Program, information processing system, and information processing method
By registering a game medium with specific information associated with it in the game, and using the specific information decision and change department to decide and change specific information based on the game results, the problem of the burden of players repeatedly obtaining information is solved, and the efficiency of the game experience is improved.
Patent Information
- Application Number
- CN202380061592.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-07-25
- Filing Date
- 2023-07-14
- Publication Date
- 2025-04-04
AI Technical Summary
In games that provide cultivation functions, players need to play repeatedly until they get the desired specific information, causing the player to feel burdened.
By registering the game medium associated with the specific information with the player in the game in association with the player in the database, the specific information determination unit and the specific information change unit determine and change the specific information associated with the game medium based on the game results.
Reduces the burden of players playing repeatedly until they obtain the desired specific information, and improves the efficiency of the game experience.
Smart Images

Figure CN119768215A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which specific information corresponds to a game medium. Background Art
[0002] In the past, there are known games that provide a development function for game media such as character development (see Patent Document 1). For example, in Patent Document 1, specific information can be given to the developed character based on the result obtained by developing the game medium, i.e., the character, which is the development object, and can be used for the development of the next character.
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent No. 7035123 Summary of the invention
[0006] Problem that the invention aims to solve
[0007] However, in games that provide the above-mentioned development function, the chances of obtaining specific information with the completion of development are limited, so players need to repeatedly use the development function to play the game until they can obtain the desired specific information. Therefore, for players who cannot ensure sufficient time to play the game, the need to play the game repeatedly may become a major reason for losing the desire to continue playing the game.
[0008] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a program, an information processing system, and an information processing method that reduce the burden on players of repeatedly playing a game.
[0009] Solutions for solving problems
[0010] (1) The present invention relates to a program for a game in which a game medium associated with specific information is registered in a database in association with a player, the program causing a computer to function as the following units: a specific information determination unit that determines the specific information associated with the game medium used in the specified game based on a result obtained by playing the specified game; and a specific information change unit that enables the specific information associated with the game medium to be changed after the specific information is notified to the player.
[0011] (2) In the program of the present invention, the specified game may be a game for developing the game medium, and the specific information determination unit may determine the specific information associated with the game medium by referring to the state of the game medium as a development object in the specified game at a specified time point.
[0012] (3) In the program of the present invention, the specified game may be a game for developing the game medium, and the program may cause the computer to also function as a specific information application unit. When the game medium is developed in the specified game, the specific information application unit affects the state of the game medium that is the development object based on the specific information associated with the game medium developed in the past.
[0013] (4) In the program of the present invention, it may be that the specific information changing unit accepts a specific input for requesting redetermination of the specific information after the specific information is notified to the player, and the specific information determining unit redetermines the specific information associated with the game medium under the same conditions as the specific information notified to the player based on the fact that the specific input has been performed.
[0014] (5) In the program of the present invention, the specific information changing unit may display the specific information acquired previously and the specific information acquired later in a comparable manner for the game medium, and enable the player to select which side of the specific information is to be associated with the game medium.
[0015] (6) The present invention relates to an information processing system for a game, in which a game medium associated with specific information is registered in a database in association with a player, and the information processing system includes: a specific information determination unit, which determines the specific information associated with the game medium used in the specified game based on a result obtained by playing the specified game; and a specific information change unit, which enables the specific information associated with the game medium to be changed after the specific information is notified to the player.
[0016] (7) The present invention relates to an information processing method for a game, in which a game medium associated with specific information is registered in a database in association with a player, the information processing method comprising: a specific information determination step for determining the specific information associated with the game medium used in the specified game based on a result obtained from playing the specified game; and a specific information change step for enabling the specific information associated with the game medium to be changed after the specific information is notified to the player.
[0017] In the above-mentioned program, information processing system and information processing method of the present invention, it is possible to change specific information associated with the game medium used in the specified game based on the results obtained from playing the specified game, thereby reducing the burden on the player to repeatedly play the specified game until the specific information desired by the player is obtained. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] Figure 1 It is a diagram showing the overall structure of the information processing system.
[0019] Figure 2 This is a functional block diagram of a server associated with a development function for developing a character among functions implemented by an information processing system.
[0020] Figure 3 This is a functional block diagram of a player terminal associated with a development function for developing a character among functions implemented by an information processing system.
[0021] Figure 4 This is a flowchart showing an example of processing related to the development function for developing a character.
[0022] Figure 5 This is a diagram showing an example of a character development selection screen displayed on a player terminal.
[0023] Figure 6 This is a diagram showing an example of a successor character selection screen displayed on a player terminal.
[0024] Figure 7 This is a diagram showing an example of a succession character list screen displayed on a player terminal.
[0025] Figure 8 This is a diagram showing an example of a successor character selection screen displayed on a player terminal.
[0026] Fig. 9 This is a diagram showing an example of a successor character selection screen displayed on a player terminal.
[0027] Fig.10 This is a diagram showing an example of an auxiliary formation screen displayed on a player terminal.
[0028] Fig.11 This is a diagram showing an example of a final confirmation screen displayed on a player terminal.
[0029] Fig.12 This is a diagram showing an example of a development homepage screen displayed on a player terminal.
[0030] Fig.13 This is a diagram showing an example of a training screen displayed on a player terminal.
[0031] Fig.14 This is a diagram showing an example of a match list screen displayed on a player terminal.
[0032] Fig.15 This is a diagram showing an example of a development homepage screen displayed on a player terminal.
[0033] Fig.16 This is a diagram showing an example of a match list screen displayed on a player terminal.
[0034] Fig.17 2 is a diagram showing an example of a target achievement notification screen displayed on a player terminal.
[0035] Fig.18 This is a diagram showing an example of a target list screen displayed on a player terminal.
[0036] Fig.19 This is a diagram showing an example of a development goal completion screen displayed on a player terminal.
[0037] Fig. 20 This is a diagram showing an example of a target list screen displayed on a player terminal.
[0038] Fig.21 This is a flowchart showing an example of processing related to determination of factor information.
[0039] Fig. 22 This is a diagram showing an example of a final confirmation dialog box displayed on a player terminal.
[0040] Fig.23 1 is a diagram showing an example of an acquisition factor notification screen displayed on a player terminal.
[0041] Fig.24 : is a figure which shows an example of the determination factor confirmation dialog box displayed on the player terminal.
[0042] Fig.25 : is a figure which shows an example of the re-acquisition factor confirmation dialog box displayed on the player terminal.
[0043] Fig.26 : is a figure which shows an example of the acquisition factor selection screen displayed on the player terminal.
[0044] Fig. 27 : is a figure which shows an example of the acquisition factor selection screen displayed on the player terminal.
[0045] Fig.28 This is a diagram showing an example of a factor list dialog box displayed on a player terminal.
[0046] Fig.29 : is a figure which shows an example of the determination factor confirmation dialog box displayed on the player terminal. DETAILED DESCRIPTION
[0047] The following describes an embodiment of the present invention. In addition, the following embodiment does not unduly limit the content of the technical solution described in the claims. In addition, all the structures described in this embodiment are not necessarily the structural elements required by the present invention.
[0048] 1. Structure of information processing system
[0049] Figure 1 1 is a diagram showing the overall structure of the information processing system 10 of this embodiment. Figure 1 As shown, in the information processing system 10, a server 20 and a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, thereby constructing a so-called client-server communication system. Furthermore, each of the plurality of player terminals 40 communicates with the server 20 via the network 30, thereby transmitting and receiving various information. In addition, each of the plurality of player terminals 40 communicates with other player terminals 40 via the network 30 and the server 20, thereby transmitting and receiving various information.
[0050] The server 20 includes a control unit 21 composed of a processor such as a CPU, a storage unit 22 composed of a main storage device such as a ROM and a RAM and an auxiliary storage device such as a HDD and an SSD, and a communication unit 23 composed of a communication module and a communication interface. The server 20 executes various processes according to the program stored in the storage unit 22 by the control unit 21. In addition, the server 20 receives information from the player terminal 40 through the communication unit 23, and sends information related to the results of the process executed by the control unit 21 to the player terminal 40.
[0051] The player terminal 40 is a smart phone, a tablet, a personal computer, a portable game console, a fixed game console installed in a store or home, etc. The player terminal 40 includes a control unit 41 composed of a processor such as a CPU, a storage unit 42 composed of a main storage device such as a ROM, a RAM, and an auxiliary storage device such as a flash memory, a HDD, and an SDD, an operation / input unit 43 composed of a touch panel, a keyboard, a microphone, etc., a display unit 44 composed of a liquid crystal display, an organic EL display, etc., and a communication unit 45 composed of a communication module and a communication interface. The player terminal 40 also performs various processes according to the program stored in the storage unit 42. In addition, the player terminal 40 receives information from the server 20 through the communication unit 45, and sends information to the server 20 and other player terminals 40.
[0052] In the information processing system 10 of this embodiment, there is a function of providing the following competition game through the player terminal 40: developing a character with a horse racing theme, and allowing the developed character to participate in a competition to compete with other characters. In particular, in the information processing system 10 of this embodiment, there is a development function for developing a character, a battle function for allowing the developed character to compete with other characters, etc., and the following describes the case where the development function and the battle function are implemented with the player terminal 40 as the main body. However, the functions described above can also be implemented with the server 20 as the main body, and can also be implemented by sharing between the server 20 and the player terminal 40.
[0053] Figure 2 2 is a functional block diagram showing main functions of the server 20 .
[0054] The server 20 in the information processing system 10 has the function of managing players, characters, etc. using various identification information, performing calculations required for the progress of the game in response to requests from the player terminal 20 and sending calculation results to the player terminal 40. The server data storage unit 50 cooperates with the game calculation unit 60 to implement these functions.
[0055] The server data storage unit 50 includes a player management database 51, which is mainly implemented by the storage unit 22. In this embodiment, a character list, an item list, a development target list, etc. are stored in the player management database 51 in association with a player ID assigned to each player.
[0056] The character list includes, for example, the individual character ID assigned to each developed character, the character category ID indicating the category of the character, the character's status (rarity, evaluation points, track suitability, distance suitability, running method suitability, running style, speed, endurance, strength, perseverance, intelligence, skills possessed, titles obtained, factor information), lock status (locked, unlocked), and the character's development history (development conditions (inherited character selection information and auxiliary props grouping information, etc.), the record of participating in competitions during development), etc.
