Information processing program, information processing method, and game device
By introducing multiple game media with display mode and performance in digital card games and changing their display mode and performance under specific conditions, the problem of strategic shortcomings in the prior art is solved, and the strategic and fun of the game is improved.
Patent Information
- Application Number
- CN202380062177.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-08-31
- Filing Date
- 2023-07-25
- Publication Date
- 2025-04-11
AI Technical Summary
Existing digital card games have shortcomings in their strategic aspects and are difficult to provide higher strategic challenges.
By introducing multiple game media associated with display mode and performance in the game, the player's game media and the game media against opponents change their display mode and performance under specific conditions, increasing the strategic nature of the game.
It improves the strategic nature of the game, allowing players to need higher strategic thinking and decision-making skills in the game process, thereby improving the fun and difficulty of the game.
Smart Images

Figure CN119816346A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method and a game device. Background Art
[0002] In the past, a digital card game capable of communication battles between players has been proposed. In such a digital card game, for example, as shown in Patent Document 1, a method is proposed in which a new card is summoned by fusing a card placed on a battlefield (field) with other cards.
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent No. 6804675 Summary of the invention
[0006] Problem that the invention aims to solve
[0007] In a game that allows for such a battle as described above, it is desired to further enhance the strategic nature.
[0008] An object of the present invention is to provide an information processing system, an information processing method, and an information processing program capable of improving strategic performance.
[0009] Solutions for solving problems
[0010] In order to solve the above-mentioned problem, the information processing program causes the computer to perform the following processing: displaying the game media of the player and the game media of the opponent among multiple game media associated with display modes and performances in a recognizable manner in a configuration area; progressing the game based at least on the operation input for the game media displayed in the configuration area; and when a specific game medium among the multiple game media associated with a specific display mode and a specific performance is displayed in the configuration area and a specified operation input is performed on the specific game medium, if a predetermined specific condition is not satisfied, changing either or both of the specific display mode and the specific performance to a predetermined display mode or performance, and if the specific condition is satisfied, changing either or both of the specific display mode and the specific performance to any one of a plurality of display modes or performances.
[0011] In addition, it is also possible that the multiple game media include multiple special game media whose display method or performance is different from the specific game medium in either or both. In the process of changing the display method or performance, when the specific condition is met, the specific game medium is changed to any special game medium among the multiple special game media.
[0012] Alternatively, the computer may be caused to perform the following processing: when the specific conditions are met, the player is caused to select any one special game medium from a plurality of the special game media, and in the process of changing the display method or performance, the specific game medium is changed to the special game medium selected by the player.
[0013] In addition, one or both of the display mode and performance of the special game medium may be different from the preset display mode or performance to which it changes when the specific condition is not satisfied.
[0014] Alternatively, when the progress of the game during a predetermined period satisfies a preset condition, it may be determined that the specific condition is satisfied.
[0015] In order to solve the above-mentioned problem, an information processing method is an information processing method performed by one or more computers, including the following processing: displaying the game media of a player and the game media of an opponent among a plurality of game media associated with display modes and performances in a recognizable manner in a configuration area; progressing the game based at least on operation inputs to the game media displayed in the configuration area; and when a specific game medium among the plurality of game media associated with a specific display mode and a specific performance is displayed in the configuration area and a prescribed operation input is performed on the specific game medium, if a predetermined specific condition is not satisfied, changing either or both of the specific display mode and the specific performance to a predetermined display mode or performance, and if the specific condition is satisfied, changing either or both of the specific display mode and the specific performance to any one of a plurality of display modes or performances.
[0016] In order to solve the above-mentioned problem, a game device has one or more computers, wherein the computers perform the following processing: displaying the game media of a player and the game media of an opponent among a plurality of game media associated with display modes and performances in a recognizable manner in a configuration area; progressing the game based at least on operation input to the game media displayed in the configuration area; and when a specific game medium among the plurality of game media associated with a specific display mode and a specific performance is displayed in the configuration area and a prescribed operation input is performed on the specific game medium, if a predetermined specific condition is not satisfied, changing either or both of the specific display mode and the specific performance to a predetermined display mode or performance, and if the specific condition is satisfied, changing either or both of the specific display mode and the specific performance to any one of a plurality of display modes or performances.
[0017] Effects of the Invention
[0018] According to the present invention, strategic efficiency can be improved. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] Figure 1 It is an explanatory diagram showing a schematic configuration of an information processing system.
[0020] Figure 2A It is a diagram illustrating the hardware structure of a player terminal. Figure 2B This is a diagram illustrating the hardware configuration of a server.
[0021] Figure 3A This is a diagram showing an example of a home page screen. Figure 3B This is a diagram for explaining an example of a card setting screen. Figure 3C This is a diagram for explaining an example of a deck selection screen. Figure 3D This is a diagram for explaining an example of the deck formation screen in the initial state.
[0022] Figure 4A This is a diagram for explaining an example of a deck formation screen during formation. Figure 4B This is a diagram for explaining an example of a card list screen. Figure 4C This is a diagram for explaining an example of a card generation screen. Figure 4D This is a diagram for explaining an example of a card details screen.
[0023] Figure 5 This is a diagram for explaining an example of a card battle game screen.
[0024] Fig. 6A This is a diagram for explaining an example of a follower card. Figure 6B This is a diagram illustrating an example of a spell card. Figure 6C This is a diagram for explaining an example of amulet cards.
[0025] Figure 7 This is a diagram illustrating an example of capability.
[0026] Fig. 8A This is the first diagram for explaining an example of the transition of the card battle screen. Figure 8B The second figure is a diagram for explaining an example of the transition of the card battle screen. Figure 8C The third figure is a diagram for explaining an example of the transition of the card battle screen.
[0027] Fig. 9A The fourth figure is a diagram for explaining an example of the transition of the card battle screen. Fig. 9B FIG. 5 is a fifth diagram for explaining an example of transition of the card battle screen. Fig. 9C FIG. 6 is a sixth diagram for explaining an example of transition of the card battle screen.
[0028] Fig. 10A FIG. 7 is a seventh diagram for explaining an example of transition of the card battle screen. Fig. 10B FIG. 8 is an eighth diagram for explaining an example of transition of the card battle screen. Fig. 10C FIG. 9 is a ninth diagram for explaining an example of transition of the card battle screen.
[0029] Fig.11A FIG. 10 is a tenth diagram for explaining an example of transition of the card battle screen. Fig. 11B FIG. 11 is an eleventh diagram for explaining an example of transition of the card battle screen.
[0030] Fig. 12A The first figure is an example of a battle scene during evolution. Fig. 12B The second figure is an example of a battle scene during evolution.
[0031] Fig.13 This is a diagram for explaining an example of a card detail label.
[0032] Fig.14A This is the first figure that illustrates an example of evolution animation. Fig. 14B The second figure is a diagram illustrating an example of an evolution animation.
[0033] Fig.15 This is a diagram for explaining an example of a specific card and a special card.
[0034] Fig.16A This is a diagram for explaining an example of a special card selection screen. Fig. 16B The third figure illustrates an example of evolution animation.
[0035] Fig.17 It is a functional block diagram of the player terminal.
[0036] Fig.18 It is a functional block diagram of the server.
[0037] Fig.19 It is a sequence diagram explaining the processing of the player terminal and the server.
[0038] Fig. 20 This is a flowchart for explaining an example of card battle game execution processing in a player terminal.
[0039] Fig.21 This is a first flowchart for explaining an example of the own turn control process in the player terminal.
[0040] Fig. 22 This is a second flowchart for explaining an example of the own turn control process in the player terminal.
[0041] Fig.23 This is a flowchart illustrating an example of the opponent turn control process in the player terminal.
[0042] Fig.24 This is a flowchart illustrating an example of card battle game execution processing in a server. DETAILED DESCRIPTION
[0043] Hereinafter, one embodiment of the present invention will be described in detail with reference to the accompanying drawings. The numerical values and the like shown in the above-mentioned embodiments are only examples for easy understanding, and unless otherwise specified, they do not limit the present invention. In addition, in this specification and the accompanying drawings, for elements having substantially the same function and structure, repeated descriptions are omitted by marking the same reference numerals, and illustrations of elements that are not directly related to the present invention are omitted.
[0044] (Overall Structure of Information Processing System S)
[0045] Figure 1 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.
[0046] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 widely includes electronic devices that can communicate with the server 100 wirelessly or by wire. As the player terminal 1, for example, a smartphone, a mobile phone, a tablet device, a personal computer, a game device, etc. can be listed. In this embodiment, the case where a smartphone is used as the player terminal 1 is described.
[0047] The server 100 is connected to the plurality of player terminals 1 for communication. The server 100 stores various information (player information) for each player playing the game. In addition, the server 100 updates the stored information and controls the progress of the game based on the operation input from the player terminal 1.
[0048] The communication base station 200a is connected to the communication network 200 to wirelessly transmit and receive information with the player terminal 1. The communication network 200 is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and is used to realize wireless or wired communication connection between the player terminal 1 and the server 100.
[0049] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 each share the role of controlling the progress of the game, and the game progresses through the cooperation between the player terminal 1 and the server 100 .
[0050] (Hardware Configuration of Player Terminal 1 and Server 100)
[0051] Figure 2A 1 is a diagram for explaining the hardware structure of the player terminal 1. Figure 2B 1 is a diagram illustrating the hardware structure of the server 100. Figure 2A As shown, the player terminal 1 includes a CPU (Central Processing Unit) 10 , a memory 12 , a bus 14 , an input / output interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .
[0052] In addition, if Figure 2B As shown, the server 100 is configured to include a CPU 110 , a memory 112 , a bus 114 , an input / output interface 116 , a storage unit 118 , a communication unit 120 , an input unit 122 , and an output unit 124 .
[0053] In addition, the structures and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as the structures and functions of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the hardware structure of the player terminal 1 will be described below, and the description of the server 100 will be omitted.
