Information processing program, information processing method, and game device
The information processing program allows players to choose the training and completion game media associated with the predetermined inheritance information, solving the problem of insufficient differences in character abilities and characteristics, and enhancing the appeal and experience differences of the game.
Patent Information
- Application Number
- CN202380049966.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-07-01
- Filing Date
- 2023-06-28
- Publication Date
- 2025-02-14
AI Technical Summary
In training games, the lack of differences in abilities and characteristics between cultivate characters leads to players losing the motivation to play the game repeatedly.
By providing an information processing program, players can choose to use the training completion game media associated with the predetermined inheritance information, update the parameters associated with the character of the training object, and create and store the training completion game media based on the media selected by the player, increasing the upper limit of the predetermined parameters .
Enhance the appeal of the game, encourage players to continue playing the game, and provide greater differences in game experience by dynamically adjusting character parameters.
Smart Images

Figure CN119451735A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method and a game device. Background Art
[0002] As indicated in, for example, Patent Document 1, there is a well-known training game in which a player trains a character. In such a training game, the character trained by the player is stored as a training character. The training character can be used in a competitive game against other players, for example.
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2021-121396 Summary of the invention
[0006] Problem that the invention aims to solve
[0007] In a development game, it is difficult to make the abilities and characteristics of the characters to be developed differ greatly, which may cause players to lose the motivation to play the development game repeatedly.
[0008] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can further encourage players to play games.
[0009] Solutions for solving problems
[0010] In order to solve the above problems, the information processing program causes the computer to execute:
[0011] Processing for enabling a player to select a cultivation completion game medium associated with predetermined inheritance information to be used in a cultivation game;
[0012] a process for executing the development game, the process including at least a process for updating at least one parameter associated with the development target character and a process for completing the game medium based on the development selected by the player; and
[0013] a process for creating and storing the cultivation completion game medium based on the completion of the cultivation game, in which the at least one parameter and the inheritance information are associated with the cultivation target character,
[0014] wherein the inheritance information includes specific inheritance information for increasing the upper limit of the at least one parameter, and
[0015] When the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game increases the upper limit of a predetermined parameter.
[0016] A base value commonly set in a plurality of said parameters may be provided,
[0017] In a case where the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game may be capable of increasing the upper limit of the predetermined parameter to a value greater than the basic value, and
[0018] The information processing program may cause the computer to execute processing for performing a different display between a case where the parameter is updated within a range below the base value and a case where the parameter is updated to exceed the base value.
[0019] The inheritance information may include a plurality of kinds of specific inheritance information that are different from each other at least in terms of a parameter of an upper limit increase or an increase value of the upper limit,
[0020] The information processing program may cause the computer to execute processing for enabling a player to select a character set as the training target character from a plurality of characters associated with any of the plurality of kinds of specific inheritance information, and
[0021] The process for creating and storing the training completion game medium may associate specific inheritance information associated with the character set as the training target character with the training completion game medium.
[0022] The specific inheritance information may also be associated with an increased value of the predetermined parameter.
[0023] A base value commonly set in a plurality of said parameters may be provided,
[0024] In a case where the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game may be capable of increasing the upper limit of the predetermined parameter to a value greater than the basic value,
[0025] When the parameter is updated within a range below the base value, the update value of the parameter may be determined according to a first update condition, and
[0026] When the parameter is updated to exceed the base value, the updated value of the parameter may be determined according to a second update condition that is less likely to increase the parameter than the first update condition.
[0027] In order to solve the above problem, an information processing method is a method executed by at least one computer, wherein the at least one computer executes:
[0028] Processing for enabling a player to select a cultivation completion game medium associated with predetermined inheritance information to be used in a cultivation game;
[0029] a process for executing the development game, the process including at least a process for updating at least one parameter associated with the development target character and a process for completing the game medium based on the development selected by the player; and
[0030] a process for creating and storing the cultivation completion game medium based on the completion of the cultivation game, in which the at least one parameter and the inheritance information are associated with the cultivation target character,
[0031] wherein the inheritance information includes specific inheritance information for increasing the upper limit of the at least one parameter, and
[0032] When the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game increases the upper limit of a predetermined parameter.
[0033] In order to solve the above problem, the game device includes at least one computer, and the at least one computer executes:
[0034] Processing for enabling a player to select a cultivation completion game medium associated with predetermined inheritance information to be used in a cultivation game;
[0035] a process for executing the development game, the process including at least a process for updating at least one parameter associated with the development target character and a process for completing the game medium based on the development selected by the player; and
[0036] a process for creating and storing the cultivation completion game medium based on the completion of the cultivation game, in which the at least one parameter and the inheritance information are associated with the cultivation target character,
[0037] wherein the inheritance information includes specific inheritance information for increasing the upper limit of the at least one parameter, and
[0038] When the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game increases the upper limit of a predetermined parameter.
[0039] Effects of the Invention
[0040] According to the present invention, players can be further encouraged to play games. BRIEF DESCRIPTION OF THE DRAWINGS
[0041] Figure 1 is an explanatory diagram showing a schematic configuration of an information processing system.
[0042] Figure 2A It is a diagram for illustrating the hardware configuration of a player terminal.
[0043] Figure 2B This is a diagram for illustrating the hardware configuration of a server.
[0044] Figure 3A is a diagram for illustrating an example of a home page screen.
[0045] Figure 3B is a diagram for illustrating an example of an option setting screen.
[0046] Figure 3C is a diagram for illustrating an example of a profile setting screen.
[0047] Figure 3D is a diagram for illustrating an example of a home page setting screen.
[0048] Figure 4 This is a diagram for illustrating the general flow of progress of a development game.
[0049] Figure 5A is a diagram for illustrating an example of scenario initial added value data.
[0050] Figure 5B is a diagram for illustrating an example of scenario initial upper limit data.
[0051] Figure 5C : is a diagram for illustrating an example of scenario event added value data.
[0052] Fig. 6A This is a diagram for illustrating a training target character selection screen.
[0053] Figure 6B This is the first figure used to illustrate the character detail screen.
[0054] Figure 6C This is the second figure used to illustrate the character detail screen.
[0055] Fig. 7A This is a diagram for illustrating a capability parameter (initial value) table.
[0056] Figure 7B It is a diagram for illustrating an adaptability parameter (initial value) table.
[0057] Figure 7C This is a diagram for illustrating a skill table.
[0058] Fig.7D This is a diagram for illustrating a dedicated event table.
[0059] Fig. 8AThis is the first figure for illustrating the succession character selection screen.
[0060] Figure 8B This is the first figure used to illustrate the development character list screen.
[0061] Figure 8C This is a second diagram for illustrating the succession character selection screen.
[0062] Fig.8D This is the third figure for illustrating the succession character selection screen.
[0063] Fig. 9 is a diagram used to illustrate inheritance lineage.
[0064] Fig.10 is a diagram for illustrating factor information.
[0065] Fig.11A It is a diagram for illustrating the utility generated from the basic capability factor.
[0066] Fig. 11B is a diagram for illustrating the utility generated from the role factor.
[0067] Fig. 12A is a diagram for illustrating a compatibility judgment combination, and Fig. 12B It is a diagram for illustrating the compatibility judgment feature.
[0068] Fig.13A This is a diagram for illustrating sorting conditions.
[0069] Fig. 13B It is a diagram for illustrating the refining conditions.
[0070] Fig.14 is the first figure used to illustrate the character details dialog box.
[0071] Fig.15 is the second figure used to illustrate the character details dialog box.
[0072] Fig.16 is the third figure used to illustrate the character details dialog box.
[0073] Fig.17 This is a diagram for illustrating a skill display dialog box.
[0074] Fig.18A This is the first figure used to illustrate the support card organization screen.
[0075] Fig.18B This is a diagram for illustrating a support card selection screen.
[0076] Fig. 18C This is the second figure used to illustrate the support card organization screen.
[0077] Fig.19A This is a diagram for illustrating a support card list.
[0078] Fig.19B This is a diagram for illustrating a support effect table.
[0079] Fig.19C This is a diagram for illustrating a possessed skill table.
[0080] Fig.19D This is a diagram for illustrating a support event table.
[0081] Fig. 20A This is a diagram for illustrating a final confirmation screen.
[0082] Fig. 20B is a diagram for illustrating a preset selection screen.
[0083] Fig.21 This is a diagram for illustrating selection items for each round.
[0084] Fig. 22 This is a diagram for illustrating a game screen.
[0085] Fig.23A This is the first figure for illustrating the training screen.
[0086] Fig. 23B This is a second diagram for illustrating a training screen.
[0087] Fig.23C This is a diagram for illustrating a training result report screen.
[0088] Fig.23D It is a diagram used to illustrate special instructions.
[0089] Fig.24A This is a diagram for illustrating an event screen.
[0090] Fig. 24B This is a diagram for illustrating a special performance.
[0091] Fig.25A This is the first figure used to illustrate the skill screen.
[0092] Fig.25B This is the second figure used to illustrate the skill screen.
[0093] Fig.26A This is the first figure for illustrating the game selection screen.
[0094] Fig.26B This is a diagram for illustrating a match start screen.
[0095] Fig.26C This is the first figure for illustrating the game result screen.
[0096] Fig.26D This is a second diagram for illustrating a match result screen.
[0097] Fig.27A It is a diagram for illustrating an example of a live performance preparation screen.
[0098] Fig.27B is a diagram for illustrating a confirmation dialog box.
[0099] Fig.28 is a diagram for illustrating an example of a first reward and a second reward.
[0100] Fig.29 This is a diagram for illustrating an example of path information such as live performance music.
[0101] Fig. 30A This is a diagram for illustrating an example of a live performance start screen.
[0102] Fig. 30B is a diagram for illustrating an example of a live performance event screen.
[0103] Fig.31 This is a diagram for illustrating a general flow of processing at the start of a round.
[0104] Fig.32 is a diagram for illustrating a placement probability table.
[0105] Fig.33A is a diagram for illustrating a training level table.
[0106] Fig.33B It is a diagram for illustrating the increase fixed value (speed) table.
[0107] in addition, Fig.33C This is a diagram for illustrating the increase of the fixed value table (strength).
[0108] Fig.33D This is a diagram used to illustrate the reward addition rate table.
[0109] Fig.34A is a diagram for illustrating performance characteristics associated with a training course.
[0110] Fig.34B It is a diagram for illustrating the increase of fixed values of performance parameters.
[0111] Fig.34C It is a diagram used to illustrate the bonus addition rate of performance parameters.
[0112] Fig.35 is a diagram for illustrating the second event table.
[0113] Fig.36A This is the first figure for illustrating the cultivation completion screen.
[0114] Fig.36B This is a second diagram for illustrating the cultivation completion screen.
[0115] Fig.36C This is the third diagram for illustrating the cultivation completion screen.
[0116] Fig.37 This is a diagram for illustrating the structure of a memory in a player terminal and the function of the player terminal as a computer.
[0117] Fig.38 This is a diagram for illustrating the structure of a memory in a server and the function of the server as a computer.
[0118] Fig.39 This is a sequence diagram for illustrating the processing of the player terminal and the server related to the development game.
[0119] Fig.40 1 is a first flowchart for illustrating the preparation phase processing in the player terminal.
[0120] Fig.41 is a second flowchart for illustrating the preparation phase processing in the player terminal.
[0121] Fig.42 is a third flowchart for illustrating the preparation phase processing in the player terminal.
[0122] Fig.43 This is a flowchart for illustrating the training phase processing in the server.
[0123] Fig.44 This is a flowchart for illustrating the processing at the start of a round in the server.
[0124] Fig.45 This is a flowchart for illustrating the activation factor determination processing in the server.
[0125] Fig.46 This is a flowchart for illustrating the capability parameter determination process in the server.
[0126] Fig.47 This is a flowchart for illustrating the development phase processing in the player terminal.
[0127] Fig.48 This is a flowchart for illustrating the process at the start of a turn in a player terminal.
[0128] Fig.49 This is a flowchart for illustrating the in-turn processing in the player terminal.
[0129] Fig.50 is a flowchart for illustrating command selection processing in a player terminal.
[0130] Fig.51 1 is a first flowchart for illustrating the in-round processing in the server.
[0131] Fig.52 2 is a second flowchart for illustrating the in-round processing in the server.
[0132] Fig.53 This is a flowchart for illustrating command reception processing in a player terminal.
[0133] Fig.54 This is a flowchart for illustrating the cultivation game end processing in the server. DETAILED DESCRIPTION
[0134] An aspect of an embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values etc. given in this embodiment are merely examples for facilitating understanding, and unless otherwise specifically stated, do not limit the present invention. In this specification and the accompanying drawings, the same reference numerals are attached to elements having substantially the same function and structure, thereby omitting their repeated description, and elements not directly related to the present invention are not shown.
[0135] (Overall Structure of Information Processing System S)
[0136] Figure 1 is a diagram showing a schematic structure of an information processing system S. The information processing system S is a so-called client-server system, which includes: a player terminal 1 serving as a client (ie, a game terminal); a server 1000; and a communication network N having a communication base station Na.
[0137] In the information processing system S according to the present embodiment, the player terminal 1 and the server 1000 each function as a game device G. The player terminal 1 and the server 1000 are respectively assigned roles for controlling the progress of the game, so that the game can be progressed through cooperation between the player terminal 1 and the server 1000 .
[0138] Each player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 widely includes an electronic device that can be communicatively connected to the server 1000 in a wired or wireless manner. Examples of the player terminal 1 include a smart phone, a mobile phone, a tablet device, a personal computer, and a game device. This embodiment will be described by an example in which each player terminal 1 is a smart phone.
[0139] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 mainly performs processing such as updating the accumulated information and causing the player terminal 1 to download images and various information based on operations input from the player terminal 1.
[0140] The communication base station Na is connected to the communication network N, and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet, a local area network (LAN), or a dedicated circuit, etc., and realizes a wired or wireless communication connection between the player terminal 1 and the server 1000.
[0141] (Hardware Structure of Player Terminal 1 and Server 1000)
[0142] Figure 2A 1 is a diagram for illustrating the hardware configuration of the player terminal 1. Figure 2B 1 is a diagram for illustrating the hardware structure of the server 1000. Figure 2A As shown, the player terminal 1 is configured to include a central processing unit (CPU) 10 , a memory 12 , a bus 14 , an input / output interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .
[0143] In addition, if Figure 2B As shown, the server 1000 is configured to include a CPU 1010 , a memory 1012 , a bus 1014 , an input / output interface 1016 , a storage unit 1018 , a communication unit 1020 , an input unit 1022 , and an output unit 1024 .
[0144] Note that the structures and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as the structures and functions of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Thus, a description of the hardware structure of the player terminal 1 will be given below, and the description of the server 1000 will be omitted.
[0145] The CPU 10 runs a program stored in the memory 12 to control the progress of the game. The memory 12 is composed of a read-only memory (ROM) or a random access memory (RAM), and stores a program and various data required to control the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0146] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0147] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. At the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0148] The communication unit 20 is communicatively connected to the communication base station Na in a wireless manner, and transmits / receives information (such as various data and programs, etc.) to / from the server 1000 via the communication network N. At the player terminal 1, the program, etc. received from the server 1000 is stored in the memory 12 or the storage unit 18.
[0149] The input unit 22 is composed of, for example, a touch screen, a button, a keyboard, a mouse, a cross key, or an analog controller used to input player operations (accept operations). Alternatively, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Alternatively, the input unit 22 may be composed of an acceleration sensor for detecting the tilt or movement of the player terminal 1 or a microphone for detecting the voice of the player. That is, the input unit 22 broadly includes a device that enables the player to input his / her intention in a distinguishable manner.
[0150] The output unit 24 is configured to include a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 is equipped with a display 26 as the output unit 24, and is equipped with a touch screen as the input unit 22, wherein the touch screen is overlaid on the display 26.
[0151] (Game Content)
[0152] Next, a game provided by the information processing system S and the game device G according to the present embodiment will be described. A player can own characters obtained by drawing a lottery as a so-called gacha, and characters distributed by a game administrator. In addition, a player can own support cards obtained by drawing a lottery, and support cards distributed by a game administrator.
[0153] Although described in detail below, in the game according to the present embodiment, a training game is provided. In the training game, a player can train a character owned by the player. In addition, the training game according to the present embodiment has a game play in which the player trains the character by making the character participate in a competition simulating horse racing.
[0154] Figure 3A1 is a diagram for illustrating an example of the home screen 100. When the game application is started at the player terminal 1, the home screen 100 is displayed on the display 26. In the lower part of the home screen 100, a menu bar 102 is displayed. In the menu bar 102, a plurality of operation parts that can be operated (tapped) by the player are provided.
[0155] Here, a home screen selection operation unit 102a, a boost screen selection operation unit 102b, a story screen selection operation unit 102c, a match game selection operation unit 102d, and a gashapon screen selection operation unit 102e are provided in the menu bar 102. Note that in the menu bar 102, an operation unit corresponding to a screen being displayed on the display 26 is highlighted so that the screen being displayed can be identified.
[0156] When the home screen selection operation unit 102a is tapped, the display 26 displays Figure 3A Home screen 100 is shown.
[0157] When the strengthening screen selection operation unit 102b is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the character and support card owned by the player can be strengthened. The player can improve the level set for the player and the support card by strengthening the character and the support card. The player and the support card are set with various parameters so that the parameters increase as the level is increased. As a result of the increase in the parameters of the player and the support card, the player can cultivate a character with a stronger state in the cultivation game.
[0158] When the story screen selection operation unit 102c is tapped, a story screen (not shown) is displayed. Here, story images are provided for each character that appears in the game. The player can select a character and a story image on the story screen to view the story.
[0159] When the game selection operation unit 102d is tapped, a game selection screen (not shown) is displayed. The present embodiment provides various game games, in which the cultivated characters cultivated in the cultivation game (described below) can be made to participate in these game games. On the game selection screen, the player can select a game in which the cultivated characters can participate. The game includes a team competition game in which a team organized using a plurality of cultivated characters competes with a team organized using other players selected by a computer. The team competition game has a game play in which a player competes with other players for ranking.
[0160] When the gashapon screen selection operation unit 102e is tapped, a gashapon screen (not shown) is displayed. On the gashapon screen, the player can perform a so-called gashapon lottery, in which characters and support cards can be obtained by consuming in-game currency through lottery.
[0161] In addition, in the home screen 100, a training game operation unit 104 is provided above the menu bar 102. When the training game operation unit 104 is tapped, the training game screen is displayed, thereby starting the training game (described below). The training game is roughly classified into a preparation phase and a training phase, and the player first selects one of the characters he / she owns in the preparation phase to set the selected character as a character to be trained (hereinafter referred to as a training target character).
[0162] In the preparation phase, the player also sets a deck to be used when training the training target character. The deck is organized using multiple successor characters and multiple support cards (described in detail below). Therefore, in the training game, the successor characters and support cards organized in the deck are used.
[0163] When the setting of the training target character and the card pile (inherited character and support card) is completed, the preparation phase is changed to the training phase, and the game for training the training target character begins. In the training game, the parameters of the training target character can be changed. The player can have the character trained in the training game as a training character. As described above, the player can organize the training character he / she owns into a team for use in a team competition game, etc.
[0164] Thus, the main purpose of the game according to the present embodiment is to cultivate a cultivation character in a cultivation game, and to improve the ranking in a team competition game by using the cultivation character.
[0165] In addition, in this embodiment, a function for sharing development characters or support cards between players and a function for sharing information between multiple players are provided. Players can set development characters and support cards that can be used by other players in the development game. More specifically, Figure 3A As shown, a setting operation unit 106 is provided at the upper right portion of the home screen 100. When the setting operation unit 106 is tapped, an option setting screen 110 is displayed.
[0166] Figure 3B 1 is a diagram for illustrating an example of an option setting screen 110. The option setting screen 110 is a screen that allows confirmation and setting of various information. A plurality of operation portions are provided on the option setting screen 110 so that when an operation portion is tapped, information corresponding to the operation portion can be confirmed and set.
[0167] The operation unit on the option setting screen 110 includes a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is tapped, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is tapped, the profile setting screen 120 is displayed.
[0168] Figure 3C 1 is a diagram for illustrating an example of a profile setting screen 120. In the profile setting screen 120, a player can confirm and set his / her own profile information. The profile information includes a profile character, a player name, a player ID, a circle to which the player belongs, a representative character, and a rental card.
[0169] The profile character is used as a character displayed when other players view information related to the player. For example, when using a circle function as a place for sharing information with other players, the profile character is displayed. On the profile setting screen 120, a currently set profile character image 122 is displayed. A change button 124 is provided near the profile character image 122. When the change button 124 is tapped, a profile character change screen (not shown in the figure) is displayed. On the profile character change screen, the player can change the profile character.
[0170] The player name set by the player, the player ID assigned to the player, and the name of the circle to which the player belongs are also displayed on the profile setting screen 120. In addition, a representative character setting operation section 126a and a rental card setting operation section 126b are provided on the profile setting screen 120.
[0171] When the representative character setting operation unit 126a is tapped, a representative character setting screen (not shown) is displayed. On the representative character setting screen, the player can set any one of the cultivated characters he / she has cultivated as a representative character. In the representative character setting operation unit 126a, an icon image indicating the currently set representative character is displayed. Although described in detail below, the representative character can be organized in the card pile as an inherited character in the cultivation game played by other players.
[0172] When the rental card setting operation unit 126b is tapped, a rental card setting screen (not shown) is displayed. On the rental card setting screen, the player can set any of the support cards owned by him / herself as a rental card. In the rental card setting operation unit 126b, an icon image indicating the currently set rental card is displayed. Note that, as described above, the support card set as a rental card can be organized in a card pile by other players and used in the cultivation game played by other players.
[0173] Although not described in detail, when the setting of the profile information is changed on the profile setting screen 120, the setting change information is transmitted to the server 1000. In the server 1000, the profile information for each player is saved.
[0174] like Figure 3A As shown, a setting icon 128 is displayed on the home screen 100. When the setting icon 128 is tapped, a home setting screen 130 is displayed.
[0175] Figure 3D 100 is a diagram for illustrating an example of the home setting screen 130. On the home setting screen 130, the player can set a home screen setting character 132 to be displayed on the home screen 100. The player can set four home screen setting characters 132 to be displayed on the home screen 100.
[0176] Although not shown in the figure, when a left / right flick operation is input on the home screen 100, the screen displayed on the display 26 (i.e., the display of the home screen 100) is switched. Four currently set home screen setting characters 132 are displayed on the home screen 100. The home screen setting characters 132 are assigned functions as the respective operation parts displayed in the menu bar 102. Therefore, when the home screen setting character 132 displayed on the home screen 100 is tapped, the screen is switched in the same manner as when the operation part in the menu bar 102 is tapped.
[0177] On the home page setting screen 130, character images corresponding to the four home page setting characters 132 currently set and corresponding operation parts are displayed in an identifiable manner. When the character image displayed on the home page setting screen 130 is tapped, a character selection screen (not shown in the figure) is displayed. The player can select the home page setting character 132 on the character selection screen. In addition, the player can set the costume for the home page setting character 132 on the home page setting screen 130.
[0178] like Figure 3A As shown, a circle icon 134 is displayed on the home screen 100. When the circle icon 134 is tapped, a circle screen is displayed. On the circle screen, the player can exchange information with other players belonging to the same circle.
[0179] In addition, in this embodiment, various time-limited events are held irregularly. During the holding period of a specific event as a time-limited event, a specific event icon 108 is displayed on the home screen 100. When the specific event icon 108 is tapped, a specific event screen is displayed. On the specific event screen, the player can exchange various rewards with specific event points provided only during the specific event, for example.
