Program, information processing system, and information processing method
By providing cultivation functions and performance reading functions in the game, allowing players to select and experience randomly determined performance execution modes, the problem of time spent playing games repeatedly in the prior art is solved, and the convenience and interest of the game experience are improved.
Patent Information
- Application Number
- CN202380081969.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-10-31
- Filing Date
- 2023-10-02
- Publication Date
- 2025-07-04
AI Technical Summary
In existing games, even if the same action is indicated to the game medium, there is a branch mode in the action result, which causes players to play repeatedly to experience the entire performance execution mode, which consumes a lot of time.
It provides a program and information processing system, through the development function and the performance reading function, allowing players to select game media and performance execution mode, and present a randomly determined mode as a selection candidate in the performance reading function, realizing arbitrary selection.
It improves the convenience of game performance experience, reduces the time for repeated games, and increases players' interest in games.
Smart Images

Figure CN120265365A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing system, and an information processing method for a game in which a game medium is cultivated. Background Art
[0002] Conventionally, the following games have been known: a game having a cultivation function for cultivating a game medium such as a character, in which the action of the game medium is instructed every turn in the cultivation function, and a game performance based on the action result of the game medium is performed (see Patent Document 1). In a game having such a cultivation function, experiencing the game performance based on the action result of the game medium is one of the pleasures of playing the game for the player.
[0003] Prior Art Documents
[0004] Patent Documents
[0005] Patent Document 1: Japanese Patent No. 7146039 Gazette Summary of the Invention
[0006] Problems to be Solved by the Invention
[0007] However, even when the same action is instructed to the game medium to be cultivated, if there is a branching pattern or the like in the action result, the performance execution mode is randomly determined. Therefore, sometimes the player needs to play the game repeatedly in order to experience the game performances in all the performance execution modes, which consumes a lot of time.
[0008] The present invention has been made in view of the above circumstances, and an object thereof is to provide a program, an information processing system, and an information processing method that improve the convenience related to the experience of game performances.
[0009] Means for Solving the Problems
[0010] (1) The present invention relates to a program for a game in which a game medium is cultivated. The program causes a computer to function as the following parts: a cultivation function providing part that provides a cultivation function for presenting selection candidates for instructing the action of the game medium to be cultivated, determining a performance execution mode based on conditions associated with the action selected by the player, and performing a game performance; and a performance viewing function providing part that provides a performance viewing function for allowing the player to select the game medium and the performance execution mode and performing the game performance based on the selection result. The performance viewing function providing part presents the performance execution mode randomly determined in the cultivation function as a selection candidate, enabling the player to arbitrarily select the performance execution mode.
[0011] (2) In the program of the present invention, it is also possible that the performance viewing function providing unit provides an input interface, and the input interface can capture a screenshot of the game performance being executed through the performance viewing function and save the image of the captured screenshot.
[0012] (3) In the program of the present invention, it is also possible that, as the game medium that appears in the game performance executed through the performance viewing function, the game medium as the main element and the game medium as the sub - element can be selected, and a first condition for enabling the game medium to be selected as the main element and a second condition for enabling the game medium to be selected as the sub - element are set in association with each game medium.
[0013] (4) The present invention relates to an information processing system for a game that raises game media. The information processing system includes: a raising function providing unit that provides a raising function, the raising function being used to present selection candidates for actions indicating the actions of the game medium to be raised, determine a performance execution mode based on conditions associated with the actions selected by the player, and execute a game performance; and a performance reproduction function providing unit that provides a performance viewing function, the performance viewing function being used to enable the player to select the game medium and the performance execution mode and execute the game performance based on the selection result, wherein the performance viewing function providing unit presents the performance execution mode randomly determined in the raising function as a selection candidate, enabling the player to arbitrarily select the performance execution mode.
[0014] (5) The present invention relates to an information processing method for a game that raises game media. The information processing method includes: a raising function providing step of providing a raising function, the raising function being used to present selection candidates for actions indicating the actions of the game medium to be raised, determine a performance execution mode based on conditions associated with the actions selected by the player, and execute a game performance; and a performance viewing function providing step of providing a performance viewing function, the performance viewing function being used to enable the player to select the game medium and the performance execution mode and execute the game performance based on the selection result, wherein in the performance viewing function providing step, the performance execution mode randomly determined in the raising function is presented as a selection candidate, enabling the player to arbitrarily select the performance execution mode.
[0015] In the above-described program, information processing system, and information processing method of the present invention, a performance viewing function is separately provided independently of the cultivation function. In the performance viewing function, the performance execution mode randomly determined in the cultivation function is presented as a selection candidate, enabling the player to arbitrarily select the performance execution mode. Thus, the player can use the performance viewing function to quickly experience game performances not experienced in the cultivation function. Therefore, according to the present invention, the convenience related to the experience of game performances can be improved. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Figure 1 FIG. is a diagram showing the overall structure of the information processing system.
[0017] Figure 2 FIG. is a functional block diagram of a server related to the cultivation function and the performance viewing function among the functions implemented by the information processing system.
[0018] Figure 3 FIG. is a functional block diagram of a player terminal related to the cultivation function and the performance viewing function among the functions implemented by the information processing system.
[0019] Figure 4 FIG. is a flowchart showing an example of a process related to the cultivation function for cultivating a character.
[0020] Figure 5 FIG. is a diagram showing an example of a cultivation character selection screen displayed on the player terminal.
[0021] Figure 6 FIG. is a diagram showing an example of an inherited character selection screen displayed on the player terminal.
[0022] Figure 7 FIG. is a diagram showing an example of an inherited character list screen displayed on the player terminal.
[0023] Figure 8 FIG. is a diagram showing an example of an inherited character selection screen displayed on the player terminal.
[0024] Figure 9 FIG. is a diagram showing an example of an inherited character selection screen displayed on the player terminal.
[0025] Figure 10 FIG. is a diagram showing an example of an auxiliary formation screen displayed on the player terminal.
[0026] Figure 11 FIG. is a diagram showing an example of a final confirmation screen displayed on the player terminal.
[0027] Figure 12 FIG. is a diagram showing an example of a cultivation home screen displayed on the player terminal.
[0028] Figure 13 This is a diagram showing an example of a training screen displayed on a player terminal.
[0029] Figure 14 This is a diagram showing an example of a display screen during the execution of a game performance displayed on a player terminal.
[0030] Figure 15 This is a diagram showing an example of a display screen during the execution of a game performance displayed on a player terminal.
[0031] Figure 16 This is a diagram showing an example of a list screen of matches displayed on a player terminal.
[0032] Figure 17 This is a diagram showing an example of a cultivation home screen displayed on a player terminal.
[0033] Figure 18 This is a diagram showing an example of a list screen of matches displayed on a player terminal.
[0034] Figure 19 This is a diagram showing an example of a target achievement notification screen displayed on a player terminal.
[0035] Figure 20 This is a diagram showing an example of a target list screen displayed on a player terminal.
[0036] Figure 21 This is a diagram showing an example of a state transition associated with a performance viewing function for viewing game performances.
[0037] Figure 22 This is a diagram showing an example of a home screen of an album displayed on a player terminal.
[0038] Figure 23 This is a diagram showing an example of a main character selection screen displayed on a player terminal.
[0039] Figure 24 This is a diagram showing an example of a performance part selection screen displayed on a player terminal.
[0040] Figure 25 This is a diagram showing an example of a training details selection screen displayed on a player terminal.
[0041] Figure 26 This is a diagram showing an example of a training details selection screen displayed on a player terminal.
[0042] Figure 27 This is a diagram showing an example of a partner selection dialog box displayed on a player terminal.
[0043] Figure 28 This is a diagram showing an example of an outing / event details selection screen displayed on a player terminal.
[0044] Figure 29 This is a diagram showing an example of a display screen during the execution of a game performance displayed on a player terminal.
[0045] Figure 30 This is a diagram showing an example of an image confirmation screen displayed on a player terminal.
[0046] Figure 31 This is a diagram showing an example of a confirmation dialog box displayed on a player terminal. Detailed Embodiments
[0047] Hereinafter, embodiments of the present invention will be described. In addition, the embodiments described below do not unduly limit the content of the technical solutions recited in the claims. Further, not all of the structures described in the embodiments are necessarily structural elements essential to the present invention.
[0048] 1. Structure of the Information Processing System
[0049] Figure 1 This is a diagram showing the overall structure of the information processing system 10 of the present embodiment. As Figure 1 shown, in the information processing system 10, the server 20 and a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, to construct a so-called client-server type communication system. Moreover, each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to send and receive various information. In addition, each of the plurality of player terminals 40 communicates with other player terminals 40 via the network 30 and the server 20 to send and receive various information.
[0050] The server 20 includes a control unit 21 composed of a processor such as a CPU, a storage unit 22 composed of a main storage device such as a ROM and a RAM and an auxiliary storage device such as an HDD and an SSD, and a communication unit 23 composed of a communication module and a communication interface. The server 20 executes various processes according to programs stored in the storage unit 22 by the control unit 21. In addition, the server 20 receives information from the player terminal 40 through the communication unit 23 and sends information related to the results of the processes executed by the control unit 21 to the player terminal 40.
[0051] The player terminal 40 is a smart phone, a tablet, a personal computer, a portable game console, a stationary game console installed in a store or at home, etc. The player terminal 40 includes a control unit 41 composed of a processor such as a CPU, a storage unit 42 composed of a main storage device such as a ROM and a RAM and auxiliary storage devices such as a flash memory, an HDD, and an SDD, an operation / input unit 43 composed of a touch panel, a keyboard, a microphone, etc., a display unit 44 composed of a liquid crystal display, an organic EL display, etc., and a communication unit 45 composed of a communication module and a communication interface. The player terminal 40 also executes various processes according to the programs stored in the storage unit 42. In addition, the player terminal 40 receives information from the server 20 through the communication unit 45 and sends information to the server 20 and other player terminals 40.
[0052] The information processing system 10 of the present embodiment provides a game for cultivating a horse-racing themed character through the player terminal 40. In particular, in the information processing system 10 of the present embodiment, there are a cultivation function for cultivating a character, a performance viewing function for viewing game performances, etc. Hereinafter, the case of implementing these functions mainly by the player terminal 40 will be described. However, the functions described above can also be implemented mainly by the server 20, or can be implemented by sharing between the server 20 and the player terminal 40. In addition, in the present embodiment, although detailed description is omitted, in the information processing system 10, as game functions other than the above-mentioned cultivation function and performance viewing function, there are also a business card making function for making a player's business card on which the player's profile information is published, a battle function in which the cultivated character battles with other characters in a competition, a concert viewing function for viewing the concert of the character, etc.
[0053] Figure 2 It is a functional block diagram showing the main functions of the server 20.
[0054] The server 20 in the information processing system 10 has functions for managing players, characters, etc. using various identification information, and functions for performing operations required for the progress of the game in response to requests from the player terminal 20 and sending the operation results to the player terminal 40. The server data storage unit 50 and the game operation unit 60 cooperate to implement these functions.