[0054] The CPU 10 executes the program stored in the memory 12 to control the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and is used to store programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0055] An input / output interface 16 is connected to the bus 14. The input / output interface 16 is connected to a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0056] The storage unit 18 is composed of a semiconductor memory such as DRAM (Dynamic Random Access Memory) and is used to store various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) through the CPU 10.
[0057] The communication unit 20 is wirelessly connected to the communication base station 200a, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.
[0058] The input unit 22 is composed of, for example, a touch panel, button, keyboard, mouse, cross key, analog controller, etc. for inputting the player's operation (accepting operation). In addition, the input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may also be composed of an acceleration sensor for detecting the tilt and movement of the player terminal 1 or a microphone for detecting the player's voice. That is, the input unit 22 widely includes a device that can input the player's intention in a recognizable manner.
[0059] The output unit 24 is configured to include a display device and a speaker. In addition, the output unit 24 may also be a device connected (externally connected) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and includes a touch panel provided overlapping with the display 26 as the input unit 22.
[0060] (Game Content)
[0061] Next, an example is used to illustrate the content of the game provided by the information processing system S (game device G) of this embodiment. The game of this embodiment is a so-called digital card game. Players can play the following card battle game: through lottery, etc., they obtain and own a variety of digital cards (game media, hereinafter referred to as cards) provided by the operator, and use the owned cards to fight against the computer or other players. The game content of this embodiment is described in detail below.
[0062] Figure 3A This is a diagram showing an example of a home page screen. Figure 3B This is a diagram for explaining an example of a card setting screen. Figure 3C This is a diagram for explaining an example of a deck selection screen. Figure 3D This is a diagram for explaining an example of the deck formation screen in the initial state. Figure 4A This is a diagram for explaining an example of a deck formation screen during formation. Figure 4B This is a diagram for explaining an example of a card list screen. Figure 4C This is a diagram for explaining an example of a card generation screen. Figure 4D This is a diagram for explaining an example of a card details screen.
[0063] When the application for this game is started in the player terminal 1, the communication between the player terminal 1 and the server 100 is started, and the player terminal 1 enters the login state, and the game starts. When the game starts, various game screens are displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is roughly divided into a normal screen and a battle screen.
[0064] The normal screen is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen displayed on the display 26 from the start to the end of the card battle game. Here, all screens other than the battle screen are normal screens. Figure 3A The home page screen shown, Figure 3B There are multiple screens including the card setting screen shown, the shop screen not shown, and the menu screen.
[0065] Figure 3A The home screen shown is the first screen displayed after logging in. Figure 3AAs shown, in the home screen, a menu bar 30 is displayed at the bottom of the display 26. A plurality of operation units that can be operated (clicked) by the player are provided in the menu bar 30. The menu bar 30 includes a home screen selection operation unit 30a labeled "Home", a single-player game selection operation unit 30b labeled "Single-player Game", a multiplayer game selection operation unit 30c labeled "Battle", a card setting screen selection operation unit 30d labeled "Card", a store screen selection operation unit 30e labeled "Store", and a menu screen selection operation unit 30f labeled "Others".
[0066] When the home screen selection operation unit 30a is clicked, Figure 3A The home screen shown is displayed on the display 26. In addition, when the single-player game selection operation unit 30b is clicked, various setting screens are displayed, and when settings are made in the setting screens, a card battle game based on a battle against a computer starts. When the multiplayer game selection operation unit 30c is clicked, various setting screens are displayed, and when settings are made in the setting screens, a card battle game based on a communication battle with other players starts.
[0067] When the card setting screen selection operation unit 30d is clicked, Figure 3B The card setting screen shown is displayed on the display 26, and the deck grouping, card list display, card decomposition, generation, etc. described later can be performed. In addition, when the store screen selection operation unit 30e is clicked, the store screen is displayed on the display 26, and cards can be obtained by drawing by consuming in-game currency and props. In addition, when the menu screen selection operation unit 30f is clicked, the menu screen is displayed on the display 26, and the game settings and various information can be confirmed. In addition, in the menu bar 30, in order to be able to identify the screen being displayed on the display 26, the operation unit corresponding to each screen is highlighted.
[0068] exist Figure 3A A head display area 31 is provided at the upper left of the home screen shown. The player name, player icon, and battle points (BP) associated with the player ID are displayed in the head display area 31. In addition, when a player wins a card battle game based on communication battle with other players, battle points can be obtained, and when a player loses a card battle game based on communication battle with other players, battle points are reduced.
[0069] The home menu 32 is displayed at the right end of the home screen. The home menu 32 includes a gift screen selection operation unit 32a with the word "gift", an information screen selection operation unit 32b with the word "information", a task screen selection operation unit 32c with the word "task", and a guild screen selection operation unit 32d with the word "guild".
[0070] When the gift screen selection operation unit 32a is clicked, for example, a gift screen (not shown) for displaying items distributed by the operator is displayed on the display 26. In addition, when the information screen selection operation unit 32b is clicked, an information screen (not shown) for displaying update information, maintenance information, etc. is displayed on the display 26. In addition, when the task screen selection operation unit 32c is clicked, a task screen (not shown) for displaying a preset task is displayed on the display 26. In addition, when the guild screen selection operation unit 32d is clicked, a guild screen related to a guild (group) composed of multiple players is displayed on the display 26.
[0071] Figure 3B The card setting screen shown is displayed on the display 26 when the card setting screen selection operation unit 30d is clicked. The card set grouping tab 33a and the card list generation tab 33b are displayed on the card setting screen. Figure 3C The deck selection screen shown. The deck selection screen displays a list of decks that the player has assembled in a list format. When assembling a deck, the player can assemble a deck name. In the deck selection screen, the deck name is displayed in the icon corresponding to each deck.
[0072] In addition, a deck creation tab 34 indicating "Create a new deck" is displayed on the deck selection screen. When the player clicks the deck creation tab 34, Figure 3D The deck formation screen shown is displayed on the display 26, so that a new deck can be formed.
[0073] In the deck assembly screen, multiple empty columns are displayed at the top, and the cards that the player already has (hereinafter referred to as owned cards) are displayed at the bottom. Figure 4A As shown, by sliding the owned card displayed at the bottom to the top, the slid owned card is arranged in the empty column at the top. In this way, in the deck formation screen, the owned card arranged at the top becomes a state of being temporarily registered.
[0074] Furthermore, when the save label 35 with the record "Save" set in the deck formation screen is clicked, the deck information is stored. The deck information is assigned a deck ID, and the deck information that can identify all temporarily registered cards is stored in association with the deck ID. In addition, although the illustration is omitted, when the save label 35 is clicked, a screen for editing the deck name is displayed, and when the editing of the deck name is completed, the deck name and the icon displayed in the deck selection screen, etc. are stored together with the deck information in association with the deck ID.
[0075] In addition, Figure 3CIf you click the icon on the deck selection screen shown, Figure 4A The deck composition screen is displayed as shown. However, in this case, the cards constituting the deck selected in the deck selection screen are displayed at the top, and the owned cards are displayed at the bottom. In this case, the card displayed at the top can be changed to the owned card displayed at the bottom through the player's operation.
[0076] In addition, in the card battle game, a prescribed number of cards (e.g., 40 cards) are used. Therefore, in the card grouping screen, usually, the player clicks the save tab 35 after the prescribed number of owned cards are temporarily registered, thereby storing the card group information including the prescribed number of cards. However, in the case where the temporarily registered cards are less than the prescribed number or in the case where the prescribed number is exceeded, the card group information can be saved, but the card group information cannot be used in the card battle game.
[0077] When the card list generation tab 33b is clicked on the card setting screen, Figure 4B The card list screen shown is displayed on the display 26. In the card list screen, the owned card label 36a, the generation mode label 36b and the owned coin display column 36c are provided at the lower part of the display 26. The owned card label 36a and the generation mode label 36b are configured to accept the player's click operation. The owned card label 36a and the generation mode label 36b are also displayed in the card generation screen. When the owned card label 36a is clicked, the display Figure 4B When the card list screen shown in FIG. 36 is clicked, the generation mode label 36b is displayed. Figure 4C The card generation screen shown. On the other hand, the number of coins (owned coin number) which are in-game currency owned by the player is displayed in the owned coin display column 36c.
[0078] like Figure 4B As shown in FIG. 1 , the card list screen displays the cards owned by the player and the number of cards owned by the player. In addition, the card list screen may also display cards not owned by the player. In addition, in the card generation screen, as shown in FIG. Figure 4C As shown, all cards provided are displayed regardless of whether they are already owned by the player. However, the cards that the player already owns are displayed in color, while the cards that are not owned by the player are grayed out (in Figure 4C Thus, the player can easily identify whether it is a card he already owns.
[0079] When you click on each card in the card list screen or card generation screen, Figure 4DAs shown, the card details screen is displayed. In the card details screen, various information related to the clicked card is displayed, and a decomposition label 37a and a generation label 37b are provided. The number of coins obtained is displayed in the decomposition label 37a. When the decomposition label 37a is clicked, the currently selected card is decomposed, and the player can obtain the number of coins obtained displayed in the decomposition label 37a. In addition, when a card is decomposed, the number of coins owned by the card is reduced.
[0080] In addition, the number of consumed coins is displayed in the generation label 37b. When the generation label 37b is clicked, the number of consumed coins displayed in the generation label 37b can be consumed to generate the selected card. When a card is generated, the number of cards owned increases. In other words, the player can exchange the coins owned for cards by clicking the generation label 37b. Whether the player owns a card or not, such a card generation function can be performed. That is, the player can generate cards for both the cards already owned and the cards not owned.
[0081] In addition, the cards provided may include cards that can be generated and cards that cannot be generated, or all cards that can be generated. Furthermore, cards that can be generated and cannot be generated may be included.
