Information processing program, information processing method, and game device

By updating character parameters and skill utilities in the development game and increasing strategic interactivity, the problem of players' reduced willingness to play the game is solved and the player's gaming experience is improved.

CN120641189APending Publication Date: 2025-09-12CYGAMES INC
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Patent Information

Application Number
CN202480011042.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-02-07
Filing Date
2024-01-26
Publication Date
2025-09-12

AI Technical Summary

Technical Problem

In development games, lack of strategy leads to a decrease in players' willingness to play the game.

Method used

By updating the parameters of the character to be developed based on the player's operation, points are consumed to obtain skills with a set first utility, and the skills or utilities are changed under specific conditions. The player is allowed to select multiple second skills or utilities, and the change conditions and achievement degree are displayed on the acquisition screen.

Benefits of technology

It increases players' willingness to play the game and enhances their sense of participation by making the game more strategic and interactive.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120641189A_ABST
    Figure CN120641189A_ABST
Patent Text Reader

Abstract

The information processing program causes the computer to execute: a process for updating a parameter associated with a character to be developed on the basis of an operation by a player in the developed game; a skill acquisition unit that makes it possible to consume points in the developed game to acquire a skill in which a first utility is set, the skill being associated with the character to be developed at the start of the developed game; associating the obtained skills to obtain information; and a step for changing the skill or the first utility set for the skill when a change condition set for each skill and set for the skill associated with the obtained information is satisfied.
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method, and a game device. This application claims priority based on Japanese Patent Application No. 2023-017034 filed on February 7, 2023 and Japanese Patent Application No. 2023-017035 filed on February 7, 2023, the contents of which are incorporated herein by reference. Background Art

[0002] Conventionally, there is a type of game called a development game. For example, Patent Document 1 discloses a game in which a player develops a character to be developed by selecting any development item from a plurality of development items.

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent No. 7198902 Summary of the Invention

[0006] Problems to be solved by the invention

[0007] As described above, in games that develop characters to be developed, there is a problem in that if the strategic requirements for the player are insufficient, the player's willingness to play the game decreases.

[0008] An object of the present invention is to provide an information processing program, an information processing method, and a game device that can enhance a player's willingness to play the game through strategic improvement.

[0009] Solutions for solving problems

[0010] In order to solve the above-mentioned problem, the information processing program causes the computer to execute the following processing:

[0011] Based on the player's operation in the development game, the parameters associated with the development target character are updated;

[0012] enabling points to be consumed in the development game to obtain a skill having a first utility, wherein the skill is associated with the development target character at the start of the development game;

[0013] associating the acquired skills with the acquired information; and

[0014] When a change condition set for each skill and set for the skill associated with the obtained information is satisfied, the skill or the first utility set for the skill can be changed.

[0015] In addition, the skill may be associated with a plurality of second skills or a plurality of second utilities.

[0016] The process of changing the skill or the first utility includes:

[0017] The player is enabled to select the second skill or the second utility.

[0018] In addition, the skill may be associated with a plurality of second skills or a plurality of second utilities.

[0019] Different change conditions are associated with each of the plurality of the second skills or the plurality of the second utilities.

[0020] The process of changing the skill or the first utility includes:

[0021] The skill or the first utility can be changed to the second skill or the second utility for which the change condition is satisfied.

[0022] Alternatively, the computer may be caused to perform the following processing: in the development game, an acquisition screen for acquiring the skill may be displayed;

[0023] The change condition set for the skill and the degree of achievement of the change condition are displayed on the acquisition screen.

[0024] Alternatively, the computer may be caused to perform the following processing: in the development game, an acquisition screen for acquiring the skill may be displayed;

[0025] In the acquisition screen, the skill for which the change condition is satisfied is highlighted.

[0026] In order to solve the above-mentioned problem, an information processing method is an information processing method executed by one or more computers, including the following processing:

[0027] Based on the player's operation in the development game, the parameters associated with the development target character are updated;

[0028] enabling points to be consumed in the development game to obtain a skill having a first utility, wherein the skill is associated with the development target character at the start of the development game;

[0029] associating the acquired skills with the acquired information; and

[0030] When a change condition set for each skill and set for the skill associated with the obtained information is satisfied, the skill or the first utility set for the skill can be changed.

[0031] In order to solve the above problems, the game device has one or more computers.

[0032] The computer performs the following processing:

[0033] Based on the player's operation in the development game, the parameters associated with the development target character are updated;

[0034] enabling points to be consumed in the development game to obtain a skill having a first utility, wherein the skill is associated with the development target character at the start of the development game;

[0035] associating the acquired skills with the acquired information; and

[0036] When a change condition set for each skill and set for the skill associated with the obtained information is satisfied, the skill or the first utility set for the skill can be changed.

[0037] Effects of the Invention

[0038] According to the present invention, it is possible to increase a player's willingness to play the game through strategic improvement. BRIEF DESCRIPTION OF THE DRAWINGS

[0039] Figure 1 It is an explanatory diagram showing a schematic configuration of an information processing system.

[0040] Figure 2A This is a diagram illustrating the hardware configuration of a player terminal. Figure 2B This is a diagram illustrating the hardware configuration of a server.

[0041] Figure 3A This is a diagram illustrating an example of a home page screen. Figure 3B This is a diagram illustrating an example of an option setting screen. Figure 3C This is a diagram illustrating an example of a profile setting screen.

[0042] Figure 4 This is a diagram for explaining the general progress flow of the development game.

[0043] Figure 5A This is a diagram illustrating an example of scenario initial added value data. Figure 5B This is a diagram illustrating an example of scenario initial upper limit value data. Figure 5C This is a diagram illustrating an example of scenario activity added value data.

[0044] Figure 6A This figure explains the screen for selecting characters to be developed. Figure 6B This is the first image that explains the character details screen. Figure 6C This is the second picture illustrating the character details screen.

[0045] Figure 7A This is a diagram illustrating a capability parameter (initial value) table. Figure 7B It is a diagram illustrating the suitability parameter (initial value) table. Figure 7C This is a diagram illustrating skills. Figure 7D This is a diagram illustrating a dedicated activity.

[0046] Figure 8 This is a picture explaining the character enhancement screen.

[0047] Figure 9A This is the first figure explaining the inheritance character selection screen. Figure 9B This is the first picture explaining the character development list screen. Figure 9C This is the second figure explaining the inheritance character selection screen. Figure 9D This is the third figure explaining the inheritance character selection screen.

[0048] Figure 10 It is a diagram illustrating the line of succession.

[0049] Figure 11 It is a diagram illustrating factor information.

[0050] Figure 12A It is a diagram illustrating the effects produced by basic capability factors. Figure 12B It is a diagram illustrating the effects produced by role factors.

[0051] Figure 13A is a diagram illustrating the object of determination of the degree of compatibility. Figure 13B This is a diagram explaining the items for judging the degree of compatibility.

[0052] Figure 14A This is the first figure explaining the assist card arrangement screen. Figure 14B This is a diagram illustrating an assist card selection screen. Figure 14C This is the second figure for explaining the assist card arrangement screen.

[0053] Figure 15A This is a diagram illustrating the assist card table. Figure 15B It is a diagram illustrating the assistance effect. Figure 15C This is a diagram that explains the skills you possess. Figure 15D This is a diagram illustrating assistance activities.

[0054] Figure 16A This is a diagram illustrating the final confirmation screen. Figure 16B This is a diagram illustrating a preset selection screen.

[0055] Figure 17 This is a diagram explaining the selection items in each round.

[0056] Figure 18 This is a diagram illustrating the home page screen.

[0057] Figure 19A This is the first figure explaining the training screen. Figure 19B This is the second figure for explaining the training screen. Figure 19C This figure explains the training result notification screen. Figure 19D This is a diagram illustrating an activity screen.

[0058] Figure 20A This is the first diagram illustrating inheritance activity. Figure 20B This is the second diagram illustrating inheritance activity. Figure 20C This is the third diagram illustrating inheritance activities. Figure 20D This is the fourth diagram illustrating inheritance activities.

[0059] Figure 21A This is the first picture explaining the skill screen. Figure 21B This is the second picture explaining the skill screen.

[0060] Figure 22 This is a diagram illustrating an example of evolutionary conditions.

[0061] Figure 23A This is a diagram illustrating the evolution skill confirmation screen. Figure 23B This is the first figure explaining the evolution condition confirmation screen. Figure 23C This is the second figure for explaining the evolution condition confirmation screen.

[0062] Figure 24A This is the first figure explaining the match selection screen. Figure 24B This figure illustrates the match start screen. Figure 24C This is the first picture showing the match results screen. Figure 24D This is the second figure illustrating the match result screen.

[0063] Figure 25 This is a diagram illustrating a rough flow of processing at the start of a round.

[0064] Figure 26 This is a diagram illustrating the allocation ratio of training items.

[0065] Figure 27A is a graph illustrating the level of training. Figure 27B This is a diagram explaining the fixed value (speed) of the rise. Figure 27C This is a diagram explaining the rising fixed value table (strength).

[0066] Figure 28A This figure illustrates the end confirmation dialog box. Figure 28B This is a diagram illustrating the image of revelation. Figure 28C This is the first picture illustrating the evolution skill selection dialog box. Figure 28D This is the second picture illustrating the evolution skill selection dialog box.

[0067] Figure 29AThis is the third picture illustrating the evolution skill selection dialog box. Figure 29B This is the fourth picture illustrating the evolution skill selection dialog box.

[0068] Figure 30A This is the first picture that illustrates the evolutionary performance image. Figure 30B This is the second figure illustrating the evolutionary performance image. Figure 30C This is the third picture illustrating the evolutionary performance image.

[0069] Figure 31A This is the fourth picture illustrating the evolutionary performance image. Figure 31B This is the fifth picture illustrating the evolutionary performance image. Figure 31C This is the sixth picture illustrating the evolutionary performance image.

[0070] Figure 32A This is the first figure illustrating the evolutionary performance image of the modification example. Figure 32B This is the second figure illustrating the evolutionary performance image of the modification example. Figure 32C The third figure is a diagram illustrating an evolutionary image of a modified example.

[0071] Figure 33A This is a picture that shows the completion screen of the development. Figure 33B This is the second picture that shows the completion of development. Figure 33C This is the third picture that shows the completion of development.

[0072] Figure 34 This is a diagram illustrating the structure of the memory in the player terminal and its function as a computer.

[0073] Figure 35 This diagram explains the structure of the memory in the server and its function as a computer.

[0074] Figure 36 This is a sequence diagram illustrating the processing related to the development game on the player terminal and the server.

[0075] Figure 37 This is a flowchart illustrating the character enhancement process in the player terminal.

[0076] Figure 38 This is a flowchart illustrating the preparation phase processing in the player terminal.

[0077] Figure 39 This is a flowchart illustrating the preparation phase processing in the server.

[0078] Figure 40 This is a flowchart explaining the development phase processing in the server.

[0079] Figure 41 This is a flowchart explaining the processing at the start of a round in the server.

[0080] Figure 42 This is a flowchart illustrating the development phase processing in the player terminal.

[0081] Figure 43 This is a flowchart illustrating the skill screen display process in the player terminal.

[0082] Figure 44 This is a flowchart illustrating the selection command reception process in the server.

[0083] Figure 45 This is a flowchart illustrating the result information reception process in the player terminal.

[0084] Figure 46 This is a flowchart illustrating the pre-processing of the end of the development game in the player terminal.

[0085] Figure 47 This is a flowchart illustrating the end processing of the development game in the server. DETAILED DESCRIPTION

[0086] One embodiment of the present invention is described in detail below with reference to the accompanying drawings. The numerical values ​​and other figures shown in the embodiments are merely illustrative for ease of understanding and are not intended to limit the present invention unless otherwise stated. Furthermore, in this specification and the accompanying drawings, elements having substantially the same function and structure are denoted by the same reference numerals to omit repeated descriptions. Furthermore, elements not directly related to the present invention are omitted from illustration.

[0087] (Overall Structure of Information Processing System S)

[0088] Figure 1 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system, and includes a player terminal 1 functioning as a client, namely, a game terminal, a server 1000 , and a communication network N having a communication base station Na.

[0089] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 each share the role of controlling the progress of the game, and the game progresses through the cooperation of the player terminal 1 and the server 1000.

[0090] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes any electronic device capable of establishing a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, and gaming devices. In this embodiment, a smartphone is used as the player terminal 1.

[0091] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information about each player playing the game. Furthermore, the server 1000 updates the accumulated information, downloads images and various information to the player terminals 1, and so on, primarily based on operations input from the player terminals 1.

[0092] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.

[0093] (Hardware Configuration of Player Terminal 1 and Server 1000)

[0094] Figure 2A 1 is a diagram illustrating the hardware configuration of the player terminal 1. Figure 2B 1 is a diagram illustrating the hardware structure of the server 1000. Figure 2A As shown, the player terminal 1 includes a CPU (Central Processing Unit) 10 , a memory 12 , a bus 14 , an input / output interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .

[0095] In addition, if Figure 2B As shown, the server 1000 includes a CPU 1010 , a memory 1012 , a bus 1014 , an input / output interface 1016 , a storage unit 1018 , a communication unit 1020 , an input unit 1022 , and an output unit 1024 .

[0096] Furthermore, the structures and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as the structures and functions of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the following describes the hardware structure of the player terminal 1, and the description of the server 1000 is omitted.

[0097] The CPU 10 controls the progress of the game by executing programs stored in the memory 12. The memory 12, comprised of ROM (Read Only Memory) or RAM (Random Access Memory), stores programs and various data necessary for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0098] An input / output interface 16 is connected to the bus 14. The input / output interface 16 is connected to a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0099] The storage unit 18 is composed of a semiconductor memory such as DRAM (Dynamic Random Access Memory) and is used to store various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 can be loaded into the memory 12 (RAM) by the CPU 10.

[0100] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1 , programs and the like received from the server 1000 are stored in the memory 12 or the storage unit 18 .

[0101] The input unit 22 may be comprised of, for example, a touch panel, buttons, keyboard, mouse, cross-key, analog controller, or the like that can input (accept) player operations. Alternatively, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be comprised of an acceleration sensor for detecting the tilt or movement of the player terminal 1, or a microphone for detecting the player's voice. In other words, the input unit 22 broadly encompasses any device that allows the player's intentions to be input in a recognizable manner.

[0102] The output unit 24 is configured to include a display device and a speaker. Alternatively, the output unit 24 may be a device connected (externally connected) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.

[0103] (Game Content)

[0104] Next, the game provided by the information processing system S and game device G of this embodiment will be described. Players can possess game media obtained through a lottery called a gashapon, or game media distributed by the operator. In this embodiment, players can possess character cards and assist cards as game media. Each character card and assist card is always associated with a single character. Furthermore, the character associated with the character card becomes the target of development in the development game. Hereinafter, a character associated with a character card will sometimes be referred to simply as a character.

[0105] The game according to this embodiment provides a development game, which will be described in detail later. In this development game, players can develop characters to create characters associated with various parameters. Furthermore, the development game in this embodiment includes gameplay such as developing characters associated with character cards while they appear in a race modeled after horse racing.

[0106] Figure 3A 1 is a diagram illustrating an example of a home screen 100. When a game application is started in the player terminal 1, the home screen 100 is displayed on the display 26. A menu bar 102 is displayed at the bottom of the home screen 100. The menu bar 102 is provided with a plurality of operation units that the player can operate (click).

[0107] Here, a home screen selection operation unit 102a, a boost screen selection operation unit 102b, a story screen selection operation unit 102c, a match game selection operation unit 102d, and a gashapon screen selection operation unit 102e are provided in the menu bar 102. Furthermore, in the menu bar 102, the operation unit corresponding to the screen currently displayed on the display 26 is highlighted so that the currently displayed screen can be identified.

[0108] When the home screen selection operation portion 102a is clicked, the display 26 displays Figure 3A Home screen 100 is shown.

[0109] When the enhancement screen selection operation unit 102b is clicked, the enhancement screen (not shown) is displayed. On this screen, the player can enhance their character and assist cards. By enhancing their character and assist cards, the player can increase their levels. Characters and assist cards are assigned various parameters, which increase as their levels increase. By increasing the parameters of their characters and assist cards, the player can develop a more powerful character in the development game.

[0110] When the story screen selection operation unit 102c is clicked, a story screen (not shown) is displayed. Here, a story image is provided for each character that appears in the game. The player can select a character and a story image in the story screen to view.

[0111] When the match game selection operation unit 102d is clicked, a match game selection screen (not shown) is displayed. In this embodiment, various match games are provided that can be participated in by characters developed through the development game described later. Players can select a match game for their character to participate in on the match game selection screen. Examples of match games include team competition games, in which a team composed of multiple characters competes against other players' teams selected by the computer. Team competition games feature gameplay in which players compete with other players for a higher ranking.

[0112] When the Gachapon screen selection operation unit 102e is clicked, a Gachapon screen (not shown) is displayed. In the Gachapon screen, the player can use in-game currency and coupons to participate in a so-called Gachapon lottery. Through the Gachapon lottery, character cards and support cards can be obtained.

[0113] In addition, on the home screen 100, a development game operation unit 104 is provided above the menu bar 102. When the development game operation unit 104 is clicked, the development game screen is displayed, and the development game (described below) begins. The development game is roughly divided into a preparation phase and a development phase. In the preparation phase, the player first selects one character from their existing characters to be the character to be developed (hereinafter referred to as the development target character).

[0114] In the preparation phase, players set up a deck to use when developing the target character. A deck is composed of multiple successor characters and multiple assist cards, which will be described in detail later. Therefore, in the development game, the successor characters and assist cards arranged in the deck are used.

[0115] Once the character to be developed and the card set (inherited characters and support cards) are set, the preparation phase transitions to the development phase, and the game for developing the character to be developed begins. During the development game, the parameters of the character to be developed can be changed. Players can own characters developed through the development game as development characters. As mentioned above, players can organize their developed characters into teams and use them in team competition games, etc.

[0116] As described above, the main purpose of the game in this embodiment is to generate development characters through the development game and to use the development characters to improve the ranking in the team competition game.

[0117] In addition, in this embodiment, there is a function for sharing development characters or assist cards between players, and a function for sharing information between multiple players. Players can set development characters and assist cards that can be used by other players in the development game. Specifically, Figure 3AAs shown, a setting operation portion 106 is provided at the upper right portion of the home screen 100. When the setting operation portion 106 is clicked, an option setting screen 110 is displayed.

[0118] Figure 3B This figure illustrates an example of an option setting screen 110. Option setting screen 110 is a screen on which various information can be confirmed and set. Option setting screen 110 includes a plurality of operation sections, and clicking an operation section allows confirmation and setting of the information corresponding to the operation section.

[0119] The operation unit of the option setting screen 110 includes a profile setting operation unit 110a and a close operation unit 110b. When the close operation unit 110b is clicked, the option setting screen 110 is closed and the home screen 100 is displayed. When the profile setting operation unit 110a is clicked, the profile setting screen 120 is displayed.

[0120] Figure 3C 1 is a diagram illustrating an example of the profile setting screen 120. The player can confirm and set his or her own profile information on the profile setting screen 120. The profile information includes a profile character, player name, player ID, affiliated club, representative character, and rental card.

[0121] The profile character functions as the character displayed when other players view a player's information. For example, the profile character is displayed when using the community function, which allows players to share information with other players. The profile setting screen 120 displays a currently set profile character image 122. A change button 124 is provided near the profile character image 122. Clicking the change button 124 displays a profile character change screen (not shown). Players can change their profile characters on this screen.

[0122] The player name set by the player, the player ID assigned to the player, and the name of the community to which the player belongs are displayed on the profile setting screen 120. The profile setting screen 120 also includes a representative character setting operation unit 126a and a rental card setting operation unit 126b.

[0123] When the representative character setting operation unit 126a is clicked, a representative character setting screen (not shown) is displayed. On this screen, the player can select any character from their own developmental characters as the representative character. An icon representing the currently selected representative character is displayed on the representative character setting operation unit 126a. Furthermore, the representative character can be inherited and added to decks in development games played by other players, as described in detail later.

[0124] When the rental card setting operation unit 126b is clicked, a rental card setting screen (not shown) is displayed. On this screen, the player can select any assist card from their own assist cards as a rental card. An icon representing the currently selected rental card is displayed on the rental card setting operation unit 126b. Furthermore, as described above, assist cards set as rental cards can be added to decks by other players and used in their respective development games.

[0125] Although detailed description is omitted, when a setting change of profile information is performed on the profile setting screen 120, the setting change information is transmitted to the server 1000. The server 1000 stores profile information for each player.

[0126] In this embodiment, various limited-time events are held irregularly. During a specific limited-time event, a specific event icon 108 is displayed on the home screen 100. Clicking the specific event icon 108 displays the specific event screen. On the specific event screen, players can exchange specific event points, which are only available during the specific event, for various rewards.

[0127] When the development game operation unit 104 is clicked on the home screen 100, the development game screen is displayed and the development game starts. In addition, the player can play the development game by consuming game points. Regarding game points, a prescribed value (e.g., +1) of game points is assigned to the player every prescribed time (e.g., 10 minutes). An upper limit (e.g., 100) is pre-set for the number of game points that a player can hold, and the player can hold game points within the range of the upper limit. A game point display bar 136 is provided at the top of the home screen 100 to visually display the ratio of the currently held game points to the upper limit.

[0128] In addition, game points are deducted by a specified value (e.g., -30) at the time the development game begins. Therefore, players cannot start the development game without the required game points. However, players can possess props for restoring game points and use them to restore game points. These props are, for example, given as rewards for development games or team competition games, or can be obtained by consuming in-game currency. The development game is described in detail below.

[0129] (Development game)

[0130] Figure 4This diagram illustrates the general flow of a development game. Development games are broadly divided into setup games and main development games. The main development game involves developing a character selected from the player's existing characters (hereinafter referred to as the development target character), which is described in detail later.

[0131] The setup game is where players register their character and deck (inherited characters and support cards) for development, and is equivalent to the setup phase of the development game. Hereinafter, the processing performed in the setup game will be referred to as the setup phase, and the processing performed in the main development game will be referred to as the development phase. For ease of understanding, we will first explain the general flow of the setup and development phases.

