Program, information processing method, and information processing device

By controlling game progress based on accumulated points during the game preparation state and strategically equipping magic, the problem of limited magic equipment at low character levels is solved, increasing the game's interest and replayability.

CN121623311APending Publication Date: 2026-03-10COCORO SOFTWARE CO LTD
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Patent Information

Application Number
CN202511223471.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-09-03
Filing Date
2025-08-29
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

When a character's level is low, they cannot equip many spells, causing the game progress to catch up with the character's level, which affects the enjoyment of the game.

Method used

By controlling game progress based on accumulated points during the game preparation state, it allows for strategically equipping magic, constructing effect activation methods, and transitioning to the game progress state when the accumulated points are within the allowable range, providing a processing and storage mechanism for the adoption of predetermined elements.

Benefits of technology

It enhances the game's interest and replayability, allowing players to maintain the same level of play at different game progresses, and enabling flexible construction and experimentation of magic effect activation methods while the game is in progress.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention provides a program, an information processing method, and an information processing apparatus. The provided game program can improve the interest of the game. The program causes the computer to execute the following processes: a predetermined element adopting process for adopting a predetermined element; a point count integrated value calculation process in which point values are defined for each of the plurality of predetermined elements, and a point count integrated value from the reference value is calculated on the basis of the point values of the predetermined elements used by the predetermined element use process; a game preparation state control process for controlling a game preparation state; a game execution permission process for permitting a transition from the game preparation state to the game execution state in response to the establishment of a predetermined transition condition; and a game proceeding state control process for controlling the game proceeding state when the transition to the game proceeding state is permitted by the game proceeding permission process, in which a predetermined transition condition is established such that the accumulated point number value is within a predetermined allowable value range, and a game proceeding state control process for controlling the game proceeding state when the transition to the game proceeding state is permitted by the game proceeding permission process.
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Description

Technical Field

[0001] This invention relates to programs, information processing methods, and information processing apparatus. Background Technology

[0002] Previously, there were known games where characters could use magic by equipping them with magic. In such games where characters could use magic, a condition for equipping characters with magic was proposed that the cost of equipping each magic spell did not exceed the equipment slot limit (point limit) set for each character (for example, see Patent Document 1).

[0003] The maximum score for equipping a character with magic is determined by the character's level, which represents their growth. The higher the character's level, the higher the maximum score.

[0004] Patent Document 1: Japanese Patent Application Publication No. 2005-006986 Summary of the Invention

[0005] However, when the maximum number of points is determined based on the character's level, if the character's level is high, more magic can be equipped to enjoy the game, but if the character's level is low, more magic cannot be equipped and the character will have to keep up with the leveling up process.

[0006] Therefore, the desired outcome is that, in cooperative multiplayer games, the point limit is not determined by the character's level, allowing players to maintain a similar level of play regardless of their progress, or that equipment acquired at the beginning of the game can be utilized with fewer points. This would also create a situation where equipment stronger than later acquisitions would have some value, thus enhancing the game's appeal by strategically equipping (using) magic while considering the point limit from the start (when the character's level is low).

[0007] The present invention addresses the aforementioned problems and aims to provide a game program, information processing method, and information processing device that can enhance the interest in playing games.

[0008] To address the aforementioned issues, the program of the present invention enables a computer of an information processing device capable of executing a game that activates an effect that affects an object to perform the following processing:

[0009] The predetermined element is processed (e.g., element configuration processing in step S221), and any one or more predetermined elements (activation elements, effect elements, etc.) are used (equipped).

[0010] The effect activation method construction process (the effect activation method construction process in step S226, etc.) constructs the effect activation method based on the predetermined elements adopted by the predetermined element adoption process;

[0011] Effect activation method activation processing (effect activation method activation processing in step S61, etc.): If the activation condition is met, the effect activation method constructed through the effect activation method construction processing is activated.

[0012] The process includes: a points accumulation calculation (step S223, etc.), which assigns point values ​​to multiple predetermined elements and calculates the points accumulation value from a base value (zero or the point limit value) based on the point values ​​of the predetermined elements adopted by the predetermined element adoption process; a game preparation state control process (step S30, etc.), which controls the game preparation state; a game execution permission process (step S30-6, etc.), which permits the transition from the game preparation state to the game execution state based on the fulfillment of predetermined transition conditions; and a game execution state control process (step S40, etc.), which controls the game execution state if the transition to the game execution state is permitted through the game execution permission process.