[0082] In addition, the cards are provided with cards that can evolve in the card battle game, which will be described in detail later. In this embodiment, "evolution" means that the card selected by the player is changed to another card. When the card evolves, the performance of the card is enhanced.
[0083] A first button 37c and a second button 37d are provided in the card details screen. In the card details screen of the card that can be evolved, the first button 37c is effective. Although not shown in the figure, when the first button 37c is clicked, the details of the evolved card are displayed on the card details screen.
[0084] In addition, the cards that can be evolved include the specific cards described below. A plurality of special cards as evolved cards are associated with the specific cards. When a specific condition is met in the card battle game, the player can select any of the multiple special cards as the evolved card. In addition, when the specific condition is not met, it evolves into a specified card like other evolvable cards.
[0085] In the card details screen of a specific card, the second button 37d is enabled. Although not shown in the figure, when the second button 37d is clicked, the details of the special card associated with the specific card are displayed on the card details screen. At this time, in the card details screen, a variety of special cards are displayed in a switchable manner. In addition, in the card details screen of a specific card, when the first button 37c is clicked, the details of the card that evolves when the specific condition is not met are displayed.
[0086] In addition, the card details screen described above is displayed both in the card battle game and outside the card battle game. In the card battle game, the card details screen can be displayed not only for the player's own cards, but also for the opponent's cards. Therefore, in the card battle game, the player can understand what kind of card the opponent can evolve into.
[0087] Next, the card battle game will be described. Below, after describing the outline of the card battle game, the details of the cards and the details of the card battle game will be described in order. In addition, the card battle game in which players compete with other players will be described here. In addition, the other players who will become opponents in the battle will be referred to as opponents.
[0088] Figure 5 3 is a diagram illustrating an example of a card battle game screen. When the multiplayer game selection operation unit 30c of the menu bar 30 is clicked, various setting screens are displayed. When settings are made in the setting screens, the card battle game starts. During the execution of the card battle game, Figure 5 The battle scene shown is displayed on the display 26.
[0089] The battle screen is divided into a player display area 40a for displaying the player's cards, information, etc. and an opponent display area 40b for displaying the opponent's cards, information, etc. The player's main fighter 41a is displayed in the lower center of the player display area 40a, and the player's main fighter 41a's vitality 42a and evolution points 43a are displayed near the player's main fighter 41a.
[0090] Similarly, the opponent's main fighter 41b is displayed in the upper center of the opponent display area 40b, and the opponent's main fighter 41b's vitality 42b and evolution points 43b are displayed near the opponent's main fighter 41b. In addition, the vitality 42a of the player's main fighter 41a and the vitality 42b of the opponent's main fighter 41b are set to 20 as initial values.
[0091] In addition, in the player display area 40a, a player's deck area 44a is provided at the right end, a player's hand area 45a is provided at the lower right, and a player's battlefield 46a is provided in the center. In the deck area 44a, unused player cards are arranged in a reversed state, that is, in an unrecognizable state. In the hand area 45a, the cards that have become the player's hand are arranged in a manner that the player can recognize. In the battlefield 46a, the cards played from the hand area 45a are arranged in a manner that the player can recognize.
[0092] Similarly, in the opponent display area 40b, an opponent's deck area 44b is provided at the right end, an opponent's hand area 45b is provided at the upper left, and an opponent's battlefield 46b is provided in the center. In the deck area 44b, the opponent's cards that have not been used are arranged in a reverse state. In the hand area 45b, the cards that have become the opponent's hand are arranged in a manner that cannot be recognized by the player, that is, in a reversed manner. In the battlefield 46b, the cards played from the hand area 45b are arranged in a manner that can be recognized by the player.
[0093] A round end button 47 for accepting a player's click and a game point display unit 48a for displaying the player's game points (PP) are provided in the upper right of the player display area 40a. In the game point display unit 48a, the maximum game points in the current round are displayed as the denominator, and the available game points are displayed as the numerator. In addition, in the game point display unit 48a, the maximum game points and the available game points are displayed in a recognizable manner by the display of dots. In addition, a game point display unit 48b for displaying the opponent's game points is provided near the main fighter 41b in the opponent display area 40b.
[0094] In addition, a battle log button 49 is provided at the left end of the battle screen. The battle log button 49 is provided so as to be able to receive a click operation by the player. When the battle log button 49 is clicked, the battle log is displayed in an overlapping manner on the battle screen.
[0095] The card battle game in this embodiment is a two-player battle type, and the cards that become the player's hand are randomly distributed from the deck selected by the player. In addition, for the opponent, the cards that become the opponent's hand are randomly distributed from the deck selected by the opponent. In addition, in the card battle game, the player's turn and the opponent's turn are repeated alternately. In each turn, the card randomly selected from the deck is added to the hand.
[0096] During a player's turn, the player selects a follower card or amulet card described below from the cards arranged in his / her hand area 45a according to the prescribed rules and places it on the battlefield 46a, or uses a spell card to activate a prescribed effect. In addition, the following is referred to as "playing a card": placing a follower card or amulet card arranged in the hand area 45a, 45b on the battlefield 46a, 46b or using a spell card arranged in the hand area 45a, 45b to activate a prescribed effect, that is, moving the cards arranged in the hand area 45a, 45b to other areas.
[0097] In the card battle game, life 42a and 42b are set for the main fighter 41a of the player and the main fighter 41b of the opponent, respectively, and the party that first reduces the life 42a and 42b of the opponent to 0 by attacking with cards etc. wins. Next, the details of the cards used in the card battle game of this embodiment are described.
[0098] Fig. 6A This is a diagram for explaining an example of a follower card. Figure 6B This is a diagram illustrating an example of a spell card. Figure 6C 1 is a diagram for explaining an example of a talisman card. Cards used in the card battle game of this embodiment are classified into any one of the card categories of follower cards, spell cards, and talisman cards.
[0099] like Figure 6A to Figure 6C As shown, for each card, a name 51, a class 52, a type 53, and a cost 54 are set regardless of the card category. The name 51 is uniquely set for each card. That is, the name 51 can also be called a card name. There are multiple types of classes 52, and each card is classified as a certain class. There are multiple types of types 53, and each card includes a card classified as a certain type and a card that is not classified as any type. The cost 54 represents the game points required to play the card, and the card can be played by consuming the game points corresponding to the cost.
[0100] Fig. 6AThe follower card shown is a card that can attack the main combatant 41b of the opponent and the follower card configured on the battlefield 46b of the opponent in the card battle game. A name 51, a profession 52, a type 53, a cost 54, an ability 55, an attack power 56 and a vitality 57 are set for the follower card. The attack power 56 represents the amount of damage caused to the main combatant 41b of the opponent who has become the target of attack or the follower card configured on the battlefield 46b of the opponent when the follower card attacks. When the damage is received, the vitality 57 reduces the amount of damage received, and when the vitality 57 becomes 0, the follower card is destroyed. In addition, the destroyed card is not displayed from the battlefield 46a and is sent to the graveyard not shown. However, as a state of being not displayed from the battlefield 46b, there is also a state of being destroyed and not sent to the graveyard, which is different from destruction.
[0101] In addition, the follower card can be evolved by consuming the evolution points 43a, 43b. The attack power 56 and vitality 57 of the evolved follower card are increased, or a predetermined ability 55 is added. That is, through the evolution of the follower card, the performance of the card (ability 55, attack power 56, vitality 57) is strengthened.
[0102] Figure 6B The spell card shown is set with a name 51, a profession 52, a type 53, a cost 54, and an ability 55. When a spell card is played, the ability 55 (effect) is activated, and the spell card is destroyed. In other words, a spell card is a card that cannot be placed on the battlefield 46a, 46b.
[0103] Figure 6C The amulet card shown is set with a name 51, an occupation 52, a type 53, a cost 54, and an ability 55. The amulet card is a card that remains on the battlefield 46a and activates an ability 55 when it is played.
[0104] Figure 7 55 is a diagram illustrating an example of capability 55. Figure 7 The ability 55 shown is an example, and other abilities 55 may be provided, or some abilities 55 may not be provided. In addition, the description here is based on the premise that it is the player's card, but the same applies to the opponent's card.
[0105] like Figure 7 As shown in FIG. 5 , as abilities 55, there are provided entrance song, closing song, guard, charge, gallop, destroy, siphon, direct summon, evolution, fusion, etc. The entrance song is an ability to activate the effect recorded after the "entrance song" when a card is placed from the hand area 45a to the battlefield 46a (when a card is played). For example, Fig. 6AIn the example of the follower card shown, when the follower card is placed on the battlefield 46a, the effect of "drawing a card" is activated, and a card is determined from the cards arranged in the deck area 44a by drawing, and the determined card is arranged in the hand area 45a.
[0106] Curtain Call is an ability to activate the effect written after "Curtain Call" when a card is destroyed. Guard is an ability that prevents the opponent from attacking cards other than the card set to Guard when the card set to Guard is placed on the battlefield 46a. Charge is an ability that can attack the opponent's follower card during the turn it is placed on the battlefield 46a.
[0107] Sprint is an ability that can attack the opponent's minion card and main fighter 41b during the turn when it is placed on the battlefield 46a. Destruction is an ability that can destroy the opponent's minion card regardless of the life force of the opponent's minion card when attacking and damaging it. Siphon is an ability that can restore the life force 42a of the main fighter 41a by the amount of damage caused when damaging the opponent's minion card or main fighter 41b during the player's turn.
[0108] Direct Summon is the ability to place a card directly from the deck area 44a to the battlefield 46a when a pre-set condition is met. Evolution is the ability to activate the effect recorded after "Evolution" when the follower card evolves. Fusion is the ability given to the base card that becomes the fusion source, and is the ability to strengthen the card by fusing the card arranged in the hand area 45a that meets the pre-set conditions as the material card. In addition, in one card, sometimes multiple abilities 55 are set repeatedly, and sometimes no ability 55 is set.
