Program, information processing system, and information processing method
By introducing the picture book function provider in the game, the effect of setting the character type registered in the picture book is beneficial to the progress of the game, and the problem of lack of stimulating players' interest in the existing technology is solved, and the player's interest and game are improved The effect of diversity.
Patent Information
- Application Number
- CN202380048297.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-06-28
- Filing Date
- 2023-05-23
- Publication Date
- 2025-02-07
AI Technical Summary
In the prior art, the picture book function mainly relies on the number of characters and props registered in the picture book to increase the holding limit, and lacks a mechanism to stimulate player interest.
By introducing the picture book function provider in the game, the effect that is beneficial to the game progress is set according to the type of characters registered in the picture book, for example, the registration of the character to the picture book is valid in the activities carried out in a preset period, and according to the character The types and registration status provide performance gain rewards and team skills.
Increases players' interest in the game, and makes the game progress more diverse and interesting by meeting the motivation of various character registration conditions.
Smart Images

Figure CN119403603A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which multiple types of characters appear. Background Art
[0002] Conventionally, a game having a图鉴 function has been known. In this图鉴 function, characters, items, etc. that are to appear in the game are registered in the图鉴, and the holding limit of the characters, items, etc. can be increased according to the registration status of the characters, items, etc. in the图鉴 (see Non-Patent Document 1).
[0003] Prior Art Documents
[0004] Non-Patent Documents
[0005] Non-Patent Document 1: “About the图鉴 level and the图鉴 bonus in (Puyo Ques)”, [online], March 22, 2021, Game8, Puyo Ques (Puyo Puyo Quest) Walkthrough Wiki, [searched on May 24, 2022], Internet <URL:https: / / game8.jp / puyoque / 156612> Summary of the Invention
[0006] Problems to be Solved by the Invention
[0007] Here, in the conventional图鉴 function, an effect of increasing the holding limit according to the registration number of characters, items, etc. in the图鉴 is obtained, so it is mainly used to satisfy the player's collection desire.
[0008] The present invention has been completed in view of the above circumstances, and an object thereof is to provide a program, an information processing system, and an information processing method that can increase a player's interest in a game.
[0009] Solutions to the Problems
[0010] (1) The present invention relates to a program for a game in which multiple types of characters appear. In this program, the program causes a computer to function as a图鉴 function providing unit. The图鉴 function providing unit registers the characters that satisfy the registration conditions in the图鉴, and the图鉴 function providing unit manages the presence or absence of the registration status of the characters in the图鉴 in association with the types of the characters, and sets an effect that is advantageous for the progress of the game according to the types of the characters registered in the图鉴.
[0011] (2) In the program of the present invention, it may also be that the图鉴 function providing unit makes the registration of the characters in the图鉴 valid in an event implemented during a preset period, and sets the advantageous effect corresponding to the implementation period of the event.
[0012] (3) In the program of the present invention, it is also possible that the player can select the character to be used from a plurality of types of the characters, and the advantageous effects set according to the type of the character to be registered in the illustration are applied to the progress of the game regardless of the type of the character to be used.
[0013] (4) In the present invention, a player may be able to select the character from a plurality of types of the characters to form a team, and the illustrated book function providing unit may register the character in the illustrated book based on the team formation information.
[0014] (5) The present invention relates to an information processing system, which is an information processing system for a game in which multiple types of characters appear, wherein the information processing system includes an illustration function providing unit, which registers the characters that meet registration conditions into an illustration, and manages the registration status of the characters in the illustration in association with the types of the characters, and sets effects that are beneficial to the progress of the game according to the types of the characters registered in the illustration.
[0015] (6) The present invention relates to an information processing method, which is an information processing method for a game in which multiple types of characters appear, wherein the information processing method includes the following steps: an illustration registration step, registering the characters that meet the registration conditions into the illustration, and managing the registration status of the characters in the illustration in association with the types of the characters; and an effect setting step, setting effects that are beneficial to the progress of the game according to the types of the characters registered in the illustration.
[0016] In the program, information processing system, and information processing method of the present invention, effects that are beneficial to the progress of the game are set according to the types of characters registered in the illustrations, which serves as a motivation for playing the game in order to make various characters meet the registration conditions of the illustrations, thereby increasing the player's interest in the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 It is a diagram showing the overall structure of the information processing system.
[0018] Figure 2 This is a functional block diagram showing functions associated with a server among functions implemented by the information processing system.
[0019] Figure 3 This is a functional block diagram showing functions associated with a player terminal among functions implemented by the information processing system.
[0020] Figure 4This is a flowchart showing an example of processing related to the event function.
[0021] Figure 5 This is a diagram showing an example of an event top screen displayed on a player terminal.
[0022] Figure 6 1 is a diagram showing an example of a match reservation confirmation dialog box displayed on a player terminal.
[0023] Figure 7 This is a diagram showing an example of a battle opponent selection screen displayed on a player terminal.
[0024] Figure 8 This is a diagram showing an example of a participation confirmation screen displayed on a player terminal.
[0025] Fig. 9 This is a diagram showing an example of a participation confirmation screen displayed on a player terminal.
[0026] Fig.10 This is a diagram showing an example of a suitability confirmation dialog box displayed on a player terminal.
[0027] Fig.11 This is a diagram showing an example of a battle result screen displayed on a player terminal.
[0028] Fig.12 This is a diagram showing an example of a reward obtaining screen displayed on a player terminal.
[0029] Fig.13 This is a diagram showing an example of an illustrated book update notification dialog box displayed on a player terminal.
[0030] Fig.14 This is a diagram showing an example of a team evaluation update dialog box displayed on a player terminal.
[0031] Fig.15 This is a diagram showing an example of a scouting acceptance screen displayed on a player terminal.
[0032] Fig.16 This is a diagram showing an example of a search target selection screen displayed on a player terminal.
[0033] Fig.17 2 is a diagram showing an example of a replacement object selection screen displayed on a player terminal.
[0034] Fig.18 This is a diagram showing an example of a scouting acceptance screen displayed on a player terminal.
[0035] Fig.19 This is a flowchart showing an example of processing related to the event function.
[0036] Fig. 20 This is a diagram showing an example of a team confirmation screen displayed on a player terminal.
[0037] Fig.21 2 is a diagram showing an example of a captain selection screen displayed on a player terminal.
[0038] Fig. 22 This is a diagram showing an example of a team tactics dialog box displayed on a player terminal.
[0039] Fig.23 This is a diagram showing an example of an illustrated book browsing screen displayed on a player terminal.
[0040] Fig.24 This is a diagram showing an example of an illustrated book browsing screen displayed on a player terminal. DETAILED DESCRIPTION
[0041] The following describes an embodiment of the present invention. In addition, the following embodiment does not unduly limit the content of the technical solution described in the claims. In addition, all the structures described in this embodiment are not necessarily the structural elements required by the present invention.
[0042] 1. Structure of information processing system
[0043] Figure 1 1 is a diagram showing the overall structure of the information processing system 10 of this embodiment. Figure 1 As shown, in the information processing system 10, a server 20 and a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, thereby constructing a so-called client-server communication system. Furthermore, each of the plurality of player terminals 40 communicates with the server 20 via the network 30, thereby transmitting and receiving various information. In addition, each of the plurality of player terminals 40 communicates with other player terminals 40 via the network 30 and the server 20, thereby transmitting and receiving various information.
[0044] The server 20 includes a control unit 21 composed of a processor such as a CPU, a storage unit 22 composed of a main storage device such as a ROM and a RAM and an auxiliary storage device such as a HDD and an SSD, and a communication unit 23 composed of a communication module and a communication interface. The server 20 executes various processes according to the program stored in the storage unit 22 by the control unit 21. In addition, the server 20 receives information from the player terminal 40 through the communication unit 23, and sends information related to the results of the process executed by the control unit 21 to the player terminal 40.
[0045] The player terminal 40 is a smart phone, a tablet, a personal computer, a portable game console, a fixed game console installed in a store or home, etc. The player terminal 40 includes a control unit 41 composed of a processor such as a CPU, a storage unit 42 composed of a main storage device such as a ROM, a RAM and an auxiliary storage device such as a flash memory, a HDD, and a SDD, an operation input unit 43 composed of a touch panel, a keyboard, a microphone, etc., a display unit 44 composed of a liquid crystal display, an organic EL display, etc., and a communication unit 45 composed of a communication module and a communication interface. The player terminal 40 also performs various processes according to the program stored in the storage unit 42. In addition, the player terminal 40 receives information from the server 20 through the communication unit 45, and sends information to the server 20 and other player terminals 40.
[0046] In the information processing system 10 of this embodiment, there is a function of providing a game through the player terminal 40, wherein the game is a game in which a character with a horse racing theme is developed and the developed character participates in a competition to compete with other characters. In particular, in the information processing system 10 of this embodiment, there are a development function for developing a character, an activity function for forming a team and fighting with other teams, etc., and the following describes the case where these functions are realized mainly by the player terminal 40. However, the above functions can also be realized mainly by the server 20, and can also be realized by sharing between the server 20 and the player terminal 40.
[0047] Figure 2 2 is a functional block diagram showing main functions of the server 20 .
