated, the match result screen 280 is displayed on the display 26. In the match result screen 280, as shown in FIG. Fig.23C As shown in , the arrival order of the training target characters in the game is displayed. Fig.23D As shown, the current class of the training target character is displayed on the match result screen 280 .
[0310] In this embodiment, the training target role is set by category according to the number of fans obtained. The range of the number of fans is set in each category, and here, the training target role is classified into one of eight stages according to the number of fans. In the game result screen 280, the number of fans obtained in the current game is displayed. In addition, in the game result screen 280, the total number of fans obtained by adding the number of newly obtained fans to the number of fans already obtained is displayed. In addition, the current category corresponding to the total number of fans is displayed in a recognizable manner.
[0311] Fig.24A 290. When the live performance preparation operation unit 220 in the game screen 210 is operated, the live performance preparation operation unit 220 is displayed. Fig.24A The live performance preparation screen 290 is shown. The live performance preparation screen 290 is a screen for obtaining live performance songs and the like by consuming performance parameters. At the top of the live performance preparation screen 290, a performance parameter display section 291 is displayed. In the performance parameter display section 291, the current parameter value is displayed for each of the five types of performance items.
[0312] In the live performance preparation screen 290, three live performance songs etc. that the player can obtain are presented. At the lower part of the performance parameter display section 291, a live performance song detail display bar 292 is displayed for the live performance songs etc. That is, three live performance song detail display bars 292 are always displayed in the live performance preparation screen 290. Different live performance songs etc. are associated with the three live performance song detail display bars 292. By tapping any live performance song detail display bar 292, the player can obtain the live performance song etc. associated with the live performance song detail display bar 292.
[0313] Each live performance song detail display column 292 includes a title display column 292a, a first reward display column 292b, a second reward display column 292c, and a consumption parameter display column 292d. In the title display column 292a, the title name of the live performance song, etc. is displayed. In the first reward display column 292b, the content of the first reward is written, and in the second reward display column 292c, the content of the second reward is written. In the consumption parameter display column 292d, the performance parameters consumed in order to obtain the live performance song, etc. (in other words, the performance parameters required to obtain the live performance song, etc.) are written.
[0314] Fig.25 1 is a diagram for explaining an example of a first reward and a second reward. The first reward is always associated with a live performance song, etc. The first reward brings a utility that is beneficial to the player. The first reward brings, for example, a utility such as an increase in ability parameters, acquisition of tips for skills, and recovery of physical strength.
[0315] In addition, according to the live performance songs, etc., in addition to the first reward, a second reward is also associated. Specifically, a live performance skill associated with only the first reward and a live performance song associated with both the first reward and the second reward are provided. Similar to the first reward, the second reward also brings a utility that is beneficial to the player. The second reward, for example, brings utilities such as the following: the probability of being good at training the role to be arranged (good at training rate) increases, the probability of occurrence of events increases, the probability of occurrence of tips for skills increases, the reward (match reward) to be obtained in the game increases, and the failure rate decreases.
[0316] Here, the first reward and the second reward have different start timings for the utility. In other words, the first reward and the second reward have different timings for bringing about the utility. The utility of the first reward occurs in the round in which the player obtains the live performance song, etc. In contrast, the utility of the second reward occurs in a pre-set specific round after the round in which the player obtains the live performance song, etc. Specifically, the utility of the second reward occurs at the next live performance event (i.e., in the next live performance holding round).
[0317] exist Fig.24A In the first reward display column 292b and the second reward display column 292c shown, the utility to be generated is shown as the content of the first reward and the content of the second reward. Fig.24A , the second reward display column 292c of the live performance song detail display column 292 displayed at the bottom is blank. This indicates that the second reward is not associated with the live performance song, etc.
[0318] In addition, if the performance parameters required to obtain the live performance songs are insufficient, the live performance songs displayed in the live performance preparation screen 290 cannot be obtained. For the live performance songs that cannot be obtained due to insufficient performance parameters, the live performance song details display column 292 is grayed out. Fig.24A In the example shown, live performance songs etc. corresponding to the live performance song detail display bars 292 displayed at the top and bottom can be obtained, and live performance songs etc. corresponding to the live performance song detail display bar 292 displayed in the middle cannot be obtained.
[0319] Fig. 24B 294. When the live performance song detail display column 292 corresponding to the available live performance songs is tapped, the Fig. 24B The confirmation dialog box 294 shown. In the confirmation dialog box 294, the same information as in the live song detail display column 292 tapped by the player is displayed. In addition, the current performance parameters and the remaining performance parameters when the corresponding live song is obtained, etc. are displayed.
[0320] In addition, an execution button 294a and a cancel button 294b are provided in the confirmation dialog box 294. When the cancel button 294b is tapped, the confirmation dialog box 294 is closed, and the live performance preparation screen 290 is displayed. When the execution button 294a is tapped, the live performance song etc. selected by the player is obtained. When the live performance song etc. is obtained, the first reward associated with the obtained live performance song etc. is activated. Due to the activation of the first reward, various parameters are updated. Although not shown in the figure, the utility to be brought about by the first reward is notified through the performance.
[0321] As described above, when the player obtains live performance songs, etc., the three live performance songs that the player can obtain next are newly determined. That is, among the three live performance songs presented in the live performance preparation screen 290, the opportunity to obtain two live performance songs that the player did not obtain is lost.
[0322] Fig.26 : This is a diagram for explaining an example of live performance song path information. Live performance songs, etc. presented in a manner that can be obtained by the player, are arranged in a so-called tree structure. For example, it is assumed that after the start of the cultivation main game, three live performance songs, etc., are first presented to the player. Then, in the case where the player obtains live performance song No. 1, etc., three live performance songs, etc., are then presented. Then, in the case where the player obtains live performance song No. 6, etc., three live performance songs, etc., are then presented. In addition, in the case where the player obtains live performance song No. 11, etc., three live performance songs, etc., are then presented.
[0323] Note that upon arrival Fig.26 When the last column among the columns shown in the horizontal axis of the tree is reached, the path can be looped to be associated with a predetermined column. Therefore, regardless of the restrictions of the tree structure, the player can obtain live performance songs, etc.
[0324] Thus, for each of the three live performance songs etc. presented to the player, the next three live performance songs etc. to be presented in an available manner are pre-set. Different utilities are associated with the live performance songs etc. obtained by the player. Therefore, the path through which the player obtains the live performance songs etc. is an important strategic element.
[0325] Note that in this embodiment, a live performance song, etc. cannot be obtained twice. Therefore, the display of the three live performance songs, etc. that the player can obtain next can be determined based on whether the three live performance songs, etc. have been obtained by the player. For example, the live performance songs, etc. that the player has obtained are not displayed, and only the live performance songs, etc. that the player has not obtained are displayed. At this time, the live performance songs, etc. that have been obtained can be replaced with other live performance songs, etc. that have not been obtained. In this way, the songs, etc. that have been obtained are not displayed, thereby ensuring that three available options are always displayed.
[0326] It is also possible to set an upper limit on the number of songs etc. that can be obtained during a specific round. In this case, it is preferable to determine whether to display the three live performance songs etc. that the player can obtain next based on whether the upper limit number of songs etc. have been obtained during the specific round. Therefore, the speed of obtaining songs etc. that bring particularly great utility during the game can be controlled, thereby increasing interest.
[0327] Furthermore, the method for determining the live performance songs etc. to be presented to the player is not limited thereto. For example, in the case where the player obtains the live performance songs etc., a plurality of live performance songs etc. that the player can newly obtain may be determined by lottery. In this case, for example, the three live performance songs etc. that the player can obtain next may be determined by lottery. Alternatively, any one of the remaining two live performance songs etc. that the player has not obtained may be reused, and two new live performance songs etc. may be determined by lottery.
[0328] Furthermore, for example, three paths, namely, a first path, a second path, and a third path, may be provided, and an order of live performance songs, etc. to be presented to the player may be defined in each path. In this case, for example, when the player obtains the live performance songs, etc. in the first path, the next live performance songs, etc. defined in the first path may be presented to the player. At this time, the live performance songs, etc. in the second path and the third path may be presented as they are, or the next live performance songs, etc. in the second path and the third path may be presented to the player as in the first path.