[0180] When the cultivation game operation unit 104 is tapped on the home screen 100, the cultivation game screen is displayed and the cultivation game is started. Note that the player can play the game by consuming game points. Game points are awarded to the player at a predetermined value (e.g., +1) every predetermined time (e.g., 10 minutes). There is an upper limit (e.g., 100) on the game points that the player can have, and the player can have game points within the range of up to the upper limit. In the upper part of the home screen 100, a game point indicator bar 136 is provided to visually indicate the percentage of the game points currently owned relative to the upper limit.
[0181] When starting a cultivation game, the game points are reduced by a predetermined value (e.g., -30). Therefore, the player cannot start the cultivation game if he / she does not have the required game points. However, it should be noted that the player can have an item that restores the game points, and the item can be used to restore the game points. The item can be granted as a reward for a cultivation game or a team competition game, or can be obtained by consuming in-game currency. The cultivation game will be described in detail below.
[0182] (Development Game)
[0183] Figure 4 This is a diagram for illustrating a general flow of a cultivation game. Cultivation games are roughly classified into a setup game and a cultivation main game. Although described in detail below, the cultivation main game is a game in which a cultivation target character selected from characters owned by a player is cultivated as a cultivation target character.
[0184] In addition, the setup game allows the player to register a scenario, a character to be cultivated, and a card pile (inherited character and support card), and corresponds to the preparation phase of the cultivation game. Hereinafter, the processing performed in the setup game is referred to as the preparation phase processing, and the processing performed in the cultivation main game is referred to as the cultivation phase processing. Here, for easy understanding, the general flow of the preparation phase processing and the cultivation phase processing will be described first.
[0185] <Preparation phase processing>
[0186] In the preparation phase processing, the scene, the training target role and the card pile (inherited role and support card) are mainly registered. Note that the support card is used to assist in the training of the training target role. Each support card is always associated with a role, and the role associated with the support card registered in the preparation phase processing assists in the training of the training target role. Hereinafter, the role associated with the support card is referred to as the support role.
[0187] <Scene Registration>
[0188] When the player taps the cultivation game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, a plurality of scenarios for the cultivation main game are provided. In each scenario for the cultivation main game, a final goal, a mid-game goal, etc. are set. The player needs to clear the goals set in each scenario one by one. Each scenario has different goals, different time periods to achieve these goals, different difficulty levels, etc.
[0189] In addition, the cultivation main game has a storyline so that the game progresses along the story. In addition, during the cultivation main game, events occur at various timings. The events that occur during the cultivation main game include scenario-specific events. Therefore, at least some of the events that occur during the cultivation main game in one scenario are different from at least some of the events that occur during the cultivation main game in another scenario. The player can select one of the multiple scenarios on the scenario selection screen.
[0190] Figure 5A is a diagram for illustrating an example of scenario initial added value data. Figure 5B is a diagram for illustrating an example of scenario initial upper limit data. Figure 5C is a diagram for illustrating an example of scenario event added value data. Figure 5A As shown, a unique scenario ID is associated with each scenario. When the player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs 0001 to 0004 are provided.
[0191] Although detailed below, the purpose of the training game includes increasing the ability parameters of the training target character. Here, five ability parameters are provided: speed, endurance, strength, perseverance and intelligence. The higher the values of these five ability parameters, the more favorable the progress of the game is to the training target character.
[0192] However, it should be noted that each capability parameter is set with an upper limit, so that in the cultivation main game, the value of each capability parameter is updated only within a range up to its upper limit. Thus, the capability parameter is limited to be updated to a value exceeding its corresponding upper limit. At the beginning of the cultivation main game, an initial upper limit for each capability parameter is set. This initial upper limit is different for each scenario. Note that the upper limit of each capability parameter can be increased from the initial upper limit during the game.
[0193] The scenario initial added value data is stored in the player terminal 1 and the server 1000. The scenario initial added value data is data in which the initial added values of the five ability parameters are associated with each scenario ID. In this embodiment, when the cultivation main game starts, the initial upper limit of the ability parameter is set based on the scenario initial added value data.
[0194] More specifically, a common base value is pre-set for the ability parameter. In the present embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, it should be noted that the common base value may be different for each scenario, and may also be different for each ability parameter. In addition, at the start of the cultivation main game, the scenario initial addition value corresponding to the scenario selected by the player is added to the common base value, thereby setting the initial upper limit of each ability parameter.
[0195] As in e.g. Figure 5A As shown in , according to the scenario initial added value data, the scenario initial added values of all five ability parameters associated with scenario ID "0001" are set to "200". Therefore, when the cultivation main game is started with scenario ID "0001" selected, the initial upper limits of all five ability parameters are "1400".
[0196] In addition, when the development main game is started with scenario ID "0002" selected, for example, the initial upper limits of the speed ability parameter and the perseverance ability parameter are "1200" as a common base value, the initial upper limits of the endurance ability parameter and the intelligence ability parameter are "1600", and the initial upper limit of the strength ability parameter is "1400".
[0197] Note that here, the initial upper limit is derived by adding the initial added value of the capability parameter to the common base value. However, it should be noted that it is possible to provide Figure 5B The scenario initial upper limit data shown makes it possible to derive the initial upper limit of the capability parameter based on the scenario initial upper limit data. According to the scenario initial upper limit data, the initial upper limit of each of the five capability parameters is associated with each scenario ID. The value of the initial upper limit associated with each scenario ID in the scenario initial upper limit data is a value obtained by adding the initial added value in the scenario initial added value data to the common base value.
[0198] Thus, the scenario initial upper limit associated with each scenario ID may be set as the initial upper limit of the capability parameter. Alternatively, a value obtained by adding the scenario initial added value to the common base value may be set as the initial upper limit of the capability parameter.
[0199] In addition, in the cultivation main game, a scenario event for increasing the upper limit of each ability parameter may occur at a predetermined timing. When the scenario event occurs, the scenario event addition value associated with the scenario event is added to the upper limit at that time. For example, when a predetermined scenario event occurs in the cultivation main game having, for example, scenario ID "0001", the upper limits of the five ability parameters are increased by "20".
[0200] like Figure 5CAs shown, the upper limit of the capability parameter increased due to the scenario event is different for each scenario. Note that a scenario may have two or more scenario events for increasing the upper limit of the capability parameter, or may not have such a scenario event. In addition, the timing of the occurrence of the scenario event may be common or different in all scenarios.
[0201] Thus, the upper limit of the ability parameter varies depending on the scenario selected by the player. Therefore, it is possible to develop characters whose abilities and characteristics are different for each scenario. This further encourages players to play games with various scenarios.
[0202] <Registration of training target roles>
[0203] Fig. 6A 150 is a diagram for illustrating a training target character selection screen. When the player selects a scenario on the scenario selection screen, Fig. 6A The training target character selection screen 150 is shown. In the center of the training target character selection screen 150, a plurality of character icons 151 showing a list of characters owned by the player are displayed.
[0204] In addition, an ability parameter display unit 152a and an adaptability parameter display unit 152b are displayed at the top of the training target character selection screen 150. A return operation unit 153 labeled "return" and a next operation unit 154 labeled "next" are also displayed at the bottom of the training target character selection screen 150.
[0205] In this embodiment, an initial value of an ability parameter is set for each character. In the ability parameter display unit 152a, the initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed as a numerical value. In this embodiment, the larger the numerical value of the ability parameter, the higher the ability.
[0206] In addition, the initial upper limit of each ability parameter is displayed in the ability parameter display section 152a. In other words, in a state where the player can select a scenario or after the player selects a scenario, the upper limit of each ability parameter set when the main development game is started is displayed in the ability parameter display section 152a. In the ability parameter display section 152a, the initial upper limit corresponding to the scenario selected by the player is displayed as the denominator, and the initial value of the ability parameter of the character selected by the player is displayed as the numerator.
[0207] Here, in the capability parameter display section 152a, the initial upper limit exceeding the common base value is identifiably indicated. Fig. 6AIn the example shown, the initial upper limits of speed, strength, and perseverance exceed "1200" as the common base value. Therefore, in the ability parameter display section 152a, the initial upper limits of speed, strength, and perseverance are identifiably indicated in contrast to the initial upper limits of endurance and intelligence. Here, the identifiable indication of the initial upper limit exceeding the common base value includes blinking and displaying in a different color.
[0208] Fig. 7A is a diagram for illustrating a capability parameter (initial value) table. Fig. 7A As shown, the initial value of the ability parameter for each character is stored in the ability parameter (initial value) table. In addition, based on the initial value of the ability parameter stored in the ability parameter (initial value) table, the initial value of the ability parameter is displayed in the ability parameter display unit 152a.
[0209] In this embodiment, initial values of multiple types of ability parameters indicating various abilities are set for each character. More specifically, the ability parameters include: a speed ability parameter labeled as "speed" in the ability parameter display section 152a; an endurance ability parameter labeled as "endurance" in the ability parameter display section 152a; a strength ability parameter labeled as "strength" in the ability parameter display section 152a; a perseverance ability parameter labeled as "perseverance" in the ability parameter display section 152a; and an intelligence ability parameter labeled as "intelligence" in the ability parameter display section 152a.
[0210] Note that the initial value of the ability parameter for each character is increased through the player's operation, etc. For example, each character has five status levels, so that the player can upgrade the status level of the character by consuming in-game currency or predetermined items. As the status level of the character is upgraded, the initial value of the ability parameter of the character increases.
[0211] Fig. 7A The initial value is shown when the character has a predetermined level. Note that the player can increase the value of the ability parameter in the training main game. That is, the purpose of the training main game is to train a character with an ability parameter of a larger value.
[0212] In addition, in this embodiment, an adaptability parameter (initial value) is set for each role. Fig. 6A As shown, in the adaptability parameter display section 152b, the initial value of the adaptability parameter of the character corresponding to the character icon 151 selected by the player is displayed as letters.
[0213] Figure 7B is a diagram for illustrating an adaptability parameter (initial value) table. Figure 7BAs shown, the initial values of the adaptability parameters for each role are stored in the adaptability parameter (initial value) table. The initial value of each adaptability parameter is set to one of seven stages from letter A to letter G. Note that the initial value A of the adaptability parameter indicates the highest adaptability, and the initial value G of the adaptability parameter indicates the lowest adaptability. Based on the initial values of the adaptability parameters stored in the adaptability parameter (initial value) table, the initial values of the adaptability parameters are displayed in the adaptability parameter display unit 152b.
[0214] In this embodiment, initial values of multiple types of adaptability parameters indicating various adaptabilities are set for each character. More specifically, the adaptability parameters include: adaptability parameters related to field adaptability (grass and mud); adaptability parameters related to distance adaptability (short distance, mile, middle distance and long distance); and adaptability parameters related to running style adaptability (leading, front row, center and chasing).
[0215] In the training game, the player can allow the training target character to participate in various competitions. At this time, the higher the adaptability of the training target character matches the game content, the more favorable the game will be.
[0216] It is also acceptable to increase the initial value of the adaptability parameter for each character by consuming in-game currency. In addition, the value of the adaptability parameter can be changed in the cultivation main game. In addition, in the cultivation main game, there are some cases as follows: the adaptability parameter is set to S (which indicates a higher adaptability than A).
[0217] Figure 6B 1 is a first diagram for illustrating the character details screen 160. Figure 6C 1 is a second diagram for illustrating a character detail screen 160. When a character icon 151 on the training target character selection screen 150 is long pressed, the character detail screen 160 is displayed on the display 26. On the character detail screen 160, details of the ability of the character corresponding to the character icon 151 long pressed on the training target character selection screen 150 are displayed.
[0218] In the center of the character details screen 160, a skill operation unit 161 and an event operation unit 162 are displayed. Figure 6B As shown, when the character details screen 160 is displayed, the skill operation unit 161 is initially highlighted, and the skills provided for the character are displayed. Skills are abilities that can be activated when predetermined conditions are met while a match (described below) is being executed. When a skill is activated, the match progresses favorably for each character.
[0219] Figure 7C is a diagram used to illustrate a skill table. Figure 7CAs shown in FIG. 1 , the skill table stores the skills of each character owned by the player. In addition, based on the skills stored in the skill table, as shown in FIG. Figure 6B As shown, skills are displayed in the character details screen 160. Note that simply possessing a skill does not allow the activation of a skill (a skill can only be activated after acquiring the skill). Hereinafter, a skill ready to be activated by a character is referred to as an acquired skill.
[0220] From the start of the cultivation main game, one acquired skill is set for the character. In addition, in addition to the one acquired skill, multiple possessed skills are set for the character. Possessed skills are skills that can be acquired by consuming skill points (described below) after the start of the cultivation main game. In short, possessed skills can become acquired skills exchanged with skill points.
[0221] In this embodiment, Figure 7C The skills indicated by double circles (◎) in the skill table shown are displayed as acquired skills. Figure 6B In addition, Figure 7C The skills indicated by a circle (O) in the skill table shown are displayed as possessed skills. Figure 6B In the present embodiment, as shown in the role details screen 160. Figure 6B As shown in the character details screen 160 , the acquired skills are highlighted so that the acquired skills can be easily distinguished from the possessed skills.
[0222] Although the following example shows Figure 6B , but the present invention is not limited to this example, in which one acquired skill and seven owned skills are displayed in the acquired skill display column 161a and the owned skill display column 161b, respectively, as the skills set for each character. For example, the number of acquired skills and the number of owned skills may be different for each character. In addition, for example, the number of acquired skills or owned skills for each character may increase with the improvement of the character's level, the consumption of in-game currency or items, etc.
[0223] In addition, when the player taps the event operation unit 162 on the character detail screen 160, Figure 6C As shown, the content of the character details screen 160 is switched to display a dedicated event display bar 162a indicating dedicated events provided for each character. Figure 6C As shown, the event operation unit 162 is highlighted. The dedicated event occurs when a predetermined condition is satisfied in the development main game, and displays a story related to a character appearing in the development game or changes the value of an ability parameter.
[0224] Fig.7D is a diagram for illustrating a dedicated event table. Fig.7DAs shown in FIG. 1 , the dedicated event table stores dedicated events for each character owned by the player. Then, based on the dedicated events stored in the dedicated event table, as shown in FIG. Figure 6C As shown, dedicated events are displayed on the character details screen 160. Note that the dedicated events may include a prompt event that enables possession or acquisition of a skill, an ability event that increases or decreases the value of an ability parameter of a character, and the like.
[0225] about Figure 6C The dedicated events displayed on the character details screen 160 shown may allow all of these dedicated events to occur during the execution of the cultivation main game, may allow at least some of these dedicated events to occur during the execution of the cultivation main game, or may not allow any of these dedicated events to occur during the execution of the cultivation main game if the predetermined conditions are not met. In addition, for example, the number of dedicated events provided for each character may increase with the increase in the level of the character, the consumption of in-game currency or items, etc. It is also acceptable to execute a dedicated event that is not displayed as a dedicated event during the cultivation main game if the predetermined conditions are met.
[0226] In addition, if Figure 6B and Figure 6C As shown, a close operation unit 163 labeled "Close" is displayed at the bottom of the character detail screen 160. When the close operation unit 163 on the character detail screen 160 is tapped, the character detail screen 160 disappears and the training target character selection screen 150 is displayed on the display 26.
[0227] In addition, when Fig. 6A When the return operation unit 153 is tapped on the training target character selection screen 150 shown, a scenario selection screen (not shown) is displayed on the display 26. A training information display button 155 is also provided on the training target character selection screen 150. When the training information display button 155 is tapped, a training information display screen (not shown) is displayed. On the training information display screen, the player can confirm information related to the character selected on the training target character selection screen 150.
[0228] A clearance target label is provided on the training information display screen. Here, the purpose of the training game is to create a stronger training character by training a character selected as a training target character from the characters owned by the player. Although described in detail below, the training main game consists of multiple rounds, and the player needs to train the training target character and participate in the competition in each round.
[0229] In addition, each character is set with multiple clearance goals. When the clearance goal label is tapped, the clearance goals set for the currently selected character are listed on the training information display screen. In each round, the competitions that the training target character is allowed to participate in are predefined.
[0230] In addition, when the training target character participates in the competition, the training target character can obtain fans, victory points and special currency. In each competition, the basic number of fans, victory points and special currency is set for each ranking, and the higher the ranking, the greater the number of fans obtained and the greater the value of victory points.
[0231] The game is also set with difficulty levels, and the higher the difficulty level of the game, the more fans and victory points the player can get in the game. For example, some games are called high reward games, with GI, GII and GIII levels. The levels become higher in the order of GIII, GII and GI. The higher the level of the game, the higher the difficulty level of the game, and the more fans and victory points the player can get in the game.
[0232] Here, the number of fans that a player can obtain by participating in the game is calculated by adding the number of bonuses to the basic number of gains defined for each place achieved. More specifically, a correction value is determined based on the game result, and the basic number of gains is multiplied by the correction value to calculate the number of bonuses. The sum of the number of bonuses and the basic number of gains is the number of fans obtained by the character to be cultivated. In the case where the game result indicates, for example, first place, the greater the difference between the character to be cultivated and the character who won second place, the greater the correction value. In addition, in the case where the game result indicates one of the second to fifth places, the smaller the difference between the character to be cultivated and the character who won first place, the greater the correction value.
[0233] In addition, the training target character activates skills at a predetermined probability during the game. At this time, the greater the number of skills activated, the greater the correction value. Therefore, the conditions for adding the number of fans are defined in each game, and the number of fans obtained increases according to various game results other than the ranking obtained and the midway state of the game. However, it should be noted that the number of fans obtained by the training target character is at least the basic number of fans obtained corresponding to the ranking obtained.
[0234] Note that in some competitions, a certain number of fans can be specified as a condition for participating in the competition. In this case, if the number of fans obtained by the training target character is less than the number of fans specified as a condition for participating in the competition, the player cannot allow the training target character to participate in the competition. The higher the difficulty level of the competition, the greater the number of fans required to allow the training target character to participate in the competition.
[0235] Therefore, each character is provided with a plurality of clearance targets. By achieving the clearance target, the player can continue to cultivate the main game until the last round. On the other hand, if the player fails to achieve the clearance target, the cultivation main game ends in that round.
[0236] Therefore, in Fig. 6A On the training target character selection screen 150 shown, the player can select a training target character while confirming various information related to each character. In addition, when the next operation unit 154 is tapped on the training target character selection screen 150, the currently selected character is set as the training target character, and the successor character selection screen 170 is displayed on the display 26.
[0237] <Registration of inherited roles>
[0238] Fig. 8A 1 is a first diagram for illustrating the successor character selection screen 170 . Figure 8B 1 is a first diagram for illustrating the development character list screen 180 . Figure 8C This is a second diagram for illustrating the successor role selection screen 170 . Fig.8D 3 is a third diagram for illustrating the successor character selection screen 170. The successor character selection screen 170 is a screen for the player to register a successor character.
[0239] The successor character is a character that inherits ability values, skills, etc. from its cultivated target character. The player can select two successor characters from the cultivated characters he / she has and the representative characters of other players extracted according to predetermined extraction conditions (such as the representative characters of friends represented by followers, etc.), thereby organizing and registering the selected successor characters in the card pile. Note that in one cultivation game, only one representative character of other players can be organized in the card pile as a successor character.
[0240] The successor role selection screen 170 includes an ability parameter display unit 152a, an adaptability parameter display unit 152b, a first successor role selection area 171a, and a second successor role selection area 171b. When the screen changes from the training target role selection screen 150 to the successor role selection screen 170, as shown in FIG. Fig. 8A As shown, the first inheritance role selection area 171a and the second inheritance role selection area 171b are displayed as blank.
[0241] When the first successor character selection area 171a or the second successor character selection area 171b is tapped, Figure 8BThe training character list screen 180 is shown. A My Character tab 181a and a Rental tab 181b are provided on the training character list screen 180. In addition, a training character list display area is provided below the My Character tab 181a and the Rental tab 181b. A training character icon 182 is displayed in the training character list display area.
[0242] When the My Role tab 181a is selected, Figure 8B As shown, the development character icon 182 corresponding to the development character owned by the player himself / herself is displayed. In addition, although not shown in the figure, when the rental tab 181b is selected, the development character icon 182 corresponding to the representative character of the friend (that is, the development character developed by the friend) is displayed.
[0243] In addition, when the development role icon 182 is tapped, the development role corresponding to the development role icon 182 is temporarily selected. Figure 8C As shown, when the development character icon 182 is tapped, the successor character selection screen 170 is also displayed. At this time, for example, if the development character list screen 180 is displayed as a result of tapping the first successor character selection area 171a, and the development character icon 182 is tapped on the development character list screen 180, an image indicating the temporarily selected development character is displayed in the first successor character selection area 171a.
[0244] In this state, for example, when the development character list screen 180 is displayed as a result of tapping the second succession character selection area 171b, and the development character icon 182 is tapped on the development character list screen 180, as shown in FIG. Fig.8D As shown, an image indicating the temporarily selected development character is displayed in the second inheritance character selection area 171b.
[0245] In addition, information about the successor role used when developing the development role is stored in a manner associated with the development role. In the first successor role selection area 171a, information about the successor role used when developing the development role is displayed.
[0246] Fig. 9 It is a diagram for illustrating inheritance pedigree. In the training game, various utilities are achieved based on the factor information possessed by the inheritance character, such as the increase of the value of the ability parameter and adaptability parameter of the training target character. Here, two inheritance characters are set for one training target character. These inheritance characters are the training characters created previously. Therefore, when a training character set as an inheritance character is created, the training character is also set with two inheritance characters.
[0247] like Fig. 9As shown, it is assumed that the character to be cultivated in the cultivation main game from now on is the current generation. In addition, it is assumed that the two cultivated characters set as the successor characters for the cultivated character are the first generation of succession. In addition, when the cultivation of each cultivated character of the first generation of succession is started, the two cultivated characters are set as the successor characters. It is assumed that the two cultivated characters set as the successor characters when creating each cultivated character in the first generation of succession are the second generation of succession.
[0248] In this case, if Fig. 9 As shown, the training roles that inherit the first generation and the second generation have an effect on the training target role of this generation. As described above, since two inheritance roles (inheriting the first generation) are set for one training target role, a total of six training roles have an effect on one training target role.
[0249] For example, the first inheritance group is composed of one of the two training roles that inherit the first generation, and two training roles that inherit the second generation and serve as the successor roles of the training role. Similarly, the second inheritance group is composed of the other of the two training roles that inherit the first generation, and two training roles that inherit the second generation and serve as the successor roles of the training role.
[0250] like Fig.8D As shown, the first inheritance role selection area 171a includes icons corresponding to one training role of the first generation and two training roles of the second generation, which constitute the first inheritance group. Similarly, the second inheritance role selection area 171b includes icons corresponding to one training role of the first generation and two training roles of the second generation, which constitute the second inheritance group.
[0251] Fig.10 is a diagram for illustrating factor information. Although described in detail below, when the training game is completed, the training target character is registered as the training character, and at this time, the factor information is stored in a manner associated with the training character. More specifically, when the training of the training character is completed, the factor to be obtained by the training character is determined by lottery. In addition, the factor information indicating the factor drawn by the lottery is associated with the training character. In other words, when the training game is completed, the training character can obtain the factor drawn by the lottery.
[0252] However, it should be noted that the factors obtained by the training character do not affect the ability of the training character itself. For example, the training character can be made to participate in a competition game such as a team competition game. At this time, in the competition, a simulation (i.e., calculation) for determining the ranking and the progress of the competition is performed based on the ability parameters, adaptability parameters, acquired skills, etc. of all the training characters participating in the competition. The factors possessed by the training character are not used for calculation, and even if the training character has many factors, the competition will not progress in a favorable manner for the training character.
[0253] The factors possessed by the training role only affect the training target role when the training role is set as the inheritance role. The factors that can be obtained by the training role are classified into a plurality of types. Fig.10 The factor types are shown: basic ability factor, adaptability factor, competition factor, role factor and skill factor. One of the multiple stages is set for each factor. Here, three stages of factor levels (including level 1, level 2 and level 3) are provided as factor stages.