[0048] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, performing calculations required for the progress of the game in response to requests from the player terminal 20 and sending calculation results to the player terminal 40. The server data storage unit 50 cooperates with the game calculation unit 60 to implement these functions.
[0049] The server data storage unit 50 includes a player management database 51, which is mainly implemented by the storage unit 22. In the present embodiment, the player management database 51 stores a character list, an item list, a development target list, etc. in association with a player ID assigned to each player.
[0050] The character list includes, for example, the individual character ID assigned to each developed character, the character category ID indicating the category of the character, the character's status (rarity, evaluation score, track suitability, distance suitability, running method suitability, running style, speed, endurance, strength, perseverance, intelligence, skills possessed, titles obtained), lock status (locked, unlocked), and the character's development history (development conditions, record of participation in competitions during development), etc.
[0051] In the present embodiment, a “completely developed character” refers to a character that has been developed through a development function that is one of the game functions implemented by the information processing system 10 of the present embodiment and whose status has been determined after the development is completed.
[0052] In addition, in this embodiment, there are "character individual ID" and "character category ID", and the difference between them is as follows.
[0053] First, the "character individual ID" is an ID assigned when the developed character is registered in the character management database 51 after the development of the character in the development function is completed, and is used to identify each developed character associated with the player ID.
[0054] In the present embodiment, a system is adopted in which the player selects a character to be developed from a plurality of types in the development function, and the "character type ID" is an ID assigned to identify the type of a developed character.
[0055] In addition, the "locked status" indicates whether the transfer of the developed character (deletion from the character list) is prohibited. If it is not locked, the transfer is possible, and if it is locked, the transfer is not possible. The locked status includes the case where the player specifies it individually from the list of developed characters, the case where the developed character is currently registered to participate in the game, etc.
[0056] In the development object list, data corresponding to information of unlocked and unlocked is stored for the character category ID. In this embodiment, the character corresponding to the unlocked information in the development object list becomes a character that can be selected as a development object by the player in the development function. In addition, in this embodiment, a new character can be unlocked by unlocking props and character acquisition lottery, and the number of characters that can be selected as development objects by the player is different. In the following, the character that can be selected as a development object in the development function is sometimes referred to as an unlocked character.
[0057] The item list includes data related to the items, enhancement points, and in-game currency owned by the player. In this embodiment, for example, the items owned and the amount owned, the amount of enhancement points owned, the amount of in-game currency owned, etc. are stored in the player management database 51 as the item list.
[0058] The props in this embodiment are used, for example, to assist in the development of characters or to change the conditions for participating in a game. The props can be obtained according to the results of the game or by consuming in-game currency.
[0059] In addition, the strengthening points are used to strengthen auxiliary items that assist the development of the character, for example. By strengthening the auxiliary items, the character can be developed in a more favorable development environment.
[0060] In addition, the data stored in the player management database 51 includes a friend list. In the present embodiment, other players are registered as friends, and in the development function, characters and auxiliary props can be rented from other players who have been registered as friends to use the characters and auxiliary props. The friend registration is as follows: the player ID of the other player is entered in the friend registration screen displayed on the display unit 44 of the player terminal 40. When there is a player matching the player ID and the player can be registered as a friend, the player ID of the other player who is the registration object is added to the friend list by clicking the registration button set on the friend registration screen. There is an upper limit (for example, 50) on the number of friends registered for each player, and there is also an upper limit (for example, 100) on the number of friends registered for each player, so as long as these numbers do not reach the upper limit, a new friend registration can be performed.
[0061] In addition, the player management database 51 also stores data of each player related to the activity function of forming a team and fighting with other teams. For example, the grouping information of each player's team, the results of matching between players, etc. are stored. In particular, in the team formation activity provided in the activity function, it is possible to scout (scout) other players' developed characters and form them into the team. For the developed characters of other players formed into the player's team, the character category ID and status of the developed characters are associated with the player ID and are stored in the player management database 51, and part of the information such as the factor information of the character, the information of the inherited character, the grouping information of the auxiliary props, and the record information of the competition when the character is developed is not stored. Moreover, in the case of participating in the activity competition in the activity function, when it is necessary to refer to the status of the character belonging to the team, the running simulation process is performed with reference to the status stored in the player management database 51. Therefore, even if the data of the developed characters of other players formed into the team is deleted on the side of the other players who have developed the characters, various processes related to the activity function can be performed based on the information stored in the player management database 51.
[0062] The game calculation unit 60 (an example of the additional state application unit) performs a process of performing a calculation required for the progress of the game in response to a request from the player terminal 20 and sending the calculation result to the player terminal 40, and a process of sending data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, etc., which are mainly realized by the control unit 41 and the communication unit 45. For example, when a request related to training instructions is received from the player terminal 20 in the development function, the game calculation unit 60 sends the calculation result to the player terminal 40 for whether the training calculation is successful or failed. In addition, for example, when a request related to participation in a game is received in the development function or the event function, the game calculation unit 60 performs a running simulation of a game performed by multiple characters, and sends the result of the running simulation to the player terminal 40. In particular, when a request related to participation in a game is received in the event function, the game calculation unit 60 extracts candidates for opponents based on the formation information of each player's team stored in the player management database 51, and sends the extraction result to the player terminal 40 as the source of the request. In addition, when performing a running simulation of a game in the event function, the additional status obtained by the player is applied equally to the characters belonging to the team to execute the running simulation.
[0063] Figure 3 4 is a functional block diagram showing the main functions of the player terminal 40 .
[0064] Regarding the player terminal 40 in the information processing system 10 of this embodiment, Figure 3 As shown, the terminal data storage unit 70 cooperates with the game execution unit 80 to realize the development function, the activity function, etc.
[0065] The terminal data storage unit 70 stores data used for various processes by the game execution unit 80 , and is mainly implemented by the storage unit 42 .
[0066] The terminal data storage unit 70 includes a player data storage unit 71, and the player data storage unit 71 stores data related to the character list, development object list, item list, and friend list corresponding to the same player ID. In the present embodiment, when the application is started and ended or in other necessary situations, the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 perform synchronization processing related to the data (character list, development object list, item list, and friend list, etc.) associated with the same player ID, and various game processes are executed using the data stored in the player data storage unit 71. In the present embodiment, when the character list, development object list, item list, and friend list need to be changed along with the execution of various game processes, the storage content of the player data storage unit 71 is updated, and the updated storage content is backed up in the player management database 51 of the server 20, so as to synchronize the storage content of the two. In addition, it is also possible that the data related to the player ID, such as the character list, development object list, item list, and friend list, is downloaded from the player management database 51 to the player data storage unit 71 as needed when the application is started.
[0067] In addition, the terminal data storage unit 70 includes a development progress data storage unit 72, and data (development progress data) required for the development function of the characters that can be selected as development objects in the development function (characters corresponding to the character category ID with unlocked information in the development object list) are stored in the development progress data storage unit 72. In this embodiment, development goals, game activities, etc. are prepared for the development function for each character, and the development progress data including at least the setting content of the development goal and the setting content of the game activity is stored in the development progress data storage unit 72 in association with the character category ID.
[0068] In addition, the terminal data storage unit 70 includes a competition control data storage unit 73, which stores data for controlling the actions of characters when watching competitions in which the characters participate in the development function and the competition battle function, the performance of skills, etc., text data and sound data of live competitions, etc.
[0069] In addition, the terminal data storage unit 70 includes a factor information database 74, in which information such as a factor name, a factor level, and a factor type is stored in association with a factor registration ID. The factor information is information associated with a developed character when a character is developed through the development function. In this embodiment, when a character is developed in the development function, a factor inheritance activity as a game activity occurs based on the factor information associated with the developed character selected as the successor character. The factor inheritance activity is used to enhance the state that affects the ability of the character to be developed, such as an increase in the acquisition level of skills and an increase in performance parameters.
[0070] As factor information, there are four systems: blue factor, red factor, inherent factor, and white factor. There are three stages of factor level settings in each factor information. The higher the factor level, the more conducive to the state enhancement effect. In addition, the factor type is subdivided into blue factor, red factor, inherent factor, and white factor. Blue factor is factor information named performance parameter, which affects performance parameter. The higher the factor level, the higher the increase in performance parameter. Red factor is factor information named track suitability, distance suitability, or running suitability, which affects track suitability, distance suitability, or running suitability. The higher the factor level, the easier it is to increase suitability in factor inheritance activities. Intrinsic factor is factor information named inherent skill, which enables the inherent skills of the inherited character to be acquired. The higher the factor level, the easier it is to improve the acquisition level of inherent skills. The acquisition level of skills affects the consumption of skill points when acquiring skills. The higher the factor level, the less the consumption of skill points. White factor is factor information that does not belong to any of blue factor, red factor, and inherent factor, including skill factor, competition factor, and script factor. Skill factors are factor information named after skills, which make it easier to improve the acquisition level of general skills (skills other than inherent skills), and exist for each type of skill. Competition factors are factor information named after competitions and arenas, which make it easier to improve at least one of performance parameters and the acquisition level of general skills, and the effect varies depending on the type of competition and the type of arena. Script factors are factor information named after development scripts, and are factor information related to development scripts that develop characters. When inheriting script factors in a factor inheritance activity, multiple performance parameters can be greatly increased, and the increased performance parameters vary depending on the type of script factors. In addition, in the above-mentioned factor types, factor information is classified into six categories: blue factors, red factors, inherent factors, skill factors, competition factors, and script factors.