[0329] In addition, here, the player can obtain only one of the three live performance songs etc. presented. However, it is also possible that the player can obtain a part or some of the three live performance songs etc. presented.
[0330] When the player obtains a live song or the like, a live song detail display column 292 corresponding to the new live song or the like is displayed in the live preparation screen 290. Therefore, the player can obtain a plurality of live songs or the like during one round.
[0331] In addition, here, the three options that the player can select are all live performance songs, etc. However, in addition to the live performance songs, the three options that the player can select may also include the first reward or the second reward that is not associated with the live performance songs, etc. For example, the following is possible: Fig.26 In the example, No. 1 indicates the first reward, No. 2 indicates the second reward, and No. 3 indicates a live performance song, etc. In this case, when No. 2 is selected, the second reward is given to the player, and No. 5, No. 6, and No. 7 selection items are newly presented.
[0332] In addition, here, the fixed first reward and the fixed second reward are associated with each live performance song, etc. However, for example, the first reward group or the second reward group may be associated with each live performance song, etc. In this case, the probability of winning one or more utilities is preset for each of the first reward group and the second reward group. Then, the utility to be given can be determined by lottery based on the first reward group or the second reward group associated with the live performance song, etc. obtained by the player.
[0333] Fig.27A 3 is a diagram for explaining an example of the live performance start screen 300 . Fig.27B 3 is a diagram for explaining an example of a live performance event screen 301. In a live performance event round, a live performance start screen 300 is displayed instead of the game screen 210. The live performance start screen 300 displays the performance parameter display unit 291. In addition, the live performance preparation operation unit 220 and the live performance start button 300a are displayed at the bottom of the live performance start screen 300.
[0334] When the live performance preparation operation unit 220 is tapped in the live performance start screen 300, the Fig.24A The live performance preparation screen 290 shown in the figure. Therefore, in the live performance round, the player can also obtain live performance songs, etc. In addition, when the live performance start button 300a is tapped, the live performance preparation screen 290 is displayed. Fig.27B A live performance event screen 301 is shown.
[0335] The live performance event screen 301 includes a cut-in image showing a plurality of characters. The live performance event screen 301 shows an image showing a live performance by a training target character or the like. Note that the number of characters displayed in the live performance event screen 301 is, for example, 1, 3, or 5. At this time, for example, as the number of live performance songs or the like obtained between live performance rounds increases, the number of characters displayed in the live performance event screen 301 may be increased. Alternatively, the number of characters displayed in the live performance event screen 301 may be fixed.
[0336] In addition, here, in the live performance event screen 301, only the cut-in image is displayed, and the actual live performance video is not displayed. However, the live performance video corresponding to the actually obtained live performance song, etc. can also be output. Alternatively, only the live performance video corresponding to a part of the obtained live performance song, etc. can also be output.
[0337] In addition, as will be described in detail later, the present embodiment has a provision for determining the live performance cooperation members in a pre-set round. Therefore, depending on the number of live performance cooperation members or the type of role, the reward to be given after the live performance event may be different. Specifically, in a predetermined round, the pre-set roles become live performance cooperation members, and the roles drawn by lottery become live performance cooperation members. That is, as the players progress the rounds, the number of live performance cooperation members gradually increases. At this time, the roles to be displayed in the live performance event screen 301 can be determined from the live performance cooperation members by lottery, etc. In this case, the display mode of the live performance event screen 301 changes according to the progress of the cultivation main game, thereby increasing interest in the game.
[0338] In addition, as the number of live performance songs, etc. obtained by the player from the previous live performance event until the current live performance event increases, the reward to be given after the live performance event may become favorable. For example, in the case where the number of live performance songs, etc. obtained by the player is less than the predetermined number, the live performance event is successful, and the predetermined reward is given. On the other hand, in the case where the number of live performance songs, etc. obtained by the player is equal to or greater than the predetermined number, the live performance event is very successful, and a more favorable reward is given than the reward given in a successful live performance event.
[0339] Note that in this embodiment, even if the live performance song, etc. is not obtained, the live performance event is determined to be successful. In this case, for example, a story of performing a fixed live performance song, etc. can be provided in the live performance event. However, in the live performance holding round, if the live performance song, etc. is not obtained, it can be determined that the live performance event is unsuccessful or the game can be ended.
[0340] Fig.28 1 is a diagram for explaining the rough flow of the process at the beginning of the round. The training phase process includes the process at the beginning of the round performed at the beginning of each round of the training game. Although the details of the process at the beginning of the round will be described later, the rough flow of the process at the beginning of the round will be described here.
[0341] During the cultivation main game, a process for determining whether to make any of the various events appear is performed in each round. Events are roughly divided into three types of events, namely, scenario events, the above-mentioned special events set for each cultivation object character, and support events. Note that scenario events, special events, and support events that can appear during the cultivation main game are predefined in each scenario.
[0342] A scenario event is an event set in each scenario of the cultivation main game. In the present embodiment, a plurality of scenarios are provided, and the player can select any scenario in these scenarios. The scenario event occurs in each scenario selected by the player. In other words, the scenario event occurring in the cultivation main game is determined based on the scenario selected by the player.
[0343] Note that scenario-specific events and scenario-common events are provided as scenario events. Scenario-specific events are events associated with only one scenario. For example, a scenario-specific event associated with a first scenario only appears when the first scenario is selected, and does not appear when other scenarios are selected.
[0344] In addition, the scenario common event is an event that occurs in multiple scenarios. Therefore, the scenario common event occurs in both the case of selecting the first scenario and selecting the second scenario.
[0345] Here, it is assumed that a scenario-specific event and a scenario-common event are provided as scenario events. However, only one of the scenario-specific event and the scenario-common event may also be provided.
[0346] As described above, the dedicated event is an event pre-set for each character. In the development main game, a dedicated event for a character registered as a development target character by a player in the setup game (ie, in the preparation phase process) occurs.
[0347] As described above, the support event is an event pre-set for each support card. In the training main game, the support event associated with the support card registered by the player in the setting game occurs. The support event includes a first event that can occur at the beginning of a round and a second event that can occur after the execution of training. Whether the first event occurs at the beginning of a round is determined based on a random number obtained randomly and a first event table.
[0348] After the process for determining each support character to be arranged for training is performed, it is determined whether the second event occurs based on the randomly acquired random number and the second event table. Note that only when the support character is arranged for training, it is determined whether the second event occurs for the arranged support character.
[0349] Note that in the present embodiment, it is assumed that the first event is selected by drawing from the support events associated with the support cards registered in the deck by the player in the preparation phase process. However, the present invention is not limited to this, and it is also possible to select a support event associated with a support card selected by drawing from all the support cards implemented in the game. In this case, it is preferred that the selection probability of the support event associated with the support card registered in the deck is higher than the selection probability of the support card event associated with the support card not registered in the deck.
[0350] In this way, it is determined whether the scenario event occurs based on the scenario. In addition, it is determined whether the special event occurs, etc. and whether the support event occurs, etc., based on the training target character and the support card, respectively. These event types are divided according to the information to be referred to when determining whether the event occurs, etc.
[0351] In contrast, in the present embodiment, each event is classified into any of the six event classifications according to the content brought about by the occurrence of the event. Here, each event is classified into any of the event classifications (i.e., first prompt event, second prompt event, first ability event, second ability event, adaptability event, and story event).
[0352] As described above, the first prompt event and the second prompt event are events for allowing the possession or acquisition of skills. In addition, the first ability event and the second ability event are events for increasing or decreasing the ability parameters of the training object character. The adaptability event is an event for increasing or decreasing the adaptability parameters of the training object character. The story event is an event for displaying a story related to the character that appears in the training game. Note that there is a story event that is used to change the ability parameter or adaptability parameter in addition to displaying the story.
[0353] Here, the scenario event includes the first prompt event, the second prompt event, the first ability event, the second ability event, the adaptability event, and the story event. In addition, the dedicated event and the support event include the first prompt event, the second prompt event, the first ability event, and the second ability event. Note that the dedicated event may include the story event.