[0254] Note that the factor level is determined by lottery. At this time, after the factors to be obtained by the training role are determined, the factor level can be determined by lottery for each obtained factor. Alternatively, a lottery rate can be set for each combination pattern of factors and factor levels, so that any combination pattern among these combination patterns can be determined based on the set lottery rate. In this case, the factors to be obtained and the factor levels are determined at the same time.
[0255] The factor level has level 3 as the most effective level and level 1 as the least effective level. In the lottery for determining the factor level, level 3 is set to have the lowest probability of being drawn, and level 1 is set to have the highest probability of being drawn. However, it should be noted that the probability of being drawn of the factor to be obtained and the probability of being drawn of the factor level can be changed according to the result of the training game. In this case, the factor level can be determined so that, for example, the higher the ability parameter and evaluation score of the training role, the higher the factor level.
[0256] The basic ability factor increases the value of the ability parameter of the training target character and the upper limit of the ability parameter. The basic ability factor has five factors: speed factor, endurance factor, strength factor, perseverance factor and intelligence factor. The training character always obtains one of the five basic ability factors. The five basic ability factors correspond to the five ability parameters of speed, endurance, strength, perseverance and intelligence. In the case of a training character that inherits the first generation or inherits the second generation, for example, having a speed factor, the value and upper limit of the speed ability parameter of the training target character are increased.
[0257] Fig.11AIt is a diagram for illustrating the utility generated from the basic ability factor. The increase value of each ability parameter and the increase value of the upper limit of each ability parameter are different according to the factor level of the basic ability factor. For example, when the factor level of the speed factor is level 1, the speed ability parameter of the training object character increases by "7", when the factor level of the speed factor is level 2, the ability parameter increases by "13", and when the factor level of the speed factor is level 3, the ability parameter increases by "21".
[0258] Therefore, when a total of six training characters (including two training characters inheriting the first generation and four training characters inheriting the second generation) all have a speed factor of level 3, the speed ability parameter of the training object character increases by a maximum of 126 (increase value 21×six characters).
[0259] However, it should be noted that each factor is provided with an activation timing and activation conditions. Therefore, even if the inherited character has the factor, if the activation timing does not meet the activation conditions, it will not be effective for the training target character.
[0260] As described above, the cultivation main game is composed of a plurality of rounds, and a predetermined round in these rounds is set as a factor activation round. It is assumed that three rounds (e.g., the 1st round, the 30th round, and the 54th round) of the cultivation main game are set as factor activation rounds. In this case, the 1st round is used as the first activation timing, the 30th round is used as the second activation timing, and the 54th round is used as the third activation timing. In each factor activation round, it is decided whether to activate each factor (inherited role), and in the case of deciding to activate a factor, the activation condition of the factor is met, thereby achieving the utility corresponding to the factor.
[0261] Note that whether to activate the basic ability factor is determined by drawing. At this time, the probability of being drawn in the drawing for determining whether to activate the basic ability factor (i.e., the probability of activating the basic ability factor) (hereinafter referred to as the activation probability) may be different between the three factor activation rounds. Here, in the first round, regardless of the factor level, the activation probability of the basic ability factor is set to 100%. In addition, in the 30th round and the 54th round, the activation probability of the basic ability factor is different according to the factor level. As an example, in the 30th round and the 54th round, the activation probability of the basic ability factor of level 3 is set to 100%, the activation probability of the basic ability factor of level 2 is set to 90%, and the activation probability of the basic ability factor of level 1 is set to 80%.
[0262] On the successor character selection screen 170, the increase value of the ability parameter increased in the first round is displayed. Figure 8CIn this case, the type of ability parameter increased in the first round due to the temporarily selected one inheritance character and the increase value of the ability parameter are displayed. Here, "+63" is displayed above the strength ability parameter, which indicates that the strength ability parameter increased by 63 points in the first round. In addition, the ability parameter display part 152a shows the value obtained by adding the increase value generated in the first round.
[0263] In addition, Fig.8D In this case, the types of ability parameters increased in the first round due to the two temporarily selected inheritance characters and the increased values of these ability parameters are displayed. Here, "+21", "+63" and "+42" are displayed above the ability parameters of speed, strength and intelligence, respectively, indicating that the ability parameters of speed, strength and intelligence increased by 21 points, 63 points and 42 points, respectively, in the first round.
[0264] Note that on the inheritance role selection screen 170, the increased values of the capability parameters increased due to the inheritance roles constituting the first inheritance group and the increased values of the capability parameters increased due to the inheritance roles constituting the second inheritance group are identifiably displayed. Fig.8D , the "+63" indicator displayed above the strength ability parameter and the "+21" and "+42" indicators displayed above the speed ability parameter and intelligence ability parameter are differentiated by color.
[0265] In addition, when the basic ability factor is activated, the upper limit of the corresponding ability parameter will increase. At this time, the increase value of the upper limit of the ability parameter is different according to the factor level of the basic ability factor. In addition, the increase value of the upper limit of the ability parameter is different according to the activation timing. In the case where the factor level of the speed factor is, for example, level 1, the upper limit of the speed ability parameter of the training object character increases by "4" at the first activation timing, and increases within the range of "1" to "4" at the second activation timing and the third activation timing.
[0266] Furthermore, in the case where the factor level of the speed factor is level 2, the upper limit of the speed capability parameter of the training target character increases by "9" at the first launch timing, and increases within the range of "1" to "4" at the second launch timing and the third launch timing. Furthermore, in the case where the factor level of the speed factor is level 3, the upper limit of the speed capability parameter of the training target character increases by "16" at the first launch timing, and increases within the range of "1" to "4" at the second launch timing and the third launch timing.
[0267] Note that here, at the first launch timing, the upper limit of the capability parameter is always increased by an increase value corresponding to the factor level. On the other hand, at the second launch timing and the third launch timing, a lottery is performed to determine whether to launch the basic capability factor. In the case of deciding to launch the basic capability factor, a lottery is performed to determine the increase value of the upper limit. At this time, the basic capability factor can be set so that the higher the factor level, the higher the probability of deciding to launch the factor. In addition, the basic capability factor can be set so that the higher the factor level, the greater the increase value of the upper limit.
[0268] In addition, whether to activate the basic ability factor can be determined individually for each factor, or can be determined individually for each type of utility. For example, it is assumed that it has been decided to activate one basic ability factor in the case of determining whether to activate the basic ability factor individually for each factor. In this case, the value of the corresponding ability parameter and the upper limit of the same ability parameter increase according to the factor level.
[0269] On the other hand, in the case of deciding whether to activate a basic ability factor for each type of utility, whether to increase the value of the ability parameter is determined by one draw, and whether to increase the upper limit of the ability parameter is determined by another draw. Therefore, in this case, only one of the value and the upper limit of the ability parameter can be increased. In any case, in this embodiment, the basic ability factor is always activated at the first activation timing. This ensures that when the cultivation main game starts, the value and the upper limit of the ability parameter increase according to the factor level.
[0270] In addition, if Figure 8C and Fig.8D As shown, the initial upper limit of the ability parameter displayed in the ability parameter display section 152a of the inheritance character selection screen 170 is updated to reflect the added value of the upper limit due to the basic ability factor. Thus, the initial upper limit of the ability parameter is displayed in consideration of the initial added value of the scenario and the added value due to the basic ability factor, thereby improving the convenience when selecting an inheritance character.
[0271] Fig.10 The adaptability factor shown increases the adaptability parameter of the character to be cultivated. The adaptability factor has six factors: grass factor, mud factor, short distance factor, mile factor, middle distance factor and long distance factor. The cultivated character always obtains one of the six adaptability factors. The six adaptability factors correspond to grass adaptability, mud adaptability, short distance adaptability, mile adaptability, middle distance adaptability and long distance adaptability, respectively. In the case where the cultivated characters that inherit the first generation or inherit the second generation include cultivated characters with, for example, grass factors, the adaptability parameter of the grass adaptability of the character to be cultivated increases.
[0272] However, it should be noted that each adaptability factor is also set with an activation timing and activation conditions, and it is determined whether each adaptability factor is activated in the same factor activation round as the factor activation round for the basic ability factor. In the case of deciding to activate the adaptability factor, the corresponding adaptability parameter is increased in one stage. As an example, the activation probability of the adaptability factor is set to 100% in the first round regardless of the factor level.
[0273] For example, suppose that the adaptability factors of the three training characters belonging to the first inheritance group are respectively a grass factor, a short distance factor and a mile factor, and the adaptability factors of the three training characters belonging to the second inheritance group are respectively a grass factor, a short distance factor and a medium distance factor. In this case, the grass adaptability and the short distance adaptability of the training object character each increase in two stages, and the mile adaptability and the medium distance adaptability each increase in one stage.
[0274] In addition, for example, it is assumed that all the adaptability factors of the three cultivation roles belonging to the first inheritance group are grassland factors, and all the adaptability factors of the three cultivation roles belonging to the second inheritance group are short-distance factors. In this case, the grassland adaptability and short-distance adaptability of the cultivation object role each rise in three stages. As another example, it is assumed that all the adaptability factors of the three cultivation roles belonging to the first inheritance group are grassland factors, and the adaptability factors of the three cultivation roles belonging to the second inheritance group are grassland factors, short-distance factors, and mile factors, respectively. In this case, the grassland adaptability of the cultivation object role rises in four stages, and the short-distance adaptability and mile adaptability each rise in one stage.
[0275] However, it should be noted that a limit is set on the increase value of the adaptability parameter in round 1. More specifically, in round 1, the upper limit of all adaptability parameters is set to A. Therefore, in the case where the initial value of the grassland adaptability of the training target character is A, even if the inherited character has a grassland factor, the grassland adaptability does not increase in round 1.
[0276] On the other hand, in the 30th round and the 54th round, a lottery is performed to determine whether to activate the adaptability factor based on the factor level of each adaptability factor. As an example, in the 30th round and the 54th round, the activation probability of the adaptability factor of level 3 is set to 5%, the activation probability of the adaptability factor of level 2 is set to 3%, and the activation probability of the adaptability factor of level 1 is set to 1%. In the 30th round or the 54th round, when the activation of the adaptability factor is determined by lottery, the adaptability parameter corresponding to the adaptability factor increases. Note that in the 30th round and the 54th round, the upper limit of each adaptability rises from A to S. Therefore, in the 30th round and the 54th round, by activating the adaptability factor, the value of each adaptability parameter can be increased up to S.
[0277] Note that the value of the adaptability parameter after the increase in the first round is displayed in the adaptability parameter display section 152 b of the successor character selection screen 170 .
[0278] The competition factor increases the ability parameter of the training target character. The competition factor is provided for each competition with a high difficulty level such as GI in the competition of the training main game that the training target character can participate in (hereinafter referred to as the factor target competition). When the training game is completed, a lottery is conducted for each factor target competition in which the training target character wins the first place to determine whether to obtain the competition factor. The training character can obtain the competition factor by winning the lottery in this lottery.
[0279] Note that factor levels are also provided for each competition factor, and for each competition factor that has been determined to be obtained, the factor level is determined by lottery. Here, there is no upper limit on the number of competition factors that can be obtained by a training character, so that a training character can obtain multiple competition factors.
[0280] Each competition factor is pre-set with the ability parameter and its increase value that are increased when the competition factor is activated. For example, the competition factor includes a competition factor for increasing the speed ability parameter and a competition factor for increasing the strength ability parameter. At this time, the higher the factor level, the greater the increase value of the ability parameter.
[0281] In addition, each competition factor is also provided with a start timing and a start condition, and whether to start each competition factor is determined in a factor start round. In the case of deciding to start a competition factor, the ability parameter corresponding to the competition factor is increased. Note that the factor start round for starting a competition factor is limited to the 30th round and the 54th round. In addition, the start probability of the competition factor in the factor start round is different according to the factor level, and the higher the factor level, the higher the start probability.
[0282] The character factor is a factor specific to a character. For example, only when a character that has been strengthened to a predetermined level is cultivated as a cultivation target character, the character factor set for the character is always granted to the cultivated character when the cultivation game is completed. Note that since only one character factor is set for one character, one cultivated character can obtain at most one character factor. In addition, when a cultivated character is created based on a character that has not been strengthened to a predetermined level, the cultivated character cannot obtain the character factor.
[0283] In addition, the character factor can be activated in a pre-set factor activation round and activated when the draw performed in the factor activation round is drawn. When the character factor is activated, a prompt event set for the character factor occurs, thereby allowing the player to obtain a prompt for the skill as described above. In addition, when the character factor is activated, the upper limit of the predetermined ability parameter increases.
[0284] Fig. 11B : is a diagram for illustrating the utility generated from the character factor. The character factor causes the upper limit of the ability parameter to increase only at the second launch timing and the third launch timing. However, it should be noted that the character factor can be launched at the first launch timing. In the case where the character factor is launched at the first launch timing, as described above, the training target character obtains a hint for the skill, but the upper limit of the ability parameter does not increase.
[0285] In addition, when the character factor is activated at the second activation timing or the third activation timing, not only a prompt for the skill is obtained, but also the upper limit of the ability parameter is increased. Here, regardless of the factor level, the upper limit of the ability parameter increases within the range of "3" to "6". Note that the increase value of the upper limit is determined by, for example, lottery. At this time, the character factor can be set so that the higher the factor level, the greater the increase value.
[0286] Furthermore, in the present embodiment, the upper limit of the ability parameter that is increased as a result of activating the character factor is preset for each character factor. For example, character factor A increases the upper limit of endurance within the range of "3" to "6", and character factor B increases the upper limit of speed by "1" and the upper limit of perseverance by "2", or increases the upper limit of speed by "2" and the upper limit of perseverance by "2". Note that, as in the case of the above-mentioned basic ability factor, whether to activate the character factor can be determined individually for each factor or for each type of utility.
[0287] Fig.10The skill factors shown are granted based on the acquired skills acquired by the training character. More specifically, when the training game is completed, a lottery is conducted for each acquired skill acquired by the training character to determine whether to obtain a skill factor. When the lottery is successful, the skill factor is granted to the training character. In short, the training character can obtain some or all of the skill factors corresponding to the acquired skills. Note that when deciding to obtain a skill factor, the factor level of the skill factor is determined by lottery.
[0288] In addition, the skill factor can be activated in a pre-set factor activation round, and is activated when the lottery conducted in the factor activation round is drawn. At this time, the higher the factor level, the higher the probability of winning. When the skill factor is activated, a prompt event set for the skill factor occurs, allowing the player to obtain a prompt for the skill. Due to this, the training target character can obtain skills similar to the acquired skills obtained by the inherited character, etc.
[0289] Thus, the skill factor is obtained within the range of the acquired skills acquired by the development character. Therefore, the greater the number of acquired skills acquired by the development character, the higher the probability that the development character acquires the skill factor. However, it should be noted that since whether to acquire the skill factor is determined by lottery, regardless of whether many acquired skills are acquired, in some cases the skill factor is not acquired.
[0290] Here, the present embodiment is described by taking an example that the training character acquires a skill factor in addition to the acquired skills. However, instead of providing a skill factor, the skills that the training target character can acquire may be determined based on the acquired skills possessed by the training character serving as the successor character.
[0291] As described above, the ability parameters of the character to be cultivated vary greatly depending on the inherited characters organized in the card pile. In addition, since whether or not to obtain the factor is determined by drawing regardless of the high ability of the cultivated character itself, a cultivated character with high ability is not necessarily suitable as an inherited character. On the other hand, even if the cultivated character itself does not have high ability, the cultivated character can be used as an effective inherited character by obtaining many factors with high factor levels. Therefore, allowing the inherited characters to be organized in the card pile brings fun in the following aspects: not only cultivating powerful cultivated characters, but also cultivating cultivated characters that are effective as inherited characters.
[0292] In addition, in this embodiment, the compatibility between the character to be cultivated, the character to be cultivated in the first generation, and the character to be cultivated in the second generation is determined. In addition, in the case of a combination of characters with good compatibility, the factor activation condition becomes favorable.
[0293] Fig. 12A is a diagram for illustrating a compatibility judgment combination, and Fig. 12B is a diagram for illustrating the compatibility judgment feature. Fig. 12A As shown, in this embodiment, seven judgment combinations from No. 1 to No. 7 are provided. The first judgment combination (No. 1) is a combination of the training target role of the current generation and the training role that inherits the first generation in the first inheritance group. The second judgment combination (No. 2) is a combination of the training target role of the current generation and the training role that inherits the first generation in the second inheritance group.
[0294] The third judgment combination (No. 3) is a combination of the training role that inherits the first generation in the first inheritance group and the training role that inherits the first generation in the second inheritance group. The fourth judgment combination (No. 4) is a combination of the training target role of the current generation, the training role that inherits the first generation in the first inheritance group, and one of the training roles that inherit the second generation in the first inheritance group (training role A). The fifth judgment combination (No. 5) is a combination of the training target role of the current generation, the training role that inherits the first generation in the first inheritance group, and another training role (training role B) among the training roles that inherit the second generation in the first inheritance group.
[0295] The sixth judgment combination (No. 6) is a combination of the training target role of the current generation, the training role that inherits the first generation in the second inheritance group, and one of the training roles that inherit the second generation in the second inheritance group (training role A). The seventh judgment combination (No. 7) is a combination of the training target role of the current generation, the training role that inherits the first generation in the second inheritance group, and another training role (training role B) among the training roles that inherit the second generation in the second inheritance group.
[0296] Regarding each of the plurality of judgment features, it is judged whether or not the condition is satisfied for each of the above judgment combinations. Fig. 12B An example of judging characteristics is shown. In the present embodiment, the game world is set so that the characters that can be selected as training target characters are students, and each character is trained at a school.
[0297] In addition, if Fig. 12B As shown, each character has predefined settings of grade, colleague, and good friend. The judgment feature includes, for example, content related to whether two or three characters constituting the judgment combination are in the same grade, colleagues, and good friends. The judgment feature also includes content related to whether the characters constituting the judgment combination have a common running style, distance adaptability, and venue adaptability.
[0298] Furthermore, the compatibility expected value is associated with each judgment feature so that the compatibility expected value of the judgment features satisfied between the roles constituting the judgment combination is accumulated. Although the compatibility expected value here differs according to the judgment feature, the compatibility expected value may be common to all judgment features.
[0299] For example, in order to judge the compatibility, first judge whether each judgment feature is satisfied between the roles belonging to the first judgment combination (that is, between the training object role of the current generation and the training role that inherits the first generation in the first inheritance group). At this time, the compatibility expected values associated with the satisfied judgment features are accumulated and counted. In this way, the compatibility expected values are counted sequentially from the first judgment combination to the seventh judgment combination, and the activation probability of the factor is corrected based on the final calculated compatibility expected value. In short, the larger the compatibility expected value, the higher the activation probability of all factors, and the smaller the compatibility expected value, the lower the activation probability of all factors.
[0300] Note that the launch probability may be calculated by using the calculated expected value of compatibility as a correction value. In addition, for example, a correction value of the launch probability for the correction factor may be set for each compatibility level so that the compatibility level is determined by the calculated expected value of compatibility.
[0301] Thus, since the activation probability of the factor differs according to the compatibility between the training target role and the inherited role or the compatibility between the inherited roles, the combination of the two inherited roles greatly affects the training of the training target role. In short, the compatibility between roles can be an important judgment consideration when selecting an inherited role.
[0302] like Figure 8B , Figure 8C and Fig.8D As shown, in the state where the successor role is selected, a compatibility mark indicating the level of compatibility is displayed in the upper right portion of the successor role selection screen 170 and the training role list screen 180. Here, the compatibility level based on the currently selected role is indicated using three compatibility marks: a double circle (◎), a circle (○), and a triangle (△). Note that Fig. 8A As shown, when no inheritance role is selected, the compatibility mark is not displayed.
[0303] In addition, if Figure 8B As shown, a display switching button 183 is provided on the development character list screen 180. When the display switching button 183 is operated, a display condition setting screen (not shown in the figure) is displayed. On the display condition setting screen, the player can make settings for reordering or refining the development character icons 182 displayed on the development character list screen 180 (i.e., the development characters that can be selected as the successor characters).
[0304] Fig.13A This is a diagram for illustrating sorting conditions. Fig. 13B This is a diagram for illustrating the refinement conditions. Players can select and set the display condition settings on the display condition settings screen. Fig.13AHere, any one of the evaluation score, factor, number of skills, name, venue adaptability, registration date, running method adaptability, compatibility level, distance adaptability and memo can be selected and set as the sorting condition. When the sorting condition is set, the training role list screen 180 is displayed. At this time, on the training role list screen 180, the order in which the training role icons 182 are displayed changes according to the sorting condition.
[0305] On the display condition setting screen, players can also select and set Fig. 13B Here, the basic ability factor, adaptability factor and compatibility level are provided as the refinement conditions. Note that when the basic ability factor or adaptability factor is set as the refinement condition, only the cultivated characters having the factor selected by the player are displayed on the cultivated character list screen 180.
[0306] At this time, the player can set the factor level. In the case of refining the development character with the factor level set to, for example, level 3, only the development characters having the factors that are the same as the factors selected by the player and having a factor level of level 3 are displayed on the development character list screen 180. Note that the player can refine the development character by selecting whether the development character itself has the factor or the inherited character of the development character has the factor.
[0307] In addition, the player can refine the cultivated characters by compatibility level. Here, the player can refine the cultivated characters with compatibility indicated by double circles (◎), the cultivated characters with compatibility indicated by circles (○), and the cultivated characters with compatibility indicated by triangles (△). In this way, various conditions can be used for sorting and refining, thereby improving the convenience for the player.
[0308] In addition, when Figure 8B When a development character icon 182 is long-pressed on the development character list screen 180 shown, detailed information on the development character corresponding to the development character icon 182 is displayed.
[0309] Fig.14 185 is a first diagram for illustrating the character details dialog box 185A. Fig.15 185 is a second diagram for illustrating the character details dialog box 185A. Fig.16 3 is a diagram for illustrating a character details dialog box 185A. Detailed information on the development character is displayed in the character details dialog box 185A. An ability parameter display bar 186 indicating the ability parameters of the development character is displayed at the top of the character details dialog box 185A.
[0310] In the upper left part of the capability parameter display bar 186, an icon indicating the role on which the character is cultivated, as well as the evaluation score and cultivation ranking of the cultivated character are displayed. In addition, in the upper right part of the capability parameter display bar 186, a nickname change button 186a and a memo input button 186b are provided. When the nickname change button 186a is tapped, a nickname list screen (not shown in the figure) is displayed. The nicknames obtained by the cultivated character are listed on the nickname list screen. Note that many nicknames are provided in the cultivation main game, and acquisition conditions are set for all nicknames.
[0311] In the cultivation main game, a nickname that satisfies the acquisition conditions of the cultivation character is granted to the cultivation character. The player can select any nickname among the nicknames obtained by the cultivation character and set the nickname for the cultivation character. The player can change the nickname set for the cultivation character on the nickname list screen. The currently set nickname (here is Legend) is displayed on the left side of the nickname change button 186a.
[0312] Note that examples of conditions for obtaining a nickname include: the training target character obtains a predetermined number of fans; an ability parameter or adaptability parameter has a predetermined value or greater; a predetermined skill is obtained; the number of wins in a competition reaches a predetermined number; and a predetermined ranking (e.g., first place) is won in a specific competition.
[0313] In addition, when the memo input button 186b is tapped, a character input screen (not shown) is displayed. On the character input screen, up to nine characters can be input in, for example, hiragana, katakana, numeric characters or Roman letters. The characters input on the character input screen are stored as a memo in a manner associated with the cultivation role. In the case where the memo is stored in the cultivation role, the memo (here, abcdefg) is displayed on the left side of the memo input button 186b.
[0314] Note that the sorting conditions of the development character icons 182 on the development character list screen 180 include the above-mentioned memo. Therefore, by registering the memo in association with the development character, the player can more easily find the development character to be used as the successor character.