[0109] Furthermore, in this embodiment, the follower cards, spell cards, and amulet cards are combined to form a deck, and the card battle game is played using the formed deck. The details of the card battle game are described below.
[0110] Fig. 8A This is the first diagram for explaining an example of the transition of the card battle screen. Figure 8B The second figure is a diagram for explaining an example of the transition of the card battle screen. Figure 8C The third figure is a diagram for explaining an example of the transition of the card battle screen. Fig. 9A The fourth figure is a diagram for explaining an example of the transition of the card battle screen. Fig. 9B FIG. 5 is a fifth diagram for explaining an example of transition of the card battle screen. Fig. 9C FIG. 6 is a sixth diagram for explaining an example of transition of the card battle screen. Fig. 10A FIG. 7 is a seventh diagram for explaining an example of transition of the card battle screen. Fig. 10BFIG. 8 is an eighth diagram for explaining an example of transition of the card battle screen. Fig. 10C FIG. 9 is a ninth diagram for explaining an example of transition of the card battle screen. Fig.11A FIG. 10 is a tenth diagram for explaining an example of transition of the card battle screen. Fig. 11B FIG. 11 is an eleventh diagram for explaining an example of transition of the card battle screen.
[0111] When the card battle game starts, the deck information used is sent from the player terminal 1 to the server 100. In addition, the deck information is also sent from the opponent's player terminal 1 to the server 100. The server 100 randomly determines the first attack and the second attack, and randomly assigns indexes (for example, numbers from 1 to 40) to all the cards represented by the deck information. In addition, the server 100 determines 3 initial candidate cards from the cards represented by the deck information, and determines 3 exchange candidate cards.
[0112] Furthermore, the server 100 sends initial information to the player terminal 1, which includes first attack and second attack information indicating first attack and second attack, index information indicating the index of the player's card, and exchange information indicating the initial card and the exchange candidate card. In the player terminal 1, when the card battle game is started, based on the first attack and second attack information, the player terminal 1 can Fig. 8A As shown in FIG. 1 , the display 26 displays whether the player attacks first or second. Then, based on the exchange information, the player terminal 1 displays the first attack or the second attack. Figure 8B As shown, three initial candidate cards are arranged in the initial card display area 60, and the exchange display area 61 for arranging the cards to be exchanged is displayed on the display 26.
[0113] If there is a card you want to exchange in the initial candidate cards, such as Figure 8C As shown, the player moves the card to be exchanged to the exchange display area 61 by sliding operation. When the player clicks the decision button 62, the card moved to the exchange display area 61 is returned to the deck area 44a, and the exchange candidate cards of the same number as the initial candidate cards that have not been exchanged and the initial candidate cards that have been exchanged are determined as the initial cards, and the initial card information indicating the determined initial card is sent to the server 100.
[0114] In addition, the server 100 also receives initial card information from the opponent's player terminal 1. When the server 100 receives the initial card information from both parties, it sends the card number information indicating only the number of cards included in the opponent's initial card information to the player's player terminal 1. Similarly, when the server 100 receives the initial card information from both parties, it sends the card number information indicating only the number of cards included in the player's initial card information to the opponent's player terminal 1.
[0115] When the player terminal 1 receives the number of tickets, Fig. 9A As shown, the battle screen is displayed on the display 26. At this time, the determined initial card is arranged in the hand card area 45a in a recognizable manner, and based on the received opponent's card number information, three cards are arranged in the hand card area 45b in an unrecognizable manner.
[0116] Afterwards, if the player attacks first, the player terminal 1 Fig. 9B As shown in FIG. 1 , an image indicating that it is the player's turn is displayed on the display 26, and then the index of a card in the deck area 44a is determined by drawing. That is, a card in the deck area 44a is drawn here. Then, the player terminal 1 Fig. 9C As shown, the card determined by the lottery is arranged in the hand card area 45a, and the card information is transmitted to the server 100. In addition, the player terminal 1 increases the game point by 1, and updates and displays the game point display part 48a (here, the game point is set to 1).
[0117] Afterwards, if Fig. 10A As shown, for example, when the player slides a follower card with a cost of 1 from the cards arranged in the hand area 45a onto the battlefield 46a, the game points are reduced by 1, and the game point display part 48a is updated and displayed. Here, when the follower card placed on the battlefield 46a has an ability 55 and the activation condition is met, the ability 55 with the activation condition being met is activated.
[0118] In addition, the player terminal 1 sends card information indicating the card placed on the battlefield 46a to the server 100. When receiving the card information, the server 100 sends the received card information to the opponent's player terminal 1. As a result, in the opponent's player terminal 1, the card indicated by the card information is placed on the opponent's battlefield 46b, and the opponent's game point display unit 48b is updated and displayed.
[0119] Afterwards, when the player clicks the turn end button 47, the player terminal 1 transmits turn end information indicating that the turn has ended to the server 100. In addition, in the player terminal 1, when a card that activates an ability 55 under the condition of the turn end is placed on the battlefield 46a, 46b, the ability 55 of the card is activated. When receiving the turn end information, the server 100 transmits turn start information for ending the player's turn and starting the opponent's turn to the opponent's player terminal 1, so that the opponent's player terminal 1 starts its turn.
[0120] Then, in the player's player terminal 1, as Fig. 10BAs shown in FIG. 1 , an image indicating that it is the opponent's turn is displayed on the display 26 with the word "enemy turn". After that, the card information of the card selected by the lottery in the opponent's player terminal 1 is sent to the server 100. When the card number information is received from the server 100, the player terminal 1 performs the card selection based on the card number information. Fig. 10C As shown, the cards are arranged in the hand area 45b in an unrecognizable manner. In addition, at the beginning of the round, usually one card is determined by drawing, but only two cards are determined by drawing in the first round of the back attack. In addition, in the player terminal 1, the opponent's game points are increased by 1, and the game point display unit 48b is updated and displayed.
[0121] Afterwards, the opponent does not play the card in the hand area 45b and the round ends. When receiving the round start information from the server 100, the player terminal 1 Fig.11A As shown in the figure, an image indicating that it is the player's turn is displayed on the display 26, and then the index of a card in the deck area 44a is determined by drawing. Then, the card determined by the drawing is arranged in the hand area 45a, and the card information of the determined card is sent to the server 100. In addition, the player terminal 1 increases the game points by 1, and updates and displays the game points display part 48a (here, the game points are set to 2).
[0122] Furthermore, when the player slides a minion card placed on the battlefield 46a toward the opponent's main fighter 41b, it is determined that the opponent's main fighter 41b is attacked by the minion card, and the life force 42b of the opponent's main fighter 41b is reduced by a value corresponding to the attack power 56 of the minion card. In addition, the player terminal 1 transmits attack information indicating the minion card that has attacked and the minion card or main fighter 41b that has become the target of the attack to the server 100. When receiving the attack information, the server 100 transmits the attack information to the opponent's player terminal 1.
[0123] As described above, the player's turn and the opponent's turn are repeated alternately, and each time the player and the opponent play a card or attack, the server 100 sends the information, thereby gradually advancing the card battle game. And, when the vitality 42a of the player's main fighter 41a or the vitality 42b of the opponent's main fighter 41b becomes 0, the winner is determined and the card battle game ends.
[0124] Next, the evolution of the follower card is described. In the card battle game of this embodiment, after the fifth round of the first attack and after the fourth round of the second attack, the follower card can be evolved by consuming the evolution points 43a and 43b. In addition, in the case of the first attack, the evolution points 43a and 43b are given 2 points, and in the case of the second attack, the evolution points 43a and 43b are given 3 points.
[0125] Fig. 12A The first figure is an example of a battle scene during evolution. Fig. 12B The second figure is an example of a battle scene during evolution. Fig. 12A As shown, it is assumed that: in the fifth round of the initiative attack, the unevolved follower card is placed on the battlefield 46a. At this time, when the follower card placed on the battlefield 46a is clicked, the card details label 63 is displayed on the display 26.
[0126] Fig.13 63 is a diagram for explaining an example of a card detail label 63. The card detail label 63 displays the ability 55 of the clicked card and displays an evolution button 63a. In addition, the evolution button 63a is displayed only in the card detail label 63 of the minion card, and the evolution button 63a is not displayed in the card detail label 63 of the spell card and the amulet card. When evolution is possible, the evolution button 63a functions as an operation unit that accepts a click from the player. Therefore, in this embodiment, only the minion card is set as an evolveable card.
[0127] If the follower card clicked by the player can evolve, such as Fig.13 As shown, the ability 55 before evolution is displayed at the upper part of the card detail label 63. In addition, the ability 55 after evolution is displayed at the lower part of the card detail label 63.
[0128] Fig.14A This is the first figure that illustrates an example of evolution animation. Fig. 14B 6 is a second figure illustrating an example of an evolution animation. When the evolution button 63a of the card details label 63 is clicked, the evolution animation is displayed. In the evolution animation, Fig.14A After displaying the card before evolution as shown, an unillustrated animated image showing the card changing is displayed. Fig. 14B The evolved card is displayed as shown.
[0129] Like this, when the display of the evolution animation ends, Fig. 12BAs shown, the evolution point 43a decreases, and the decreased evolution point 43a is displayed, and the evolved card is displayed on the battlefield 46a. At this time, the attack power 56 and vitality 57 of the evolved card increase. In addition, if it is a follower card with "evolution" as the ability 55, the ability is activated. In addition, in the player terminal 1, the evolution information indicating the evolved follower card is sent to the server 100. When the server 100 receives the evolution information, it sends the evolution information to the opponent's player terminal 1. In the opponent's player terminal 1, based on the received evolution information, it is possible to grasp the evolution of the card and the evolved card.