[0055] The server data storage unit 50 includes a player management database 51, which is mainly implemented through the storage unit 22. In the present embodiment, a character list, an item list, a cultivation target list, etc. are stored in the player management database 51 in association with the player ID assigned to each player.
[0056] The character list includes, for example, the individual character ID assigned to each fully developed character, the character category ID indicating the category of the character, the status of the character (rarity, evaluation score, track suitability, distance suitability, running style suitability, running mode, speed, stamina, strength, perseverance, intelligence, possessed skills, obtained titles), the locked status (locked, not locked), and the cultivation history of the character (cultivation conditions, record of participation in competitions during cultivation), etc.
[0057] In the present embodiment, the "fully developed character" refers to a character whose state is determined after the cultivation of the character through the cultivation function, where the cultivation function is one of the game functions implemented by the information processing system 10 of the present embodiment.
[0058] In addition, in the present embodiment, there are "individual character ID" and "character category ID", and their differences are as follows.
[0059] First of all, the "individual character ID" is the ID assigned when the fully developed character is registered in the character management database 51 after the cultivation of the character in the cultivation function, and is used to identify each fully developed character associated with the player ID.
[0060] In addition, in the present embodiment, the method of allowing the player to select the cultivation object from multiple characters is adopted in the cultivation function, and the "character category ID" is the ID assigned to identify the type of the fully developed character.
[0061] In addition, the "locked status" indicates whether the transfer (deletion from the character list) of the fully developed character is prohibited. If it is not locked, transfer is possible; if it is locked, transfer is not possible. As the situation of being locked, there are cases where it is individually specified by the player from the list of fully developed characters, and cases where the fully developed character is currently registered as participating in a competition, etc.
[0062] In the cultivation object list, data corresponding to either the unlocked or un-unlocked information is stored for the character category ID. In the present embodiment, the character corresponding to the unlocked information in the cultivation object list becomes the character that the player can select as the cultivation object in the cultivation function. In addition, in the present embodiment, new characters can be unlocked through unlocking items and character acquisition draws, and the number of characters that can be selected as the cultivation object by the player is different. Below, sometimes the character that can be selected as the cultivation object in the cultivation function is referred to as an unlocked character.
[0063] The item list includes data related to the items, enhancement points, and in-game currency owned by the player. In the present embodiment, for example, the possession content and quantity of items, the quantity of enhancement points, the quantity of in-game currency, etc. are stored in the player management database 51 as the item list.
[0064] The items in this embodiment are used, for example, to assist in the cultivation of characters or to change the participation conditions of the game, etc. Items can be obtained according to the results of the game or by consuming in-game currency.
[0065] In addition, enhancement points are used, for example, to enhance auxiliary items, which are items for assisting in the cultivation of characters. As the auxiliary items are enhanced, characters can be cultivated in a more favorable cultivation environment.
[0066] In addition, as the data stored in the player management database 51, it includes a friend list. In this embodiment, when registering a friend with another player, in the cultivation function, characters and auxiliary items can be rented from other players who have been registered as friends and these characters and auxiliary items can be utilized. The friend registration is as follows: In the friend registration screen displayed on the display unit 44 of the player terminal 40, enter the player ID of another player. When there is a player who matches the player ID and the player can be registered as a friend, by clicking the registration button provided on the friend registration screen, the player ID of the other player to be registered is added to the friend list. There is an upper limit to the number of friend registrations for each player (for example, 50), and there is also an upper limit to the number of players registered as friends for each player (for example, 100). Therefore, as long as the situation where neither of these two numbers has reached the upper limit, new friend registrations can be made.
[0067] The game operation unit 60 performs processing such as performing operations required for the progress of the game in response to requests from the player terminal 20 and sending the operation results to the player terminal 40, and processing of sending data required for the progress of the game to the player terminal 40 in response to requests from the player terminal 20, which is mainly achieved through the control unit 41 and the communication unit 45. For example, when a request related to a training instruction is received from the player terminal 20 in the cultivation function, the game operation unit 60 determines the result of whether the training operation is successful or failed and sends the operation result to the player terminal 40. In addition, for example, when a request related to participating in a game is received in the cultivation function, the game operation unit 60 performs a running simulation of a game participated by multiple characters including the character to be cultivated and non-player characters (NPCs) and sends the result of the running simulation to the player terminal 40.
[0068] Figure 3 It is a functional block diagram showing the main functions of the player terminal 40.
[0069] The player terminal 40 in the information processing system 10 of this embodiment is as Figure 3 shown, and the cultivation function, performance viewing function, etc. are realized by the cooperation of the terminal data storage unit 70 and the game execution unit 80.
[0070] The terminal data storage unit 70 stores data used by the game execution unit 80 for various processes, mainly implemented through the storage unit 42.
[0071] The terminal data storage unit 70 includes a player data storage unit 71, in which data related to a character list, a cultivation target list, a item list, and a friend list corresponding to the player ID is stored. In the present embodiment, at the start and end of the application or in other necessary situations, synchronization processing related to data (such as a character list, a cultivation target list, a item list, and a friend list) associated with the player ID is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20, and various game processes are executed using the data stored in the player data storage unit 71. In the present embodiment, when it is necessary to change the character list, the cultivation target list, the item list, or the friend list along with the execution of various game processes, the stored content of the player data storage unit 71 is updated, and the updated stored content is backed up in the player management database 51 of the server 20, thereby synchronizing the stored content of both. In addition, it is also possible to download data (such as a character list, a cultivation target list, a item list, and a friend list) associated with the player ID from the player management database 51 to the player data storage unit 71 as needed when the application starts.
[0072] In addition, the terminal data storage unit 70 includes a cultivation progress data storage unit 72, in which data (cultivation progress data) required for the progress of the cultivation function of a character that can be selected as a cultivation target in the cultivation function (a character with a character category ID corresponding to the unlocked information in the cultivation target list) is stored. In the present embodiment, for the cultivation function, a cultivation target, a game event, etc. are prepared for each character, and the cultivation progress data including at least the setting content of the cultivation target and the setting content of the game event is stored in the cultivation progress data storage unit 72 in association with the character category ID.
[0073] In addition, various data for executing game performances that occur during the cultivation of a character in the cultivation function are stored in the cultivation progress data storage unit 72. For example, body data that constructs the body of the character, clothing data that constructs the clothing of the character, texture data that specifies the color of the character and the clothing, motion data that defines the activities of the character, special effect data for causing special effects according to the activities and progress of the performance of the character, background data corresponding to the scenes of the game performance, etc. are stored in the cultivation progress data storage unit 72 as data for performance materials for executing the game performance. In the present embodiment, the data of the performance materials stored in the cultivation progress data storage unit 72 is commonly used in the cultivation function and the performance viewing function.
[0074] In addition, the growth progress data storage unit 72 stores a factor information database. In the factor information database, information such as factor names, factor levels, and factor types is stored in association with factor registration IDs. Factor information is information associated with a fully grown character when a character is grown through the growth function. In the present embodiment, when a character is grown in the growth function, based on the factor information associated with the fully grown character selected as the inherited character, a factor inheritance event occurs as a game event that enhances the state, such as increasing the acquisition level of skills and the performance parameters, and affects the abilities of the character being grown.
[0075] As factor information, there are four systems: blue factors, red factors, inherent factors, and white factors. Each factor information has a setting of three levels of factor levels. The higher the factor level, the more beneficial the effect on state enhancement. In addition, factor types are subdivided into blue factors, red factors, inherent factors, and white factors. Blue factors are factor information named after performance parameters, which affect performance parameters. The higher the factor level, the higher the increase in performance parameters. Red factors are factor information named after track suitability, distance suitability, or running style suitability, which affect track suitability, distance suitability, or running style suitability. The higher the factor level, the easier it is to increase the suitability in the factor inheritance event. Inherent factors are factor information named after inherent skills, which enable the acquisition of the inherent skills of the inherited character. The higher the factor level, the easier it is to increase the acquisition level of the inherent skills. The acquisition level of skills affects the consumption of skill points when acquiring skills. The higher the acquisition level, the less the consumption of skill points. White factors are factor information that does not belong to any of the blue factors, red factors, and inherent factors, and includes skill factors, race factors, and scenario factors. Skill factors are factor information named after skills, which are likely to increase the acquisition level of ordinary skills (skills other than inherent skills) and exist for each type of skill. Race factors are factor information named after races and venues, which are likely to increase at least one of the performance parameters and the acquisition level of ordinary skills, and their effects vary depending on the type of race and the type of venue. Scenario factors are factor information named after growth scenarios and are factor information related to the growth scenario in which a character is grown. When inheriting scenario factors in the factor inheritance event, multiple performance parameters can be significantly increased, and the increased performance parameters vary depending on the type of scenario factor. In addition, among the above factor types, factor information is classified into six types: blue factors, red factors, inherent factors, skill factors, race factors, and scenario factors.
[0076] In addition, the terminal data storage unit 70 includes a game control data storage unit 73, in which data for controlling the actions of characters, the performances of skill activations, etc. when watching the games participated by the characters in the cultivation function and the battle function, the text data and sound data of the game live broadcast, etc. are stored.
[0077] In addition, the terminal data storage unit 70 includes an image data storage unit 74, in which the screenshots taken in the performance viewing function are stored. In the present embodiment, in the performance viewing function, it is possible to take screenshots of the ongoing game performance and save the taken images to the image data storage unit 74. The screenshot images stored in the image data storage unit 74 can not only be arbitrarily viewed, but also be used in the business card making function.
[0078] The game execution unit 80 performs processing to start the game when the game start condition is satisfied, processing to execute the game mode selected from multiple game modes, processing to advance the game, processing to cause an event to occur when the event occurrence condition is satisfied, processing to calculate the game result, processing to end the game when the game end condition is satisfied, processing to request the server 20 to perform calculations, processing to obtain the calculation result and the required data from the server 20, and processing to send the calculation result and data of the player terminal 40 to the server 20, etc., which are mainly implemented by the control unit 41 and the communication unit 45. In the present embodiment, the game execution unit 80 includes a cultivation function providing unit 81 and a performance viewing function providing unit 82.
[0079] The cultivation function providing unit 81 performs processing to provide the cultivation function for cultivating characters. In the present embodiment, inputs for cultivating characters are accepted, and the display of the calculation results for the inputs is performed, etc.
[0080] In this embodiment, when cultivating a character in the cultivation function, it is required to select an action (hereinafter referred to as a turn-consuming action) that becomes the object of turn consumption in each turn. As the turn-consuming actions, there are training, participating in a competition, going out, the school infirmary, etc. The cultivation function providing unit 81 accepts the selection of the turn-consuming action through the cultivation home page screen displayed on the display unit 44, etc., and requests the server 20 to calculate the result of the selected turn-consuming action. In the server 20 that has received the request, it calculates the result of the selected turn-consuming action and sends the calculation result to the player terminal 40. The cultivation function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20. In particular, in this embodiment, when training, going out, and the school infirmary are selected as the turn-consuming actions, a game performance corresponding to the action result is executed based on the calculation result received from the server 20. In this way, the cultivation function providing unit 81 presents candidates for selecting the actions of the character to be cultivated, determines the performance execution mode based on the conditions associated with the actions selected by the player, and executes the game performance.