[0315] In addition, an adaptability information display column 187 is displayed below the ability parameter display column 186. In the adaptability information display column 187, adaptability parameters related to field adaptability (grass and mud), adaptability parameters related to distance adaptability (short distance, mile, middle distance, and long distance), and adaptability parameters related to running style adaptability (leading, front row, center, and chasing) are displayed.
[0316] A variety of information display column 188 is displayed below the adaptability information display column 187. The various information display column 188 provides a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation unit 188d. When the skill display tab 188a is tapped, Fig.14 As shown in FIG. 1 , the acquired skills of the training character are displayed in the various information display column 188. In addition, when the inheritance information display tab 188b is tapped, as shown in FIG. Fig.15 As shown, inheritance information related to the development of the role is displayed.
[0317] Note that the various information display bar 188 shows inheritance information based on the training role that can be set as the inheritance role and the inheritance role for training the training role. The inheritance information includes information related to the inheritance role for training the training role, factor information owned by the training role, and factor information owned by the inheritance role. Here, the inheritance information is listed for each training role.
[0318] More specifically, the factor information associated with the development role and the factor information associated with the successor role of the development role are displayed for each role. Therefore, the player can confirm the factor information possessed by each of the three roles by scrolling the various information display bars 188 in the up / down direction.
[0319] In the various information display column 188, the basic ability factor, the adaptability factor, and the role factor are displayed in different colors. For example, the basic ability factor is displayed in blue, the adaptability factor is displayed in red, and the role factor is displayed in green. Note that in the various information display column 188, the competition factor and the skill factor are displayed in white. In addition, a star indicating the factor level is displayed in a manner superimposed on the factor information.
[0320] In addition, when the cultivation information display label 188c is tapped, Fig.16 As shown, the training information related to the training character is displayed. Note that the training information includes the support card type used to train the training character, the characters that inherit the first generation and the characters that inherit the second generation, the game records in the training game, and the evaluation score.
[0321] Thus, the player can confirm various information related to the development character in the character details dialog box 185A. Therefore, the player can more easily grasp the information associated with the inherited character to be organized in the card pile, thereby improving the convenience for the player.
[0322] Note that when the close operation portion 188d is tapped on the character details dialog box 185A, the character details dialog box 185A is closed, and the development character list screen 180 is displayed on the display 26. Fig. 8A , Figure 8B, Figure 8C and Fig.8D As shown, a skill display button 172 is provided at the upper right portion of the successor character selection screen 170 and the development character list screen 180. When the skill display button 172 is tapped, skills that can be acquired by the development character temporarily selected as the successor character are listed.
[0323] Fig.17 185B. In the skill display dialog box 185B, a skill description display column 189 indicating icons corresponding to skills and the content of the skills is displayed. The skills listed in the skill description display column 189 constitute all the skills that the training target role can obtain when the currently selected training role is used as the inheritance role.
[0324] That is, the skill display dialog box 185B lists information related to skills associated with the role factors or skill factors possessed by the development character. Figure 8C As shown, when the skill display button 172 is tapped while a development character is selected as an inheritance character, skills associated with the role factors and competition factors possessed by the development character (inheritance character) are displayed in the skill display dialog box 185B.
[0325] On the other hand, Fig.8D As shown, when the skill display button 172 is tapped while two development characters are selected as successor characters, the skills associated with the role factors and competition factors possessed by each of the two development characters (successor characters) are displayed in the skill display dialog box 185B.
[0326] As described above, in this embodiment, the character details dialog box 185A lists the inheritance information (factor information) for each development character that can be set as an inheritance character. The skill display dialog box 185B also lists the information (skills) associated with the inheritance information (factor information). At this time, the character details dialog box 185A and the skill display dialog box 185B are displayed based on the development character that can be set as an inheritance character and the inheritance character used to create the development character. The display of the character details dialog box 185A and the skill display dialog box 185B improves the convenience for the player.
[0327] When two development characters are temporarily selected, the next operation unit 154 provided on the successor character selection screen 170 is enabled. When the enabled next operation unit 154 is tapped, the temporarily selected development character is temporarily registered in the card pile as the successor character, and the support card organization screen 190 (described below) is displayed.
[0328] Note that on the successor character selection screen 170, the player needs to select two training characters as successor characters. Fig. 8A and Figure 8C As shown, the next operation unit 154 is grayed out, thereby prohibiting the player from operating. In addition, a return operation unit 153 is provided on the successor character selection screen 170, so that when the return operation unit 153 is tapped, the training target character selection screen 150 is displayed.
[0329] <Support Card Registration>
[0330] Fig.18A 1 is a first diagram for illustrating the support card organization screen 190. When two successor characters are registered on the successor character selection screen 170, the display Fig.18A The support card organization screen 190 shown. A support card display area 191 is provided in the center of the support card organization screen 190. The support card display area 191 includes a plurality of support card display frames 192. In addition, a return operation unit 153 marked with "return" and a start operation unit 193 marked with "start" are displayed at the bottom of the support card organization screen 190.
[0331] A plurality of (six in this case) support card display frames 192 are displayed in the support card display area 191. The same number of support card display frames 192 as the number of support cards that the player can set is displayed. Note that in the initial display of the support card organization screen 190, the support card display frames 192 are displayed as blank.
[0332] In this embodiment, the player can set six types of support cards in the card pile. Note that some of the six types of support cards that the player can set (for example, five types of support cards) can be selected from the support cards owned by the player. In addition, another part of the six types of support cards that the player can set (for example, one type of support card) can be selected from the support cards set as rental cards by other players such as friends.
[0333] Fig.18B 200 is a diagram for illustrating a support card selection screen. Fig.18A When the support card display frame 192 (excluding the support card display frame 192 shown in the lower right part) is tapped on the support card organization screen 190, the display 26 is displayed. Fig.18B The support card selection screen 200 shown in FIG. 200 lists card icons 201 corresponding to the support cards owned by the player. The player can select a support card by tapping a card icon 201 displayed on the support card selection screen 200.
[0334] Although not shown in the figure, when the support card display frame 192 displayed in the lower right part of the support card organization screen 190 is tapped, support cards set as rental cards by a friend or by a player extracted based on a predetermined condition such as a lottery are displayed on the support card selection screen 200. At this time, the player can select one of the support cards of the friend by tapping the support card displayed on the support card selection screen 200. Thus, in the development game, the player can use support cards owned by other players.
[0335] Fig.19A is a diagram used to illustrate the supported card table. Fig.19A As shown, the support card table stores the type (i.e., character ID), rarity, level, and proficiency training of the support character for each support card type (i.e., support card ID) owned by the player. There is a one-to-one correspondence between the support character and the support card type. In short, one character ID is always associated with a support card ID. In other words, one support character is always associated with one support card.
[0336] In this embodiment, rarity is set for each support card. There are three stages of rarity: R (rare), SR (super rare), and SSR (special super rare). Note that the rarity is set so that R is the lowest rarity and SSR is the highest rarity. In this embodiment, support cards with higher rarity tend to have higher support effects as described below. In addition, in this embodiment, support cards with higher rarity tend to have a greater number of possessed skills and support events as described below.
[0337] There are 50 levels of support cards from level 1 to level 50. The level of the support card can be increased by the player, and the level increased by the player is stored for each support card. Note that the level of the support card can be increased by using in-game currency or items. Note that the maximum level of the support card is limited according to the rarity.
[0338] For example, the maximum level of a support card with a rarity of R is defined as 20, the maximum level of a support card with a rarity of SR is defined as 25, and the maximum level of a support card with a rarity of SSR is defined as 30.
[0339] Note that when the predetermined conditions are met, the maximum level of the support card can be increased in a step-by-step manner. For example, the maximum level of the support card with rarity R can be increased to 40, the maximum level of the support card with rarity SR can be increased to 45, and the maximum level of the support card with rarity SSR can be increased to 50, which is also acceptable.
[0340] Fig.19Bis a diagram for illustrating a support effect table. Fig.19B As shown, the support effect table stores support effects for each support card type owned by the player.
[0341] Support effects are dedicated to increasing and cultivating various states in the main game. Multiple support effect objects are provided in the support card. Examples of support effect objects include physical strength, speed, endurance, strength, perseverance, intelligence, etc.
[0342] Fig.19C is a diagram for illustrating a possessed skill table. In the possessed skill table, Fig.19C As shown, each support card owned by the player is provided with a skill. In this embodiment, each support card is provided with a skill, just as the character set as the training target character by the player is provided with a skill. When a prompt event occurs during the training main game, the training target character selected by the player can obtain the skill set for each support card.
[0343] Fig.19D is a diagram for illustrating a support event table. Fig.19D As shown, the support event table stores support events that can occur for each support card owned by the player. Support events are events that may occur during the execution of the cultivation main game. When a support event occurs, the values of various states in the cultivation main game can increase or decrease.
[0344] For example, the support event to occur may be determined according to the number of rounds, or alternatively, the support event to occur may be determined by a predetermined draw. In addition, multiple support events to occur may be selected in one round. In any case, it is sufficient to determine the support event to occur by a predetermined determination method set in advance.
[0345] Note that the support event may include a first prompt event that may occur when a round is started in a training game, a second prompt event that may occur after training (described below) in the training game, a first ability event that may occur when a round is started in a training game, a second ability event that may occur after training in the training game, etc. The first prompt event and the second prompt event are events that enable the possession or acquisition of skills. In addition, the first ability event and the second ability event are events that increase or decrease the numerical value of the ability parameter of the character. Hereinafter, the first prompt event and the first ability event are collectively referred to as the first event, and the second prompt event and the second ability event are collectively referred to as the second event.
[0346] Fig. 18C 1 is a second diagram for illustrating the support card organization screen 190. In this embodiment, when all six support cards are selected, as shown in FIG. Fig. 18CAs shown in FIG. 1 , the start operation unit 193 becomes operable. On the other hand, if not all six support cards are selected, as shown in FIG. Fig.18A As shown, the start operation unit 193 is not operable.
[0347] Note that when the return operation unit 153 is operated on the support card organization screen 190, the display 26 is displayed. Fig.8D The inherited role selection screen 170 is shown. Fig. 18C As shown, when the start operation unit 193 is tapped on the support card organization screen 190, the support card being selected is temporarily registered, and the final confirmation screen 205 ( Fig. 20A ).
[0348] Fig. 20A It is a diagram for illustrating the final confirmation screen 205 . Fig. 20B 205A. The final confirmation screen 205 displays the training target character, the training characters constituting the first succession group, the training characters constituting the second succession group, and the support cards selected by the player. The final confirmation screen 205 also displays a preset display unit 205a. The preset display unit 205a indicates the number of currently selected presets.
[0349] Here, the preset is reservation information for a match in which the character to be trained participates in the training main game. The player can select any match from all matches and generate a preset. The player can save a plurality of presets and can select one of the saved presets on the final confirmation screen 205. More specifically, when the preset display portion 205a is tapped, the preset display 205a is displayed. Fig. 20B The preset selection screen 205A is shown.
[0350] On the preset selection screen 205A, preset read buttons 206a corresponding to the saved presets are displayed. The player can set the preset by tapping any one of the preset read buttons 206a and then tapping the selection operation portion 206c. Note that when the selection operation portion 206c is tapped, the preset selection screen 205A is closed and the final confirmation screen 205 is displayed. In addition, when the cancel operation portion 206b on the preset selection screen 205A is tapped, the preset selection screen 205A is displayed without changing the preset.
[0351] Note that when the cancel operation unit 205c is tapped on the final confirmation screen 205, the support card organization screen 190 is displayed. On the other hand, when the start operation unit 205b is tapped, the game screen 210 ( Fig. 22 ).
[0352] Note that the present embodiment is limited so that, when a support card is registered, the character type set as the training target character and the character type set as the support character are different.
[0353] As described above, when the training target character, successor character, and support card are registered, the preparation phase process ends.
[0354] <Cultivation Stage Processing>
[0355] After the preparation phase processing is completed, the training phase processing begins. Through the training phase processing, the training main game of training the training target character can be progressed. Note that for easy understanding, the basic flow of the training main game is first explained.
[0356] Fig.21 is a diagram for illustrating the selection items for each round. Note that here, the option items that can be selected in each round are common regardless of the type of the training target character. However, it should be noted that the option items that can be selected in each round are different depending on the type of the training target character. Fig.21 As shown, the cultivation main game consists of rounds 1 to 78. In addition, various parameters are updated according to the selection items selected by the player in each round.
[0357] Fig. 22 210. When the process is switched to the cultivation phase, the display 26 displays Fig. 22 The game screen 210 shown in FIG. 210 is a game screen 210. In the upper part of the game screen 210, a physical strength display unit 211 and a physical condition display unit 212 are displayed. The training target character has a "physical strength" parameter. The "physical strength" parameter is mainly used to calculate the failure rate, which is the probability of failure in training as described below. The physical strength display unit 211 is displayed so that the current remaining amount of the "physical strength" of the training target character can be visually grasped relative to the upper limit of the "physical strength".
[0358] In addition, the training target character also has a "physical condition" parameter. The physical condition display unit 212 is displayed so that the current "physical condition" of the training target character can be visually grasped in multiple stages (five stages: extremely bad condition, poor condition, normal condition, good condition, and excellent condition). The higher the "physical condition" parameter, the more favorable the progress of the game is for the training target character, and the greater the increase in the ability parameter caused by training.
[0359] In addition, if Fig. 22 As shown, an image of the training target character, a status display unit 213, and a skill point display unit 214 are displayed in the center of the game screen 210. In the status display unit 213, the current status of the training target character is indicated as a numerical value and a plurality of rankings (18 rankings: G, G+ , F, F + , E, E + ,D,D + , C, C + , B, B + , A, A + , S, S + , SS and SS + )instruct.
[0360] More specifically, the status display unit 213 is displayed so that the denominator indicates the current upper limit of each ability parameter ("speed", "endurance", "strength", "perseverance" and "intelligence"), and the numerator indicates the current value (points) of each of these parameters. In addition, the ranking is displayed above the current value and upper limit of the ability parameter. In addition, in the skill point display unit 214, the remaining amount of skill points possessed by the training target character in the training game is indicated by a numerical value.
[0361] In addition, if Fig. 22 As shown, in the lower part of the game screen 210, there are displayed a rest operation section 215 marked as "Rest", a training operation section 216 marked as "Training", a skill operation section 217 marked as "Skill", an outing operation section 218 marked as "Outing", a competition operation section 219 marked as "Competition", and a live performance preparation operation section 220 marked as "Course".
[0362] When the rest operation unit 215 is selected, a rest event occurs, thereby restoring physical strength. When the training operation unit 216 is selected, training (described later) can be performed. When the skill operation unit 217 is selected, skills can be acquired. When the outing operation unit 218 is selected, an outing event occurs, thereby mainly increasing physical condition.
[0363] When the game operation unit 219 is selected, the training target character can be made to participate in the game. When the game is executed, rewards such as in-game currency and fans are awarded according to the ranking of the training target character in the game. At this time, the higher the ranking, the greater the value of the reward to be obtained. In addition, the higher the difficulty level of the game, the more rewards the player can obtain in the game. For example, in levels GI, GII and GIII, the higher the level of the game, the more rewards the player can obtain in the game.
[0364] When the live performance preparation operation unit 220 is selected, live performance music and live performance skills (hereinafter referred to as live performance music, etc.) to be performed in the live performance event (described below) can be obtained. Hereinafter, the rest operation unit 215 to the live performance preparation operation unit 220 are referred to as commands. In addition, in some cases, the processing or event itself executed based on the operation of the rest operation unit 215 to the live performance preparation operation unit 220 is referred to as a command.
[0365] Note that when a rest event occurs, an outing event occurs, training is performed, and the training target character participates in a competition, the current round ends and transitions to the next round. On the other hand, when acquiring skills and obtaining live performance music, etc., the player can further select other commands without exiting the current round.
[0366] exist Fig.21 In the game, the commands that the player can choose in each round are indicated by a circle (○), and the commands that the player cannot choose in each round are indicated by a cross (×). Fig.21 The commands that players can select in each round shown in are merely examples. Here, in this embodiment, rounds 24, 36, 48, 60, 72, 74, 76, and 78 are set as rounds for holding live performance events. In the rounds for holding live performance events, Fig.21 The live performance event that is bid as "live performance" occurs. In addition, in the live performance event holding round, the player can only select commands for performing live performance events or obtaining live performance music, etc.
[0367] However, it should be noted that in the live event holding round, the player can also select commands other than the command for performing the live event or obtaining live music, etc. In this case, for example, it is sufficient to perform the live event after the command for ending the current round is selected and the predetermined event has occurred.
[0368] Although described in detail below, in this embodiment, a live performance event is performed based on live performance music etc. that has been obtained until the live performance event is held. The training target character obtains each performance parameter (hereinafter referred to as performance parameter) through the execution of training. Live performance music etc. can be obtained by consuming the performance parameters possessed by the training target character. When a live performance event is performed, a player is awarded a reward. The more live performance music etc. that have been obtained before the live performance event is performed, the more favorable the reward awarded to the player.
[0369] Note that during the cultivation main game, the player can confirm the live performance music etc. that has been obtained until the next live performance event is performed on various screens. However, it should be noted that when a live performance event is performed, the number of live performance music etc. obtained until the next live performance event is performed (i.e., the number of live performance music etc. currently obtained) is zero. Therefore, the player needs to appropriately obtain live performance music etc. in the time period from the start of the cultivation main game until the first live performance event holding round or in the time period between live performance event holding rounds.
[0370] like Fig. 22 As shown, a performance parameter display unit 221, a round display unit 222, and an acquisition status indication icon 223 are provided in the upper left portion of the game screen 210. In the performance parameter display unit 221, the value of the performance parameter possessed by the training target character is displayed. In this embodiment, five types of performance characteristics, namely dance, passion, vocal music, vision, and spirit, are provided. In addition, parameters are provided for each performance characteristic.
[0371] Da, Pa, Vo, Vi and Me displayed in the performance parameter display section 221 represent the performance characteristics of dance, passion, vocal, vision and spirit, respectively. In the performance parameter display section 221, the upper limit of the parameter of each performance characteristic is indicated as the denominator, and the current value of the parameter is indicated as the numerator. Note that the upper limit of the parameter of each performance characteristic increases every time the round of the live performance event ends. For example, until the end of the first live performance event round, the upper limit of the parameters of all performance characteristics is set to 200. Therefore, until the 24th round, which is the first live performance event round, each performance parameter increases or decreases within a range of up to 200. In addition, at the end of the 24th round, the upper limit of the parameter of each performance characteristic is increased to, for example, 300.
[0372] Therefore, in this embodiment, the upper limit of the parameter of each performance feature is increased in a step-by-step manner. Due to this, the player is required to obtain live performance music and the like very frequently.
[0373] In addition, the remaining number of rounds until the next live performance event round and the current number of rounds after the start of the cultivation main game are displayed in the round display unit 222. In addition, when the acquisition status indication icon 223 is tapped, the acquisition status display screen (not shown in the figure) is displayed. On the acquisition status display screen, the music that has been acquired after the previous live performance event round and will be performed in the next live performance event is listed. In addition, on the acquisition status display screen, all live performance music that has been acquired after the start of the cultivation main game can be confirmed.
[0374] Fig.23A 2 is a first diagram for illustrating the training screen 240 . Fig. 23B 2 is a second diagram for illustrating the training screen 240. When the training operation unit 216 on the game screen 210 is operated, the training screen 240 is displayed on the display 26.
[0375] like Fig.23A As shown, a state display unit 213 and a skill point display unit 214 are displayed near the center of the training screen 240. In addition, a performance parameter display unit 221, a round display unit 222, and an acquisition state indication icon 223 are displayed in the upper left portion of the training screen 240.
[0376] In addition, a training course is displayed in the lower part of the training screen 240. Here, a speed operation unit 241 labeled "Speed", an endurance operation unit 242 labeled "Endurance", a strength operation unit 243 labeled "Strength", a will operation unit 244 labeled "Willpower", and an intelligence operation unit 245 labeled "Intelligence" are displayed.
[0377] When the player taps one of the operation parts 241 to 245 once, the training course corresponding to the tapped operation part among the operation parts 241 to 245 is temporarily selected. At this time, the operation part among the operation parts 241 to 245 corresponding to the temporarily selected training course is highlighted. Fig.23A It is shown that the force operation unit 243 is temporarily selected. Fig. 23B It is shown that the endurance operation unit 242 is temporarily selected.
[0378] The training level for the training course is also displayed in each operation unit 241 to 245. The training level is a parameter that increases based on the number of times the training course is selected. The higher the training level, the greater the increase in the ability parameter when the training is performed. The training level is initially set to level 1 and increases to level 5 at most.
[0379] In addition, a failure rate display section 246 labeled "failure" is displayed in the temporarily selected operation section among the operation sections 241 to 245. The failure rate numerically displayed in the failure rate display section 246 is set to increase in inverse proportion to the remaining amount of physical strength displayed in the physical strength display section 211.
[0380] In addition, the status display unit 213 displays the value of the ability parameter increase when the temporarily selected training is successful. Fig.23A In the example shown, the strength operation unit 243 is temporarily selected, and "+8" and "+10" are displayed for "endurance" and "strength" respectively in the state display unit 213. Fig. 23B In the example shown, the stamina operation section 242 is temporarily selected, and “+15” and “+5” are displayed for “stamina” and “perseverance”, respectively, in the status display section 213 .
[0381] In addition, in the case where the training is successful, an event report indicator 247 is displayed in any of the operation parts 241 to 245 corresponding to the training course in which the predetermined event occurs. Note that the event report indicator 247 may be displayed in different ways depending on the event type.
[0382] In addition, if Fig. 23BAs shown, a placement character icon 248 corresponding to the character placed in the temporarily selected training is displayed at the upper right portion of the training screen 240. In addition, in the case where the training is successful, a predetermined event may occur corresponding to the character displayed on the placement character icon 248. If this is the case, an event report indicator 247 is displayed on the corresponding placement character icon 248.
[0383] In this embodiment, the characters placed in the training include support characters. When the training with the support characters placed is performed, a second event associated with the placed support characters may occur in some cases. In the event of the second event, an event report indicator 247 is displayed on the placed character icon 248. When the training with the support characters placed is successful, the parameter increase value of the training target character becomes larger than when the training without the support characters is successful.
[0384] Note that the characters placed in the training include characters other than the supporting characters corresponding to the supporting cards registered by the player in the preparation phase process. For example, characters randomly selected by lottery from all the supporting characters implemented in the game may be placed in the training. In this case, character icons 248 indicating characters other than the supporting characters registered by the player are displayed on the training screen 240.
[0385] In addition, when executing training with the character icon 248 displayed, an event associated with a character other than the support character registered by the player may occur. Here, the occurrence rate of events associated with characters not registered by the player is lower than the occurrence rate of events associated with the support character registered by the player. In this case as well, the event report indicator 247 may be displayed on the character icon 248 displayed on the training screen 240.
[0386] Fig.23C 24 is a diagram for illustrating a training result report screen 240a. When a temporarily selected operation unit among the operation units 241 to 245 is tapped again, training corresponding to one of the tapped operation units 241 to 245 is performed. While the training is being performed, the training result report screen 240a is displayed on the display 26. Success or failure of the training is reported on the training result report screen 240a.
[0387] Fig.23CAn example is shown in which a successful performance is performed after successful training. In the successful performance, an image (not shown in the figure) of the training object character undergoing training is displayed. In addition, the word "success" is displayed in the successful performance, thereby reporting the success of the training to the player. In addition, in the successful performance, the ability parameters in the status display unit 213 are updated and displayed. More specifically, in the successful performance, "UP" is displayed above the ability parameter corresponding to the training course (training type) selected by the player, thereby displaying the updated value of the ability parameter.