[0071] In addition, the terminal data storage unit 70 includes an activity data storage unit 75, in which data related to the period of the activity, data for controlling the progress of the activity, and various data managed for each player are stored for the team formation activity held during a limited period. In particular, in this embodiment, a picture book function for registering characters that meet the registration conditions in the team formation activity is prepared, and picture book data for managing the registration status of the character, the acquisition status of the additional status, etc. in the picture book function is stored in the activity data storage unit 75.
[0072] The game execution unit 80 performs the process of starting the game when the game start condition is satisfied, the process of executing the game mode selected from a plurality of game modes, the process of advancing the game, the process of causing an event to occur when the event occurrence condition is satisfied, the process of calculating the game result, the process of ending the game when the game end condition is satisfied, the process of requesting the server 20 to perform calculations, the process of obtaining the calculation results and required data from the server 20, and the process of sending the calculation results and data of the player terminal 40 to the server 20, etc., which are mainly realized by the control unit 41 and the communication unit 45. In the present embodiment, the game execution unit 80 includes a development function providing unit 81 and an activity function providing unit 82.
[0073] The development function providing unit 81 performs processing to provide a development function for developing a character. In the present embodiment, input is accepted for character development, and a calculation result for the input is displayed.
[0074] In this embodiment, when developing a character in the development function, it is required to select an action that is the object of turn consumption in each round. The actions that are the object of turn consumption include training, participating in competitions, going out, and going to the health room. The development function providing unit 81 accepts the selection of the action that is the object of turn consumption through the development homepage screen displayed by the display unit 44, and requests the server 20 to calculate the result of the selected action. In the server 20 that receives the request, the result of the selected action is calculated and the calculation result is sent to the player terminal 40. The development function providing unit 81 displays the display screen corresponding to the calculation result received from the server 20 on the display unit 44.
[0075] In addition, in the present embodiment, a development goal is set according to the type of the character to be developed, and sometimes the development goal includes a required action that is compulsorily selected in a specified round. For example, the development goal includes participating in a specified game or obtaining a specified arrival order result in a specified game. In this case, in the round in which the specified game associated with the development goal is set, participating in the game becomes a required action, and actions other than participating in the game that are the subject of round consumption cannot be selected. In this way, the development function providing unit 81 performs the following control: in the round in which the selection of the required action is accepted, the selection of actions other than the required action is restricted.
[0076] The activity function providing unit 82 performs the following processing: providing an activity function for strengthening the team formed by the players. In this embodiment, the following team formation activity can be held during a limited period: the players form a team composed of multiple types of characters and fight against other teams. When they win the battle, they select characters from the opponent's team and replace the characters belonging to the team, thereby strengthening the team. That is, the various functions provided for the team formation activity are only valid during the holding period. In addition, the activity function providing unit 82 includes a formation acceptance unit 83, a battle processing unit 84, a team evaluation processing unit 85, and an illustration function providing unit 86.
[0077] The team formation accepting unit 83 accepts input for selecting a character to be used in a team formation activity from a plurality of types of characters to form a team. In the present embodiment, in the team formation activity, a team consisting of a total of seven characters including one leader and six members can be formed.
[0078] The formation accepting unit 83 performs the following processing: accepting the selection of a character to become the captain from the developed characters held by the player. Regarding members, pre-prepared passerby characters are assigned as initial members. In the team formation activity, when winning in the battle, it is possible to select one character from the opponent's team and replace the character with the members of one's own team. In addition, in the present embodiment, in the team formation activity, it is not possible to select a character from the opponent's team in the case of defeat in the battle. However, it is also possible that in the team formation activity, it is possible to select a character from the opponent's team in the case of defeat in the battle. The formation accepting unit 83 also performs the following processing: in the team formation activity, in the case of winning in the battle, accepting the selection of a character to be selected from the 7 characters belonging to the opponent's team, and accepting the selection of a character to be replaced from the 6 members belonging to one's own team. In addition, in the present embodiment, during the team formation activity, even if the player wins the battle and can select characters from the opponent's team, it is the player's freedom to replace members of his own team, and the player is also free not to select characters from the opponent's team.
[0079] In addition, in the present embodiment, when searching for a role from the team of the opponent, it is necessary to consume search points. Therefore, sometimes, it is impossible to search for a desired role from the team of the opponent due to insufficient search points held by the player. Therefore, it can also be set as, in the situation of searching for a role from the team of the opponent, specify a predetermined search role from the role of the team of the opponent, so that the designated information of the predetermined search role can be continued until the opportunity of the search after the next time arrives. That is, it can also be set as, when the designated information of the predetermined search role continues, not only the role of the team of the opponent in this battle can be selected as the search object, but also the predetermined search role of the team of the opponent in the past battle can be selected as the search object. In this case, when the predetermined search role is replaced as the search object and the role of the team belonging to the player is organized into the team, the designated information of the predetermined search role is cleared. In addition, for the predetermined search role, both the upper limit number can be specified, and the retention period of the designated information (for example, valid until the next search, etc.) can be specified.
[0080] The battle processing unit 84 (an example of the additional state application unit) performs processing related to the battle between the player's team and the opponent's team. In the present embodiment, the battle processing unit 84 obtains the matching results of the three teams that are candidates for the opponent in the team formation activity from the server 20, and accepts the player's selection of the opponent based on the matching results. In addition, the battle processing unit 84 performs the following processing: when the opponent is determined, the results of the running simulation of the player's team and the opponent's team are obtained from the server 20, and the situation and results of the battle are displayed on the display unit 44 based on the results of the running simulation.
[0081] In the present embodiment, in the battle between teams in the team formation activity, the additional state corresponding to the registration status of the illustration described later is applied. As the additional state, there are performance increase rewards and team skills, wherein the performance increase reward refers to the effect of the performance parameter increase being applied equally to the characters belonging to the team, and the team skill is the skill that is equally applied to the characters belonging to the team. In addition, in the present embodiment, in the display screen related to the active match between the teams, the state and the additional state (performance increase reward and team skill) set individually for the character are displayed in a recognizable manner. For example, in the state confirmation screen before watching the game image of the active match, when the original speed of the character is "100" and "+20" is applied as the performance increase reward, the state content is displayed in a manner of "100+20". In addition, for example, in the case where the team skill is applied to the character, in the state confirmation screen before watching the game image of the active match, the skills held by the character individually are displayed normally, and the applied team skills are highlighted. Furthermore, when a team skill is activated in the game video of the event game, the activation of the skill is displayed in a manner emphasized compared to when a skill possessed by an individual character is activated.
[0082] In addition, in the present embodiment, in the team formation activity, the team participates in the event competition and fights against each other. In order to participate in the event competition, it is necessary to consume the participation props. The battle processing unit 84 allows participation in the event competition under the condition that the participation props can be consumed. The number of participation props held is managed in the event data storage unit 75.
[0083] The team evaluation processing unit 85 (an example of an additional status application unit) calculates the team evaluation points representing the evaluation of the team based on the team formation information of the player, and determines the team level according to the team evaluation points. In the present embodiment, the total evaluation points based on the status of the 7 characters belonging to the team formed by the player are calculated as the team evaluation points, and the team level is determined based on the team evaluation points. The team level is set in multiple stages according to the level of the team evaluation points, and a threshold value for determining the team level of each stage is set. The team evaluation processing unit 85 compares the calculated team evaluation points with the threshold value of each stage to determine which team level is met. In addition, in the present embodiment, the calculation of the team evaluation points also applies the additional status (performance improvement bonus and team skills) corresponding to the registration status of the illustration. However, the calculation of the team evaluation points can also adopt an implementation method that does not apply the additional status corresponding to the registration status of the illustration.
[0084] The illustration function providing unit 84 (an example of the additional state setting unit) performs the following processing: registering the characters that meet the registration conditions into the illustration, and enabling the registration content of the illustration to be viewed through the display unit 44. In the present embodiment, in a team formation activity, when the player's team defeats the opponent's team in a battle, the characters belonging to the player's team that are not registered in the illustration are registered in the illustration. In the team formation activity, when the player's team wins the battle, the illustration function providing unit 84 refers to the character list information of the illustration data stored in the activity data storage unit 75 to determine whether there are characters belonging to the player's team that are not registered in the illustration, and if there are characters that are not registered in the illustration, the character is taken as a registration object to update the character list information of the illustration data.
[0085] In addition, in the present embodiment, in a team formation activity, when the player's team defeats the opponent's team in a battle, if the combination of characters belonging to the player's team is a specific combination, the team skill is set to an acquired state and registered in the illustration book. In a team formation activity, if the player's team wins the battle, the illustration book function providing unit 84 refers to the team skill information of the illustration book data stored in the activity data storage unit 75 to determine whether the combination of characters belonging to the player's team meets the acquisition conditions of the team skills that are not acquired in the illustration book, and if there is a team skill that meets the acquisition conditions, the team skill is taken as an acquisition object to update the team skill information of the illustration book data.