[0081] In addition, in this embodiment, cultivation goals are set according to the category of the character to be cultivated, and sometimes the cultivation goals include mandatory actions that must be selected in a specified turn. For example, the cultivation goals include participating in a specified competition or obtaining a specified arrival order result in a specified competition, etc. In this case, in the turn in which a specified competition associated with the cultivation goal is set, participating in the competition becomes a mandatory action, and it is impossible to select an action other than participating in the competition as the object of turn consumption. In this way, the cultivation function providing unit 81 performs the following control: in the turn when the selection of the mandatory action is accepted, the selection of actions different from the mandatory action is restricted.
[0082] The performance viewing function providing unit 82 performs processing to provide a performance viewing function, which is used to enable the player to select a character and a performance execution mode, and execute a game performance based on the selection result. In the performance viewing function, it accepts the input of information required for reproducing the game performance executed when an action classified as training or going out among the turn-consuming actions of the cultivation function is indicated for the character, enabling the player to arbitrarily view the game performance. In addition, in the performance viewing function, it is also possible to reproduce the game performance corresponding to the event of a hot spring trip that occurs randomly during the cultivation process. However, regarding the event of the hot spring trip, it is managed as unlocked / locked for each character, and only for the character for which the event of the hot spring trip has occurred in the cultivation function, the event of the hot spring trip can be reproduced in the performance viewing function. In addition, in this embodiment, the performance viewing function providing unit 82 presents the performance execution mode randomly determined in the cultivation function as a selection candidate, enabling the player to arbitrarily select the performance execution mode.
[0083] In addition, in the present embodiment, as the characters appearing in the game performance executed in the performance viewing function, the main character as the main element and the sub-character as the sub-element can be selected. First conditions for enabling the character to be selected as the main element and second conditions for enabling the character to be selected as the sub-element are set in association with each character. Specifically, as the characters appearing in the game performance that occurs according to the instructions of the training during the cultivation process, the main character appearing as the main element and the training partner appearing as the sub-element can be selected. For the main character, the condition that it is an unlocked character owned by the player is set as the first condition, and for the training partner, the condition that it is a character corresponding to the auxiliary item owned by the player is set as the second condition.
[0084] In addition, the performance viewing function providing unit 82 provides an input interface that can capture a screenshot of the game performance being executed through the performance viewing function and save the image of the captured screenshot to the image data storage unit 74. In the present embodiment, a capture button is provided in the display screen during the execution of the game performance. When a click input is made on the capture button, the currently executing game performance is frozen and a screenshot is captured. The image of the captured screenshot can be arbitrarily saved by the player. When the player decides to save the image after confirming it, the image of the screenshot is saved to the image data storage unit 74.
[0085] In addition, the performance viewing function providing unit 82 can perform filter processing on the image of the screenshot before saving the image of the screenshot captured of the game performance being executed through the performance viewing function to the image data storage unit 74. In the present embodiment, it is set that 9 types of filter processing can be selected, and the image of the screenshot can also be saved to the image data storage unit 74 without performing filter processing.
[0086] In addition, when the performance viewing function providing unit 82 is going to save the image of the screenshot that has been subjected to filter processing to the image data storage unit 74, in the case of the first save, a process of also saving the image of the screenshot in the unprocessed state to the image data storage unit 74 is performed.
[0087] 2. Control method of the present embodiment
[0088] Next, taking the case where the game program of the present embodiment is applied to a game application of the player terminal 40 set as a smart phone as an example, the control method of the present embodiment will be described.
[0089] The game program of this embodiment is configured to be able to provide various game functions. In the cultivation function, which is the main game function, a character to be cultivated is selected from various characters, and its state changes according to the progress of the game. When a specified end condition is satisfied, the state of the character is determined and the cultivation ends. The cultivated character can participate in a battle in a competition with a character cultivated by another player in the battle function, which is another game function. In addition, in this embodiment, a possession quota (the number that can be registered in the character list) is predefined for the cultivated character. When the upper limit of the possession quota (for example, 240) is reached, a new character cannot be cultivated in the cultivation function. Therefore, it is necessary to delete the cultivated character from the character list to ensure the possession quota.
[0090] In the information processing system 10 to which the game program of this embodiment is applied, there is a performance viewing function that enables a player to arbitrarily view the game performances that occur during the cultivation of a character in the cultivation function. Here, as a premise for explaining the performance viewing function, the cultivation function for cultivating a character will be described.
[0091] In the cultivation function, a player arbitrarily selects one character to be cultivated from various characters and cultivates it. The initial states of the various characters that can be selected as cultivation targets are set for each character. In addition, the character selected as the cultivation target acquires an inherent skill (innate skill) corresponding to the type of the character from the very beginning of cultivation. The activation conditions and effects at the time of activation of the innate skill are different. In addition, for the various characters that can be selected as cultivation targets, growth correction rates for parameters such as speed, stamina, strength, perseverance, and intelligence are set according to the character, and parameters that are easy to increase are set for each type of character.
[0092] When a cultivation target is selected and the cultivation of the character starts, for example, the character can be cultivated by giving cultivation instructions in each of up to 75 rounds. Specifically, when an instruction for training related to performance parameters such as speed, stamina, strength, perseverance, and intelligence is given, changes in the performance parameters and the acquisition of skill points occur according to the training results. In addition, one round can be consumed by instructing the character to participate in a competition, and changes in the performance parameters and skill points can be obtained according to the competition results. In addition, when the event occurrence conditions are satisfied during the cultivation period, an event occurs, and the types of skills that can be obtained increase, or the performance parameters change. The above-mentioned skill points are points used for the character selected as the cultivation target to acquire skills, and the character can consume the skill points it possesses to acquire skills from the list of available skills.
[0093] In addition, in the cultivation of characters, multiple cultivation goals are set for each character according to the type of the character to be cultivated. As cultivation goals, they include participating in a target competition, obtaining a result within a specified arrival order in the target competition, obtaining a specified number of supporters before a specified round, and so on. In the present embodiment, when a character in cultivation participates in a competition, the number of supporters corresponding to the arrival order can be obtained, and the participation conditions based on the number of supporters are determined according to the competition.
[0094] In addition, in the present embodiment, the multiple cultivation goals set for each character are set in the rounds up to the 72nd round, and the 73rd round to the 75th round are the final competitions. The final competition is carried out in three rounds: the preliminary round, the semi-final, and the final. Instructions related to cultivation can be given before participating in each competition.
[0095] In addition, in the present embodiment, when a cultivation goal of obtaining a result within a specified arrival order in the target competition is set in the cultivation of a character, there is a continue function as a remedial function when the specified arrival order or better is not obtained. This continue function is used to give an opportunity to challenge the target competition again, and the player can challenge the target competition again by consuming the pre-given number of continues. In the present embodiment, the number of continues is 3 times during the cultivation process of one character.
[0096] Moreover, in the cultivation game function, it moves to the cultivation end confirmation state when any one of a variety of pre-specified end conditions is satisfied.
[0097] First, when reaching the final of the final competition, that is, when reaching the 75th round, the cultivation ends with the end of the final. In addition, when the result in the final is below the second place, if there are remaining continues, a re-challenge can be made. When all continues are consumed and the result in the final is still below the second place, the cultivation ends at that time point. In addition, whether to use the continue function is determined by the player. When the choice of not using the continue function is made, the cultivation ends at that time point.
[0098] In addition, when the cultivation goals set for each character are not achieved in the rounds up to the 72nd round, the cultivation also ends.
[0099] For example, when the cultivation goal is to obtain a specified number of supporters, the cultivation ends according to the failure to reach the specified number of supporters in the round set in the cultivation goal. In this case, the continue function cannot be used. Therefore, the cultivation ends according to the fact that the number of supporters does not reach the specified number at the time point when the round to be judged arrives.
[0100] In addition, for example, when the cultivation goal is to participate in a target competition, as long as the target competition can be participated in, the cultivation goal is achieved regardless of the arrival order in the competition. However, in each competition, the number of supporters required as the participation condition stipulated for each competition needs to be obtained. If the number of supporters required as the participation condition for the target competition cannot be obtained in the round of the target competition, the target competition cannot be participated in and the cultivation ends.
[0101] In addition, for example, when the cultivation goal is to achieve an arrival order within the stipulated arrival order in a target competition, if the participation condition for the target competition is not met, the cultivation ends at that point. If the target competition is participated in but the arrival order within the stipulated arrival order is not achieved and there are no remaining continuation times, the cultivation ends. In addition, as described above, the use of the continuation function can be arbitrarily selected by the player. If the player chooses not to use the continuation function even though there are remaining continuation times, it is regarded that the cultivation goal is not achieved and the cultivation ends.
[0102] In addition, in the case of rounds after the 73rd round, in the preliminaries and semi-finals of the final competition, the next round can be entered by winning the first place respectively. If the result is the second place or lower and there are no remaining continuation times, the cultivation ends. In this case as well, if the player chooses not to use the continuation function, the cultivation ends at that point.
[0103] Moreover, in the present embodiment, when the end condition of the cultivation is satisfied, it shifts to the cultivation end confirmation state. This cultivation end confirmation state is a state that gives the last chance to acquire skills before the determination of the progress state, and the player can consume the skill points held at the current time to acquire skills. In addition, an input interface for confirming the end of cultivation is provided in the cultivation end confirmation state. When the player makes a confirmation input for the end of cultivation, the state of the character to be cultivated is determined, and the information related to the character is registered as a cultivated character in the character list of the player data storage unit 71 and the character list of the player management database 51.
[0104] When the state of the character to be cultivated is determined after passing through the cultivation end confirmation state, rewards corresponding to the cultivation result are provided. In the present embodiment, as rewards, in-game currency and enhancement points corresponding to the total number of supporters obtained before the end of cultivation are provided.
[0105] Next, with reference to Figure 4 the game progress of the cultivation function for cultivating a character will be described in more detail.
[0106] First, before starting the cultivation of a character, the selection of a cultivation scenario is accepted (step S100). In this embodiment, a variety of cultivation scenarios are prepared, and the ways to increase performance parameters and the ways related to the acquisition of skills vary depending on the selected cultivation scenario. The selection target of the cultivation scenario can be switched by sliding input. When an input for determining the cultivation scenario (e.g., a click input on the determination button) is made, the selection of the character to be cultivated in the selected cultivation scenario is accepted (step S101).