[0354] In this embodiment, in addition to the process for determining the scenario event and the process for determining the dedicated event, the process at the start of the round also includes: Fig.28 The "processing for determining whether the first event occurs", "processing for determining whether a support character is deployed", "processing for determining an increase in value for an ability parameter", "processing for determining a performance parameter", "processing for determining a second event", and "processing for determining a live performance partner member" are shown. The processing for determining a scenario event, the processing for determining a special event, "processing for determining whether the first event occurs", "processing for determining whether a support character is deployed", "processing for determining an increase in value for an ability parameter", and "processing for determining a second event" are performed in this order. Note that although various processing procedures are performed in addition to these processing procedures in the processing at the start of a round, they will be described here in sequence. Fig.28 The processing process shown.
[0355] <Processing for determining whether the first event has occurred>
[0356] The first event is selected by drawing from the support events (first events) associated with the support cards registered by the player in the preparation phase process. Specifically, at the beginning of the round, a random number is randomly obtained, and whether the first event occurs and the content of the first event are determined based on the obtained random number and the first event table. In the first event table, the selection ratio of "making the first event occur" and "not making the first event occur" is set. In the present embodiment, the first event includes four types of events, namely, event a, event b, event c, and event d. For example, in the first event table, the probability of "making each event (event a to d) occur" is set to 20%, and the probability of "not making the first event occur" is set to 20%. Note that the selection ratio for the first event can be set separately for each support card (that is, each support character).
[0357] <Processing for determining whether to deploy a support character>
[0358] Fig.29 It is a diagram used to illustrate whether to arrange the table. Fig.29 As shown, in the whether to arrange table, the selection ratio of whether to arrange the supporting role for the training item ("arrange for any training item in the training item" and "do not arrange") is set. Fig.29 The arrangement table shown is used to determine whether each support character corresponding to all support cards registered by the player in the preparation phase process is arranged. Specifically, at the beginning of a round, a random number is randomly obtained, and based on the obtained random number and the arrangement table, it is determined whether each support character for the training item is arranged. However, the present invention is not limited to this, and it is also possible to select whether each support character for the training item is arranged by lottery from all support characters corresponding to all support cards implemented in the game.
[0359] Specifically, Fig.29 As shown, in this embodiment, the probability of selecting "arrangement" of each supporting role for any of the training items of speed, endurance, strength, perseverance, and intelligence is 16%, and the probability of selecting "no arrangement" of the supporting role for any of these training items is 20%. Fig.17A As shown, a plurality of types of proficiency training are set for the support role. Thus, for example, the selection ratio of the support role for each training item can be set so that the selection ratio for the training item corresponding to the proficiency training is higher than the selection ratio for the training item not corresponding to the proficiency training. In the case of performing a lottery, a lottery table in which the selection ratio used in the lottery is set can be pre-stored, or a lottery table can be generated each time a lottery is performed.
[0360] Note that after determining the training item for which the support character is to be arranged, the support character determined to be arranged and the determined training item may be associated with each other and may be stored in the server 1000. More specifically, the following association information may be stored in the server 1000, which associates a training ID indicating the type of the training item with the character ID of the support character or the support card ID of the support card associated with the support character.
[0361] <Processing for Determining Added Value for Capability Parameter>
[0362] Fig. 30A is a diagram used to illustrate the training level table. Fig. 30A As shown, the training level is set to rise according to the number of times each training is selected. Specifically, when the number of times each training is selected is three times or less, the training level of the corresponding one of speed, endurance, strength, perseverance and intelligence is set to "level 1". When the number of times each training is selected is equal to or greater than 4 times and equal to or less than 7 times, its training level is set to "level 2". When the number of times each training is selected is equal to or greater than 8 times and equal to or less than 11 times, its training level is set to "level 3". When the number of times each training is selected is equal to or greater than 12 times and equal to or less than 15 times, its training level is set to "level 4". When the number of times each training is selected is equal to or greater than 16 times, its training level is set to "level 5".
[0363] In the present embodiment, when the training selected by the player is successfully performed, the value of a predetermined ability parameter increases due to the performed training item.
[0364] Specifically, in the present embodiment, in the case where the training of speed is successfully performed, the values of the ability parameters of speed and strength increase.
[0365] In addition, in case of successfully performing training for endurance, the values of the ability parameters of endurance and perseverance increase.
[0366] Furthermore, in case of successfully performed strength training, the values of the ability parameters of endurance and strength increase.
[0367] In addition, in case of successful execution of the training of perseverance, the values of the ability parameters of speed, strength and perseverance increase.
[0368] Furthermore, in case the training of intelligence is successfully performed, the values of the ability parameters of speed and intelligence increase.
[0369] In this embodiment, the value of the ability parameter to be increased in the event of successful training is calculated by adding a value obtained by multiplying the fixed increase value by a reward addition rate to be described later, and the fixed increase value is determined based on the training item performed and the training level.
[0370] Fig. 30B It is a diagram for explaining the addition of a fixed value (speed) table. Fig. 30C This is a diagram for explaining the addition of a fixed value table (strength). That is, Fig. 30B The fixed value of increase is shown in the case where the training item is speed. Fig. 30C The fixed value of the increase is shown when the training program is strength.
[0371] like Fig. 30B and Fig. 30C As shown in FIG. 1 , the fixed value table for increasing the training level stores fixed values for increasing the training level determined according to the training items and training levels performed. Fig. 30B and Fig. 30C As shown, it is set that the ability parameter increases more when the training level is higher.
[0372] Note that, although not shown here, there is also provided an increase fixed value table to be used in the case where endurance, perseverance, and intelligence are selected as training items.
[0373] Furthermore, in addition to the above-mentioned increase in fixed value, the bonus addition rate is determined based on the support role arranged for each training item.
[0374] Fig.30D is a diagram for explaining the reward addition rate table. In this embodiment, the reward addition rate is determined based on the supporting role determined for each training arrangement. Specifically, Fig.30D As shown, in the bonus addition rate table, the presence / absence of the bonus addition rate and the selection ratio of the addition rate (increase by 10% and increase by 20%) are set for the support characters.
[0375] For the bonus addition rate, "None" is selected with a probability of 50%, "Increase by 10%" is selected with a probability of 25%, and "Increase by 20%" is selected with a probability of 25%.
[0376] Then, the value obtained by multiplying the fixed value of increase determined by the fixed value of increase table by the bonus addition rate is derived as the bonus addition value. The value obtained by adding the bonus addition value to the fixed value of increase is determined as the increase in the value of the ability parameter when the training is successful. Note that for training for which multiple supporting roles are arranged, the bonus addition value for each arranged supporting role is added to the fixed value of increase. In this way, the increase in the ability parameter of the training target role when the training is successful is determined for all training types.
[0377] <Processing for determining performance parameters>
[0378] Fig.31A 1 is a diagram for explaining performance items associated with training items. In a round in which training can be performed, at the beginning of the round, it is determined whether to associate a performance item with each of the five training items and the performance item to be associated. Specifically, first, it is determined by lottery whether to associate a performance item with a training item of speed.
[0379] At this time, the probability that no performance item is associated with the training item of speed (indicated by "none" in the figure) is set to 30%. In addition, the probability of associating the performance items of dance, passion, vocal music, vision and spirit with the training item of speed is set to 20%, 20%, 10%, 10% and 10% respectively.
[0380] Furthermore, for example, the probability of determining that no performance item is associated with the strength training item is set to 30%. Furthermore, the probability of associating the dance, passion, vocal, visual, and spiritual performance items with the strength training item is set to 10%, 10%, 10%, 10%, and 30%, respectively. Here, Fig.31A As shown, the probability of associating a performance item with a training item is preset for each training item and for each performance item.
[0381] Note that in this embodiment, a maximum of two performance items can be associated with one training item in one round. Thus, for example, in the case of determining a performance item to be associated with a training item of speed, the performance item is associated with the training item of speed. Fig.31A The probability shown is that two draws are performed. In the case where the results of both draws show "none", no performance item is associated with the training item of speed.