[0132] like Figure 4 As shown, during the preparation phase, the script is registered, the character to be developed is registered, the successor character is registered, the assist card is registered, and the specific character is registered. The order of the registration and setting processes described above is merely an example. Therefore, the order of the registration and setting processes described above can be changed as appropriate.

[0133] <Preparation phase processing>

[0134] During the preparation phase, you'll primarily register scenarios, target characters, and card decks (inherited characters and assist cards). Assist cards are used to assist in the development of target characters. Each assist card is associated with a character. Characters associated with assist cards registered during the preparation phase assist in the development of the target character. Hereinafter, characters associated with assist cards are referred to as assist characters.

[0135] <Script Registration>

[0136] When a player clicks the development game operation unit 104 on the home screen 100, a scenario selection screen (not shown) is displayed. In this embodiment, multiple scenarios are provided for the development main game. Each scenario of the development main game has a final goal, mid-game goals, and other objectives set. The player must sequentially achieve the goals set in each scenario. Each goal, the time required to achieve the goal, and the game difficulty level vary for each scenario.

[0137] The main game has a storyline, and the game progresses according to the story. Furthermore, events occur at various times in the main game. Events occurring in the main game are specific to the scenario. Therefore, at least some of the events occurring in the main game across multiple scenarios may differ. Players can select any of the multiple scenarios on the scenario selection screen.

[0138] Figure 5AThis is a diagram illustrating an example of scenario initial added value data. Figure 5B This is a diagram illustrating an example of scenario initial upper limit value data. Figure 5C : is a diagram illustrating an example of scenario activity added value data. Figure 5A As shown, each scenario is associated with a unique scenario ID. When a player selects a scenario on the scenario selection screen, the scenario ID associated with the selected scenario is registered. Here, four scenario IDs are provided: 0001 to 0004.

[0139] The goal of the development game is to improve the character's ability parameters, which will be discussed in detail later. Here, there are five ability parameters: speed, endurance, strength, perseverance, and intelligence. The higher the values ​​of these five ability parameters, the more advantageous the character's performance in the game.

[0140] However, each ability parameter has an upper limit. In the main character development game, each ability parameter's value is updated only within the upper limit, and updates to ability parameters exceeding the upper limit are restricted. At the start of the main character development game, an initial upper limit is set for each ability parameter. This initial upper limit varies for each scenario. Furthermore, the upper limit of each ability parameter may sometimes increase from the initial upper limit during the game.

[0141] Scenario initial added value data is stored in the player terminal 1 and server 1000. This data is obtained by associating the initial added value of each of the five ability parameters with a scenario ID. In this embodiment, the initial upper limit of each ability parameter is set based on the scenario initial added value data at the start of the main development game.

[0142] Specifically, a common base value is pre-set for each ability parameter. In this embodiment, "1200" is set as the common base value. This common base value is common to all scenarios and all ability parameters. However, the common base value can also be different for each scenario, or even for each ability parameter. Furthermore, at the start of the main development game, the initial upper limit of each ability parameter is set by adding the scenario initial addition value corresponding to the scenario selected by the player to the common base value.

[0143] For example, Figure 5A As shown, according to the scenario initial added value data, the initial added values ​​for the five ability parameters associated with the scenario ID "0001" are all set to "200." Therefore, when the scenario ID "0001" is selected and the main development game is started, the initial upper limit values ​​for the five ability parameters are all "1400."

[0144] In addition, for example, when the script ID "0002" is selected and the main game is started, the initial upper limit values ​​of the speed and perseverance ability parameters are the common basic values ​​of "1200", the initial upper limit values ​​of the endurance and intelligence ability parameters are "1600", and the initial upper limit value of the strength ability parameter is "1400".

[0145] Here, the initial upper limit value is derived by adding the initial added value of the capability parameter to the common basic value. Figure 5B The script initial upper limit value data is set as shown, and the initial upper limit values ​​of each capability parameter are derived based on the script initial upper limit value data. The initial upper limit values ​​of each of the five capability parameters are associated with the script ID based on the script initial upper limit value data. In the script initial upper limit value data, the initial upper limit value associated with each script ID is the value obtained by adding the initial added value of the script initial added value data to the common basic value.

[0146] In this way, the scenario initial upper limit value associated with the scenario ID can be set as the initial upper limit value of each capability parameter, or the value obtained by adding the scenario initial additional value to the common basic value can be set as the initial upper limit value of each capability parameter.

[0147] Additionally, in the main character development game, a scenario event may occur at a specified time that increases the upper limit of each ability parameter. When a scenario event occurs, the scenario event added value associated with that scenario event is added to the upper limit at that time. For example, in the main character development game with scenario ID "0001", when a specified scenario event occurs, the upper limit of each of the five ability parameters increases by "20".

[0148] like Figure 5C As shown, the upper limit of the capability parameter that is increased by a script activity varies for each script. Furthermore, a single script may have multiple script activities that increase the upper limit of the capability parameter, or none at all. Furthermore, the timing of the script activity can be common to all scripts or vary.

[0149] In this way, the upper limit of the ability parameter varies depending on the scenario selected by the player. As a result, characters with different abilities and characteristics can be developed in each scenario. Thus, through various scenarios, the player's willingness to play the game is improved.

[0150] <Registration of Characters to be Developed>

[0151] Figure 6A This is a diagram illustrating the character selection screen 150 for character development. When a player selects a scenario in the scenario selection screen, Figure 6AThe development target character selection screen 150 is shown. In the center of the development target character selection screen 150, a plurality of character icons 151 are displayed, and the characters owned by the player are displayed in a list.

[0152] Furthermore, an ability parameter display unit 152a and an adaptability parameter display unit 152b are displayed at the top of the development target character selection screen 150. Furthermore, a return operation unit 153 and a next operation unit 154 are displayed at the bottom of the development target character selection screen 150.

[0153] In this embodiment, an initial value of an ability parameter is set for each character. The initial value of the ability parameter of the character corresponding to the character icon 151 selected by the player is displayed numerically in the ability parameter display unit 152a. In this embodiment, a larger numerical value of the ability parameter indicates a higher ability.

[0154] Additionally, the ability parameter display unit 152a displays the initial upper limit values ​​for each ability parameter. In other words, when the player is able to select a scenario, or after the player has selected a scenario, the upper limit values ​​for each ability parameter set at the start of the main character development game are displayed on the ability parameter display unit 152a. In the ability parameter display unit 152a, the initial upper limit value corresponding to the scenario selected by the player is displayed in the denominator, and the initial value of the ability parameter of the character selected by the player is displayed in the numerator.

[0155] Here, in the capability parameter display section 152a, the initial upper limit value exceeding the common basic value is identified and displayed. Figure 6A In the example shown, the initial upper limits for speed, strength, and stamina exceed the common base value of "1200." Therefore, in the ability parameter display section 152a, the initial upper limits for speed, strength, and stamina are displayed in a manner distinguishable from the initial upper limits for endurance and intelligence. Initial upper limits exceeding the common base value are displayed by flashing or in a different color as a distinguishing indicator.

[0156] Figure 7A : is a diagram illustrating a capability parameter (initial value) table. In this embodiment, Figure 7A As shown, the initial value of the ability parameter of each character is stored in the ability parameter (initial value) table. Moreover, the initial value of the ability parameter in the ability parameter display unit 152a is displayed based on the initial value of the ability parameter stored in the ability parameter (initial value) table.

[0157] In this embodiment, initial values ​​of ability parameters are set for each character for various abilities. Specifically, the ability parameters include a speed parameter (recorded as "Speed" in the ability parameter display section 152a), an endurance parameter (recorded as "Endurance" in the ability parameter display section 152a), a strength parameter (recorded as "Strength" in the ability parameter display section 152a), a perseverance parameter (recorded as "Perseverance" in the ability parameter display section 152a), and an intelligence parameter (recorded as "Intelligence" in the ability parameter display section 152a).

[0158] Furthermore, the initial values ​​of each character's ability parameters increase as they are enhanced (on character cards). For example, each character has five levels of status, and players can increase their status by spending in-game currency or designated items. As a character's status level increases, the initial values ​​of that character's ability parameters increase.

[0159] exist Figure 7A The initial values ​​for the character at a predetermined level are shown in FIG. Furthermore, the player can increase the value of the ability parameter in the development main game. That is, the purpose of the development main game is to develop a character with a higher value of the ability parameter.

[0160] In addition, in this embodiment, suitability parameters (initial values) are set for each character. Figure 6A As shown, the initial value of the aptitude parameter of the character corresponding to the character icon 151 selected by the player is displayed in alphabetical order in the aptitude parameter display section 152b.

[0161] Figure 7B is a diagram illustrating a table of suitability parameters (initial values). Figure 7B As shown, the suitability parameter (initial value) table stores the initial values ​​of each character's suitability parameters. The initial values ​​of the suitability parameters are assigned to one of seven levels, using letters A to G. Furthermore, regarding the initial values ​​of the suitability parameters, A represents the highest suitability and G represents the lowest suitability. Based on the initial values ​​of the suitability parameters stored in the suitability parameter (initial value) table, the initial values ​​of the suitability parameters are displayed on the suitability parameter display unit 152b.

[0162] In this embodiment, initial values ​​for various suitability parameters are set for each character. Specifically, suitability parameters include suitability parameters for grass and sand, suitability parameters for sprint, mile, middle, and long distance, and suitability parameters for running styles such as leading, leading, center, and chasing.

[0163] In the development game, players can make the development target character participate in various competitions. At this time, the higher the suitability of the development target character that matches the competition content, the more favorable the competition will be.

[0164] Furthermore, it is also possible to increase the initial value of each character's suitability parameter by spending in-game currency. Furthermore, the value of the suitability parameter can also be changed in the main character development game. Furthermore, in the main character development game, there may be cases where the suitability parameter is set to S, which is higher than A.

[0165] Figure 6B 1 is a first diagram illustrating the character details screen 160. Figure 6C The second figure illustrates the character details screen 160. When a character icon 151 on the development target character selection screen 150 is long-pressed, the character details screen 160 is displayed on the display 26. The character details screen 160 displays details of the abilities of the character corresponding to the character icon 151 long-pressed on the development target character selection screen 150.

[0166] A skill operation unit 161 and an action operation unit 162 are displayed in the center of the character details screen 160. Figure 6B As shown, at the beginning of the character details screen 160, the skill control section 161 is highlighted, displaying the skills set for each character. Skills are abilities that are activated when specified conditions are met during the match and team matches described later. Activating skills can further enhance the performance of each character's match.

[0167] Figure 7C is a diagram that illustrates skills. Figure 7C As shown in , each character has multiple skills. Figure 6B As shown, the character details screen 160 displays the skills possessed by the character (hereinafter referred to as possessed skills). In the main development game, the skills possessed by the development target character can be acquired by satisfying specified conditions. Furthermore, simply possessing a skill will not activate it during a match; it can only be activated by acquiring the possessed skill. Hereinafter, skills that are in a state where a character can activate them, i.e., skills that a character has acquired, are referred to as acquired skills.

[0168] Characters are initially assigned one acquired skill from the start of the main character development game. Furthermore, characters are also assigned multiple possessed skills, separate from acquired skills. Possessable skills can be acquired after starting the main character development game by spending skill points, as described below. In other words, possessed skills can be converted into acquired skills in exchange for skill points.

[0169] In this embodiment, Figure 7C Skills indicated by "◎" are Figure 6BThe character details screen 160 shows that the skill has been acquired. Figure 7C Skills represented by "0" in Figure 6B In the character details screen 160, the skills are displayed as possessed. Figure 6B As shown in the character details screen 160 , the acquired skills are highlighted to make it easier to distinguish the acquired skills from the possessed skills.

[0170] Specifically, in Figure 6B In the character details screen 160 shown, one acquired skill is displayed in the acquired skill display column 161a, and seven possessed skills are displayed in the possessed skill display column 161b. Furthermore, the number of acquired skills and possessed skills can also vary for each character. Furthermore, for example, the number of acquired skills or possessed skills for each character can increase as the character's level increases, or as in-game currency or items are consumed.

[0171] Here, possessed skills include awakened skills. Awakened skills are skills that, upon meeting the unlocking conditions, are associated with the character as possessed skills from the start of the development game. In other words, awakened skills whose unlocking conditions haven't been met aren't possessed skills at the start of the development game. However, even awakened skills whose unlocking conditions haven't been met may become possessed skills in the main development game.

[0172] exist Figure 7C In the figure, awakened skills are indicated by stars. Here, each character has four awakened skills. However, the number of awakened skills can vary for each character. Furthermore, awakened skills vary for each character. For example, skill d in the figure is set as an awakened skill for character A, as an acquired skill for character B, and as a normal skill for character C. In this way, skills may be set differently depending on the character, such as acquired skills, possessed skills, or awakened skills.

[0173] In this embodiment, the awakening level of the character is set as the unlocking condition of the awakening skill. The above-mentioned status level and awakening level are associated with the character (character card). The player can raise the status level and awakening level independently. Figure 6B As shown, a close operation unit 163a and a strengthening operation unit 163b are provided in the character detail screen 160. When the strengthening operation unit 163b is clicked, a character strengthening screen 165 is displayed on the display 26.

[0174] Figure 8This figure illustrates the character enhancement screen 165. The character enhancement screen 165 is displayed when the enhancement operation unit 163b on the character details screen 160 is clicked, or when the enhancement screen selection operation unit 102b is clicked. A character icon 151 corresponding to the character being played is displayed below the center of the character enhancement screen 165. When a player clicks a character icon 151, the character corresponding to the clicked character icon 151 becomes selected.

[0175] Furthermore, when the character enhancement screen 165 is displayed by clicking the enhancement operation portion 163b on the character details screen 160, the character selected on the character details screen 160 is also immediately selected when the character enhancement screen 165 is displayed. Information related to the selected character is displayed above the character enhancement screen 165.

[0176] Specifically, the character enhancement screen 165 includes an awakening tab 167a, an enlightenment tab 167b, and a status tab 167c. Clicking the awakening tab 167a displays awakening skill columns 168a, 168b, 168c, and 168d. Furthermore, when the character enhancement screen 165 begins displaying, the awakening tab 167a is selected, and the awakening skill columns 168a, 168b, 168c, and 168d are displayed. Each awakening skill column 168a, 168b, 168c, and 168d lists the name of the awakening skill corresponding to the awakening level.

[0177] Below the character enhancement screen 165, there's an awakening level enhancement button 169a. Clicking this button displays a confirmation screen (not shown). This confirmation screen displays the items required to increase the awakening level, and indicates that consuming these items will increase the awakening level. Furthermore, when a specified operation is input on the confirmation screen, the awakening level of the selected character increases.

[0178] In this embodiment, each character's initial awakening level is set to Level 1. Players can use items to raise their character's awakening level up to Level 5. Each awakening level is associated with an awakening skill. As the awakening level increases, the awakening skill corresponding to the increased awakening level is unlocked. Specifically, when the awakening level reaches Level 2, the awakening skill corresponding to Level 2 is unlocked. Similarly, when the awakening level reaches Level 5, the awakening skill corresponding to Level 5 is unlocked.

[0179] Each character has four awakening skills. Players can unlock as many awakening skills as their awakening level increases. Once unlocked, awakening skills become available as possessed skills.

[0180] The awakening skill display columns 168a, 168b, 168c, and 168d display the awakening skills that are unlocked at awakening levels 2, 3, 4, and 5, respectively. At this time, the awakening skills that have been unlocked are recorded as "unlocked" in the awakening skill display columns 168a, 168b, 168c, and 168d. On the other hand, the awakening skill display columns 168a, 168b, 168c, and 168d are grayed out for the awakening skills that have not been unlocked. Figure 8 The figure shows the state where the awakening level is level 4 and 3 awakening skills are unlocked.

[0181] Although detailed explanations are omitted, long-pressing the awakened skill display bars 168a, 168b, 168c, and 168d displays detailed information about each awakened skill. Furthermore, clicking the inspiration tab 167b displays an inspiration level enhancement screen (not shown). On this screen, you can increase the inspiration level of your skills, described later, by consuming items.

[0182] Furthermore, when the status tab 167c is clicked, a status level enhancement screen (not shown) is displayed. In this status level enhancement screen, the character's status level can be increased by consuming items. Furthermore, a return operation unit 169b is provided in the character enhancement screen 165. Clicking this return operation unit 169b closes the character enhancement screen 165 and displays the character details screen 160.

[0183] In addition, when the player clicks the activity operation unit 162 of the character details screen 160, Figure 6C As shown, the character details screen 160 changes content to display a dedicated event display bar 162a for each character. Dedicated events occur in the main character development game when specified conditions are met. When a dedicated event occurs, a story image related to the character appearing in the development game is displayed, or the value of an ability parameter changes.

[0184] Figure 7D is a diagram illustrating a dedicated activity. Figure 7D As shown in , there are multiple dedicated activities associated with each role. Figure 6C As shown, the dedicated activities associated with the character are displayed on the character details screen 160. The dedicated activities include enlightenment activities that enable the acquisition of skills or skills, and ability activities that increase or decrease the value of the character's ability parameter.

[0185] In addition, regarding Figure 6C The dedicated activities displayed on the character details screen 160 shown can be set to execute all dedicated activities during the main development game, or at least some dedicated activities can be executed during the main development game. Alternatively, all dedicated activities can be disabled during the main development game unless specified conditions are met. Furthermore, for example, the number of dedicated activities set for each character can be increased by increasing the character's level or consuming in-game currency or items. Furthermore, dedicated activities not displayed as dedicated activities in the main development game can be executed if specified conditions are met.

[0186] In addition, if Figure 6B and Figure 6C As shown, a close operation unit 163a is displayed at the bottom of the character details screen 160. When the close operation unit 163a of the character details screen 160 is clicked, the display of the character details screen 160 ends, and the development target character selection screen 150 is displayed on the display 26.

[0187] In addition, when Figure 6A When the return operation unit 153 is clicked on the development target character selection screen 150 shown, the display 26 displays Figure 3A The home screen 100 is shown. Furthermore, a development information display button 155 is provided on the development target character selection screen 150. Clicking the development information display button 155 displays a development information display screen (not shown). The player can view information related to the character selected on the development target character selection screen 150 on the development information display screen.

[0188] The goal of the development game is to develop characters selected from the player's existing characters as target characters to create stronger characters. The main development game consists of multiple rounds, and each round requires the player to train the target character or participate in a match. Details will be described later.

[0189] Furthermore, multiple achievement goals are set for each character. The development information display screen allows you to check the achievement goals set for the currently selected character. Each round has predefined competitions that the character being developed can participate in. Achieving a goal involves having the character participate in a specified competition and achieve a specified ranking in a specified round.

[0190] Furthermore, when a character being developed participates in a competition, it can earn supporters. In each competition, a minimum number of supporters is set for each rank achieved, with higher rank achieving more supporters. Furthermore, competitions are set to a certain difficulty level, with higher difficulty levels earning more supporters.

[0191] Here, the number of supporters that can be obtained by participating in the competition is calculated by adding the number of bonuses obtained to the basic number of supporters obtained for each position achieved. Specifically, a correction value is determined based on the competition results, and the number of bonuses obtained is calculated by multiplying the basic number of supporters obtained by the correction value. The total number of bonuses obtained and the basic number of supporters obtained becomes the number of supporters obtained by the target character. For example, if the competition result is first place, the greater the difference between the target character and the second place character, the greater the correction value. Conversely, if the competition result is second to fifth place, the smaller the difference between the target character and the first place character, the greater the correction value.

[0192] Furthermore, the character being developed activates skills (acquired skills) with a specified probability during the match. The more skills activated, the greater the correction value. Thus, in each match, additional conditions for the number of supporters are specified, increasing the number of supporters earned based on various match results other than the achieved position, as well as the duration of the match. However, the number of supporters earned by the character being developed must be at least the minimum number of supporters earned corresponding to the achieved position.

[0193] Furthermore, some tournaments sometimes specify a number of supporters as a condition for participation. If the number of supporters a character being developed does not meet the specified number of supporters, the player cannot have the character being developed participate in the tournament. The more difficult the tournament, the greater the number of supporters required to participate. Therefore, if a tournament that specifies a number of supporters as a condition for participation is set as a target tournament (hereinafter referred to as the target tournament), the character being developed must obtain the specified number of supporters for that target tournament before participating in the round of the target tournament.

[0194] In addition, achieving a goal includes obtaining a specified number of supporters before a specified round. Another example of achieving a goal includes obtaining first place in a difficult competition (e.g., GI) a specified number of times within a specified round. In this way, multiple goals are set for each character. By achieving the goals, the player can continue to develop the main game until the final round. On the other hand, if the goals are not achieved, the main game ends for that round.

[0195] Therefore, if the target character is not obtained under the supporter number stipulated for the target game before the round of the target game, it is impossible to participate in the target game. In this case, the target is not achieved, and the development game ends.

[0196] In the main game, the various parameters of the character being developed increase with each round, so the more rounds you play, the stronger the character you can create. Therefore, when playing the main game, in order to achieve all the goals, you need to improve the parameters of the character being developed.

[0197] Furthermore, the goals set for each character are essentially fixed, and the same goals are set as the curriculum for each character development game. However, there may also be characters with goals that change depending on the progress of the main development game, or characters whose goals can be selected by the player.

[0198] Furthermore, upon completion of the development game, a character is generated. Upon completion, an evaluation score is calculated for the character, and the development level is derived based on the score. The evaluation score is calculated based on a pre-set formula, including various parameters of the character being developed at the time of completion and the score based on acquired skills. The development information display screen displays the level, evaluation score, name, and registration date of the top three characters with the highest evaluation scores among the characters developed based on the currently selected character.

[0199] Although detailed explanations are omitted, the development game features multiple scenarios. The basic gameplay style is common across all scenarios, but some features vary between scenarios. The development information display screen shows the scenario selected when each character is developed.

[0200] As mentioned above, players Figure 6A In the character selection screen 150 shown, a character can be selected while checking various information about each character. Furthermore, when the next operation unit 154 is clicked in the character selection screen 150, the currently selected character is set as the character to be developed, and the successor character selection screen 170 is displayed on the display 26.

[0201] <Registration of inherited roles>

[0202] Figure 9A This is the first diagram for explaining the successor character selection screen 170 . Figure 9B This is the first figure for explaining the character development list screen 180 . Figure 9C This is a second diagram for explaining the successor character selection screen 170 . Figure 9D3 is a diagram illustrating the successor character selection screen 170. The successor character selection screen 170 is a screen for the player to register a successor character.