[0086] In addition, the illustration function providing unit 84 sets an illustration reward corresponding to the registration status of the illustration in association with the player ID. In the present embodiment, as the illustration reward, a performance improvement reward, a team skill, and a point increase reward can be set. In addition, in the present embodiment, information related to the illustration reward is also managed on the server 20 side, and the illustration reward is stored in the player management database 51 as information associated with the player ID. Moreover, when participating in an event competition in a team formation activity, the running simulation is performed with reference to the information on the performance improvement reward and the additional status of the team skill associated with the player ID in the player management database 51.
[0087] The performance improvement reward gives the effect of improving the performance parameters of each character belonging to the team formed by the players. In this embodiment, the performance parameter to be improved and the amount of improvement are predefined for each type of character.
[0088] The team skill is a skill given to each character belonging to the team formed by the players. In the present embodiment, different team skills are defined in advance for each combination of characters.
[0089] The point increase bonus has the following effect: the amount of scouting points consumed in scouting characters from the opponent's team in the team formation activity increases. In this embodiment, the point increase bonus is predefined according to the number of characters registered in the illustration book, and the more the number of registrations, the more scouting points are obtained. In addition, in this embodiment, the point increase bonus and the illustration book bonus are applied independently according to the number of consecutive wins in the activity game.
[0090] 2. Control method of this embodiment
[0091] Next, the control method of the present embodiment will be described by taking as an example a case where the game program of the present embodiment is applied to a game application of the player terminal 40 provided as a smartphone.
[0092] The game program of this embodiment is configured to provide a variety of game functions. In the development function as the main game function, a character as the development object is selected from a plurality of types of characters, and its state changes according to the progress of the game. When the specified end condition is met, the state of the character is determined so that the development ends. In the team formation activity provided by the activity function as other game functions, the developed character can fight against the characters developed by other players based on the game. In addition, in this embodiment, the ownership quota of the developed character (the number that can be registered in the character list) is pre-determined. When the upper limit of the ownership quota (for example, 240) is reached, it is no longer possible to develop a new character in the development function. Therefore, it is necessary to delete the developed character from the character list to ensure the ownership quota.
[0093] In the information processing system 10 to which the game program of the present embodiment is applied, a team formation activity is provided during a limited period through an activity function. The team formation activity is in the following form: players form a team composed of multiple types of characters, and the purpose is to strengthen the team. Specifically, the team formed by the players and the team formed by other players fight based on the game. In the case of winning the battle, the team can be strengthened by selecting characters from the opponent's team and replacing the characters belonging to their own team. In the present embodiment, as indicators indicating the degree of strengthening of the team, team evaluation points and team levels are provided. In the team formation activity, a reward can be obtained by achieving a higher team evaluation point and team level.
[0094] Here, as a premise for explaining the activity function, the development function for developing a character will be explained.
[0095] In the development function, the player selects one character from multiple types of characters to be developed. The initial state of the multiple types of characters that can be selected as the development object is set according to the type of the character. In addition, the character that becomes the development object acquires the inherent skills (inherent skills) corresponding to the type of the character from the beginning of the development, and the activation conditions and effects of the inherent skills are different. In addition, the growth correction rate of performance parameters such as speed, endurance, strength, perseverance, and intelligence of the multiple types of characters that can be selected as the development object is set according to the character, and the parameters that are easy to increase are set according to each type of the character. In addition, for the character that is the development object, the state related to the level of fitness such as track fitness (grass, sand), distance fitness (short distance, mile, middle distance, long distance) and running style fitness (leading, front row, center, chasing) is also set according to the type of the character. The higher the level of fitness, the more favorable the effect is when participating in the competition.
[0096] When a development object is selected and the development of a character begins, for example, the character can be developed by giving instructions for development in each of up to 75 rounds. Specifically, when instructions for training associated with performance parameters such as speed, endurance, strength, perseverance, and intelligence are given, changes in performance parameters and acquisition of skill points occur according to the training results. In addition, it is also possible to consume one round by instructing participation in a competition, and changes in performance parameters and skill points can be obtained according to the results of the competition. In addition, when the conditions for an activity to occur are met during the development period, an activity occurs, thereby increasing the types of skills that can be acquired, or changes in performance parameters occur. The above-mentioned skill points are points used to enable the character that is the development object to acquire skills, and the character can consume the skill points it holds to acquire skills from the list of available skills.
[0097] In addition, in the development of a character, a plurality of development goals are set for each character according to the type of the character to be developed. The development goals include participating in a target competition, obtaining a result within a specified arrival order in the target competition, obtaining a specified number of supporters before a specified round, etc. In this embodiment, when the character being developed participates in a competition, the number of supporters corresponding to the arrival order can be obtained, and participation conditions based on the number of supporters are specified according to the competition.
[0098] In addition, in this embodiment, the multiple development goals set for each character are set in the rounds up to the 72nd round, and the 73rd to 75th rounds are the final rounds. The final round is carried out in three rounds, namely the preliminaries, semi-finals and finals, and instructions related to development can be given before participating in each round.
[0099] In addition, in this embodiment, when a development goal is set in the character development to obtain a result within a specified arrival order in the target game, there is a continue function as a remedy function when the result within the specified arrival order is not obtained. The continue function is used to give the player an opportunity to challenge the target game again, and the player can re-challenge the target game by consuming the number of continues given in advance. In this embodiment, the number of continues in the development process of one character is 3 times.
[0100] Furthermore, in the development game function, the state transitions to the development completion confirmation state when any of a plurality of types of predefined end conditions is satisfied.
[0101] First, when the final of the final game is reached, that is, when the 75th round is reached, the training ends with the end of the final. In addition, if the result is less than the second place in the final, a new challenge can be made if there are remaining continuation times. If the result is still less than the second place in the final after all the continuation times are consumed, the training ends at this time. In addition, whether to use the continuation function is determined by the player. If the continuation function is not used, the training ends at this time.
[0102] In addition, if the development goal set for each character is not achieved in the rounds up to the 72nd round, the development is also ended.
[0103] For example, when the training goal is to obtain a predetermined number of supporters, the training ends when the predetermined number of supporters is not reached in the round set in the training goal. In this case, the continuation function cannot be used, so the training ends when the predetermined number of supporters is not reached at the time of the round that is the subject of the judgment.
[0104] In addition, for example, when the development goal is to participate in the target competition, as long as it is possible to participate in the target competition, the development goal is achieved regardless of the arrival order in the competition. However, it is necessary to obtain the number of supporters as a participation condition stipulated for each competition in each competition. If the number of supporters as a participation condition for the competition is not obtained in the round of the target competition, it is impossible to participate in the target competition and the development is completed.
[0105] In addition, for example, when the development goal is to obtain an arrival order within the specified arrival order in the target game, if the conditions for participating in the target game are not met, the development ends at that time point, and when the target game is participated in but the arrival order within the specified arrival order is not obtained and the number of continuations is not left, the development ends. In addition, as described above, the use of the continuation function can be arbitrarily selected by the player, and when the number of continuations is left but the continuation function is not used, it is assumed that the development goal has not been achieved and the development ends.
[0106] In addition, after the 73rd round, players can advance to the next round by placing first in the qualifiers and semifinals of the final match, and the development ends when they place second or lower and have no more continuations. In this case, if the player chooses not to use the continuation function, the development ends at that time.
[0107] Moreover, in the present embodiment, when the end condition of the cultivation is satisfied, the state is transferred to the cultivation end confirmation state. The cultivation end confirmation state gives the last chance to acquire skills before the state is determined, and the player can consume the skill points held at the current time point to acquire skills. In addition, an input interface is prepared for inputting confirmation of the end of cultivation in the cultivation end confirmation state. When the player inputs confirmation of the end of cultivation, the state of the character to be cultivated is determined, and the information related to the character is registered in the character list of the player data storage unit 71 and the character list of the player management database 51 as a character that has been cultivated.
[0108] When the state of the character to be developed is determined after the development completion confirmation state, the development reward corresponding to the development result is provided. In this embodiment, in-game currency and reinforcement points corresponding to the total number of supporters obtained until the development is completed are provided as development rewards.
[0109] Furthermore, in this embodiment, the developed characters whose status has been determined by the development function can be used in the team formation activities provided by the activity function. Figure 4The flowchart shown is used to further explain in detail the game progress of the team formation activity provided by the activity function.
[0110] First, a start process of accepting the start of a team formation activity is performed (step S100). When the team formation activity is performed for the first time, the selection of a character to become the captain of the team from the developed characters owned by the player is accepted. In the team formation activity, in the player's team, only the developed characters owned by the player can be set as the captain. When the team formation activity is performed for the first time, the six characters belonging to the team who become members of the characters other than the captain are set as pre-prepared passerby characters (Japanese: モブキャラクタ). The combination of the six characters related to the passerby characters is a common setting among all players. However, there are multiple types of combinations of the six characters related to the passerby characters, and one combination is randomly determined by lottery when the team formation activity is started, or it can be set to allow the player to select any combination.
[0111] When the player decides on a role to be the captain, the team formation is completed, the team evaluation points based on the status of the seven roles including the captain and members belonging to the team are calculated, and the team level based on the team evaluation points is determined. In this embodiment, in the team formation activity, by raising the team level, a level achievement reward corresponding to the achieved team level is given. In addition, when the team formation is completed, Figure 5 As shown, the screen moves to the event homepage screen for accepting participation in the event competition.