[0382] In addition, for example, in the case where the results of both draws are dance, only the performance item of dance is associated with the training item of speed. Note that in the case where any performance item is determined in the first draw, the second draw can be performed by excluding the performance item determined in the first draw. In this case, the probability of determining each performance item in the first draw and the second draw can be changed.
[0383] In addition, here, in one round, the same performance item can be associated with multiple training items. For example, according to the result of the selection, the performance item of dance can be associated with both speed and endurance. However, in one round, the same performance item may not be associated with multiple training items.
[0384] In addition, here, according to each training item, performance items with high association probability and performance items with low association probability are provided. For example, the performance items of dance and passion are associated with the training item of speed at a higher probability than other performance items.
[0385] In addition, according to each performance item, training items with high association probability and training items with low association probability are provided. For example, the probability of mental performance items being associated with strength and intelligence training items is higher than the probability of mental performance items being associated with other training items.
[0386] However, the probability of each performance item being associated with a training item may be the same for all training items. Furthermore, the probability of each performance item being associated with each training item may be the same for all performance items. In any case, Fig.31A The probabilities shown are merely an example. Furthermore, the method for determining the performance items to be associated with any training item can be appropriately designed.
[0387] Fig.31B 1 is a diagram for explaining the addition of fixed values for performance parameters. When the performance items to be associated with the training items are determined, then, for each performance item associated with the training items, the addition of fixed values for the performance parameters is determined. The addition of fixed values is pre-set for each performance item. In addition, the addition of fixed values is set for each training level of the training items.
[0388] Fig.31B The increase fixed value for the training item of speed is shown. For example, it is assumed that the performance item of dance is associated with the training item of speed. In this case, the increase fixed value for the performance parameter of dance associated with the training item of speed is determined. At this time, if the training level of speed is level 1, the increase fixed value is determined to be 8, and if the training level of speed is level 5, the increase fixed value is determined to be 20. As shown in FIG. Fig.31B It can be seen that as the training level increases, the fixed value increases.
[0389] Note that here, it is assumed that the fixed value of increase at each training level is different for each training item. That is, Fig.31B However, Fig.31B The table shown may be the same for all training sessions.
[0390] Fig.31C1 is a diagram for explaining the bonus addition rate for the performance parameter. When the fixed value of increase is determined as described above, the bonus addition rate is then determined. The bonus addition rate differs according to the number of roles arranged for the training item associated with the performance item. For example, it is assumed that the performance item of dance is associated with the training item of speed whose training level is level 5. At this time, the fixed value of increase for the performance parameter of dance is 20.
[0391] Then, in the case where no character is assigned to the training item for speed, the bonus addition rate is determined to be 1.00. Fig.31C As shown, in the case where one to five characters are arranged for the training item for speed, the bonus addition rate is determined to be 1.05 to 1.25 according to the number of characters arranged. Here, as the number of characters arranged is larger, the bonus addition rate increases.
[0392] The increase value for the performance parameter is calculated by multiplying the increase fixed value by the bonus addition rate. For example, in the above example, if the number of characters arranged for the training item for speed is 0, the increase value for the performance parameter is calculated as 20×1.00=20. In addition, if the number of characters arranged for the training item for speed is 5, the increase value for the performance parameter is calculated as 20×1.25=25. Fig.21A As shown in FIG. 2 , the increase value for the performance parameter calculated in this way is displayed on the performance parameter display unit 221 .
[0393] Note that the above-mentioned calculation method for the added value of the performance parameter is only an example. For example, the added value for the performance parameter can be determined by lottery. In addition, the bonus addition rate is not essential. In addition, instead of the number of arranged characters or in addition to the number of arranged characters, the bonus addition rate can also be determined based on other factors.
[0394] <Processing for Determining Whether the Second Event Occurs>
[0395] Fig.32 This is a diagram for explaining the second event table. From the support events (second events) associated with the support cards corresponding to the support characters arranged for each training item, the second event is selected by lottery. Specifically, after the "processing for determining whether the support character is arranged", a random number is randomly obtained, and based on the obtained random number and the second event table, it is determined whether the second event occurs. In the second event table, the selection ratio of "causing the second event to occur" and "not causing the second event to occur" is set.
[0396] For example, Fig.32As shown, the second event includes four types of events, namely, event A, event B, event C, and event D. For example, in the second event table, the probability of "causing each event (event A to D) to occur" is set to 5%, and the probability of "not causing the second event to occur" is set to 80%. Note that the selection ratio for the second event can be set individually for each support card (that is, each support character).
[0397] In the present embodiment, after the "processing for determining whether the support character is arranged", the processing for determining whether the second event occurs is performed for all the support characters arranged for each training item. Then, based on the determination regarding the occurrence of the second event, the event notification display 247 is displayed in the training screen 240. In the case where the player selects a training for which a character is arranged (with respect to which the occurrence of the second event has been determined)), the second event occurs after the execution of the training.
[0398] For example, in the case where the occurrence of the second prompt event of the support character arranged for the training of speed is determined, when the training of speed is performed, the second prompt event must occur after the execution of the training. However, when the training other than speed is performed, the second prompt event does not occur after the execution of the training. At this time, in the case where the occurrence of the second event of two or more characters is determined, which of these second events is caused to occur is determined by lottery or by the priority pre-set for the support event.
[0399] For example, it is determined with equal probability which of the multiple second events is to be caused to occur. However, the present invention is not limited thereto, and weights may be set according to the types of the second events, and which of the multiple second events is to be caused to occur may be determined according to the set weights. Note that in the case where the occurrence of the second events of two or more characters is determined, all of the determined second events may also be caused to occur.
[0400] Here, for example, after the occurrence of the second event is determined, the occurrence information indicating whether the support event occurs may be associated with the support card or the support character associated with the second event, and may be stored in the server 1000. More specifically, the following association information may be stored in the server 1000, in which the occurrence information is associated with the character ID of the support character or the support card ID of the support card associated with the support character.
[0401] <Processing for determining the live performance partners>
[0402] As described above, the live performance cooperation members are determined in the pre-set rounds. Note that there is no particular limitation on the method for determining the live performance cooperation members. For example, in each predetermined round, the pre-set roles can be determined as the live performance cooperation members. Alternatively, the roles to be the live performance cooperation members can be determined by lottery in each predetermined round. In addition, the roles to be the live performance cooperation members can be determined by lottery in each round.
[0403] In the above-mentioned cultivation main game, when all rounds are finished, the cultivation game ends. In addition, during the cultivation main game, when the target set for each character is not achieved, the cultivation game ends at this time.
[0404] Here, at the end of the training game, the training object character trained in the training game is stored as the training character. More specifically, information related to the training character trained in the training game (hereinafter referred to as training character information) is stored in a state associated with the player ID. Note that the training character information is stored in both the player terminal 1 and the server 1000. The training character information to be stored in a state associated with the player ID includes ability parameters, adaptability parameters, acquired skills, inheritance information, etc.
[0405] In addition, at the end of the training game, the evaluation points of the trained training character are calculated. Here, the evaluation points are calculated based on the ability parameters, adaptability parameters, acquired skills, results of the game, etc. at the end of the training game. Note that a method for calculating the evaluation points (in other words, a formula for calculating the evaluation points) is prepared in advance, and the evaluation points are calculated based on a predetermined formula. Note that there is no particular limitation on the method or formula for calculating the evaluation points. For example, the evaluation points can be calculated only based on parameters that affect the results of the game when the training character participates in a team competitive game or other competition game (such as ability parameters, adaptability parameters, and acquired skills at the end of the training game).
[0406] In addition, a training ranking is set for the training role based on the evaluation points. The training ranking is an indicator indicating the strength of the training role, and the range of the evaluation points is made to correspond to each training ranking. For example, a training ranking of "A+" is given to a training role whose evaluation points fall within the range from 13000 to 14499, and a training ranking of "S" is given to a training role whose evaluation points fall within the range from 14500 to 15499. In this way, the training ranking is given based on the evaluation points, thereby making it easy to understand the overall strength of the training role. Note that the training role information also includes the evaluation points and the training ranking.