[0203] A successor character is a character whose abilities, skills, and other attributes are inherited by the target character. Players can select two successor characters from their own development characters and representative characters of friends (followers, etc.) extracted according to specified extraction criteria, and then add them to their decks and register them. However, only one representative character of another player can be added to a deck during a single development game.

[0204] The successor character selection screen 170 is provided with an ability parameter display unit 152a, an adaptability parameter display unit 152b, a first successor character selection area 171a, and a second successor character selection area 171b. When the screen transitions from the development target character selection screen 150 to the successor character selection screen 170, as shown in FIG. Figure 9A As shown, the first succession role selection area 171 a and the second succession role selection area 171 b are displayed as blank spaces.

[0205] When the first successor role selection area 171a or the second successor role selection area 171b is clicked, the Figure 9B The character development list screen 180 is shown. Character development list screen 180 includes a My Character tab 181a and a Rental tab 181b. Below My Character tab 181a and Rental tab 181b is a character development list display area. Character development icons 182 are displayed in the character development list display area.

[0206] When the My Character tab 181a is selected, Figure 9B As shown, the character icons 182 corresponding to the character developed by the player are displayed. Although not shown, when the rental tab 181b is selected, the character icons 182 corresponding to the character developed by the friend, that is, the representative character of the friend, are displayed.

[0207] In addition, when the character development icon 182 is clicked, the character development corresponding to the character development icon 182 becomes temporarily selected. Figure 9C The successor character selection screen 170 is displayed as shown. At this time, for example, if the first successor character selection area 171a is clicked to display the development character list screen 180, and the development character icon 182 is clicked on the development character list screen 180, an image representing the development character that is temporarily selected is displayed in the first successor character selection area 171a.

[0208] In this state, for example, when the second successor character selection area 171b is clicked to display the development character list screen 180, and the development character icon 182 is clicked on the development character list screen 180, as shown in FIG. Figure 9D As shown, an image showing the development character in the temporarily selected state is displayed in the second succession character selection area 171b.

[0209] In addition, information related to the successor character used when developing the development character is associated with and stored. Information related to the successor character used when developing the development character is displayed in the first successor character selection area 171a.

[0210] Figure 10 This diagram illustrates the inheritance lineage. In development games, the factor information possessed by the successor character can lead to various benefits, such as increases in the ability and suitability parameters of the target character. Here, two successor characters are assigned to one target character, and these successor characters are previously generated development characters. Therefore, when a development character designated as the successor is generated, two successor characters are also assigned to that development character.

[0211] like Figure 10 As shown, the target character to be developed in the main development game that is about to begin is set as the current generation. Furthermore, the two development characters set as successor characters for the target character are set as the first successor generation. Furthermore, for the development character that succeeds the first successor generation, two development characters are set as successor characters at the start of their development. The two development characters set as successor characters when the development character that succeeds the first successor generation is generated are set as the second successor generation.

[0212] In this case, if Figure 10 As shown, the characters that inherit the first generation and the characters that inherit the second generation have an effect on the character being developed in the current generation. As mentioned above, two characters are set up to inherit the first generation for each character being developed, so a total of six characters will have an effect on each character being developed.

[0213] For example, a first succession group consists of one of the two characters that inherited the first generation and two characters that succeeded that character and inherited the second generation. Similarly, a second succession group consists of the other of the two characters that inherited the first generation and two characters that succeeded that character and inherited the second generation.

[0214] like Figure 9DAs shown, the first succession character selection area 171a displays icons corresponding to one character who will develop in the first generation and two characters who will develop in the second generation, which constitute the first succession group. Similarly, the second succession character selection area 171b displays icons corresponding to one character who will develop in the first generation and two characters who will develop in the second generation, which constitute the second succession group.

[0215] Figure 11 This diagram illustrates factor information. Upon completion of the development game, the character being developed is registered as a development character. At this point, factor information is associated with the development character and stored. Details will be described later. Specifically, upon completion of a development character, the factors that the development character will acquire are determined through a lottery, etc. Factor information representing the determined factors is then associated with the development character. In other words, upon completion of the development game, the development character will acquire the factors selected in the lottery.

[0216] However, the factors acquired by a character's development have no impact on the character's abilities. For example, a character can participate in competitive games such as team games. In this case, a simulation, or computational processing, is performed to determine the final position and the progress of the competition based on the ability parameters, suitability parameters, and acquired skills of all participating characters. The factors possessed by a character are not used in the computational processing, so even if a large number of factors are present, the competition will not proceed favorably.

[0217] The factors possessed by the development character will only affect the development target character if the development character is set as the inherited character. The factors that the development character can obtain are classified into multiple types. Figure 11 In the figure, factor types include basic ability factors, aptitude factors, competition factors, character factors, and skill factors. Each factor is assigned one of multiple levels. Here, three factor levels are provided: Level 1, Level 2, and Level 3.

[0218] Furthermore, factor levels are determined by lottery. In this case, after determining the factors acquired during character development, the factor levels can be determined by lottery for each acquired factor. Alternatively, a selection ratio can be set for each combination of factors and factor levels, and a specific combination pattern can be determined based on the set selection ratio. In this case, the acquired factors and factor levels are determined simultaneously.

[0219] Regarding factor levels, level 3 has the highest effect, and level 1 has the lowest. When determining factor levels, the probability of selection for level 3 is set to the lowest, and the probability of selection for level 1 is set to the highest. However, the probability of selection for the obtained factors or factor levels may also vary depending on the results of the development game. In this case, for example, higher factor levels may be assigned to development characters with higher ability parameters or evaluation scores.

[0220] Basic ability factors increase the values ​​and upper limits of the character's ability parameters. There are five basic ability factors: speed, endurance, strength, perseverance, and intelligence. Each character must acquire one of these five basic ability factors. These five basic ability factors correspond to the five ability parameters: speed, endurance, strength, perseverance, and intelligence. For example, if a character inheriting from the first or second generation of development has a speed factor, the value and upper limit of the character's speed ability parameter will increase.

[0221] Figure 12A This diagram illustrates the effects of basic ability factors. The increase values ​​and upper limits for each ability parameter vary depending on the factor level of the basic ability factor. For example, if the speed factor is at level 1, the ability parameter for the target character's speed increases by 7. If the speed factor is at level 2, the ability parameter increases by 13. If the speed factor is at level 3, the ability parameter increases by 21.

[0222] Therefore, assuming that all six characters, including two inheritors of the first generation and four inheritors of the second generation, have a speed factor of level 3, the speed ability parameter of the character to be developed will increase by a maximum of 126 (increase value 21×6 characters).

[0223] However, each factor has an activation time and activation conditions. Therefore, even if the inherited character has the factor, it will not be effective for the target character if the activation time and activation conditions are not met.

[0224] As described above, the main development game consists of multiple rounds, of which a specified round is set as a factor activation round. For example, the 1st, 31st, and 55th rounds of the main development game are set as factor activation rounds. In this case, the 1st round is the first activation opportunity, the 31st round is the second activation opportunity, and the 55th round is the third activation opportunity. In each factor activation round, a decision is made for each factor (inherited character) whether to activate it. If it is determined to be an activation factor, the activation condition of the factor is established, bringing about the utility corresponding to the factor.

[0225] In addition, whether to activate the basic ability factor is determined by drawing lots. At this time, the probability of being selected in the drawing lots for whether to activate the basic ability factor, that is, the probability of activating the basic ability factor (hereinafter referred to as the activation probability) can also be different in the three factor activation rounds. Here, in the first round, regardless of the factor level, the activation probability of the basic ability factor is set to 100%. In addition, in the 31st round and the 55th round, the activation probability of the basic ability factor is different according to the factor level. As an example, in the 31st round and the 55th round, the activation probability of the basic ability factor of level 3 is set to 100%, the activation probability of the basic ability factor of level 2 is set to 90%, and the activation probability of the basic ability factor of level 1 is set to 80%.

[0226] In the succession character selection screen 170, the value of the ability parameter that has increased in the first round is displayed. Figure 9C In the first round, a single inheritor character is temporarily selected as the first inheritor group. In this case, the types of ability parameters increased by the temporarily selected inheritor character in the first round and their corresponding increase values ​​are displayed. Here, "+63" is displayed above the Strength ability parameter, indicating that the Strength ability parameter increased by 63 points in the first round. Furthermore, the ability parameter display portion 152a displays the value obtained by adding the increase value in the first round.

[0227] In addition, Figure 9D In this example, two inheritor characters are provisionally selected to form the first and second inheritor groups. In this case, the types and values ​​of the ability parameters increased by the two provisionally selected inheritor characters in the first round are displayed. Here, "+21," "+63," and "+42" are displayed above the Speed, Strength, and Intelligence parameters, respectively, indicating that Speed, Strength, and Intelligence increased by 21, 63, and 42 points, respectively, in the first round.

[0228] Furthermore, in the inheritance character selection screen 170, the increased values ​​of the ability parameters increased by the inheritance characters constituting the first inheritance group and the increased values ​​of the ability parameters increased by the inheritance characters constituting the second inheritance group are displayed in a recognizable manner. Figure 9D , the "+63" mark displayed above the Strength parameter is color-coded to differentiate it from the "+21" and "+42" marks displayed above the Speed ​​and Intelligence parameters.

[0229] In addition, when the basic ability factor is activated, the upper limit value of the corresponding ability parameter increases. At this time, the increase in the upper limit value of the ability parameter varies depending on the factor level of the basic ability factor. In addition, the increase in the upper limit value of the ability parameter also varies depending on the activation time. For example, when the factor level of the speed factor is level 1, at the first activation time, the upper limit value of the ability parameter for the speed of the target character increases by "4", and at the second and third activation times, the upper limit value of the ability parameter for speed increases within the range of "1" to "4".

[0230] Furthermore, when the speed factor is at level 2, the upper limit of the ability parameter for the speed of the target character to be developed increases by 9 at the first activation, and increases within the range of 1 to 4 at the second and third activations. Furthermore, when the speed factor is at level 3, the upper limit of the ability parameter for the speed of the target character to be developed increases by 16 at the first activation, and increases within the range of 1 to 4 at the second and third activations.

[0231] Furthermore, at the first activation, the upper limit of the capability parameter is guaranteed to increase by an amount corresponding to the factor level. Meanwhile, at the second and third activations, a lottery is conducted to determine whether to activate. If activation is determined, a lottery is conducted to determine the increase in the upper limit. In this case, the probability of activation may be set higher as the factor level increases. Alternatively, the increase in the upper limit may be set higher as the factor level increases.

[0232] Furthermore, whether or not a basic capability factor is activated can be determined on a factor-by-factor basis or individually for each utility. For example, if a basic capability factor is activated on a factor-by-factor basis, the activation of that basic capability factor is considered to be determined. In this case, the value of the corresponding capability parameter is increased in accordance with the factor level, and the upper limit of the same capability parameter is also increased.

[0233] On the other hand, when determining whether to activate a basic ability factor for each utility, the decision on whether to increase the ability parameter value and the decision on whether to increase the upper limit are each made through separate draws. Thus, in this case, for example, only one of the ability parameter value or the upper limit may increase. In either case, in this embodiment, the basic ability factor is always activated at the first activation opportunity. Thus, with the start of the main development game, the ability parameter value and upper limit increase in accordance with the factor level.

[0234] Moreover, if Figure 9C and Figure 9DAs shown, the initial upper limit value of the ability parameter displayed in the ability parameter display unit 152a of the successor character selection screen 170 is updated to a value that includes the upper limit value increased by the basic ability factor. By displaying the initial upper limit value that takes into account the initial added value of the scenario and the added value generated by the basic ability factor, convenience is improved when selecting a successor character.

[0235] Figure 11 The aptitude factors shown are factors that increase the aptitude parameters of the character being developed. There are six aptitude factors: Grass Factor, Sand Factor, Short Distance Factor, Mile Factor, Medium Distance Factor, and Long Distance Factor. Each character being developed must acquire one of these six aptitude factors. The six aptitude factors correspond to Grass Suitability, Sand Suitability, Short Distance Suitability, Mile Suitability, Medium Distance Suitability, and Long Distance Suitability, respectively. For example, if a character inherited from the first generation or a character inherited from the second generation includes a character with a Grass Factor, the Grass Suitability parameter of the character being developed will increase.

[0236] Furthermore, each aptitude factor also has activation timing and conditions. During the same activation round as the basic ability factor, activation is determined for each aptitude factor. When an aptitude factor is activated, the corresponding aptitude parameter is increased by one level. For example, in the first round, the activation probability of the aptitude factor is set to 100%, regardless of the factor level.

[0237] For example, suppose the three characters in the first succession group have aptitude factors of Grassland, Short-Distance, and Mileage, respectively, while the three characters in the second succession group have aptitude factors of Grassland, Short-Distance, and Medium-Distance, respectively. In this case, the Grassland and Short-Distance aptitudes of the target characters will each increase by two levels, while Mileage and Medium-Distance aptitudes will each increase by one level.

[0238] For example, suppose the three characters in the first succession group all have Grassland as their aptitude factor, while the three characters in the second succession group all have Short Distance as their aptitude factor. In this case, the target character's Grassland and Short Distance aptitudes each increase by three levels. As another example, suppose the three characters in the first succession group all have Grassland as their aptitude factor, while the three characters in the second succession group each have Grassland, Short Distance, and Mileage as their aptitude factors. In this case, the target character's Grassland aptitude increases by four levels, while its Short Distance and Mileage aptitudes each increase by one level.

[0239] However, in the first round, there are limits on the increase in suitability parameters. Specifically, in the first round, the upper limit of all suitability parameters is set to A. Therefore, if the initial value of the target character's Grassland Suitability is A, even if the inheriting character has Grassland Factor, the Grassland Suitability will not increase in the first round.

[0240] In contrast, in rounds 31 and 55, a lottery is performed to determine whether to activate each aptitude factor based on its level. For example, in rounds 31 and 55, the activation probability of a level 3 aptitude factor is set to 5%, the activation probability of a level 2 aptitude factor is set to 3%, and the activation probability of a level 1 aptitude factor is set to 1%. When a aptitude factor is activated through a lottery in rounds 31 or 55, the aptitude parameter corresponding to that aptitude factor increases. Furthermore, in rounds 31 and 55, the upper limit of each aptitude is raised from A to S. Therefore, in rounds 31 and 55, the activation of an aptitude factor can raise the aptitude parameter to S.

[0241] Furthermore, the value of the aptitude parameter after the increase in the first round is displayed on the aptitude parameter display unit 152 b of the successor character selection screen 170 .

[0242] Competition factors are factors that increase the ability parameters of the character being developed. Competition factors are set for each of the high-difficulty competitions available in the main development game, such as GI (hereinafter referred to as factor-targeted competitions). Upon completion of the development game, a lottery is held for each factor-targeted competition in which the character being developed placed first, to determine whether or not to obtain a competition factor. By selecting a competition factor in this lottery, the character being developed will obtain the competition factor.

[0243] In addition, factor levels are also set for competition factors. For each competition factor that is determined to be obtained, the factor level is determined by lottery. In addition, there is no upper limit to the number of competition factors that a character can obtain, and a character can obtain multiple competition factors.

[0244] Each competition factor is pre-set with the ability parameter and its value of increase that increases upon activation. For example, a competition factor may increase the speed ability parameter, or another factor may increase the strength ability parameter. The higher the factor level, the greater the value of the ability parameter increase.

[0245] Furthermore, activation timing and conditions are set for each competition factor. During a factor activation round, a decision is made regarding whether to activate each competition factor. When a competition factor is activated, the corresponding capability parameter increases. Furthermore, the factor activation rounds for competition factors are limited to rounds 31 and 55. Furthermore, the activation probability of a competition factor during a factor activation round varies depending on the factor level, with higher levels increasing the probability of activation.

[0246] Character factors are factors inherent to a character. For example, if a character is developed as a development target character and enhanced to a specified level, the character factors set for that character will be assigned to the developed character upon completing the development game. Furthermore, only one character factor is set for each character, so a developed character can only acquire one character factor at most. Furthermore, if a developed character is generated based on a character that has not been enhanced to the specified level, no character factors will be acquired.

[0247] Furthermore, character factors can be activated during pre-set factor activation rounds, activated by selecting them in a lottery during the factor activation round. Activating a character factor triggers the activation of the inspiration activity set for each character factor, allowing skill inspiration as described above. Furthermore, activating a character factor increases the upper limit of a specified ability parameter.

[0248] Figure 12B This diagram illustrates the effects of character factors. The increase in the upper limit of ability parameters due to character factors is limited to the second and third activation times. However, character factors can also be activated during the first activation time. When a character factor is activated during the first activation time, as described above, the target character gains skill enlightenment, but the upper limit of the ability parameter does not increase.

[0249] Furthermore, when a character factor is activated for the second or third time, in addition to receiving skill enlightenment, the upper limit of the ability parameter also increases. Regardless of the factor level, the upper limit of the ability parameter increases within a range of "3" to "6." The increase in the upper limit is determined, for example, by lottery. Alternatively, the increase can be set so that the higher the factor level, the higher the value.

[0250] Furthermore, in this embodiment, the ability parameters whose upper limits increase when a character factor is activated are pre-set for each character factor. For example, character factor A increases the upper limit of endurance within a range of "3" to "6," while character factor B increases the upper limit of speed by "1" and the upper limit of perseverance by "2," or vice versa. Furthermore, whether a character factor is activated can be determined on a per-factor basis, similar to the basic ability factors described above, or individually for each utility.

[0251] Figure 11 The skill factors shown are assigned based on the acquired skills acquired during character development. Specifically, upon completing the development game, a lottery is conducted for each acquired skill acquired by the character to determine whether or not a skill factor is acquired. The skill factor is assigned to the character by selecting it in this lottery. In other words, the character can acquire some or all of the skill factors corresponding to the acquired skill. Furthermore, once a skill factor is acquired, the factor level of that skill factor is determined through a lottery.

[0252] Furthermore, skill factors can be activated during pre-set factor activation rounds, activated by selecting them in a lottery during the factor activation round. The higher the factor level, the higher the probability of selection. When a skill factor is activated, the enlightenment activity set for each skill factor occurs, allowing the enlightenment of the skill. This allows the character being developed to acquire the same skills as those already acquired by the inherited character.

[0253] As such, whether or not a skill factor is acquired is determined within the range of the character's acquired skills. Therefore, the more skills a character has acquired, the higher the probability of acquiring a skill factor. However, since skill factor acquisition is determined by lottery, there are cases where a character may not be able to acquire a skill factor even if they have acquired many skills.

[0254] In addition, here it is assumed that the development character obtains skill factors separately from the acquired skills, but it is also possible to not set skill factors and instead determine the skills that the development target character can obtain based on the acquired skills of the development character as the successor character.

[0255] As described above, the ability parameters of the target character vary greatly depending on the inherited character arranged in the deck. In addition, even if the ability of the character itself is very high, since it is determined by drawing a lottery whether to obtain factors, it is not necessarily the case that a character with high ability is suitable as an inherited character. On the other hand, even if the ability of the character itself is not high, it is sometimes possible to effectively function as an inherited character by obtaining a large number of factors with high levels of factors. Like this, by being able to arrange an inherited character in the deck, not only is it simply fun to develop a powerful character, but it is also fun to develop a character that is effective as an inherited character.

[0256] Furthermore, in this embodiment, the compatibility is determined between the development target character, the development character that inherits the first generation, and the development character that inherits the second generation. And, in the case of a combination of characters with good compatibility, the activation conditions of the factor become favorable.

[0257] Figure 13A is a diagram illustrating the object of determination of the degree of compatibility. Figure 13B This is a diagram explaining the items for judging the degree of compatibility. Figure 13A As shown, in this embodiment, there are seven judgment targets, No. 1 to No. 7. The first judgment target (No. 1) is the character being developed in the current generation and the character being developed in the first succession group that succeeds the first generation. The second judgment target (No. 2) is the character being developed in the current generation and the character being developed in the second succession group that succeeds the first generation.

[0258] The third judgment target (No. 3) is the character that inherits the first generation in the first succession group and the character that inherits the first generation in the second succession group. The fourth judgment target (No. 4) is the character that inherits the first generation in the current generation, the character that inherits the first generation in the first succession group, and the character that inherits the second generation in the first succession group (character A). The fifth judgment target (No. 5) is the character that inherits the first generation in the current generation, the character that inherits the first generation in the first succession group, and the character that inherits the second generation in the first succession group (character B).

[0259] The sixth judgment target (No. 6) is the character to be developed in the current generation, the character to be developed in the second succession group that succeeded the first generation, and the character to be developed in the second succession group (development character A). The seventh judgment target (No. 7) is the character to be developed in the current generation, the character to be developed in the second succession group that succeeded the first generation, and the character to be developed in the second succession group (development character B).

[0260] For each of the above-mentioned determination objects, it is determined whether the conditions are met for each of the multiple determination items. Figure 13BAn example of the determination item is shown in . In this embodiment, as the world view of the game, the following setting is made: the characters that can be selected as the development target characters are students, and each character is trained in school.

[0261] Moreover, if Figure 13B As shown, each character has pre-defined settings for grade, colleagues, and close friends. Judgment criteria include, for example, whether the two or three characters being judged are of the same grade, colleagues, or close friends. Other criteria include whether the characters' preferred running styles, distance suitability, and venue suitability are compatible.

[0262] Furthermore, each judgment item is associated with an expected compatibility value, and the expected compatibility values ​​of the judgment items that are satisfied between the characters as judgment objects are accumulated. Here, the expected compatibility value varies depending on the judgment item, but the expected compatibility value can also be common to all judgment items.

[0263] For example, when determining compatibility, first, a check is performed to determine whether all determination items are satisfied between the character of the current generation being developed, serving as the first determination object, and the character of the first generation being developed in the first succession group. At this point, the expected compatibility values ​​associated with the satisfied determination items are accumulated and counted. In this manner, the expected compatibility values ​​are counted sequentially from the first to the seventh determination object, and the activation probabilities of the factors are corrected based on the final calculated expected compatibility values. In other words, the higher the expected compatibility value, the higher the activation probability of all factors, while the lower the expected compatibility value, the lower the activation probability of all factors.