[0388] Here, add Fig. 23B The value of the ability parameter displayed in the state display unit 213 in the state display unit 213 and added to the ability parameter when the training is successful. In addition, the display in the physical strength display unit 211 is also updated according to the executed training process. In the case of successful speed, endurance, strength or perseverance training, physical strength decreases. On the other hand, in the case of successful intelligence training, physical strength is restored.
[0389] In addition, in the case of training failure, a predetermined penalty is given. Specific penalties include a reduction in physical strength, a reduction in the value of an ability parameter, a decline in physical condition, etc. For example, the penalty given when the failure rate is high may be more unfavorable than the penalty given when the failure rate is low (for example, a greater reduction in the value of physical strength, a greater reduction in the value of an ability parameter, or a greater decline in the stage of physical condition).
[0390] The details of the penalty may also be determined according to the training course. For example, failure in speed training may result in a decrease in the value of the speed capability parameter, and failure in strength training may result in a decrease in the value of the strength capability parameter. In addition, for some training courses in the training course (e.g., intelligence), no penalty may be given even if the training fails.
[0391] In the case of training failure, a failure performance is performed on the training result report screen 240a. Due to the failure performance, the player is informed of the training failure. In addition, in the case of imposing a penalty, the content of the penalty is reported through the failure performance.
[0392] Here, in the training game, as described above, each ability parameter is set with an upper limit. The value of each ability parameter is updated within a range up to the set upper limit. In other words, the ability parameter is limited from being updated to a value higher than its upper limit. In addition, in the training game, a common base value set in common in multiple ability parameters or multiple scenarios is provided. The common base value is applicable to ability parameters excluding the scenario initial addition value and the addition value generated from the factors launched. As described above, in the present embodiment, "1200" is set as the common base value.
[0393] The upper limit of each ability parameter is changed to a value exceeding the common base value when the initial added value of the scenario or the added value generated from the activated factor is added. That is, the upper limit of each ability parameter set based on the initial added value data of the scenario includes a value exceeding the common base value. In addition, with the help of the basic ability factor or role factor of the cultivated character selected by the player as the inherited character, the upper limit of each ability parameter can be increased to a value exceeding the common base value. It can be said that the common base value is the original upper limit of each ability parameter. When the training is successful and the ability parameter increases to exceed the common base value, a special instruction is given.
[0394] Fig.23D is a diagram for illustrating special instructions. As described above, the value to which the ability parameter will increase when the temporarily selected training is successful is displayed in the status display unit 213. At this time, it is assumed that the perseverance parameter exceeds 1200 as a common base value and further increases until 1215. In this case, in addition to the value to which the ability parameter will increase, a special icon ( Fig.23D In addition, in this case, as a special indication, the increased value of the capability parameter is displayed in a different color than usual. The special indication reports that the capability parameter will increase to exceed the common base value (ie, the original upper limit).
[0395] Note that when the temporarily selected training is performed in the above state, the perseverance parameter increases to exceed the common base value. In this case, as Fig.23C As shown, a successful performance is performed, and a special instruction is also given in the successful performance. In short, not only is a dedicated icon displayed in the status display unit 213, but the value of the ability parameter in the status display unit 213 is displayed in a color different from the usual case. Although the case where a special instruction is given when the ability parameter exceeds the common base value is described here, a special instruction can also be given when the ability parameter reaches or exceeds the common base value.
[0396] Fig.24A 240b. When the display of the training result report screen 240a ends, the event screen 240b may be displayed on the display 26. Various events are executed on the event screen 240b. Note that in some cases, multiple events may occur in one round.
[0397] For example, when a first prompt event or a second prompt event occurs, a prompt for a skill is obtained. Once a skill is prompted, the player can obtain the skill by consuming skill points. A plurality of types of skills are provided, and a predetermined ability can be activated for each skill. Each skill is defined with a triggering condition and an effect, so that when the triggering condition is met, a predefined effect is activated. In some cases, as described below, a skill can be activated during the execution of a match.
[0398] In addition to the first and second prompt events for possessing skills, events also include: events for restoring physical strength; events for reducing physical strength; first and second ability events for increasing or decreasing ability parameters; events for increasing physical condition; events for reducing physical condition; and so on. Although described in detail below, events include events that predefine the occurrence of a round and events that occur when a predetermined draw is drawn. There are also events that occur at the beginning of a round and events that occur before the end of a round. When all events that have occurred are completed, the game screen 210 related to the next round is displayed.
[0399] Here, when an event that increases the capability parameter occurs and thus the capability parameter increases to exceed the common base value, a special performance is performed. In short, when the value of the capability parameter increases to 1201 or more due to the occurrence of an event, a special performance is performed.
[0400] Fig. 24B is a diagram used to illustrate a special performance. In a special performance, such as Fig. 24B As shown, the event screen 240b is displayed. In the special performance, the increased value of the capability parameter and the type of the increased capability parameter are reported. Fig. 24B In the example shown, the event screen 240b indicates a message "Perseverance increased by 30, thereby exceeding the original upper limit". Due to this, the player is informed that the perseverance ability parameter has increased by "30". Note that in the case where the ability parameter increases within the range up to the common base value, the special performance is not performed, but the normal event screen is displayed. Although the case where the special performance is performed in the case where the ability parameter exceeds the common base value is described here, the special performance may be performed in the case where the ability parameter reaches or exceeds the common base value.
[0401] As described above, in the present embodiment, a common base value commonly set in a plurality of ability parameters or a plurality of scenarios is provided. In addition, the screen appears in a different manner between the case where the ability parameter is updated within the range up to the common base value and the case where the ability parameter is updated to exceed the common base value. Since the player is informed that the ability parameter has increased significantly to exceed the common base value, this satisfies him / her.
[0402] Here, in the case where the updated value of the capability parameter exceeds the common base value, the special instruction or special performance is always performed. However, it should be noted that the special instruction or special performance for a capability parameter can be performed only in the case where the capability parameter exceeds the common base value for the first time. In this case, it is sufficient to perform a successful performance or an ordinary performance when, for example, the capability parameter that has exceeded the common base value further increases.
[0403] In addition, in the case where, for example, a capability parameter increases across a common base value, a special instruction or special performance may be performed. More specifically, in the case where a capability parameter exceeds the common base value for the first time, a special instruction or special performance for the capability parameter is performed. It is assumed that later, due to the occurrence of an event or a training failure, the value of the capability parameter drops below the common base value. Thereafter, when the capability parameter increases to exceed the common base value due to successful training, etc., the special instruction or special performance is performed again.
[0404] Here, in this embodiment, the performance features are associated with each training course with a predetermined probability. For example, at the beginning of a round, the performance features to be associated with each training course are determined by lottery. Here, at most two performance features are associated with one training course. Fig.23A and Fig. 23B As shown, the performance characteristics associated with the training course are identifiably displayed in the speed operation section 241 to the intelligence operation section 245.
[0405] More specifically, in Fig.23A In the example shown, the two performance characteristics of dance and passion are associated with the speed training course. In this case, the speed operation unit 241 is indicated by "Da" representing dance and "Pa" representing passion. Similarly, the performance characteristics of passion and vocal music are associated with the endurance operation unit 242. In addition, the performance characteristics of spirit are associated with the strength operation unit 243. On the other hand, no performance characteristics are associated with the perseverance training course and the intelligence training course. However, it should be noted that in all rounds, at least one performance characteristic can always be associated with each training course. In addition, the same performance characteristic can be associated with two or more than two different training courses.
[0406] Here, it is assumed that a training course is selected and the training is successful. At this time, in the case where the performance feature is associated with successful training, the parameter of the performance feature associated with successful training increases. Fig.23A In the example shown, the mental performance feature is associated with a strength training course. When the strength training course is temporarily selected, "+10" appears on the right side of the mental indicator in the performance parameter display section 221. This means that when the strength training is successful, the mental performance parameter increases by 10.
[0407] Similarly, Fig. 23B The example shown indicates that in the case where the endurance training is successful, the passion performance parameter increases by 10 and the vocal performance parameter increases by 5. Thus, in the state where the training course is temporarily selected, the value by which the performance parameter will increase when the temporarily selected training is successful is displayed in the performance parameter display section 221 .
[0408] Furthermore, when a training session is decided and the training is successful, the performance parameters increase. Fig.23C shows a successful endurance training situation. Here, as shown by Fig. 23B and Fig.23C Comparing them, it can be seen that, in the performance parameter display section 221, the passion performance parameter has increased by 10, and the vocal performance parameter has increased by 5. Note that the increase values of the performance parameters will be described later.
[0409] Fig.25A This is a first diagram for illustrating the skill screen 250 . Fig.25B 2 is a second diagram for illustrating the skill screen 250. When the skill operation unit 217 on the game screen 210 is operated, the display 26 is displayed. Fig.25A Skill screen 250 is shown.
[0410] A skill display bar 251 is displayed on the skill screen 250. The skill display bar 251 displays acquired skills, skills pre-set in the training target character, skills acquired due to the occurrence of various events, and the like. In addition, when the first prompt event or the second prompt event occurs for the owned skill, the skill points consumed to acquire the owned skill are discounted. Here, for the prompted owned skill, the skill points required to acquire the owned skill are displayed with a discount value. At this time, a discount rate display icon 252 indicating the discount rate is also displayed in the skill display bar 251.
[0411] In addition, the skills displayed on the skill screen 250 are also indicated by the conditions for activating the skills and the effects produced when the skills are activated. Fig.25B As shown, “GET” is displayed on the acquired skill to report that the skill is acquired, thereby causing the display to be updated as a result of subtracting the consumed skill points from the skill points displayed in the skill point display section 214 .
[0412] Fig.26A This is a first diagram for illustrating the match selection screen 260. When the match operation unit 219 on the game screen 210 is operated, the display Fig.26A The match selection screen 260 is shown. The match has a game play in which the training target character competes with the NPC.
[0413] In the upper part of the match selection screen 260, a physical strength display unit 211 and a physical condition display unit 212 are displayed. In addition, a match selection operation unit 261 for selecting the type of match in which the training target character is to participate is displayed in the center of the match selection screen 260. A plurality of match selection operation units 261 may be displayed on the match selection screen 260. In addition, in the lower part of the match selection screen 260, a start operation unit 262 labeled "Start" is displayed. Note that the matches that can be selected using the match selection operation unit 261 on the match selection screen 250 may be set in advance for each round.
[0414] In addition, each competition is pre-set with competition participation conditions, so that the player is allowed to make the training target character participate in only the competitions that meet the competition participation conditions. As mentioned above, in some competitions, obtaining a certain number of fans is specified as a competition participation condition. Fig.26A As shown, for a match that does not satisfy the designated number of fans, the match participation conditions are displayed on the match selection operation unit 261, thereby informing the player that the match cannot be selected.
[0415] Fig.26B This is a diagram for illustrating a match start screen 270. When the match type of the match in which the training target character will participate is selected in the match selection operation unit 261 and the start operation unit 262 is operated, the display Fig.26B The game start screen 270 shown in the figure. A strategy display section 271 is displayed in the center of the game start screen 270. In the strategy display section 271, not only the currently selected strategy (chasing behind, centering, front column or leading) is highlighted, but also a change operation section 272 marked with "change" is displayed. When the change operation section 272 is operated, a strategy change screen (not shown in the figure) is displayed on the display 26. The player can change the strategy in the game to any strategy through the operation on the strategy change screen.
[0416] In the lower portion of the match start screen 270 , a result operation unit 273 labeled “Result” and a match operation unit 274 labeled “Match” are also displayed.
[0417] When the game operation unit 274 is operated, a game screen (not shown) is displayed on the display 26. On the display 26, a video showing the progress of the game (hereinafter also referred to as a game video) appears.
[0418] Fig.26C This is a first diagram for illustrating the game result screen 280 . Fig.26D 2 is a second diagram for illustrating a match result screen 280. When the replay of the above-mentioned match video is completed and the result operation unit 273 is operated, the match result screen 280 is displayed on the display 26. On the match result screen 280, as shown in FIG. Fig.26CAs shown in FIG. 280 , the ranking of the training target character in the game is displayed. Fig.26D As shown, the current class of the training target role is also displayed.
[0419] In this embodiment, the training target character is classified into classes according to the number of fans obtained. Each class is set with a range of the number of fans, and here, the training target character is classified into one of eight classes according to the number of fans. The number of fans obtained in the game is displayed on the game result screen 280. In addition, the total number of fans obtained by adding the number of newly obtained fans to the number of fans previously obtained is displayed on the game result screen 280. In addition, the current class corresponding to the total number of fans is displayed in a recognizable manner.
[0420] Fig.27A 290. When the live performance preparation operation unit 220 of the game screen 210 is operated, the live performance preparation operation unit 220 is displayed. Fig.27A The live performance preparation screen 290 is shown. The live performance preparation screen 290 is a screen that allows live performance music and the like to be obtained by consuming performance parameters. A performance parameter display section 291 is displayed at the upper part of the live performance preparation screen 290. In the performance parameter display section 291, the current parameter value is displayed for each of the five types of performance features.
[0421] On the live performance preparation screen 290, three live performance music, etc. that the player can obtain are presented. Below the performance parameter display section 291, a live performance music, etc. detail display bar 292 is displayed for each live performance music, etc. In short, three live performance music, etc. detail display bars 292 are always displayed on the live performance preparation screen 290. Different live performance music, etc. are associated with each live performance music, etc. detail display bar 292. By tapping the live performance music, etc. detail display bar 292, the player can obtain the live performance music, etc. associated with the live performance music, etc. detail display bar 292.
[0422] The detail display column 292 of each live performance music, etc. includes a title display column 292a, a first reward display column 292b, a second reward display column 292c, and a consumption parameter display column 292d. The title name of the live performance music, etc. is displayed in the title display column 292a. The content of the first reward is indicated in the first reward display column 292b, and the content of the second reward is indicated in the second reward display column 292c. The performance parameters consumed to obtain the live performance music, etc. (in other words, the performance parameters required to obtain the live performance music, etc.) are indicated in the consumption parameter display column 292d.
[0423] Fig.281 is a diagram for illustrating an example of a first reward and a second reward. Live music or the like is always associated with the first reward. The first reward achieves a utility that is beneficial to the player. Examples of the utility of the first reward include an increase in ability parameters, acquisition of tips for skills, and recovery of physical strength.
[0424] In addition, in addition to the first reward, the second reward is also associated with some live performance music, etc. More specifically, there are live performance skills associated only with the first reward, and live performance music associated with both the first reward and the second reward. The second reward achieves a utility that is beneficial to the player, just like the first reward. Examples of the utility of the second reward include an increase in the probability of placing a character in his / her proficiency training (proficiency training rate), an increase in the probability of an event occurring, an increase in the incidence of prompts for skills, an increase in the reward to be obtained in the game (game reward), and a decrease in the failure rate.
[0425] Here, the first reward and the second reward have different start timings of effectiveness. In other words, the first reward and the second reward have different timings of achieving effectiveness. In the case of the first reward, its effectiveness is achieved in the round in which the player obtains live performance music, etc. On the other hand, in the case of the second reward, its effectiveness is achieved in a specific round that is pre-set and after the round in which the player obtains live performance music, etc. More specifically, the effectiveness of the second reward is achieved when the next live performance event is held (i.e., in the round in which the next live performance event is held).
[0426] exist Fig.27A The first reward display column 292b and the second reward display column 292c shown in FIG. 29 respectively indicate the utility of the content to be achieved as the first reward and the second reward. Fig.27A The second reward display column 292c of the live performance music etc. detail display column 292 displayed as the lowest column in the figure is blank. This indicates that no second reward is associated with the live performance music etc.
[0427] In addition, if the performance parameters required to obtain the live performance music, etc. are insufficient, the player cannot obtain the live performance music, etc. displayed on the live performance preparation screen 290. For the live performance music, etc. that cannot be obtained due to insufficient performance parameters, the live performance music, etc. detail display column 292 is grayed out. Fig.27A In the example shown, live performance music etc. corresponding to the live performance music etc. detail display bars 292 at the top and bottom can be obtained, and live performance music etc. corresponding to the live performance music etc. detail display bar 292 in the middle cannot be obtained.
[0428] Fig.27B 294. When the live music etc. detail display column 292 corresponding to the available live music etc. is tapped, a confirmation dialog box 294 is displayed. Fig.27B The confirmation dialog box 294 shown. The same information as the information in the detail display column 292 of the live music etc. tapped by the player is displayed in the confirmation dialog box 294. In addition, the current performance parameters and the remaining performance parameters after obtaining the relevant live music etc. are displayed.
[0429] In addition, an execution button 294a and a cancel button 294b are provided in the confirmation dialog box 294. When the cancel button 294b is tapped, the confirmation dialog box 294 is closed, and the live performance preparation screen 290 is displayed. When the execution button 294a is tapped, the live performance music etc. selected by the player is obtained. When the live performance music etc. are obtained, the first reward associated with the obtained live performance music etc. is launched. As a result of launching the first reward, various parameters are updated. Although not shown in the figure, the utility achieved by the first reward is reported in the form of a performance.
[0430] When the player obtains live music, etc. as described above, the next three live music, etc., which the player can obtain, are newly determined. In short, among the three live music, etc. presented on the live performance preparation screen 290, the player loses the opportunity to obtain the two live music, etc. that the player has not obtained.
[0431] Fig.29 This is a diagram for illustrating an example of path information of live performance music, etc. The live performance music, etc. presented in a manner that is available to the player adopts a so-called tree structure. It is assumed that after the start of the cultivation main game, three live performance music, such as No. 1, No. 2 and No. 3, etc., are presented to the player. In the case where the player obtains the live performance music of No. 1, etc., then the three live performance music of No. 4, No. 5 and No. 6, etc. are presented to the player. In the case where the player obtains the live performance music of No. 6, etc. afterwards, then the three live performance music of No. 11, No. 12 and No. 13, etc. are presented to the player. In the case where the player further obtains the live performance music of No. 11, etc., then the three live performance music of No. 18, No. 19 and No. 20, etc. are presented to the player.
[0432] Note that you can loop Fig.29 In the path, when the path reaches the last column in the horizontally arranged columns, the path continues to reach the predetermined column. This allows the player to obtain live performance music, etc. regardless of the limitations of the tree structure.
[0433] Thus, each of the three live music pieces etc. presented to the player is pre-set with the next three live music pieces etc. presented in a manner that the player can obtain. The types of utilities that are different from each other are associated with the live music pieces etc. that the player is to obtain. Therefore, which path to follow to obtain the live music pieces etc. is an important strategy for the player.
[0434] Note that in this embodiment, one live music piece, etc. cannot be obtained repeatedly. Considering this constraint, whether to display each of the next three live music pieces, etc. that the player can obtain can be determined based on whether the player has obtained the live music piece, etc. For example, the live music pieces, etc. that the player has already obtained can be hidden, and only the live music pieces, etc. that the player has not obtained can be displayed. In this case, the live music pieces, etc. that have been obtained can be replaced with other live music pieces, etc. that have not been obtained. Thus, by hiding the music pieces, etc. that have been obtained, the player is guaranteed to always display three available options.
[0435] An upper limit may be imposed on the number of music etc. that can be obtained in a specific round. In this case, it is a good idea to decide whether to display the next three live performance music etc. that the player can obtain based on whether the maximum permitted number of music etc. has been obtained in a specific round. This suppresses frequent acquisition of music etc. that achieves particularly large utility in the game, thereby making it possible to improve the fun of the game.
[0436] In addition, the method for determining the live music, etc. to be presented to the player is not limited to the above. For example, in the case where the player obtains live music, etc., a plurality of live music, etc. that the player can newly obtain may be determined by lottery. In this case, the next three live music, etc. that the player can obtain may be determined, for example, by lottery. Alternatively, any one of the remaining two live music, etc. that the player has not obtained may be retained so that the other two live music, etc. may be determined by lottery.
[0437] Furthermore, for example, three paths including a first path, a second path, and a third path may be provided, and the order of a piece of live music, etc. presented to the player is defined in each path. In this case, when the player obtains, for example, live music, etc. in the first path, the next live music, etc. defined in the first path is presented to the player. At this time, the live music, etc. in the second and third paths may be presented as they are, or alternatively, as in the case of the first path, the next live music, etc. in the second and third paths may be presented to the player.
[0438] In addition, here, the player can only obtain one of the three live performance music etc. presented. However, it should be noted that the player can obtain two or more than two live performance music etc. among the three live performance music etc. presented.
[0439] When the player obtains live music, etc., a live music, etc. detail display column 292 corresponding to the new live music, etc. is displayed on the live preparation screen 290. Therefore, the player can obtain a plurality of live music, etc. in one round.
[0440] In addition, here, the case where all three options that the player can select are live music, etc. is described. However, it should be noted that the three options that the player can select may include not only live music, etc., but also the first reward or the second reward that is not associated with live music, etc. For example, Fig.29 The number 1 shown may be the first award, the number 2 may be the second award, and the number 3 may be live music, etc. In this case, when the number 2 is selected, the player is awarded the second award, and the selection items of the numbers 5, 6, and 7 are newly presented.
[0441] In addition, here, the fixed first reward and the fixed second reward are associated with each live music, etc. However, it should be noted that, for example, the first reward group or the second reward group may be associated with each live music, etc. In this case, the probability of winning at least one type of utility is pre-set for each of the first reward group and the second reward group. In addition, the utility to be awarded may be determined by lottery based on the first reward group or the second reward group related to the live music, etc. obtained by the player.
[0442] Fig. 30A 3 is a diagram for illustrating an example of a live performance start screen 300 . Fig. 30B 2 is a diagram for illustrating an example of a live performance event screen 301. In the live performance event holding round, the live performance start screen 300 is displayed instead of the game screen 210. The performance parameter display unit 291 is displayed on the live performance start screen 300. In addition, the live performance preparation operation unit 220 and the live performance start button 300a are displayed at the bottom of the live performance start screen 300.
[0443] When the live performance preparation operation unit 220 is tapped on the live performance start screen 300, the Fig.27A The live performance preparation screen 290 shown in the figure. Therefore, the player can also obtain live performance music, etc. in the live performance event holding round. In addition, when the live performance start button 300a is tapped, the live performance preparation screen 290 is displayed. Fig. 30B A live performance event screen 301 is shown.
[0444] The live performance event screen 301 includes a cut-in image showing a plurality of characters. An image showing a training target character or the like performing a live performance is displayed on the live performance event screen 301. Note that the number of characters displayed on the live performance event screen 301 is any of 1, 3, and 5. In this case, for example, the more live performance music or the like a player obtains between live performance event rounds, the larger the number of characters displayed on the live performance event screen 301 may be. Alternatively, the number of characters displayed on the live performance event screen 301 may be constant.
[0445] In addition, here, only the cut-in image is displayed on the live performance event screen 301, and the live performance video is not actually displayed. However, it should be noted that the live performance video corresponding to the actually obtained live performance music, etc. can be output. Alternatively, only the live performance video corresponding to some of the obtained live performance music, etc. can be output.
[0446] In addition, although described in detail below, the present embodiment is provided so that the live performance partner members are determined in a pre-set round. Therefore, the reward awarded after the end of the live performance event may be different according to the number of live performance partner members and the role type of the live performance partner members. More specifically, in a predetermined round, a pre-set role becomes a live performance partner member, or a role drawn in a lottery becomes a live performance partner member. In short, as the player progresses through the rounds, the number of live performance partner members gradually increases. At this time, the role to be displayed on the live performance event screen 301 can be determined by lottery from the live performance partner members. In this case, the live performance event screen 301 appears in different ways according to the progress of the cultivation main game, thereby enhancing the fun of the game.