[0013] The predetermined transfer condition is met when the accumulated point value calculated by the accumulated point value calculation process is within a predetermined allowable range (0-40).

[0014] Therefore, when the accumulated points are outside the allowed range, the game cannot proceed to the game state. Thus, it is possible to strategically employ predetermined elements based on the accumulated points from the game preparation state at the start of the game, thereby increasing the interest in the game.

[0015] Preferably, in the procedure of the present invention, the predetermined element has at least an activation element that determines the activation conditions for activating the effect activation method and an effect element that determines the effect activation method.

[0016] The program causes the computer to execute a correspondence process that establishes a correspondence between the activation element and the effect element adopted through the predetermined element processing (such as the correspondence process in step S224).

[0017] The effect activation method construction process is based on the establishment of corresponding activation elements and effect elements through the corresponding processing, and constructs the effect activation method.

[0018] When the activation conditions determined by the activation element are met, the effect activation method activation process activates the effect activation method constructed by the effect activation method construction process.

[0019] Therefore, it is possible to strategically consider which initiating elements to combine with the effect elements.

[0020] Preferably, in the program of the present invention, the computer performs the following processing: effect activation mode storage processing (such as license equipment storage processing in steps S51 and S30-11), wherein when the license processing is transferred from the game to the game state, the effect activation mode constructed by the effect activation mode construction processing is stored as a licensed effect activation mode in a manner that can be activated in the game state.

[0021] In the effect activation method construction process, when a predetermined element acquired during the game is adopted through the predetermined element adoption process, a new effect activation method is constructed.

[0022] In the effect activation mode storage process, during the game, the new effect activation mode constructed through the effect activation mode construction process is stored as the permitted effect activation mode, independent of the point value specified for the predetermined element.

[0023] Therefore, while in the game, the effect activation method can be reconstructed using the point value obtained while in the game, regardless of the point value specified for the predetermined element (regardless of whether the accumulated point value exceeds the point limit), and the newly constructed effect activation method can be activated.

[0024] Preferably, in the program of the present invention, the effect activation method construction process constructs the effect activation method even when the game preparation state is in progress, even if the accumulated point value calculated by the accumulated point value calculation process is not within the allowable value range.

[0025] When the game is in the preparation state, even if the accumulated point value calculated by the accumulated point value calculation process is not within the allowable range, the effect activation method constructed by the effect activation method construction process will still be activated if the activation condition is met.

[0026] Therefore, even if the accumulated points are outside the allowed range during the game preparation state, various predetermined elements can be used to construct effect activation methods through trial and error, attempting to activate the constructed magic and trying to balance the constructed effect activation methods with the accumulated points. Furthermore, it is possible to challenge game difficulty levels corresponding to the allowed range (point limit) by matching the accumulated points of the effect activation methods constructed during the game preparation state.

[0027] Preferably, in the program of the present invention, the computer performs the following processes:

[0028] The predetermined element provisioning process (processing in step S30-1, etc.) provides predetermined elements that can be used through the predetermined element adoption process during the game preparation state; and the game end state control process (processing in steps S91 to S93, etc.) terminates the game progress state based on the fulfillment of predetermined end conditions (acceptance of game end operation) and controls the game end state.

[0029] In the game-over state control process, some or all of the predetermined elements acquired during the game's progress are stored as pre-defined elements (such as permanent items) for later provision through the predetermined element provision process in the next game preparation state.

[0030] In the predetermined element provisioning process, when the predetermined element for storage is stored, the predetermined element including at least the predetermined element for storage is provided.

[0031] Therefore, the ability to use pre-defined elements acquired during the current game state in subsequent games improves the replayability of the game.

[0032] Preferably, the computer executes a construction display process (such as the construction display process in step S200) to make the display unit display multiple configuration blocks.

[0033] In the predetermined element adoption process, the following calculation method is defined as the adoption of the predetermined element: the predetermined element is configured in the configuration block displayed on the display unit, and for all or part of the configuration blocks among a plurality of configuration blocks, a point accumulation value different from the usual is calculated in the point accumulation value calculation process.

[0034] Therefore, a calculation method is specified for the configuration block, so it is possible to configure predetermined elements by taking into account the calculation method specified for the configuration block.