[0264] Alternatively, the activation probability may be calculated using the calculated expected compatibility value as a correction value. Alternatively, for example, a correction value for correcting the activation probability of a factor may be set for each compatibility level, and the compatibility level may be determined based on the calculated expected compatibility value.

[0265] Since the probability of a factor activating varies depending on the compatibility between the target character and the successor character, or between the successor characters themselves, the combination of two successor characters can have a significant impact on the development of the target character. In other words, the compatibility between characters is an important factor in determining the successor character.

[0266] like Figure 9B 、 Figure 9C as well as Figure 9DAs shown, when the inherited character is selected, a compatibility mark indicating the quality of the compatibility is displayed in the upper right corner of the inherited character selection screen 170 and the character development list screen 180. Here, the three compatibility marks of ◎, ○, and △ are used to indicate the compatibility level based on the selected character. Figure 9A As shown, if the inherited role is not selected, the compatibility mark is not displayed.

[0267] In addition, if Figure 9B As shown, a display switching button 183 is provided on the character development list screen 180. When the display switching button 183 is pressed, a display condition setting screen (not shown) is displayed. On the display condition setting screen, the player can set or filter the order of the developable character icons 182 displayed on the character development list screen 180, that is, the developable characters that can be selected as successor characters.

[0268] <Registration of Assistance Card>

[0269] Figure 14A This is the first figure for explaining the assist card arrangement screen 190. When two successor characters are registered in the successor character selection screen 170, the display Figure 14A Assist card layout screen 190 is shown. Assist card display area 191 is provided in the center of assist card layout screen 190. Assist card display area 191 includes multiple assist card display frames 192. Furthermore, return operation unit 153 and start operation unit 193 are displayed at the bottom of assist card layout screen 190.

[0270] A plurality of (here, six) assist card display frames 192 are displayed in the assist card display area 191. The same number of assist card display frames 192 as the number of assist cards that the player can set is displayed. Furthermore, when the assist card layout screen 190 is initially displayed, the assist card display frames 192 are displayed as blank spaces.

[0271] In this embodiment, the player can set six types of assist cards in the deck. Furthermore, some (e.g., five) of the six types that the player can set can be selected from the assist cards the player already has. Furthermore, the remaining (e.g., one) of the six types that the player can set can be selected from assist cards that have been set as rental cards by other players, such as friends.

[0272] Figure 14B 200 is a diagram illustrating the assist card selection screen. Figure 14A When the assist card display frame 192 (excluding the assist card display frame 192 displayed in the lower right corner) is clicked in the assist card layout screen 190, the display 26 is displayed. Figure 14BThe assist card selection screen 200 is shown. Card icons 201 corresponding to the assist cards held by the player are displayed in a list on the assist card selection screen 200. By clicking a card icon 201 displayed on the assist card selection screen 200, the player can select an assist card.

[0273] Although not shown in the figure, when the assist card display frame 192 displayed in the lower right corner of the assist card arrangement screen 190 is clicked, assist cards set as rental cards by a friend or a player selected based on predetermined conditions such as a lottery are displayed on the assist card selection screen 200. By clicking an assist card displayed on the assist card selection screen 200, the player can select one of the friend's assist cards. In this way, the player can use assist cards held by other players in the development game.

[0274] Figure 15A is a diagram illustrating the assistance card table. Figure 15A As shown, the assist card table stores the assist character's type (i.e., character ID), rarity, level, and specialized training for each assist card type (i.e., assist card ID) held by the player. Assist characters correspond one-to-one with assist card types. In other words, each assist card ID is always associated with a single character ID. In other words, each assist card is associated with a single assist character.

[0275] In this embodiment, a rarity is set for each assist card. Regarding rarity, there are three levels: R (rare), SR (super rare), and SSR (super special rare). R is set to the lowest rarity, and SSR is set to the highest rarity. In this embodiment, there is a tendency that the higher the rarity of the assist card, the higher the assist effect described later. Furthermore, in this embodiment, there is a tendency that the higher the rarity of the assist card, the greater the number of skills and assist activities it possesses, described later.

[0276] Assist Card levels are divided into 50 levels, from Level 1 to Level 50. Players can increase the level of Assist Cards, and the level increased by the player is stored for each Assist Card. Assist Card levels can also be increased by using in-game currency, items, and other items. Furthermore, the level of Assist Cards has an upper limit based on their rarity.

[0277] For example, the upper limit of assist cards with a rarity of R is set to level 20, the upper limit of assist cards with a rarity of SR is set to level 25, and the upper limit of assist cards with a rarity of SSR is set to level 30.

[0278] Furthermore, the upper limit of the level can be increased in steps if specified conditions are met. For example, the upper limit of an R rarity assist card can be increased to a maximum of level 40, the upper limit of an SR rarity assist card can be increased to a maximum of level 45, and the upper limit of an SSR rarity assist card can be increased to a maximum of level 50.

[0279] Figure 15B is a diagram illustrating the assistance effect. Figure 15B As shown, each Assist Card has multiple Assist Effects stored. Assist Effects are effects that improve various stats in the main game. Assist Cards have multiple Assist Effect Targets. Examples of Assist Effect Targets include Stamina, Speed, Endurance, Strength, Perseverance, and Intelligence.

[0280] Figure 15C This is a diagram that illustrates the skills you possess. Figure 15C As shown, each Assist Card is assigned multiple Skills. In this embodiment, just as each character possesses Skills, Assist Cards are also associated with Skills. The Skills assigned to each Assist Card can be acquired by the player's selected Development Character or other characters that are promoted to Party Members (described later) through a Revelation Event in the Development Main Game.

[0281] Figure 15D is a diagram illustrating assistance activities. Figure 15D As shown, each assist card is associated with multiple assist events. Assist events are events that may occur during the execution of the development main game. When an assist event occurs, the values ​​of various states in the development main game may increase or decrease.

[0282] For example, the support event can be determined based on the number of rounds or by a predetermined lottery. Alternatively, multiple support events can be selected in a single round. In any case, the support event can be determined using a predetermined, predetermined method.

[0283] Furthermore, support activities may include inspiration activities and ability activities. Furthermore, inspiration activities may include a first inspiration activity that may occur at the start of a round of the development game, and a second inspiration activity that may occur after the development game's training, which will be described later. Furthermore, ability activities may include a first ability activity that may occur at the start of a round of the development game, and a second ability activity that may occur after the development game's training.

[0284] The first inspiration activity and the second inspiration activity are activities that enable or acquire skills. Furthermore, the first and second ability activities are activities that increase or decrease the value of a character's ability parameter. Hereinafter, the first inspiration activity and the first ability activity are collectively referred to as the first activity, and the second inspiration activity and the second ability activity are collectively referred to as the second activity.

[0285] Figure 14C 1 is a second diagram illustrating the assist card layout screen 190. In this embodiment, when all six assist cards are selected, as shown in FIG. Figure 14C As shown, the start operation unit 193 becomes operable. On the other hand, if not all of the 6 assist cards are selected, as shown in FIG. Figure 14A As shown, the start operation unit 193 is inoperable.

[0286] When the return operation unit 153 is operated in the assist card layout screen 190, the display 26 displays Figure 9D The inherited role selection screen 170 is shown. Figure 14C As shown, when the start operation unit 193 is clicked in the assistance card layout screen 190, the selected assistance card is temporarily registered and displayed. Figure 16A The final confirmation screen 205 is shown.

[0287] Figure 16A It is a diagram for explaining the final confirmation screen 205 . Figure 16B This figure illustrates the preset selection screen 205A. Final confirmation screen 205 displays the player's selected character for development, the development characters that make up the first succession group, the development characters that make up the second succession group, and assist cards. Final confirmation screen 205 also displays a preset display section 205a. Preset display section 205a shows the number of the currently selected preset.

[0288] Here, the preset refers to the reservation information of the competition that the character to be developed will participate in in the development main game. The player can select any competition from all competitions to create a preset. Multiple presets can be saved, and in the final confirmation screen 205, one preset can be selected from the saved presets. Specifically, when the preset display part 205a is clicked, the preset display Figure 16B The preset selection screen 205A is shown.

[0289] On the preset selection screen 205A, preset read buttons 206a corresponding to the stored presets are displayed. The player can set a preset by clicking any preset read button 206a and then clicking the selection operation unit 206c. Clicking the selection operation unit 206c closes the preset selection screen 205A and displays the final confirmation screen 205. Clicking the cancel operation unit 206b on the preset selection screen 205A does not change the preset, and the preset selection screen 205A is displayed.

[0290] Furthermore, when the cancel operation portion 205c is clicked on the final confirmation screen 205, the assist card layout screen 190 is displayed. On the other hand, when the start operation portion 205b is clicked, the home screen 210 ( Figure 18 A).

[0291] <Registration of specific roles>

[0292] like Figure 4 As shown, after registering the scenario, development target character, successor character and assistance card, the next step is to register a specific character. The specific character is predefined for each scenario, and the character corresponding to the scenario selected by the player is set as the specific character.

[0293] As described above, when the development target character, successor character, assisting character (assisting card), and specific character are stored, the preparation phase processing ends.

[0294] <Processing during the development phase>

[0295] When the preparation phase is complete, the development phase begins. Through the development phase, the development of the target character can be progressed through the development main game. In addition, below, for easier understanding, the basic flow of the development main game will be explained first.

[0296] Figure 17 : is a diagram illustrating the selection items in each round. In addition, here, the selection items that can be selected in each round are different depending on the type of the character to be developed. However, it is also possible that the selection items that can be selected in each round are common regardless of the type of the character to be developed. Figure 17 As shown, the main development game consists of rounds 1 to 78. In addition, various parameters are updated according to the selection items selected by the player in each round.

[0297] Figure 18 This is a diagram illustrating the home screen 210. When the process is transferred to the development stage, the display 26 displays Figure 18The home screen 210 is shown. A stamina display unit 211 and a physical condition display unit 212 are displayed at the top of the home screen 210. A "stamina" parameter is set for the target character. This parameter is primarily used to calculate the probability of failure, or failure rate, in training, which will be described later. The stamina display unit 211 displays the target character's current "stamina" relative to the upper limit of "stamina" in a manner that allows users to visually understand the remaining balance.

[0298] Furthermore, a "physical condition" parameter is set for the character being developed. The physical condition display unit 212 displays the current "physical condition" of the character being developed using multiple levels (five levels: very poor, poor, average, good, and very good) to visually understand the character's current "physical condition." The higher the "physical condition" parameter, the more favorable the character's match performance will be, and the greater the improvement in the ability parameter achieved through training.

[0299] In addition, if Figure 18 As shown, the center of the home screen 210 displays an image of the target character, a status display 213, and a skill point display 214. The status display 213 shows the current status of the target character using numerical values ​​and letters indicating the level of each numerical value. Specifically, in this embodiment, the numerical values ​​and levels of each ability parameter, namely speed, endurance, strength, perseverance, and intelligence, are displayed. Furthermore, the skill point display 214 shows the skill points held by the target character using numerical values.

[0300] In addition, if Figure 18 As shown, a rest operation unit 215, a training operation unit 216, a skill operation unit 217, an outing operation unit 218, and a match operation unit 219 are displayed at the bottom of the home screen 210. In addition, the current round number is displayed at the upper left of the home screen 210.

[0301] In addition, the player can select any one of the rest operation unit 215 , the training operation unit 216 , the outing operation unit 218 , and the competition operation unit 219 in each round.

[0302] The player can select "Rest" as a selection item by operating the rest operation unit 215. When "Rest" is selected, the physical strength of the development target character is restored. In addition, the player can select the training to be performed by the development target character by operating the training operation unit 216.

[0303] Furthermore, the player can select "Go Out" as a selection item by operating the Go Out operation unit 218. Selecting "Go Out" increases the physical condition of the character being developed. Furthermore, the player can select the type of competition in which the character being developed participates by operating the Competition operation unit 219.

[0304] When the character to be developed performs any of the following: rest, training, going out, and participating in a competition, the current round ends and moves on to the next round.

[0305] Furthermore, in this embodiment, a match-limited round is set for each character, in which the rest control unit 215, the training control unit 216, and the outing control unit 218 cannot be selected. During the match-limited round, the rest control unit 215, the training control unit 216, and the outing control unit 218 are grayed out, and thus cannot accept player operations.

[0306] Therefore, in the limited round of the game, the player must operate the game operation unit 219 to make the character of the training object participate in the game. Figure 17 As shown, rounds 74, 76, and 78 are set as match-limited rounds for all characters. In these three rounds, the player needs to make the character to be developed participate in a special match.

[0307] In addition, the skill operation unit 217 is always set to be selectable in all rounds. In addition, even if a skill is acquired, the round will not end, as will be described in detail later.

[0308] Figure 19A This is the first diagram for explaining the training screen 220 . Figure 19B 2 is a second diagram illustrating the training screen 220. When the training operation unit 216 of the home screen 210 is operated, the training screen 220 is displayed on the display 26.

[0309] like Figure 19A As shown, training items are displayed at the bottom of the training screen 220. Here, a speed operation unit 221, an endurance operation unit 222, a strength operation unit 223, a will operation unit 224, and an intelligence operation unit 225 are displayed.

[0310] When the player operates any of the operation units 221 to 225, the training item corresponding to the operation unit 221 to 225 on which the operation input is made becomes temporarily selected. At this time, the operation unit 221 to 225 corresponding to the training item in the temporarily selected state is highlighted. Figure 19A In FIG, the state where the force operating unit 223 is temporarily selected is shown. Figure 19B , a state in which the endurance operation unit 222 is temporarily selected is shown.

[0311] When an operation input is made again to the speed operation unit 221 that is temporarily selected, speed training is performed. Similarly, when an operation input is made again to the endurance operation unit 222, strength operation unit 223, perseverance operation unit 224, and intelligence operation unit 225 that are temporarily selected, endurance, strength, perseverance, and intelligence training are performed, respectively.

[0312] In addition, the training level for each training item is displayed on each operation unit 221-225. The training level is a parameter that increases based on the number of training sessions. The higher the training level, the greater the increase in the ability parameter when the training is performed. The training level is initially set to level 1 and increases to a maximum of level 5.

[0313] Furthermore, a failure rate display unit 226 is displayed on the temporarily selected operation units 221 to 225 . The failure rate displayed numerically on the failure rate display unit 226 is set to increase in inverse proportion to the remaining physical strength displayed on the physical strength display unit 211 .

[0314] In addition, the state display unit 213 displays the increase value of the ability parameter when the training corresponding to the operation units 221 to 225 in the temporarily selected state is successful. Figure 19A In the example shown, the strength operation unit 223 is temporarily selected, and the endurance column of the status display unit 213 displays "+8" and the strength column displays "+10". Figure 19B In the example shown, the stamina operation unit 222 is temporarily selected, and the stamina column of the status display unit 213 displays "+15" and the perseverance column displays "+5".

[0315] In addition, when training is successfully performed, a predetermined activity may occur. In this case, the activity notification display 227 is displayed on the operation units 221 to 225 corresponding to the training item in which the predetermined activity occurs. In addition, the activity notification display 227 can be set to a different display mode according to the type of activity.

[0316] Furthermore, during rounds where training is available, characters may be assigned to various training items. These characters include the aforementioned supporting characters, special characters, other team members or sub-members, and other unique story characters. During rounds where training is available, a lottery is conducted to determine whether each character that may be assigned to training will be assigned to a training item, as well as the training item to which that character will be assigned.

[0317] like Figure 19BAs shown, in the upper right portion of training screen 220, for each of the temporarily selected items in operation units 221 to 225, a configuration role icon 228 corresponding to the role configured during training (hereinafter referred to as the configuration role) is displayed. Furthermore, if training is successful, a predetermined activity associated with the configuration role may occur. In this case, an activity notification display 227 is displayed on the corresponding configuration role icon 228.

[0318] In addition, when training with a configured character is successful, the parameter increase value of the development target character is higher than when training without any configured character is successful. In addition, training with configured characters is referred to as joint training below.

[0319] A bond meter bar 228a is also displayed below the configured character icon 228. This bar visually displays the bond parameters associated with the configured character. When the associated configured character successfully trains, the bond parameter for that configured character increases. The higher the bond parameter, the greater the increase in the target character's ability parameter upon successful training.

[0320] Furthermore, when a supporting character with a bond parameter exceeding a specified value is assigned to a specific training event, a Friendly Training state is enabled for that training event. If a training event with Friendly Training enabled is selected and the training is successful, Friendly Training occurs. In other words, if a training event with Friendly Training enabled is successful, normal Joint Training is upgraded to Friendly Training. In Friendly Training, the target character's ability parameters increase significantly compared to normal Joint Training.

[0321] Furthermore, each Assist Card (Assisting Character) is associated with one of five training items: Speed, Endurance, Strength, Perseverance, and Intelligence, as a Specialty Training. Furthermore, placing an Assisting Character in Specialty Training and having the Assisting Character's Bond Parameter be at or above a specified value are set as conditions for enabling Friendship Training.

[0322] Therefore, when a supporting character with a bond parameter exceeding a specified value is assigned to a training item for which the supporting character is skilled, a friendly training state is enabled for that training item. Furthermore, when a training item with a friendly training state enabled is selected and the training is successful, the target character's ability parameter is significantly increased compared to normal joint training.

[0323] Furthermore, assist cards (assisting characters) may include assist cards (assisting characters) that are not associated with a skill training. Furthermore, regardless of the training item assigned to an assist card (assisting character), a friendly training state may be set as enabled, conditional on the assisting character's bond parameter being at or above a specified value. Alternatively, a friendly training state may not be set for assist cards (assisting characters) that are not associated with a skill training.

[0324] As described above, in the present embodiment, the conditions for enabling friendship training are that the bond parameter of the assisting character is equal to or greater than a predetermined value and the assisting character is placed in a pre-set training item.

[0325] Figure 19C This figure illustrates training result notification screen 220a. As described above, when an operation input is made again to the temporarily selected operating units 221-225, the training corresponding to the inputted operating units 221-225 is performed. While the training is being performed, training result notification screen 220a is displayed on display 26. An image notifying the success or failure of the training is displayed on training result notification screen 220a.

[0326] Although not shown in the figure, during normal joint training, the training result notification screen 220a displays an image of the target character performing the training. The image displayed is specific to each training item. Furthermore, the image corresponding to each training item has a success mode displayed if the training is successful, and a failure mode displayed if the training fails.

[0327] Furthermore, if a training session for which a friendship training enabling state is set is successful, a dedicated friendship training performance is performed. The dedicated friendship training performance includes displaying a performance of an assisting character on the training result notification screen 220a. The assisting character displayed at this time is a character that meets the conditions set for enabling the friendship training.

[0328] For example, assume that character A is assigned as an assist character in a speed training event. In this case, assume that character A's bond parameter is above a specified value, and character A's (assist card) specialty is speed. In this case, the speed training event becomes available for friendship training. In this state, assume that the speed training event is selected and the speed training is successful. In this case, an image of character A is displayed on the training result notification screen 220a.

[0329] Furthermore, in some cases, multiple assisting characters assigned to the same training event in a round meet the conditions for enabling friendly training. For example, assume that four assisting characters, A, B, C, and D, are assigned to an endurance training event. In this case, assume that characters A, B, C, and D all meet the conditions for enabling friendly training. In this case, a dedicated friendly training performance is performed, with characters A, B, C, and D displayed simultaneously or sequentially on the training result notification screen 220a.

[0330] Furthermore, the Friendship Training Special Performance is a content in which a character that meets the conditions for the Friendship Training to occur trains with the character to be developed. Therefore, it can be said that the Friendship Training to occur condition is not only set for the training items, but also for the supporting characters.

[0331] Although not shown in the figure, a special effect is superimposed on the configured character icon 228 corresponding to the configured character set to the Friendship Training Enabled state. This allows the player to identify which configured character will initiate Friendship Training. Furthermore, when Friendship Training Enabled is set for any training item, a special effect is also superimposed on the training operation section 216 on the home screen 210. Thus, the player can also recognize that the Friendship Training Enabled state has been set on the home screen 210.

[0332] In addition, in the training result notification screen 220a, the ability parameters of the status display unit 213 are updated and displayed. In other words, the ability parameters of the development target character corresponding to the training item selected by the player are updated.

[0333] Here, Figure 19A or Figure 19B The value of the ability parameter displayed on the status display unit 213, which increases if the training is successful, is added. Furthermore, the display on the physical strength display unit 211 is updated according to the training program being performed. If any of the speed, endurance, strength, or stamina training is successful, physical strength decreases. On the other hand, if intelligence training is successful, physical strength recovers.

[0334] In the event of training failure, a prescribed penalty is imposed. Specifically, the penalty may include a decrease in physical strength, a decrease in the numerical value of an ability parameter, a decrease in physical condition, etc. Furthermore, for example, the penalty imposed when the failure rate is high may be more unfavorable (e.g., a greater decrease in physical strength, a greater decrease in the numerical value of an ability parameter, a greater degree of decrease in physical condition) than when the failure rate is low.

[0335] Alternatively, the penalty may be determined based on the training item. For example, if speed training fails, the value of the speed capability parameter may be reduced, while if strength training fails, the value of the strength capability parameter may be reduced. Furthermore, for some training items (e.g., intelligence), no penalty may be imposed even if training fails.

[0336] Figure 19D 220a. When the display of the training result notification screen 220a ends, the activity screen 220b may be displayed on the display 26. In the activity screen 220b, various activities are performed. In addition, multiple activities may occur in one round.

[0337] For example, when the first or second inspiration event occurs, a skill is inspired. Once a skill is inspired, the player can spend skill points to acquire the skill. Multiple skills are available, and each skill may activate a specific ability. Each skill has specific activation conditions and effects, and when the activation conditions are met, the pre-defined effect is activated. Skills may also be activated during play, as described below.

[0338] In addition to the first and second inspiration activities that inspire skill acquisition, activities also include activities that restore physical strength, activities that reduce physical strength, first and second ability activities that increase or decrease ability parameters, activities that improve physical condition, and activities that reduce physical condition. Furthermore, activities include those with pre-defined rounds and those that occur after a predetermined lottery, which will be described in detail later. Furthermore, there are activities that occur at the start of a round and those that occur before the end of a round. When all activities have concluded, the home screen 210 related to the next round is displayed.