[0107] In this embodiment, as Figure 5 shown, on the cultivation character selection screen, the cultivation target can be selected by clicking on the character icon 301 for identifying the character. The information of the characters that can be selected as cultivation targets (cultivable characters) is managed in the player data storage unit 71 through a cultivation target list. The character category ID of the cultivable character is obtained from the cultivation target list, and the cultivation character selection screen is displayed. On the cultivation character selection screen, the information of the initial state related to the selected character can be confirmed. In this embodiment, as the initial state, the information of performance parameters (speed, endurance, strength, perseverance, intelligence), track suitability (grassland, sand), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (leading, front row, middle, chasing) can be confirmed on the cultivation character selection screen.
[0108] When, in Figure 5 the shown cultivation character selection screen, a click input is made on the progress button 302 in the state where the character icon 301 of the character to be cultivated is selected, as Figure 6 shown, the display screen migrates to the inheritance character selection screen to accept the selection of an inheritance character (step S102).
[0109] In this embodiment, the following method is adopted: The player selects 2 previously cultivated and completed characters as inheritance characters for the new cultivation, and the status of the character to be cultivated from now on can be enhanced based on the factor information associated with the selected 2 inheritance characters (the information obtained by the inheritance characters during their cultivation).
[0110] In this embodiment, the status enhancement of the character to be cultivated based on factor information is performed in the factor inheritance event that occurs at the start of cultivation and in a specified round after the start of cultivation. In the cultivation function, when a factor inheritance event occurs during the cultivation of a character, an event result request is sent from the player terminal 40 to the server 20. In the server 20 that receives the event result request, a factor inheritance lottery is performed based on the factor information associated with the two inherited characters, and the lottery result is sent to the player terminal 40. In the player terminal 40 that receives the lottery result, the status of the character to be cultivated, such as an increase in performance parameters and an improvement in the acquisition level of skills, is enhanced based on the lottery result, and a display process for conveying the result of the status enhancement based on the factor inheritance event to the player is executed.
[0111] When selecting an inherited character, a list of selectable inherited characters is displayed by clicking on the inheritance box 303 or inheritance box 304 divided into two settings. When a click input is made on the inheritance box 303 (or inheritance box 304) in the Figure 6 inherited character selection screen shown, referring to the character list in the player data storage unit 71 and also referring to the list of cultivated characters (inherited character list), an Figure 7 inherited character list screen is generated and displayed as shown. In the inherited character list screen, a character can be selected by making a click input on the character icon 306. When a click input is made on the progress button 309 in a state where any inherited character is selected, as Figure 8 shown, it returns to the inherited character selection screen.
[0112] In addition, in the selection of an inherited character, not only can the cultivated characters cultivated by the player himself be used, but also the cultivated characters cultivated by other characters for which the player has registered as a friend can be rented and used. In this embodiment, the cultivated characters cultivated by other characters can be rented up to three times per day. In the Figure 7 inherited character list screen shown, a label 307 for cultivated characters and a label 308 for rental are provided. When a click input is made on the rental label 308, a rental character acquisition request is sent to the server 20. The server 20 that receives the rental character acquisition request refers to the friend registration information associated with the player ID that is the source of the rental character acquisition request (profile information of other players who have registered as friends), and sends a list of rental characters (rental character list) set in the profile information by other players who have registered as friends to the player terminal 40. Then, in the player terminal 40, an inherited character list screen is generated and displayed based on the received rental character list.
[0113] In addition, in order to start cultivating a character, two inherited characters need to be selected, as Figure 8As shown, when only 1 inherited character is selected, the progress button 305 is grayed out and it is impossible to enter the preparation for starting the cultivation of the character.
[0114] As Figure 9 shown, when a click input is made on the progress button 305 in the state where 2 inherited characters are selected in the inherited character selection screen, as Figure 10 shown, the display screen migrates to the auxiliary formation screen to accept the selection of auxiliary items (step S103).
[0115] In the present embodiment, as items for assisting in the cultivation of characters, there are auxiliary items that imitate cards. Through the auxiliary items, it is possible to obtain an effect of increasing performance parameters and to increase the types of skills that can be acquired. When cultivating a character, 6 auxiliary items need to be formed. In addition, 5 out of the 6 auxiliary items are selected from the auxiliary items owned by the player himself / herself, and the remaining 1 is in the form of renting an auxiliary item held by another player as a friend box.
[0116] The auxiliary items are classified into 6 systems according to their performance: speed, stamina, strength, perseverance, intelligence, and friend. Speed, stamina, strength, perseverance, and intelligence, as the literal meaning, correspondingly exert an effect of increasing parameters during training corresponding to the performance parameters of the character, and the friend exerts an effect of restoring physical strength and motivation, etc. The system of the auxiliary item can be identified by a system icon, and the player selects 6 auxiliary items to be used in the current cultivation based on the system icon. In addition, regarding the auxiliary item, there are rarity levels of rare (R), super rare (SR), and special super rare (SSR). In the present embodiment, the rarity level increases in the order of R < SR < SSR. Basically, the higher the rarity level, the higher the auxiliary effect.
[0117] As Figure 10As shown, in the auxiliary formation screen, five corresponding player auxiliary frames 310 to 314 and one corresponding friend auxiliary frame 315 are set. When a click input is performed on any one of the player auxiliary frames 310 to 314, referring to the item list in the player data storage unit 71, a list of auxiliary items (player auxiliary list) is obtained. Then, based on the obtained player auxiliary list, a screen showing an overview of the auxiliary items held by the player is generated to accept the selection of auxiliary items. In addition, when a click input is performed on the friend auxiliary frame 315, a friend auxiliary acquisition request is sent to the server 20. The server 20 that receives the friend auxiliary acquisition request refers to the friend registration information associated with the player ID that is the source of the friend auxiliary acquisition request, and sends a list of auxiliary items (friend auxiliary list) set in the profile information by other players who have registered as friends to the player terminal 40. In the player terminal 40, based on the received friend auxiliary list, a screen showing an overview of the auxiliary items that can be set in the friend auxiliary frame 315 is generated to accept the selection of auxiliary items.
[0118] As Figure 10 shown, when a click input is performed on the cultivation start button 316 in a state where six auxiliary items are grouped in the auxiliary formation screen, as Figure 11 shown, the display screen migrates to the final confirmation screen to accept the player's confirmation input for starting cultivation (step S104). In the final confirmation screen, the content of the grouping of the character, inheritance character, and auxiliary items selected by the player as the cultivation object is displayed.
[0119] Then, when a click input is performed on the cultivation start button 317 in the final confirmation screen, cultivation progress processing for cultivating the character is performed (step S105). In addition, in the present embodiment, when a click input is performed on the cultivation start button 317 in the final confirmation screen in the preparation stage for starting cultivation, the character to be cultivated is set as the default character. The setting of this default character is used to set the default character as the initially selected character in the cultivation object selection screen when performing the next cultivation, which is highly convenient for players who repeatedly cultivate the same character.
[0120] Figure 12 is a diagram showing an example of a cultivation home screen, which is one type of display screen during the cultivation period of a character.
[0121] In the character cultivation function in the present embodiment, basically, it migrates from the cultivation home screen to a screen for instructing various actions such as training. In the cultivation home screen, the character to be cultivated is displayed in an animated manner, and a status display bar 401 for displaying the current status (speed, stamina, strength, perseverance, intelligence, skill points) of the character is provided.
[0122] In addition, a stamina gauge 402 and a motivation icon 403 are displayed on the cultivation home screen. The stamina gauge 402 is a gauge that shows the stamina, which is a parameter affecting the failure rate of training. It changes according to training during cultivation, participating in competitions, game events occurring during cultivation, etc. If the stamina decreases, training is more likely to fail or the motivation drops. In addition, the motivation icon 403 shows the motivation, which is a parameter indicating the enthusiasm of the character being cultivated. In this embodiment, there are five levels of settings: very poor motivation, poor motivation, normal, high motivation, and extremely high motivation. The parameter of motivation affects the training effect and performance parameters during competitions. Compared with the normal situation, the training effect and performance parameters during competitions are subject to a downward correction when the motivation is very poor or poor, and are subject to an upward correction when the motivation is high or extremely high.
[0123] In addition, a rest button 404, a training button 405, a skill button 406, a school infirmary button 407, a go out button 408, and a competition button 409 are provided on the cultivation home screen as buttons for selecting various actions such as training. In this embodiment, in principle, one instruction related to one action (specifically, any one of rest, training, school infirmary, go out, and competition) can be given in each round. When the processing of the action instructed in the current round is completed, the current round is consumed and the process proceeds to the next round. In addition, in this embodiment, the acquisition of skills is an exception and does not consume a round. In this embodiment, in the cultivation function, as actions that consume one round as described above, five actions of rest, training, school infirmary, go out, and competition are set, and these actions are sometimes referred to as round-consuming actions as needed.
[0124] The rest button 404 is a button for giving an instruction to take a rest to restore stamina. When a click input is made on the rest button 404, a rest confirmation dialog box for confirming the instruction to take a rest is displayed. Next, when a click input is made on the decision button in the rest confirmation dialog box, a rest result request is sent to the server 20. In the server 20 that receives the rest result request, calculations related to the amount of stamina restored, the occurrence of game events, etc. are performed, and a rest result response containing the calculation result is sent to the player terminal 40. In the player terminal 40 that receives the rest result response, an animation display for restoring the stamina gauge 402 is performed based on the calculation result included in the rest result response, and in the case of the occurrence of a game event, processing related to the game event is executed.
[0125] The training button 405 is a button for giving an instruction to perform training that changes the performance parameters of the character. When a click input is made on the training button 405, asFigure 13 As shown, the display screen migrates to the training screen.
[0126] In the training screen, a speed button 410, a stamina button 411, a strength button 412, a perseverance button 413, and an intelligence button 414 are arranged in the area where various buttons are arranged on the cultivation home screen. In the present embodiment, for ease of explanation, the buttons for giving instructions for each training may sometimes be collectively referred to as training buttons.
[0127] In the training screen, an instruction for training is given by clicking on a training button in a selected state, and the training button in the selected state can be changed by clicking on a training button different from the training button in the selected state.
[0128] In the training screen, it is shown which performance parameters increase by how much and how many skill points can be obtained according to the training instruction given by the training button in the selected state. In Figure 13 the example shown, the speed button 410 is in a selected state, and it can be grasped that when speed training is instructed, the speed can increase by 10, the strength can increase by 4, and 3 skill points can be obtained. In the present embodiment, when speed training is performed, the speed and strength increase; when stamina training is performed, the stamina and perseverance increase; when strength training is performed, the strength and stamina increase; when perseverance training is performed, the perseverance, strength, and speed increase; when intelligence training is performed, the intelligence and speed increase. Skill points can be obtained regardless of which training is performed.
[0129] In the present embodiment, the auxiliary items grouped before the start of cultivation are randomly associated with the training by lottery performed by the server 20 in each round. In the training item to which the auxiliary item is associated, the increase amount of the performance parameter and the acquisition amount of the skill points when training is performed are improved by the effect of the auxiliary item. In Figure 13 the example shown, in the state where the speed training item is selected, a character icon 431 representing character D and a character icon 432 representing character L are displayed, and it can be grasped that the auxiliary item associated with character D and the auxiliary item associated with character L are arranged in the speed training item.