[0130] Here, in this embodiment, the plurality of cards include a specific card. The specific card is an evolvable follower card, and is a card associated with a plurality of special cards as an evolved card. For the specific card, if a specific condition is met, the player can select any special card from the plurality of special cards as an evolved card.
[0131] Fig.15 5 is a diagram illustrating an example of a specific card and a special card. In this embodiment, all cards are associated with performance information such as a card ID, a card name, an illustration, and an ability 55 indicating the performance of the card. Fig.15 As shown in the top of , a specific card with a card ID of "126441010" and a card name of "Bear" is set. This specific card is an evolvable card. An illustration before evolution and an illustration after evolution are associated with the evolvable card as illustrations.
[0132] In addition, the performance information associated with the specific card includes the ability 55 before evolution and the ability 55 after evolution. In the card details tab 63 displayed by clicking the specific card before evolution, the ability 55 before evolution associated with the specific card is displayed at the top, and the ability 55 after evolution associated with the specific card is displayed at the bottom.
[0133] In addition, in this embodiment, if Fig.15 As shown, there are three special cards with card names of "Bear AT Mode", "Bear DF Mode" and "Bear BS Mode" respectively. These special cards are associated with specific cards, and the first three digits of the card ID of these special cards are "910" indicating that they are special cards. In addition, the values of the 4th to 6th digits of the card ID of all special cards are the same as the values of the 4th to 6th digits of the card ID of the specific card. In this way, the association between the specific card and the special card is established by making the values of the 4th to 6th digits of the card ID equal. In addition, when multiple specific cards are provided, the special cards associated with each specific card are different from each other among all specific cards.
[0134] The same illustrations as the specific cards are associated with the three special cards as the illustrations before evolution. On the other hand, the three special cards are associated with illustrations that are displayed differently from the specific cards as the illustrations after evolution. In addition, the display methods of the evolutionary illustrations associated with the three special cards are also different from each other.
[0135] Furthermore, the three special cards are each associated with performance information including the evolved ability 55. The performance information associated with the special card is different from the performance information associated with the specific card. In addition, the performance information associated with the three special cards is also different from each other. However, it is also possible that the evolved illustrations and the performance information are the same between the special cards.
[0136] As such, in this embodiment, illustrations and performance information before evolution and illustrations and performance information after evolution are associated with specific cards. The illustrations and performance information associated with specific cards are different before evolution and after evolution. In addition, multiple special cards are associated with one specific card. Each special card is associated with an illustration and performance information after evolution that is different from the corresponding specific card.
[0137] Moreover, specific conditions related to the evolution are pre-set for specific cards. Here, a specified card is displayed (configured) on the battlefield 46a and is set as a specific condition. The specified card is a card other than the specific card, and here is a part of all the cards.
[0138] When the specific condition is not satisfied, that is, when the specified card is not displayed on the battlefield 46a, the illustration and performance of the specific card are evolved when the evolution button 63a of the card details label 63 of the specific card is clicked. Specifically, in this case, the illustration and performance of the same specific card are changed from the illustration and performance before evolution to the illustration and performance after evolution instead of being changed to another card.
[0139] On the other hand, when a specific condition is satisfied, that is, when a predetermined card is displayed on the battlefield 46a, when the evolution button 63a of the card details tab 63 of the specific card is clicked, the player can select any one of three special cards.
[0140] Fig.16A This is a diagram for explaining an example of a special card selection screen. Fig. 16B The third figure is an example of an evolution animation. When a specific condition is met, when the evolution button 63a of the card details label 63 of a specific card is clicked, the display Fig.16AThe special card selection screen shown in FIG. 3 shows the special card selection screen. In the special card selection screen, three special cards associated with a specific card are displayed in a recognizable manner. In addition, the selection operation unit 63b is displayed for each special card.
[0141] And, when the selection operation part 63b is clicked, the specific card evolves (changes) to the special card selected by the player. In this case, the evolution animation is displayed in the same way as above, and Fig. 16B As shown, a specific card is notified to evolve into a special card selected by the player.
[0142] As described above, in this embodiment, when a specific condition is met, the player can evolve a specific card into a special card. Therefore, in order to evolve a specific card into a special card, the player needs to make the game progress to meet the specific condition, which requires strategy. In addition, there are a variety of special cards, and their performances are different. Therefore, it is necessary to determine which special card to evolve while judging the battle situation, which requires higher strategy. In this way, according to this embodiment, a higher degree of strategy is required, and the fun of the game is improved.
[0143] In addition, here, the case where the illustrations and performance information before and after evolution are associated with a specific card is described. However, it is also possible to associate the illustrations and performance information before evolution with a specific card without associating the illustrations and performance information after evolution. In this case, for example, in addition to the specific cards and special cards, a dedicated evolved card associated with the illustrations and performance information after evolution can be set. Moreover, when the specific conditions are not met, the specific card can be changed to the dedicated evolved card.
[0144] In addition, in the present embodiment, both the illustration and the performance displayed on the card are changed before and after the evolution of a specific card. However, only one of the illustration and the performance displayed on the card may be changed.
[0145] In addition, in this embodiment, the case where a specified card is displayed on the battlefield 46a is set as a specific condition. However, the specific condition is not limited to this. For example, one or more conditions such as a player or a battle opponent having a specified card, a specified card being destroyed, a specified card being displayed on the opponent's battlefield 46b, the opponent having a specified card, and the number of remaining cards being less than or greater than a specified number may be set as a specific condition.
[0146] In addition, for example, in a card battle game, a specific condition may be set that a predetermined number of follower cards of a player or more leave the battlefield 46a. In this case, "leaving the battlefield 46a" includes either or both of being sent to the graveyard or being eliminated due to the destruction of the card. In addition, the count of cards leaving the battlefield 46a for determining whether the specific condition is satisfied includes not only follower cards but also specified cards that are not follower cards.
[0147] As described above, the specific condition may also be the number of times or content of a predetermined operation performed by a player or a battle opponent in a card battle game or in one round. That is, it may also be determined that the specific condition is satisfied when the operation input of the player or the battle opponent or the progress of the card battle game during a predetermined period satisfies a pre-set condition.
[0148] In addition, in the present embodiment, the evolved illustrations and performances when the specific conditions are not met are different from the evolved illustrations and performances when the specific conditions are met. That is, the evolved illustrations and performances are completely different when the specific conditions are met and when the specific conditions are not met. However, it can also be set that either or both of the display mode and performance of the special card are different from the pre-set display mode or performance that is changed when the specific conditions are not met. In addition, it can also be set that a part of the evolved illustrations or performances may be the same when the specific conditions are met and when the specific conditions are not met.
[0149] For example, the cards that can be selected when the specific conditions are met may also include cards that are selected when the specific conditions are not met. In this case, regardless of whether the specific conditions are met, the player can select the cards that are selected when the specific conditions are not met. However, if the illustrations and performance after evolution are completely different when the specific conditions are met and when the specific conditions are not met as in the present embodiment, it may be necessary to strategically prevent the specific conditions from being met, and a higher strategic level may be required.
[0150] In addition, in this embodiment, the following case is described: in addition to setting specific cards, special cards are also set separately, and when specific conditions are met, the card itself is changed from a specific card to a special card. However, for example, for a specific card, one or both of the evolved illustrations and performances may be associated and stored in multiple modes, and only the illustrations or performances may be changed without changing the card.
[0151] In addition, in the present embodiment, it is assumed that the player can select any special card from a plurality of special cards when a specific condition is satisfied. However, it is also possible that when a specific condition is satisfied, the evolved special card is determined, for example, by lottery. Alternatively, when a specific condition is satisfied, the evolved special card is determined based on the number, type, or specified parameters of the cards displayed and arranged on the battlefield 46a, 46b at that time.
[0152] In any case, when a specific game medium (specific card) associated with a specific display mode and a specific performance among multiple game media (cards) is displayed in the configuration area (battlefield 46a) and a prescribed operation input (click on the evolution button 63a) is performed on the specific game medium, if a pre-set specific condition is not met (a prescribed card is displayed on the battlefield 46a), either or both of the specific display mode and the specific performance are changed to a pre-set display mode or performance, and if the specific condition is met, either or both of the specific display mode and the specific performance are changed to any display mode or performance among multiple display modes or performances.
[0153] Next, the processing for realizing the above-mentioned card battle game and the functional units for performing these processing in the player terminal 1 and the server 100 are described. In addition, the processing related to the evolution in the card battle game is mainly described below, and the description related to other processing is omitted.
[0154] (Functional section of player terminal 1)
[0155] Fig.17 1 is a functional block diagram of the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the memory 12 of the player terminal 1. The CPU 10 stores a terminal-side game control program (module) in the program storage area 12a when a game starts.
[0156] The terminal-side game control program includes a game execution control program 70, a card battle game execution control program 71, an area setting program 72, a display control program 73, an evolution processing program 74, and a communication control program 75. Fig.17 The program cited in the example is just an example, and a large number of programs are provided in the terminal-side game control program.
[0157] The CPU 10 operates each program stored in the program storage area 12a to update the data in each storage unit of the data storage area 12b. Furthermore, the CPU 10 operates each program stored in the program storage area 12a to make the player terminal 1 (computer) function as a terminal control unit 1A. The terminal control unit 1A includes a game execution control unit 70a, a card battle game execution control unit 71a, an area setting unit 72a, a display control unit 73a, an evolution processing unit 74a, and a communication control unit 75a.
[0158] Specifically, the CPU 10 causes the game execution control program 70 to operate, so that the computer functions as a game execution control unit 70a. Similarly, the CPU 10 causes the card battle game execution control program 71, the area setting program 72, the display control program 73, the evolution processing program 74, and the communication control program 75 to operate, so that the computer functions as a card battle game execution control unit 71a, an area setting unit 72a, a display control unit 73a, an evolution processing unit 74a, and a communication control unit 75a, respectively.