[0339] Figure 20A This is the first diagram illustrating inheritance activity. Figure 20B This is the second diagram illustrating inheritance activity. Figure 20C This is the third diagram illustrating inheritance activities. Figure 20D This is the fourth figure illustrating the inheritance activity. In the aforementioned factor activation round, the inheritance activity occurs with the start of the round. Furthermore, this inheritance activity is a scenario-wide activity, described later, and always occurs in the same round, regardless of the player's selected scenario. In this embodiment, rounds 1, 31, and 55 are designated as factor activation rounds, and this description focuses on the case where the inheritance activity occurs in round 31.

[0340] When the 31st round begins, first, Figure 20AAs shown in FIG. 220 , the character to be developed and the operation unit indicated as “touch” are displayed on the active screen 220 b. When the operation unit displayed on the active screen 220 b is clicked, as shown in FIG. Figure 20B As shown, an animated image including the character to be developed and two successor characters is displayed. In addition, when the operation portion is clicked, a lottery is performed to determine whether to activate all factors possessed by the six development characters that inherit the first generation and the second generation.

[0341] Then, if Figure 20C As shown, the factors selected by the lottery of whether to activate are determined to be activated, and then, as shown Figure 20D The type and value of the ability parameter or suitability parameter that increases by the activation of the factor are displayed as shown, and the parameter is updated. Figure 18 The home screen 210 shown in A allows the player to select any item. At this time, the state display unit 213 shows the increased values ​​of the ability parameter and suitability parameter displayed during the succession activity being added.

[0342] Figure 21A This is the first figure for explaining the skill screen 230 . Figure 21B This is a second diagram illustrating the skill screen 230. When the skill operation unit 217 of the home screen 210 is operated, Figure 21A The skill screen 230 shown is displayed on the display 26. The skill point display unit 214 is displayed on the skill screen 230. The skill point display unit 214 displays the current skill points held by the development target character (player) in the same manner as described above.

[0343] A skill display area 231 is provided below the skill point display unit 214. A plurality of skill display columns 232 are provided in the skill display area 231. The skill display columns 232 display acquired skills, skills pre-set for the character to be developed, skills acquired through various activities, etc. Figure 21A In the example, three skill display bars 232 are displayed in the skill display area 231 . However, when a slide operation is input to the skill display area 231 , another skill display bar 232 is further displayed in the skill display area 231 .

[0344] The skill display area 231 displays the name of the skill, the conditions for activating the skill, and the effects when activated. Furthermore, a required points display section 233 is displayed on the right side of the skill display area 231. The required points display section 233 displays the number of skill points required to acquire the skill. Furthermore, an operation section labeled "+" or "-" is provided in the required points display section 233. By operating the operation section labeled "+", the player can select the skill displayed in the skill display bar 232. Furthermore, by operating the operation section labeled "-", the player can remove the selected skill displayed in the skill display bar 232.

[0345] Furthermore, if a first or second enlightenment event occurs for a skill, the skill points consumed to acquire that skill are discounted. Furthermore, if a character's enlightenment level is enhanced before the development game begins, the skill points used to acquire that skill are also discounted. For the inspired skill, the discounted skill points are displayed in the required points display section 233. At this time, a discount rate display icon 234 indicating the discount rate is displayed in the skill display section 232.

[0346] In addition, on the skill screen 230, skill display columns 232 corresponding to attainable skills and skill display columns 233 corresponding to unattainable skills are distinguished and displayed. For example, skill display columns 232 corresponding to already acquired skills and skill display columns 232 corresponding to skills that cannot be acquired due to insufficient skill points are grayed out (indicated by cross hatching in the figure). Furthermore, in the skill display columns 232 corresponding to already acquired skills, an icon indicating "Achieved" is displayed instead of the required points display portion 233.

[0347] Below the skill display area 231, a confirmation operation unit 235a, a reset operation unit 235b, and a return operation unit 235c are provided. When the confirmation operation unit 235a is operated while any skill is selected, a confirmation screen (not shown) is displayed. Furthermore, when a predetermined operation for acquiring a skill is input on the confirmation screen, acquisition information is associated with the selected skill. In other words, the possessed skill is updated to an acquired skill.

[0348] For example, in Figure 21A In the state shown, it is assumed that the skill corresponding to the skill display bar 232 displayed at the top of the skill display area 231 has been acquired. In this case, the skill screen 230 is displayed as follows: Figure 21B Here, the skill display bar 232 displayed at the top of the skill display area 231 is grayed out. In addition, the skill point display unit 214 displays the remaining skill points after acquiring the skill.

[0349] Furthermore, when the reset operation unit 235b is operated, the selection state of all skills is canceled. Furthermore, when the return operation unit 235c is operated, the skill screen 230 is closed and the home screen 210 is displayed.

[0350] In this embodiment, some skills have evolution conditions set. In this embodiment, among the four awakened skills set for each character, those unlocked at awakening levels "3" and "5" have evolution conditions set. Hereinafter, awakened skills with evolution conditions set are referred to as evolution-compatible skills. While this description assumes that the awakened skills unlocked at awakening levels "3" and "5" are evolution-compatible skills, any other evolution-compatible skills may be used.

[0351] In addition, whether or not a skill is compatible with evolution is not determined by the skill type, but by each character (character card). Specifically, Figure 21A The skill "Chase" shown is associated with various characters as a skill. In this case, the skill "Chase" is set as an awakening skill with awakening level = 3 for character A, and is set as a simple skill for character B.

[0352] In this case, in the development game where character A is the target character, the skill "Chase" is an evolution-compatible skill, but in the development game where character B is the target character, the skill "Chase" is not an evolution-compatible skill. Therefore, in the development game where character B is the target character, the player cannot evolve the skill "Chase".

[0353] In the above example, the "Pursuit" skill is not unlocked for character A. In this case, the character being developed essentially cannot acquire the "Pursuit" skill. However, as mentioned above, assist cards, like character cards, have skills set for them, and there are cases where character A acquires the "Pursuit" skill after an assist event occurs. However, even if the "Pursuit" skill is acquired afterward, the player cannot evolve it.

[0354] In other words, the evolution conditions can be said to include the unlocking conditions for the skill corresponding to the evolution. However, it is also possible for players to evolve skills acquired after the fact, as described above. Furthermore, for example, it is also possible to set evolution-compatible skills that are independent of the character type or the circumstances leading to the acquisition of the skill. In this case, if the evolution conditions set for the skill corresponding to the evolution are met, the player can evolve the skill regardless of the character type or the circumstances leading to the acquisition of the skill.

[0355] When the evolution conditions are met, the skill display bar 232 displays "evolvable." That is, in the skill screen 230, the skills for which the evolution conditions are met are highlighted. Furthermore, the content of the highlighted display of the skills for which the evolution conditions are met is not limited thereto. For example, a special effect may be displayed in the skill display bar 232 corresponding to the skill for which the evolution conditions are met. Alternatively, the skill display bar 232 corresponding to the skill for which the evolution conditions are met may be displayed in a different color from the other skill display bars 232. Alternatively, the skill display bar 232 corresponding to the skill for which the evolution conditions are met may be displayed larger than the other skill display bars 232. This improves the convenience for players when acquiring skills.

[0356] Figure 22 This is a diagram illustrating an example of evolutionary conditions. Figure 22 The following table shows the evolutionary skills set for characters A, B, and C. Specifically, Figure 22 In the example shown, for character A, the awakening skill "Glutton" is unlocked at awakening level 3, and the awakening skill "Heart and Soul" is unlocked at awakening level 5. Furthermore, for character B, the awakening skill "Glutton" is unlocked at awakening level 3, and the awakening skill "Curve Master" is unlocked at awakening level 5. Furthermore, for character C, the awakening skill "Iron Will" is unlocked at awakening level 3, and the awakening skill "Unyielding Heart" is unlocked at awakening level 5.

[0357] Here, the two awakened skills unlocked at awakening levels "3" or "5" are set as evolution-compatible skills. Thus, in this embodiment, all characters associated with character cards, that is, all characters that can be set as development targets, are set with two evolution-compatible skills. However, the number of evolution-compatible skills can vary depending on the character. Furthermore, characters without evolution-compatible skills can also be set.

[0358] Furthermore, an awakened skill that evolves into an evolutionary skill is always associated with one or more evolutionary skills. An evolutionary skill is a skill that evolves from an evolutionary skill when the evolutionary conditions are met. Specifically, character A's evolutionary skill "Glutton" is associated with "Glutton A" and "Glutton B" as evolutionary skills.

[0359] Furthermore, here, the performance of an evolved skill is assumed to be higher than the performance of the corresponding evolved skill before evolution. However, the evolved skill and the corresponding evolved skill before evolution only need to differ in at least some aspects of their performance (activation conditions, activation effects, etc.). Therefore, the performance of an evolved skill may be lower, either partially or overall, than that of the corresponding evolved skill.

[0360] Here, the evolved skills are assigned a different name than the corresponding evolved skills. Furthermore, each skill is always associated with a single skill ID. Therefore, here, different skill IDs are associated with the evolved skills and the corresponding evolved skills. However, an evolved skill can also be assigned the same name as the corresponding evolved skill. Alternatively, an evolved skill can be associated with the same skill ID as the corresponding evolved skill. For example, a skill in which at least some of the parameters associated with the corresponding evolved skill have changed can be designated as an evolved skill.

[0361] Furthermore, skills are categorized into multiple categories based on the effects of activation and the conditions for activation. For example, skills can be categorized into a speed category, which increases speed during play, or an endurance category, which restores endurance during play, based on the effects of activation. Furthermore, skills can be categorized based on the distance and strategy of the match in which they can be activated. Thus, for example, there are skills that belong to multiple categories, such as the endurance category and the long-distance category. On the other hand, there can also be skills that belong to only one category, or skills that belong to no category at all.

[0362] Here, the evolved skill shares at least some of its characteristics with the corresponding skill before evolution. However, the characteristics of the evolved skill may be completely different from those of the corresponding skill before evolution.

[0363] Furthermore, as mentioned above, evolution conditions are set for skills that evolve. Evolution conditions are set for each skill, so it can be said that each skill has an evolution condition. Each skill always has at least one evolution condition. For example, for the skill "Glutton A," which is an evolution skill for character A, two evolution conditions are set: a first condition and a second condition. Here, the first condition is that the character must have "gone out" at least once in the development game, and the second condition is that the Stamina ability parameter must be at least 1200.

[0364] Therefore, when character A with an awakening level of "3" or above is the development target character and has acquired the skill "Glutton", the first and second conditions are met, and accordingly, the player can evolve the acquired skill "Glutton" into the skill "Glutton A" as an evolved skill.

[0365] For example, for the skill "Glutton B," which is an evolutionary skill for character A, the first condition is victory in a specified match in the development game, and the second condition is possession of five Speed-related skill inspirations. Furthermore, evolutionary conditions are not limited to possession of a specified number of Speed-related skill inspirations, but also include possession of a specified number of specific skill inspirations.

[0366] Here, when the number of inspirations held for a specific skill is set as an evolution condition, it is also possible to set it so that even if inspirations related to the same skill are obtained multiple times, the count of the number of holdings does not increase. In addition, when the number of inspirations held for a specific skill is set as an evolution condition, the number of inspirations held for the evolutionary corresponding skill before the evolution corresponding to the evolved skill can also be included in the count. In addition, when the number of inspirations held for a specific skill is set as an evolution condition, skills that become obtainable due to the increase in awakening level (inspiration level is zero) can also be not included in the count of the number of holdings. In addition, when the number of inspirations held for a specific skill is set as an evolution condition, skills that become obtainable due to the increase in awakening level (inspiration level is zero) can also be included in the count of the number of holdings.

[0367] Multiple evolutionary skills associated with a single evolutionary skill have at least some different evolutionary conditions. For example, if both the evolutionary conditions set for skill "Glutton A" and the evolutionary conditions set for skill "Glutton B" are met, the player can select either "Glutton A" or "Glutton B" as the evolutionary target for the acquired skill "Glutton." However, an evolutionary skill associated with multiple evolutionary skills may have only one evolutionary condition set, and if that one evolutionary condition is met, the player can select either skill to evolve.

[0368] In addition, in this embodiment, if Figure 22 As shown, the number of evolution conditions set for one evolution skill is any one between 1 and 3. However, the number of evolution conditions set for one evolution skill may be the same for all evolution skills. Alternatively, for example, the greater the number of evolution conditions set, the more powerful the evolution skill becomes.

[0369] In addition, if Figure 22 As shown, for both character A and character B, the skill "Glutton" is set as an awakening skill unlocked at awakening level = 3. However, as shown in Figure 22 As is also clear, the number of evolution skills associated with the same skill "Glutton" is different between character A and character B.

[0370] That is, for character A, the skill "Glutton" is associated with the skill "Glutton A" and the skill "Glutton B" as evolutionary skills. Meanwhile, for character B, the skill "Glutton" is associated with only the skill "Glutton A" as an evolutionary skill. As such, even for the same evolutionary skill, the number and type of evolutionary skills associated with it may vary depending on the character.

[0371] Furthermore, the evolutionary conditions for the skill "Glutton A," which evolves as a skill, differ between character A and character B. This difference in conditions for evolving even the same skill requires a high level of strategic planning from the player. This requires independent game progression for each character, which diversifies the development game and enhances its appeal. Furthermore, achieving the evolutionary conditions required to acquire the evolved skill includes some that cannot be achieved without systematically progressing throughout the development game. This necessitates long-term strategic planning, which in turn enhances the game's appeal.

[0372] In addition, here, it is assumed that the number of evolution skills associated with one evolution-compatible skill and the evolution conditions are different for each character. However, the number of evolution skills associated with one evolution-compatible skill and the evolution conditions can also be common among all characters. Figure 22 The evolution conditions shown are merely examples, and the contents of the evolution conditions can be set as appropriate.

[0373] As mentioned above, the evolutionary skills and evolutionary conditions associated with the corresponding evolutionary skills are important to consider in order to progress in the development game. However, the evolutionary skills and evolutionary conditions involve many aspects, so it is difficult for players to grasp all of this information. Therefore, if Figure 21A As shown, an evolution icon 232a is displayed in the skill display column 232. When the evolution icon 232a is operated, the player can confirm information related to the evolved skill.

[0374] Figure 23A This is a diagram illustrating the evolution skill confirmation screen 236. When the evolution icon 232a is operated, the screen displays Figure 23A The following is an evolution skill confirmation screen 236. The skill display bar 232 for the skill whose evolution icon 232a was operated is displayed in the upper portion of the evolution skill confirmation screen 236. Specifically, the skill display bar 232 corresponding to the skill selected by the player (evolution-compatible skill) is displayed in the upper portion of the evolution skill confirmation screen 236. "Pre-evolution skill" is displayed in the upper portion of the skill display bar 232 to inform the player that the selected skill is a pre-evolution skill.

[0375] Below the skill display bar 232, a message stating "Evolvable after development completes" is displayed. Furthermore, an evolutionary skill display bar 237 is provided below this message. This evolutionary skill display bar 237 displays information related to the evolutionary skill associated with the skill displayed in the skill display bar 232, including the name, activation conditions, and effectiveness of the evolutionary skill when activated. Furthermore, the number of evolutionary skill display bars 237 displayed is equal to the number of evolutionary skills associated with the skill displayed in the skill display bar 232.

[0376] At this point, the Evolution Skill Display Bar 237 for the Evolution Skill whose evolution conditions are met is distinguished from the Evolution Skill Display Bar 237 for the Evolution Skill whose evolution conditions are not met. Specifically, the Evolution Skill Display Bar 237 for the Evolution Skill whose evolution conditions are not met is grayed out. Furthermore, an icon indicating "Achieved" is superimposed on the Evolution Skill Display Bar 237 for the Evolution Skill whose evolution conditions are met. This enhanced display of the Evolution Skill Display Bar 237 for the Evolution Skill whose evolution conditions are met improves player convenience.

[0377] Furthermore, a close operation unit 236a is provided on the evolution skill confirmation screen 236. When the close operation unit 236a is operated, the evolution skill confirmation screen 236 is closed and the skill screen 230 is displayed. Furthermore, a condition display operation unit 237a is provided in the evolution skill display field 237. When the condition display operation unit 237a is operated, the evolution condition confirmation screen 238 is displayed.

[0378] Figure 23B This is the first diagram for explaining the evolution condition confirmation screen 238 . Figure 23C This is a second diagram for explaining the evolution condition confirmation screen 238 . Figure 23B Show Figure 23A The condition display operation unit 237a in the upper evolution skill display column 237 is operated. Figure 23C Show Figure 23A The condition display operation unit 237a in the evolution skill display column 237 provided at the bottom is operated.

[0379] An evolution skill display bar 237 corresponding to the evolution skill selected by the player in the evolution skill confirmation screen 236 is displayed at the top of the evolution condition confirmation screen 238. In addition, an evolution condition display bar 239 is displayed below the evolution skill display bar 237. The evolution condition (content) set for the evolution skill and the degree of achievement of the evolution condition are displayed in the evolution condition display bar 239. Specifically, in the evolution condition display bar 239, an achievement display bar 239a is set for each condition. The achievement display bar 239a is used to visually display the degree of achievement of each condition, such as Figure 23C As shown, the display color changes according to the degree of achievement. In addition, for conditions that have been achieved, "achieved" is displayed below the achievement degree display bar 239a.

[0380] Thus, the convenience of the player is improved by the evolution condition confirmation screen 238. In addition, a close operation unit 238a is provided on the evolution condition confirmation screen 238. When the close operation unit 238a is operated, the evolution skill confirmation screen 236 is displayed.

[0381] Figure 24AThis is the first figure for explaining the match selection screen 240. When the match operation unit 219 of the home screen 210 is operated, the game is displayed. Figure 24A The match selection screen 240 is shown. The match has a gameplay in which the character to be developed competes with a so-called non-player character (hereinafter referred to as NPC).

[0382] The upper portion of the match selection screen 240 displays a physical strength display unit 211 and a physical condition display unit 212. Also displayed in the center of the match selection screen 240 is a match selection operation unit 241 for selecting a match event in which the character to be developed is to participate. Furthermore, a start operation unit 242 is displayed in the lower portion of the match selection screen 240. The matches selectable via the match selection operation unit 241 of the match selection screen 240 are pre-set for each round.

[0383] In addition, participation conditions are set in advance for each competition, and players can limit the character they want to develop to participate in competitions that meet the participation conditions. As mentioned above, sometimes the number of supporters is specified as a participation condition for a competition. For competitions that do not meet the specified number of supporters, such as Figure 24A As shown, the participation conditions are displayed on the match selection operation unit 241 to inform that the match cannot be selected. In addition, in the round in which the target match is set as the goal to be achieved, it is displayed on the match selection screen 240 that only the target match is selectable.

[0384] Figure 24B This is a diagram illustrating a match start screen 250. When the start operation unit 242 is operated in a state where a match event to be played is selected by the match selection operation unit 241, the display Figure 24B The game start screen 250 is shown. A strategy display unit 251 is displayed in the center of the game start screen 250. The currently selected strategy (Chase, Center, Front, Lead) is highlighted in the strategy display unit 251. A change operation unit 252 is also displayed in the strategy display unit 251. When the change operation unit 252 is operated, a strategy change screen (not shown) is displayed on the display 26. The player can change the strategy in the game to any desired strategy by operating the strategy change screen.

[0385] In addition, a result operation unit 253 and a game operation unit 254 are displayed at the bottom of the game start screen 250. When the game operation unit 254 is operated, a game screen (not shown) is displayed on the display 26. The game screen displays a moving image of the game (hereinafter also referred to as a game moving image).

[0386] Figure 24C This is the first diagram for explaining the game result screen 260 . Figure 24D2 is a second diagram illustrating the match result screen 260. When the above-mentioned match motion image playback is completed and the result operation unit 253 is operated, the match result screen 260 is displayed on the display 26. In the match result screen 260, as shown in FIG. Figure 24C In addition, in the game result screen 260, as shown in Figure 24D The rank (Class) of the current character to be developed is displayed as shown.

[0387] In this embodiment, the character to be developed is ranked according to the number of supporters it has acquired. A range of supporters is set for each rank. Here, the character to be developed is classified into one of eight rank levels based on the number of supporters it has acquired. The match results screen 260 displays the cumulative number of supporters, calculated by adding the number of supporters earned in the current match to the number of supporters earned previously. The current rank corresponding to the cumulative number of supporters is also displayed.

[0388] Figure 25 This diagram illustrates the general flow of the turn start process. The development phase process includes the turn start process executed at the start of each turn in the development game. Details of the turn start process will be discussed later, but here we will explain the general flow of the turn start process.

[0389] In the main character development game, each round determines whether various events will occur. Events are broadly categorized into three types: scenario events, the aforementioned dedicated events for each character development target, and support events. Furthermore, each scenario predefines the scenario events, dedicated events, and support events that can occur in the main character development game.

[0390] Scenario events are defined for each scenario in the main game. In this embodiment, multiple scenarios are provided, and players can select a scenario. Scenario events appear for each scenario selected by the player. In other words, the scenario events that appear in the main game are determined based on the scenario selected by the player.

[0391] Scenario activities can also include both script-specific and script-common activities. Script-specific activities are activities associated with only one scenario. For example, a script-specific activity associated with the first scenario will only appear when the first scenario is selected and will not appear when another scenario is selected.

[0392] Furthermore, a scenario-common activity refers to an activity that appears in common in multiple scenarios. Therefore, a scenario-common activity appears both when the first scenario is selected and when the second scenario is selected.

[0393] Here, it is assumed that a script-specific activity and a script-common activity are provided as the script activity. However, only one of the script-specific activity and the script-common activity may be provided.

[0394] As described above, a dedicated event is an event pre-set for each character. In the development main game, a dedicated event for a character registered as a development target character by the player in the setup game, that is, the preparation phase process, occurs.

[0395] As mentioned above, assist events are pre-set for each assist card. Assist events associated with assist cards registered by the player in the setup game appear in the main development game. Assist events include a first event that can occur at the start of a round and a second event that can occur after training. The first event is determined at the start of a round based on a randomly acquired random number and the first event table.

[0396] Regarding the second event, after determining each assisting character deployed during training, a random number obtained and the second event table are used to determine whether the second event will occur. Furthermore, only when an assisting character is deployed during training, the second event is determined for that deployed assisting character.