[0035] Preferably, in the program of the present invention, the computer performs the following process: through the connection unit, a correspondence process is performed to match the predetermined elements configured in the configuration block with the predetermined elements.

[0036] In the construction and display process, multiple configuration blocks are displayed, and a different number of the connecting parts are displayed corresponding to each configuration block.

[0037] In the point accumulation calculation process, when the predetermined element is configured in a first configuration block corresponding to the first number of the connecting portion, the point accumulation value of the predetermined element configured in the first configuration block is calculated using a first calculation method; when the predetermined element is configured in a second configuration block corresponding to the second number of the connecting portion (which is less than the first number), the point accumulation value of the predetermined element configured in the second configuration block is calculated using a second calculation method that is more user-friendly than the first calculation method.

[0038] Therefore, since a disadvantageous calculation method is specified for advantageous configuration blocks with a large number of connecting parts, and an advantageous calculation method is specified for disadvantageous configuration blocks with a small number of connecting parts, it is possible to more strategically consider which predetermined element to configure in which configuration block 70 while taking into account the balance between the number of connecting parts of the configuration block and the advantages and disadvantages of the calculation method, thereby constructing the effect activation method.

[0039] Preferably, the computer performs the following process: via the connection unit, a correspondence process is performed to map together multiple predetermined elements configured in a configuration block using the predetermined elements.

[0040] In the construction and display process, multiple configuration blocks are displayed, and a different number of the connecting parts are displayed corresponding to each configuration block.

[0041] In the point accumulation calculation process, when the predetermined element is configured in a third configuration block corresponding to the third number of the connecting portion, the point value specified for the predetermined element configured in the third configuration block is calculated using a third calculation method; when the predetermined element is configured in a fourth configuration block corresponding to the fourth number of the connecting portion (more than the third number), the point value specified for the predetermined element configured in the fourth configuration block is calculated using a fourth calculation method that is more user-friendly than the third calculation method.

[0042] Therefore, a favorable calculation method is specified for advantageous configuration blocks with a large number of connecting parts, and an unfavorable calculation method is specified for unfavorable configuration blocks with a small number of connecting parts. Thus, when a specific item is obtained during gameplay, the ability to configure predetermined elements in a specific configuration block can be enhanced, thereby increasing the appeal of obtaining advantageous configuration blocks and improving the replayability of the game.

[0043] Preferably, in the program of the present invention, the computer performs the following processing: a specific element adoption process (the weapon selection process in step S121, etc.), which is not used to construct the effect activation method through the effect activation method construction process, but instead uses a specific element (weapon, armor, ornament, or used item, etc.) that is different from the predetermined element.

[0044] Point values ​​are specified for each of the multiple specific elements.

[0045] In the point accumulation calculation process, the point values ​​of the specific elements adopted through the specific element adoption process and the point values ​​of the predetermined elements adopted through the predetermined element adoption process are accumulated to calculate the point accumulation value.

[0046] Therefore, it is possible to strategically consider which specific or predetermined element to use while simultaneously balancing specific elements with predetermined elements used to construct the effect activation method.

[0047] Preferably, in the procedure of the present invention, multiple predetermined elements have specific predetermined elements (such as curse spells) that specify point values ​​that do not cause the accumulated point value to change or approach a reference value.

[0048] The computer performs the following processing: special predetermined element restriction processing (processing in steps S230 to 232, etc.), and when the special predetermined element is adopted through the predetermined element adoption processing, restrictions related to the cancellation of the adopted special predetermined element are performed in the game state.

[0049] Therefore, although special pre-defined elements have the advantage of not changing or being close to the base value (minus the accumulated point value), during gameplay, it is possible to consider the disadvantage of having restrictions related to the cancellation of the special pre-defined elements (the special pre-defined elements cannot be cancelled), and to strategically consider whether to use special pre-defined elements.

[0050] Preferably, in the program of the present invention, the computer performs a predetermined element cancellation process to cancel the adoption of the predetermined element.

[0051] In the predetermined element cancellation process, during the game in progress, the adoption of the predetermined element is cancelled in the cancellation operation when the cancellation condition is met; during the game in progress, the adoption of the predetermined element cannot be cancelled in the cancellation operation when the cancellation condition is not met.

[0052] Therefore, if the release condition is not met during gameplay (for example, when the effect of a release spell obtained during gameplay is received), the adoption of the predetermined element cannot be cancelled. Thus, by providing gameplay elements that enable the release condition during gameplay, the fun of the game can be further enhanced.