[0159] In the data storage area 12b, a game information storage unit 80, a player information storage unit 81, and a battle log storage unit 82 are provided as storage units for storing data. In addition, each of the above storage units is an example, and a large number of storage units are provided in the data storage area 12b. In addition, in the game information storage unit 80, the name 51, occupation 52, type 53, cost 54, ability 55, attack power 56, vitality 57 and other states and information related to illustrations are associated and stored for each card ID.
[0160] The game execution control unit 70a controls the progress of the entire game. For example, the game execution control unit 70a logs into the game according to the operation of the player, or determines whether the game information of the entire game is updated.
[0161] The card battle game execution control unit 71 a is responsible for controlling the execution of the card battle game. For example, the card battle game execution control unit 71 a controls the progress of the card battle game based on the operation input to the player terminal 1 and stores the battle log in the battle log storage unit 82 .
[0162] The area setting unit 72a sets the area for arranging cards in the card battle game. For example, the area setting unit 72a sets the deck areas 44a and 44b for arranging unused cards, the hand card areas 45a and 45b for arranging hand cards, and sets the battlefields 46a and 46b for arranging played cards.
[0163] The display control unit 73 a performs display control of images displayed on the display 26 according to the player's operation and the progress of the game.
[0164] The evolution processing unit 74a performs processing for evolving a card based on the operation of the evolution button 63a or the selection operation unit 63b in the card battle game.
[0165] The communication control unit 75 a transmits and receives information to and from the server 100 .
[0166] (Functional Unit of Server 100)
[0167] Fig.18 1 is a functional block diagram of the server 100. The memory 112 of the server 100 is provided with a program storage area 112a and a data storage area 112b. In the program storage area 112a, a game execution control program 170, a card battle game execution control program 171, and a communication control program 172 are stored as server-side game control programs. Fig.18 The program cited in the example is just an example, and a large number of programs are provided in the server-side game control program.
[0168] The CPU 110 operates each program stored in the program storage area 112a to update the data in each storage unit of the data storage area 112b. Furthermore, the CPU 110 operates each program stored in the program storage area 112a to make the server 100 (computer) function as a server control unit 100A. The server control unit 100A includes a game execution control unit 170a, a card battle game execution control unit 171a, and a communication control unit 172a.
[0169] Specifically, the CPU 110 causes the game execution control program 170 to operate, so that the computer functions as a game execution control unit 170a. Similarly, the CPU 110 causes the card battle game execution control program 171 and the communication control program 172 to operate, so that the computer functions as a card battle game execution control unit 171a and a communication control unit 172a, respectively.
[0170] The data storage area 112b includes a game information storage unit 180, a player information storage unit 181, and a battle log storage unit 182 as storage units for storing data. The above storage units are examples, and a large number of storage units are provided in the data storage area 112b.
[0171] The game execution control unit 170a controls the progress of the entire game. For example, when receiving login information from the player terminal 1, the game execution control unit 170a sends the player information (deck information, BP, etc.) stored in the player information storage unit 181 to the player terminal 1 via the communication control unit 172a. In addition, when the game information of the entire game is updated, the game execution control unit 170a reads the updated game information from the game information storage unit 180 and sends the updated game information to the player terminal 1 via the communication control unit 172a.
[0172] The card battle game execution control unit 171 a is responsible for control for executing the card battle game, and stores the battle log in the battle log storage unit 182 .
[0173] The communication control unit 172 a transmits and receives information to and from the player terminal 1 .
[0174] (Communication Processing Between Player Terminal 1 and Server 100)
[0175] Fig.19 1 is a sequence diagram for explaining the processing of the player terminal 1 and the server 100. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer). In addition, the processing in the server 100 is represented as Sn (n is an arbitrary integer). When the player inputs an operation for starting the game, the game execution control unit 70a of the player terminal 1 executes the login request processing.
[0176] In the login request process, based on the control of the game execution control unit 70a, the login information is sent to the server 100 via the communication control unit 75a (P1). When the game execution control unit 170a of the server 100 receives the login information via the communication control unit 172a, it determines the player ID associated with the login information and performs the login process (S1). Here, the game execution control unit 170a reads the player information corresponding to the determined player ID from the player information storage unit 181, and sends the player information to the player terminal 1 via the communication control unit 172a.
[0177] When becoming Figure 3D and Figure 4A When the save tab 35 is clicked after temporarily registering the state of owned cards on the deck formation screen shown, the game execution control unit 70a of the player terminal 1 stores the deck information in the player information storage unit 81. In addition, the communication control unit 75a transmits the deck information to the server 100 (P2).
[0178] When receiving the deck information via the communication control unit 172a, the game execution control unit 170a of the server 100 executes a deck information storage process of associating the received deck information with the player ID and storing the result in the player information storage unit 181 (S2).
[0179] When through Figure 4B The card list screen shown or Figure 4C When a card is generated or decomposed on the card generation screen shown, the game execution control unit 70a of the player terminal 1 stores the generation and decomposition information including the generated or decomposed card information, the updated number of coins, the owned card information, etc. in the player information storage unit 81. In addition, the game execution control unit 70a executes a card generation and decomposition process (P3) of sending the generation and decomposition information to the server 100 via the communication control unit 75a.
[0180] When receiving the generation and decomposition information via the communication control unit 172a, the game execution control unit 170a of the server 100 executes a card information storage process for updating the player information associated with the player ID stored in the player information storage unit 181 based on the received generation and decomposition information (S3).
[0181] In addition, when the single-player game selection operation unit 30b or the multiplayer game selection operation unit 30c of the menu bar 30 is clicked, various setting screens are displayed. When the setting is made on the setting screen, the card battle game execution control unit 71a sends the start information from the player terminal 1 to the server 100 via the communication control unit 75a, and executes the card battle game execution process (P4). When the card battle game execution control unit 171a of the server 100 receives the start information, it determines the opponent and executes the card battle game execution process (S4).
[0182] Fig. 20 This is a flowchart for explaining an example of the card battle game execution process (P4) in the player terminal 1. When the card battle game execution process starts, the card battle game execution control unit 71a transmits the card group information used in the card battle game to the server 100 via the communication control unit 75a (P4-1).
[0183] The area setting unit 72a performs an area setting process (P4-2) for setting an area for arranging cards on the battle screen. Here, the area setting unit 72a sets, for example, deck areas 44a and 44b for arranging unused cards, hand card areas 45a and 45b for arranging hand cards, and battlefields 46a and 46b for arranging cards played from the cards displayed in the hand card area 45b. In addition, the area setting unit 72a also sets areas other than the area for arranging cards on the battle screen.
[0184] The display control unit 73a displays the initial information (first attack and second attack information) transmitted from the server 100. Fig. 8A The display 26 displays whether to attack first or second as shown (P4-4). After that, the card battle game execution control unit 71a executes the initial card determination process (P4-5) to determine the initial card based on the initial information (exchange information). Here, the display control unit 73a determines the initial card based on the initial information (first attack and second attack information). Figure 8B As shown, three initial candidate cards are arranged in the initial card display area 60, and the exchange display area 61 for arranging the cards to be exchanged is displayed on the display 26.
[0185] Then, if Figure 8C As shown, when the player clicks the decision button 62, the card battle game execution control unit 71a returns the card moved to the exchange display area 61 to the deck area 44a, and determines the exchange candidate cards with the same number of cards as the unexchanged initial candidate cards and the exchanged initial candidate cards as the initial cards. Then, the card battle game execution control unit 71a sends the initial card information indicating the initial card to the server 100 via the communication control unit 75a, and receives the opponent's card number information (P4-6).
[0186] The display control unit 73a displays the area set in P4-2. Fig. 9A The battle screen is displayed on the display 26 as shown, and the determined initial cards are arranged in the hand card area 45a in a recognizable manner. In addition, the display control unit 73a arranges three cards in the hand card area 45b in an unrecognizable manner based on the received opponent's card number information (P4-7).
[0187] After that, the card battle game execution control unit 71a determines whether it is the player's turn based on the first attack and second attack information or the turn start information sent from the server 100 (P4-8). If it is the player's turn ("Yes" in P4-8), the card battle game execution control unit 71a executes the player's turn control process (P5). On the other hand, if it is not the player's turn, that is, if it is the opponent's turn ("No" in P4-8), the card battle game execution control unit 71a executes the opponent's turn control process (P6).
[0188] Then, if the outcome has not been determined ("No" in P4-9), the card battle game execution control unit 71a returns the processing to P4-8. If the outcome has been determined ("Yes" in P4-9), the card battle game execution control unit 71a executes the card battle game ending processing (P4-10) to end the card battle game, and ends the card battle game execution processing.
[0189] Fig.21This is a first flowchart for explaining an example of the own turn control process (P5) in the player terminal 1. Fig. 22 1 is a second flowchart for explaining an example of the turn control process (P5) in the player terminal 1. When the player's turn starts, the display control unit 73a displays the Fig. 9B As shown, an image indicating that it is the player's turn and the text “your turn” is displayed on the display 26 (P5-1).
[0190] The card battle game execution control unit 71a determines one card from the cards in the deck area 44a by drawing (P5-2). In addition, the display control unit 73a arranges the determined card in the hand area 45a in a recognizable manner. In addition, the communication control unit 75a sends the card information of the determined card to the server 100 (P5-3). In addition, the card battle game execution control unit 71a increases the game points by 1 (P5-4). In addition, the display control unit 73a updates and displays the game points display unit 48a.
[0191] In addition, the card battle game execution control unit 71a performs a status confirmation process, in which it is confirmed whether the ability 55 to be activated at the start of the player's turn is present, and if the ability 55 to be activated at the start of the player's turn is present, the ability 55 is activated (P5-5). Then, the card battle game execution control unit 71a determines whether the vitality 42a of the player's main fighter 41a or the vitality 42b of the opponent's main fighter 41b has become 0 due to the status confirmation process, that is, whether the victory or defeat has been determined (P5-6). If the victory or defeat has been determined ("Yes" of P5-6), the turn control process of the own side is terminated, and if the victory or defeat has not been determined ("No" of P5-6), the process is moved to P5-7.