[0447] In addition, the more live performance music, etc. a player obtains in the time period from the previous live performance event to the current live performance event, the more favorable the reward awarded after the live performance event ends. For example, in the case where the number of live performance music, etc. obtained by the player is less than the predetermined number, the live performance event causes a success, thereby awarding a predetermined reward. On the other hand, in the case where the number of live performance music, etc. obtained by the player is equal to or greater than the predetermined number, the live performance event causes a great success, thereby awarding a more favorable reward than when it is successful.
[0448] Note that in this embodiment, even if live music etc. is not obtained, the live event is judged to be successful. In this case, it is a good idea to bring a storyline such as performing fixed live music etc. in the live event. However, it should be noted that if live music etc. is not obtained in the live event holding round, it can be judged that the live event has failed or the game can be ended.
[0449] Fig.31 1 is a diagram for illustrating the general flow of the process at the start of a round. The training phase process includes the process at the start of a round that is executed at the start of each round of the training game. The details of the process at the start of a round are described below. Here, the general flow of the process at the start of a round will be described instead.
[0450] During the cultivation main game, a process for determining whether to cause various events to occur is performed in each round. Events are roughly classified into three types: scenario events, the above-mentioned special events provided for each cultivation target character, and support events. Note that scenario events, special events, and support events that can occur during the cultivation main game are predefined for each scenario.
[0451] The scenario event is an event set for each scenario of the cultivation main game. In the present embodiment, a plurality of scenarios are provided, and the player can select a scenario. The scenario event occurs for each scenario selected by the player. In other words, the scenario event that occurs in the cultivation main game is determined based on the scenario selected by the player.
[0452] Note that scenario events can include scenario-specific events and scenario-common events. Scenario-specific events are events associated with only one scenario. For example, a scenario-specific event associated with a first scenario will only occur when the first scenario is selected, and will not occur when any other scenario is selected.
[0453] In addition, the scenario common event is an event that occurs in common in a plurality of scenarios. Therefore, the scenario common event occurs in both the case where the first scenario is selected and the case where the second scenario is selected.
[0454] Here, it is assumed that a situation-specific event and a situation-common event are provided as situation events. However, it should be noted that only one of the situation-specific event and the situation-common event may be provided.
[0455] As described above, the dedicated event is an event pre-set for each character. In the development main game, a dedicated event of a character registered as a development target character by the player in the setup game (ie, in the preparation phase process) occurs.
[0456] As described above, the support event is an event pre-set for each support card. In the training main game, a support event associated with the support card registered by the player in the setting game occurs. The support event includes a first event that can occur at the start of a round and a second event that can occur after the execution of training. At the start of a round, whether the first event occurs is determined based on a random number obtained randomly and the first event table.
[0457] After executing the process for deciding the support character to be placed in the training, it is decided whether the second event occurs based on the randomly acquired random number and the second event table. Note that only when the support character is placed in the training, it is decided whether the second event occurs with respect to the placed support character.
[0458] This embodiment assumes that the first event is selected by drawing from the support events associated with the support cards registered in the deck by the player in the preparation phase process. However, not limited to this, a support event associated with a support card selected by drawing from all support cards implemented in the game may be selected. In this case, it is preferred that the probability of selecting a support event associated with a support card registered in the deck is set higher than the probability of selecting a support card event associated with a support card not registered in the deck.
[0459] Therefore, it is determined whether a scenario event occurs based on the scenario. In addition, it is determined whether a special event and a support event occur based on the training target character and the support card. These event types are classified according to the information referenced when determining whether an event occurs.
[0460] In contrast, in this embodiment, each event is classified into one of six event categories according to the content generated by the occurrence of the event. Here, each event is classified into one of the following event categories: first prompt event, second prompt event, first ability event, second ability event, adaptability event and story event.
[0461] As described above, the first prompt event and the second prompt event are events that enable the possession or acquisition of skills. In addition, the first ability event and the second ability event are events that increase or decrease the ability parameters of the training object character. The adaptability event is an event that increases or decreases the adaptability parameters of the training object character. The story event is an event that displays a story related to the character that appears in the training game. In addition to displaying the story, some story events also change the ability parameters or adaptability parameters.
[0462] Here, the scenario event includes the first prompt event, the second prompt event, the first ability event, the second ability event, the adaptability event, and the story event. In addition, the dedicated event and the support event include the first prompt event, the second prompt event, the first ability event, and the second ability event. Note that the dedicated event may include the story event.
[0463] In this embodiment, the process at the beginning of the round includes the process for determining the situation event and the process for determining the special event, such as Fig.31 As shown in FIG. 1 , the process also includes: "processing for determining whether to cause the first event to occur"; "processing for determining whether to place a support character"; "processing for determining the increase value of an ability parameter"; "processing for determining a performance parameter"; "processing for determining whether to cause the second event to occur"; and "processing for determining a live performance partner member." Although various other processes are executed in the turn start process, they will be described here in order. Fig.31 Processing shown.
[0464] <Processing for determining whether to cause the first event to occur>
[0465] The first event is selected by drawing from the support events (first events) associated with the support cards registered by the player in the preparation phase process. More specifically, at the beginning of the round, a random number is randomly obtained, and whether to make the first event occur and the content of the first event are determined based on the obtained random number and the first event table. The selection ratio for making the first event "occur" or "not occur" is set in the first event table. In this embodiment, the first event includes four types of events: event a, event b, event c, and event d. For example, in the first event table, the probability of making each event (event a to d) "occur" is set to 20%, and the probability of making the first event "not occur" is set to 20%. Note that the selection ratio of the first event can be set separately for each support card (i.e., support character).
[0466] <Processing for deciding whether to place a support character>
[0467] Fig.32 is a diagram used to illustrate the placement probability table. Fig.32 As shown, the selection ratio of whether to place a support role in a training course ("place" or "not place" a support role in any training course) is set in the placement probability table. Fig.32 The placement probability table shown in the figure is used to determine whether to place each support character among the support characters corresponding to all the support cards registered by the player in the preparation phase process. More specifically, at the start of the round, a random number is randomly acquired, and whether to place each support character in the training course is determined based on the acquired random number and the placement probability table. However, not limited to this, the process for determining whether to place each support character in the training course can be applied to the support character selected by drawing from the support characters corresponding to all the support cards implemented in the game.
[0468] More specifically, in this embodiment, if Fig.32 As shown, the probability of "placing" a support character in any of the training courses of speed, endurance, strength, perseverance, and intelligence is 16%, and the probability of "not placing" a support character in any of these training courses is 20%. Note that Fig.19AAs shown, a plurality of kinds of proficiency training are set in the support character. Thus, for example, the selection ratio of placing the support character in each training course can be set to be higher in the case where the support character is placed in the training course corresponding to the training other than the proficiency training. When a lottery is to be performed, a lottery table in which the selection ratio for the lottery is defined can be stored in advance, or alternatively, the lottery table can be generated each time a lottery is performed.
[0469] Note that when deciding a training course to place a support character, the support character decided to be placed and the decided training course may be stored in a manner associated with each other in the server 1000. More specifically, the following association information may be stored in the server 1000, in which a training ID indicating the type of training course is associated with the character ID of the support character or the support card ID of a support card associated with the support character.
[0470] <Processing for Determining Increased Value of Capability Parameter>
[0471] Fig.33A is a diagram used to illustrate the training level table. Fig.33A As shown, the training levels of the respective training courses are set to increase according to the number of times the training courses are selected. More specifically, in the case where the number of times the training is selected is 3 times or less, each of the training levels related to speed, endurance, strength, perseverance and intelligence is set to "level 1", in the case where the number of times the training is selected is 4 to 7 times, each of the training levels is set to "level 2", in the case where the number of times the training is selected is 8 to 11 times, each of the training levels is set to "level 3", in the case where the number of times the training is selected is 12 to 15 times, each of the training levels is set to "level 4", and in the case where the number of times the training is selected is 16 times or more, each of the training levels is set to "level 5".
[0472] In the present embodiment, in a case where the training selected by the player is successfully performed, the value of the predetermined ability parameter increases according to the performed training course.
[0473] More specifically, in the present embodiment, in the case where speed training is successfully performed, the values of the speed and strength ability parameters increase.
[0474] In addition, in the case where endurance training is successfully performed, the values of the endurance and perseverance ability parameters increase.
[0475] Furthermore, in case strength training is successfully performed, the values of the endurance and strength capacity parameters increase.
[0476] Furthermore, in case the stamina training is successfully performed, the values of the speed, strength and stamina ability parameters increase.
[0477] In addition, in the case where intelligence training is successfully performed, the values of the speed and intelligence ability parameters increase.
[0478] In this embodiment, the value of the ability parameter increased when the training is successful is calculated by adding a value obtained by multiplying the fixed increase value determined according to the training course and training level performed by the reward addition rate described below to the fixed increase value.
[0479] Fig.33B It is a diagram for illustrating the increase of the fixed value (speed) table. Fig.33C This is a diagram for illustrating the addition of a fixed value table (strength). Fig.33B The increase in fixed values is shown in the case where the training course is speed. In addition, Fig.33C Shown is a fixed value of increase in case the training session is strength.
[0480] like Fig.33B and Fig.33C As shown in FIG. 1 , the fixed value increase table stores the fixed value increase determined corresponding to the executed training course and training level. Fig.33B and Fig.33C As shown, the higher the training level, the greater the increase in the ability parameter.
[0481] Although not stated here, there are also tables of increased fixed values used when Endurance, Perseverance, and Intelligence are selected as training courses.
[0482] In addition to the fixed increase mentioned above, the bonus addition rate is determined for each training course based on the support character placed.
[0483] Fig.33D is a diagram for illustrating a reward addition rate table. In this embodiment, the reward addition rate is determined based on the support character determined to be placed in each training course. More specifically, Fig.33D As shown, the bonus addition rate table stores, for each support character, selection ratios between bonus addition rates of 0% (none), 10% and 20%.
[0484] For the bonus addition rate, “None” is selected with a probability of 50%, “Increase by 10%” is selected with a probability of 25%, and “Increase by 20%” is selected with a probability of 25%.
[0485] In addition, the bonus addition value is derived by multiplying the increase fixed value determined based on the increase fixed value table by the bonus addition rate. The value obtained by adding the bonus addition value to the increase fixed value is determined as the increase amount of the value of the corresponding ability parameter in the case of successful training. Note that for training with multiple support characters placed, the bonus addition value for each support character placed is added to the increase fixed value. In this way, the increase amount of the ability parameter of the training object character in the case of successful training is determined for all training types.
[0486] <Processing for determining performance parameters>
[0487] Fig.34A 1 is a diagram for illustrating performance features associated with training courses. In a round in which training can be performed, it is determined at the beginning of the round whether to associate a performance feature with each of the five training courses and the performance feature to be associated with each of the five training courses. More specifically, first, it is determined by lottery whether to associate a performance feature with a speed training course.
[0488] At this time, the probability of determining that no performance feature is associated with the speed training course (indicated as "none" in the figure) is set to 30%. In addition, the probability of determining that dance, passion, vocal music, vision and spirit performance features are associated with the speed training course is set to 20%, 20%, 10%, 10% and 10% respectively.
[0489] Furthermore, for example, the probability of determining that no performance feature is associated with a strength training course is set to 30%. In addition, the probability of determining that dance, passion, vocal, visual, and mental performance features are associated with a strength training course is set to 10%, 10%, 10%, 10%, and 30%, respectively. Here, Fig.34A As shown, the probability of associating the performance characteristics is preset by classifying by training course and performance characteristics.
[0490] Note that in this embodiment, at most two performance features can be associated with one training session in one round. Thus, for example, in the case of deciding on a performance feature to be associated with a speed training session, two sessions with Fig.34A If the result of both draws is "None", then no performance characteristic is associated with the speed training session.
[0491] In addition, if the result of the two draws is, for example, dance, only the dance performance feature is associated with the speed training course. Note that if the performance feature is determined in the first draw, the second draw can be performed by excluding the performance feature determined in the first draw. In this case, the probability of determining each performance feature in the first draw may be different from the probability in the second draw.
[0492] In addition, here, in one round, the same performance feature can be associated with multiple training courses. For example, according to the selection result, the dance performance feature can be associated with both speed and endurance. However, it should be noted that the game can be designed not to repeatedly associate the same performance feature with two or more training courses in one round.
[0493] In addition, here, some performance features are associated with a training course with a high probability, and other performance features are associated with the same training course with a low probability. For example, dance and passion performance features are associated with speed training courses with a higher probability than other performance features.
[0494] In addition, the performance feature is associated with some training courses with a high probability, and the same performance feature is associated with other training courses with a low probability. For example, the mental performance feature is associated with the strength and intelligence training course with a higher probability than other training courses.
[0495] However, it should be noted that each performance feature can be associated with all training sessions with the same probability. In addition, all performance features can be associated with each training session with the same probability. In any case, Fig.34A The probabilities shown are merely examples. Additionally, methods for deciding performance characteristics to be associated with a training session may be suitably designed.
[0496] Fig.34B 1 is a diagram for illustrating an increase fixed value of a performance parameter. When determining a performance feature associated with a training course, an increase fixed value of a performance parameter is then determined for each performance feature associated with the training course. An increase fixed value is pre-set for each performance feature. In addition, an increase fixed value is set for each training level of the training course.
[0497] Fig.34B The increase fixed value of the speed training course is shown. For example, it is assumed that the dance performance characteristic is associated with the speed training course. In this case, the increase fixed value of the dance performance parameter associated with the speed training course is determined. At this time, in the case where the speed training level is level 1, the increase fixed value is determined to be 8, and in the case where the speed training level is level 5, the increase fixed value is determined to be 20. In addition, as shown in FIG. Fig.34B Obviously, the higher the training level, the greater the fixed value increase.
[0498] Here, it is assumed that the fixed value of increase for each training level is different according to the training course. Fig.34B The tables shown are provided for each training session. However, it should be noted that Fig.34B The table shown may be common to all training sessions.
[0499] Fig.34C: is a diagram for illustrating the bonus addition rate of the performance parameter. When the fixed value of increase is determined as described above, the bonus addition rate is then determined. The bonus addition rate differs depending on the number of characters placed in the training course associated with the performance feature. For example, suppose that the dance performance feature is associated with a speed training course whose training level is level 5. At this time, the fixed value of increase of the dance performance parameter is 20.
[0500] In addition, if no character is placed in the speed training course, the bonus addition rate is determined to be 1.00. Fig.34C As shown, when one to five characters are placed in the speed training course, the bonus addition rate is determined to be a value from 1.05 to 1.25 according to the number of characters placed. Here, the larger the number of characters placed, the higher the bonus addition rate.
[0501] The increase value of the performance parameter is calculated by multiplying the bonus addition rate by the increase fixed value. In the above example, if the number of characters placed in the speed training course is 0, the increase value of the performance parameter is calculated as 20×1.00=20. In addition, if the number of characters placed in the speed training course is 5, the increase value of the performance parameter is calculated as 20×1.25=25. Fig.23A As shown in FIG. 2 , the increase value of the performance parameter calculated in this manner is displayed in the performance parameter display section 221 .
[0502] Note that the above-mentioned method for calculating the added value of the performance parameter is only an example. For example, the added value of the performance parameter can be determined by lottery. In addition, the bonus addition rate is not necessary. In addition, instead of the number of characters placed or in addition to the number of characters placed, the bonus addition rate can also be determined based on other factors.
[0503] <Processing for determining whether to cause the second event to occur>
[0504] Fig.35 This is a diagram for illustrating the second event table. From the support events (second events) associated with the support cards corresponding to the support characters placed in each training course, the second event is selected by lottery. More specifically, after the "process for determining whether to place a support character", a random number is randomly obtained, and based on the obtained random number and the second event table, it is determined whether to make the second event occur. The selection ratio of making the second event "occur" or "not occur" is set in the second event table.
[0505] For example, Fig.35As shown, the second event includes four types of events, namely, event A, event B, event C, and event D. For example, in the second event table, the probability of making each event (event A to event D) "occur" is set to 5%, and the probability of making the second event "not occur" is set to 80%. Note that the selection ratio of the second event can be set separately for each support card (i.e., support character).
[0506] In this embodiment, after the "processing for deciding whether to place a support character", the processing for deciding whether to cause the second event to occur is executed for all the support characters placed in each training course. Then, based on the decision regarding the occurrence of the second event, the event report indicator 247 is displayed on the training screen 240. In the case where the player selects a training in which a character is placed in which the second event is decided to occur, the second event occurs after the execution of the training.
[0507] For example, when speed training is performed with the occurrence of the second prompt event of the support character placed in speed training determined, the second prompt event always occurs after the execution of speed training. However, in the case of performing training other than speed training, the second prompt event does not occur after the execution of training. At this time, if the occurrence of the second event is determined for at least two characters, which of these second events is to be caused to occur is determined by lottery or based on the priority of the support events set in advance.
[0508] For example, it is determined which of the multiple second events is to be caused to occur with equal probability. However, it is not limited thereto, and weights may be set according to the types of the second events, so that it is possible to determine which of the multiple second events is to be caused to occur according to the set weights. Note that if the occurrence of the second event is determined for at least two characters, all of the determined second events may be caused to occur.
[0509] Here, for example, when determining the occurrence of the second event, the occurrence information indicating whether to cause the support event to occur may be stored in the server 1000 in a manner associated with the support card or the support character associated with the second event. More specifically, the following association information may be stored in the server 1000, in which the occurrence information is associated with the character ID of the support character or the support card ID of the support card associated with the support character.
[0510] <Processing for determining live performance partner members>
[0511] As described above, the live performance partner members are determined in the pre-set rounds. Note that there is no particular limitation on the method for determining the live performance partner members. For example, for each predetermined round, the pre-set characters may be determined as the live performance partner members. Alternatively, for each predetermined round, the characters used as the live performance partner members may be determined by lottery. Furthermore, the characters used as the live performance partner members may be determined by lottery in all rounds.
[0512] In the above-mentioned training main game, when all rounds are completed, the training game ends. If the player fails to achieve the goals set for each character during the training main game, the training game ends at this time.
[0513] Here, at the end of the training game, the training target character trained in the training game is stored as the training character. More precisely, information related to the training character trained in the training game (hereinafter referred to as "training character information") is stored in a manner associated with the player ID. Note that the training character information is stored in both the player terminal 1 and the server 1000. The training character information stored in a manner associated with the player ID includes ability parameters, adaptability parameters, acquired skills, inheritance information, etc.
[0514] In addition, at the end of the training game, the evaluation score of the trained training character is calculated. Here, the evaluation score is calculated based on the ability parameters, adaptability parameters, acquired skills, game records, etc. at the end of the training game. Note that a method for calculating the evaluation score (in other words, a calculation formula for calculating the evaluation score) is prepared in advance, and the evaluation score is calculated based on a predetermined calculation formula. There is no particular restriction on the method and calculation formula for calculating the evaluation score. For example, the evaluation score can be calculated only based on parameters that affect the outcome of the game when the training character participates in a team competitive game or other competition game (such as ability parameters, adaptability parameters, acquired skills, etc. at the end of the training game).
[0515] In addition, a training ranking is set for a training role based on the evaluation score. The training ranking is an indicator of the strength of the training role, and each training ranking is associated with a range of evaluation scores. For example, a training role with an evaluation score between 13000 and 14499 is assigned an "A+" training ranking, and a training role with an evaluation score between 14500 and 15499 is assigned an "S" training ranking. In this way, as a result of assigning training rankings based on evaluation scores, it is easier to understand the overall strength of the training role. Note that the evaluation score and training ranking are also included in the training role information.
[0516] Fig.36A This is a first diagram for illustrating the cultivation completion screen 310 . Fig.36BThis is a second diagram for illustrating the cultivation completion screen 310 . Fig.36C 3 is a third diagram for illustrating the cultivation completion screen 310. When the cultivation game is completed, Fig.36A As shown, the training completion screen 310 is displayed on the display 26. On the training completion screen 310, the training ranking of the trained training characters is first displayed, and then as shown in FIG. Fig.36B As shown, the evaluation score is displayed.
[0517] In addition, after a predetermined amount of time has passed since the evaluation score was displayed, Fig.36C As shown, the ability parameter, adaptability parameter and acquired skill of the cultivated character are displayed on the cultivation completion screen 310. At this time, a close operation unit 311 is provided on the cultivation completion screen 310. When the close operation unit 311 is tapped, the cultivation completion screen 310 is hidden, and the home screen 100 is displayed on the display 26.
[0518] When the training game is completed, the factors to be obtained by the training target character are drawn, and the factor information is stored in a manner associated with the training character. Although not shown in the figure, the player can display the factor information obtained by the training character on the training completion screen 310.
[0519] As described above, in the training game, training characters are created with ability parameters, adaptability parameters, acquired skills, etc. In the training game, the placement of support characters, the occurrence of various events, etc. are determined by lottery, so that even if the same character is used as a training target character, training characters with different parameters are created.
[0520] As mentioned above, multiple scenarios are provided in the present embodiment. In addition, the player plays the cultivation game by selecting any scenario. In the present embodiment, all scenarios are common in the following aspects. That is to say, no matter how the scenario is, the cultivation role created at the end of the cultivation game has common parameters (including speed, endurance, strength, perseverance, intelligence, distance adaptability and venue adaptability). In addition, the cultivation role created in the cultivation game is managed as a cultivation completion game medium common to all scenarios.
[0521] However, it should be noted that the development character is associated with data indicating the scenario in which the development character itself has been developed. The scenario in which the development character has been developed is displayed on the screen that outputs detailed information related to the development character.
[0522] In addition, when the training game is started, the game points common to all scenarios are consumed. In the present embodiment, the game points consumed when the training game is started are common to all scenarios. However, it should be noted that the game points to be consumed may be different depending on the scenario. In addition, no matter in which scenario the training character has been trained, the training character can be used in other games (e.g., a competition game, which is a game played by consuming parameters different from the game points).
[0523] In addition, the training target character, the successor character and the support card that the player can select are common to all scenarios. However, it should be noted that at least the training target character, the successor character or the support card that the player can select can be different according to the scenario.
[0524] Furthermore, for example, the processing performed by the cultivation completion processing unit 702a or the cultivation game end processing unit 1102a upon cultivation completion may be common to all scenarios. Note that the factors granted to the cultivation characters may be common or different in all scenarios.
[0525] In addition, in the present embodiment, regardless of the scenario, the player can save the interruption data during the cultivation game. In other words, regardless of which scenario is used for the cultivation game, the player can return to the home page 100 by interrupting the cultivation game. In addition, the player can continue the cultivation game from the interrupted point based on the interruption data. Note that the number of interruption data that can be saved at one time is only one, and it is common to all scenarios. However, it is also acceptable to save the interruption data separately for each scenario. In this case, the player is allowed to choose the scenario used to continue the cultivation game.
[0526] In addition, in the present embodiment, the following aspects are different for each scenario. That is, at least some of the events that are occurring in the training game are different for each scenario. In addition, the types of commands that the player can select during the training game are different for each scenario. However, it should be noted that the types of commands that the player can select during the training game can be common to all scenarios.
[0527] In addition, the amount by which the parameter is increased when a predetermined command is executed (in other words, the calculation expression for calculating the amount by which the parameter is increased) varies according to the scenario. In addition, the background image and user interface image (buttons, etc.) displayed during the training game, and the data associated with the training character and indicating the scenario in which the training character has been trained vary according to the scenario.
[0528] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-described nurturing game will be explained.
[0529] (Functional Structure of Player Terminal 1)
[0530] Fig.37 1 is a diagram for illustrating the structure of the memory 12 in the player terminal 1 and the function of the player terminal 1 as a computer. A program storage area 12a and a data storage area 12b are provided in the memory 12. When starting a game, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0531] The terminal side game control program includes an information setting processing program 700, a training game execution program 701, and a training completion processing program 702. Note that Fig.37 The programs listed in are examples, and many other programs are provided as terminal-side game control programs.