[0053] Preferably, in the program of the present invention, the computer performs the following processing: privilege granting processing (first privilege granting processing in step S30-8 and second privilege granting processing in step S30-9), granting predetermined privileges when the cumulative point value calculated by the cumulative point value calculation processing is within the allowable value range, and when the cumulative point value is within the specified value range from the reference value to the specified value.

[0054] Therefore, even when the accumulated points are within the allowable range and the game can be transitioned from the preparation state to the game in progress state, it is possible to strategically consider whether to use predetermined elements while taking into account the accumulated points.

[0055] Furthermore, the information processing method of the present invention enables a computer of a game information processing device that executes the method of activating an effect that affects an object to perform the following processing:

[0056] The pre-defined elements are processed by using any one or more pre-defined elements from a plurality of pre-defined elements;

[0057] The effect activation method construction process constructs the effect activation method based on the predetermined elements adopted by the predetermined element adoption process;

[0058] If the activation condition is met, the effect activation method constructed through the effect activation method construction process is activated.

[0059] The cumulative point value calculation process assigns point values ​​to multiple predetermined elements and calculates the cumulative point value from the reference value based on the point values ​​of the predetermined elements adopted by the predetermined element adoption process.

[0060] Game preparation state control and processing; controls the game preparation state.

[0061] The game undergoes licensing processing; if predetermined transfer conditions are met, the license is transferred from the game preparation state to the game in progress state; and

[0062] The game performs state control processing. If a state transfer occurs from the game through the licensing process, the game state is controlled.

[0063] The predetermined transfer condition is met when the accumulated point value calculated by the accumulated point value calculation process is within a predetermined allowable range.

[0064] Furthermore, the information processing apparatus of the present invention is an information processing apparatus capable of executing a game that activates an effect that affects an object, and the following processing is performed in this information processing apparatus:

[0065] The pre-defined elements are processed by using any one or more pre-defined elements from a plurality of pre-defined elements;

[0066] The effect activation method construction process constructs the effect activation method based on the predetermined elements adopted by the predetermined element adoption process;

[0067] If the activation condition is met, the effect activation method constructed through the effect activation method construction process is activated.

[0068] The cumulative point value calculation process assigns point values ​​to multiple predetermined elements and calculates the cumulative point value from the reference value based on the point values ​​of the predetermined elements adopted by the predetermined element adoption process.

[0069] Game preparation state control and processing; controls the game preparation state.

[0070] The game performs licensing processing, and based on the fulfillment of predetermined transfer conditions, the license is transferred from the game preparation state to the game in progress state; and

[0071] The game performs state control processing. If a state transfer occurs from the game through the licensing process, the game state is controlled.

[0072] The predetermined transfer condition is met when the accumulated point value calculated by the accumulated point value calculation process is within a predetermined allowable range.

[0073] Invention Effects

[0074] According to the present invention, predetermined elements can be strategically employed at the start of the game based on the accumulated points, thereby increasing the interest in the game. Attached Figure Description

[0075] Figure 1 This is an example of a schematic diagram showing the structure of the system in Embodiment 1 of the present invention.

[0076] Figure 2 This is an example of a block diagram illustrating the functional structure of the system in Embodiment 1 of the present invention.

[0077] Figure 3 This is an example of a weapon or other equipment screen displayed on the display unit of an information processing device when weapons or the like are equipped, as described in Embodiment 1 of the present invention.

[0078] Figure 4 This is an example of a magic creation screen displayed on the display unit of an information processing device when creating magic, as described in Embodiment 1 of the present invention.

[0079] Figure 5This is an example of an explanatory diagram used to illustrate the activation element and effect element in Embodiment 1 of the present invention.

[0080] Figure 6 This is a description illustrating the method for constructing magic in Embodiment 1 of the present invention. Figure 1 An example of.

[0081] Figure 7 This is a description illustrating the method for constructing magic in Embodiment 1 of the present invention. Figure 2 An example of.

[0082] Figure 8 This is a description illustrating the method for constructing magic in Embodiment 1 of the present invention. Figure 3 An example of.

[0083] Figure 9 This is a description of the configuration rules for explaining the construction method of the construction magic in Embodiment 1 of the present invention. Figure 4 An example of.