[0397] Furthermore, in this embodiment, the first action is not limited to selecting an assist action associated with an assist card registered to the deck by the player during the setup phase. Alternatively, an assist action associated with an assist card selected from all assist cards installed in the game through a lottery can be selected. However, the probability of selecting an assist action associated with an assist card registered to the deck is higher than the probability of selecting an assist action associated with an assist card not registered to the deck.

[0398] In this way, the occurrence of scenario events is determined based on the scenario. Furthermore, the occurrence of dedicated events and support events is determined based on the character development target and support cards, respectively. These event types are distinguished by the information used to determine the occurrence of the event.

[0399] In contrast, in this embodiment, each activity is classified into one of six categories based on the content brought about by the activity. Here, each activity is classified into one of the following categories: first inspiration activity, second inspiration activity, first ability activity, second ability activity, adaptability activity, and story activity.

[0400] As described above, the first and second inspiration activities are activities that enable the acquisition of skills. Furthermore, the first and second ability activities are activities that increase or decrease the ability parameters of the character being developed. Suitability activities are activities that increase or decrease the suitability parameters of the character being developed. Story activities are activities that display stories related to the characters that appear in the development game. Furthermore, in addition to displaying the story, story activities may also cause changes in ability and suitability parameters.

[0401] Here, script activities include first inspiration activities, second inspiration activities, first ability activities, second ability activities, adaptive activities, and story activities. Furthermore, dedicated activities and support activities include first inspiration activities, second inspiration activities, first ability activities, and second ability activities. Furthermore, dedicated activities may also include story activities.

[0402] In this embodiment, the process at the start of the round includes the process of determining the scenario activity and the process of determining the dedicated activity. In addition, the illustration and description of the process of determining the scenario activity and the process of determining the dedicated activity are omitted here. Figure 25 The "processing for determining whether to execute the first activity", "processing for determining whether to deploy a character and the training items to deploy the character", "processing for setting the state in which friendship training can occur", "processing for determining the increase value of the ability parameter", and "processing for setting the state in which the second activity can occur" are shown. In addition, various other processes are executed in the turn start process, but they will be described in order here. Figure 25 The processing shown.

[0403] <Processing for Determining Whether the First Event Occurs>

[0404] In the process of determining whether to execute the first event, a lottery is performed to determine the first event to be executed from among the assist events associated with all assist cards provided by the operator. At this time, the probability of selecting the assist event associated with the assist card registered in the deck by the player during the preparation phase is set high.

[0405] <Determining whether to deploy a character and processing the training items for deploying the character>

[0406] Figure 26 This diagram illustrates the placement ratios for training items. A placement determination table is stored in the player terminal 1 and server 1000. Training items for character placement are determined based on the placement determination table. In this embodiment, training items are determined for all team members and story characters based on character identification information.

[0407] Here, the configuration decision table is set according to each character identification information, and in each configuration decision table, the configuration ratio of each training item is different. Specifically, according to the configuration decision table for assisting and specific characters, the decision to not configure in any training ("None" in the figure) is set to 10%, and the decision to configure in the training items of speed, endurance, strength, perseverance, and intelligence ("Speed," "Endurance," "Strength," "Perseverance," and "Intelligence" in the figure) are all set to 18%. This configuration decision table for assisting and specific characters is used when the character to be configured is set as an assisting character and is set as a specific character.

[0408] Furthermore, according to the specific character placement determination table, the decision to not place a character in any training is set at 20%, and the decision to place a character in the speed, endurance, strength, perseverance, and intelligence training programs is set at 16%. This specific character placement determination table is used when the target character is not set as an assisting character but as a specific character.

[0409] Furthermore, according to the assisting character placement determination table, the decision to not place a character in any training is set at 30%, and the decision to place a character in the speed, endurance, strength, perseverance, and intelligence training programs is set at 14%. This assisting character placement determination table is used when the target character is set as an assisting character and not as a specific character.

[0410] Furthermore, according to the placement determination table for other characters, the decision to not place a character in any training is set to 50%, and the decision to place a character in the training items of speed, endurance, strength, perseverance, and intelligence is set to 10%. The placement determination table for other characters is used when the target character is not set as an auxiliary character or a special character. Furthermore, the placement determination table for other characters can also be used when the target character is a story character, for example.

[0411] Thus, the possibility that a team member registered as an assisting role is deployed in training is higher than that of a team member not registered as an assisting role. In addition, the possibility that a team member registered as a specific role is deployed in training is higher than that of a team member not registered as a specific role.

[0412] In addition, as mentioned above, the assist card (assisting role) is set with a proficiency training. In the case where the target role is an assisting role, it is also possible to Figure 26The placement determination table shown in the figure can be modified to increase the probability of selecting the training items set for the assist cards. Alternatively, for example, an effect that increases the probability of being placed on a specific training item can be associated with some or all assist cards (assisting characters). For assisting characters associated with such an effect, the placement probability of being placed on a specific training item can be modified to increase.

[0413] In addition, each training item has an upper limit on the number of roles that can be placed. Here, "5" is set as the upper limit for all training items. Therefore, the maximum number of roles that can be placed in one training item is "5".

[0414] Furthermore, as described above, training items associated with each role are determined for each role. In this case, the order of the roles for which training items are determined is arbitrary. Furthermore, for example, if a role has already reached its upper limit for placement in a training item for which a role is to be assigned, it may be decided not to assign that role to any training item. Alternatively, a training item that has reached its upper limit for placement may be excluded from the selection process, and the placement probability of other training items may be altered.

[0415] However, the upper limit of the number of placements is not essential, and the placement characters may be placed in the training items according to the lottery results.

[0416] When the configuration characters are determined as described above, the configuration characters are associated with each training item, and the configuration information in which the training items and the configuration characters are associated is stored in the player terminal 1 and the server 1000 .

[0417] <Setting the state where friendship training can occur>

[0418] Return to Figure 25 As described above, once the configuration information is determined, the state in which friendship training can occur is set. Specifically, the assisting character is extracted from the characters configured in the training project. Then, for the extracted assisting character, it is determined whether the setting conditions for the state in which friendship training can occur are met. As described above, the setting conditions for the state in which friendship training can occur are set as follows: the training project in which the assisting character is configured is a proficient training, and the bond parameter associated with the assisting character is greater than a specified value.

[0419] Furthermore, information indicating that friendship training is possible is associated with the supporting characters that meet the conditions for enabling friendship training. Furthermore, information indicating that friendship training is possible is also associated with the training items configured with the supporting characters that meet the conditions for enabling friendship training. Thus, the friendship training is enabled.

[0420] <Processing for Determining the Increased Value of Capability Parameters>

[0421] In a round in which training can be performed, an increase value of the ability parameter when training is successful is determined for each training item.

[0422] Figure 27A is a diagram illustrating the training level table. Figure 27A As shown, the training level is set to increase according to the number of times each training is selected. Specifically, when the number of times each training is selected is 3 or less, the training level related to speed, endurance, strength, perseverance, and intelligence is set to "Level 1". When the number of times each training is selected is 4 or more and 7 or less, the training level is set to "Level 2". When the number of times each training is selected is 8 or more and 11 or less, the training level is set to "Level 3". When the number of times each training is selected is 12 or more and 15 or less, the training level is set to "Level 4". When the number of times each training is selected is 16 or more, the training level is set to "Level 5".

[0423] Furthermore, here, the training level is described as increasing based on the number of training selections. However, the conditions for increasing the training level are not limited to this. For example, the training level may also increase or decrease based on the number of selections. Alternatively, the training level may also change based on the number of rounds. Furthermore, the training level is not essential.

[0424] In this embodiment, when the training selected by the player is performed and succeeds, the value of a predetermined ability parameter increases according to the performed training item.

[0425] Specifically, in this embodiment, when speed training is performed and successful, the values ​​of the speed and strength ability parameters increase.

[0426] In addition, when the training of endurance is performed and successful, the values ​​of the ability parameters of endurance and perseverance increase.

[0427] In addition, when strength training is performed and successful, the values ​​of the ability parameters of endurance and strength increase.

[0428] In addition, when the training of perseverance is performed and successful, the values ​​of the ability parameters of speed, strength, and perseverance increase.

[0429] In addition, when the training of intelligence is performed and successful, the values ​​of the ability parameters of speed and intelligence increase.

[0430] In this embodiment, the value of the ability parameter that increases when training is successful is calculated by adding a reward additional value described later to a fixed increase value determined according to the executed training program and training level.

[0431] Figure 27B This is a diagram illustrating the rising fixed value (speed) table. Figure 27C This is a diagram illustrating the rising fixed value table (force). Figure 27B The following shows the fixed value of the increase when the training item is speed. Figure 27C The rising fixed value when the training program is strength is shown.

[0432] like Figure 27B and Figure 27C As shown in FIG. 1 , the fixed value table for increasing the training program and the training level corresponding to the fixed value for increasing the training program is stored. Figure 27B and Figure 27C As shown, the ability parameter is set to increase more significantly as the training level increases.

[0433] Although not described here, there are also provided fixed-value tables for increases when endurance, perseverance, and intelligence are selected as training items.

[0434] Furthermore, in this embodiment, numerous additional conditions are set for ability parameter calculations. For example, a specific character or supporting character can be assigned to a training item. In this case, a predetermined additional value is added to the fixed value for the increase. Alternatively, for example, growth rates for each training item can be pre-set for each target character. In this case, the fixed value for the increase is multiplied by the growth rate for each training item.

[0435] As such, if the addition condition is met, the additional value is added to the fixed value or multiplied by the specified addition rate. Finally, the calculated value is multiplied by the Friendship Bonus addition rate. The Friendship Bonus addition rate is used when the Friendship Bonus is enabled for the training program. Furthermore, the Friendship Bonus addition rate is calculated for each character configured in the training program.

[0436] For example, let's assume the Friendship Bonus bonus rate is 20%, and there are three characters configured with Friendship Bonus enabled, all assigned to the same training event. In this case, the Friendship Bonus bonus rate is 60%. Multiplying by the Friendship Bonus bonus rate increases the value of the ability parameter.

[0437] <Processing of Setting the Occurrence Status of the Second Activity>

[0438] Return to Figure 25For the assisting character arranged in any training item, a second activity is set to be available. The second activity is selected by lottery from the assisting activities (second activities) associated with the assisting character (assisting card) arranged in each training item.

[0439] In this embodiment, a process is performed to determine whether to set the second activity to a state where all assisting characters arranged in the training program are enabled. If the player selects a training session in which an assisting character with the second activity enabled is arranged, the second activity occurs after the training session is performed.

[0440] Furthermore, there are cases where the second activity's enablement status is set for each of the multiple assisting characters configured in a single training program. In this case, during the training session, only one of the second activities set to enablement status may be executed. Alternatively, all second activities set to enablement status may be executed.

[0441] As described above, in the main development game, players can increase the ability parameters of the character being developed as rounds progress. Ability parameters increase through successful training or the occurrence of various events. The development game ends when all rounds are completed. Furthermore, if the set goals for each character are not achieved during the main development game, the development game ends at that point.

[0442] When the development game ends, the character developed in the development game is stored as the development character. More strictly speaking, information related to the development character developed in the development game (hereinafter referred to as development character information) is stored in association with the player ID. Furthermore, the development character information is stored on both the player terminal 1 and the server 1000. The development character information stored in association with the player ID includes ability parameters, suitability parameters, acquired skills, and inheritance information.

[0443] Furthermore, in this embodiment, at the end of all rounds in the main development game, players can choose to evolve skills. Specifically, if the development target character in the main development game acquires a skill corresponding to an evolution and the evolution conditions for the skill are met, the player can choose whether to change the acquired evolution-compatible skill to an evolved skill. In other words, skills can be changed if the evolution conditions set for each skill and associated with the acquired information are met.

[0444] Figure 28A 2 is a diagram illustrating the end confirmation dialog box 280 . Figure 28B This is a diagram illustrating the revelation image 281. Figure 28C This is the first figure illustrating the evolution skill selection dialog box 282. Figure 28D This is the second figure for explaining the evolution skill selection dialog box 282. In the main game, when all rounds are completed, the final screen (not shown) is displayed. In this final screen, for example, you can consume skill points to acquire the skills you possess. In addition, when the end button set on the final screen is operated, the final screen is superimposed with the display. Figure 28A The end confirmation dialog box 280 is shown.

[0445] The end confirmation dialog box 280 is provided with a cancel operation unit 280a and a confirmation operation unit 280b. When the cancel operation unit 280a is operated, the end confirmation dialog box 280 is closed. In addition, the confirmation operation unit 280b is used to accept the end operation to end the development main game. When the end operation is input to the confirmation operation unit 280b, if the development target character has acquired skills that meet the evolution conditions, the display Figure 28B Revelation image 281 shown.

[0446] Here, the cut-in image showing the character to be developed is displayed as a revelation image 281 superimposed on the end confirmation dialog box 280. When the revelation image 281 is displayed for a predetermined time, the next Figure 28C The evolution skill selection dialog box 282 is shown. In other words, revelation image 281 indicates that the evolution skill selection dialog box 282 is displayed, meaning that an evolution skill can be selected. The content of revelation image 281 is not particularly limited. However, revelation image 281 preferably indicates what will happen next.

[0447] An acquired skill display column 283 is displayed in the upper portion of the evolution skill selection dialog box 282. This acquired skill display column 283 displays acquired skills acquired in the main game and skills for which the evolution conditions are met. Furthermore, an evolution skill display column 284 is displayed below the acquired skill display column 283. This evolution skill display column 284 displays evolution skills that meet the evolution conditions, i.e., evolution skills that can be obtained by changing from acquired evolution-compatible skills.

[0448] exist Figure 28C In the example shown, the evolution conditions of the two evolutionary skills associated with the evolutionary corresponding skills are both met. Figure 28C As shown, two evolution skill display columns 284 are displayed. In addition, if the evolution condition of only one of the two evolution skills associated with the evolution-compatible skill displayed in the acquired skill display column 283 is met, only one evolution skill display column 284 is displayed.

[0449] In addition, if Figure 28CAs shown, when the evolution skill selection dialog box 282 is initially displayed, the evolution skill display column 284 is grayed out, and the acquired skill display column 283 is highlighted in a more prominent manner than the evolution skill display column 284. Furthermore, in this state, the evolution-compatible skill displayed in the acquired skill display column 283 is selected. In this state, for example, assume that an operation input is made to the upper of the two evolution skill display columns 284.

[0450] In this case, if Figure 28D As shown, the evolved skill display column 284 on which the operation input is made is highlighted, and the acquired skill display column 283 and the lower evolved skill display column 284 are grayed out. In this state, the evolved skill corresponding to the upper evolved skill display column 284 is selected.

[0451] The evolution skill selection dialog box 282 includes a confirmation operation unit 282a. When the confirmation operation unit 282a is operated, the selected skill is determined as an acquired skill. Furthermore, the player does not necessarily need to change an acquired evolution-compatible skill to an evolution skill. To avoid changing an evolution-compatible skill to an evolution skill, the player can simply operate the confirmation operation unit 282a while the acquired skill display column 283 is selected.

[0452] Alternatively, when the evolution condition of an acquired evolution-compatible skill is satisfied, the player may be required to change the evolution-compatible skill to an evolved skill.

[0453] In addition, sometimes multiple evolutionary skills are obtained when the evolutionary conditions are met. In this case, Figure 28C or Figure 28D As shown, switch operation units 283a are provided on the left and right sides of the acquired skill display bar 283. When switch operation units 283a are operated, the evolution-compatible skills and evolution skills displayed in the evolution skill selection dialog box 282 are switched. If only one evolution-compatible skill has been acquired for which the evolution conditions are met, switch operation unit 283a is not displayed. Therefore, in this case, the evolution-compatible skills and evolution skills are not switched in the evolution skill selection dialog box 282.

[0454] Figure 29A This is the third figure illustrating the evolution skill selection dialog box 282. Figure 29B 282 is a fourth figure illustrating the evolution skill selection dialog box. Figure 28D In the state shown in FIG. 2 , the switching operation unit 283a is operated. In this case, as shown in FIG. Figure 29A As shown, the evolution-compatible skills displayed in the acquired skill display column 283 are changed. Here, the skill "Chase" is switched to the skill "Monster".

[0455] In addition, Figure 29A In the example shown, the evolution condition of the skill "Monster A" which is the evolution skill associated with the skill "Monster" is met, and the evolution condition of the skill "Monster B" is not met. Therefore, in this case, only the evolution skill display column 284 corresponding to "Monster A" is displayed in the evolution skill selection dialog box 282. Figure 29A When the evolution skill display bar 284 is operated in the state shown, Figure 29B As shown, the evolution skill display column 284, that is, the skill "Monster A" is selected.

[0456] In this way, the player can select a skill that will eventually be associated with the character being developed from among all the evolution-compatible skills for which the evolution conditions are met in the evolution skill selection dialog box 282 .

[0457] Figure 30A This is the first picture that illustrates the evolutionary performance image. Figure 30B This is the second figure illustrating the evolutionary performance image. Figure 30C The third figure illustrates the evolution performance image. Assume that the decision operation unit 282a is operated in the evolution skill selection dialog box 282 while at least one evolution skill is selected. In this case, an evolution performance is performed to indicate that the corresponding evolution skill will change into the evolution skill. During the evolution performance, the evolution performance image is displayed on the display 26.

[0458] Here, the evolution performance image includes a first image 285a, a second image 285b, and a third image 285c. Figure 30A The first image 285a is displayed as shown. Here, as the first image 285a, an image of the character to be cultivated shouting "evolution" is displayed. When the first image 285a is displayed for a predetermined time, the second image 285b is displayed next. The second image 285b is as shown. Figure 30B As shown in the figure, it is suggested that the skill "Chase" will be changed to the image of the skill "Chase A". This second image 285b is provided for each evolution-compatible skill and each evolution skill.

[0459] When the second image 285b is displayed for a predetermined time, the third image 285c is displayed next. The third image 285c is as follows. Figure 30C As shown, a text image states that "Skill 'Chase' has evolved into skill 'Chase A'." In this manner, in this embodiment, the content of the changed skill is revealed by the evolutionary performance image.

[0460] Here, if only one evolution skill is selected in the evolution skill selection dialog box 282, the evolution performance ends with the display of one evolution performance image. On the other hand, if multiple evolution skills are selected in the evolution skill selection dialog box 282, the display of the above-mentioned evolution performance image is repeated a number of times corresponding to the number of selected evolution skills.

[0461] Figure 31A This is the fourth picture illustrating the evolutionary performance image. Figure 31B This is the fifth picture illustrating the evolutionary performance image. Figure 31C This is the sixth figure for explaining the evolution performance image. When multiple evolution-compatible skills are to be transformed into evolution skills, the evolution performance image is repeatedly displayed during the evolution performance. For example, when two evolution-compatible skills are to be transformed into evolution skills, first Figure 30A 、 Figure 30B 、 Figure 30C As shown in the figure, the first evolution performance image is displayed to reveal the changes in the skills corresponding to the first evolution. Figure 31A 、 Figure 31B 、 Figure 31C As shown, the first image 285a, the second image 285b, and the third image 285c, which are the second evolution performance images, are sequentially displayed. This reveals the change in the skill corresponding to the second evolution.

[0462] As described above, in this embodiment, an evolutionary performance image is displayed to indicate skill changes. Furthermore, if there are multiple skills to change, images or text corresponding to the multiple skills are displayed consecutively within the evolutionary performance image. The above-described evolutionary performance is merely an example, and the specific content of the evolutionary performance image is not particularly limited. Alternatively, if there are multiple skills to change, images or text corresponding to multiple skills may be displayed simultaneously within the evolutionary performance image.

[0463] Figure 32A This is the first figure illustrating the evolutionary performance image of the modification example. Figure 32B This is the second figure illustrating the evolutionary performance image of the modification example. Figure 32C 3 is a diagram illustrating an evolutionary image of a modified example. In the evolutionary image of the modified example, as described above, Figure 32A The first image 285a is displayed as shown. Figure 32B At this time, in a modified example, images corresponding to a plurality of evolution-compatible skills are displayed simultaneously.

[0464] Specifically, in the second image 285b, the screen is divided into two display areas. In addition, images corresponding to different evolution-compatible skills are displayed in each of the divided display areas. Figure 32BIn the example shown, the skill "Chase" revealed in the upper display area will change to the skill "Chase A", and the skill "Monster" revealed in the lower display area will change to the skill "Monster A".

[0465] In the third image 285c of the modified example, a message indicating which evolution-compatible skill will be transformed into which evolution-compatible skill is displayed in a text image. In this case, in the third image 285c, messages corresponding to two evolution-compatible skills are displayed simultaneously in a single text image.

[0466] Furthermore, the display mode of the evolutionary performance image can also vary depending on the number of skills to be changed. For example, if the number of skills to be changed is less than a specified number, the evolutionary performance image can be displayed as in the above embodiment, while if the number of skills to be changed is greater than the specified number, the evolutionary performance image can be displayed as in the above variation. Furthermore, for example, the display content of the evolutionary performance images, such as the second image 285b and the third image 285c, is determined based on the skills to be changed. In other words, the display content of the evolutionary performance image will naturally vary depending on the skills to be changed.

[0467] In character development games, the parameters of the character being developed are crucial. According to this embodiment, through the evolutionary performance, players can appropriately master the acquisition and transformation of skills. In particular, even when multiple skills are being transformed, an image is displayed for each skill. This reduces the concern that players will not be able to properly master the acquired skills, thereby reducing the enjoyment of the game.

[0468] As described above, when the evolution performance image is displayed in the evolution performance, the development game ends. When the development game ends, the evaluation score of the developed character is calculated. Here, the evaluation score is calculated based on the ability parameters, suitability parameters, acquired skills, competition records, team competition records, etc. at the end of the development game. In addition, a method for calculating the evaluation score, in other words, a calculation formula for calculating the evaluation score is prepared in advance, and the evaluation score is calculated based on the prescribed calculation formula. In addition, the calculation method and calculation formula of the evaluation score are not particularly limited. For example, the evaluation score can also be calculated based only on the ability parameters, suitability parameters, acquired skills, etc. at the end of the development game that affect the results of the game when the development character participates in a team competition game or other games.