[0192] If a card is played ("Yes" in P5-7), that is, if a card arranged in the hand area 45a is placed on the battlefield 46a, the card battle game execution control unit 71a performs the following operation: Fig. 10A As shown, the game points are reduced by a value corresponding to the cost 54 of the card placed on the battlefield 46a (P5-8). In addition, the display control unit 73a updates and displays the game point display unit 48a.
[0193] In addition, if the played card is a follower card or a talisman card, the display control unit 73a displays the card on the battlefield 46a (P5-9). In addition, the card battle game execution control unit 71a confirms the ability 55 of the played card, and if it has an ability 55 (entry song) that is activated when it is placed on the battlefield 46a, it activates the ability 55 (P5-10). The communication control unit 75a sends the card information of the played card to the server 100 (P5-11). Then, the card battle game execution control unit 71a determines whether the victory or defeat has been determined (P5-12). In the case where the victory or defeat has been determined (P5-12 "Yes"), the turn control processing of this party is terminated, and in the case where the victory or defeat has not been determined (P5-12 "No"), the processing is moved to P5-13.
[0194] If the card placed on the battlefield 46a attacks the opponent's follower card or the main fighter 41b through the player's operation ("Yes" in P5-13), the card battle game execution control unit 71a executes the attack determination process (P5-14). In the attack determination process, the vitality of the attacked opponent's follower card or the main fighter 41b is reduced, or the vitality of the attacking follower card is reduced. In addition, the display control unit 73a performs a performance when an attack is performed.
[0195] In addition, the communication control unit 75a sends attack information indicating the follower card that has attacked and the follower card of the opponent that has become the target of the attack or the main combatant 41b to the server 100 (P5-15). Then, the card battle game execution control unit 71a determines whether the victory or defeat has been determined (P5-16). If the victory or defeat has been determined (P5-16 "Yes"), the turn control processing of the own side is terminated. If the victory or defeat has not been determined (P5-16 "No"), the processing is transferred to Fig. 22 P5-21.
[0196] The card battle game execution control unit 71a determines whether the card displayed on the battlefield 46a has been clicked (P5-21). If the card has been clicked ("Yes" in P5-21), the display control unit 73a displays Fig. 12A and Fig.13 The card details tab 63 is shown. Here, when an evolvable card is clicked, the display control unit 73a displays the card details tab 63 with reference to the performance information before and after the evolution associated with the card.
[0197] In addition, when a special card that has been changed from a specific card by evolution is clicked, the display control unit 73a refers to the performance information of the corresponding specific card before evolution and the performance information of the current special card to display the card details tab 63. That is, when a special card displayed on the battlefield 46a is clicked, the performance information before evolution and the performance information after evolution are also displayed in the card details tab 63. However, the content displayed in the card details tab 63 is not particularly limited. For example, only the performance information after evolution may be displayed in the card details tab 63 of the special card.
[0198] Furthermore, if the clicked card is an evolvable card ("Yes" in P5-23) and is currently capable of evolution ("Yes" in P5-24), the card battle game execution control unit 71a enables the evolution button 63a (P5-25). Here, if the current turn is a turn capable of evolution and there are evolution points, it is determined that evolution is possible. In addition, here, the display control unit 73a displays the evolution button 63a in the card details label 63.
[0199] The card battle game execution control unit 71a determines whether the evolution button 63a displayed in the card details label 63 and enabled has been clicked (P5-26). In addition, when the evolution button 63a has been clicked ("Yes" of P5-26), the card battle game execution control unit 71a determines whether the clicked card is a specific card (P5-27). When the clicked card is a specific card ("Yes" of P5-27), the card battle game execution control unit 71a determines whether a specific condition is established, that is, whether a specified card is displayed on the battlefield 46a (P5-28). When the specific condition is established ("Yes" of P5-28), the display control unit 73a displays a special card selection screen on the display 26 (P5-29).
[0200] In addition, when the selection operation unit 63b of the special card selection screen is clicked ("Yes" of P5-30), or when the evolution button 63a is clicked for a card other than a specific card ("No" of P5-27), or when a specific condition is not satisfied when the evolution button 63a is clicked for a specific card ("No" of P5-28), the communication control unit 75a sends evolution information indicating the card to be evolved to the server 100 (P5-31).
[0201] In addition, the evolution processing unit 74a reduces the evolution point 43a by 1 (P5-32). In addition, the evolution processing unit 74a increases the performance (for example, attack power and vitality) of the card to be evolved and updates it (P5-33). Here, when the selection operation unit 63b is clicked, it is updated to the evolved performance of the special card corresponding to the clicked selection operation unit 63b. In addition, when the evolution button 63a is clicked, it is updated to the evolved performance of the card selected by the player. In addition, here, the display control unit 73a displays the evolution animation.
[0202] In addition, the evolution processing unit 74a confirms the ability 55 of the evolved card, and if it has an ability 55 that can be activated during evolution (evolution), activates the ability 55 (P5-34). Then, the evolution processing unit 74a determines whether the victory or defeat has been determined (P5-35). If the victory or defeat has been determined (P5-35 "Yes"), the turn control processing of the own side is terminated, and if the victory or defeat has not been determined (P5-35 "No"), the processing is moved to P5-36.
[0203] The card battle game execution control unit 71a determines whether the player's turn is over (P5-36) based on the player's operation of the turn end button 47. In addition, the card battle game execution control unit 71a moves the processing to P5-7 when the player's turn is not over ("No" of P5-36), and executes the turn end processing (P5-37) when the player's turn is over ("Yes" of P5-36). Here, the ability 55 of the card configured on the battlefield 46a is confirmed, and in the case of the ability 55 that is activated when the player's turn ends, the ability 55 is activated, and the victory or defeat is confirmed. In addition, the communication control unit 75a sends the turn end information indicating that the player's turn has ended to the server 100. In addition, when it is determined that the victory or defeat has been determined in the above-mentioned P5-6, P5-12, P5-16, and P5-35, the communication control unit 75a sends the victory or defeat information indicating that the victory or defeat has been determined to the server 100.
[0204] Fig.23 1 is a flowchart for explaining an example of the opponent turn control process (P6) in the player terminal 1. When the opponent's turn starts, the display control unit 73a displays the Fig. 10B As shown, an image indicating that it is the opponent's turn is displayed on the display 26 as "enemy turn" (P6-1). In addition, the card battle game execution control unit 71a increases the opponent's game points by 1 (P6-2). In addition, the display control unit 73a updates and displays the game points display unit 48b.
[0205] The display control unit 73a determines whether the card number information is received via the communication control unit 75a (P6-3). If the card number information is received ("Yes" in P6-3), the display control unit 73a arranges the cards in the hand card area 45b in an unrecognizable manner based on the card number information (P6-4).
[0206] The card battle game execution control unit 71a determines whether the card discard information is received via the communication control unit 75a (P6-5). When the card discard information is received ("Yes" in P6-5), the card battle game execution control unit 71a reduces the game points by a value corresponding to the cost 53 of the played card (P6-6). In addition, the display control unit 73a updates and displays the game points display unit 48b.
[0207] In addition, if the played card is a follower card or a talisman card, the display control unit 73a displays the card in a recognizable manner on the battlefield 46b (P6-7). In addition, the card battle game execution control unit 71a confirms the ability 55 of the played card, and activates the ability 55 if it has the ability 55 to be activated (P6-8). Then, the card battle game execution control unit 71a determines whether the victory or defeat has been determined (P6-9). In the case where the victory or defeat has been determined (P6-9 "Yes"), the opponent turn processing is terminated, and in the case where the victory or defeat has not been determined (P6-9 "No"), the processing is moved to P6-10.
[0208] The card battle game execution control unit 71a determines whether the attack information is received via the communication control unit 75a (P6-10). When the attack information is received ("Yes" in P6-10), the card battle game execution control unit 71a executes the attack determination process (P6-11). In the attack determination process, the life force of the follower card of the attacked player or the main combatant 41a is reduced, or the life force of the follower card that has attacked is reduced. In addition, the display control unit 73a executes the performance when the attack is performed.
[0209] Then, the card battle game execution control unit 71a determines whether the victory or defeat has been determined (P6-12). If the victory or defeat has been determined ("Yes" of P6-12), the opponent turn processing is terminated, and if the victory or defeat has not been determined ("No" of P6-12), the processing is moved to P6-13.
[0210] The evolution processing unit 74a determines whether the evolution information is received via the communication control unit 75a (P6-13). Moreover, when the evolution information is received ("Yes" of P6-13), the evolution processing unit 74a reduces the evolution points 43b (P6-14). In addition, the display control unit 73a updates and displays the evolution points 43b. In addition, the evolution processing unit 74a increases the performance (for example, attack power and vitality) of the follower card to be evolved and updates it (P6-15). In addition, the evolution processing unit 74a confirms the ability 55 of the evolved card, and activates the ability 55 if it has the ability 55 to be activated (P6-16). Then, the evolution processing unit 74a determines whether the victory or defeat has been determined (P6-17). In the case where the victory or defeat has been determined ("Yes" of P6-17), the opponent turn processing is terminated, and in the case where the victory or defeat has not been determined ("No" of P6-17), the processing is moved to P6-18.
[0211] The card battle game execution control unit 71a determines whether the turn end information is received via the communication control unit 75a (P6-18). Moreover, in the case of receiving the turn end information ("Yes" of P6-18), the card battle game execution control unit 71a executes the turn end processing (P5-19). Here, the card battle game execution control unit 71a confirms the ability 55 of the card configured on the battlefield 46b. Moreover, in the case of having an ability 55 that is activated at the end of the opponent's turn, the ability 55 is activated and the victory or defeat is confirmed. In addition, in the case where it is determined that the victory or defeat has been determined in the above-mentioned P6-9, P6-12, P6-17, and P6-19, the communication control unit 75a sends the victory or defeat information indicating that the victory or defeat has been determined to the server 100.