[0084] Figure 10 This is a description of the configuration rules for explaining the construction method of the construction magic in Embodiment 1 of the present invention. Figure 5 An example of.

[0085] Figure 11 This is an example of a magic activation screen displayed on the display unit of an information processing device when magic is activated in Embodiment 1 of the present invention.

[0086] Figure 12 This is an example of a flowchart illustrating the game control processing of the information processing device in Embodiment 1 of the present invention.

[0087] Figure 13 This is an example of a flowchart illustrating the game preparation state control process of the information processing device in Embodiment 1 of the present invention.

[0088] Figure 14 This is an example of a flowchart illustrating the magical construction / weapon and other equipment processing of the information processing device in Embodiment 1 of the present invention.

[0089] Figure 15 This is an example of a flowchart illustrating the magic construction process of the information processing apparatus in Embodiment 1 of the present invention.

[0090] Figure 16 This is an example of a conceptual diagram showing a variation relating to the construction of the effect activation method in Embodiments 2 and 3 of the present invention.

[0091] Figure 17This is an example of a conceptual diagram showing a variation related to the construction of the effect activation method in embodiments 4 to 6 of the present invention.

[0092] Figure 18 This is an example of a conceptual diagram showing a variation related to the construction of the effect activation method in embodiments 7 to 8 of the present invention.

[0093] Figure 19 This is an example of a conceptual diagram showing a variation related to the construction of the effect activation method in embodiments 9 to 11 of the present invention. Detailed Implementation

[0094] Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. The embodiments described below represent several examples of the present invention and do not limit the scope of the present invention. Furthermore, the structures and operations described in each embodiment are not necessarily all necessary.

[0095] [Implementation Method 1]

[0096] In Implementation 1, a program, information processing method, and information processing device related to a game in which the effect activation method is set to "magic" and a magic that affects an object is activated are described. Alternatively, the effect activation method may not be set to "magic," but rather to the object's "special move," "stat," etc. Furthermore, affecting an object means causing a change in the object, including concepts such as changing the object's parameters or changing the object's shape.

[0097] In addition, objects are also called characters. Unless otherwise specified, they include player objects (player characters), enemy objects (enemy characters), background objects, magic objects (special effects), and item objects (items, weapons, armor, accessories, treasure chests, etc.).

[0098] In this embodiment, the game where magic is activated is a game where the player character uses magic to attack and defeat enemy characters while exploring a dungeon, preferably a roguelike game where the dungeon is randomly reconstructed each time. Furthermore, the game where magic is activated is not limited to dungeon exploration games or roguelike games; it can also be a combat game where the player character uses magic to attack and defeat enemy characters, a side-scrolling action game, or a puzzle game where blocks are cleared using magic without using a player character.

[0099] In this embodiment, the information processing device is a personal computer device, a game device, or a mobile terminal. Furthermore, the information processing device can be any one of a personal computer device, a game device, or a mobile terminal.

[0100] In addition, in this embodiment, "adopting" the activation elements, effect elements, weapons, armor, accessories, or used items described below is synonymous with the player object "equipping, selecting, or configuring" activation elements, effect elements, weapons, armor, accessories, or used items.

[0101] [System Structure]

[0102] First, the structure of the system in Implementation Method 1 will be explained. Figure 1 This is an example of a schematic diagram showing the structure of the system in Embodiment 1 of the present invention.

[0103] The system in Embodiment 1 includes a game database 10, a game providing server 20, a first information processing device 30, a second information processing device 40, and a third information processing device 50. Furthermore, the system in this embodiment includes the first information processing device 30, the second information processing device 40, and the third information processing device 50, but may include any one or more of these information processing devices.

[0104] The game database 10 stores game programs and is electrically connected to the game server 20 via wired or wireless means.

[0105] The game server 20 is a server that provides game programs to the first information processing device 30, the second information processing device 40, or the third information processing device 50. It is electrically connected to the first information processing device 30, the second information processing device 40, or the third information processing device 50 via a public line (Internet) through wired or wireless means.

[0106] The first information processing device 30 is a general-purpose personal computer used by the user (hereinafter also referred to as a "personal computer device"), the second information processing device 40 is a game computer used by the user for gaming (hereinafter also referred to as a "game device"), and the third information processing device 50 is a portable mobile phone, smartphone, tablet terminal, wearable terminal, virtual reality headset (VR goggles) or other computer used by the user (hereinafter also referred to as a "mobile terminal").