[0112] A matching button 301 is provided on the activity home page screen. When the matching button 301 is clicked, the matching process is executed (step S101). Specifically, a matching request is sent from the player terminal 40 to the server 20. The server 20 that receives the matching request extracts the candidate of the opponent and sends the extracted result of the candidate of the opponent to the player terminal 40. In addition, in the present embodiment, since the player can change the captain of the team after confirming the candidate of the opponent, the extracted result of the candidate of the opponent is also kept on the server 20 side after the extraction result of the candidate of the opponent is sent to the player terminal 40.
[0113] In addition, a match reservation confirmation button 302 is provided on the activity home page screen. When the match reservation confirmation button 302 is clicked and inputted, as shown in FIG. Figure 6As shown, the match reservation confirmation dialog box is displayed. In the match reservation confirmation dialog box, it is possible to confirm the matches scheduled to be held in the future, including the matches being held. In the present embodiment, it is possible to confirm the matches scheduled to be held in the match reservation confirmation dialog box and use it as a reference when forming a team. A close button 306 is provided in the match reservation confirmation dialog box. When the close button 306 is clicked and input, the match reservation confirmation dialog box is closed and the activity home page screen is restored. In addition, as an implementation method of the activity competition, it can also be set to take 3 matches as 1 cycle. When 3 matches are held on the same track and the same distance, 1 cycle ends, and a match with at least one different track and distance is implemented as the next cycle. In this case, within the same cycle, weather (sunny, rainy, etc.) and track conditions (good, heavy, etc.) can be randomly determined by lottery or predetermined.
[0114] In addition, in this embodiment, in order to participate in the event competition, it is necessary to consume the participation props. Figure 5 The number of participation items held by the player can be confirmed in the participation item holding number display column 305 on the event homepage screen or the like shown.
[0115] In the extraction of the candidate of the opponent based on the matching request, three teams are extracted based on the team evaluation score of the player's team. In the present embodiment, for two of the three teams, the teams of other players whose team evaluation scores differ from the team evaluation scores of the player's team in the range of 0% to +10% are extracted. In addition, for the remaining one of the three teams, the team of other players whose team evaluation scores differ from the team evaluation scores of the player's team in the range of -10% to 0% are extracted. In this way, in the matching process, a total of three teams are extracted, namely, two teams whose team evaluation scores are equal to or higher than the team evaluation scores of the player's team and one team whose team evaluation scores are equal to or lower than the team evaluation scores of the player's team.
[0116] In addition, when there is no team suitable for extraction, the search range can be expanded as an exception. For example, when there is no team of other players with a team evaluation score within the range of -10% to 0% of the team evaluation score of the player's team, the search range is expanded to -20% to 0% for extraction. Even if there is no team of other players that meets the requirements, the search range can be expanded to -30% to 0%. In addition, among the three teams extracted by the matching process, there may be teams prepared as NPC (non-player character) teams instead of teams formed by actual existing players.
[0117] The extraction of three teams that are candidates for the opponent is completed by the matching process in the server 20. In the player terminal 40 that has received the extraction result of the candidate opponent from the server 20, as shown in FIG. Figure 7 As shown, the opponent selection screen is displayed.
[0118] In the battle opponent selection screen, the team icons 401 to 403 of the three teams extracted as candidates for the battle opponent are displayed in descending order according to the order of the team evaluation points from high to low. Therefore, in the battle opponent selection screen, the team corresponding to the team icons 401 and 402 is a team whose team evaluation points are equal to or higher than the team evaluation points of the player's team, and the team corresponding to the team icon 403 is a team whose team evaluation points are equal to or lower than the team evaluation points of the player's team. Therefore, when the player gives priority to victory in the battle, the team with the lowest possible team evaluation points is selected as the battle opponent, and when the player aims to find a character with a high evaluation point to his team, the team with the highest possible team evaluation points is selected as the battle opponent. In this way, there is a strategic element of foreseeing the formation of the team after the battle when selecting the battle opponent in the team formation activity.
[0119] Team status display columns 404 to 406 based on the formation information of each team are provided in team icons 401 to 403, respectively. Team status refers to visually displaying the strength of the team with a meter bar for a specified aptitude zone. In the present embodiment, the meter bar is calculated based on the evaluation points and aptitude levels of the seven characters belonging to the team for the five aptitude zones of short distance, mile, middle distance, long distance, and sand. In the present embodiment, a correction rate corresponding to the aptitude level is set, and the value obtained by multiplying the evaluation point of the character by the correction rate is used as the basic evaluation value, and the meter bar displayed as the team status is calculated based on the sum of the basic evaluation values of the seven characters belonging to the team.
[0120] In addition, in the team status display columns 404 to 406, the meter bar of the aptitude zone corresponding to the activity competition to be participated in can also be highlighted. In addition, the aptitude of the characters belonging to the team is referred to in the calculation of the meter bar amount of each aptitude zone, but for some aptitude zones, multiple types of aptitudes can also be referred to. For example, for the suitability zone of the sand, the meter bar amount can also be calculated by referring not only to the sand suitability of the characters belonging to the team, but also to the distance suitability. In addition, it is also possible to limit the upper limit value to the evaluation score of the character when calculating the meter bar amount of each aptitude zone. In this way, even if there are characters with outstandingly high evaluation scores among the characters belonging to the team, the difference in evaluation scores between the characters has little effect on the meter bar amount, so it is easy to grasp the overall ability of the team through the meter bar amount.
[0121] In addition, a rematch button 404 is provided in the opponent selection screen, and when the rematch button 404 is clicked, a matching request is made from the player terminal 40, and the matching process in the server 20 is re-performed. In this way, in the present embodiment, when the opponent candidates presented in the opponent selection screen are changed, the rematch button 404 can be used to request the rematch process.
[0122] Furthermore, in the opponent selection screen, when any of the team icons 401 to 403 is clicked and inputted, as shown in FIG. Figure 8 As shown, the display screen transitions to the participation confirmation screen.
[0123] In the participation confirmation screen, the team corresponding to the team icon that was clicked on the opponent selection screen is selected as the opponent. In addition, in the participation confirmation screen, you can switch which of the opponent team information and your team information is displayed by switching the tabs. Figure 8 When the information of the opponent team is displayed as shown, by clicking the tab 502 Fig. 9 Display your team's information as shown. Fig. 9 When the information of your team is displayed as shown, by clicking the tab 501 Figure 8 In addition, when the information of the opponent team is displayed on the participation confirmation screen, the search points required for search can also be displayed for each character belonging to the opponent team.
[0124] In addition, in the participation confirmation screen, the opponent can also be changed. Specifically, the opponent can be changed to a team with a higher team evaluation score than the selected opponent using the left change button 503, and the opponent can be changed to a team with a lower team evaluation score than the selected opponent using the right change button 504. In addition, when the team with the highest team evaluation score is selected as the opponent, in the participation confirmation screen, the input to the left change button 503 becomes invalid, and the left change button 503 is grayed out. In the state where the team with the lowest team evaluation score is selected as the opponent, in the participation confirmation screen, the input to the right change button 504 becomes invalid, and the right change button 504 is grayed out.
[0125] Then, when the participation button 505 is clicked and inputted in the participation confirmation screen, the battle process (step S102) is executed. Specifically, a battle result request is sent to the server 20 from the player terminal 40. In the server 20 receiving the battle result request, a running simulation of 14 roles including 7 roles of the team belonging to the player and 7 roles of the team belonging to the opponent is performed, and the simulation result is sent to the player terminal 40. In the present embodiment, the participation item is consumed to participate in the activity competition. About the participation item, the distribution of the participation item is carried out to each player at a fixed time (for example, 12:00) every 24 hours. In addition, the participation item is provided with a holding upper limit, and the participation item issued cannot be accepted for the situation that the holding upper limit is exceeded when issuing. In addition, a captain change button 508 is provided in the participation confirmation screen, and the captain can be changed after confirming the formation content of the opponent's team.
[0126] In addition, when the participation button 505 is clicked and inputted in the participation confirmation screen, if the suitability of the captain of the player's team does not reach the B level, the execution of the battle process is suspended, and the player is allowed to continue the battle. Fig.10 The suitability confirmation dialog box is displayed as shown. A captain change button 506 is provided in the suitability confirmation dialog box. When the captain change button 506 is clicked and input, the character that becomes the captain can be changed. As described above, in this embodiment, sometimes the characters belonging to the team include characters whose distance suitability and track suitability are not suitable, but there is a strategic element of building a team in consideration of these. Moreover, when the suitability confirmation dialog box is displayed, when the join button 507 is clicked and input in the suitability confirmation dialog box, the battle process is executed.
[0127] In the player terminal 40 that has received the simulation result from the server 20, the battle result processing is performed (step S103). First, a game video showing the situation of the game based on the simulation result is generated, and the situation of the game is viewed by displaying the screen. Then, when the viewing of the game is finished, Fig.11 As shown, the display screen transitions to the battle result screen to notify the battle result. The victory or defeat of the battle in the event match in the team formation activity is determined by the victory of the team to which the character that ranks first belongs. That is, when the character belonging to the player's team ranks first, the player wins, and when the character belonging to the opponent's team ranks first, the player loses.