[0057] In the present embodiment, a “completely developed character” refers to a character that has been developed through a development function and whose state is determined after the development is completed. The development function is one of the game functions implemented by the information processing system 10 of the present embodiment.
[0058] In addition, in this embodiment, there are "character individual ID" and "character category ID", and the difference between them is as follows.
[0059] First, the "character individual ID" is an ID assigned when the developed character is registered in the character list after the development of the character in the development function is completed, and is used to identify each developed character associated with the player ID.
[0060] In the present embodiment, a method is adopted in which a player selects a character to be developed from a plurality of characters in the development function, and the "character type ID" is an ID assigned to identify the type of a developed character.
[0061] In addition, the "locked status" indicates whether the transfer of the developed character (deletion from the character list) is prohibited. If it is not locked, the transfer is possible, and if it is locked, the transfer is not possible. The locked status includes the case where the player specifies it individually from the list of developed characters, the case where the developed character is currently registered to participate in the game, etc.
[0062] In the development object list, data corresponding to any information of unlocked or unlocked is stored for the character category ID. In this embodiment, the character corresponding to the unlocked information in the development object list becomes the character that the player can select as the development object in the development function. In addition, in this embodiment, a new character can be unlocked by unlocking props or character acquisition lottery, and the number of characters that can be selected as the development object by the player is different. In the following, the character that can be selected as the development object in the development function is sometimes referred to as an unlocked character.
[0063] The item list includes data related to the items, reinforcement points, trainer points (TP), and in-game currency owned by the player. In this embodiment, for example, the content and amount of items owned, the amount of reinforcement points owned, the amount of trainer points (TP), and the amount of in-game currency owned are stored in the player management database 51 as the item list.
[0064] The props in this embodiment are used, for example, to assist in the development of characters or to change the conditions for participating in a competition. Props can be obtained based on the results of a competition or by consuming in-game currency.
[0065] In addition, the strengthening points are used to strengthen auxiliary items that assist the development of the character, for example. By strengthening the auxiliary items, the character can be developed in a more favorable development environment.
[0066] In addition, trainer points (TP) are points used to develop characters using the development function, and character development can be started by consuming trainer points (TP) equivalent to the amount required for one development at the beginning of development. In addition, in this embodiment, after the character development is completed, the consumption of trainer points (TP) is also required when reacquiring factor information associated with the character.
[0067] In addition, as data stored in the player management database 51, a friend list is included. In the present embodiment, other players are registered as friends, and in the development function, characters and auxiliary props can be rented from other players who have been registered as friends to use the characters and auxiliary props. The friend registration is as follows: the player ID of other players is entered in the friend registration screen displayed on the display unit 44 of the player terminal 40. When there is a player that matches the player ID and the player can be registered as a friend, the player ID of the other player who is the registration object is added to the friend list by touching and inputting the registration button set on the friend registration screen. There is an upper limit (for example, 50) on the number of friends registered by each player (number of friends registered), and there is also an upper limit (for example, 100) on the number of friends registered by each player (number of friends registered). Therefore, as long as the number of friends registered by other players who want to be registered as friends has not reached the upper limit and the number of friends registered by oneself has not reached the upper limit, new friend registration can be performed.
[0068] In addition, the server data storage unit 50 includes a factor information database 52, in which information such as a factor name, a factor level, and a factor type are stored in association with a factor registration ID. The factor information is information associated with a developed character when a character is developed through the development function. In this embodiment, when a character is developed in the development function, a factor inheritance event as a game event occurs based on the factor information associated with the developed character selected as the successor character. The factor inheritance event is used to enhance the state that affects the ability of the character to be developed, such as an increase in the acquisition level of a skill and an increase in a performance parameter.
[0069] As factor information, there are four systems: blue factor, red factor, inherent factor, and white factor. There are three stages of factor level settings in each factor information. The higher the factor level, the more favorable the effect of state enhancement. In addition, the factor type is subdivided into blue factor, red factor, inherent factor, and white factor. Blue factor is factor information named performance parameter, which affects performance parameter. As the factor level increases, the increase of performance parameter increases. Red factor is factor information named track suitability, distance suitability, or running suitability, which affects track suitability, distance suitability, or running suitability. As the factor level increases, suitability becomes easier to increase in factor inheritance events. Intrinsic factor is factor information named inherent skill, which enables the inherent skills of the inherited character to be acquired. As the factor level increases, the acquisition level of inherent skills becomes easier to improve. The acquisition level of skills affects the consumption of skill points when acquiring skills. As the factor level increases, the consumption of skill points decreases. White factor is factor information that does not belong to any of blue factor, red factor, and inherent factor, including skill factor, competition factor, and script factor. Skill factors are factor information named after skills, which make it easier to improve the acquisition level of general skills (skills other than inherent skills), and exist for each type of skill. Competition factors are factor information named after competitions, which make it easier to improve at least one of performance parameters and the acquisition level of general skills, and the effect varies depending on the type of competition. Script factors are factor information named after development scripts, and are factor information related to development scripts that develop characters. When a script factor is inherited in a factor inheritance event, multiple performance parameters can be greatly increased, and the increased performance parameters vary depending on the type of script factor. In addition, in the above-mentioned factor types, factor information is classified into six categories: blue factors, red factors, inherent factors, skill factors, competition factors, and script factors.
[0070] The game operation unit 60 performs operations required for the progress of the game in response to a request from the player terminal 20 and transmits the operation results to the player terminal 40, and transmits data required for the progress of the game to the player terminal 40 in response to a request from the player terminal 20, etc., which are mainly realized by the control unit 41 and the communication unit 45. For example, when a request related to training instructions is received from the player terminal 20 in the development function, the game operation unit 60 performs a calculation on whether the training operation is successful or failed, and transmits the calculation result to the player terminal 40. In addition, for example, when a request related to participation in a competition is received in the development function, the game operation unit 60 performs a running simulation of a competition participated by multiple characters including the character to be developed and non-player characters (NPCs), and transmits the result of the running simulation to the player terminal 40.
[0071] In addition, the game calculation unit 60 includes a factor information determination unit 61. When a character is developed in the development function, the factor information determination unit 61 determines factor information associated with the developed character by drawing a lottery based on the development result.
[0072] The selection of factor information is performed with reference to the performance parameters, various aptitudes, possessed skills, competition participation history during development, and development scenarios of the character at the end of development. For example, the blue factor is determined with reference to the performance parameters. In addition, for example, the red factor is determined with reference to various aptitudes. In addition, for example, the inherent factor is determined with reference to the rarity of the character. In addition, for example, the skill factor is determined with reference to the possessed skills. In addition, for example, the competition factor is determined with reference to the competition participation history during development. In addition, for example, the scenario factor is determined with reference to the development scenario.
[0073] As described above, in the present embodiment, the factor information determination unit 61 determines the factor information associated with the character whose development has been completed by referring to the state of the character that is the development target in the development function at the time of completion of development.
[0074] As a selection for determining factor information for a character that has been developed, the factor information determination unit 61 performs a first process for determining an acquisition object and a second process for determining a factor level. In the first process related to the blue factor, any one of speed, endurance, strength, perseverance, and intelligence is selected as an acquisition object. In the first process related to the red factor, the suitability above level A is extracted for the character that has been developed, and any suitability is selected from the extracted suitability as an acquisition object. In the first process related to the inherent factor, based on the rarity associated with the character that has been developed, if the rarity is above the specified stage, the inherent skill is determined as the acquisition object. In the first process related to the white factor, it is determined whether each candidate of the white factor based on the skills held, the history of participation in the competition, and the selected scenario is selected, and the selected white factor is determined as the acquisition object. Then, the factor information determination unit 61 determines the factor level to any level from level 1 to level 3 for each factor information determined to be the acquisition object in the first process. In addition, in the present embodiment, the factor levels are handled so that level 3 is the highest and level 1 is the lowest, and the order is level 1 < level 2 < level 3.
[0075] In addition, the factor information determination unit 61 re-draws the factor information associated with the developed character in response to a request from the player terminal 40. In the present embodiment, in the development function, the factor information is determined by drawing at the time point when the development of the character is completed, but the player can request to re-obtain the factor information at will. In particular, in the present embodiment, when an input for requesting to re-obtain the factor information is made in the player terminal 40, the factor information determination unit 61 re-draws the factor information associated with the character under the same drawing conditions as the factor information notified to the player in the player terminal 40 based on the fact that the request for re-obtaining the factor information is received from the player terminal 4.
[0076] The game calculation unit 60 also includes a factor information application unit 62. In the process of developing a character in the development function, the factor information application unit 62 determines factor information that affects the status of the character to be developed by drawing based on factor information associated with the successor character.
[0077] Specifically, in a factor inheritance event that occurs during the process of developing a character in the development function, the factor information application unit 62 performs a factor inheritance draw based on the factor information of the inheriting character. In the present embodiment, a method of selecting two inheriting characters when developing a character is adopted. In the factor inheritance event, the factor information application unit 62 determines whether each factor information associated with the inheriting character is activated through the factor inheritance draw, and enhances the status of the character to be developed based on the activated factor information. In the present embodiment, when the factor information is determined to be activated, the character to be developed is given an effect corresponding to the type of the factor information to be activated, and the effect includes an increase in performance parameters, an increase in the level of suitability, or the ability to acquire skills.
[0078] As described above, in the present embodiment, when developing a character in the development function, the factor information application unit 62 can influence the state of the character to be developed based on the factor information associated with the character developed in the past.
[0079] Figure 3 4 is a functional block diagram showing the main functions of the player terminal 40 .
[0080] The player terminal 40 in the information processing system 10 of this embodiment is as follows Figure 3 As shown, the terminal data storage unit 70 cooperates with the game execution unit 80 to realize the development function, the battle function, etc.
[0081] The terminal data storage unit 70 stores data used by the game execution unit 80 to perform various processes, and is mainly implemented by the storage unit 42 .