[0107] The first information processing device 30, the second information processing device 40, or the third information processing device 50 stores (downloads) the game program provided by the game providing server 20 and executes the game according to the stored game program. Alternatively, the game program may be pre-stored in the first information processing device 30, the second information processing device 40, or the third information processing device 50 without downloading the game program from the game providing server 20.

[0108] [System Block Diagram]

[0109] Next, refer to Figure 2 Describe the functional structure of the system. Figure 2 This is an example of a block diagram illustrating the functional structure of the system in Embodiment 1 of the present invention.

[0110] (Game Database)

[0111] The game database 10 consists of high-capacity storage devices such as hard disk drives (HDDs), solid-state drives (SSDs), optical disc drives, and magnetic tape devices. The game database 10 stores game programs 11 that are provided to the first information processing device 30, the second information processing device 40, or the third information processing device 50.

[0112] (Game server provided)

[0113] The game provides a server 20 configured to have at least a server storage unit 21 and a server control unit 22.

[0114] The server storage unit 21 is composed of volatile or non-volatile storage devices such as HDD, SSD, and flash memory. The server storage unit 21 stores basic software (OS: operating system) and programs that provide the game program 11 stored in the game database 10 to the first information processing device 30, the second information processing device 40, or the third information processing device 50.

[0115] The server control unit 22 is composed of a processor such as a CPU (Central Processing Unit). The server control unit 22 executes the program stored in the server storage unit 21 and performs various processes. In particular, in this embodiment, the server control unit 22 performs the process of providing the game program 11 stored in the game database 10 to the first information processing device 30, the second information processing device 40, or the third information processing device 50.

[0116] (First Information Processing Device)

[0117] The first information processing device 30 is configured to include at least a PC storage unit 31 and a PC control unit 32. Furthermore, the first information processing device 30 is electrically connected to a PC display unit 33 and a PC operation unit 34 via wired or wireless connection.

[0118] The PC storage unit 31 consists of volatile or non-volatile storage devices such as HDD, SSD, and flash memory. The server storage unit 21 stores basic software (OS) and game programs provided by the game service server 20.

[0119] The PC control unit 32 is composed of a processor such as a CPU. The PC control unit 32 executes programs stored in the PC storage unit 31 and performs various processes. In particular, in this embodiment, the PC control unit 32 executes a game program stored in the PC storage unit 31 and performs processes such as constructing magic based on operation information input from the PC operation unit 34, or outputting game image information for displaying objects or magic to the PC display unit 33.

[0120] The PC display unit 33 is composed of a display device that displays images, such as a liquid crystal display or an organic EL display. When image information is input from the PC control unit 32, the PC display unit 33 displays the image. In particular, in this embodiment, when game image information is input from the PC control unit 32, the PC display unit 33 displays the game image. Furthermore, the PC display unit 33 can also be configured as a VR headset.

[0121] The PC operation unit 34 is an input device that accepts user input, such as a keyboard, mouse, and controller. If the PC operation unit 34 accepts user input, it outputs operation information to the PC control unit 32.

[0122] (Second Information Processing Device)

[0123] The second information processing device 40 is configured to include at least a game storage unit 41 and a game control unit 42. Furthermore, the second information processing device 40 is electrically connected to the game display unit 43 and the game operation unit 44 via wired or wireless connection.

[0124] The game storage unit 41 is composed of volatile or non-volatile storage devices such as HDD, SSD, and flash memory. The game storage unit 41 stores the basic software (OS) and the game program provided by the game service server 20.

[0125] The game control unit 42 is composed of a processor such as a CPU. The game control unit 42 executes the program stored in the game storage unit 41 and performs various processes. In particular, in this embodiment, the game control unit 42 executes the game program stored in the game storage unit 41 and performs processes such as constructing magic based on the operation information input from the game operation unit 44, or outputting game image information for displaying objects or magic to the game display unit 43.

[0126] The game display unit 43 is configured as a display device that displays images, such as a liquid crystal display or an organic EL display. When image information is input from the game control unit 42, the game display unit 43 displays the image. In particular, in this embodiment, when game image information is input from the game control unit 42, the game display unit 43 displays the game image.

[0127] The game operation unit 44 is an input device that receives user input, such as a controller, keyboard, or mouse. When receiving user input, the game operation unit 44 outputs operation information to the game control unit 42.