[0532] In the data storage area 12b, a player information storage unit 750 and a game information storage unit 751 are provided as storage units for storing data. Note that many other storage units are provided in the data storage area 12b. Here, information directly related to a game (such as a cultivation game, etc.) (hereinafter referred to as game information) is stored in the game information storage unit 751.
[0533] Note that various information when each game (such as a development game) is progressing is also temporarily stored in the game information storage unit 751. Therefore, all information related to the development character developed in the development game is stored in the game information storage unit 751. In addition, all information other than the game information (such as information related to the player or other players, setting information of the player terminal 1, and information related to the character that can be set as the development target character, etc.) is player information. The player information is stored in the player information storage unit 750.
[0534] The CPU 10 runs each program stored in the program storage area 12a, and updates the data in each storage unit in the data storage area 12b. In addition, the CPU 10 runs each program stored in the program storage area 12a, thereby making the player terminal 1 (computer) function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a cultivation game execution unit 701a, and a cultivation completion processing unit 702a.
[0535] More specifically, the CPU 10 runs the information setting processing program 700, thereby causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 runs the cultivation game execution program 701 and the cultivation completion processing program 702, thereby causing the computer to function as a cultivation game execution unit 701a and a cultivation completion processing unit 702a, respectively.
[0536] When various information settings are made at the player terminal 1, the information setting processing unit 700a stores the information related to the settings as player information in the player information storage section 750. Also, in the case of updating the information in the player information storage section 750, the information setting processing unit 700a transmits the update information to the server 1000.
[0537] The development game execution unit 701a executes all processing related to the development game. More specifically, the development game execution unit 701a executes preparation phase processing and development phase processing.
[0538] When the training game is completed, the training completion processing unit 702a stores the training character information, which includes the ability parameters, adaptability parameters, acquired skills, inheritance information and factor information of the training character, the role type used to train the training character, etc.
[0539] (Functional Structure of Server 1000)
[0540] Fig.38 1 is a diagram for illustrating the structure of the memory 1012 in the server 1000 and the function of the server 1000 as a computer. A program storage area 1012a and a data storage area 1012b are provided in the memory 1012. When starting a game, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0541] The server-side game control program includes an information setting processing program 1100 , a training game execution program 1101 , and a training game end processing program 1102 . Fig.38 The programs listed in are examples, and many other programs are provided as server-side game control programs.
[0542] In the data storage area 1012b, a player information storage section 1150 and a game information storage section 1151 are provided as storage sections for storing data. Note that many other storage sections are provided in the data storage area 1012b. Here, the game information of all players is stored in the game information storage section 1151 in a manner associated with each player ID. In addition, the player information of all players is stored in the player information storage section 1150 in a manner associated with each player ID.
[0543] The CPU 1010 runs each program stored in the program storage area 1012a and updates the data in each storage unit in the data storage area 1012b. In addition, the CPU 1010 runs each program stored in the program storage area 1012a, thereby making the server 1000 (computer) function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a training game execution unit 1101a, and a training game end processing unit 1102a.
[0544] More specifically, the CPU 1010 runs the information setting processing program 1100, thereby causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 runs the training game execution program 1101 and the training game end processing program 1102, thereby causing the computer to function as a training game execution unit 1101a and a training game end processing unit 1102a, respectively.
[0545] When various information settings are made at the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage section 1150 based on the update information received from the player terminal 1. In addition, the information setting processing unit 1100a performs time counting and updates the game points of each player.
[0546] The development game execution unit 1101a executes all the processes related to the development game. More specifically, the development game execution unit 1101a executes the preparation phase process and the development phase process.
[0547] When the training game ends, the training game end processing unit 1102a derives the evaluation score, training ranking, etc. for the trained training character. In addition, the training game end processing unit 1102a determines the factors to be obtained by the training character by lottery. The training game end processing unit 1102a also stores the training character information in the game information storage unit 1151 in a manner associated with the player ID. The training character information includes the ability parameters, adaptability parameters, acquired skills, inheritance information and factor information of the training character, and the character type used to train the training character.
[0548] Although the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 are identical in that the two units store player information, they differ in specific processing details and the scope of player information to be stored. In addition, although the cultivation game execution unit 701a and the cultivation completion processing unit 702a in the player terminal 1 and the cultivation game execution unit 1101a and the cultivation game end processing unit 1102a in the server 1000 are identical in that all units perform processing related to the cultivation game, they differ in their roles (i.e., their scope of responsibility).
[0549] Processing to be executed by each functional unit in the above-mentioned player terminal 1 and server 1000 will be described below by using a flowchart.
[0550] (Processing of Player Terminal 1 and Server 1000)
[0551] <Processing related to the cultivation game>
[0552] Fig.39 1 is a sequence diagram for illustrating the processing of the player terminal 1 and the server 1000 related to the cultivation game. Note that in the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer). In addition, the processing in the server 1000 is represented as Sn (n is an arbitrary integer).
[0553] When the player performs various setting change operations at the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) for updating the player information storage section 750 based on the player operation input. In this information setting processing, update information is sent to the server 1000. At the server 1000, upon receiving the update information, the information setting processing unit 1100a updates the player information in the player information storage section 1150 (S1).
[0554] Note that the player information updated in P1 and S1 includes, for example, profile information that can be set by the player. In addition, for example, when an operation for adding other players as friends or for canceling friends is input as a setting change operation, friend information indicating information related to the friends is updated. Note that in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage the game points to be consumed for executing the cultivation game. If the game points are lower than the upper limit, the information setting processing units 700a and 1100a perform timing and grant a predetermined value of game points to the player every predetermined time.
[0555] Assume that a cultivation game start operation (tap the cultivation game operation unit 104) for starting the cultivation game is input at the player terminal 1. When the cultivation game start operation is input, the cultivation game execution unit 701a displays a scenario selection screen (P5) and then performs a preparation phase process (P6). Note that on the scenario selection screen, the cultivation game execution unit 701a allows the player to select a plurality of scenarios in which at least some of the events occurring during the cultivation game are different from each other. In addition, during the preparation phase process, a communication process is performed between the player terminal 1 and the server 1000. At the server 1000, the cultivation game execution unit 1101a performs a preparation phase process (S6) based on the information received from the player terminal 1.
[0556] Fig.40 This is a first flowchart for illustrating the preparation phase process (P6) in the player terminal 1. Fig.41 This is a second flowchart for illustrating the preparation phase process (P6) in the player terminal 1. Fig.42 This is a third flowchart for illustrating the preparation phase process (P6) in the player terminal 1. The development game execution unit 701a of the player terminal 1 determines whether the scenario selection screen is being displayed on the display 26 (P6-1).
[0557] When the scenario selection screen is displayed ("Yes" in P6-1) and a decision operation for deciding a scenario is input ("Yes" in P6-2), the development game execution unit 701a temporarily registers the scenario ID corresponding to the scenario selected by the player (P6-3). In addition, the development game execution unit 701a derives the initial upper limit of each ability parameter (P6-4).
[0558] More specifically, based on the scenario initial added value data and the scenario selected by the player, the development game execution unit 701a adds the scenario initial added value to the common base value, thereby deriving the initial upper limit of each ability parameter. That is, the processing for setting the upper limit of the ability parameter is performed based on the scenario initial added value data and the scenario selected by the player, the scenario initial added value data being data associated with the scenario to derive the upper limit of the ability parameter to be updated during the development game, and in the scenario initial added value data, the values of at least some ability parameters are different for each scenario.
[0559] When the initial upper limit is derived in P6-4, the training game execution unit 701a switches the screen of the display 26 to the training target character selection screen 150 (P6-12). At this time, the initial upper limit derived in P6-4 is displayed in the ability parameter display part 152a of the training target character selection screen 150.
[0560] When the training target character selection screen 150 is being displayed (YES in P6-5) and a display switching operation for switching the screen display is input (YES in P6-6), the training game execution unit 701a switches the display screen of the display 26 (P6-12).
[0561] Furthermore, when a selection operation (tapping the character icon 151) is input on the training target character selection screen 150 ("Yes" in P6-7), the training game execution unit 701a temporarily stores the character corresponding to the selected character icon 151 (P6-8) and switches the display screen (P6-12).
[0562] Furthermore, when a decision operation (tapping the next operation unit 154) is input on the training target character selection screen 150 ("Yes" in P6-9), the training game execution unit 701a temporarily registers the character temporarily stored in the above P6-8 as the training target character (P6-10). In addition, the training game execution unit 701a obtains information related to the representative character (such as the representative character of the friend, etc.) extracted according to the predetermined extraction condition from the server 1000 (P6-11), and displays the successor character selection screen 170 (P6-12).
[0563] In addition, in Fig.41 As shown, when the inheritance character selection screen 170 or the development character list screen 180 is being displayed ("Yes" in P6-21), and a display switching operation for switching the screen display is input ("Yes" in P6-22), the development game execution unit 701a switches the display screen on the display 26 (P6-33).
[0564] Here, the display switching operation on the inheritance character selection screen 170 or the development character list screen 180 includes: tapping Figure 8B The skill display button 172 shown in the figure and long press the character development icon 182; and tap Fig.14 The character details dialog box 185A shown includes a nickname change button 186a, a memo input button 186b, a skill display tab 188a, an inheritance information display tab 188b, a training information display tab 188c, and a close operation unit 188d.
[0565] For example, when the skill display button 172 is tapped on the development character list screen 180, the development game execution unit 701a displays the skill display dialog box 185B in P6-33. In addition, when the development character icon 182 is long pressed on the development character list screen 180, the development game execution unit 701a displays the character details dialog box 185A in P6-33. Note that when the nickname change button 186a, the memo input button 186b, the skill display tab 188a, the inheritance information display tab 188b, the development information display tab 188c, or the close operation unit 188d is tapped in the character details dialog box 185A, the current screen is switched to the screen corresponding to the tapped operation unit.
[0566] In addition, when a selection operation (tapping the training character icon 182) is input on the training character list screen 180 ("Yes" in P6-23), the training game execution unit 701a temporarily stores the character corresponding to the selected training character icon 182 as the inheritance character (P6-24) and switches the display screen (P6-33).
[0567] Note that here, the display of the ability parameter display section 152a is updated based on the numerical value and the upper limit of the ability parameter increased due to the basic ability factor associated with the inherited character.
[0568] In addition, when a decision operation (tapping the next operation unit 154) is input on the inheritance character selection screen 170 ("Yes" in P6-25), the development game execution unit 701a temporarily registers the inheritance character temporarily stored in P6-24 (P6-26), and displays the support card organization screen 190 (P6-33) on the display 26.
[0569] In addition, when the support card selection screen 200 is being displayed ("Yes" in P6-27) and a selection operation is input on the support card selection screen 200 (the card icon 201 of the support card is tapped) ("Yes" in P6-28), the training game execution unit 701a temporarily stores the support card corresponding to the selected card icon 201 (P6-29) and switches the display screen (P6-30).
[0570] In addition, when the support card organization screen 190 is being displayed ("Yes" in P6-31) and a display switching operation for switching the screen display is input ("Yes" in P6-32), the development game execution unit 701a switches the display screen of the display 26 (P6-33).
[0571] In addition, if Fig.42 As shown, when the preset selection screen 205A ( Fig.42When the display switching operation for switching the screen display is input ("Yes" in P6-41 of ), the training game execution unit 701a switches the display screen of the display 26 (P6-45).
[0572] In addition, when a selection operation (tap the selection operation part 206c) is input on the preset selection screen 205A ("Yes" in P6-43), the training game execution unit 701a temporarily stores the reservation selection information corresponding to the selected preset (P6-44) and switches the display screen (P6-45).
[0573] Furthermore, when the final confirmation screen 205 is being displayed (No in P6-41) and a display switching operation for switching the screen display is input (Yes in P6-46), the training game execution unit 701a switches the display screen of the display 26 (P6-47).
[0574] Furthermore, when a decision operation (tap start operation portion 205b) is input on final confirmation screen 205 ("Yes" in P6-48), cultivation game execution unit 701a determines whether the game points are equal to or greater than a predetermined value (e.g., 30) (P6-49). If the game points are equal to or greater than the predetermined value ("Yes" in P6-49), cultivation game execution unit 701a sends confirmation information to server 1000 (P6-50).
[0575] Note that the confirmation information includes information for identifying the temporarily registered training target character, successor character, and support card. Upon receiving the confirmation information, the server 1000 processes ( Fig.39 In S6), it is determined whether it is permitted to execute the cultivation main game by using the temporarily registered cultivation target character, successor character, and support card. In addition, at the server 1000, it is determined whether all conditions for starting the cultivation game are satisfied. When it is determined that all conditions for starting the cultivation game are satisfied, the cultivation game execution unit 1101a stores various game information registered in the player terminal 1 in the game information storage unit 1151. In addition, the cultivation game execution unit 1101a causes the player terminal 1 to receive the permission information.
[0576] At the player terminal 1, when receiving the permission information ("Yes" in P6-51) after sending the confirmation information (P6-50), the training game execution unit 701a registers the scenario ID temporarily registered in P6-3 (P6-52). Here, the training game execution unit 701a registers the initial upper limit of each ability parameter based on the initial upper limit derived in P6-4 and the basic ability factor associated with the inherited role temporarily registered in P6-26.
[0577] In addition, the training game execution unit 701a registers the training target character (P6-53) temporarily registered in P6-10. Here, the training game execution unit 701a also registers the successor character (training character) temporarily registered as the successor character in P6-26 and the support card temporarily stored in P6-29 in the card pile.
[0578] In addition, the training game execution unit 701a registers the reservation selection information for the preset temporarily stored in the above P6-44 (P6-54). In addition, the training game execution unit 701a displays the game screen 210 on the display 26 (P6-57). By doing so, the preparation phase processing ends.
[0579] Return to reference Fig.39 , when the preparation phase processing (P6) is completed, the cultivation game execution unit 701a executes the cultivation phase processing (P7). In addition, during the cultivation phase processing, communication processing is performed between the player terminal 1 and the server 1000. At the server 1000, the cultivation game execution unit 1101a executes the cultivation phase processing (S7) based on the information received from the player terminal 1. In fact, the player terminal 1 and the server 1000 are assigned with various roles for making the cultivation main game progress, so that the player terminal 1 is responsible for the cultivation phase processing (P7) and the server 1000 is responsible for the cultivation phase processing (S7). However, it should be noted that some or all of the processing in the cultivation phase processing (P7) of the player terminal 1 described below can be performed in the cultivation phase processing (S7) in the server 1000. In addition, some or all of the processing in the cultivation phase processing (S7) in the server 1000 described below can be performed in the cultivation phase processing (P7) in the player terminal 1.
[0580] Fig.43 1 is a flowchart for illustrating the cultivation phase processing in the server 1000. The cultivation game execution unit 1101a of the server 1000 executes the turn start processing (S10) when the player is at the beginning of the turn ("Yes" in S7-1). In addition, after executing the turn start processing, the cultivation game execution unit 1101a executes the turn mid-processing (S20).
[0581] Fig.441 is a flowchart for illustrating the processing at the beginning of a round in the server 1000. The training game execution unit 1101a of the server 1000 determines whether the current round is a live performance event holding round (S10-1). If the current round is a live performance event holding round ("Yes" in S10-1), the training game execution unit 1101a sets the live performance music and other information (S10-2). Note that when the player obtains live performance music, etc., the information indicating the obtained live performance music, etc. is stored in the player terminal 1 and the server 1000 as live performance music and other information. Here, the live performance music and other information obtained in the time period from the start of the training game or the previous live performance event holding round until the current round is extracted, and the live performance music and other information is set to be received by the player terminal 1.
[0582] If the current round is not a live event holding round (No in S10-1) but a factor activation round (Yes in S10-3), the training game execution unit 1101a executes activation factor determination processing (S11).
[0583] Fig.45 11 is a flowchart for illustrating the activation factor determination process in the server 1000. The development game execution unit 1101a acquires the successor role information related to the registered successor role (S11-1). In addition, the development game execution unit 1101a acquires the factor information associated with the registered successor role (S11-2).
[0584] In addition, the training game execution unit 1101a selects one of the inherited characters that has not been processed in S11-4 and thereafter from the six inherited characters as the character to be processed (S11-3). Then, the training game execution unit 1101a selects one of the factors that has not been processed in S11-5 and thereafter from the factors associated with the inherited character selected in S11-3 as the factor to be processed (S11-4).
[0585] The training game execution unit 1101a determines the probability of activation based on the factor to be processed selected in S11-4 and the current number of rounds (S11-5). In addition, the training game execution unit 1101a performs a launch draw to determine whether to activate the factor to be processed based on the launch probability determined in S11-5 (S11-6). In the case where the factor to be processed is determined to be activated in the launch draw ("Yes" in S11-7), the training game execution unit 1101a sets the activation information indicating that the factor will be activated (S11-8).
[0586] Furthermore, when it is decided to activate a factor related to an increase in the ability parameter (Yes in S11-9), the development game execution unit 1101a determines and sets an increase value of the applicable ability parameter (S11-10).
[0587] Here, first, the training game execution unit 1101a determines the added value based on the factor level, etc. After that, the training game execution unit 1101a derives the difference between the upper limit of the applicable ability parameter and the current value, and determines whether the previously determined added value is less than or equal to the derived difference. As a result, if the added value is less than or equal to the difference, the training game execution unit 1101a sets the added value. On the other hand, in the case where the added value exceeds the difference, the difference is set to the added value. That is, the training game execution unit 1101a updates the ability parameter within the range up to the upper limit by limiting the ability parameter to be updated to a value exceeding the set upper limit.
[0588] In addition, when it is determined to initiate a factor that increases the upper limit of the ability parameter ("Yes" in S11-11), the training game execution unit 1101a determines and sets the increase value of the upper limit of the applicable ability parameter (S11-12). Note that here, the increase value of the upper limit can be determined by lottery, or can be determined as a value pre-set for each factor.
[0589] The training game execution unit 1101a determines whether the processing of all factors associated with the inherited role to be processed is completed (S11-13). If not all factors have been processed, the process returns to the processing in S11-4, in which the above-mentioned processing is performed on the remaining factors. On the other hand, when all factors have been processed ("Yes" in S11-13), the training game execution unit 1101a determines whether the processing of all inherited roles is completed (S11-14). If not all inherited roles have been processed, the process returns to the processing in S11-3, in which the above-mentioned processing is performed on the remaining inherited roles. On the other hand, when all inherited roles have been processed ("Yes" in S11-14), the training game execution unit 1101a ends the launch factor determination processing.
[0590] Return to reference Fig.44 , the training game execution unit 1101a executes the first event occurrence / non-occurrence determination process (S10-4). More specifically, at the beginning of the round, a random number is randomly obtained, and based on the obtained random number and the first event table, it is determined whether to make the first event occur and the content of the first event.
[0591] Next, the training game execution unit 1101a executes the support character lottery process (S10-5). More specifically, the training game execution unit 1101a refers to Fig.32The placement probability table shown in FIG. 1 determines whether to place a support character in each training course by drawing. This process is performed for each support character. Note that when it is determined to place a support character in a training course, the training game execution unit 1101a associates the support character ID with the training ID corresponding to the training course.
[0592] In addition, here, the following lottery can be further performed to determine whether to place a support role associated with a support card not registered by the player in the card pile in the training course. In addition, the following lottery can be performed to determine whether to place a predetermined role other than the support role that appears in the training game in the training course.
[0593] Next, the development game execution unit 1101a executes the ability parameter determination process (S12).
[0594] Fig.46 1 is a flowchart for illustrating the ability parameter determination process in the server 1000. The training game execution unit 1101a selects one of the ability parameters that has not been processed in S12-2 and thereafter from the five ability parameters as the ability parameter to be processed (S12-1). Next, the training game execution unit 1101a obtains the training level of the ability parameter to be processed (S12-2) and determines to increase the fixed value (S12-3).
[0595] Then, the training game execution unit 1101a obtains the placement information of the supporting character, etc. (S12-4) and determines the added value (S12-5). Then, the training game execution unit 1101a calculates the added value by summing the added fixed value determined in S12-3 and the added value determined in S12-5 (S12-6). Next, the training game execution unit 1101a calculates the total value by adding the added value calculated in S12-6 to the current value of the ability parameter to be processed (S12-7).
[0596] In the case where the total value exceeds "1200" as the common base value ("Yes" in S12-8), the training game execution unit 1101a calculates the value to be corrected by subtracting 1200 from the total value (S12-9). Then, the training game execution unit 1101a calculates the correction value by multiplying the value to be corrected calculated in S12-9 by 1 / 2 (S12-10). Next, the training game execution unit 1101a changes the added value to the following value (S12-11), which is obtained by subtracting the current value from the value obtained by adding the correction value calculated in S12-10 to 1200.
[0597] Thus, in the present embodiment, the increase in the capability parameter obtained from successful training is corrected to half of the original increase in value when it exceeds the common base value. For example, assume that the current value of the capability parameter to be processed is "1180" and the increase calculated in S12-6 is "100". If this is the case, the capability parameter should be expected to increase to "1280". However, in the present embodiment, the portion of the capability parameter exceeding "1200" as the common base value is halved. Therefore, in the "100" used as the original increase, the "80" exceeding "1200" is halved. As a result, the portion of the increase exceeding "1200" is calculated as "40", and the portion of the increase until "1200" is "20". Finally, the capability parameter is increased by "60" (which is obtained by adding "40" to "20").
[0598] Note that any score resulting from the above calculation is discarded. In addition, in the case where the increase is less than 1 as a result of applying the halved correction value, the increase is 1. In short, the increase is always at least 1. In the case of a decrease in the ability parameter, it is also acceptable not to apply the halving correction. In addition, for example, in the case where the increase in the ability parameter is added according to a predetermined condition in addition to the increase in the ability parameter due to ordinary training, the respective increase values may be halved.
[0599] As described above, in the present embodiment, a common base value commonly set in a plurality of capability parameters or a plurality of scenarios is provided. Furthermore, in the case where the capability parameter is updated within a range up to the common base value, the update value of the capability parameter is determined according to the first update condition. On the other hand, in the case where the capability parameter is updated to exceed the common base value, the update value of the capability parameter is determined according to the second update condition, which is less likely to increase the capability parameter than the first update condition. This prevents a specific capability parameter from being easily and extremely increased.
[0600] Here, in the case of successful training, the increase in the ability parameter exceeding the common base value is corrected. However, it should be noted that in S11-10, when the ability parameter increases due to the activation of a factor or the occurrence of an event, the increase can also be corrected in the same manner as described above.
[0601] In addition, the training game execution unit 1101a determines whether the changed total value obtained by adding the current value to the increased value changed in S12-11 exceeds the current upper limit of the ability parameter to be processed (S12-12). In the case where the changed total value exceeds the current upper limit ("Yes" in S12-12), the training game execution unit 1101a changes the increased value to a value obtained by subtracting the current value from the current upper limit (S12-13).
[0602] In addition, when not all ability parameters have been processed as described above ("No" in S12-14), the process returns to S12-1, in which the remaining ability parameters are processed in the same manner. On the other hand, when all ability parameters have been processed, the training game execution unit 1101a ends the ability parameter determination processing.
[0603] Although not described in detail, the ability parameter determination process determines the amount of physical strength reduction or physical strength recovery when each training course is performed. In addition, the training game execution unit 1101a calculates the failure rate of training for each training course based on the physical strength of the training target character.
[0604] Return to reference Fig.44 , the training game execution unit 1101a executes a performance parameter determination process (S10-6). In the performance parameter determination process, the performance characteristics to be associated with each training course are determined. More specifically, the training game execution unit 1101a uses Fig.34A The probability shown is used to perform a draw to decide whether to associate a performance feature with a training course. This draw is performed for each training course. In addition, zero to two performance features are associated with a training course.
[0605] In addition, the training game execution unit 1101a determines the increase value of the performance parameter in the case of successfully executing each training course. More specifically, the training game execution unit 1101a determines the increase value of the performance parameter based on the increase fixed value table (reference Fig.34B ) and the bonus addition rate table (reference Fig.34C ) to determine the incremental value of the performance parameter associated with the training session.