[0128] In addition, in the case of a defeat in the event match, the continue function can be used in the same manner as the development function. The continue function is enabled by clicking the continue button 510 provided on the match result screen, and when the click input of the continue button 510 is received, the match process is executed again. Fig.11 As shown, in the case of a victory result in the active game, the continue function cannot be used and the continue button 510 is displayed in gray.
[0129] In addition, in the battle process, an automatic retry function of the running simulation may be provided. For example, if there is a character in the player's team that has the highest support in the active match, even if the simulation result received from the server 20 is that the player's team loses, the player is not notified and a battle result request is sent internally to the server 20 to obtain the result of executing the running simulation again.
[0130] Then, when the progress button 511 is clicked and inputted in the battle result screen, Fig.12 As shown, the display screen moves to the reward acquisition screen. In the present embodiment, a reward corresponding to the outcome of the active match is awarded. In particular, in the present embodiment, as a reward for participating in the active match, there are scouting points, which are points consumed when scouting for characters described later. Regarding the amount of scouting points obtained, the amount of scouting points obtained in the case of victory in the active match is greater than the amount of scouting points obtained in the case of defeat in the active match. In addition, there is a point increase reward, which is a reward multiplier corresponding to the number of consecutive wins in the active match and the number of characters registered in the illustrations. The result obtained by adding the basic amount obtained corresponding to the outcome of the active match and the reward increment based on the reward multiplier becomes the actual amount of scouting points obtained.
[0131] In addition, in the battle result processing, the illustration data is also updated according to the battle result in the active game. Specifically, when the player's team wins the active game, if there is a character that is not registered in the illustration among the 7 characters belonging to the team, the character list information of the illustration data is updated with the character as the registration object. As such, in this embodiment, the registration condition for registering in the illustration is that the character that is not registered in the illustration belongs to the player's team and the team wins the active game.
[0132] In addition, in the present embodiment, as illustration data updated according to the battle results of the active game, there is also team skill information. The team skill information is information indicating the acquisition status of the team skills that are skills applied in the team formation activity. There are multiple types of team skills, and there are combinations of characters corresponding to the types of team skills. The acquired team skills are applied to all characters belonging to the team in the running simulation of the active game and the calculation of the team evaluation points. When the player's team wins the active game, if the 7 characters belonging to the player's team participating in the active game include a combination of characters corresponding to the team skills, the team skill corresponding to the combination is taken as the acquisition object to update the team skill information of the illustration data.
[0133] As such, in this embodiment, in the case of a team that defeated the opponent in the active match, the illustration data is updated, and if it is determined that the team lost to the opponent in the active match, the illustration data is not updated. In addition, it can also be set that the illustration data is also updated in the case of a team that lost to the opponent in the active match. That is, the update of the illustration data (update of at least one of the character list information and the team skill information) can also be performed regardless of the victory or defeat in the active match, but on the condition of participating in the active match.
[0134] Furthermore, if it is determined in the battle result processing that the team has defeated the opponent and the illustration data has been updated ("Yes" in step S104 and "Yes" in step S105), when the reward acquisition screen is transferred, Fig.13 As shown, the illustrated book update notification dialog box for notifying the updated content of the illustrated book data is popped up and displayed, and the team evaluation update process is performed (step S106). In addition, a close button 521 is provided in the illustrated book update notification dialog box. When the close button 521 is clicked and input, the illustrated book update notification dialog box is closed.
[0135] In the team evaluation update process based on the update of the illustration data after the event match, the updated content of the illustration data is reflected in the team evaluation score. Specifically, when the character roster information is updated, the performance improvement bonus granted according to the type of the newly registered character is applied to all of the 7 characters belonging to the current team to calculate the evaluation score of each character, thereby calculating the team evaluation score. In addition, when the team skill information is updated, the newly unlocked team skills are applied to all of the 7 characters belonging to the current team to calculate the evaluation score of each character, thereby calculating the team evaluation score. In the case where the result of calculating the team evaluation score is that the highest team evaluation score is updated, when closing the illustration update notification dialog box, Fig.14 The team evaluation update dialog box shown is popped up to replace the illustration update notification dialog box. When the team evaluation update dialog box is displayed, by clicking anywhere on the display screen, the team evaluation update dialog box is closed and the reward acquisition screen is restored.
[0136] Then, if the team wins the event match and the progress button 520 is clicked on the reward earning screen, the scouting process is performed (step S107). In this embodiment, the team that wins the match in the event match is the execution condition of the scouting process. Therefore, if the team loses the match in the event match ("No" in step S104), the scouting process is not performed. In the scouting process, if Fig.15As shown, the scouting acceptance screen is displayed on the player terminal 40, accepting the selection of a character to be scouted from among the characters belonging to the opponent's team, and accepting the selection of a character to be replaced from among the characters belonging to the player's team.
[0137] A match schedule confirmation button 605 is provided in the search acceptance screen. When the match schedule confirmation button 605 is clicked and input, the outline of the event match scheduled to be participated in in the future can be confirmed. In this embodiment, characters with high suitability for the event match scheduled to be participated in in the future are searched to form a team, thereby building a team that is easy to win in the event match.
[0138] In addition, the search acceptance screen is provided with a search object frame 601 and a replacement object frame 602. When a click input is made to the search object frame 601 in the search acceptance screen, the display screen is transferred to Fig.16 The object selection screen is shown.
[0139] On the target selection screen, the character icons of the seven characters belonging to the opponent's team are displayed. Fig.16 In the example shown, the search points required for the search are displayed at the bottom of each character icon. When a character icon displayed in the search object screen is clicked and input, a selection mark 611 is given to the character icon, and detailed information of the selected character is displayed in the search object display area 610. As detailed information displayed about the selected character, it is preferred to include information about the registration of the character list information and the search points required for the search. In addition, when the selection release button 612 is clicked and input in the search object selection screen, the selected state of the character can be released.
[0140] In addition, in this embodiment, any one of the seven characters belonging to the opponent's team can be selected as a scouting target. However, it is not possible to include more than two characters of the same type in a team, so in the scouting target selection screen, a duplicate badge 613 is given to the character icon of the same type as the character belonging to the player's team to notify that the player's team already includes a character of the same type.
[0141] When the replacement object box 602 is clicked and inputted in the search acceptance screen, the display screen transitions to Fig.17 The replacement object selection screen is shown.
[0142] The character icons of the seven characters belonging to the player's team are displayed on the replacement object selection screen. When a character icon displayed on the replacement object selection screen is clicked, a selection mark 621 is given to the character icon, and detailed information of the selected character is displayed in the replacement object display area 610. As detailed information displayed about the selected character, it is preferable to include whether or not the character list information is registered. In addition, when the selection release button 622 is clicked on the replacement object selection screen, the selected state of the character can be released. In addition, in the replacement object selection screen, the degree of change of the meter bar is visually displayed by displaying the team status before the search 625 and the team status after the search 626.
[0143] In addition, in this embodiment, the captain of the seven characters belonging to the player's team cannot be selected as a replacement object, and any one of the six members can be selected as a replacement object. In addition, as described above, it is not possible to include two or more characters of the same type in a team, so in the replacement object selection screen, the character icon of the same type as the character belonging to the opponent's team is given a duplicate badge 623 to notify that the opponent's team already includes a character of the same type.
[0144] Then, if Fig.18 As shown, when the character to be searched and the character to be replaced are selected, when the search execution button 603 set in the search acceptance screen is clicked and input, the character to be replaced is excluded from the player's team, and the character to be searched belongs to the player's team, so as to update the team's formation information. In addition, in this embodiment, it is the player's freedom whether to search for a character from the opponent's team. In the case that there is no character that the player wants to search in the opponent's team, the search for a character can be avoided by clicking the search non-execution button 604 set in the search acceptance screen. In addition, in the search acceptance screen, the degree of change of the meter bar is also visually displayed by the team status display 625 before the search and the team status display 626 after the search.
[0145] When the scouting execution button 603 is clicked and inputted in the scouting acceptance screen, and the members of the player's team are changed ("Yes" in step S108), the team evaluation update process is performed (step S109). On the other hand, when the scouting non-execution button 604 is clicked and inputted in the scouting acceptance screen, the members of the player's team are not changed ("No" in step S108), so the team evaluation update process is not performed, and a series of processes related to the team formation activity are ended.
[0146] In the team evaluation update process based on the character search, the evaluation points are calculated for the 7 characters belonging to the player's team after the character search, and the team evaluation points are calculated. In this case, the performance improvement bonus and team skills based on the illustration data are also applied to each of the 7 characters belonging to the player's team to calculate the evaluation points of each character. In addition, in this embodiment, with respect to the character search, until the search execution button 603 is clicked and input in the search acceptance screen, the team evaluation points are calculated on the player terminal 40 side corresponding to the change of the character as the search object and the character as the replacement object. When the search execution button 603 is clicked and input to determine the character search, the team evaluation points are determined by communicating with the server 20 and the team evaluation points associated with the player ID are updated.