[0082] The terminal data storage unit 70 includes a player data storage unit 71, and the player data storage unit 71 stores data related to the character list, development object list, item list, and friend list corresponding to the same player ID. In the present embodiment, when the application is started and ended or when necessary, synchronization processing related to the data (character list, development object list, item list, and friend list, etc.) associated with the same player ID is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20, and various game processes are executed using the data stored in the player data storage unit 71. In the present embodiment, when the character list, development object list, item list, and friend list need to be changed along with the execution of various game processes, the storage content of the player data storage unit 71 is updated and the updated storage content is backed up in the player management database 51 of the server 20, so as to synchronize the storage content of the two. In addition, the data related to the player ID, such as the character list, development object list, item list, and friend list, can also be downloaded from the player management database 51 to the player data storage unit 71 as needed when the application is started.
[0083] In addition, the terminal data storage unit 70 includes a development progress data storage unit 72, in which data (development progress data) required for the development of the development function of the characters that can be selected as development objects in the development function (characters corresponding to the character category ID with unlocked information in the development object list) are stored. In this embodiment, development goals, game events, etc. are prepared for each character for the development function, and the development progress data including at least the setting content of the development goal and the setting content of the game event are stored in the development progress data storage unit 72 in association with the character category ID.
[0084] In addition, the terminal data storage unit 70 includes a competition control data storage unit 73, which stores data for controlling the actions of characters when watching competitions in which the characters participate in the development function and the battle function, the performance of skill activation, text data and sound data of live competitions, etc.
[0085] The game execution unit 80 performs the processing of starting the game when the game start condition is satisfied, the processing of executing the game mode selected from a plurality of game modes, the processing of advancing the game, the processing of causing an event to occur when the event occurrence condition is satisfied, the processing of calculating the game result, the processing of ending the game when the game end condition is satisfied, the processing of requesting the server 20 to perform calculations, the processing of obtaining the calculation results and required data from the server 20, and the processing of sending the calculation results and data of the player terminal 40 to the server 20, etc., which are mainly realized by the control unit 41 and the communication unit 45. In the present embodiment, the game execution unit 80 includes a development function providing unit 81 and a battle function providing unit 85.
[0086] The development function providing unit 81 performs processing to provide a development function for developing a character. In the present embodiment, input is accepted for character development, and a calculation result corresponding to the input is displayed.
[0087] In this embodiment, when developing a character in the development function, it is required to select an action that is the object of turn consumption in each round. The actions that are the object of turn consumption include training, participating in competitions, going out, and going to the health room. The development function providing unit 81 accepts the selection of the action that is the object of turn consumption through the development homepage screen displayed by the display unit 44, and requests the server 20 to calculate the result of the selected action. In the server 20 that receives the request, the result of the selected action is calculated and the calculation result is sent to the player terminal 40. The development function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20.
[0088] In addition, in the present embodiment, a development goal is set according to the type of the character to be developed, and sometimes the development goal includes a required action that is compulsorily selected in a specified round. For example, the development goal includes participating in a specified competition or obtaining a specified arrival order result in a specified competition. In this case, in the round in which the specified competition associated with the development goal is set, participating in the competition becomes a required action, and actions other than participating in the competition that consume the round cannot be selected. In this way, the development function providing unit 81 performs the following control: in the round in which the selection of the required action is accepted, the selection of actions other than the required action is restricted.
[0089] In addition, the development function providing unit 81 performs processing for the following process: obtaining factor information associated with the character whose development has been completed from the server 20, and notifying the player of the factor information, and after the player's approval, registering the character associated with the factor information into the character list of the player management database 51 and the character list of the player data storage unit 71. The development function providing unit 81 includes a factor information notification unit 82, a factor information change unit 83 and a character registration unit 84.
[0090] The factor information notification unit 82 acquires the factor information associated with the character whose development has been completed from the server 20 and notifies the player of the factor information. Specifically, in the development function, based on the fact that the development of the character has been completed, a factor acquisition request is sent to the server 20, and predetermined factor information associated with the character is acquired from the server 20. Then, the factor information notification unit 82 notifies the player of the factor information acquired from the server 20 through the display unit 44.
[0091] After the factor information is notified to the player, the factor information changing unit 83 performs the following processing: accepting input for requesting to reacquire the factor information, and enabling the factor information associated with the character whose development has been completed to be changed. Specifically, after the factor information is notified, the input for determining the factor information and the input for reacquiring the factor information are accepted, and based on the fact that the input for reacquiring the factor information is accepted, a request for reacquiring the factor is sent to the server 20, and the factor information determined by the re-selection is obtained from the server 20. In the case of reacquiring the factor information, the factor information changing unit 83 displays the factor information obtained previously and the factor information obtained later for the character whose development has been completed in a manner that allows comparison, and enables the player to select which factor information is to be associated with the character. Then, the factor information changing unit 83 accepts the selection of which factor information is to be associated with the character, and determines the factor information corresponding to the selection result as the factor information associated with the character.
[0092] The character registration unit 84 registers the developed character in the character list of the player data storage unit 71 based on the fact that the factor information associated with the player is determined, and sends a character registration request to the server 20. The server 20 that has received the character registration request registers the developed character corresponding to the character registration request in the character list of the player management database 51.
[0093] The battle function providing unit 85 performs processing to provide a battle function that allows a developed character owned by a player to battle against developed characters of other players or non-player characters (NPCs) in a match.
[0094] In this embodiment, when a player becomes the organizer of a match, he can set the number of participants to be registered between 9 and 18 and register up to 3 characters that have been developed, and can fill in the remaining participation boxes with characters that have been developed and non-player characters (NPCs), and the characters that have been registered can compete against each other. In addition, for a match where another player becomes the organizer, if there is room in the number of participants to be registered, up to 3 characters that have been developed can be registered, and the characters that have been registered can compete against each other in the same way as when the player becomes the organizer.
[0095] When the organizer of the competition permits participation in the player terminal 40, the running simulation of the competition is executed in the server 20, and the battle function providing unit 85 can request the server 20 for the result of the running simulation from the player terminal 40. In the player terminal 40 that has received the result of the running simulation from the server 20, the battle function providing unit 85 generates a game video based on the result of the running simulation based on various data stored in the competition control data storage unit 73, and displays the generated game video on the display unit 44, so that the player can watch the situation of the competition.
[0096] 2. Control method of this embodiment
[0097] Next, the control method of the present embodiment will be described by taking as an example a case where the game program of the present embodiment is applied to a game application of the player terminal 40 provided as a smartphone.
[0098] The game program of this embodiment is configured to provide a variety of game functions. In the development function, which is the main game function, a character to be developed is selected from a variety of characters, and its status changes according to the progress of the game. When the specified end condition is met, the status of the character is determined and the development is completed. The developed character is associated with factor information corresponding to the development result. When the developed character is used as an inherited character for the development of a new character, the status of the newly developed character can be enhanced based on the factor information associated with the inherited character. In addition, in this embodiment, the ownership quota of the developed character (the number that can be registered in the character list) is predetermined. When the upper limit of the ownership quota (for example, 240) is reached, it is no longer possible to develop a new character in the development function. Therefore, it is necessary to delete the developed character from the character list to ensure the ownership quota. The following is an overview of the development function for developing characters.
[0099] In the development function, the player can select a character from a variety of characters to be developed. The initial status of the various characters that can be selected as the development object is set for each character. In addition, the character that becomes the development object acquires the inherent skills (inherent skills) corresponding to the type of the character from the beginning of the development, and the activation conditions and effects of the inherent skills are different. In addition, for the various characters that can be selected as the development object, the growth correction rate of the parameters such as the speed, endurance, strength, perseverance, and intelligence of the character is set according to the character, and the parameters that are easy to increase are set for each type of character.
[0100] When a development object is selected and the development of a character is started, for example, the character can be developed by giving instructions for development in each of up to 75 rounds. Specifically, when instructions for training associated with performance parameters such as speed, endurance, strength, perseverance, and intelligence are given, changes in performance parameters and acquisition of skill points occur based on the training results. In addition, one round can be consumed by instructing participation in a competition, and changes in performance parameters and skill points can be obtained based on the results of the competition. In addition, when the conditions for an event to occur are met during the development period, an event occurs, thereby increasing the types of skills that can be acquired, or changing performance parameters. The above-mentioned skill points are points used to enable the character that is the development object to acquire skills, and the character can consume its skill points to acquire skills from the list of available skills.
[0101] In addition, in the development of a character, a plurality of development goals are set for each character according to the type of the character to be developed. The development goals include participating in a target competition, obtaining a result within a specified arrival order in the target competition, obtaining a specified number of supporters before a specified round, etc. In this embodiment, when the character being developed participates in a competition, the number of supporters corresponding to the arrival order can be obtained, and the participation conditions based on the number of supporters are determined according to the competition.
[0102] In addition, in this embodiment, the multiple development goals set for each character are set in the rounds up to the 72nd round, and the 73rd to 75th rounds are the final rounds. The final round is carried out in three rounds, namely the preliminaries, semi-finals, and finals, and instructions related to development can be given before participating in each round.
[0103] In addition, in this embodiment, when a development goal such as obtaining a result within a specified arrival order in a target game is set in the development of a character, there is a continue function as a remedy function when a result within the specified arrival order is not obtained. The continue function is used to give an opportunity to challenge the target game again, and the player can re-challenge the target game by consuming the number of continues given in advance. In this embodiment, the number of continues in the development process of one character is 3 times.
[0104] Furthermore, in the development game function, the state shifts to the development completion confirmation state when any of a plurality of predetermined types of end conditions is satisfied.
[0105] First, when the final of the final game is reached, that is, when the 75th round is reached, the training ends with the end of the final. In addition, if the result is less than the second place in the final, a new challenge can be made if there are remaining continuation times. If the result is still less than the second place in the final after all continuation times are consumed, the training ends at this time. In addition, whether to use the continuation function is determined by the player. If the continuation function is not used, the training ends at this time.
[0106] In addition, if the development goal set for each character is not achieved in the rounds up to the 72nd round, the development is also ended.
[0107] For example, when the training goal is to obtain a specified number of supporters, the training ends when the specified number of supporters is not reached in the round set in the training goal. In this case, the continuation function cannot be used, so the training ends when the number of supporters does not reach the specified number at the time of the round that is the subject of judgment.