[0407] Fig.33A This is a first diagram for explaining the cultivation completion screen 310 . Fig.33BThis is a second diagram for explaining the cultivation completion screen 310 . Fig.33C 3 is a third diagram for explaining the cultivation completion screen 310. When the cultivation game is finished, Fig.33A As shown, the training completion screen 310 is displayed on the display 26. In the training completion screen 310, the training ranking of the trained training characters is first displayed, and then Fig.33B As shown, the evaluation points are displayed.
[0408] Furthermore, when a predetermined period of time has passed after the evaluation points are displayed, as shown in FIG. Fig.33C As shown, the ability parameter, adaptability parameter and acquired skill of the cultivated character are displayed in the cultivation completion screen 310. At this time, a close operation unit 311 is provided in the cultivation completion screen 310. When the close operation unit 311 is tapped, the cultivation completion screen 310 is hidden, and the home screen 100 is displayed on the display 26.
[0409] Note that at the end of the training game, a draw is made for the factors to be obtained by the training target character, and the factor information is stored in association with the training character. Although not shown in the figure, the player can display the factor information that the training character has obtained on the training completion screen 310.
[0410] As described above, in the training game, training characters are generated with ability parameters, adaptability parameters, acquired skills, etc. In the training game, since the placement of support characters and the occurrence of various events are determined by lottery, even if the same character is set as a training target character, training characters with different parameters are generated.
[0411] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-described development game will be described below.
[0412] (Functional Structure of Player Terminal 1)
[0413] Fig.34 1 is a diagram for explaining the structure of the memory 12 at the player terminal 1 and the function of the player terminal 1 as a computer. In the memory 12, a program storage area 12a and a data storage area 12b are provided. When the game starts, the CPU 10 stores the terminal side game control program (module) in the program storage area 12a.
[0414] The terminal side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that Fig.34 The programs listed in are merely examples, and a large number of other programs are provided as terminal-side game control programs.
[0415] In the data storage area 12b, a player information storage unit 750 and a game information storage unit 751 are provided as storage units for storing data. Note that a large number of other storage units are also provided in the data storage area 12b. Here, information directly related to games such as cultivation games (hereinafter referred to as game information) is stored in the game information storage unit 751.
[0416] Note that various information during the progress of a game such as a cultivation game is temporarily stored in the game information storage section 751. Therefore, all information related to the cultivated character that has been cultivated in the cultivation game is stored in the game information storage section 751. In addition, for example, information other than game information (such as information related to the player or other players, setting information of the player terminal 1, and information related to a character that can be set as a cultivation target character, etc.) is all referred to as player information. The player information is stored in the player information storage section 750.
[0417] The CPU 10 runs each program stored in the program storage area 12a, and updates the data in each storage unit of the data storage area 12b. Then, the CPU 10 runs each program stored in the program storage area 12a, thereby making the player terminal 1 (computer) function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a cultivation game execution unit 701a, and a cultivation completion processing unit 702a.
[0418] Specifically, the CPU 10 runs the information setting processing program 700, thereby causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs the cultivation game execution program 701 and the cultivation completion processing program 702, thereby causing the computer to function as a cultivation game execution unit 701a and a cultivation completion processing unit 702a, respectively.
[0419] When various information settings are made at the player terminal 1, the information setting processing unit 700a stores the information related to the settings as player information in the player information storage unit 750. In addition, when the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the update information to the server 1000.
[0420] The training game execution unit 701a executes all processing procedures related to the training game. Specifically, the training game execution unit 701a executes the preparation phase processing and the training phase processing.
[0421] The training completion processing unit 702a stores the training character information when the training game is completed, and the training character information includes the training character's ability parameters, adaptability parameters, acquired skills, inheritance information, factor information, and the type of character used for training.
[0422] (Functional Structure of Server 1000)
[0423] Fig.35 1 is a diagram for explaining the structure of the memory 1012 at the server 1000 and the function of the server 1000 as a computer. In the memory 1012, a program storage area 1012a and a data storage area 1012b are provided. When the game starts, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.
[0424] The server-side game control program includes an information setting processing program 1100, a training game execution program 1101, and a training game end processing program 1102. Note that Fig.35 The programs listed in are merely examples, and a large number of other programs are provided as server-side game control programs.
[0425] In the data storage area 1012b, a player information storage unit 1150 and a game information storage unit 1151 are provided as storage units for storing data. Note that a large number of other storage units are also provided in the data storage area 1012b. Here, the game information of all players is stored in the game information storage unit 1151 in a state associated with their player IDs. In addition, the player information of all players is stored in the player information storage unit 1150 in a state associated with their player IDs.
[0426] The CPU 1010 runs each program stored in the program storage area 1012a, and updates the data in each storage unit of the data storage area 1012b. Then, the CPU 1010 runs each program stored in the program storage area 1012a, thereby making the server 1000 (computer) function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game end processing unit 1102a.
[0427] Specifically, the CPU 1010 runs the information setting processing program 1100, thereby causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs the cultivation game execution program 1101 and the cultivation game end processing program 1102, thereby causing the computer to function as a cultivation game execution unit 1101a and a cultivation game end processing unit 1102a, respectively.
[0428] When various information is set at the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage section 1150 based on the update information received from the player terminal 1. Furthermore, the information setting processing unit 1100a measures time and updates the game points of each player.
[0429] The training game execution unit 1101a executes all processing procedures related to the training game. Specifically, the training game execution unit 1101a executes the preparation phase processing and the training phase processing.
[0430] The training game end processing unit 1102a derives the evaluation points, training ranking, etc. of the trained training character at the end of the training game. In addition, the training game end processing unit 1102a determines the factors to be obtained by the training character by lottery. Then, the training game end processing unit 1102a stores the training character information in the game information storage unit 1151 in a state where the training character information is associated with the player ID. The training character information includes the ability parameter, adaptability parameter, acquired skills, inheritance information, factor information, and the type of character used for training.
[0431] Note that the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are common in that they store player information, but are different from each other in the specific processing content and the range of player information to be stored. In addition, the cultivation game execution unit 701a and the cultivation game end processing unit 702a in the player terminal 1 and the cultivation game execution unit 1101a and the cultivation game end processing unit 1102a in the server 1000 are the same in that they perform processing related to the cultivation game, but are different in their roles (i.e., handling areas).
[0432] The following will describe the processing procedures executed by the various functional units in the above-mentioned player terminal 1 and server 1000 with reference to the flowchart.
[0433] (Processing at the Player Terminal 1 and the Server 1000)
[0434] <Processing related to the cultivation game>
[0435] Fig.36 1 is a sequence diagram for explaining the processing procedures related to the cultivation game and performed at the player terminal 1 and the server 1000. Note that in the following description, the processing at the player terminal 1 is indicated by Pn (n is an arbitrary integer). In addition, the processing at the server 1000 is indicated by Sn (n is an arbitrary integer).
[0436] When the player performs various setting change operations at the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage section 750 based on the player's operation input. In this information setting processing, update information is sent to the server 1000. At the server 1000, upon receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage section 1150 (S1).
[0437] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. In addition, for example, when an operation for adding another player as a friend or an operation for removing a friend is input as a setting change operation, friend information that is information related to the friend is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a separately manage the game points to be consumed to execute the cultivation game. In the case where the game points are less than the upper limit, the information setting processing units 700a and 1100a measure the time and give the game points to the player at a predetermined value at intervals of a predetermined time period.
[0438] When a cultivation game start operation for starting a cultivation game is input at the player terminal 1, the cultivation game execution unit 701a performs a preparation phase process (P6). In addition, during the preparation phase process, a communication process is performed between the player terminal 1 and the server 1000. At the server 1000, the cultivation game execution unit 1101a performs a preparation phase process (S6) based on the information received from the player terminal 1.
[0439] At the end of the preparation phase processing (P6), the cultivation game execution unit 701a executes the cultivation phase processing (P7). In addition, during the cultivation phase processing, communication processing is performed between the player terminal 1 and the server 1000. At the server 1000, the cultivation game execution unit 1101a executes the cultivation phase processing (S7) based on the information received from the player terminal 1. Note that, in fact, the player terminal 1 and the server 1000 share roles to make the cultivation main game progress through the cultivation phase processing (P7) at the player terminal 1 and the cultivation phase processing (S7) at the server 1000. However, part or all of the processing procedures to be described below in the cultivation phase processing (P7) at the player terminal 1 can be performed in the cultivation phase processing (S7) at the server 1000, or part or all of the processing procedures in the cultivation phase processing (S7) at the server 1000 can be performed in the cultivation phase processing (P7) at the player terminal 1.