[0130] Consume physical strength when training has been carried out. The consumption amount of physical strength brought about by training can be grasped in advance in the physical strength gauge 402 on the training screen. Physical strength is a parameter that affects the failure rate during training. If the physical strength decreases, the failure rate is likely to increase. In the present embodiment, when a training instruction is given, the server 20 conducts a lottery based on the failure rate to determine whether the training fails. If the training does not fail (if the training is successful), the result is that the performance parameter corresponding to the training instruction increases. If the training fails, the result is that the performance parameter does not increase and physical strength is consumed.
[0131] When a click input is made on the training button in the selected state on the training screen, a training result request is sent to the server 20. In the server 20 that has received the training result request, operations related to the result of the training, the occurrence of game events, etc. are carried out, and a training result response containing the operation result is sent to the player terminal 40. In the player terminal 40 that has received the training result response, display processing related to the training result (display related to the success / failure of the training, display that changes the performance parameter) is carried out based on the operation result included in the training result response. When a game event occurs, processing related to the game event is executed.
[0132] For example, when the training instructed for the character to be nurtured is successful, as Figure 14 shown, a game performance corresponding to the success of the training is executed. In the Figure 14 example shown, a game performance is executed that depicts the following situation: The training of the character 451 (character N) to be nurtured running together with the character 452 (character D) as the training partner is carried out, and the character 451 (character N) to be nurtured reaches the finish line earlier than the character 452 (character D) as the training partner. Additionally, for example, when the training instructed for the character to be nurtured fails, as Figure 15 shown, a game performance corresponding to the failure of the training is executed. In the Figure 15 example shown, a game performance is executed that depicts the following situation: The training of the character 461 (character N) to be nurtured running together with the character 462 (character D) as the training partner is carried out, and the character 462 (character D) as the training partner reaches the finish line earlier than the character 461 (character N) to be nurtured. In this way, in the present embodiment, different game performances are sometimes executed according to the result of the training.
[0133] The training partner who appears in the game performance is a character corresponding to the auxiliary item configured in the training instructed by the player. In the case where multiple auxiliary items are configured, it is possible to randomly determine from among the multiple auxiliary items configured in the training instructed by the player. In the case where multiple auxiliary items are configured, it is also possible to determine the training partner not randomly but according to a predetermined condition (for example, if it is speed training, give priority to the auxiliary item for speed, etc.). In addition, in the case where no auxiliary item is configured in the training instructed by the player, a game performance is executed in which there is no training partner and only the character to be cultivated appears. Furthermore, even in the case where no auxiliary item is configured in the training instructed by the player, it is possible to randomly determine one auxiliary item from the auxiliary items grouped by the player before the start of cultivation, and determine the character corresponding to the determined auxiliary item as the training partner.
[0134] In addition, in the present embodiment, body data, clothing data, motion data, etc. are prepared for each character, and multiple clothing data and motion data are prepared corresponding to the scene of the game performance to be executed. In addition, multiple background data related to the game performance are also prepared corresponding to the scene of the game performance. The data of the performance materials for executing these game performances are stored in the cultivation progress data storage unit 72. In the display process related to the training result, the performance execution mode is determined based on each information of the training type, training level, success / failure of training, season, training ground, and training partner, and the body data, clothing data, and motion data of the character to be cultivated (for example, character N) and the character as the training partner (for example, character D) are set, and a character image in which the character to be cultivated (for example, character N) makes a move and a character image in which the character as the training partner (for example, character D) makes a move are generated, and the background data is set based on the determined performance execution mode, and a background image is generated. Then, the respective character images and the background image are synthesized to generate images of each frame from the start frame to the final frame of the game performance, and the images are displayed and output on the display unit 44.
[0135] The skill button 406 is a button for a character to acquire skills. When a click input is performed on the skill button 406, a skill acquisition screen is displayed showing a list of skills that the character can acquire at that time point. When a skill is selected on the skill acquisition screen and a click input is performed on the acquisition button, a skill acquisition request is sent to the server 20. In the server 20 that receives the skill acquisition request, the skill specified in the skill acquisition request is set as an acquired skill and registered in the status information of the character being cultivated, and a skill acquisition completion response is sent to the player terminal 40. In the player terminal 40 that receives the skill acquisition completion response, the following processing is performed: display the meaning that the acquisition of the skill has been completed, and display the skill acquired on the skill acquisition screen as an acquired skill.
[0136] The infirmary button 407 is a button for eliminating the negative status given to the character being cultivated, and accepts input only when a negative status is given due to in-game events during cultivation. In this embodiment, sometimes negative statuses such as sleep deprivation are given due to the occurrence of in-game events. If a negative status is given, the physical strength becomes easily reduced or the motivation becomes easily decreased, etc., and in-game events that are not conducive to cultivation are likely to occur. When no negative status is given to the character being cultivated, the infirmary button 407 is grayed out and displayed. When a negative status is given to the character being cultivated, the infirmary button 407 is normally displayed, thereby accepting a click input. When an instruction to eliminate the negative status is given through the infirmary button 407, an infirmary result request is sent to the server 20. In the server 20 that receives the infirmary result request, a lottery is conducted to determine whether to eliminate the negative status, and an infirmary result response containing the determination content is sent to the player terminal 40. In the player terminal 40 that receives the infirmary result response, the following processing is performed: in the case of eliminating the negative status, notify the meaning that the negative status has been eliminated, and eliminate the negative status from the status display of the character.
[0137] The go-out button 408 is a button for increasing the motivation of the character in cultivation. When a click input is performed on the go-out button 408, a go-out confirmation dialog box for confirming the instruction to go out is displayed. Next, when a click input is performed on the decision button in the go-out confirmation dialog box, a go-out result request is sent to the server 20. In the server 20 that has received the go-out result request, a lottery related to the motivation increase event is conducted, and a go-out result response containing information on the motivation increase event determined by the lottery is sent to the player terminal 40. In the player terminal 40 that has received the go-out result response, processing related to the motivation increase event is executed based on the information contained in the go-out result response. In addition, when going out is specified as an action of the character to be cultivated, the go-out destination related to the motivation increase event is randomly determined by lottery, and a game performance corresponding to the performance execution mode corresponding to the go-out destination determined by the lottery and the season of the round in which going out is specified is executed.
[0138] The competition button 409 is a button for making the character in cultivation participate in a competition. When a click input is performed on the competition button 409, as Figure 16 shown, the display screen migrates to a competition list screen showing a list of competitions being held in the current round.
[0139] In the competition list screen, it is possible to select the competition in which the character in cultivation is to participate by performing a click input on the competition selection box 415. The selected competition can be identified by the presence or absence of a selection mark 416. In the competition status display area 417, for the selected competition, competition status information such as season (spring, summer, autumn, winter), weather (sunny, cloudy, rainy, snowy), track status (good, slightly high water content, high water content, poor), number of participating characters, and round of holding is displayed. When the selected competition is changed, the display content of the competition status display area 417 also changes in accordance with the selected competition. In addition, participation conditions based on the number of supporters of the character in cultivation are stipulated for each competition. For competitions that the character in cultivation does not meet the participation conditions, the competition selection box 415 is grayed out and cannot participate in that competition.
[0140] In addition, in the present embodiment, sometimes a target competition is set as the cultivation target. In the round in which the target competition is set, the display mode of the cultivation home screen is different. As Figure 17 shown, as buttons for selecting actions, only the skill button 406 and the competition button 409 are displayed. That is, in the round in which the target competition is set, as a round consumption action, only participating in the competition can be performed.
[0141] Figure 18It is a diagram showing an example of a game list screen in a round where a target game is set. When a target game is set as the cultivation goal, in the game list screen, it is controlled to be able to select only the target game. In the present embodiment, in the game list screen including the target game, a target badge 416 is attached to the game selection box 415 of the target game, so that it can be recognized that it is the target game. For games other than the target game, the game selection box 415 is grayed out and cannot participate in the game.
[0142] When a click input is made on the participation button 418 in the state where the selection box 415 of the game to participate in is selected in the game list screen, a participation request is sent to the server 20. In the server 20 that has received the participation request, for the game as the participation object, a running simulation participated by the cultivating character and the NPC (non-player character) is performed, and a game result response including the result of the running simulation is sent to the player terminal 40. In the player terminal 40 that has received the game result response, a display process of a situation where the player watches the game based on the result of the running simulation is executed.
[0143] In the present embodiment, when the cultivating character is to participate in a game, performance parameters are adjusted according to the level of motivation in the round indicated to participate. When the motivation is very poor or poor, the performance parameters are corrected downward compared with the case where the motivation is normal. When the motivation is sufficient or very sufficient, the performance parameters are corrected upward compared with the case where the motivation is normal.
[0144] In the round where a cultivation goal is set in the cultivation of the character, a determination is made as to whether the cultivation goal has been achieved. If the cultivation goal has been achieved, as Figure 17 shown, a target achievement notification screen is displayed. In Figure 19 the example shown, the cultivation goal is to obtain a result within the top 5 in the "CCC Grand Prix" as the target game. When the cultivating character achieves a result within the top 5 in the "CCC Grand Prix", after the result of the target game is displayed, a target achievement notification screen is displayed. A progress button 420 is provided on the target achievement notification screen. When a click input is made on the progress button 420, as Figure 20 shown, the display screen migrates to the target list screen.
[0145] In the target list screen, a list of cultivation goals set for the cultivating character is displayed in the order of progress of the rounds. In Figure 20In the example shown, there are six cultivation goals set for the character in cultivation. For each cultivation goal up to the third cultivation goal, that is, "obtaining a ranking within the top five in the CCC Grand Prix", a completion mark 421 indicating that the cultivation goal has been achieved is given. On the goal list screen, there is a progress button 422. When a click input is made on the progress button 422, the game progresses to the next round and returns to the cultivation home screen.
[0146] In the present embodiment, each cultivation goal is set during the period up to the 72nd round, and the number and content of the cultivation goals are set individually according to the category of the character. Moreover, when all the cultivation goals for the character in cultivation are achieved, it is possible to enter the final race after the 73rd round.
[0147] When all the cultivation goals are achieved in the cultivation of the character, for the rounds after the 73rd round, first, participate in the preliminary round. If the result of the preliminary round is the first place, then participate in the semi-final. If the result of the semi-final is the first place, then participate in the final. If the result of the final is the first place, then the final race is won and the cultivation ends. It is also possible to give an instruction for cultivation before participating in each round of the preliminary round, semi-final, and final. The final race after the 73rd round is an extra round without set cultivation goals. In the case of a result other than the first place in the preliminary round and semi-final, it is possible to use the continue function to challenge again, but when there are no remaining continue times, the cultivation ends. In addition, as described above, the use of the continue function is selected by the player. Therefore, in the case where the player chooses not to use the continue function although in a situation where the continue function can be used, the final race is lost and the cultivation ends.