[0108] In addition, for example, when the development goal is to participate in the target competition, as long as it is possible to participate in the target competition, the development goal is achieved regardless of the arrival order in the competition. However, for each competition, it is necessary to obtain the number of supporters as a participation condition determined for each competition. If the number of supporters as a participation condition for the competition is not obtained in a round of the target competition, it is impossible to participate in the target competition and the development is completed.
[0109] In addition, for example, when the development goal is to obtain an arrival order within the specified arrival order in the target game, if the conditions for participating in the target game are not met, the development ends at that time point, and when the target game is participated in but the arrival order within the specified arrival order is not obtained and the number of continuations is not left, the development ends. In addition, as described above, the use of the continuation function can be selected at the will of the player, and when the number of continuations is left but the continuation function is not used, it is assumed that the development goal has not been achieved and the development ends.
[0110] In addition, if you enter the 73rd round or later, you can enter the next round by taking the first place in the qualifiers and semi-finals of the final match, and the development ends if you finish second or lower and there are no more continues. In this case, if the player chooses not to use the continue function, the development also ends at that time.
[0111] Moreover, in the present embodiment, when the end condition of cultivation is established, the state of cultivation end confirmation is moved to. The state of cultivation end confirmation gives the last chance to acquire skills before the state is determined, and the player can consume the skill points held at the current time point to acquire skills. In addition, an input interface for inputting confirmation of the end of cultivation is prepared in the state of cultivation end confirmation, and when the player inputs confirmation of the end of cultivation, the factor information is determined. In the present embodiment, when the determined factor information is notified, the player can request to re-acquire the factor information at will, and can choose which factor information of the previously obtained factor information and the re-acquired factor information is associated with the character cultivated this time. When the factor information associated with the character that has been cultivated is determined, the state of the character that is the object of cultivation is determined, and the information related to the character is registered in the character list of the player data storage unit 71 and the character list of the player management database 51 as a character that has been cultivated.
[0112] When the status of the character to be developed is confirmed through the development completion confirmation state, a reward corresponding to the development result is provided. In this embodiment, as a reward, in-game currency and reinforcement points corresponding to the total number of supporters obtained until the development is completed are provided.
[0113] In the following, refer to Figure 4 To explain in detail the game progress of the development function for character development.
[0114] First, before starting the character development, the selection of the development scenario is accepted (step S100). In this embodiment, a plurality of types of development scenarios are prepared, and the method of increasing the performance parameter and the method related to the acquisition of skills are different according to the selected development scenario. The selection object of the development scenario can be switched by sliding input. When an input is made to determine the development scenario (for example, a touch input to the determination button), the selection of the character to be the development object in the selected development scenario is accepted (step S101).
[0115] In this embodiment, if Figure 5 As shown, in the character development selection screen, the development object can be selected by touching the character icon 301 for identifying the character. The information of the character that can be selected as the development object (developable character) is managed in the player data storage unit 71 through the development object list, and the character category ID of the developable character is obtained from the development object list, and the development character selection screen is displayed. In the development character selection screen, the information of the initial state related to the selected character can be confirmed. In this embodiment, as the initial state, the information of performance parameters (speed, endurance, strength, perseverance, intelligence), track suitability (grass, sand), distance suitability (short distance, mile, middle distance, long distance) and running style suitability (leading, front row, center, chasing) can be confirmed in the development character selection screen.
[0116] exist Figure 5 In the character development selection screen shown in FIG. 1 , when a touch input is made to the progress button 302 while the character icon 301 of the character to be developed is selected, as shown in FIG. Figure 6 As shown, the display screen transitions to the successor role selection screen, and the selection of the successor role is accepted (step S102).
[0117] In this embodiment, the following method is adopted: the player selects two characters that have been developed in the past as successor characters when performing new development, and can enhance the status of the character to be developed from now on based on the factor information associated with the two selected successor characters (information obtained by the successor characters during their development).
[0118] In this embodiment, the status enhancement of the character to be developed based on the factor information is performed in the factor inheritance event that occurs at the start of development and in a specified round after the start of development. In the development function, when a factor inheritance event occurs during the development of a character, an event result request is sent from the player terminal 40 to the server 20. In the server 20 that has received the event result request, a factor inheritance lottery is performed based on the factor information associated with the two inheritance characters, and the lottery result is sent to the player terminal 40. In the player terminal 40 that has received the lottery result, the status enhancement of the character to be developed, such as an increase in performance parameters and an increase in the acquisition level of skills, is performed based on the lottery result, and a display process for conveying the result of the status enhancement based on the factor inheritance event to the player is performed.
[0119] When selecting a successor role, a list of selectable successor roles is displayed by touching the successor frame 303 or the successor frame 304 which is divided into two. Figure 6 When a touch input is made to the inheritance box 303 (or inheritance box 304) in the inheritance character selection screen shown in FIG. 1 , the character list of the player data storage unit 71 is referred to, and the list of developed characters (inherited character list) is referred to to select the character that has been developed. Figure 7 In the inheritance role list screen, a character can be selected by touching the character icon 306. When a touch input is made to the progress button 309 when any inheritance role is selected, the character list screen is generated and displayed as shown. Figure 8 As shown, return to the inheritance role selection screen.
[0120] In addition, when selecting the inherited character, not only can the player use the developed characters that he / she has developed, but also can rent and use the developed characters developed by other characters that the player has registered as friends. In this embodiment, the developed characters developed by other characters can be rented three times per day. Figure 7 The inherited character list screen shown has a label 307 for developed characters and a rental label 308. When a touch input is made to the rental label 308, a rental character acquisition request is sent to the server 20. The server 20 that has received the rental character acquisition request refers to the friend registration information (profile information of other players who have been registered as friends) associated with the player ID that is the source of the rental character acquisition request, and sends a list of rental characters (rental character list) set in the profile information of other players who have been registered as friends to the player terminal 40. Then, the inherited character list screen is generated and displayed in the player terminal 40 based on the received rental character list.
[0121] In addition, in order to start character development, you must choose 2 successor characters, such as Figure 8As shown, when only 1 inherited character is selected, the progress button 305 is dimmed and cannot enter the preparation for starting the cultivation of the character.
[0122] As Fig. 9 shown, when a touch input is made to the progress button 305 in the state where 2 inherited characters are selected in the inherited character selection screen, as Fig.10 shown, the display screen migrates to the auxiliary formation screen, and the selection of auxiliary items is accepted (step S103).
[0123] In the present embodiment, as items for assisting in the cultivation of characters, it includes auxiliary items imitating cards. Through the auxiliary items, it is possible to obtain an effect of increasing performance parameters and increase the types of skills that can be acquired. When cultivating a character, 6 auxiliary items need to be formed. In addition, 5 out of the 6 auxiliary items are selected from the auxiliary items owned by the player himself, and the remaining 1 is in the form of renting an auxiliary item held by another player as a friend box.
[0124] The auxiliary items are classified into 6 systems according to their performance: speed, stamina, strength, perseverance, intelligence, and friend. Speed, stamina, strength, perseverance, and intelligence, as the literal meaning, play a parameter increase effect during training corresponding to the performance parameters of the character, and the friend plays a recovery effect such as physical strength and motivation. The system of the auxiliary item can be identified by the system icon, and the player selects 6 auxiliary items to be used in the current cultivation based on the system icon. In addition, the auxiliary items include 3 rarity levels: rare (R), super rare (SR), and special super rare (SSR). In the present embodiment, the rarity level increases in the order of R < SR < SSR, and basically, the auxiliary effect improves as the rarity level increases.
[0125] As Fig.10As shown, five player assistance frames 310 to 314 and one friend assistance frame 315 are provided on the assistance grouping screen. When a touch input is made to any of the player assistance frames 310 to 314, a list of auxiliary props (player auxiliary list) is obtained by referring to the prop list of the player data storage unit 71. Then, a screen showing a list of auxiliary props held by the player is generated based on the obtained player auxiliary list, and the selection of auxiliary props is accepted. In addition, when a touch input is made to the friend assistance frame 315, a friend assistance acquisition request is sent to the server 20. The server 20 that has received the friend assistance acquisition request refers to the friend registration information associated with the player ID as the source of the friend assistance acquisition request, and sends a list of auxiliary props set in the profile information of other players who have registered as friends (friend auxiliary list) to the player terminal 40. In the player terminal 40, a screen showing a list of auxiliary props that can be set in the friend assistance frame 315 is generated based on the received friend auxiliary list, and the selection of auxiliary props is accepted.
[0126] like Fig.10 As shown in FIG. 1 , when a touch input is made to the development start button 316 in a state where six auxiliary props are grouped in the auxiliary grouping screen, as shown in FIG. Fig.11 As shown, the display screen is transferred to the final confirmation screen, and the confirmation input of the player for the start of development is accepted (step S104). The final confirmation screen displays the group content of the character selected by the player as the development object, the successor character and the auxiliary props.
[0127] Then, when the development start button 317 is touched and inputted in the final confirmation screen, the development progress processing of the character is performed (step S105). In addition, in the present embodiment, when the development start button 317 is touched and inputted in the final confirmation screen in the preparation stage for the start of development, the character to be developed is set as the default character. The setting of the default character is used to set the default character as the initially selected character in the development object selection screen when the next development is performed, which is highly convenient for players who repeatedly develop the same character. In addition, in the present embodiment, in the development function, the trainer points (TP) held by the player need to be consumed in order to develop the character. The trainer points are restored in a certain amount each time according to the passage of time, and can also be restored by recovery items.
[0128] Fig.12 This is a diagram showing an example of a development homepage screen which is one type of display screen during the character development period.
[0129] In the character development function of this embodiment, basically, the screen is moved from the development home screen to a screen for instructions of various actions such as training. The character to be developed is displayed in an animated manner on the development home screen, and a status display bar 401 is provided to display the current status (speed, endurance, strength, perseverance, intelligence, skill points) of the character.
[0130] In addition, a stamina meter bar 402 and a motivation icon 403 are displayed on the development homepage screen. The stamina meter bar 402 is a meter bar showing stamina as a parameter affecting the failure rate of training. It changes according to training during development, participation in competitions, game events that occur during development, etc. If the stamina decreases, the training becomes more likely to fail, or the motivation decreases. In addition, the motivation icon 403 shows the motivation as a parameter indicating the motivation of the character being developed. In this embodiment, there are five stages of settings: very poor motivation, poor motivation, normal, full motivation, and full motivation. Parameters such as motivation affect the performance parameters of training effects and participation in competitions. In the case of very poor motivation and poor motivation, the performance parameters of training effects and participation in competitions are subjected to a downward correction compared to the normal case. In the case of full motivation and full motivation, the performance parameters of training effects and participation in competitions are subjected to an upward correction compared to the normal case.