[0440] Fig.371 is a flowchart for explaining the cultivation phase processing at the server 1000. When the round starts ("Yes" in S7-1), the cultivation game execution unit 1101a of the server 1000 executes the round start processing (S10). In addition, after executing the round start processing, the cultivation game execution unit 1101a executes the round mid-processing (S20).
[0441] Fig.38 10-1 is a flowchart for explaining the processing at the start of a round at the server 1000. The training game execution unit 1101a of the server 1000 determines whether the current round is a live performance holding round (S10-1). If the current round is a live performance holding round ("Yes" in S10-1), the training game execution unit 1101a sets the live performance song information (S10-2). Note that when the player obtains live performance songs, etc., information indicating the obtained live performance songs, etc. is stored as live performance song information in the player terminal 1 and the server 1000. Here, the live performance song information related to the live performance songs, etc. obtained from the start of the training game or the previous live performance holding round until the current round is extracted, and the information is set to be receivable by the player terminal 1.
[0442] In addition, if the current round is not a live performance round ("No" in S10-1), the training game execution unit 1101a performs a first event occurrence determination process (S10-3). Specifically, at the beginning of the round, a random number is randomly obtained, and based on the obtained random number and the first event table, it is determined whether the first event occurs and the content of the first event.
[0443] Next, the training game execution unit 1101a executes the support character lottery process (S10-4). Fig.29 The arrangement table shown in FIG. 1101 is used to determine whether to arrange a support character for each training item by drawing. This process is performed for each support character. Note that, when it is determined that a support character is arranged for a training item, the training game execution unit 1101a associates the support character ID with the training ID corresponding to the training item.
[0444] In addition, here, it is also possible to further perform a lottery related to whether to arrange a support role associated with a support card not registered by the player in the card pile for the training project. In addition, it is also possible to perform a lottery related to whether to arrange a predetermined role that appears in the training game and is different from the support role for the training project.
[0445] Next, the training game execution unit 1101a executes the ability parameter determination process (S10-5). In the ability parameter determination process, the increase value of the ability parameter for the training target character in the case of successful execution of each training is determined. Specifically, the training game execution unit 1101a refers to Fig. 30A The training level table shown, Fig. 30B and Fig. 30C The added fixed value table shown, and Fig.30D The reward addition rate table shown in the figure determines the increase in the ability parameter of the training object character for each training item when the corresponding training is successful. In addition, the training game execution unit 1101a determines the amount of physical strength reduction or physical strength recovery when executing each training item by referring to the physical strength table (not shown). In addition, the training game execution unit 1101a calculates the training failure rate for each training item based on the physical strength of the training object character.
[0446] Next, the training game execution unit 1101a executes a performance parameter determination process (S10-6). In the performance parameter determination process, the performance items to be associated with each training are determined. Specifically, the training game execution unit 1101a determines the performance items to be associated with each training. Fig.31A The probability shown performs a draw as to whether to associate a performance item with a training item. This draw is performed for each training item. Then, zero to two performance items are associated with a training item.
[0447] In addition, the training game execution unit 1101a determines the increase value for the performance parameter in the case where each training is successfully performed. Specifically, the training game execution unit 1101a determines the increase value for the performance parameter based on the increase fixed value table (see Fig.31B ) and the bonus addition rate table (see Fig.31C ) to determine the added value for a performance parameter associated with a training program.
[0448] Next, the training game execution unit 1101a executes a second event occurrence determination process (S10-7). Fig.32 The second event table shown in the figure determines whether the second event occurs by drawing. Specifically, the training game execution unit 1101a randomly obtains a random number, and determines whether the second event occurs based on the obtained random number and the second event table. Here, for example, the training game execution unit 1101a determines whether to execute the support event pre-set for the support card associated with each training item by drawing.
[0449] Furthermore, the training game execution unit 1101a executes a live performance cooperation member determination process (S10-8). Here, in the case where the current round is a pre-set round, the live performance cooperation member is determined according to a predetermined algorithm.
[0450] Then, the nurturing game execution unit 1101a stores the game information including the information related to the lottery results in S10-3 to S10-8 in the game information storage section 1151 so that the player terminal 1 can receive the game information (S10-9).
[0451] Fig.39 1 is a flowchart for explaining the development phase processing at the player terminal 1. The development game execution unit 701a of the player terminal 1 executes the turn start processing (P10) when it is the start of a turn ("Yes" in P7-1), and executes the turn mid-processing (P20) when it is not the start of a turn.
[0452] Fig.40 1 is a flowchart for explaining the process at the start of a round at the player terminal 1. At the start of a round, the training game execution unit 701a accesses the game information storage unit 1151 of the server 1000 and receives the game information stored in S10-9 from the server 1000 (P10-1).
[0453] Then, the training game execution unit 701a executes a command setting process (P10-2) for enabling the player to select various commands related to the training phase process. Specifically, for example, Fig.19 As shown, the training game execution unit 701a performs the following processing, which is used to enable the player to select various commands based on the current round number, such as the rest operation unit 215, the training operation unit 216, the skill operation unit 217, the outing operation unit 218, the match operation unit (specific command) 219, the live performance preparation operation unit 220, etc. In addition, the training game execution unit 701a performs the processing for enabling the player to select a plurality of match selection operation units (sub-commands) 261 associated with the match operation unit 219.
[0454] Furthermore, in the command setting process, the training game execution unit 701a enables the player to select commands of the speed operation unit 241, the endurance operation unit 242, the strength operation unit 243, the perseverance operation unit 244, and the intelligence operation unit 245 corresponding to each training item. The training game execution unit 701a performs a process for enabling the player to select a command from a plurality of commands.
[0455] Note that, in the live performance hosting round, the nurturing game execution unit 701a makes the live performance preparation operation section 220 and the live performance start button 300a selectable, and makes other operation sections (ie, commands) unselectable.
[0456] Next, the training game execution unit 701a executes display control processing (P10-3) for displaying the game screen 210, the training screen 240, the live performance start screen 300, etc. based on the game information received from the server 1000, the current round, and the result of the command setting processing in P10-2. Therefore, thereafter, at the player terminal 1, it is determined that the round is in progress, and the round process (P20) for accepting the player's operation input is executed.
[0457] Fig.41 Flowchart for explaining the processing in the round at the player terminal 1. When the player's operation input is performed at the player terminal 1 ("Yes" in P20-1), the training game execution unit 701a performs the command selection process (P30). In addition, when no operation input is performed ("No" in P20-1) and a command is received from the server 1000 ("Yes" in P20-2), the training game execution unit 701a performs the command reception process (P40).
[0458] Fig.42 1 is a flowchart for explaining the command selection process at the player terminal 1. When the player selects any of the round ending commands (rest operation unit 215, outing operation unit 218, speed operation unit 241, endurance operation unit 242, strength operation unit 243, perseverance operation unit 244, intelligence operation unit 245 and competition operation unit 274) as the predetermined command for ending the round ("Yes" in P30-1), the training game execution unit 701a sends the selected command to the server 1000 (P30-2). Then, the training game execution unit 701a waits for the command from the server 1000 (P30-3).
[0459] Furthermore, when a skill acquisition operation (a tap on any one of the skill display columns 251) for acquiring a skill is input ("Yes" in P30-4), the training game execution unit 701a sends a command corresponding to the skill display column 251 in which the operation input is performed to the server 1000 (P30-5). Furthermore, the training game execution unit 701a updates the skill information indicating that the corresponding skill has been acquired (P30-6).
[0460] In addition, when a live performance preparation operation is input (a tap on the live performance preparation operation unit 220, or any one of the live performance song details display bar 292) ("Yes" in P30-7), the training game execution unit 701a displays the live performance preparation screen 290 or the confirmation dialog box 294 on the display 26 (P30-8).