[0148] In addition, in the case where the cultivation goals set for the character in cultivation are not achieved, the cultivation ends at that point. In particular, in the present embodiment, in the case where the cultivation goal is to obtain a result within a specified finishing order in the target race, even if the result within the specified finishing order is not obtained in the target race, it is possible to use the continue function to challenge again. However, in the case where the cultivation goal is to obtain a specified number of supporters before a specified round, and in the case where the cultivation goal is to participate in the target race, the continue function cannot be used when the cultivation goal is not achieved, and the cultivation ends at the time point when the judgment round of the cultivation goal is reached.
[0149] Then, when the end condition for cultivation in the cultivation progress process is satisfied (Yes in step S106), end confirmation processing is performed (step S107). In the end confirmation processing, an end confirmation screen for confirming the status of the character to be cultivated is displayed. On the end confirmation screen, a skill acquisition button and an end cultivation button are provided. When a click input is made on the skill acquisition button, a list of available skills is displayed, and skills can be acquired within the range of the possessed skill points. When a click input is made on the end cultivation button, end cultivation processing is performed (step S108).
[0150] First, in the end cultivation processing, registration of the cultivated character is performed. In the registration of the cultivated character, the evaluation score is calculated and the factor information is determined to determine the status of the character, and the status is saved in the character list of the player data storage unit 71 in association with the character individual ID, thereby completing the registration of the cultivated character. The calculation of the evaluation score is performed based on the performance parameters of the character and the acquired skills, and the factor information is determined by lottery.
[0151] Specifically, the factor information is determined with reference to the cultivation content of the character (such as the participation history of the competition, etc.) and the status at the time of completion of cultivation (performance parameters, acquired skills, etc.). In addition, the blue factor and the red factor in the factor information are necessarily given, and the inherent factor is given when the talent blooming level (level 1 to level 5) of the character to be cultivated is above a specified level (level 3 or above). In addition, regarding the white factor in the factor information, the skill factor is determined with reference to the acquired skills, the competition factor is determined with reference to the competitions participated in and won during cultivation, and the scenario factor is determined with reference to the cultivation scenario selected before the start of cultivation. In addition, when the factor information is given, the factor level of the factor information to be given is also determined by lottery. In the present embodiment, the factor level is randomly set to any one of the three levels from level 1 to level 3.
[0152] In addition, in the end cultivation processing, rewards for the cultivation result are also provided. In the present embodiment, rewards are provided by adding to the item list of the player data storage unit 71, and in-game currency and assist points corresponding to the number of supporters obtained during cultivation are determined as rewards. The more supporters there are, the more in-game currency and assist points can be obtained.
[0153] In addition, in the end cultivation processing, an end cultivation request is sent to the server 20. In the server 20 that receives the end cultivation request, the cultivated character is registered in the character list of the player management database 51, and the rewards for the cultivation result are added to the item list of the player management database 51.
[0154] In this way, in the cultivation function provided by the information processing system 10 of the present embodiment, game performances corresponding to action results occur through turn-consuming actions such as giving instructions to train and go out during the cultivation process of the character. In these game performances, due to the branching of action results (for example, success / failure of training, etc.), even if the same action is instructed for the character to be cultivated, different game performances often occur. In addition, in the game performances that occur corresponding to the action results of the character during the cultivation process, the character appearing in the game performance is composed of the character to be cultivated as the main element and the character of the auxiliary item arranged in the instructed training as the sub-element. Therefore, a random element is included in the determination of the character appearing as the sub-element. If you want to cover all performance execution modes, a large amount of play time is required.
[0155] Therefore, in the present embodiment, a performance viewing function is provided that enables the player to customize the character and the performance execution mode to view the desired content of the game performance. Below, with reference to Figure 21 an example of the state transition shown, the game progress of the performance viewing function that can arbitrarily view the game performances that can be executed in the cultivation function will be described in more detail.
[0156] First, a use start acceptance state for accepting the start of using the performance viewing function is set (step S200). In the present embodiment, the performance viewing function is provided as a part of a game function called an album, and the start of using the performance viewing function is accepted through the Figure 22 home page screen of the album shown.
[0157] On the home page screen of the album, there are two use start buttons 501 and 502. The use start button 501 is a button for starting the use of the performance viewing function, and the use start button 502 is a button for starting the use of the function for viewing the saved images of the screenshots.
[0158] When a click input is made on the use start button 501 in the state where the home page screen of the album is displayed, the use of the performance viewing function is started, and the process moves to the character selection acceptance state (step S201). In the character selection acceptance state, the selection of the character (main character) that appears as the main element in the game performance is accepted through the main character selection screen. As Figure 23 shown, in the main character selection screen, a list of the unlocked characters held by the player is displayed. The main character can be selected from the unlocked characters held by the player, and the un-unlocked characters are not presented as selection candidates in the main character selection screen, so that the game performances in which the un-unlocked characters appear as the main character cannot be viewed. However, it can also be set that in the performance viewing function, an un-unlocked character can be selected as the main character, and the game performances in which the un-unlocked character appears as the main character can be viewed.
[0159] In the main character selection screen, the selected character is displayed in the selected character display area 511. Characters can be selected by clicking on the character icon 512, and a selection mark 513 is assigned to the character icon 512 of the selected character.
[0160] In addition, in the main character selection screen, for the list display of unlocked characters, the display method can be changed by sorting and filtering. As sorting items, items such as the number of stars (rarity), intimacy, acquisition order, name, etc. can be selected, and ascending or descending order can be switched for each sorting item. A sorting change button 514 is provided in the main character selection screen, and the sorting item can be changed by clicking on the sorting change button 514. In addition, an ascending / descending change button 515 is provided in the main character selection screen, and the switching between ascending and descending order can be performed by clicking on the ascending / descending change button 515. As a filtering item, rarity (number of stars) can be specified. When the filtering function is made effective by clicking on the filtering button 516, the display can be changed to show only the characters of the specified rarity. When a click input is made on the filtering button 516 in a state where the filtering function is effective, the filtering function becomes invalid, and the display method is changed to show all unlocked characters.
[0161] In this embodiment, the selection information of the characters in the main character selection screen when using the performance viewing function is saved in the player data storage unit 71. When migrating to the main character selection screen next time, the initially selected character is determined based on the saved main character selection information. When migrating to the main character selection screen for the first time, the character with the highest sorting position among the unlocked characters (the character displayed at the top leftmost position in the display screen) is set as the initially selected character.
[0162] In addition, a progress button 517 and a return button 518 are provided in the main character selection screen. When a click input is made on the progress button 517, the selected character is set as the main character, and the process moves to the performance part selection acceptance state (step S202). In addition, when a click input is made on the return button 518, the process returns to the start acceptance state (step S200), and the display screen migrates to the home page screen of the photo album.
[0163] In the performance part selection acceptance state, through Figure 24The shown performance part selection screen is used to accept the selection of the performance part associated with the action content of the character in the performance execution mode. In this embodiment, as selection candidates, there are two types. One is the performance part corresponding to training, and the other is the performance part corresponding to going out / events (going out, special events, etc.). The training selection button 521 and the going out / event selection button 522 are used to select each performance part. When a click input is made on any of the buttons, a selection mark 523 is given to the button corresponding to the selected performance part. In addition, when migrating to the performance part selection screen, the initially selected performance part is set to training.
[0164] In addition, in this embodiment, the game performances that can be viewed in the performance viewing function are classified into game performances that occur corresponding to the instructions of training in the cultivation function, game performances that occur corresponding to instructions other than training, and game performances corresponding to events that may occur randomly during the cultivation process. The former can be selected as the performance part corresponding to training using the training selection button 521, and the latter can be selected as the performance part corresponding to going out / events using the going out / event selection button 522. Moreover, in this embodiment, the game performances that occur corresponding to the instructions of training in the cultivation function are executed based on a large number of conditions during the cultivation process of the character. Therefore, a branch is set between the game performances that occur corresponding to the instructions of training and other game performances to enable the specification of more detailed scenes.
[0165] In addition, a decision button 524 and a return button 525 are provided on the performance part selection screen. When a click input is made on the decision button 524, it moves to the execution mode selection acceptance state for setting more specific performance execution mode conditions for the selected performance part (step S203). In addition, when a click input is made on the return button 525 in the situation where the performance part selection screen is being displayed, it returns to the character selection acceptance state (step S201), and the display screen migrates to the main character selection screen.
[0166] For example, when training is selected, as Figure 25 and Figure 26As shown, a training details selection screen is displayed. For the game performance corresponding to the training, customized settings can be made for each item of training type, training level, success / failure of training, season, training ground, and training partner. Moreover, on the training details selection screen, there are provided a first display area 531 presenting selection candidates related to the training type, a second display area 532 presenting selection candidates related to the training level, a third display area 533 presenting selection candidates related to the success / failure of training, a fourth display area 534 presenting selection candidates related to the season, a fifth display area 535 presenting selection candidates related to the training ground, and a sixth display area 536 presenting selection candidates related to the training partner. In the present embodiment, on the training details selection screen, for each item of training type, training level, success / failure of training, season, training ground, and training partner, there are provided radio buttons respectively corresponding to a plurality of selection candidates. By clicking and inputting on the radio buttons, within the same item, only the radio button that has been clicked and input is displayed as valid, and one selection candidate can be specified for each item. For example, in Figure 25 the situation shown, for the item of training type, the radio button corresponding to "speed" is displayed as valid, and the radio buttons corresponding to "endurance", "strength", "perseverance", and "intelligence" are displayed as invalid, that is, "speed" is specified.
[0167] Regarding the training types presented in the first display area 531, there are "Speed", "Endurance", "Strength", "Perseverance", and "Intelligence", and any one of the training types can be selected. Regarding the training levels presented in the second display area 532, there are five levels: "Level 1" (Lv1), "Level 2" (Lv2), "Level 3" (Lv3), "Level 4" (Lv4), and "Level 5" (Lv5), and any one of the training levels can be selected. In this embodiment, even if the training types are the same, when the training levels are different, the content of the game performance is different. In addition, regarding the training level, sometimes the selection is restricted according to the relationship with the training venue described later. In this embodiment, there is a round equivalent to "Summer Training Camp" in the cultivation function, and in the round of "Summer Training Camp", the training level must be "Level 5". Therefore, when "Summer Training Camp" is selected as the training venue, only "Level 5" is valid, and "Level 1" to "Level 4" are grayed out and cannot be selected. In this way, on the training details selection screen, when "Summer Training Camp" is selected as the training venue, only the appropriate selection candidates are valid for the training level item in a linked manner, so the input convenience of the player can be improved. Regarding the success / failure of the training presented in the third display area 533, there are "Success" and "Failure", and either one can be selected. Regarding the seasons presented in the fourth display area 534, there are "Spring", "Summer", "Autumn", and "Winter", and any one of the seasons can be selected. In this embodiment, the character's clothing or the background changes according to the season. In addition, regarding the season, sometimes the selection is restricted according to the relationship with the training venue described later. Specifically, when "Summer Training Camp" is selected as the training venue, all the selection candidates related to the season become invalid and cannot be selected. In this way, on the training details selection screen, when "Summer Training Camp" is selected as the training venue, the selection of the season item is restricted in a linked manner, thereby improving the input convenience of the player. Regarding the training venues presented in the fifth display area 535, there are "Normal" and "Summer Training Camp", and either one can be selected. In this embodiment, when the training venue is "Normal", the game performance with the background corresponding to the season is executed, but when the training venue is "Summer Training Camp", the background becomes a special mode and the game performance with the beach as the background is executed. And as described above, when "Summer Training Camp" is selected as the training venue, the selection of the season and the training level is restricted.