[0128] (Third information processing device 50)

[0129] The third information processing device 50 is configured to include at least a mobile storage unit 51, a mobile control unit 52, a mobile display unit 53, and a mobile operation unit 54.

[0130] The mobile storage unit 51 is composed of volatile or non-volatile storage devices such as SSDs and flash memory. The mobile storage unit 51 stores basic software (OS) and game programs provided from the game service server 20.

[0131] The mobility control unit 52 is composed of a processor such as a CPU. The mobility control unit 52 executes programs stored in the mobility storage unit 51 and performs various processes.

[0132] In particular, in this embodiment, the mobile control unit 52 executes the game program stored in the mobile storage unit 51 and performs processing such as constructing magic based on the operation information input from the mobile operation unit 54, or outputting game image information for displaying objects or magic to the mobile display unit 53.

[0133] The mobile display unit 53 is composed of a display device that displays images, such as a liquid crystal display or an organic EL display. When image information is input from the mobile control unit 52, the mobile display unit 53 displays the image. In particular, in this embodiment, when game image information is input from the mobile control unit 52, the mobile display unit 53 displays the game image.

[0134] The mobile operation unit 54 is composed of touch sensors such as electrostatic capacitive and resistive film sensors. When it receives user input, the mobile operation unit 54 outputs operation information to the mobile control unit 52.

[0135] [Weapon and equipment visuals]

[0136] Next, refer to Figure 3 This describes the weapon and equipment screen displayed on the PC display unit 33 of the first information processing device 30 when the player character is equipped with weapons, armor, accessories, or uses items (specific elements). Figure 3This is an example of the weapon or other equipment screen displayed on the display unit (PC display unit 33) of the information processing device (first information processing device 30) when equipped with weapons or the like, as described in Embodiment 1 of the present invention. Furthermore, the weapon or other equipment screens displayed on the game display unit 43 of the second information processing device 40 and on the mobile display unit 53 of the third information processing device 50 are also the same as those displayed on the PC display unit 33 of the first information processing device 30.

[0137] like Figure 3 As shown, the weapon and equipment screen has a weapon and equipment area 120 on the left for players to equip weapons, armor, accessories, and use items, a candidate equipment display area 130 on the right for displaying weapons, armor, accessories, or items that can be equipped by players, and a point display area 63 in the right corner for displaying the accumulated point value / point limit value.

[0138] Furthermore, the layout and design of the weapon and equipment area 120, the equipment candidate display area 130, and the point display area 63 can be freely modified as appropriate. Additionally, the weapon and equipment screen can also have other display areas.

[0139] The weapon and equipment area 120 in the weapon and equipment screen displays the weapon equipment area 121, the armor equipment area 122, the accessory equipment area 123, and the item equipment area 124.

[0140] In addition, the design of the number of items displayed in weapon equipment area 121, protective gear area 122, accessory equipment area 123, and item equipment area 124 can be appropriately changed.

[0141] In the equipment candidate display area 130 of the weapon and other equipment screen, multiple equipment panels 131 are displayed to show the weapons, armor, accessories, or items that the player character can equip. Each equipment panel 131 displays an image of the weapon, armor, accessory, or item, along with descriptions of its effects, cost, etc. Furthermore, if not all equipment panels 131 can be displayed in the equipment candidate display area 130, the undisplayed equipment panels 131 can be displayed by scrolling the right-hand scroll bar.

[0142] By dragging the equipment panel 131 displayed in the equipment candidate display area 130 of the weapon and other equipment screen and placing it in the weapon and other equipment area 120, or by selecting the equipment panel 131 after selecting any of the equipment areas 121 (weapon equipment area 121, armor equipment area 122, accessory equipment area 123, and item equipment area 124), the player character can equip weapons, armor, accessories, or use items. For example, in Figure 3 The player character is shown to be equipped with "Use Item A".

[0143] In addition, in this embodiment, the equipment points are pre-defined for weapons, protective gear, accessories, or tools.

[0144] In the point display area 63 of the weapon and equipment screen, the accumulated point value obtained by accumulating the prescribed equipment points of the player object's equipped weapons, armor, accessories or used items from the base value (=0), as well as the point limit value (e.g. 40) predetermined according to the difficulty of the game.