[0131] In addition, a rest button 404, a training button 405, a skill button 406, a health room button 407, an outing button 408, and a match button 409 are provided on the development homepage screen as buttons for selecting various actions such as training. In the present embodiment, in principle, instructions related to one type of action (specifically, any one of rest, training, health room, outing, and competition) can be performed in one round, and when the processing of the action performed for the instruction in the current round is completed, the current round is consumed and progress is made to the next round. In addition, in the present embodiment, as an exception, the acquisition of skills is not accompanied by the consumption of rounds. In the present embodiment, in the development function, as actions that consume one round as described above, five types of actions are set, namely, rest, training, health room, outing, and competition, and these actions are sometimes referred to as round-consuming actions as needed.
[0132] The rest button 404 is a button for instructing a rest for resting physical strength. When a touch input is made to the rest button 404, a rest confirmation dialog box for confirming the instruction to rest is displayed. Next, when a touch input is made to the decision button in the rest confirmation dialog box, a rest result request is sent to the server 20. The server 20 that has received the rest result request performs calculations related to the amount of physical strength restored, whether a game event has occurred, and the like, and sends a rest result response including the calculation results to the player terminal 40. In the player terminal 40 that has received the rest result response, an animation display is performed to restore the physical strength meter bar 402 based on the calculation results included in the rest result response, and when a game event has occurred, processing related to the game event is performed.
[0133] The training button 405 is a button for instructing training for changing the performance parameters of the character. When a touch input is made to the training button 405, the character is displayed. Fig.13 As shown, the display screen is transferred to the training screen.
[0134] In the training screen, in the development home screen, in the area where various buttons are arranged, a speed button 410, an endurance button 411, a strength button 412, a perseverance button 413, and an intelligence button 414 are arranged. In this embodiment, for the sake of convenience, the buttons for instructing each training are sometimes collectively referred to as training buttons.
[0135] In the training screen, a training instruction is given by performing a touch input on a selected training button, and the selected training button can be changed by performing a touch input on a training button different from the selected training button.
[0136] The training screen displays which performance parameter will increase to what extent and how many skill points can be obtained according to the training instruction performed using the selected training button. Fig.13 In the example shown, the speed button 410 is in a selected state, and it can be understood that when speed training is instructed, the speed can be increased by 10, the strength can be increased by 4, and 3 skill points can be obtained. In this embodiment, when speed training is performed, speed and strength are increased, when endurance training is performed, endurance and perseverance are increased, when strength training is performed, strength and endurance are increased, when perseverance training is performed, perseverance, strength and speed are increased, and when intelligence training is performed, intelligence and speed are increased. Skill points can be obtained when any training is performed.
[0137] In this embodiment, the auxiliary props organized before the start of training are randomly matched with the training in each round through a draw performed by the server 20. In the training items corresponding to the auxiliary props, the increase in performance parameters and the amount of skill points obtained during training are improved due to the effects of the auxiliary props.
[0138] Physical strength is consumed when training is performed. The physical strength consumption caused by training can be grasped in advance in the physical strength meter bar 402 of the training screen. Physical strength is a parameter that affects the failure rate in training. If physical strength decreases, the failure rate is likely to increase. In this embodiment, when a training instruction is given, the server 20 performs a lottery based on the failure rate to determine whether the training fails. If the training does not fail (if the training is successful), the result is that the performance parameter corresponding to the training instruction increases. If the training fails, the result is that the performance parameter does not increase and physical strength is consumed.
[0139] In the training screen, when a touch input is made to a training button in a selected state, a training result request is sent to the server 20. The server 20 that has received the training result request performs calculations related to the training result, whether a game event has occurred, etc., and sends a training result response including the calculation result to the player terminal 40. In the player terminal 40 that has received the training result response, display processing related to the training result (display related to the success / failure of the training, display that changes the performance parameter) is performed based on the calculation result included in the training result response, and processing related to the game event is executed when a game event occurs.
[0140] The skill button 406 is a button for the character to acquire skills. When the skill button 406 is touched, a skill acquisition screen showing a list of skills that the character can acquire at that time is displayed. When a skill is selected in the skill acquisition screen and the acquisition button is touched, a skill acquisition request is sent to the server 20. The server 20 that has received the skill acquisition request sets the skill specified in the skill acquisition request as an acquired skill and registers it in the status information of the character being developed, and sends a skill acquisition completion response to the player terminal 40. The player terminal 40 that has received the skill acquisition completion response performs the following processing: the meaning of skill acquisition completion is displayed and the skills acquired in the skill acquisition screen are set as acquired skills for display.
[0141] The health room button 407 is a button for eliminating the bad state given to the character in development, and input is accepted only when the bad state is given due to the game event in development. In this embodiment, sometimes the bad state such as lack of sleep is given due to the occurrence of the game event. If the bad state is given, the physical strength becomes easy to reduce or the motivation becomes easy to decline, and the game event that is not conducive to development becomes easy to occur. In the case where the bad state is not given to the character in development, the health room button 407 is grayed out. In the case where the bad state is given to the character in development, the health room button 407 is displayed normally, and the touch input is accepted. In the case of the elimination instruction of the bad state through the health room button 407, a health room result request is sent to the server 20. In the server 20 that receives the health room result request, a lottery is performed to determine whether to eliminate the bad state, and a health room result response containing the content of the decision is sent to the player terminal 40. In the player terminal 40 that receives the health room result response, the following processing is performed: in the case of eliminating the bad state, the meaning of eliminating the bad state is notified and the bad state is deleted from the status display of the character.
[0142] The outgoing button 408 is a button for increasing the motivation of the character being developed. When a touch input is made to the outgoing button 408, an outgoing confirmation dialog box for confirming the instruction to go out is displayed. Next, when a touch input is made to the decision button in the outgoing confirmation dialog box, an outgoing result request is sent to the server 20. The server 20 that has received the outgoing result request performs a lottery related to the event of increasing the motivation, and sends an outgoing result response including information on the event of increasing the motivation determined by the lottery to the player terminal 40. The player terminal 40 that has received the outgoing result response performs processing related to the event of increasing the motivation based on the information included in the outgoing result response.
[0143] The competition button 409 is a button for allowing the character being developed to participate in the competition. When the competition button 409 is touched and input is made, Fig.14 As shown, the display screen transitions to a match list screen showing a list of matches held in the current round.
[0144] In the competition overview screen, the competition in which the character being developed is to participate can be selected by touching the competition selection box 415. The selected competition can be identified by the presence or absence of the selection mark 416. In the competition status display area 417, the season (spring, summer, autumn, winter), weather (sunny, cloudy, rainy, snowy), track status (good, slightly high water content, high water content, poor), number of participating characters, rounds held, and other competition status information are displayed for the selected competition. When the selected competition is changed, the display content of the competition status display area 417 is also changed to match the selected competition. In addition, for each competition, a participation condition based on the number of supporters of the character being developed is determined. For competitions in which the character being developed does not meet the participation conditions, the competition selection box 415 is grayed out so that the character cannot participate.
[0145] In addition, in this embodiment, as a development goal, a target game is sometimes set. When a target game round is set, the display mode of the development homepage screen is different, such as Fig.15 As shown, as buttons for selecting actions, only skill button 406 and match button 409 are displayed. That is, in the round in which the target match is set, only participation in the match can be performed as a round consumption action.
[0146] Fig.16 1 is a diagram showing an example of a match list screen for a round in which a target match is set. When a target match is set as a development target, control is performed so that only the target match can be selected in the match list screen. In this embodiment, in the match list screen including the target match, a target badge 416 is attached to the match selection box 415 of the target match so that the target match can be identified. For matches other than the target match, the match selection box 415 is grayed out so that the player cannot participate.
[0147] When a touch input is made to the join button 418 in a state where the selection box 415 of the game to be joined is selected in the game list screen, a join request is sent to the server 20. In the server 20 that has received the join request, a running simulation is performed for the game to be joined by the character being developed and the NPC (non-player character), and a game result response including the result of the running simulation is sent to the player terminal 40. In the player terminal 40 that has received the game result response, a display process is performed to allow the player to watch the game based on the result of the running simulation.
[0148] In this embodiment, when a character under development is allowed to participate in a competition, the performance parameters are adjusted according to the stage of motivation in the round indicated for participation. When the motivation is very poor or bad, the performance parameters are corrected downward compared to when the motivation is normal. When the motivation is strong or full, the performance parameters are corrected upward compared to when the motivation is normal.
[0149] In the character development, there is a round with development goals set, and a judgment is made as to whether the development goals have been achieved. If the development goals have been achieved, Fig.17 As shown in the figure, the goal achievement notification screen is displayed. Fig.17 In the example shown, the development goal is to get a result within the fifth place in the "CCC Award" as the target competition. When the character being developed achieves a result within the fifth place in the "CCC Award", the goal achievement notification screen is displayed after the result of the target competition is displayed. A progress button 420 is provided on the goal achievement notification screen. When a touch input is made to the progress button 420, as shown in FIG. Fig.18 As shown, the display screen changes to the target list screen.
[0150] On the target list screen, the development targets set for the characters being developed are displayed in order of turn progress. Fig.18 In the example shown, six development goals are set for the character being developed, and each development goal up to the third development goal "5th place in CCC Award" is given a completion mark 421 indicating that the development goal has been achieved. A progress button 422 is provided on the goal list screen, and when the progress button 422 is touched, the next round is advanced and the development home page screen is returned.
[0151] In this embodiment, each development goal is set until the 72nd round, and the number and content of the development goals are set separately according to the type of the character. And, when all the development goals are achieved for the character being developed, it is possible to enter the final game after the 73rd round.
[0152] For example, when the final development goal set for the character being developed is achieved, Fig.19 As shown in FIG. 1 , the development goal completion screen is displayed. A progress button 423 is provided on the development goal completion screen. When a touch input is made to the progress button 423, as shown in FIG. Fig. 20 As shown in the figure, the target list screen is displayed. Fig. 20In the target list screen shown, all six development targets set for the character being developed are given a completion mark 421, so that it can be understood that all development targets have been achieved. In addition, when the close button 424 of the target list screen is touched and input, the next round is advanced and the development home page screen is returned.