[0168] Regarding the training partners presented in the sixth display area 536, there are "No Setting", "Set", and "Random", and any one of them can be selected. When "Set" is selected for the training partner, the selection of the character to be the training partner can be made within the range of the auxiliary items held by the player.
[0169] When migrating to the training details selection screen, the initial selection related to the training partner is "not set". However, when the radio button corresponding to "set" is clicked to select "set", as Figure 27 shown, a partner selection dialog box is displayed, and the role to be set as the training partner can be selected. In addition, when it is desired to change the training partner, the partner selection dialog box can be called up by clicking on the change button 538 provided in the sixth display area 536 on the training details selection screen.
[0170] In the present embodiment, one or two or more corresponding roles are set for each auxiliary item. In addition, even for auxiliary items associated with the same role, there are auxiliary items with different parameters for assistance during training. For example, there are a speed auxiliary item for character A, a strength auxiliary item for character A, and the like. In addition, for auxiliary items, there are three levels of rarity (R < SR < SSR), and there is a tendency that the higher the rarity, the higher the auxiliary effect in the cultivation function. In addition, for auxiliary items, there are three classifications: "ordinary", "friend", and "group". The auxiliary items classified as "ordinary" are associated with any one of the performance parameters such as speed, and are auxiliary items corresponding to one role. "Friend" and "group" are not associated with specific performance parameters, and are auxiliary items that can cause the item's inherent going-out event in the cultivation function. In addition, "group" corresponds to two or more roles and can cause going-out events with each role. The selection candidates for the training partner in the performance viewing function are auxiliary items classified as "ordinary", and are not affected by the rarity of the auxiliary items held by the player or the type of performance parameter of the auxiliary object. However, it can also be set to present the selection candidates for the training partner corresponding to the type of performance parameter of the auxiliary item.
[0171] Moreover, in the partner selection dialog box, a list of the roles corresponding to the auxiliary items classified as "ordinary" among the auxiliary items held by the player is displayed using the role icons 541. In the present embodiment, in the state where the partner selection dialog box is being displayed, the training partner can be selected by clicking on any one of the role icons 541 being displayed in the list. For the selected role, a selection mark 542 is given to the role icon 541, so that it is possible to know which role is being selected. When the decision button 545 is clicked in the state where a selection mark 542 is given to any one of the role icons 541, the role corresponding to the role icon 541 to which the selection mark 542 is given is set as the training partner and is reflected in the role icon 537 on the training details selection screen. In addition, when the cancel button 546 provided in the partner selection dialog box is clicked, the current selection content is discarded, the partner selection dialog box is closed, and the screen returns to the training details selection screen.
[0172] In addition, in the partner selection dialog box, there are set icon 543 and random icon 544. When a click input is made on the decision button 545 in the state where these icons are selected, the selection content for the items of the training partner is reflected. For example, when a click input is made on the decision button 545 in the state where the set icon 543 is selected, for the item of the training partner in the training details selection screen, the radio button of "unset" becomes valid. In addition, for example, when a click input is made on the decision button 545 in the state where the random icon 544 is selected, for the item of the training partner in the training details selection screen, the radio button of "random" becomes valid. In this way, in the present embodiment, in the partner selection dialog box, for the items of the training partner, it is possible to respond to the selection of any one of "unset", "set", and "random", thereby improving the input convenience.
[0173] In addition, in the present embodiment, it is also possible to set that the training partner is not selected by the player but is randomly determined, and it is also possible to randomly set the training partner who appears in the game performance by selecting "random" for the item of the training partner. When "random" is selected for the item of the training partner, the lottery target is set within the range of the auxiliary items held by the player, and 1 auxiliary item is randomly extracted and set as the training partner.
[0174] In addition, it can also be set that not only 1 training partner can be selected, but also 2 or more training partners can be selected. In addition, in the "random" setting, it can be controlled that the number of characters extracted is also randomly determined. In addition, when it is set that 2 or more training partners can be set, an upper limit can be set for the number of selected training partners. In addition, in the "random" setting, it can also be set that the player can specify the range of the lottery target of the training partner.
[0175] Moreover, in the training details selection screen, there are a viewing start button 539 and a return button 540. When a click input is made on the viewing start button 539, it moves to the performance execution state of the game performance based on the selection content of the player in each state of the character selection acceptance state, the performance part selection acceptance state, and the execution mode selection acceptance state (step S204). In addition, when a click input is made on the return button 540 in the situation where the training details selection screen is being displayed, it returns to the performance part selection acceptance state (step S203), and the display screen migrates to the performance part selection screen.
[0176] In addition, for example, when going out / event is selected, it is displayed Figure 28The outing·event details selection screen shown. In the present embodiment, for the game performance corresponding to the outing·event, the settings can be customized for each item of the outing destination and season. Moreover, in the outing·event details selection screen, there is provided a seventh display area 553 for presenting selection candidates related to the outing destination, and an eighth display area 552 for presenting selection candidates related to the season. In the present embodiment, in the outing·event details selection screen, icons corresponding to a plurality of selection candidates are provided for the outing destination item, and by clicking and inputting the icon, a selection mark 553 can be assigned to the selected icon and one selection candidate can be specified. In addition, in the present embodiment, in the outing·event details selection screen, radio buttons corresponding to a plurality of selection candidates are provided for the season item, and by clicking and inputting the radio buttons, only the radio button that has been clicked is displayed as valid within the same item, and one selection candidate can be specified.
[0177] For the destinations presented in the seventh display area 551, there are "River Bank", "Temple", "Karaoke", "Sea" and "Hot Spring Travel", and any one of the destinations can be selected. In addition, for the seasons presented in the eighth display area 552, there are "Spring", "Summer", "Autumn" and "Winter", and any one of the seasons can be selected. In addition, when "Sea" is selected as the destination, only "Summer" can be selected for the season, and the radio button corresponding to "Summer" is displayed as valid, and the radio buttons for "Spring", "Autumn" and "Winter" are grayed out and cannot be selected. In this way, in the outing event details selection screen, the radio buttons related to the items of the season are appropriately automatically selected in conjunction with the destination selected by the player, so that the input convenience of the player can be improved. In addition, for the "Hot Spring Travel" in the item of the destination, it is necessary that the event of "Hot Spring Travel" has occurred in the development function for the selected main character and the game performance has been unlocked. In the case where the game performance of "Hot Spring Travel" has not been unlocked for the main character, "Hot Spring Travel" cannot be selected. If the main character cannot select "Hot Spring Trip", the icon corresponding to "Hot Spring Trip" can be grayed out or a badge icon can be given to indicate that "Hot Spring Trip" is not unlocked, so that the user can understand that "Hot Spring Trip" cannot be selected. In this way, if a specific event is not unlocked for each character in the development function, the selection of the destination for going out is limited in the outing event details selection screen, thereby providing motivation to use various characters in the development function.
[0178] Moreover, a viewing start button 554 and a return button 555 are provided on the going-out / event details selection screen. When a click input is made on the viewing start button 554, it moves to the performance execution state where the game performance based on the selection content in each of the states of the character selection acceptance state, the performance part selection acceptance state, and the execution mode selection acceptance state of the player is executed (step S204). In addition, when a click input is made on the return button 555 while the going-out / event details selection screen is being displayed, it returns to the performance part selection acceptance state (step S202), and the display screen migrates to the performance part selection screen.
[0179] In the performance execution state, a game performance corresponding to the selection results of the main character and the performance execution mode is executed. In the present embodiment, in the performance viewing function, data of performance materials common to the cultivation function is read from the cultivation progress data storage unit 72 to execute the game performance. Figure 29 It is a diagram showing an example of the display screen during the execution of the game performance in the performance viewing function. In Figure 29 the example shown, a game performance depicting the situation where the main character 561 (character A) and the training partner 562 (character D) are training is executed. Moreover, in the present embodiment, on the display screen during the execution of the game performance, a capture button 563 and a loop play button 564 are provided. When a click input is made on the capture button 563, the currently executing game performance is frozen and a screenshot is displayed, and it moves to Figure 30 the image confirmation screen shown. Each time a click input is made on the loop play button 564, the on / off state of the loop play can be toggled. When the loop play is on, it returns from the final frame of the game performance to the starting frame and the game performance is executed again. Additionally, when the loop play is off, when the execution of a series of game performances is completed, the image of the final frame of the game performance is frozen and displayed. Further, for the drawing process of the frame images constituting the game performance in the loop play, it can be set to draw the images of each frame every time the loop play is performed, or it can be set to temporarily hold the images of a series of frames drawn during the first execution of the game performance as video data in the storage unit 42, and during the loop play, instead of performing the drawing process again, play the video data temporarily held in the storage unit 42 from the starting frame. Also, the on / off toggling of the loop play by the loop play button 564 is effective both during the execution of the game performance and during the freezing of the game performance. Moreover, it can be that a drag bar is provided on the display screen during the execution of the game performance, enabling the game performance to progress from any frame from the starting frame to the final frame and to rewind the progress of the game performance to any frame.
[0180] In the image confirmation screen, as Figure 30As shown, the image of the captured screenshot is displayed in the image display area 571. In addition, in the present embodiment, in the state where the image confirmation screen is being displayed, before saving the image of the captured screenshot to the image data storage unit 74, it is possible to specify the saving format including filter processing. In the present embodiment, as the saving format, it is possible to specify any one of "Vintage", "Girly", "Sharpen", "Drama", "Silver Tone", "Original", "Black and White", "Sepia Tone", "Cute Style", and "Cool Style". In the image confirmation screen, in the saving format display area 572 provided at the lower part of the image display area 571, 5 saving formats can be displayed, and non-displayed saving formats can be slid and displayed for confirmation by performing a left-right sliding input. In addition, it is possible to save the captured image as it is by selecting the "Original" saving format in the image confirmation screen. On the other hand, when a saving format other than "Original" is specified in the image confirmation screen, the image subjected to the filter processing corresponding to the saving format is displayed in the image display area 571, and the image subjected to the filter processing can be saved to the image data storage unit 74 by performing a click input on the save button 573 in this state. In addition, in the present embodiment, when specifying a saving format other than "Original" and saving the image subjected to the filter processing, at the first save, the "Original" image and the image after the filter processing are saved to the image data storage unit 74. In the state where the "Original" image has already been saved in the image data storage unit 74, only the image after the filter processing is additionally saved.