[0147] In addition, in this embodiment, when the captain is changed, the team formation information is also updated. Fig.19 The flowchart shown is used to illustrate the situation of changing the captain of the team.
[0148] The team leader can be changed from the activity homepage screen displayed in the start process (step S200) of accepting the start of the team formation activity. Figure 5 A team confirmation button 303 is provided on the event homepage screen shown. When the team confirmation button 303 is clicked and inputted, a team confirmation process is performed (step S201).
[0149] Specifically, if Fig. 20 As shown in FIG. 1 , a team confirmation screen is displayed, which displays the formation information of the player's team. In the team confirmation screen, the captain and the members are distinguished and the role icons of the corresponding roles are displayed. The display column for the role corresponding to the captain displays whether the role list information is registered, and a captain change button 701 is provided. When the captain change button 701 is clicked and inputted, as shown in FIG. Fig.21 As shown, the captain selection screen is displayed. In the captain selection screen, a list of the developed characters owned by the player is displayed in the form of character icons. When a character icon is clicked and input, a selection mark 610 is given to the character icon, and the character corresponding to the character icon becomes selected. In addition, as mentioned above, it is not possible to include more than two characters of the same type in a team, so the character icon of the same type as any of the six members in the team is grayed out and becomes unselectable. In addition, in the captain selection screen, as detailed information on the character being selected, the presence or absence of registration of character list information can also be displayed.
[0150] In addition, during the team confirmation process, each time the selected character icon is changed in the captain selection screen, the team evaluation points are calculated and the team level is determined. The degree of change in the team evaluation points and team level before and after the captain change can be confirmed through the evaluation display area 612 before change and the evaluation display area 613 after change.
[0151] Then, when the decision button 611 is clicked and inputted in the captain selection screen, the character corresponding to the selected character icon is set as the captain of the player's team, and the display screen returns to the team confirmation screen. At this time, if the captain has been changed ("Yes" in step S202), the team evaluation update process is performed to update the team evaluation score (step S203).
[0152] In addition, in this embodiment, when the team tactics button 702 set in the team confirmation screen is clicked and input, as shown in FIG. Fig. 22 As shown, the team tactics dialog box is displayed, and the tactics that are one of the action conditions of the characters of the team belonging to the player in the active game can be changed. Tactics are action conditions related to the position of the characters in the active game, and can be set to any of the four tactics ("leading", "front row", "center", and "chasing"). A running suitability is set for each character, and the running suitability indicates the level of suitability related to each tactic among "leading", "front row", "center" and "chasing". If a tactic with high running suitability is selected, the running simulation is performed in a way that the position in the active game is easy to become advantageous. In the team tactics dialog box, a tactic change button 801 is set in a manner corresponding to the characters belonging to the player, and the tactics can be changed for the characters corresponding to the tactic change button 801 that has been clicked. Then, when the decision button 802 set in the team tactics dialog box is clicked, the tactics of each character displayed in the team tactics dialog box are determined, and the team's formation information is updated.
[0153] In addition, in this embodiment, the registered contents of the illustrated book can be viewed on the illustrated book viewing screen that is transferred from the activity home screen or the team confirmation screen. Figure 5 Click the picture book browsing button 304 on the activity home page screen shown in the figure, or click Fig. 20 When the illustrated book viewing button 703 on the team confirmation screen shown in FIG. Fig.23 As shown, the display screen is transferred to the illustrated book browsing screen.
[0154] In the illustrated book browsing screen, character list information and team skill information can be browsed, and the browsing object can be switched by clicking on the list label 901 and the skill label 902. Fig.23When the skill tag 902 is clicked and inputted while the character list information is displayed as shown, Fig.24 In addition, for example, when Fig.24 When the team skill information is displayed as shown in FIG. 901, the roster tab 901 is clicked and inputted. Fig.23 The character roster information is displayed as shown.
[0155] In this embodiment, in the illustrated book function, all characters installed as characters to be developed can be registered regardless of the unlock status of the player's characters. That is, even if the player cannot use a character as a development target, he can find an unlocked character from other players' teams in the team formation activity and form it into his own team, thereby obtaining an opportunity to register the unlocked character in the illustrated book.
[0156] In addition, on the illustrated book viewing screen, Fig.23 When the character roster information is displayed as shown, a bonus display column 903 and a roster display column 904 are provided. In the bonus display column 903, the content of the point increase bonus and the total of the performance increase bonus for each performance parameter can be confirmed.
[0157] In this embodiment, multiple levels of point increase rewards are set corresponding to the number of registered characters in the illustrations. In the team formation activity, the basic value of the scouting points set according to the results of the activity competition is multiplied by the multiplier corresponding to the point increase reward. The result is used as the reward value, and the total of the basic value and the reward value is determined as the amount of scouting points obtained.
[0158] The registration status is displayed for each type of role in the name list display field 904. The name list images corresponding to the registered roles are displayed normally, and the name list images corresponding to the unregistered roles are displayed in gray. Fig.23 In the example shown, character A is not registered, so it is grayed out, and character B is registered, so it is displayed normally. In addition, the content of the performance improvement reward corresponding to the type of character is displayed in the list image of each character. In the present embodiment, any one of the performance parameters of "speed", "endurance", "strength", "perseverance" and "intelligence" is set as a reward object in association with the character category ID, and the increase amount of the performance parameter as the reward object is set. For example, with respect to character A, the performance parameter as the reward object is "speed", and its increase amount is set to "+20". In addition, the performance parameter set as the reward object for each type of character may not be one, but may be more than two. In addition, the increase amount of the performance parameter in the performance improvement reward may be constant regardless of the type of character, or may be different according to the type of character.
[0159] In addition, on the illustrated book viewing screen, Fig.24 In the case where the team skill information is displayed as shown, there are provided an acquired team skill display column 906 and a combination display column 907. In the acquired team skill display column 906, the acquired team skills can be confirmed by the skill icon. A dialog box for confirming the detailed information of the team skill is displayed by clicking and inputting the skill icon displayed in the acquired team skill display column 906. In addition, in the combination display column 907, the combination of characters that can acquire team skills and the content of the team skills corresponding to the combination of characters can be confirmed. In the present embodiment, the combination of characters that can acquire team skills is displayed in the form of character icons, but the character icons of characters whose character list information has been registered are displayed normally, and the character icons of unregistered characters are displayed in gray. In addition, in the combination display column 907, the acquired badge 908 is displayed for the combination of characters that have acquired team skills, and the player can understand the combination of characters that have not acquired team skills by the presence or absence of the acquired badge 908. Fig.24 In the example shown, it can be understood that by forming a team with a combination of character S, character T, and character Z and winning the event match, the unobtained team skill "Team Recovery ○" can be obtained. In addition, it can be understood that character T is not registered in the illustration book, so in order to obtain the team skill "Team Recovery ○", if the player forms a team in a manner including a combination of character S, character T, and character Z and advances the team formation activity, character T is newly registered in the illustration book, thereby not only obtaining the performance improvement bonus corresponding to character T, but also obtaining a new team skill, and as a result, the team evaluation score can be updated.
[0160] The combination of characters that can acquire team skills is associated with a skill ID for identifying team skills and is managed in correspondence with a combination of character category IDs. When a player's team wins an event match in a team formation activity, a search is performed based on the character category IDs related to the seven characters belonging to the team to determine whether there is an acquireable skill ID. If there is an acquireable skill ID, the team skill corresponding to the skill ID is set to an acquirement state. The types of characters constituting the combination of characters that can acquire team skills can be at least two and can be set arbitrarily within the range of the number of characters belonging to the team.
[0161] As such, the illustrated book function in this embodiment is a function that records the usage history for each type of character for members who have joined the team through scouting and the captain set by the player, and accumulates the effects that are beneficial to the progress of the team formation activity according to the registration status. In addition, in this embodiment, there is an element for the purpose of increasing the types of characters registered in the illustrated book, so it is possible to provide motivation to scout many types of characters and use these characters in the event game.
[0162] In addition, in this embodiment, in order to obtain the illustrated book reward, it is necessary to make the character participate in the event competition and win. Therefore, if you do not participate in the event competition and only replace the captain, you cannot get the illustrated book reward. In addition, in this embodiment, characters that have not been unlocked as characters that can be cultivated by the player can be organized into the team from the opponent's team by searching and registering them in the illustrated book. In this way, in the illustrated book function of this embodiment, in order to accumulate the illustrated book rewards obtained according to the registration status of the illustrated book, the range of character selection when forming a team can be expanded, for example, even if the character is weak, it can be added to the members.
[0163] In addition, in this embodiment, illustrated book rewards are applied in the event competition, so the player who accumulates more illustrated book rewards is more likely to win the event competition, and is more likely to compete with stronger teams and find characters with high evaluation points to improve the team level. That is, through the accumulation of illustrated book rewards according to the registration status of the illustrated book, the player can be motivated to use a variety of characters.
[0164] As described above, in this embodiment, the presence or absence of a character's registration status in the atlas is managed in association with the type of character, and an atlas reward that is beneficial to the progress of team formation activities is set according to the type of character registered in the atlas. This serves as a motivation for conducting team formation activities in order to make various characters meet the atlas registration conditions, thereby increasing players' interest in the game.