[0153] When all development goals are achieved in the development of the character, after the 73rd round, first, participate in the preliminaries. If you get the first place in the preliminaries, you will participate in the semi-finals. If you get the first place in the semi-finals, you will participate in the finals. If you get the first place in the finals, the final game will be won and the development will end. Instructions for development can also be given before participating in each round of the preliminaries, semi-finals, and finals. The final game after the 73rd round is an extra round for which no development goals are set. If the result is other than the first place in the preliminaries and semi-finals, you can re-challenge by using the continue function, but if there are no remaining continuations, the development ends. In addition, as mentioned above, the use of the continue function is selected by the player. Therefore, although the player is in a situation where the continue function can be used, but the player chooses not to use the continue function, the development ends due to the loss of the final game.
[0154] In addition, if the development goal set for the character being developed is not achieved, the development ends at that time. In particular, in this embodiment, if the development goal is to obtain a result within the specified arrival order in the target game, even if the result within the specified arrival order is not obtained in the target game, it is possible to re-challenge by using the continue function, but if the development goal is to obtain a specified number of supporters before a specified round, and if the development goal is to participate in the target game, the continue function cannot be used if the development goal is not achieved, and the development ends at the time of the judgment round of the development goal.
[0155] Then, in the development progress process, when the end condition of the development is met ("Yes" in step S106), the end confirmation process is performed (step S107). In the end confirmation process, an end confirmation screen is displayed in which the status of the character to be developed can be confirmed. In the end confirmation screen, a skill acquisition button and a development end button are provided. When the skill acquisition button is touched and input is made, a list of skills that can be acquired is displayed, and skills can be acquired within the range of the skill points possessed. When the development end button is touched and input is made, the development end process is performed (step S108).
[0156] First, in the cultivation end process, the status of the cultivated character is determined and the cultivated character is registered. When determining the status of the cultivated character, the evaluation score is calculated and the factor information is determined. The status is saved in the character list of the player data storage unit 71 in association with the character individual ID, thereby completing the registration of the cultivated character. The calculation of the evaluation score is based on the performance parameters and acquired skills of the character, and the factor information is determined by lottery.
[0157] Regarding the factor information, refer to the cultivation content of the character (such as the participation history of the competition, etc.) and the status at the end of cultivation (performance parameters, acquired skills, etc.) to determine the factor information. In addition, the blue factor and the red factor in the factor information can definitely be obtained, and the inherent factor can be obtained when the talent blooming (in Japanese: 才能開花) level (level 1 to level 5) indicating the rarity of the character as the cultivation object is above the specified level (level 3 or above). In addition, regarding the white factor in the factor information, the skill factor is determined by referring to the acquired skills, the competition factor is determined by referring to the competitions participated in and won during cultivation, and the scenario factor is determined by referring to the cultivation scenario selected before the start of cultivation. In addition, when determining the factor information associated with the character, the factor level of the factor information determined to be the acquisition object is determined by lottery. In this embodiment, as the factor level, three stages from level 1 to level 3 are prepared, and any level from level 1 to level 3 is determined by lottery.
[0158] In addition, in the cultivation end process, rewards for the cultivation result are also provided. In this embodiment, rewards are provided by adding them to the item list of the player data storage unit 71. In-game currency and assist points corresponding to the number of supporters obtained during cultivation are determined as rewards, and more in-game currency and assist points can be obtained as the number of supporters increases.
[0159] In addition, in the cultivation end process, a cultivation end request is sent to the server 20. In the server 20 that has received the cultivation end request, the cultivated character is registered in the character list of the player management database 51, and the rewards for the cultivation result are added to the item list of the player management database 51.
[0160] In this way, in this embodiment, according to the result of cultivating a character in the cultivation function, factor information is associated with the cultivated character. Moreover, the factor information associated with the cultivated character is used as the factor information associated with the inherited character to enhance the status of the character as the cultivation object when a new character is cultivated. Therefore, if the result of cultivating a character in the cultivation function is that the desired factor information is not obtained, cultivation needs to be performed again.
[0161] Therefore, in this embodiment, the following method is adopted: after the factor information determined according to the character's development result is notified to the player, the player can request to obtain the factor information again at will. Fig.21 The flow of processing related to determination of factor information is described with reference to the flowchart shown.
[0162] First, based on the fact that the character development has been completed ("Yes" in step S201), factor information is obtained (step S202). In this embodiment, when the character development is completed, the display Fig. 22 The final confirmation dialog box shown in the figure is displayed to allow the player to make a final confirmation. When the end button 501 is touched and inputted while the final confirmation dialog box is displayed, the performance parameters, various aptitudes, and possessed skills of the character to be developed are determined, and a factor acquisition request is sent from the player terminal 40 to the server 20. In the server 20 that has received the factor acquisition request, a factor information lottery is performed based on the factor acquisition request, and the lottery result is sent to the player terminal 40.
[0163] In the extraction of factor information, for each of the blue factor, red factor, inherent factor, and white factor, a first process for determining the object to be obtained and a second process for determining the factor level are performed in a form corresponding to the factor type, thereby determining the factor information.
[0164] First, for the blue factor, in the first process, a performance parameter of one type is selected from the five types of performance parameters, namely speed, endurance, strength, perseverance, and intelligence. In the present embodiment, the probability of selecting each performance parameter is equal, each being 1 / 5. When one type of performance parameter to be acquired is determined, in the second process, the factor level is determined to be any level from level 1 to level 3. The factor level related to the blue factor is selected with reference to the value of the performance parameter of the character at the end of the training. The higher the value of the performance parameter that has become the acquisition object in the first process, the easier it is to select a high factor level in the second process. In addition, with respect to the factor level related to the blue factor, in order to select level 3, the value of the performance parameter needs to exceed a specified level (for example, above 600).
[0165] Next, for the red factor, in the first process, the aptitudes of the character whose aptitude level at the end of development is A or higher are extracted, and a selection is performed to select any type of aptitude from the extracted aptitudes as the object of acquisition. Figure 5In the aptitude condition of the character N shown in the figure, as aptitudes with aptitude levels above A, three types of aptitudes are extracted, namely, "grass" for track aptitude, "long distance" for distance aptitude, and "center" for running style aptitude, and any type of aptitude is selected at an equal selection rate (1 / 3). In this embodiment, regarding the aptitude of the character to be developed, the aptitude level is sometimes increased due to the influence of the information of the red factor of the inherited character due to the factor inheritance event. Therefore, when the aptitude level of the character to be developed with A or above increases due to the factor inheritance event, the aptitude to be selected as the first processing object will also increase.
[0166] Furthermore, in the first processing related to the red factor, it is also possible to make a correction to increase the selection rate according to the type of red factor associated with each inheriting character, with reference to the information of the red factor associated with the two inheriting characters selected before the development of the character to be developed begins. For example, in the case where the red factors associated with the two inheriting characters are related to track suitability and distance suitability, a correction can be made to increase the selection rate related to track suitability and distance suitability compared to the selection rate of running style suitability. In addition, in the case where both the red factors associated with the two inheriting characters are related to distance suitability, a correction can be made to increase the selection rate related to distance suitability compared to the selection rate of track suitability and running style suitability.
[0167] Then, when one type of aptitude to be acquired is determined by the first process, the factor level is determined to be any level from level 1 to level 3 in the second process. The factor level related to the red factor is selected by referring to the aptitude level of the character at the end of the training. The higher the aptitude level of the aptitude to be acquired in the first process, the easier it is to select a high factor level in the second process. In this embodiment, aptitude levels of eight stages, namely S, A, B, C, D, E, F, and G, are prepared for each aptitude. In order to be extracted as a candidate for acquisition of the red factor, the aptitude level must be A or above (A or S). When the aptitude level of the aptitude selected as the acquisition target of the red factor is S, it is easier to select a high factor level than when the aptitude level is A.
[0168] Next, for the inherent factor, in the first process, a determination is made according to the rarity of the character. In the present embodiment, as the rarity of the character to be cultivated, there is information such as the talent blossoming level, and the talent blossoming level is set within the range of level 1 to level 5. The talent blossoming level is processed so that the rarity of level 1 is the lowest and the rarity of level 5 is the highest. There is the following mode: the character is in a state where the skills inherent to each character, called inherent skills, are acquired in the initial state, and in the process of cultivating the character in the cultivation function, the skill level of the inherent skill rises by satisfying the prescribed conditions. The level of the inherent skill affects the effect of the skill, and the higher the level of the inherent skill, the higher the effect amount when the skill is activated. In the first process related to the inherent factor, when the talent blossoming level of the character to be cultivated is above level 3 (level 3 to level 5), it is determined that the inherent factor can be obtained. That is, when the talent blossoming level of the character to be cultivated is below level 2 (level 1 or level 2), it is determined that the inherent factor cannot be obtained in the first process related to the inherent factor. In addition, in the first processing related to the inherent factor, it is also possible to determine whether the inherent factor can be obtained by referring to the inherent skills instead of the talent blossoming level. In this embodiment, even for the same type of characters, the inherent skills are different depending on whether the talent blossoming level is below level 2 and above level 3, and the talent blossoming level of the character can be substantially determined by referring to the inherent skills.
[0169] Then, if it is determined in the first process that the inherent factor can be obtained, the factor level is determined to be any level from level 1 to level 3 in the second process. The factor level related to the inherent factor is selected with reference to the skill level of the inherent skill of the character to be developed, and the higher the skill level, the easier it is to select a high factor level in the second process. In addition, the factor level of the inherent factor may be selected with reference to the talent blossoming level of the character to be developed, or the higher the talent blossoming level, the easier it is to select a high factor level in the second process.