[0212] Fig.24 1 is a flowchart for explaining an example of the card battle game execution process (S4) in the server 100. When the card battle game execution process is started, the communication control unit 172a receives deck information from the player terminal 1 of the player and the opponent (S4-1). Then, the card battle game execution control unit 171a determines whether to attack first or attack second (S4-2), and assigns an index to the card included in the deck information (S4-3), and causes the player terminal 1 of the player and the opponent to receive initial information (S4-4).
[0213] The card battle game execution control unit 171a determines whether the card information is received via the communication control unit 172a (S4-5). When the card information is received ("Yes" in S4-5), the communication control unit 172a causes the opponent's player terminal 1 different from the player terminal 1 that received the card information to receive the card number information (P4-6).
[0214] The card battle game execution control unit 171a determines whether the discard information is received via the communication control unit 172a (S4-7). When the discard information is received ("Yes" in S4-7), the communication control unit 172a causes the player terminal 1 of the opponent different from the player terminal 1 that received the discard information to receive the discard information (S4-8).
[0215] The card battle game execution control unit 171a determines whether the attack information is received via the communication control unit 172a (S4-9). If the attack information is received (Yes in S4-9), the communication control unit 172a causes the opponent's player terminal 1 different from the player terminal 1 that received the attack information to receive the attack information (S4-10).
[0216] The card battle game execution control unit 171a determines whether the evolution information is received via the communication control unit 172a (S4-11). If the evolution information is received (Yes in S4-11), the communication control unit 172a causes the opponent's player terminal 1 different from the player terminal 1 that received the evolution information to receive the evolution information (S4-12).
[0217] The card battle game execution control unit 171a determines whether the turn end information is received via the communication control unit 172a (S4-13). When the turn end information is received ("Yes" in S4-13), the communication control unit 172a causes the player terminal 1 of the opponent different from the player terminal 1 that received the turn end information to receive the turn end information and the turn start information (S4-14).
[0218] The card battle game execution control unit 171a determines whether the victory and defeat information is received via the communication control unit 172a (S4-15). In the case where the victory and defeat information is received ("Yes" in S4-15), the card battle game execution control unit 171a performs a victory and defeat check process to check whether the victory and defeat are correct based on the information received so far (S4-16). In the case where it is determined that the victory and defeat are correct in the victory and defeat check process, the card battle game execution control unit 171a calculates the battle points of the player and the opponent (S4-17). In addition, the communication control unit 172a causes the player terminal 1 to receive the battle points and ends the card battle game execution process.
[0219] In the above, one embodiment of the present invention is described with reference to the accompanying drawings, but it is self-evident that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or amendments can be thought of within the scope of the claims, and it should be understood that these modifications or amendments also naturally belong to the technical scope.
[0220] In the above embodiment, the example of a digital card game is used for explanation, but the type and content of the game are not particularly limited, and it may be a simulation game, etc. In any case, as long as it is a battle game using a game medium, the opponent is not limited to a person, but may also be a computer. Therefore, the game medium is not limited to a digital card, and it may be any game medium provided in the game, such as a character, unit, chess piece, etc.
[0221] In addition, in the above-mentioned embodiment, each of the above-mentioned information processing is performed by the information processing system S as a client server system. However, the functions of the server 100 in the above-mentioned embodiment may also be possessed by the player terminal 1. In addition, the functions of the player terminal 1 in the above-mentioned embodiment may also be possessed by the server 100. In addition, the communication function is not essential, and for example, it is also possible to enable a computer-versus-computer battle or a battle between a plurality of players in the game device G. In any case, the information processing program only needs to cause the computer to perform the following processing.
[0222] (Processing performed by a computer)
[0223] The game media of the player and the game media of the opponent among multiple game media (in the embodiment, as an example, digital cards) associated with display methods and performances are displayed in a recognizable manner in the configuration area (in the embodiment, as an example, battlefield 46a) (in the embodiment, as an example, P5-9, P6-7).
[0224] The game is advanced based on at least an operation input to the game medium displayed in the configuration area (in the embodiment, as an example, Figure 20 to Figure 24 of processing).
[0225] A specific display method (for example, in the embodiment, Fig.15 ) and specific performance (in the embodiment, as an example, Fig.15 When a specific game medium (in the embodiment, as an example, a card named "Bear") is displayed in the configuration area and a specified operation input is performed on the specific game medium (in the embodiment, as an example, a click on a card displayed on the battlefield 46a), if a predetermined specific condition is not satisfied (in the embodiment, as an example, a predetermined card is displayed on the battlefield 46a), either or both of the specific display method and the specific performance are changed to a predetermined display method (in the embodiment, as an example, Fig.15 The top evolved illustration) or performance (in the embodiment, as an example, Fig.15), when specific conditions are met, one or both of the specific display mode and the specific performance are changed to multiple display modes (in the embodiment, as an example, Fig.15 ) or performance (in the embodiment, as an example, Fig.15 Any display method or performance (in the embodiment, as an example, P5-33) in the evolved capabilities in the 2nd to 4th rows).
[0226] Alternatively, the plurality of game media may include a plurality of special game media (in an embodiment, as an example, special cards) whose display method and performance are different from those of a specific game medium in either or both aspects, and when specific conditions are met, the specific game medium may be changed into any one of the plurality of special game media.
[0227] Alternatively, the computer may further perform the following processing: when a specific condition is satisfied, the player may select any special game medium from a plurality of special game media (in the embodiment, as an example, P5-29). In this case, the specific game medium may be changed to the special game medium selected by the player.
[0228] In addition, one or both of the display mode and performance of the special game medium may be different from a preset display mode or performance to which it changes when a specific condition is not satisfied.
[0229] Alternatively, when the player's operation input during a predetermined period satisfies a preset condition, it may be determined that the specific condition is satisfied.
[0230] In addition, in the above-mentioned embodiment, three special cards are associated with a specific card, but the special card associated with the specific card can also be added or changed by, for example, updating. In this case, for example, a plurality of special cards can be associated with the specific card in advance, and when a specified date and time comes, a special card that the player can select is automatically added. In this case, for example, a new card can be added to the database of cards stored in the server 100 or changed to a new card. In addition, for example, the operator can also manually add or change the special card.
[0231] In addition, the program in the above embodiment can also be stored in a non-transient storage medium readable by a computer and provided in the form of a storage medium. Furthermore, it can also be provided in the form of a game terminal device or an information processing system including the storage medium. In addition, the above embodiment can also be an information processing method for realizing the steps shown in the various functions and flow charts.
[0232] Description of Reference Numerals
[0233] 1A: terminal control unit; 46a, 46b: battlefield; 73a: display control unit; 74a: evolution processing unit; 100A: server control unit.
Claims
1. An information processing program that causes a computer to perform the following processing: Displaying the player's game medium and the opponent's game medium in the arrangement area in a manner that allows identification among the plurality of game media associated with display modes and performances; progressing a game based on at least an operation input to the game medium displayed in the configuration area; as well as When a specific game medium among the multiple game media that is associated with a specific display mode and a specific performance is displayed in the configuration area and a prescribed operation input is performed on the specific game medium, if a pre-set specific condition is not satisfied, either or both of the specific display mode and the specific performance are changed to a pre-set display mode or performance; if the specific condition is satisfied, either or both of the specific display mode and the specific performance are changed to any one of a plurality of display modes or performances.
2. The information processing program according to claim 1, wherein: The plurality of game media include a plurality of special game media that are different from the specific game media in either or both of display mode and performance. In the process of changing the display mode or performance, when the specific condition is satisfied, the specific game medium is changed to any one of the plurality of special game media.
3. The information processing program according to claim 2, wherein: The information processing program causes the computer to further perform the following processing: when the specific condition is satisfied, causing the player to select any one of the special game media from the plurality of special game media, In the process of changing the display mode or performance, the specific game medium is changed to the special game medium selected by the player.
4. The information processing program according to claim 3, wherein: Either or both of the display mode and performance of the special gaming medium are different from the preset display mode or performance to which they are changed when the specific condition is not satisfied.
5. The information processing program according to any one of claims 1 to 4, wherein: When the progress status of the game during a predetermined period satisfies a preset condition, it is determined that the specific condition is satisfied.
6. An information processing method is an information processing method performed by one or more computers, comprising the following processing: Displaying the player's game medium and the opponent's game medium in the arrangement area in a manner that allows identification among the plurality of game media associated with display modes and performances; progressing a game based on at least an operation input to the game medium displayed in the configuration area; as well as When a specific game medium among the multiple game media that is associated with a specific display mode and a specific performance is displayed in the configuration area and a prescribed operation input is performed on the specific game medium, if a pre-set specific condition is not satisfied, either or both of the specific display mode and the specific performance are changed to a pre-set display mode or performance; if the specific condition is satisfied, either or both of the specific display mode and the specific performance are changed to any one of a plurality of display modes or performances.
7. A gaming device comprising one or more computers, wherein: The computer performs the following processing: Displaying the player's game medium and the opponent's game medium in the arrangement area in a manner that allows identification among the plurality of game media associated with display modes and performances; progressing a game based on at least an operation input to the game medium displayed in the configuration area; as well as When a specific game medium among the multiple game media that is associated with a specific display mode and a specific performance is displayed in the configuration area and a prescribed operation input is performed on the specific game medium, if a pre-set specific condition is not satisfied, either or both of the specific display mode and the specific performance are changed to a pre-set display mode or performance; if the specific condition is satisfied, either or both of the specific display mode and the specific performance are changed to any one of a plurality of display modes or performances.