[0181] When a click input is performed on the save button 573 in the state where the image confirmation screen is being displayed, as Figure 31 (A) shown, a save confirmation dialog box is displayed. When a click input is performed on the confirmation button 581 in the state where the save confirmation dialog box is being displayed, the image displayed in the image display area 571 of the image confirmation screen is saved to the image data storage unit 74, and when the saving of the image is completed, the process returns to the image confirmation screen. In addition, when a click input is performed on the cancel button 582 provided in the save confirmation dialog box, the save confirmation dialog box is closed without saving the image, and the process returns to the image confirmation screen.
[0182] In addition, in the present embodiment, the display of the save confirmation dialog box can be omitted, and a check box 583 provided in the save confirmation dialog box can be used to switch the display / non-display of the save confirmation dialog box. For example, when a check mark is entered in the check box 583 of the save confirmation dialog box, at the time of saving the image in the next and subsequent times, by performing a click input on the save button 573 of the image confirmation screen, the display of the save confirmation dialog box is omitted and the image displayed in the image display area 571 is saved to the image data storage unit 74.
[0183] In addition, in the present embodiment, an upper limit (e.g., 120) is set for the number of images that can be stored in the image data storage unit 74. When the number of images stored in the image data storage unit 74 reaches the upper limit and a new image is to be stored, the image with the oldest storage date and time is used as the overwrite object to overwrite the image and store the image to be stored. Therefore, in the present embodiment, by clicking and inputting the save data edit button 574 provided on the image confirmation screen, a list of images stored in the image data storage unit 74 can be displayed, and any image can be deleted or registered as a favorite (Japanese: お気に入り). The image registered as a favorite is excluded from the overwrite object, and the situation that the image that is not to be deleted is lost due to overwriting can be prevented.
[0184] In addition, when the return button 575 provided on the image confirmation screen is clicked and inputted, the Figure 31 The end confirmation dialog box shown in (B) is displayed. When the confirmation button 591 provided in the end confirmation dialog box is clicked and inputted, the end confirmation dialog box is closed and the screen returns to the performance part selection acceptance state (training details selection screen or outing / event details selection screen) before the game performance is started. On the other hand, when the cancel button 592 provided in the end confirmation dialog box is clicked and inputted, the end confirmation dialog box is closed and the screen returns to the image confirmation screen.
[0185] In addition, in this embodiment, the performance viewing function can be ended by selecting to transfer to other game functions from the menu bar 600 set at the bottom of the album home page screen, character selection screen, performance part selection screen, training details selection screen and outing / event details selection screen.
[0186] In the information processing system 10 of the present embodiment described above, a performance reading function is provided separately from the development function, and in the performance reading function, the performance execution mode randomly determined in the development function is presented as a selection candidate, so that the player can arbitrarily select the performance execution mode. In particular, in the present embodiment, as selection candidates for the performance execution mode, a performance execution mode that is randomly determined by lottery and cannot be arbitrarily selected by the player in the development function is included, thereby allowing the player to use the performance reading function to quickly experience the game performance that has not been experienced in the development function. Therefore, according to the information processing system 10 of the present embodiment, the convenience related to the experience of the game performance can be improved.
[0187] In addition, in the information processing system 10 of the present embodiment, an input interface is provided, which can capture a screenshot of the game performance being executed through the performance viewing function and save the image of the captured screenshot. Therefore, according to the information processing system 10 of the present embodiment, the record of the game performance experience can be left through the screenshot image, so the interest related to the game performance experience can be improved.
[0188] In addition, in the present embodiment, as the characters appearing in the game performance executed in the performance viewing function, the main character that appears as the main element and the character as a training partner that appears as a sub-element can be selected. The first condition for a player-owned unlocked character to be set as the main character that can be selected, and the second condition for a character corresponding to the auxiliary item held by the player to be set as the character that can be selected as the training partner. Therefore, according to the information processing system 10 of the present embodiment, there are restrictions on the game performances that can be reproduced according to the unlocking status of the player's characters and the holding status of the auxiliary items, so the desire of the player to obtain characters and the desire of the player to obtain auxiliary items can be aroused.
[0189] Furthermore, in the present embodiment, the game performances that can be executed in the performance viewing function are limited to the game performances executed when training or giving an instruction to go out for the character to be cultivated in the cultivation function, and the game performances executed when a hot spring trip event occurs, but are not limited thereto. For example, it can also be set to be able to execute the following game performances in the performance viewing function: game performances randomly occurring in association with auxiliary items and corresponding to events inherent to the auxiliary items; game performances having a mode with a branched result as an event occurring in a prescribed round during the cultivation process according to the cultivation scenario. In addition, the game performances that can be executed in the performance viewing function can also be game performances executed when an instruction for the infirmary as an action consuming a round is given in the cultivation function in the same way as the instructions for training and going out. In addition, the game performances that can be executed in the performance viewing function can also be game performances occurring according to instructions for actions that are not actions consuming a round in the cultivation function, and game performances corresponding to events randomly occurring by lottery during the cultivation process. For example, it can also be a game performance such as: a game performance occurring as items, skills, effects of influencing states, etc. are obtained during the cultivation process; a game performance that gives options to the player and is executed according to the selection result as an event corresponding to the cultivation scenario selected before the start of cultivation.
[0190] In addition, in the performance viewing function, it can also be set to enable viewing of game performances executed in game functions other than the cultivation function. For example, it can also be structured as follows: in the case where there is another game function that sets up a game performance for the player to select one character from the unlocked characters in their possession and specify the destination of the selected unlocked character to go out, demonstrating the situation of going out with the character, for the game performance executed in this other game function, the player can be enabled to select the characters to appear and the performance execution mode to reproduce the game performance so as to be able to view the game performance. In addition, when there are success and failure modes in the game performances executed in game functions other than the cultivation function, in the performance viewing function, it can be set to enable viewing of the game performance based on the mode arbitrarily selected by the player from the success and failure modes, or it can also be set to enable viewing of the game performance based on the mode randomly determined by lottery (the lottery can be conducted on either the server 20 or the player terminal 40).
[0191] In addition, in the performance viewing function, there can also be a random element in the execution of some game performances. For example, when "going out / event" is selected as the performance part and "temple" is specified as the destination for going out, a game performance corresponding to the event of drawing lots is executed. In the event of drawing lots, there is a branch mode based on the result of drawing lots, and the result of drawing lots can be randomly determined by lottery. That is, instead of enabling the player to arbitrarily determine all performance execution modes, a part of the performance execution modes can be randomly determined by lottery. In addition, in the cultivation function, the determination of the branch mode related to the execution of the game performance is determined by lottery in the server 20. In contrast, in the performance viewing function, the determination of the branch mode related to the execution of the game performance can be determined by lottery in the player terminal 40. In this way, by reducing the communication opportunities with the server 20 in the performance viewing function, the function can be smoothly utilized in the player terminal 40. For example, in the cultivation function, the lottery for determining the result of drawing lots in the event of drawing lots is executed in the server 20, and in the performance viewing function, this lottery can be executed in the player terminal 40. However, it can also be set that the lottery related to the determination of the branch mode is conducted in the server 20 in both the cultivation function and the performance viewing function, or it can also be set that the lottery related to the determination of the branch mode is conducted in the player terminal 40 in both the cultivation function and the performance viewing function.
[0192] In addition, in this embodiment, it is set that a screenshot can be taken and the captured image can be saved in the performance execution state of the performance viewing function. However, it can also be set that the ongoing game performance can be saved in the form of a video. In addition, when the ongoing game performance can be saved in the form of a video, it can also be set that any range from the start frame to the end frame can be specified and the video of the specified range can be clipped and saved. In addition, when the ongoing game performance can be saved in the form of a video, a limit can also be set on the length (seconds, number of frames) of the video that can be saved.
[0193] In addition, regarding the control method of this embodiment, as long as it is a game in which a game performance occurs during the progress of the game and there are random elements in the ongoing game performance, this control method can be equally applied. In addition, it can also be set that the structures of the various functions of the information processing system 10 are provided in other games. For example, it can be applied to games that can cultivate the characters participating in the competition in sports games such as baseball games and football games. In addition, it can also be applied to games that can cultivate game media such as characters, props, and equipment in other types of games, such as idol cultivation games, card battle games, fighting games, action games, battle royale games, role-playing games, etc.
[0194] Explanation of Reference Numerals
[0195] 10: Information processing system; 20: Server; 40: Player terminal; 21, 41: Control unit; 22, 42: Storage unit; 23, 45: Communication unit; 43: Operation input unit; 44: Display unit; 50: Server data storage unit; 51: Player management database; 60: Game operation unit; 70: Terminal data storage unit; 71: Player data storage unit; 72: Cultivation progress data storage unit; 73: Game control data storage unit; 74: Image data storage unit; 80: Game execution unit; 81: Cultivation function providing unit; 82: Performance viewing function providing unit.
Claims
1. A program for a game that nurtures a game medium, the program causing a computer to function as the following components: A nurturing function providing unit that provides a nurturing function for presenting selection candidates for actions indicating the actions of the game medium to be nurtured, determining a performance execution mode based on conditions associated with the actions selected by the player, and executing game performances; and A performance viewing function providing unit that provides a performance viewing function for enabling the player to select the game medium and the performance execution mode, and executing the game performance based on the selection result, Among them, The performance viewing function providing unit presents the performance execution mode randomly determined in the nurturing function as a selection candidate, enabling the player to arbitrarily select the performance execution mode.
2. The program according to claim 1, wherein The performance viewing function providing unit provides an input interface that can capture a screenshot of the game performance being executed through the performance viewing function and save the image of the captured screenshot.
3. The program according to claim 1, wherein As the game medium appearing in the game performance executed through the performance viewing function, it is possible to select the game medium as the main element and the game medium as the sub-element, A first condition for enabling the game medium to be selected as the main element and a second condition for enabling the game medium to be selected as the sub-element are set in association with each game medium.
4. An information processing system for a game that nurtures a game medium, the information processing system including: A nurturing function providing unit that provides a nurturing function for presenting selection candidates for actions indicating the actions of the game medium to be nurtured, determining a performance execution mode based on conditions associated with the actions selected by the player, and executing game performances; And A performance reproduction function providing unit that provides a performance viewing function for enabling the player to select the game medium and the performance execution mode, and executing the game performance based on the selection result, Wherein, the performance viewing function providing unit presents the performance execution mode randomly determined in the nurturing function as a selection candidate, enabling the player to arbitrarily select the performance execution mode.
5. An information processing method for a game that nurtures a game medium, the information processing method including: A nurturing function providing step of providing a nurturing function for presenting selection candidates for actions indicating the actions of the game medium to be nurtured, determining a performance execution mode based on conditions associated with the actions selected by the player, and executing game performances; And A performance viewing function providing step of providing a performance viewing function for enabling the player to select the game medium and the performance execution mode, and executing the game performance based on the selection result, Among them, in the step of providing the performance viewing function, the performance execution mode randomly determined in the cultivation function is presented as a selection candidate, enabling the player to arbitrarily select the performance execution mode.