[0461] Furthermore, when a live performance song acquisition operation (a tap on the execution button 294a) is input ("Yes" in P30-9), the training game execution unit 701a sends a command corresponding to the live performance song detail display column 292 in which the operation input is made to the server 1000 (P30-10). Then, the training game execution unit 701a waits to receive a command from the server 1000 (P30-11).
[0462] Furthermore, when a live performance start operation (a tap on the live performance start button 300a) is input ("Yes" in P30-12), the training game execution unit 701a sends a command indicating that a live performance start operation has been performed to the server 1000 (P30-13). At the server 1000, upon receiving the command sent in the above-mentioned steps P30-2, P30-5, P30-10 or P30-13, as shown in FIG. Fig.43 and Fig.44 As shown, the mid-round processing (S20) is executed.
[0463] Fig.43 1 is a first flowchart for explaining the process in the round at the server 1000 . Fig.44 20-1 is a second flowchart for explaining the processing in the round at the server 1000. When receiving a command indicating the operation input of the outgoing operation unit 218 ("Yes" in S20-1), the training game execution unit 1101a performs outgoing execution processing (S20-2). Here, an outgoing event for increasing the parameters of physical strength and physical condition is determined. In addition, the parameters of physical strength and physical condition are updated based on the determined outgoing event.
[0464] When receiving a command indicating operation input of the rest operation unit 215 (Yes in S20-3), the training game execution unit 1101a performs rest execution processing (S20-4). Here, a rest event for increasing the parameter of physical strength is determined. In addition, the parameter of physical strength is updated based on the determined rest event.
[0465] When receiving a command indicating an operation input for starting a match ("Yes" in S20-5), the training game execution unit 1101a performs a match execution process (S20-6). Here, a match simulation is performed based on the parameters of the NPC participating in the match and the training target character. In addition, the training game execution unit 1101a performs a reward granting process for granting a reward to the player (S20-7). Here, the reward is determined based on the result of the simulation (i.e., the arrival order of the training target character, the development of the match, etc.), and the determined reward is given to the player.
[0466] When receiving a command indicating the execution of any training ("Yes" in S20-8), the training game execution unit 1101a performs a success determination process (S20-9). Here, whether the training is successful is determined based on the failure rate calculated in advance. Then, the training game execution unit 1101a updates various parameters (S20-10) based on the determination result in S20-9. Note that here, as determined in S10-5 at the beginning of the training, the ability parameters are updated. In addition, here, as determined in S10-6 at the beginning of the training, the performance parameters are updated.
[0467] Then, when any of the commands and processes related to the end of the round are executed (S20-2, S20-4, S20-6, S20-7, S20-9, S20-10), the training game execution unit 1101a ends the current round and performs a process for transitioning to the next round (S20-11). Therefore, at the server 1000, the mid-round process (S20) ends, and the server 1000 enters a standby state for the process (S10) at the start of the round.
[0468] In addition, Fig.43 and Fig.44 The various game information determined and updated in the various processing steps shown is set in the game information storage unit 1151 (S20-12). Here, the set game information is received by the player terminal 1.
[0469] In addition, if Fig.44 As shown, when receiving a command indicating an input of a skill acquisition operation ("Yes" in S20-21), the training game execution unit 1101a updates the skill information in the game information storage unit 1151 (S20-22). In addition, the training game execution unit 1101a consumes skill points due to the acquisition of skills (S20-23).
[0470] In addition, when receiving a command indicating the acquisition of live performance songs, etc. ("Yes" in S20-24), the training game execution unit 1101a updates the live performance song information indicating the acquired live performance songs, etc. (S20-25). In addition, the training game execution unit 1101a consumes the performance parameter due to the acquisition of live performance songs, etc. (S20-26).
[0471] Furthermore, the training game execution unit 1101a refers to the live performance song path information to determine three live performance songs etc. that the player can select next based on the acquired live performance songs etc. (S20-27).
[0472] In addition, the training game execution unit 1101a activates the first reward associated with the obtained live performance song, etc. (S20-28). Here, when the first reward is activated, the ability parameter is increased, the physical strength is restored, and the skill prompt is obtained. In this way, the first reward associated with the live performance song, etc. is activated in the round in which the live performance song, etc. is obtained.
[0473] In addition, when receiving a command indicating the start of a live performance operation ("Yes" in S20-29), the training game execution unit 1101a loads the live performance song information (S20-30) indicating the live performance song obtained by the player. Then, the training game execution unit 1101a launches the second reward (S20-31) associated with the live performance song obtained from the beginning of the training main game or the previous live performance holding round until the current round (live performance holding round). Here, various parameters such as the rate of good training, the rate of occurrence of events, the rate of occurrence of skill prompts, the reward for the game, the rate of failure, etc. are updated by launching the second reward. In this way, the second reward associated with the live performance song, etc. is launched in the round of executing the first live performance holding event after obtaining the live performance song, etc.
[0474] Note that here, after the second reward is activated, the utility brought by the second reward continues until the cultivation main game ends. However, the utility brought by the second reward may also be valid only for a predetermined time period. For example, after the second reward is activated, the utility brought by the second reward may continue until the next live performance round is held or only until a preset number of rounds have passed.
[0475] Then, in the player terminal 1, upon receiving the game information (command) set in S20-12, Fig.41 In the illustrated round process (P20), a command receiving process (P40) is executed.
[0476] Fig.45 40-1 is a flowchart for explaining the command receiving process at the player terminal 1. The training game execution unit 701a analyzes the command received from the server 1000 (P40-1). Then, the training game execution unit 701a performs the training main game screen display process for displaying various event screens based on the received command (P40-2).
[0477] Note that in the live performance holding round, the number of characters and the types of characters to be displayed on the live performance event screen 301 are determined according to the number of live performance songs, etc. and the live performance cooperation members. That is, in the live performance holding round, the display mode of the live performance event screen 301 is determined according to the number of live performance songs, etc. and the live performance cooperation members. Then, the training game execution unit 701a displays the live performance event screen 301 in the determined display mode. Note that here, the display mode of the live performance event screen 301 is determined at the player terminal 1. However, the display mode of the live performance event screen 301 may be determined at the server 1000.
[0478] In addition, the training game execution unit 701a updates various parameters in the game information storage unit 751 based on the received command (P40-3). Then, when a command for ending the round is received ("Yes" in P40-4), the training game execution unit 701a executes the round end processing (P40-5). Here, after the display of various screens such as the event screen ends, the processing for ending the current round and starting the next round is performed.
[0479] Although one aspect of the embodiment is described above with reference to the accompanying drawings, it is needless to say that the present invention is not limited to the above embodiment. Obviously, those skilled in the art can think of various alternative variations or modifications within the scope of the idea of the claims, and these alternative variations and modifications can be understood to necessarily fall within the technical scope of the present invention.
[0480] The game attributes described in the above embodiments and the processing procedures performed at the player terminal 1 and the server 1000 are merely examples. In any case, the information processing program only needs to cause the computer (in the embodiment, one or both of the player terminal 1 and the server 1000) to execute a cultivation game including a plurality of rounds and further cause the computer to execute the following processing procedures.
[0481] (Processing to be performed by a computer)
[0482] Processing for enabling a player to select a plurality of commands in a preset round (as an example, P10-2 in the embodiment), wherein the plurality of commands include at least a first type of command (as an example, executing training in the embodiment) and a second type of command (as an example, obtaining live performance songs, etc. in the embodiment).
[0483] Processing for obtaining a predetermined parameter (as an example, a performance parameter in the embodiment) based on the fact that the first type command is selected (as an example, S20 - 10 in the embodiment).
[0484] Used to process (as an example, P30-8 in the embodiment) at least a portion of a plurality of rewards (as an example, live performance songs, etc. or rewards associated with live performance songs, etc. in the embodiment) that bring benefits to the player by consuming predetermined parameters (as an example, S20-26 in the embodiment) based on the fact that the second type of command has been selected.
[0485] A process for determining a plurality of rewards that the player can newly obtain based on the fact that the player has obtained the reward (as an example, S20-27 in the embodiment).
[0486] Processing for causing a utility corresponding to a reward obtained by a player to occur at a predetermined timing (as an example, S20 - 28 , S20 - 31 in the embodiment).