[0606] Next, the training game execution unit 1101a executes the second event occurrence / non-occurrence determination process (S10-7). More specifically, the training game execution unit 1101a refers to Fig.35 The second event table shown in FIG. 1 determines whether to cause the second event to occur by drawing. The training game execution unit 1101a randomly obtains a random number, and determines whether to cause the second event to occur based on the obtained random number and the second event table. Here, for example, the training game execution unit 1101a determines whether to execute the support event pre-set in each support card associated with the training course by drawing.
[0607] Furthermore, the training game execution unit 1101a executes a live performance partner member determination process (S10-8). Here, when the current round is a pre-set round, the live performance partner member is determined according to a predetermined algorithm.
[0608] Then, the training game execution unit 1101a stores the game information including the information on the lottery results in S10-3 to S10-8 in the game information storage unit 1151 in a manner receivable by the player terminal 1 (S10-9).
[0609] Fig.47 2 is a flowchart for illustrating the cultivation phase processing in the player terminal 1. The cultivation game execution unit 701a of the player terminal 1 executes the turn start processing (P10) when the player is at the beginning of the turn ("Yes" in P7-1), or executes the turn mid-processing (P20) when the player is not at the beginning of the turn.
[0610] Fig.48 This is a flowchart for illustrating the process at the start of a round in the player terminal 1. At the start of a round, the development game execution unit 701a accesses the game information storage unit 1151 of the server 1000 and receives the game information stored in the above S10-9 from the server 1000 (P10-1).
[0611] Then, the training game execution unit 701a executes a command setting process (P10-2) for causing the player to select various commands related to the training phase process. More specifically, as in, for example, Fig.21 As shown in , based on the current round number, the training game execution unit 701a executes processing for causing the player to select various commands (such as the rest operation unit 215, the training operation unit 216, the skill operation unit 217, the outing operation unit 218, the match operation unit (specific command) 219, the live performance preparation operation unit 220, etc.). The training game execution unit 701a also executes processing for causing the player to select a plurality of match selection operation units (sub-commands) 261 associated with the match operation unit 219.
[0612] In addition, in the command setting process, the training game execution unit 701a enables the player to select commands for the speed operation unit 241, the endurance operation unit 242, the strength operation unit 243, the perseverance operation unit 244, and the intelligence operation unit 245 corresponding to each training course. The training game execution unit 701a performs a process for enabling the player to select one of a plurality of these commands.
[0613] Note that, in the live performance event holding round, the nurturing game execution unit 701a enables selection of the live performance preparation operation section 220 and the live performance start button 300a, and disables selection of other operation sections (ie, commands).
[0614] Next, based on the game information received from the server 1000, the current round, and the processing result of the command setting processing in P10-2, the training game execution unit 701a executes a display control process for displaying the game screen 210, the training screen 240, the live performance start screen 300, etc. (P10-3). Here, the display of, for example, Fig.23A , Fig. 23B and Fig.23D As a result, the player terminal 1 determines that the game has entered a turn, so that a turn process (P20) for accepting player operation input is executed.
[0615] Fig.49 20-1 is a flowchart for illustrating the processing in the round in the player terminal 1. When the player operation input is performed in the player terminal 1 ("Yes" in P20-1), the training game execution unit 701a performs the command selection process (P30). In addition, when no operation input is performed ("No" in P20-1) and a command is received from the server 1000 ("Yes" in P20-2), the training game execution unit 701a performs the command reception process (P40).
[0616] Fig.50 30-1 is a flowchart for illustrating the command selection process in the player terminal 1. When the player selects a round end command (rest operation unit 215, outing operation unit 218, speed operation unit 241, endurance operation unit 242, strength operation unit 243, perseverance operation unit 244, intelligence operation unit 245 or competition operation unit 274) used as a predetermined command for ending the round ("Yes" in P30-1), the training game execution unit 701a sends the selected command to the server 1000 (P30-2). Then, the training game execution unit 701a waits to receive a command from the server 1000 (P30-3).
[0617] In addition, when a skill acquisition operation (tap the skill display bar 251) for acquiring a skill is input ("Yes" in P30-4), the training game execution unit 701a sends a command corresponding to the operated skill display bar 251 to the server 1000 (P30-5). In addition, the training game execution unit 701a updates the skill information indicating that the corresponding skill has been acquired (P30-6).
[0618] In addition, when the live performance preparation operation is input (tapping the live performance preparation operation unit 220 or the live performance music and other details display bar 292) ("Yes" in P30-7), the training game execution unit 701a displays the live performance preparation screen 290 or the confirmation dialog box 294 on the display 26 (P30-8).
[0619] In addition, when the live performance music etc. is input and an operation is performed (the execution button 294a is tapped) ("Yes" in P30-9), the training game execution unit 701a sends a command corresponding to the live performance music etc. detail display column 292 operated to the server 1000 (P30-10). Then, the training game execution unit 701a waits to receive a command from the server 1000 (P30-11).
[0620] Furthermore, when a live performance start operation is input (tap the live performance start button 300a) ("Yes" in P30-12), the training game execution unit 701a sends a command indicating that the live performance start operation has been performed to the server 1000 (P30-13). Fig.51 and Fig.52 As shown, the server 1000 performs mid-round processing (S20).
[0621] Fig.51 1 is a first flowchart for illustrating the process in the round in the server 1000 . Fig.52 20-1 is a second flowchart for illustrating the processing in the round in the server 1000. When receiving a command indicating the operation input to the outgoing operation unit 218 ("Yes" in S20-1), the training game execution unit 1101a executes the outgoing execution processing (S20-2). Here, an outgoing event for increasing the physical strength and physical condition parameters is determined. In addition, the physical strength and physical condition parameters are updated based on the determined outgoing event.
[0622] When receiving a command indicating an operation input to the rest operation unit 215 (Yes in S20-3), the training game execution unit 1101a executes a rest execution process (S20-4). Here, a rest event for increasing the physical strength parameter is determined. In addition, the physical strength parameter is updated based on the determined rest event.
[0623] When receiving a command indicating an operation input for starting a match ("Yes" in S20-5), the training game execution unit 1101a executes a match execution process (S20-6). Here, a match simulation is performed based on the parameters of the training target character and the NPC participating in the match. In addition, the training game execution unit 1101a executes a reward granting process for granting a reward to the player (S20-7). Here, the reward is determined based on the simulation result (i.e., the ranking of the training target character, the progress of the match, etc.), and the determined reward is granted to the player.
[0624] When receiving a command indicating the execution of any training ("Yes" in S20-8), the training game execution unit 1101a performs a success judgment process (S20-9). Here, the success or failure of the training is judged based on the failure rate calculated in advance. Then, the training game execution unit 1101a updates various parameters (S20-10) based on the judgment result in S20-9. Here, at the beginning of the training, as determined in S10-5, the ability parameters, etc. are updated. Here, at the beginning of the training, as determined in S10-6, the performance parameters are also updated.
[0625] In addition, when executing the process related to the end of the round (S20-2, S20-4, S20-6, S20-7, S20-9 or S20-10), the training game execution unit 1101a executes the process for ending the current round and transitioning to the next round (S20-11). In this way, the mid-round process (S20) is ended in the server 1000, and the server 1000 is made to wait for the process at the start of the round (S10).
[0626] In addition, through Fig.51 and Fig.52 The various game information determined and updated by the processing shown is set in the game information storage unit 1151 (S20-12). The game information set here is received by the player terminal 1.
[0627] In addition, if Fig.52 As shown, when receiving an input command indicating a skill acquisition operation ("Yes" in S20-21), the development game execution unit 1101a updates the skill information in the game information storage unit 1151 (S20-22). In addition, the development game execution unit 1101a consumes skill points as skills are acquired (S20-23).
[0628] In addition, when receiving a command indicating the acquisition of live performance music, etc. ("Yes" in S20-24), the training game execution unit 1101a updates the live performance music, etc. information indicating the acquired live performance music, etc. (S20-25). In addition, the training game execution unit 1101a consumes the performance parameter as the live performance music, etc. is acquired (S20-26).
[0629] In addition, referring to the path information of the live music, etc., the training game execution unit 1101a determines the next three live music, etc. that the player can select based on the obtained live music, etc. (S20-27).
[0630] In addition, the training game execution unit 1101a activates the first reward associated with the obtained live performance music, etc. (S20-28). Here, activating the first reward causes an increase in ability parameters, recovery of physical strength, acquisition of skill prompts, etc. Therefore, the first reward associated with the live performance music, etc. is activated in the round in which the live performance music, etc. is obtained.
[0631] In addition, when receiving a command indicating the start of a live performance operation ("Yes" in S20-29), the training game execution unit 1101a loads information such as live performance music indicating the live performance music obtained by the player (S20-30). Then, the training game execution unit 1101a launches a second reward associated with the live performance music obtained in the time period from the start of the training main game or the previous live performance event holding round until the current round (live performance event holding round) (S20-31). Here, launching the second reward updates various parameters including the training rate, event occurrence rate, skill prompt occurrence rate, competition reward, failure rate, etc. Therefore, the second reward associated with the live performance music, etc. is launched in the round of the first live performance event held after the live performance music, etc. is obtained.
[0632] Note that here, the utility of the second reward lasts from the time it is activated until the end of the cultivation main game. However, it should be noted that the utility of the second reward may be valid only within a predetermined time period. For example, the utility of the second reward may last only within a time period such as from the time the second reward has been activated until the next live performance event is held or until a preset number of rounds have passed.
[0633] At the player terminal 1, upon receiving the game information (command) set in S20-12, Fig.49 In the illustrated round process (P20), a command receiving process (P40) is executed.
[0634] Fig.53 40-1. The training game execution unit 701a analyzes the command received from the server 1000 (P40-1). When receiving a command other than the command indicating successful training ("No" in P40-2), the training game execution unit 701a performs various performances such as displaying the event screen 240b based on the received command (P40-3).
[0635] For example, when an event that increases the ability parameter occurs, an event screen 240b corresponding to the event that has occurred is displayed. At this time, when the ability parameter exceeds the common basic value, a special performance is performed.
[0636] Note that in the live performance event holding round, the number and type of characters displayed on the live performance event screen 301 are determined according to the number of live performance music, etc. and the live performance partner members. In short, in the live performance event holding round, the display mode of the live performance event screen 301 is determined according to the number of live performance music, etc. and the live performance partner members. In addition, the training game execution unit 701a displays the live performance event screen 301 in the determined display mode. Note that here, the display mode of the live performance event screen 301 is determined at the player terminal 1. However, it should be noted that the display mode of the live performance event screen 301 can be determined at the server 1000.
[0637] In addition, when receiving a command indicating successful training ("Yes" in P40-2), the training game execution unit 701a executes such as displaying Fig.23C The training game execution unit 701a determines whether the increased value of the ability parameter exceeds the common base value (P40-5). If the increased value of the ability parameter exceeds the common base value ("Yes" in P40-5), the training game execution unit 701a performs a special instruction such as displaying a dedicated icon (P40-6).
[0638] In addition, the training game execution unit 701a updates various parameters in the game information storage unit 751 based on the received command (P40-7). In addition, in the case of receiving a command for ending the round ("Yes" in P40-8), the training game execution unit 701a executes the round end processing (P40-9). Here, after the display of various screens such as the event screen, the processing for ending the current round and starting the next round is executed. This makes Fig.49 The process ends in the round shown. If there is a next round, execute at player terminal 1 Fig.47 On the other hand, when there is no next round, that is, when the last round ends, the culture phase processing (P7 and S7) ends.
[0639] Return to reference Fig.39At the end of the above-mentioned cultivation phase processing, at the player terminal 1, the cultivation completion processing unit 702a performs the cultivation game end processing (P8). In the cultivation game end processing, the cultivation completion processing unit 702a stores the information related to the cultivation character cultivated in the cultivation game in the game information storage unit 751. In addition, the cultivation completion processing unit 702a sends the end information to the server 1000. The end information includes information related to the cultivation character, etc. At the server 1000, upon receiving the end information, the cultivation game end processing unit 1102a performs the cultivation game end processing (S8).
[0640] Fig.54 1 is a flowchart for illustrating the cultivation game end processing in the server 1000. The cultivation game end processing unit 1102a derives an evaluation score based on the end information received from the player terminal 1 (S8-1). In addition, the cultivation game end processing unit 1102a derives a cultivation ranking based on the derived evaluation score (S8-2).
[0641] In addition, the training game end processing unit 1102a determines the factors to be obtained by the training character (S8-3). Here, the basic ability factor, adaptability factor, competition factor, and skill factor to be associated with the training target character (training character) are determined based on, for example, the game results in the training game, the final ability parameters, etc. For the factors determined to be associated with the training target character (training character), the factor level is also determined.
[0642] In this embodiment, a role factor is provided for each role that can be set as a training target role. Here, in the case where the role selected as the training target role has a predetermined level, the role factor is always associated with the training target role (training role).
[0643] As described above, the character factor includes a factor that achieves the utility of increasing the upper limit of a predetermined ability parameter. For example, in the case where a player plays a training game in which a character associated with a character factor for increasing the upper limit of a speed ability parameter is used as a training target character, the player can create a training character associated with a character factor for increasing the upper limit of a speed ability parameter. The player can increase the upper limit of the speed ability parameter by playing a training game in which the training character created in this way is used as an inherited character.
[0644] In short, it can be said that the selection of the training target character in the training game is to select the character factor to be associated with the training completed training character. This makes it easy for the player to increase the upper limit of the desired ability parameter. As a result, the player is further encouraged to play the game, the purpose of which is to create a training character with various character factors.
[0645] In addition, the training game end processing unit 1102a determines the category based on the number of fans obtained (S8-4). In addition, the training game end processing unit 1102a determines the likeness points based on predetermined parameters such as the training ranking or the number of fans (S8-5). Although not described in detail, the likeness points are points awarded not to the training character but to the character on which the training character is based.
[0646] A plurality of the above-mentioned story screens are provided for each character, and release conditions are set for some of these story screens. There are some story screens in which the likeability points are set as their release conditions, so that when the likeability points reach a threshold, the player is allowed to view such story screens.
[0647] In addition, the training game end processing unit 1102a determines a nickname (S8-6). Here, the conditions achieved in the training main game are confirmed, and the nickname to be obtained by the training character is determined. In addition, the training game end processing unit 1102a determines the reward to be awarded to the player based on the result of the training game (S8-7).
[0648] In addition, the training game end processing unit 1102a stores the training character information (including character type, evaluation score, training ranking, ability parameter, adaptability parameter, acquired skills, inheritance information, factor information, class, nickname, etc.) in the game information storage unit 1151 in a manner associated with the player ID of the player (S8-8). Note that the training character information may include the upper limit of the ability parameter. In addition, the training game end processing unit 1102a sets the training result information and causes the player terminal 1 to receive the training result information (S8-9).
[0649] Return to reference Fig.39 When the cultivation result information is received, the cultivation completion processing unit 702a performs the cultivation game end display processing (P9). Here, the cultivation completion processing unit 702a stores the received cultivation result information in the game information storage unit 751. In addition, the cultivation completion processing unit 702a displays the cultivation completion screen 310 (reference Fig.36A , Fig.36B and Fig.36C ) is displayed on the display 26.
[0650] The above-mentioned training game is realized by the above-mentioned processing. In addition, the training character information related to the training character trained (created) by the training game is stored in a manner associated with the player ID. By doing so, the created training character can be used as an inherited character in the subsequent training game.
[0651] Note that the above-described processing in the player terminal 1 and the server 1000 is merely an example. The above-described respective processing may be executed only in the player terminal 1 or only in the server 1000.
[0652] Although one aspect of the embodiment has been described with reference to the accompanying drawings, it is needless to say that the present invention is not limited to the above-described embodiment. Obviously, those skilled in the art can conceive of various variations and modifications within the scope stated in the claims, and will understand that these variations and modifications are obviously within the technical scope.
[0653] The game play and processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. In any case, it is sufficient as long as the information processing program causes a computer (in the embodiment, at least one of the player terminal 1 and the server 1000) to execute the following processing.
[0654] (Processing performed by a computer)
[0655] Processing (eg, P6-12 in the embodiment) for enabling a player to select a training completion game medium (eg, a training character in the embodiment) associated with predetermined inheritance information (eg, factor information in the embodiment) for use in a training game.
[0656] Processing for executing a training game (for example, P6, P7, S6, and S7 in the embodiment), the processing at least includes processing for updating at least one parameter associated with a training object character (for example, five ability parameters in the embodiment) (for example, S20-10 in the embodiment), and processing for completing a game medium based on the training selected by the player (for example, S11 in the embodiment).
[0657] A process for creating and storing a cultivation completion game medium based on the completion of the cultivation game (for example, S8 in the embodiment) in which parameters and inheritance information are associated with the cultivation target character.
[0658] In addition, the inheritance information includes specific inheritance information (for example, a basic ability factor and a role factor in the embodiment) for increasing the upper limit of the parameter.
[0659] Furthermore, in the case where specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game increases the upper limit of the predetermined parameter (for example, P6-52 and S11-12 in the embodiment).
[0660] Although the above embodiment is described by an example in which the parameter whose upper limit is increased is the ability parameter, the parameter whose upper limit is increased is not limited to the ability parameter. For example, in the above embodiment, the upper limit of the performance parameter or the physical strength parameter may be increased.
[0661] Furthermore, the above-described embodiment is described by providing a basic capability factor and a role factor as examples of factors for increasing the upper limit of a capability parameter. However, it should be noted that the types of factors for increasing the upper limit of a capability parameter are not limited to those described above. In addition, the above-described embodiment is described by an example in which an increase value of a capability parameter is further associated with a factor for increasing the upper limit of the same capability parameter. However, it should be noted that there may be a factor that is only provided with a utility for increasing the upper limit of a capability parameter.
[0662] In addition, the above embodiments are described by examples of increasing capability parameters or obtaining tips for skills based on factors associated with inherited roles. However, it should be noted that the processing based on inherited roles is not limited to those described above. For example, in the above embodiments, based on inherited roles, a predetermined event may occur.
[0663] In addition, a base value commonly set in a plurality of parameters (e.g., a common base value in an embodiment) may be provided. In addition, in the case where specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game may be able to increase the upper limit of the predetermined parameter to a value greater than the base value. However, it should be noted that the base value is not required.
[0664] In addition, the information processing program can cause the computer to execute processing for performing different displays between when the parameter is updated within a range below the basic value and when the parameter is updated to exceed the basic value (for example, P10-3, P40-3, and P40-6 in the embodiment). However, it should be noted that a common display can be performed regardless of whether the basic value is exceeded.
[0665] In addition, the inheritance information may include a plurality of kinds of specific inheritance information that are different from each other at least in the parameter of the upper limit increase or the increase value of the upper limit. However, it should be noted that only one kind of specific inheritance information may be provided.
[0666] In addition, the information processing program may cause the computer to execute processing (for example, P5 in the embodiment) for enabling the player to select a character set as a training target character from a plurality of characters associated with any of a plurality of types of specific inheritance information. However, it should be noted that only one type of character that can be set as a training target character may be provided.
[0667] Furthermore, the information processing program may associate specific inheritance information associated with the character set as the training target character with the training completion game medium. However, it should be noted that specific inheritance information unique to the character is not essential.
[0668] In addition, in the process for updating at least one parameter, when the parameter is updated within a range lower than a base value, the updated value of the parameter can be determined based on a first update condition, and when the parameter is updated to exceed the base value, the updated value of the parameter can be determined based on a second update condition that is less likely to increase the parameter than the first update condition (for example, S12-8 to S12-11 in the embodiment).
[0669] However, contrary to the above, a second update condition may be set that makes it easier to increase the parameter than the first update condition. Alternatively, the update value of the parameter may be determined according to a common update condition regardless of the base value or the updated value.
[0670] Note that the information processing program for executing the processing in the above-mentioned embodiment and various modifications can be stored in a computer-readable non-transient storage medium, and can be provided as a storage medium. In addition, it is also acceptable to provide a game terminal device including the storage medium. In addition, the above-mentioned embodiment and various modifications can also be the information processing method for realizing the steps shown in each function and flow chart.
[0671] Description of Reference Numerals
[0672] 1 Player Terminal
[0673] 1000 servers
[0674] G Game Device
[0675] Information Processing System
Claims
1. An information processing program for causing a computer to execute: Processing for enabling a player to select a cultivation completion game medium associated with predetermined inheritance information to be used in a cultivation game; a process for executing the development game, the process including at least a process for updating at least one parameter associated with the development target character, and a process for completing the game medium based on the development selected by the player; as well as a process for creating and storing the cultivation completion game medium based on the completion of the cultivation game, in which the at least one parameter and the inheritance information are associated with the cultivation target character, wherein the inheritance information includes specific inheritance information for increasing the upper limit of the at least one parameter, and When the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game increases the upper limit of a predetermined parameter.
2. The information processing program according to claim 1, in, providing a base value commonly set in a plurality of said parameters, In a case where the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game can increase the upper limit of the predetermined parameter to a value greater than the basic value, and The information processing program causes the computer to execute processing for performing a different display between a case where the parameter is updated within a range below the base value and a case where the parameter is updated to exceed the base value.
3. The information processing program according to claim 1 or 2, in, The inheritance information includes a plurality of types of specific inheritance information that are different from each other in at least a parameter of an upper limit increase or an increase value of the upper limit, the information processing program causes the computer to execute processing for enabling a player to select a character set as the training target character from a plurality of characters associated with any of the plurality of kinds of specific inheritance information, and The process for creating and storing the training completion game medium associates specific inheritance information associated with the character set as the training target character with the training completion game medium.
4. The information processing program according to claim 1 or 2, in, The specific inheritance information is also associated with an increased value of the predetermined parameter.
5. The information processing program according to claim 3, in, The specific inheritance information is also associated with an increased value of the predetermined parameter.
6. The information processing program according to claim 1 or 2, in, providing a base value commonly set in a plurality of said parameters, In a case where the specific inheritance information is associated with the cultivation completion game medium selected by the player, the processing for executing the cultivation game can increase the upper limit of the predetermined parameter to a value greater than the basic value, When the parameter is updated within a range below the base value, an updated value of the parameter is determined according to a first update condition, and When the parameter is updated to exceed the base value, the update value of the parameter is determined according to a second update condition that is less likely to increase the parameter than the first update condition.
7. An information processing method, which is executed by at least one computer, wherein the at least one computer executes: Processing for enabling a player to select a cultivation completion game medium associated with predetermined inheritance information to be used in a cultivation game; a process for executing the development game, the process including at least a process for updating at least one parameter associated with the development target character, and a process for completing the game medium based on the development selected by the player; as well as a process for creating and storing the cultivation completion game medium based on the completion of the cultivation game, in which the at least one parameter and the inheritance information are associated with the cultivation target character, wherein the inheritance information includes specific inheritance information for increasing the upper limit of the at least one parameter, and When the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game increases the upper limit of a predetermined parameter.
8. A gaming device comprising at least one computer, wherein the at least one computer executes: Processing for enabling a player to select a cultivation completion game medium associated with predetermined inheritance information to be used in a cultivation game; a process for executing the development game, the process including at least a process for updating at least one parameter associated with the development target character, and a process for completing the game medium based on the development selected by the player; as well as a process for creating and storing the cultivation completion game medium based on the completion of the cultivation game, in which the at least one parameter and the inheritance information are associated with the cultivation target character, wherein the inheritance information includes specific inheritance information for increasing the upper limit of the at least one parameter, and When the specific inheritance information is associated with the cultivation completion game medium selected by the player, the process for executing the cultivation game increases the upper limit of a predetermined parameter.
Citation Information
Patent Citations
Game system, game control unit, program and game control method
JP2021121396A