[0170] Next, for the white factor, in the first process, a lottery is performed to determine the acquisition object with reference to the skills and development history records of the character. In the present embodiment, as white factors, there are skill factors, competition factors, and scenario factors, and candidates for acquisition objects are set for each factor. First, for the skill factor, the factor information corresponding to the general skills (skills other than inherent skills) acquired by the character at the end of the development time is set as a candidate for the acquisition object. In addition, for the competition factor, the factor information corresponding to the competition in which the level of the competition is set to G1 and the result of the competition is the first place in the development of the character is set as a candidate for the acquisition object. In addition, for the scenario factor, the factor information corresponding to the development scenario selected by the player before the development of the character begins is set as a candidate for the acquisition object. Then, for each candidate for the acquisition object set for the skill factor, the competition factor, and the scenario factor, it is determined by lottery whether it is selected, and the candidate for the selected acquisition object is determined as the acquisition object related to the white factor. In addition, in the present embodiment, the higher the development level of the developed character, the more favorable the probability of selection is for the lottery to determine whether each candidate for the acquisition object is selected. The character development level refers to the level into which the evaluation score calculated based on the state of the character whose development has been completed is divided using the level determination standard. The higher the evaluation score, the higher the development level. That is, when the character development is completed at a high development level, there is a tendency that the number of candidates for obtaining the white factor increases. In addition, in the present embodiment, when the white factors that are candidates for obtaining include the white factors associated with the inherited character, the probability of winning the lottery for determining whether to win the lottery for the white factor is favored. That is, the white factor is a method that makes it easy to obtain the same factor information as the inherited character.
[0171] Then, when the white factors to be obtained are determined in the first process, the factor level of each white factor to be obtained is determined to be any level from level 1 to level 3 in the second process. The factor level related to the white factor is also selected with reference to the cultivation level. The higher the cultivation level, the easier it is to select a high factor level in the second process.
[0172] In addition, for the skill factor in the white factor, the higher the rarity of the skill possessed by the character, the more favorable the probability of winning the lottery in the first process to determine whether to win the lottery is, and the easier it is to select a high factor level in the second process. For example, if a character has a lower-level skill (e.g., a middle-distance straight line ○) and a higher-level skill (e.g., a middle-distance straight line ◎) that cannot be possessed at the same time, compared with the case where the character possesses the lower-level skill at the end of the development, the acquisition of the factor information of the white factor (e.g., the middle-distance straight line ○) corresponding to the skill is more favorable.
[0173] Then, in the player terminal 40, when the result of the lottery of the factor information related to the character to be developed is obtained from the server 20, the player terminal 40 displays the result of the lottery. Fig.23 The obtained factor notification screen shown notifies the player of the factor information acquired from the server 20 as the factor information obtained in the current development (step S203).
[0174] The factor information acquired from the server 20 is displayed in a list on the acquired factor notification screen, and a determination factor button 511 and a re-obtain factor button 512 are provided. When a touch input is made to the determination factor button 511 while the acquired factor notification screen is displayed, the display Fig.24 Then, when the confirmation button 521 provided in the confirmation dialog box for determining the factors is touched and inputted ("Yes" in step S204), the factor information associated with the character developed this time is determined, and is registered in the character list of the player management database 51 and the character list of the player data storage unit 71 as a developed character (step S205). In addition, when the cancel button 522 is touched and inputted while the confirmation dialog box for determining the factors is displayed, the confirmation dialog box for determining the factors is closed, and the screen for obtaining the factor notification is returned.
[0175] In addition, when a touch input is made to the reacquire factor button 512 while the acquire factor notification screen is displayed, the display Fig.25Then, when a touch input is made to the reacquisition confirmation button 531 provided in the reacquisition confirmation dialog box ("Yes" in step S206), a reacquisition factor request for requesting reacquisition of factor information is sent from the player terminal 40 to the server 20, and the factor information is reacquired (step S207). The reacquisition of factor information requires the consumption of trainer points (TP) required for character development. When the trainer points (TP) held by the player are insufficient, the trainer points can be supplemented using recovery items, etc., thereby enabling the reacquisition of factor information. In addition, the trainer points (TP) are restored in a certain amount each time according to the passage of time, so there is the following situation: when the trainer points (TP) held by the player are insufficient to regain the factor information, when the factor acquisition notification screen is displayed, by reopening the development function after moving to another screen, such as reopening the development function after calling other functions of the application, restarting the development function after terminating the application by terminating the process (task kill), etc., it becomes possible to use the restored holding amount of the trainer points (TP) based on the passage of time to regain the factor information. In this embodiment, the trainer points (TP) equal to the consumption required to start the character development can be consumed to regain the factor information. In the server 20 that has received the request to regain the factor, the factor information is re-executed based on the request to regain the factor, and the result of the draw is sent to the player terminal 40. In particular, in the present embodiment, in the selection of factor information based on the request for retrieving factors, the first process and the second process are performed for each of the blue factor, the red factor, the inherent factor, and the white factor under the same conditions as the selection of factor information based on the request for obtaining factors previously performed, to determine the factors to be obtained and their factor levels. In addition, a cancel button 532 is also provided in the dialog box for confirming the retrieving factors, and when the cancel button 532 is touched and inputted, the screen returns to the notification screen for obtaining factors.
[0176] Then, in the player terminal 40, when the result of the lottery of the factor information related to the character to be developed is obtained from the server 20, the player terminal 40 displays the result of the lottery. Fig.26 and Fig. 27 The obtained factor selection screen shown in the figure notifies the player of the factor information obtained from the server 20 based on the re-obtain factor request in a manner that allows comparison with the previously obtained factor information (step S208). In addition, the factor information obtained from the server 20 based on the re-obtain factor request may be only the factor information determined based on the re-obtain factor request, or may be both the cause sub-information determined based on the obtain factor request and the new factor information determined based on the re-obtain factor request.
[0177] In the Get Factor Selection screen, if Fig. 27 As shown in the figure, the factor information obtained previously is displayed as "cause sub", such as Fig.26 As shown, the factor information acquired later is displayed as “recovered factor.” By sliding input in any direction to the left or right on the acquired factor selection screen, the display of “cause factor” and “recovered factor” can be switched.
[0178] In addition, when a touch input is made to the factor list button 541 provided on the acquisition factor selection screen, as shown in FIG. Fig.28 As shown, the factor list dialog box is displayed, and the factor information of the character to be developed (for example, character N) and two inherited characters (for example, character D and character B) are displayed in a tree form, so that the factor information can be confirmed in advance when it is assumed that the character is registered in the character list as a developed character. In addition, the factor information of the character to be developed displayed in the factor list dialog box is the factor information displayed in the acquisition factor selection screen. That is, when the factor list dialog box is displayed in the state where "cause child" is displayed in the acquisition factor selection screen, the factor information of the character to be developed is "cause child", and when the factor list dialog box is displayed in the state where "re-acquired factor" is displayed in the acquisition factor selection screen, the factor information of the character to be developed becomes "re-acquired factor".
[0179] In addition, a factor confirmation button 542 is provided in the acquisition factor selection screen. When a touch input is made to the factor confirmation button 542, the factor information currently displayed in the acquisition factor selection screen is considered to be selected and a confirmation dialog box for confirming the factor is displayed. Fig.26 As shown in FIG. 1 , when a touch input is made to the factor determination button 542 in the state where “recover factor” is selected, as shown in FIG. Fig.29 As shown, a confirmation dialog box for determining factors showing factor information corresponding to "re-acquired factors" is displayed. Then, when a touch input is made to the confirmation button 551 provided in the confirmation dialog box for determining factors ("Yes" in step S209), the factor information associated with the character developed this time is determined, and the character is registered in the character list of the player management database 51 and the character list of the player data storage unit 71 as a developed character (step S205). In addition, when a touch input is made to the cancel button 552 while the confirmation dialog box for determining factors is displayed, the confirmation dialog box for determining factors is closed and the screen for selecting acquired factors is returned to.
[0180] In the information processing system 10 of the present embodiment described above, the factor information associated with the character to be developed can be changed based on the result of developing the character through the development function, thereby reducing the burden on the player to repeatedly develop the character until the player obtains the factor information desired.
[0181] In addition, in the present embodiment, the factor information associated with the character is determined with reference to the state of the character that is the development object in the development function at the time point when the development is completed. That is, in the present embodiment, the player cannot know the factor information associated with the character until the development of the character in the development function is completed. Therefore, there is the following concern: in the case where the time required to develop a character increases due to the increase in the content in the development function, etc., it will take a lot of time until the factor information expected by the player can be obtained. However, in the present embodiment, even if the content of the factor information presented at the end of the development of the character is not the content expected by the player, the factor information associated with the character being developed this time can be obtained again, thereby shortening the time until the factor information expected by the player is obtained.
[0182] In addition, in the present embodiment, when developing a character in the development function, the following factor inheritance event is generated: the state of the character to be developed is affected according to the factor information associated with the character developed in the past. That is, in the present embodiment, it is the following method: the developed character associated with excellent factor information can be selected as the inherited character, thereby making it easy to develop a powerful character. In addition, in the present embodiment, there is a limit on the ownership quota of the developed characters of each player, so there is also a desire of players who want to keep the developed character associated with the best possible factor information. Therefore, if the factor information associated with the character developed this time can be obtained again as in the present embodiment, the workload of the player who strictly selects whether to keep the developed character based on the factor information associated with the character can be reduced.
[0183] In addition, in the present embodiment, the factor information associated with the character is re-selected under the same conditions as the factor information that has been notified to the player, so it is easy to become the motivation for the player to decide to reacquire the factor information. In addition, in the present embodiment, the method of repeatedly performing the selection for determining the factor information for one character, but it can also be that in the case of reacquiring the factor information, a replica obtained by copying the cultivation history record of the cultivated character (original character) is internally made, the factor information is determined for the replica, and the player is allowed to choose which side of the original character and the replica to register. In addition, the conditions of the selection (second selection) related to the reacquisition of the factor information are not necessarily the same as the first selection, and in the selection related to the reacquisition, it can also be more favorable or unfavorable than the first selection in terms of probability. In addition, in the case of performing the selection related to the reacquisition of the factor information, it can also be that the selection related to the determination of the factor information is performed with reference to the state after the internal correction is applied to the character. For example, in the lottery for determining the target of obtaining the White Factor, although the actual character's development level is A, in the lottery related to re-acquisition, the development level can be internally processed as S, and the lottery for determining the target of obtaining the White Factor can be performed under more favorable conditions than the original development level.