[0487] Processing for ending the currently executed round and transitioning to the next round when a preset round end condition including at least selection of a first type command is satisfied (as an example, S20-11, P40-5 in the embodiment).
[0488] Note that in the above-described embodiment, the number of rounds in the cultivation main game and the commands that the player can select in each round are only examples. In addition, the game attributes described in the above-described embodiment are only examples. In any case, the cultivation game only needs to include multiple rounds, and there is no special restriction on the game attributes.
[0489] Furthermore, in the above-described embodiment, live performance songs and the like are provided as rewards. However, rewards are not limited to live performance songs and the like. For example, the player may obtain the first reward or the second reward itself in the above-described embodiment as a reward.
[0490] In addition, in the above-described embodiment, by executing the command for ending the round, one round ends. However, the round end condition for ending one round is not limited thereto. For example, in addition to the above-described embodiment, in the case of obtaining a live performance song, etc., one round may also end. In addition, for example, in addition to the above-described embodiment, a time limit may also be set for one round, and the round ends when the time limit passes. In any case, when the preset round end condition including at least selecting the first type of command is satisfied, the round currently being executed ends to transition to the next round.
[0491] In addition, the utility (as an example, a reward associated with a live performance song, etc. in an embodiment) may include: a first utility (as an example, a first reward in an embodiment) that occurs in a round in which the player obtains; and a second utility (as an example, a second reward in an embodiment) that occurs in a preset specific round after the round in which the player obtains (as an example, the next live performance round in an embodiment).
[0492] Note that in the above-described embodiments, only the first bonus or only the second bonus may be associated with a live performance song, etc. In any case, the utility corresponding to the reward obtained by the player only needs to occur at a predetermined timing, and the occurrence timing is not particularly limited.
[0493] Furthermore, in the process for enabling the player to obtain any of a plurality of rewards, the plurality of rewards that the player can obtain can be displayed in a recognizable manner in a reward display column (as an example, the live performance preparation screen 290 in the embodiment). Furthermore, the reward display columns can each include a first display area for displaying a first utility (as an example, the first reward display column 292b in the embodiment) and a second display area for displaying a second utility (as an example, the second reward display column 292c in the embodiment).
[0494] However, the live preparation screen 290 is only an example. For example, in the above-described embodiment, only the titles of live songs, etc., which the player can obtain, etc. may be displayed in the live preparation screen 290. In this case, the first and second rewards associated with each live song, etc. may be kept secret from the player without being notified to the player.
[0495] Note that in the above embodiment, the rewards associated with the live performance songs, etc. are classified into the first reward and the second reward. However, in the above embodiment, the reward that brings utility in the round of obtaining the live performance songs, etc. is classified as the first reward, and the reward that brings utility in the next live performance holding round is classified as the second reward.
[0496] That is, in the above embodiment, rewards are classified according to the timing of the utility occurrence. However, the reward classification method is not limited to this. For example, a reward for increasing an ability parameter may be classified as a first reward, and other rewards may be classified as a second reward. Specifically, rewards may be classified according to the content of the utility that occurs. Even in this case, as in the above embodiment, the live performance preparation screen 290 is displayed so that the classification of rewards can be identified.
[0497] In any case, the utility is classified into the first utility and the second utility, and in the process for enabling the player to obtain any of the plurality of rewards, the plurality of rewards that the player can obtain can be displayed in the reward display column in an identifiable manner, respectively. At this time, the reward display column can each include a first display area for displaying the first utility and a second display area for displaying the second utility.
[0498] Furthermore, in the process for determining the multiple rewards that the player can newly obtain, the multiple rewards that the player can newly obtain can be determined based on reward path information (for example, live performance song path information in the embodiment) in which the relationship between the rewards obtained by the player and the multiple rewards that the player can newly obtain is predefined. Furthermore, in the process for determining the multiple rewards that the player can newly obtain, the multiple rewards that the player can newly obtain can be determined by lottery. That is, there is no particular limitation on the method for determining the multiple rewards that the player can newly obtain.
[0499] Note that the information processing program for executing the processing in the above-mentioned embodiments and various modifications can be stored in a non-transient computer-readable storage medium and can be provided in the form of a storage medium. Alternatively, a game terminal device including the storage medium can be provided. In addition, the above-mentioned embodiments and various modifications can be provided in the form of an information processing method for implementing the steps shown in the various functions and flow charts.
[0500] Description of Reference Numerals
[0501] 1 Player Terminal
[0502] 1000 servers
[0503] G Game Device
[0504] Information Processing System
Claims
1. An information processing program for causing a computer to execute a training game including a plurality of rounds, the information processing program causing the computer to execute: a process for enabling a player to select a plurality of commands including at least a first type of command and a second type of command in a preset round in the round; a process for obtaining a predetermined parameter based on the fact that the first type of command is selected; a process for enabling the player to obtain at least a part of a plurality of rewards that bring utilities that are advantageous to the player by consuming the predetermined parameter based on the fact that the second type command is selected; A process for determining a plurality of rewards that a player can newly obtain based on the fact that the player has obtained a reward; Processing for causing a utility corresponding to a reward obtained by a player to occur at a predetermined timing; as well as A process for ending a currently executed round and transitioning to a next round when a preset round ending condition including at least selecting the first type of command is satisfied.
2. The information processing program according to claim 1, wherein: The benefits include: The first utility that occurs during the turn the player gets; and The second utility occurs in a preset specific round after the round in which the player obtains it.
3. The information processing program according to claim 2, in, In the process for enabling the player to obtain the reward, a plurality of rewards obtainable by the player are respectively displayed in a reward display column in a manner that enables identification, and The reward display columns each include a first display area for displaying the first utility and a second display area for displaying the second utility.
4. The information processing program according to claim 1, in, The utility is classified into a first utility and a second utility, In the process for enabling the player to obtain a reward, a plurality of rewards that the player can obtain are respectively displayed in a reward display column in an identifiable manner, and The reward display columns each include a first display area for displaying the first utility and a second display area for displaying the second utility.
5. The information processing program according to any one of claims 1 to 4, wherein: In the process for determining a plurality of rewards that a player can newly obtain, the plurality of rewards that a player can newly obtain are determined based on reward path information in which a relationship between a reward obtained by a player and the plurality of rewards that a player can newly obtain is defined in advance.
6. The information processing program according to any one of claims 1 to 4, wherein: In the process for determining a plurality of rewards that the player can newly obtain, a plurality of rewards that the player can newly obtain are determined by lottery.
7. An information processing method, wherein: One or more computers execute a training game including a plurality of rounds, wherein the one or more computers execute: a process for enabling a player to select a plurality of commands including at least a first type of command and a second type of command in a preset round in the round; a process for obtaining a predetermined parameter based on the fact that the first type of command is selected; a process for enabling the player to obtain at least a part of a plurality of rewards that bring utilities that are advantageous to the player by consuming the predetermined parameter based on the fact that the second type command is selected; A process for determining a plurality of rewards that a player can newly obtain based on the fact that the player has obtained a reward; Processing for causing a utility corresponding to a reward obtained by a player to occur at a predetermined timing; as well as A process for ending a currently executed round and transitioning to a next round when a preset round ending condition including at least selecting the first type of command is satisfied.
8. A gaming device comprising one or more computers, wherein the one or more computers execute a training game comprising a plurality of rounds, wherein the one or more computers execute: a process for enabling a player to select a plurality of commands including at least a first type of command and a second type of command in a preset round in the round; a process for obtaining a predetermined parameter based on the fact that the first type of command is selected; a process for enabling the player to obtain at least a part of a plurality of rewards that bring utilities that are advantageous to the player by consuming the predetermined parameter based on the fact that the second type command is selected; A process for determining a plurality of rewards that a player can newly obtain based on the fact that the player has obtained a reward; Processing for causing a utility corresponding to a reward obtained by a player to occur at a predetermined timing; as well as A process for ending a currently executed round and transitioning to a next round when a preset round ending condition including at least selecting the first type of command is satisfied.
Citation Information
Patent Citations
Game system, game control unit, program and game control method
JP2021121396A