[0469] In addition, for the development characters, the development level is set based on the evaluation points. The development level is an indicator of the strength of the development character, and a range of evaluation points corresponds to each development level. For example, a development character with an evaluation score of 13000-14499 is given an "A+" development level, and a development character with an evaluation score of 14500-15499 is given an "S" development level. In this way, by assigning a development level based on the evaluation points, it is easy to know the approximate strength of the development character. In addition, the development character information can also include the evaluation score and development level.

[0470] Figure 33A This is the first figure for explaining the development completion screen 330 . Figure 33B This is the second figure for explaining the development completion screen 330. Figure 33C 3 is a third diagram illustrating the development completion screen 330. When the development game ends, Figure 33A As shown, the development completion screen 330 is displayed on the display 26. In the development completion screen 330, the development level of the developed development character is first displayed, and then, as shown in FIG. Figure 33B As shown, the evaluation score is displayed.

[0471] In addition, when a predetermined time has passed since the evaluation score was displayed, Figure 33C As shown, the character's ability parameters, suitability parameters, and acquired skills are displayed on the development completion screen 330. A close operation unit 331 is provided on the development completion screen 330. When the close operation unit 331 is clicked, the development completion screen 330 disappears and the home screen 100 is displayed on the display 26.

[0472] Furthermore, when the character development game ends, a lottery is performed for the factors that the character will acquire, and the factor information is associated with the character and stored. Although not shown in the figure, the player can display the factor information acquired by the character on the development completion screen 330. The factor lottery is performed according to pre-set conditions for each factor type. The probability of obtaining the factor is set based on the results of the development game.

[0473] In addition, when more than one evolutionary skill is obtained, the display of the evolutionary performance image ends and the cultivation completion screen 330 is displayed. On the other hand, when none of the evolutionary corresponding skills for which the evolutionary conditions are met are obtained, the following steps are performed: Figure 28A The confirmation operation portion 280b of the end confirmation dialog box 280 shown displays the development completion screen 330 instead of the evolution skill selection dialog box 282 and the evolution performance image.

[0474] Furthermore, there are cases where the evolution skill selection dialog box 282 is displayed but no evolution skill has been selected. In this case, when the decision operation unit 282a of the evolution skill selection dialog box 282 is operated, the development completion screen 330 is displayed instead of the evolution performance image. However, in this case, the development completion screen 330 may be displayed after a performance image is displayed.

[0475] As described above, upon completion of the development game, a character is generated, associated with the target character, various parameters, and skills. Furthermore, an evolutionary performance image is displayed from the start of the development game until the character is generated. Furthermore, an operation to end the development game is accepted, and the character generation and evolutionary performance image display are executed based on the input of the operation to end the development game.

[0476] Furthermore, the evolution performance image can be displayed after the development game has concluded. For example, by the time the development completion screen 330 is displayed, the development game has already concluded. Therefore, the evolution performance image can be displayed after the development completion screen 330 is displayed. In this case, for example, on the development completion screen 330, the skill corresponding to the evolution before the change is temporarily displayed as the acquired skill. After the evolution performance image is displayed, the display of the acquired skill is changed.

[0477] Furthermore, the timing for changing skills can also be during the main development game. For example, it is also possible to change an evolution-compatible skill to an evolved skill at the time when the evolution conditions are met. In this case, for example, the evolved skill can also be activated during a match in the main development game.

[0478] Next, the functional configurations of the player terminal 1 and the server 1000 for executing the above-mentioned development game will be described.

[0479] (Functional Structure of Player Terminal 1)

[0480] Figure 34 This figure illustrates the structure and computer functions of the memory 12 in the player terminal 1. A program storage area 12a and a data storage area 12b are provided in the memory 12. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0481] The terminal side game control program includes an information setting processing program 700, a development game execution program 701, and a development completion processing program 702. Figure 34 The programs listed in are just examples, and many other programs are provided in the terminal-side game control program.

[0482] The data storage area 12b is provided with a player information storage unit 750 and a game information storage unit 751 as storage units for storing data. In addition, many storage units are also provided in the data storage area 12b. Here, information directly related to games such as development games (hereinafter referred to as game information) is stored in the game information storage unit 751. In addition, temporary storage of various information in the progress of each game such as development games is also carried out in the game information storage unit 751. Therefore, all information related to the development characters developed in the development games is stored in the game information storage unit 751. In addition, for example, all information other than game information, such as information related to the player or other players, and setting information of the player terminal 1, is used as player information. Player information is stored in the player information storage unit 750.

[0483] The CPU 10 executes the programs stored in the program storage area 12a to update the data in the various storage units of the data storage area 12b. Furthermore, by executing the programs stored in the program storage area 12a, the CPU 10 causes the player terminal 1 (computer) to function as a terminal-side game control unit 1A. The terminal-side game control unit 1A includes an information setting processing unit 700a, a development game execution unit 701a, and a development completion processing unit 702a.

[0484] Specifically, the CPU 10 causes the information setting processing program 700 to execute, causing the computer to function as an information setting processing unit 700a. Similarly, the CPU 10 causes the development game execution program 701 and the development completion processing program 702 to execute, causing them to function as a development game execution unit 701a and a development completion processing unit 702a, respectively.

[0485] When various information settings are made in the player terminal 1, the information setting processing unit 700a stores the set information as player information in the player information storage unit 750. When the information in the player information storage unit 750 is updated, the information setting processing unit 700a transmits the updated information to the server 1000.

[0486] The development game execution unit 701a executes all processes related to the development game. Specifically, the development game execution unit 701a executes preparation phase processing and development phase processing.

[0487] When the development game is completed, the development completion processing unit 702a stores the development character information including the ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used in the development.

[0488] (Functional Structure of Server 1000)

[0489] Figure 35 This figure illustrates the structure and computer functions of the memory 1012 in the server 1000. A program storage area 1012a and a data storage area 1012b are provided in the memory 1012. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.

[0490] The server-side game control program includes an information setting processing program 1100, a development game execution program 1101, and a development game end processing program 1102. Figure 35 The programs listed in are just examples, and many other programs are provided in the server-side game control program.

[0491] The data storage area 1012b includes a player information storage unit 1150 and a game information storage unit 1151 as storage units for storing data. Furthermore, the data storage area 1012b includes numerous other storage units. Game information for all players is stored in the game information storage unit 1151, associated with their player IDs. Furthermore, player information for all players is stored in the player information storage unit 1150, associated with their player IDs.

[0492] The CPU 1010 executes the programs stored in the program storage area 1012a to update the data in the storage units of the data storage area 1012b. Furthermore, by executing the programs stored in the program storage area 1012a, the CPU 1010 causes the server 1000 (computer) to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes an information setting processing unit 1100a, a development game execution unit 1101a, and a development game end processing unit 1102a.

[0493] Specifically, the CPU 1010 causes the information setting processing program 1100 to execute, causing the computer to function as an information setting processing unit 1100a. Similarly, the CPU 1010 causes the development game execution program 1101 and the development game end processing program 1102 to execute, causing them to function as a development game execution unit 1101a and a development game end processing unit 1102a, respectively.

[0494] When various information settings are made in the player terminal 1, the information setting processing unit 1100a updates the player information in the player information storage unit 1150 based on the update information received from the player terminal 1. The information setting processing unit 1100a also measures time and updates the game points of each player.

[0495] The development game execution unit 1101a executes all processes related to the development game.

[0496] When the development game ends, the development game end processing unit 1102a generates evaluation scores and development levels for the developed character. Furthermore, the development game end processing unit 1102a determines the factors that the developed character will acquire through a lottery. Furthermore, development character information, including the character's ability parameters, suitability parameters, acquired skills, inheritance information, factor information, and the type of character used in development, is stored in the game information storage unit 1151, associated with the player ID.

[0497] Furthermore, the information setting processing unit 700a in the player terminal 1 and the information setting processing unit 1100a in the server 1000 share the same function of storing player information, but the specific processing content and the scope of the stored player information differ. Furthermore, the development game execution unit 701a in the player terminal 1 and the development game execution unit 1101a in the server 1000 share the same function of executing development game-related processes, but their roles, i.e., their scope of responsibilities, differ.

[0498] Next, the processing performed by each functional unit in the player terminal 1 and the server 1000 will be described using a flowchart.

[0499] (Processing by Player Terminal 1 and Server 1000)

[0500] <Processing related to development games>

[0501] Figure 36 This is a sequence diagram illustrating the processing related to the development game in the player terminal 1 and the server 1000. In the following description, the processing in the player terminal 1 is represented as Pn (n is an arbitrary integer). Furthermore, the processing in the server 1000 is represented as Sn (n is an arbitrary integer).

[0502] When a player performs various setting change operations on the player terminal 1, the information setting processing unit 700a of the player terminal 1 performs information setting processing (P1) to update the player information storage unit 750 based on the player's operation input. During this information setting processing, update information is transmitted to the server 1000. Upon receiving the update information, the information setting processing unit 1100a of the server 1000 updates the player information in the player information storage unit 1150 (S1).

[0503] In addition, player information updated in P1 and S1 includes, for example, profile information that players can set. Furthermore, when, for example, an operation to add another player as a friend or an operation to remove a friend is input as a setting change, information related to the friend, namely, friend information, is updated. Furthermore, in P1 and S1, the information setting processing unit 700a and the information setting processing unit 1100a each manage the game points consumed to play the development game. If the game points are below the upper limit, the information setting processing units 700a and 1100a measure time and award a specified number of game points to the player at specified intervals.

[0504] Furthermore, when the player performs a character strengthening operation for strengthening a character (character card) at the player terminal 1 , the information setting processing unit 700 a performs a character strengthening process ( P2 ).

[0505] Figure 37 1 is a flowchart illustrating the character enhancement process in the player terminal 1. In addition, here, the process related to the awakening level in the character enhancement process is explained, and the explanation of other processes is omitted. For example, when the enhancement screen selection operation unit 102b is operated, a selection screen for selecting the enhancement type is displayed. In this selection screen, the player can select either a character or an assist card as the enhancement type. The operation of the player selecting a character as the enhancement type in the selection screen is a character enhancement operation. In addition, as described above, the character details screen 160 (refer to Figure 6B ) is also a character strengthening operation.

[0506] When a character enhancement operation is input, the information setting processing unit 700a extracts the held character (P2-1). The information setting processing unit 700a then executes a character enhancement screen display process (P2-2). In this process, a character enhancement screen 165 is generated based on the extracted held character and displayed. Furthermore, the character enhancement screen display process switches the display screen and updates the selected character based on the player's input. When the awakening level enhancement button 169a is pressed on the character enhancement screen 165, a confirmation screen is displayed.

[0507] When an awakening level enhancement operation is input on the confirmation screen ("Yes" in P2-3), the information setting processing unit 700a transmits update request information to the server 1000 (P2-4). Although detailed description is omitted, upon receiving the update request information, the server 1000 confirms whether the player possesses the item required to increase the awakening level. If the player possesses the required item, the awakening level is updated by consuming the item (S1). Furthermore, the server 1000 causes the player terminal 1 to receive permission information.

[0508] When the player terminal 1 receives the permission information ("Yes" in P2-5), the information setting processing unit 700a executes an awakening level enhancement performance to indicate that the awakening level has increased (P2-6). Furthermore, the information setting processing unit 700a updates the awakening skill information based on the updated awakening level (P2-7). Unlock information indicating that the awakening skill has been unlocked is stored here. The information setting processing unit 700a also updates other information, such as the awakening level and the number of items held (P2-8).

[0509] Return to Figure 36 When a development game start operation is inputted at the player terminal 1 to start the development game, the development game execution unit 701a executes a preparation phase process (P6). Furthermore, during this preparation phase process, communication processing is performed between the player terminal 1 and the server 1000. In the server 1000, based on the information received from the player terminal 1, the development game execution unit 1101a executes a preparation phase process (S6).

[0510] Figure 38 This is a flowchart illustrating the preparation phase processing (P6) in the player terminal 1. The development game execution unit 701a of the player terminal 1 executes the development target character selection screen display processing (P6-1). Here, the development game execution unit 701a displays the development target character selection screen 150 and temporarily registers the development target character based on the player's operation input.

[0511] Specifically, when a player inputs a display switching operation to switch the display screen, the development game execution unit 701a switches the display screen of the display 26. For example, when a long-press operation is input on the character icon 151 in the development target character selection screen 150, the development game execution unit 701a displays the character details screen 160. Furthermore, when the enhancement operation unit 163b is operated in the character details screen 160, the character enhancement screen 165 is displayed. Furthermore, when a selection operation (operation on the character icon 151) is input in the development target character selection screen 150, the development game execution unit 701a temporarily stores the character corresponding to the character icon 151 to which the selection operation was input and switches the display screen.

[0512] Furthermore, when a decision operation (operation on the next operation unit 154) is input on the development target character selection screen 150, the development game execution unit 701a temporarily registers the temporarily stored character as the development target character. Furthermore, the development game execution unit 701a obtains information related to representative characters extracted according to predetermined extraction conditions, such as the friend's representative character, from the server 1000 and displays the successor character selection screen 170.

[0513] Next, the development game execution unit 701a executes the successor character selection screen display process (P6-2). Here, when a display switching operation is input, the development game execution unit 701a switches the display screen of the display 26. Furthermore, when a selection operation (operation on a development character icon 182) is input on the development character list screen 180, the development game execution unit 701a temporarily stores the character corresponding to the development character icon 182 subjected to the selection operation as the successor character and switches the display screen.

[0514] Furthermore, when a decision operation (operation on the next operation unit 154 ) is input on the succession character selection screen 170 , the development game execution unit 701 a displays the assist card arrangement screen 190 on the display 26 .

[0515] Next, the development game execution unit 701a executes the assist card selection screen display process (P6-3). Here, when a selection operation (an operation on the card icon 201 of an assist card) is input, the development game execution unit 701a temporarily stores the assist card corresponding to the selected card icon 201 and switches the display screen.

[0516] Furthermore, when a display switching operation for switching the display of the screen is input while the assist card layout screen 190 is being displayed, the development game execution unit 701a switches the display screen of the display 26. Furthermore, when a decision operation (operation on the start operation unit 193) is input, the development game execution unit 701a displays the final confirmation screen 205 on the display 26.

[0517] Next, the development game execution unit 701a executes a final confirmation screen display process (P6-4). Here, when a display switching operation for switching the display screen is input, the development game execution unit 701a switches the display screen of the display 26.

[0518] When a selection operation (operation on the selection operation unit 206c) is input on the preset selection screen 205A, the development game execution unit 701a temporarily stores the reservation selection information corresponding to the preset for which the selection operation was input, and switches the display screen.

[0519] When a decision operation (operation on the start operation unit 205b) is input on the final confirmation screen 205, the development game execution unit 701a executes the preparation phase completion process (P6-5). Here, the development game execution unit 701a determines whether the game points are greater than a specified value (e.g., 30). If the game points are greater than the specified value, a confirmation message is sent to the server 1000.

[0520] Furthermore, the confirmation information includes information for identifying the temporarily registered development target character, successor character, and assist card. Upon receiving the confirmation information, the server 1000 executes the preparation phase process (S6). The server 1000 determines whether to allow the execution of the development main game using the temporarily registered development target character, successor character, and assist card. Details will be described later.

[0521] After sending the confirmation information, the development game execution unit 701a registers the temporarily registered development target character when receiving the permission information from the server 1000. In addition, the development game execution unit 701a registers the development character temporarily stored as the successor character and the temporarily stored assist card into the deck.

[0522] Furthermore, the development game execution unit 701a registers the character ID of the character designated as the specific character based on the specific character information. Furthermore, the development game execution unit 701a sets initial character identification information. Furthermore, the development game execution unit 701a registers the temporarily stored pre-set reservation selection information. This concludes the preparation phase completion process, and the development main game begins.

[0523] Figure 39 This is a flowchart illustrating the preparation phase processing (S6) in the server 1000. Upon receiving the confirmation information, the development game execution unit 1101a checks the player's owned characters stored in the player information storage unit 1150 (S6-1). If the development target character selected by the player is included in the owned characters, the development game execution unit 1101a determines that there is no abnormality (S6-2).

[0524] If the character selected by the player is normal ("Yes" in S6-2), the development game execution unit 1101a checks whether the assist card selected by the player is normal (S6-3). In addition, in S6-3, if an assist card is selected that the player does not have, if the rental card selected by the player is not associated with the player ID, or if the assist character and the development character are the same, it is determined that there is an abnormality.

[0525] If the assist card selected by the player is normal ("Yes" in S6-4), the development game execution unit 1101a checks the development character information stored in the game information storage unit 1151 (S6-5). Then, if the development character selected by the player as the successor character is associated with the player's player ID, that is, if the development character developed by the player himself is selected as the successor character, the development game execution unit 1101a determines that there is no abnormality in the successor character ("Yes" in S6-6).

[0526] If the inherited character is determined to be normal, the development game execution unit 1101a determines whether the development character selected by the player as the inherited character includes other players' representative characters (S6-7). If other players' representative characters are included ("Yes" in S6-7), the development game execution unit 1101a determines whether the number of uses on that day is less than 3 (S6-8).

[0527] If the number of uses on that day is less than three ("Yes" in S6-8), the development game execution unit 1101a determines whether the player holds more than 2000 in-game currency (S6-9). In other words, in S6-8 and S6-9, it is determined whether the scheduling conditions are met. If the player holds more than 2000 in-game currency ("Yes" in S6-9), the development game execution unit 1101a increments the number of uses on that day by "1" (S6-10). Furthermore, the development game execution unit 1101a decrements the number of in-game currency held by the player information storage unit 1150 by 2000 (S6-11).

[0528] Furthermore, the development game execution unit 1101a deducts a specified value (e.g., 30) from the player's game points (S6-12). Then, if there are no abnormalities in the development target character, the inherited character, and the assist card, and if the arrangement conditions for using the representative character of another player are met, the development game execution unit 1101a sets permission information (S6-13) and causes the player terminal 1 to receive the permission information. On the other hand, if there is an abnormality in any of the development target character, the inherited character, and the assist card, or if the arrangement conditions for using the representative character of another player are not met, the development game execution unit 1101a sets disapproval information (S6-14) and causes the player terminal 1 to receive the disapproval information. When the disapproval information is received, the final confirmation screen 205 is displayed on the player terminal 1 to inform the player of the specified error.

[0529] Return to Figure 36When the preparation phase (P6, S6) is completed, the development phase (P7) is executed by the development game execution unit 701a in the player terminal 1. Furthermore, during this development phase, communication is performed between the player terminal 1 and the server 1000. In the server 1000, the development phase (S7) is executed by the development game execution unit 1101a based on the information received from the player terminal 1.

[0530] Next, the development phase process (P7) executed by the player terminal 1 and the development phase process (S7) executed by the server 1000 will be described. However, for ease of understanding, the process in the player terminal 1 and the process in the server 1000 will be described in the order in which they are described.

[0531] Figure 40 This is a flowchart illustrating the development phase processing in server 1000. The development game execution unit 1101a of server 1000 waits for a start command from player terminal 1 (S7-1). Upon receiving the start command ("Yes" in S7-1), the development game execution unit 1101a executes the turn start processing (S10). The start command is transmitted from player terminal 1 to server 1000, for example, upon completion of the current turn-related processing or performance.

[0532] Figure 41 This is a flowchart illustrating the process of starting a turn in server 1000. The development game execution unit 1101a of server 1000 updates the current turn number (S10-1). If the current turn is a factor activation turn ("Yes" in S10-2), the development game execution unit 1101a executes the activation factor determination process (S10-3). Here, a decision is made regarding whether to activate a factor for each registered successor character.

[0533] Furthermore, the development game execution unit 1101a executes an event occurrence determination process (S10-4). Here, the development game execution unit 1101a determines the event to occur in the current round, including the scenario event, the dedicated event, and the first event.

[0534] In addition, if the current round is not a match-limited round ("No" in S10-5), the development game execution unit 1101a executes the configuration character determination process (S10-6). Here, the development game execution unit 1101a determines the configuration of specific characters such as auxiliary characters and story characters based on the configuration presence table ( Figure 26 ) and decides whether to configure and the training items of the role by drawing. At this time, when the training items of the role are determined, the development game execution unit 1101a associates the role with the determined training items and stores them.

[0535] Next, the development game execution unit 1101a executes friendship training setting processing (S10-7). Figure 25 The "processing of setting a state where friendship training can occur" described above. Specifically, the development game execution unit 1101a extracts the assisting characters assigned to any training item. Furthermore, for each of the extracted assisting characters, the development game execution unit 1101a determines whether or not the conditions for enabling friendship training are met. The development game execution unit 1101a associates friendship training occurrence information with the assisting characters that meet the conditions for enabling friendship training. Furthermore, the training items in which the assisting characters that meet the conditions for enabling friendship training are assigned also associate friendship training occurrence information with the assisting characters.

[0536] Next, the development game execution unit 1101a executes the ability parameter determination process (S10-8). Figure 25 The "process of determining the increase value of the ability parameter" described above. Specifically, the development game execution unit 1101a selects one of the five training items as a training target. The development game execution unit 1101a obtains the training level of the ability parameter of the target and determines the fixed increase value.

[0537] Furthermore, the development game execution unit 1101a acquires character configuration information and determines the bonus value. Furthermore, the development game execution unit 1101a determines whether other bonus conditions are met and, based on the satisfied bonus conditions, determines the final bonus value for the training item being processed. The final bonus value for the ability parameter is determined for each training item.

[0538] Although detailed description is omitted, the ability parameter determination process determines the amount of physical strength loss or physical strength recovery when each training item is performed. In addition, the development game execution unit 1101a calculates the failure rate of training for each training item based on the physical strength of the development target character.

[0539] Next, the development game execution unit 1101a executes the second activity occurrence determination process (S10-9). Figure 25 The "process of setting the occurrence state of the second activity" described above is that the development game execution unit 1101a determines by lottery whether to execute the assistance activity preset for the assistance card associated with the training item.

[0540] Then, the development game execution unit 1101a stores the information determined in each of the above-mentioned processes as game information received by the player terminal 1 (S10-10).