[0165] In addition, in the present embodiment, the registration of the character to the illustration is made effective in the team formation activity implemented during a preset period. Moreover, the implementation period can be changed and the first, second, third... team formation activities can be repeatedly held. In this case, the illustration reward corresponding to the implementation period of the team formation activity can be set. For example, the correspondence between the type of character and the performance improvement reward can be different for each team formation activity implemented, or the combination of characters used to obtain team skills can be different for each team formation activity implemented, or it can be set to be able to obtain new team skills that did not exist in the team formation activities implemented in the past. In this way, players can be motivated to carry out newly implemented team formation activities for the purpose of obtaining illustration rewards in a way different from the team formation activities they have experienced in the past.
[0166] In addition, in the present embodiment, in the team formation activity, the player can select the character to be formed into the team from a plurality of types of characters, and the illustrated book rewards set according to the type of the character that has become the registration object of the illustrated book are applied to the battles in the activity game regardless of the type of the character belonging to the team. That is, in the present embodiment, the additional status obtained in the past is equally applied to each character belonging to the team formed for the next activity game. If it is assumed that the illustrated book rewards are only applied to the same type of characters as the characters registered in the illustrated book, the characters formed into the team in order to accept the application of the illustrated book rewards will be biased, and each player's team may lose its uniqueness. By setting it to be able to accept the application of the illustrated book rewards regardless of which character is formed into the team, the range of character selection can be expanded when forming the team, and the diversity of team formation can be ensured.
[0167] In addition, in the present embodiment, when the player forms a team by selecting the characters to be used and causes the team to participate in an event match, and the result is that the registration conditions for registering in the illustrated book are met, additional status of the character such as performance improvement rewards and team skills can be obtained, and the obtained additional status can be applied when participating in the next event match or thereafter. Therefore, even unfamiliar players can easily get a sense of anticipation that the next event match will proceed more favorably than the current one. As a result, players can be motivated to continue playing the game, thereby increasing their interest in the game.
[0168] In addition, in the present embodiment, when a team formed by players includes a combination of characters corresponding to team skills and wins an event match, the team obtains team skills corresponding to the combination of characters formed into the team for this event match. Therefore, the purpose is not only to register each character in the illustrations, but also to consider the element of character combination when forming a team. This can expand the range of character selection when forming a team and ensure the diversity of team formation.
[0169] In addition, the effects that facilitate the progress of the game obtained through illustration rewards can take the form of various effects, such as increasing the amount of props obtained, increasing the amount of experience points obtained, or giving the opponent's character a status reduction effect (debuff effect) during battle.
[0170] In addition, in the team formation activity provided in the activity function of this embodiment, the number of times the player's developed character is scouted can be counted, and the player can be given a reward corresponding to the number of times. In addition, there can also be a function of displaying the player's team evaluation points, team level, etc. in a ranking format in the team formation activity.
[0171] In addition, as an element to give a positive motivation to replace members by scouting when forming a team, it can also be set that when scouting, the ability can be continued from the character as the replacement object to the character as the scouting object. As the ability to be continued, it can be set as suitability, performance parameters, skills, etc., and it can be set as the ability to be determined as the continuation object by lottery, or it can be set as the ability that can be selected by the player as the continuation object. In the case of setting the skill as the ability to be continued, it is also possible to set an upper limit on the number of continued skills for each player or each type of character. In addition, it can be set to be able to replace the skills that are continued, or it can be set that the skills that are continued cannot be released once they are continued. In addition, it can also be in the following form: in the case of setting the suitability as the ability to be continued, when the character as the replacement object meets the prescribed conditions in suitability, the suitability of the character as the scouting object rises. In addition, in the case of setting the ability of the character as the replacement object to be continued to the character as the scouting object, the continued ability can also be applied in the calculation of the team evaluation score and the running simulation of the activity competition.
[0172] In addition, the performance improvement reward may be determined by referring to the rarity of the character registered in the illustrations. For example, even if it is a character of the same type, when the character's rarity is higher than that of the registered character and the registration condition of the character is met, the character list information of the illustrations data is updated, so that the performance improvement reward changes. In this case, it may be set that the increase amount of the performance parameter in the performance improvement reward changes according to the rarity of the character that meets the registration condition, or it may be set that the type of performance parameter that becomes the reward object and the increase amount thereof are added according to the rarity of the character that meets the registration condition.
[0173] In addition, regarding the management of the character list information, in this embodiment, the case where the character is registered without distinguishing between the captain and the member is described, but the case where the character is organized into a team and registered as a captain and the case where the character is organized into a team and registered as a member may be distinguished. Alternatively, when the registration as a captain is distinguished from the registration as a member, the performance improvement reward may be different. For example, when registering as a captain, the performance parameter increase amount in the performance improvement reward may be greater than when registering as a member.
[0174] In addition, regarding the conditions for obtaining team skills, the combination of characters that can obtain team skills can be set so that the characters do not overlap between the combinations, or it can be set so that some characters overlap between the combinations. For example, it can also be the following situation: as the combination of characters corresponding to team skill A, a combination of character A and character B is set, and as the combination of characters corresponding to team skill B, a combination of character B and character C is set.
[0175] In addition, there may be the following acquisition method: there is a second combination of characters including the first combination of characters, and the team skill that can be obtained with the second combination is a higher version of the team skill that can be obtained with the first combination. For example, it is assumed that: team skill A can be obtained with the first combination consisting of character A and character B, and team skill B can be obtained with the second combination consisting of character A, character B, and character C, and the team skill B is a higher version of the team skill A. Among team skill A and team skill B, at least one of the effect amount and effect time of the skill in team skill B is more advantageous than the at least one of the effect amount and effect time of the skill in team skill A. In this case, it may be assumed that the obtained team skill A and team skill B can be applied at the same time, or it may be assumed that the team skill A and team skill B cannot be applied at the same time. In the case where it is assumed that the team skill A and team skill B can be applied at the same time, both the team skill A and the team skill B can be applied in the running simulation and the calculation of the team evaluation score in the activity competition on the basis of setting both the team skill A and the team skill B to the acquired state. On the other hand, when it is set that team skill A and team skill B cannot be applied at the same time, when the acquisition condition of team skill B is satisfied while team skill A is acquired, team skill B can be set to the acquired state instead of team skill A. In addition, the following processing can also be performed: after both team skill A and team skill B are set to the acquired state, team skill A is not applied but team skill B is applied in the running simulation of the event game and the calculation of the team evaluation point.
[0176] In addition, the configuration of the functions of the information processing system 10 of the present embodiment can be applied to a game in which characters participating in competitions are developed in sports games such as baseball games and soccer games, and activities are progressed using characters developed by the players themselves and characters developed by other players, and the characters are registered in an illustrated book. It can also be applied to games in which characters can be developed in other types of games, such as card battle games, fighting games, action games, battle royale games, role-playing games, etc., and activities are progressed using characters developed by the players themselves and characters developed by other players, and the characters are registered in an illustrated book.
[0177] Description of Reference Numerals
[0178] 10: Information processing system; 20: Server; 40: Player terminal; 21, 41: Control unit; 22, 42: Storage unit; 23, 45: Communication unit; 43: Operation input unit; 44: Display unit; 50: Server data storage unit; 51: Player management database; 60: Game operation unit; 70: Terminal data storage unit; 71: Player data storage unit; 72: Development progress data storage unit; 73: Game control data storage unit; 74: Factor information database; 75: Activity data storage unit; 80: Game execution unit; 81: Development function providing unit; 82: Activity function providing unit; 83: Grouping acceptance unit; 84: Battle processing unit; 85: Team evaluation processing unit; 86: Illustration function providing unit.
Claims
1. A program for a game in which a plurality of types of characters appear, wherein: The program causes the computer to function as an illustrated book function providing unit that registers the character satisfying the registration condition into an illustrated book. The illustration book function providing unit manages whether or not the character is registered in the illustration book in association with the type of the character, and sets an effect that is beneficial to the progress of the game according to the type of the character registered in the illustration book.
2. The program according to claim 1, wherein: The illustrated book function providing unit enables registration of the character into the illustrated book during an activity performed during a preset period, and sets the advantageous effect in accordance with the period of performance of the activity.
3. The program according to claim 1, wherein: The player can select the character to use from a plurality of types of characters. The advantageous effect set according to the type of the character to be registered in the illustrated book is applied to the progress of the game regardless of the type of the character to be used.
4. The program according to claim 1, wherein: Players can select characters from a variety of types to form a team. The illustration function providing unit registers the character in the illustration based on the team formation information.
5. An information processing system for a game in which multiple types of characters appear, wherein: The information processing system includes an illustration function providing unit that registers the character satisfying a registration condition into an illustration. The illustration book function providing unit manages whether or not the character is registered in the illustration book in association with the type of the character, and sets an effect that is beneficial to the progress of the game according to the type of the character registered in the illustration book.
6. An information processing method for a game in which multiple types of characters appear, wherein: The information processing method comprises the following steps: an illustration book registration step of registering the character satisfying the registration condition in the illustration book, and managing the presence or absence of the registration status of the character in the illustration book in association with the type of the character; and The effect setting step sets an effect that is beneficial to the progress of the game according to the type of the character registered in the illustrated book.