[0184] In addition, in the present embodiment, when factor information is recovered, in the factor recovery selection screen, the factor information obtained previously and the factor information obtained later are displayed in a comparable manner, and the player can select which factor information is to be associated with the character. That is, the factor information related to the "cause child" and the factor information related to the "recovered factor" can be observed and compared, and the player can determine the factor information associated with the character at will, thereby improving the convenience of the player. In addition, in the present embodiment, the player can select the factor information associated with the character after comparing and considering the "recovered factor" while maintaining the "cause child", but it is also possible that, when the factor information recovery is requested, the factor information corresponding to the "cause child" is discarded, and the factor information corresponding to the "recovered factor" is registered in association with the character.
[0185] In addition, in the present embodiment, the case where the display of the factor information related to the "cause sub" and the display of the factor information related to the "recovered factor" are switched by sliding input in the acquisition factor selection screen is described, but the factor information related to the "cause sub" and the factor information related to the "recovered factor" may be displayed in the same screen, so that the two can be compared and confirmed without switching the display object. In addition, in the acquisition factor selection screen, the display of the factor information related to the "cause sub" or the display of the factor information related to the "recovered factor" may be distinguished and displayed in accordance with the difference from the other.
[0186] In addition, in this embodiment, the factor information is determined by lottery, but it is also possible to have a method in which part or all of the factor information is determined independently of lottery and then associated with the character. For example, it is also possible to have a method in which all the skills possessed by the character are obtained as factor information. In addition, the factor information includes the factor type and the factor level, but it is also possible to have a method in which the factor level does not exist.
[0187] In addition, in the present embodiment, the factor information can be re-acquired only once, but it can be re-acquired multiple times as long as the trainer points (TP) used as the consideration are consumed. In addition, when the factor information can be re-acquired repeatedly, the following method can be adopted: the trainer points (TP) consumed for the re-acquisition of the factor information increases each time.
[0188] In addition, it is also possible to set a stage for the consideration for re-acquiring factor information, and obtain preferential treatment when re-acquiring factor information according to the stage of the consideration consumed by the player at will. For example, it can be set as follows: when re-acquiring factor information, the higher the amount of trainer points (TP) consumed, the easier it is to increase the number of white factors that can be obtained.
[0189] In addition, in the present embodiment, in the development function, a prescribed amount of trainer points (TP) is required for one-time development of a character, and this consumption sometimes changes within a limited period due to events, activities, etc. In contrast, the trainer points (TP) required for reacquiring factor information only need to consume the prescribed amount required for one-time development. That is, in the present embodiment, factor information can be reacquired by consuming a fixed amount of trainer points (TP) without being linked to the consumption of trainer points (TP) at the beginning of development, but it is also possible that the consumption of trainer points (TP) required for reacquiring factor information changes in conjunction with the consumption of trainer points (TP) at the beginning of development. In addition, in the present embodiment, it is set that a consideration is required for reacquiring factor information, but it is also possible that factor information can be reacquired without a consideration.
[0190] In addition, in the present embodiment, the factor information can be retrieved and the factor information associated with the character can be changed before the developed character is registered in the character list, but it is also possible that the factor information associated with the developed character can be changed at any time of the player's will after the developed character is registered in the character list. However, considering the case where the developed character is rented from other players who have registered as friends as an inherited character as in the present embodiment, the following restriction can also be set: the factor information cannot be changed for the developed character that the player allows to be rented to other players as an inherited character. In addition, as a method of changing the factor information, it is also possible to increase the factor level of any factor information of the developed character registered in the character list by consuming a specified item. In the case where the factor level can be increased by using an item as a method of changing the factor information, the player can decide to consume the item that can increase the factor level at the stage of accepting the input of the factor information of the character to be developed. In addition, in the case where the factor level can be increased by using an item as a method of changing the factor information, the player can decide to consume the item that can increase the factor level after the character to be developed is registered in the character list. In addition, in a method of increasing the factor level by consuming items as a method of changing factor information, the opportunity to regain the factor information may not be provided to the character whose development has been completed. In addition, in a method of increasing the factor level by consuming items as a method of changing factor information, the factor information to be increased by consuming items may be randomly determined.
[0191] In addition, the change of factor information includes the player's selection of factor information. Alternatively, the number of factor information to be obtained is determined based on the lottery and development level, and the player edits the factor information associated with the character within the range of the number of factors to be obtained from the candidate factors based on the character's status and development history, and associates the factor information with the character based on the editing result and registers it in the character list.
[0192] In addition, the change of factor information includes changing only a part of the cause sub-information. For example, with respect to the result of the first draw of the factor information, it is possible to replace any factor information from the result of the second draw of the factor information, and set it as the factor information associated with the role. In addition, it is also possible that, in the re-acquisition of the factor information, only the factors that can be obtained with certainty, such as the blue factor and the red factor, can be changed, and in the draw related to the re-acquisition, only the blue factor and the red factor can be determined and replaced. In addition, it is also possible that, in the case where the same factor is determined as the object of acquisition in the first draw and the second draw related to the determination of the factor information, a correction is made to the factor to increase the factor level compared to the result of the first draw.
[0193] In addition, in the factor acquisition notification screen, it is also possible to select and delete factor information individually, and to increase the factor level of the remaining factor information by deleting the factor information. In this case, it is also possible to increase the level of the other factor information by one level regardless of the factor level of the deleted factor information by deleting one factor information. In addition, it is also possible to allocate the level increase amount corresponding to the factor level of the deleted factor information (for example, when the factor information with a factor level of level 3 is deleted, the level increase amount of 3 levels) to the other factor information.
[0194] In addition, in the present embodiment, a case where a draw related to the re-acquisition of factor information is performed based on the input of the player is described, but it is also possible that, at the end of the character development, two draws (a first draw and a second draw) are performed in advance under the same conditions, on this basis, only the first draw result is presented, and the second draw result is presented based on the input of the player. In the case where two draws are performed first, it is possible to determine which draw result to present according to a predetermined priority. For example, the draw result to be presented first can be determined based on any criteria such as the number of factor information obtained, the factor level related to specific factor information, etc.
[0195] In addition, in the present embodiment, when determining the object for obtaining the White Factor, candidates for the object for obtaining the White Factor are extracted from the character's possessed skills, competition participation history, development scenarios, etc., and a decision is made as to whether each candidate for the object for obtaining the White Factor is selected. However, it may also be that, with respect to the drawing for determining the object for obtaining the White Factor, a drawing is first performed to determine the number of acquisitions with a probability corresponding to the character's development level, and the object for obtaining the White Factor is determined from the candidates for obtaining the White Factor by drawing, with the determined number of acquisitions being the upper limit.
[0196] In addition, when the factor information is retrieved, it is possible to set the cause sub-information to be locked, and the factor information for which the lock setting is set is inherited to the retrieved factor information. When the cause sub-information is locked, it is possible to set the lock setting only for any one of the blue factor, the red factor, and the inherent factor, or it is possible to set the lock setting for all the blue factor, the red factor, and the inherent factor, and only the white factor is re-determined. In addition, it is possible to set the lock setting for the white factor to be limited in number.
[0197] In addition, in the present embodiment, a game in which two characters among the characters that have been developed can be set as successor characters when developing characters is described as an example, but the number of choices for the successor character only needs to be at least one, and it is also possible to set more than three successor characters. In addition, it is also possible to set a structure that provides the functions of the information processing system 10 in other games. For example, it can be applied to a game in which characters that participate in competitions can be developed in sports games such as baseball games and football games, and the developed characters can be used to fight against each other, or the developed characters can be used to enhance the status of the newly developed characters. In addition, it can also be applied to a game in which characters can be developed in other types of games, such as card battle games, fighting games, action games, battle royale games, role-playing games, etc., and the developed characters can be used to fight against each other, or the developed characters can be used to enhance the status of the newly developed characters.
[0198] Description of Reference Numerals
[0199] 10: Information processing system; 20: Server; 40: Player terminal; 21, 41: Control unit; 22, 42: Storage unit; 23, 45: Communication unit; 43: Operation input unit; 44: Display unit; 50: Server data storage unit; 51: Player management database; 52: Factor information database; 60: Game operation unit; 61: Factor information determination unit; 62: Factor information application unit; 70: Terminal data storage unit; 71: Player data storage unit; 72: Development progress data storage unit; 73: Match control data storage unit; 80: Game execution unit; 81: Development function providing unit; 82: Factor information notification unit; 83: Factor information changing unit; 84: Character registration unit; 85: Battle function providing unit.
Claims
1. A program for a game in which a game medium associated with specific information is registered in a database in association with a player, the program causing a computer to function as the following units: a specific information determination unit that determines the specific information associated with the game medium used in the predetermined game based on a result obtained by playing the predetermined game; and A specific information changing unit enables changing the specific information associated with the game medium after the specific information is notified to the player.
2. The program according to claim 1, wherein: The predetermined game is a game that develops the game medium. The specific information determination unit determines the specific information associated with the game medium by referring to a state of the game medium as a development target in the predetermined game at a predetermined time point.
3. The program according to claim 1, wherein: The predetermined game is a game that develops the game medium. The program enables the computer to also function as a specific information application unit. When the game medium is developed in the specified game, the specific information application unit affects the state of the game medium as the development object based on the specific information associated with the game medium developed in the past.
4. The program according to claim 1, wherein: The specific information changing unit receives a specific input for requesting a re-determination of the specific information after the specific information is notified to the player, The specific information determination unit re-determines the specific information associated with the game medium under the same conditions as the specific information notified to the player, based on the fact that the specific input has been made.
5. The program according to claim 1, wherein: The specific information changing unit displays the specific information acquired previously and the specific information acquired later in the game medium in a manner that allows comparison, and allows the player to select which specific information is to be associated with the game medium.
6. An information processing system for a game, in which a game medium associated with specific information is registered in a database in association with a player, the information processing system comprising: a specific information determination unit that determines the specific information associated with the game medium used in the predetermined game based on a result obtained by playing the predetermined game; as well as A specific information changing unit enables changing the specific information associated with the game medium after the specific information is notified to the player.
7. An information processing method for a game, in which a game medium associated with specific information is registered in a database in association with a player, the information processing method comprising: a specific information determination step of determining the specific information associated with the game medium used in the predetermined game based on a result obtained by playing the predetermined game; as well as The specific information changing step enables changing the specific information associated with the game medium after the specific information is notified to the player.