[0541] Return to Figure 40After the round starts and the processing is completed, if a skill acquisition command indicating the acquisition of any skill is received from player terminal 1 ("Yes" in S7-2), skill information such as the skill acquisition information is updated (S7-3). Here, the acquired skill is associated with the acquisition information. In addition, the development game execution unit 1101a subtracts the skill points required to acquire the skill from the currently held skill points. In addition, the player terminal 1 receives the updated skill information. In addition, the server 1000 waits until a selection command is received from the player terminal 1 (S7-4).

[0542] Figure 42 This is a flowchart illustrating the development phase processing in player terminal 1. The development game execution unit 701a of player terminal 1 waits for game information to be received from server 1000 (P7-1). Upon receiving the game information ("Yes" in P7-1), the development game execution unit 701a executes command setting processing (P7-2). This processing sets the commands selectable by the player based on the current round number.

[0543] The development game execution unit 701a also performs display control processing (P7-3) to display the game screen based on the received game information. Here, the development game execution unit 701a displays the home screen 210, training screen 220, and other screens based on the received game information. Specifically, the development game execution unit 701a displays and arranges the character icon 228 for each training item on the training screen 220. Furthermore, the development game execution unit 701a controls the display of the status display unit 213. Furthermore, the development game execution unit 701a causes special effects to be displayed on the operation units corresponding to the training items set to the state where friendship training can occur, as well as on the training operation unit 216 on the home screen 210.

[0544] Furthermore, when the skill operation unit 217 is operated (YES in P7-4), the development game execution unit 701a executes the skill screen display process (P10).

[0545] Figure 43 This is a flowchart illustrating the skill screen display process in player terminal 1. The development game execution unit 701a obtains possessed skill information (P10-1), obtains inspiration information (P10-2), and obtains acquired skill information (P10-3). Furthermore, the development game execution unit 701a obtains the evolution conditions set for the corresponding skills of the development target character (P10-4). Furthermore, the development game execution unit 701a obtains evolution condition achievement information indicating whether the evolution conditions have been met (P10-5).

[0546] Based on the acquired information, the development game execution unit 701a generates various screens, such as the skill screen 230, the skill evolution confirmation screen 236, and the evolution condition confirmation screen 238 (P10-6). The development game execution unit 701a then displays the generated skill screen 230 (P10-7). Furthermore, if a screen switching operation is input ("Yes" on P10-8), the development game execution unit 701a executes screen switching processing to switch the displayed screen (P10-9).

[0547] Furthermore, when a skill acquisition operation (clicking the decision operation unit 235a) is input to acquire any possessed skill ("Yes" on P10-10), the development game execution unit 701a transmits a skill acquisition command to the server 1000 (P10-11). Subsequently, upon receiving skill information from the server 1000 ("Yes" on P10-12), the development game execution unit 701a updates the skill-related information associated with the skill (P10-13). Furthermore, when the return operation unit 235c is operated ("Yes" on P10-14), the display of the skill screen 230 ends.

[0548] Return to Figure 42 Before a turn-ending operation is input ("No" in P7-6), the development game execution unit 701a switches the display screen of the display 26 based on the player's operation input. Here, the turn-ending operation refers to an operation that ends the current turn, including operations on the rest operation unit 215, the exit operation unit 218, the speed operation unit 221, the endurance operation unit 222, the strength operation unit 223, the perseverance operation unit 224, the intelligence operation unit 225, and operations for determining the competition items of the game.

[0549] When a turn-end operation is input ("YES" in P7-6), the development game execution unit 701a transmits a selection command corresponding to the turn-end operation input by the player to the server 1000 (P7-7). Thereafter, the player terminal 1 waits until it receives result information from the server 1000 ("NO" in P7-8).

[0550] Return to Figure 40 When a selection command is received from the player terminal 1 (Yes in S7-4), the development game execution unit 1101a executes a selection command reception process (S20).

[0551] Figure 44This is a flowchart illustrating the selection command reception process in server 1000. Upon receiving a selection command indicating an operation input to the outing operation unit 218 ("Yes" in S20-1), the development game execution unit 1101a executes outing execution processing (S20-2). Here, an outing activity is determined that increases physical strength and physical condition parameters. Furthermore, the physical strength and physical condition parameters are updated based on the determined outing activity.

[0552] Upon receiving a selection command indicating an operation input to the rest operation unit 215 ("Yes" in S20-3), the development game execution unit 1101a performs a rest execution process (S20-4). Here, a rest activity is determined that increases the physical strength parameter. Furthermore, the physical strength parameter is updated based on the determined rest activity.

[0553] Upon receiving a selection command indicating the start of a match ("Yes" in S20-5), the development game execution unit 1101a performs a match execution process (S20-6). Here, a match simulation is performed based on the parameters of the development target character and the NPC participating in the match. Furthermore, the development game execution unit 1101a performs a reward assignment process (S20-7) to assign rewards to the player. Here, rewards are determined based on the simulation results, namely, the target character's arrival position, the progress of the match, and other factors, and the determined rewards are then assigned to the player.

[0554] Upon receiving a selection command indicating execution of any training ("Yes" in S20-8), the development game execution unit 1101a performs a success determination process (S20-9). The success of the training is determined based on a pre-calculated failure rate. The development game execution unit 1101a then updates various parameters based on the determination result in S20-9 (S20-10).

[0555] Furthermore, here, the ability parameters and the like are updated as determined in S10-8 at the start of training. Furthermore, the values ​​of the character's bond parameters are updated. The development game execution unit 1101a then sets result information including the results of the aforementioned outing execution process, rest execution process, match execution process, reward awarding process, success determination process, and updated various information, and causes the player terminal 1 to receive this result information (S20-11).

[0556] Furthermore, in the server 1000 , when all rounds are completed (Yes in S20 - 12 ), the development game execution unit 1101 a causes the player terminal 1 to receive all round completion information indicating that all rounds have been completed ( S20 - 13 ).

[0557] Return to Figure 42When the player terminal 1 receives the result information from the server 1000 ("Yes" in P7-8), the development game execution unit 701a executes the result information reception process (P20).

[0558] Figure 45 This is a flowchart illustrating the result information reception process in player terminal 1. The development game execution unit 701a determines the performance execution mode based on the received result information (P20-1). The development game execution unit 701a then executes the performance using the execution mode determined in P20-1 (P20-2). If training is successful, a performance dedicated to friendship training is executed.

[0559] Specifically, in P20-1, the development game execution unit 701a identifies the character associated with the successful training event and associated with information indicating that friendship training can occur. The development game execution unit 701a then determines the execution mode for the friendship training-specific performance corresponding to the identified character and the executed training event. The character associated with information indicating that friendship training can occur is displayed in the determined friendship training-specific performance.

[0560] Furthermore, if a second event occurs ("Yes" on P20-3), the development game execution unit 701a performs a performance for the event (P20-4). Furthermore, the development game execution unit 701a updates parameters based on the received result information (P20-5). Furthermore, here, the evolution condition achievement information is updated based on the received result information. For example, if a first evolution condition of going out is set, and the player goes out, achievement information is associated with the first condition. Furthermore, if a second evolution condition of winning a specified game is set, and the player wins the specified game, achievement information is associated with the second condition.

[0561] Then, when all performances executed in the current round are completed, the development game execution unit 701a sends a start command to the server 1000 (P20-6). This ends the current round in the player terminal 1. Then, when the server 1000 receives the start command, it executes the process related to the next round through the same process as described above.

[0562] Return to Figure 36 In the server 1000, when the above-mentioned development stage processing (S7) ends, the player terminal 1 receives all round end information from the server 1000. When receiving all round end information, the development game execution unit 701a performs development game end pre-processing (P8).

[0563] Figure 46This is a flowchart illustrating the pre-processing for the end of the development game in the player terminal 1. Upon receiving information indicating the end of all rounds, the development game execution unit 701a displays the end confirmation dialog box 280 (P8-1). When the confirmation operation unit 280b of the end confirmation dialog box 280 is operated ("Yes" on P8-2), the development game execution unit 701a extracts awakened skills with an awakening level of "3" or "5" from the acquired skills (P8-3). Furthermore, here, skill IDs associated with awakened skills with an awakening level of "3" or "5" are extracted; the specific processing method is not particularly limited.

[0564] Furthermore, the development game execution unit 701a obtains information on the achievement of evolution conditions (P8-4). If there is an awakened skill for which the evolution conditions are met ("Yes" on P8-5), the development game execution unit 701a extracts the awakened skill (P8-6). The development game execution unit 701a then displays the evolution skill selection dialog box 282 based on the extracted awakened skill (P8-7). Furthermore, the process of updating selected skills and switching screens is performed based on the player's input.

[0565] When the decision operation unit 282a of the evolution skill selection dialog box 282 is operated ("Yes" on P8-8), the development game execution unit 701a determines whether the selected skills include one or more evolution skills (P8-9). If the selected skills include one or more evolution skills ("Yes" on P8-9), the development game execution unit 701a determines the evolution performance image, i.e., the content and display mode of the evolution performance image, for each evolution skill based on the selected evolution skill and the awakened skill before evolution (P8-10).

[0566] The development game execution unit 701a executes the evolution performance image display process (P8-11) of displaying the evolution performance image determined in P8-10. Then, the development game execution unit 701a displays the evolution performance images in sequence until the display of all the evolution performance images is completed ("No" of P8-12). When the display of all the evolution performance images is completed ("Yes" of P8-12), the development game execution unit 701a sends an end message indicating the end of the development game (P8-13). In addition, the end message includes information indicating the skill selected by the player. Then, when the development result information is received from the server 1000 ("Yes" of P8-14), the development game execution unit 701a displays the development completion screen 330 (P8-15).

[0567] Return to Figure 36 When the end information is received, the development game end processing unit 1102a executes the development game end processing (S8).

[0568] Figure 47 This is a flowchart illustrating the development game end processing in the server 1000. The development game end processing unit 1102a derives an evaluation score based on various parameters of the development target character (S8-1). Furthermore, the development game end processing unit 1102a derives a development level based on the derived evaluation score (S8-2).

[0569] Furthermore, the development game end processing unit 1102a determines the factors for obtaining the development character (S8-3). Furthermore, the development game end processing unit 1102a determines the rank based on the number of supporters obtained (S8-4). Furthermore, the development game end processing unit 1102a determines the intimacy points based on specified parameters such as the development level or the number of supporters (S8-5). Although detailed description is omitted, intimacy points are not points awarded to the development character, but rather points awarded to the character that serves as the basis for the development character.

[0570] Regarding the story screens mentioned above, there are multiple story screens for each character, and some of them have unlocking conditions. Among the story screens, there are story screens with intimacy points set as unlocking conditions. When the intimacy points reach a threshold, the player can view the story screen.

[0571] In addition, the development game end processing unit 1102a determines the alias (S8-6). Here, the conditions achieved in the development main game are confirmed to determine the alias obtained by the development character. In addition, the development game end processing unit 1102a determines the reward given to the player (S8-7). In addition, the development game end processing unit 1102a associates the development character information including evaluation points, development level, ability parameters, suitability parameters, acquired skills, inheritance information, factor information, rank, alias, etc. with the player ID of the player and stores them in the game information storage unit 1151 (S8-8). In addition, the development game end processing unit 1102a sets the development result information and causes the player terminal 1 to receive the development result information (S8-9).

[0572] Return to Figure 36 When the player terminal 1 receives the development result information, the development completion processing unit 702a executes the development game end processing (P9). Here, the development completion processing unit 702a stores the received development result information in the game information storage unit 751. In addition, the development completion processing unit 702a displays the development completion screen 330 (refer to Figure 33A 、 Figure 33B 、 Figure 33C ) is displayed on the display 26.

[0573] The above-described development game is implemented through the above-described processing. Furthermore, character development information related to the character developed (created) through the development game is stored in association with the player ID. Furthermore, the above-described processing by the player terminal 1 and server 1000 is merely an example. Furthermore, each of the above-described processes may be executed only by the player terminal 1 or only by the server 1000.

[0574] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. Those skilled in the art will readily appreciate that various variations and modifications are conceivable within the scope of the claims and will readily appreciate that these variations and modifications fall within the technical scope.

[0575] The gameplay described in the above embodiment and the processing in the player terminal 1 and the server 1000 are merely examples. The content of the skills in the above embodiment, that is, the utility set for the skills, can be designed as appropriate.

[0576] Furthermore, in the above embodiment, the skill corresponding to the evolution condition being met can be changed to another skill. However, the utility assigned to the skill corresponding to the evolution condition being met can also be changed. For example, suppose Skill A has a base utility of restoring 100 Stamina when activated during a match. Alternatively, suppose Skill A has an evolution utility of restoring 150 Stamina.

[0577] Furthermore, if the evolution conditions for Skill A are not met, a base utility is associated with the target character. On the other hand, if the evolution conditions for Skill A are met, the player can select either a base utility or an evolution utility. When selecting an evolution utility, the skill name can be changed or not. In this case, the skill type remains unchanged, but the skill utility is changed.

[0578] That is, the information processing program may cause a computer (in the embodiment, either or both of the player terminal 1 and the server 1000 ) to perform the following processing.

[0579] (A method of processing by a computer)

[0580] The following processing is to update the parameters associated with the character to be developed based on the operation of the player in the development game (in the embodiment, as an example, P20-5 and S20-10).

[0581] The following processing: enables points (in an embodiment, as an example, skill points) to be consumed in the development game to obtain skills set with a first utility, and the skills are associated with the development object character at the start of the development game (in an embodiment, as an example, awakening skills) (in an embodiment, as an example, P10).

[0582] The following process is performed: the acquired information is associated with the acquired skill (in the embodiment, as an example, P10-13, S7-3).

[0583] The following processing: when the change condition (in the embodiment, as an example, the evolution condition) set for each skill and associated with the acquired information is met, the skill or the first utility set for the skill can be changed (in the embodiment, as an example, P8).

[0584] Furthermore, a skill may be associated with a plurality of second skills (evolution skills as an example in the embodiment) or a plurality of second utilities (evolution utilities as a modified example).

[0585] Alternatively, the player may be allowed to select the second skill or the second utility. Furthermore, if there are multiple second skills or second utilities that can be changed, any one of them may be determined by lottery.

[0586] Alternatively, different change conditions may be associated with each of multiple second skills or multiple second utilities, allowing the skill or first utility to be changed into a second skill or second utility for which the change conditions are met. However, a common change condition may also be associated with multiple second skills or multiple second utilities.

[0587] Alternatively, the computer may be caused to perform the following processing: in the development game, an acquisition screen (in the embodiment, as an example, skill screen 230 ) in which a skill can be acquired may be displayed (in the embodiment, as an example, P10-7 ).

[0588] Furthermore, the change conditions set for the skill and the degree of achievement of the change conditions may be displayed on the acquisition screen.

[0589] Furthermore, in the acquisition screen, skills for which change conditions are met may be highlighted.

[0590] (Other ways of causing computer processing)

[0591] The following processing is to update the parameters associated with the development target character based on the operation of the player in the game (in the embodiment, as an example, P20-5 and S20-10).

[0592] The following processing: When the acquisition conditions are met in the game, the acquisition information of the skill that will be set to be effective (in the embodiment, as an example, the awakening skill) is associated with the development target character (in the embodiment, as an example, P10-13, S7-3).

[0593] The following processing: a skill that is associated with the acquired information and pre-set change determination conditions (in the embodiment, as an example, the player selects the corresponding evolution skill for the evolution corresponding skill for which the evolution condition is satisfied) is established, or the utility set for the skill is changed (in the embodiment, as an example, P8-13).

[0594] The following processing: displaying a performance image for revealing changes in skills or utilities (in an embodiment, as an example, an evolutionary performance image), and when there are multiple skills or utilities to be changed, causing images or texts corresponding to multiple skills to be displayed simultaneously or continuously in the performance image (in an embodiment, as an example, P8-11).

[0595] In addition, the game includes a development game, which causes the computer to perform the following processing: with the end of the development game, a development-completed character (in the embodiment, as an example, a development character) associated with the development target character, parameters and skills is generated (in the embodiment, as an example, S8-8).

[0596] Furthermore, a performance image may be displayed from the start of the development game until the development-completed character is generated.

[0597] Furthermore, the computer is caused to perform the following processing: accepting an operation to end the development game (in the embodiment, as an example, P8-7).

[0598] Furthermore, the process of generating a character that has been developed and the process of displaying a performance image may be executed based on the input of an operation to end the development game.

[0599] However, as described above, the timing for changing skills may be a timing other than the development game. In this case, the evolution performance image is displayed at a timing other than the development game.

[0600] Alternatively, the display content of the dramatic image may be determined based on the skill for which the change determination condition is satisfied (in the embodiment, as an example, P8-10).

[0601] Furthermore, a skill may be associated with a plurality of second skills (evolution skills as an example in the embodiment) or a plurality of second utilities (evolution utilities as a modified example).

[0602] Alternatively, the player may be allowed to select the second skill or the second utility. Furthermore, if there are multiple second skills or second utilities that can be changed, any one of them may be determined by lottery.

[0603] Alternatively, different change conditions may be associated with each of multiple second skills or multiple second utilities, allowing the skill or utility to be changed into a second skill or second utility for which the change conditions are met. However, a common change condition may also be associated with multiple second skills or multiple second utilities.

[0604] Furthermore, some of the functions in the development game described in the above embodiments may not be provided. Furthermore, some or all of the processing in the player terminal 1 described above may also be executed in the server 1000. Similarly, some or all of the processing in the server 1000 described above may also be executed in the player terminal 1. Therefore, communication between the player terminal 1 and the server 1000 is not essential; for example, the entire program for executing the above-described game may be stored in the player terminal 1.

[0605] Furthermore, the information processing program for executing the processes in the above-described embodiments and various variations may also be stored in a computer-readable, non-transitory storage medium and provided in the form of the storage medium. Furthermore, a game terminal device including the storage medium may also be provided. Furthermore, the above-described embodiments and various variations may also serve as information processing methods for implementing the various functions and steps shown in the flowcharts.

[0606] From another perspective, the information processing program disclosed in the present invention enables the computer to perform the following processing: updating the parameters associated with the development target character based on the operations of the player in the game; associating the acquisition information of the skill that is set to be effective with the development target character when the acquisition conditions are met in the game; changing the skill associated with the acquisition information and the pre-set change determination condition, or the utility set for the skill; and displaying a performance image for revealing the change of the skill or utility. When there are multiple skills or utilities to be changed, in the performance image, images or texts corresponding to multiple skills are displayed simultaneously or continuously.

[0607] In this case, the game may include a development game, and the information processing program may cause the computer to perform the following processing: with the end of the development game, a development-completed character associated with the development object character, parameters, and skills is generated, and a performance image may be displayed from the start of the development game until the development-completed character is generated.

[0608] In this case, the information processing program may cause the computer to perform the following processing: accepting an operation to end the development game, and based on the input of the operation to end the development game, executing processing to generate a development-completed character and display a performance image.

[0609] In this case, the process of displaying the dramatic image may be such that the display content of the dramatic image is determined based on the skill for which the change determination condition is satisfied.

[0610] From another perspective, the information processing method of the present invention performed by one or more computers includes the following processing: updating parameters associated with the development target character based on the operations of the player in the game; associating the acquisition information of the skill to be set to be effective with the development target character when the acquisition conditions are met in the game; changing the skill associated with the acquisition information and the predetermined change determination condition, or the utility set for the skill; and displaying a performance image for revealing the change of the skill or utility. When there are multiple skills or utilities to be changed, in the performance image, images or texts corresponding to multiple skills are displayed simultaneously or continuously.

[0611] From another perspective, the game device disclosed in the present invention has one or more computers, which perform the following processing: updating parameters associated with the development target character based on the operations of the player in the game; associating the acquisition information of the skill that is set to be effective with the development target character when the acquisition conditions are met in the game; changing the skill that is associated with the acquisition information and the pre-set change determination condition, or the utility set for the skill; and displaying a performance image for revealing the change of the skill or utility. When there are multiple skills or utilities to be changed, in the performance image, images or texts corresponding to multiple skills are displayed simultaneously or continuously.

[0612] Description of Reference Numerals

[0613] 1: Player terminal; 1000: Server; G: Game device; S: Information processing system.

Claims

1. An information processing program that causes a computer to execute the following processing: Based on the player's operation in the development game, the parameters associated with the development target character are updated; enabling points to be consumed in the development game to obtain a skill having a first utility, wherein the skill is associated with the development target character at the start of the development game; Associating the acquired skills with the acquired information; as well as When a change condition set for each skill and set for the skill associated with the obtained information is satisfied, the skill or the first utility set for the skill can be changed.

2. The information processing program according to claim 1, wherein There are multiple second skills or multiple second utilities associated with the skill, The process of changing the skill or the first utility includes: The player is enabled to select the second skill or the second utility.

3. The information processing program according to claim 1 or 2, wherein There are multiple second skills or multiple second utilities associated with the skill, Different change conditions are associated with each of the plurality of the second skills or the plurality of the second utilities. The process of changing the skill or the first utility includes: The skill or the first utility can be changed to the second skill or the second utility for which the change condition is satisfied.

4. The information processing program according to claim 1 or 2, wherein The information processing program causes the computer to perform the following processing: in the development game, displaying an acquisition screen for acquiring the skill; The change condition set for the skill and the degree of achievement of the change condition are displayed on the acquisition screen.

5. The information processing program according to claim 1 or 2, wherein The information processing program causes the computer to perform the following processing: in the development game, displaying an acquisition screen for acquiring the skill; In the acquisition screen, the skill for which the change condition is satisfied is highlighted.

6. An information processing method, which is executed by one or more computers, comprising: Based on the player's operation in the development game, the parameters associated with the development target character are updated; enabling points to be consumed in the development game to obtain a skill having a first utility, wherein the skill is associated with the development target character at the start of the development game; Associating the acquired skills with the acquired information; as well as When a change condition set for each skill and set for the skill associated with the obtained information is satisfied, the skill or the first utility set for the skill can be changed.

7. A gaming device comprising one or more computers, The computer performs the following processing: Based on the player's operation in the development game, the parameters associated with the development target character are updated; enabling points to be consumed in the development game to obtain a skill having a first utility, wherein the skill is associated with the development target character at the start of the development game; Associating the acquired skills with the acquired information; as well as When a change condition set for each skill and set for the skill associated with the obtained information is satisfied, the skill or the first utility set for the skill can be changed.

Citation Information

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