[0145] The total points are calculated by adding the accumulated points from the weapons, armor, accessories, and items equipped by the player character, to the accumulated points from the equipment used for spellcasting or effect construction, as described later. Here, the accumulated points and maximum points displayed on the weapon and other equipment screens are preferably shown in the game preparation state (e.g., the player character's preparation state before exploring a dungeon).

[0146] If the accumulated points exceed the point limit (which is outside the allowable range from the base value to the point limit), the player cannot proceed to the game state (e.g., cannot explore dungeons). Details will be provided later.

[0147] This allows players to strategically consider which weapons, armor, accessories, or items to equip while simultaneously balancing the player's equipped weapons, armor, accessories, or items with the activation or effect elements used to construct magic.

[0148] Alternatively, instead of adding the accumulated points from the prescribed equipment points for the player character's equipped weapons, armor, accessories, or used items to the accumulated points from the equipment points for activation elements or effects used to construct magic (assuming these are different from the accumulated points for activation elements or effects used to construct magic), the calculation can only accumulate the points from the prescribed equipment points for the player character's equipped weapons, armor, accessories, or used items. Furthermore, it is also possible to not specify equipment points for the player character's equipped weapons, armor, accessories, or used items.

[0149] [Magic Construction Screen]

[0150] Next, refer to Figure 4 The magic construction screen displayed on the PC display unit 33 of the first information processing device 30 when constructing a magic as a means of activating an effect will be explained. Figure 4 This is an example of a magic construction screen displayed on the display unit (PC display unit 33) of the information processing device (first information processing device 30) when constructing magic, as described in Embodiment 1 of the present invention. Furthermore, the magic construction screen displayed on the game display unit 43 of the second information processing device 40 and the magic construction screen displayed on the mobile display unit 53 of the third information processing device 50 are the same as the magic construction screen displayed on the PC display unit 33 of the first information processing device 30.

[0151] like Figure 4 As shown, the magic construction screen has a magic construction area 60 on the left for constructing the magic equipped by the player object, an element display area 61 on the right for displaying the activation elements and effect elements that the player object can equip, a magic description area 62 below the magic construction area 60 for explaining the constructed magic, and a point display area 63 in the right corner for displaying the accumulated point value / point limit value.

[0152] Furthermore, the layout and design of the magic construction area 60, element display area 61, magic description area 62, and point display area 63 can be freely modified as appropriate. Additionally, the magic construction screen may also have other display areas.

[0153] In the magic construction area 60 of the magic construction screen, multiple rectangular configuration blocks 70 are displayed adjacently in both the vertical and horizontal directions. Furthermore, a straight connecting portion 80 is displayed between adjacent configuration blocks 70, linking two adjacent configuration blocks 70. In this embodiment, 25 configuration blocks 70, divided into 5 vertical columns (X1 to X5 from left to right) and 5 horizontal rows (Y1 to Y2 from top to bottom), are displayed adjacently.

[0154] In addition, the design of the number of columns vertically and rows horizontally can be changed appropriately.

[0155] As described later, configuration block 70 can configure element icons 91 representing activation elements or effect elements based on user configuration operations.

[0156] For each configuration block 70, it is configured to display a different number of connecting parts 80. Specifically, for a configuration block 70 that is adjacent to the outer periphery of the magic construction area 60 and is displayed at a corner of the periphery, two connecting parts 80 are displayed. For a configuration block 70 that is adjacent to the outer periphery of the magic construction area 60 but is not displayed at a corner of the periphery, three connecting parts 80 are displayed. Furthermore, for an internal configuration block 70 that is not adjacent to the outer periphery of the magic construction area 60, four connecting parts 80 are displayed.

[0157] Therefore, even with the same configuration block 70, the number of connection parts 80 displayed corresponding to the configuration block 70 is different, so it is possible to strategically consider which element icon 91 to configure in which configuration block 70 for combination.

[0158] Furthermore, as described later, the connection portion 80 becomes active or inactive depending on the user's connection operation. By making the connection portion 80 active, element icons 91 representing multiple activation elements, element icons 91 representing multiple effect elements, or element icons 91 representing activation elements and element icons 91 representing effect elements, all configured in the configuration block 70, can be connected and correspond to each other. Inactive connection portions 80 are displayed as white-painted connection portions 80, also referred to as default path 80a, while active connection portions 80 are displayed as black-painted connection portions 80, also referred to as active path 80b. In this embodiment, when not distinguishing between active and inactive connection portions 80, default path 80a and active path 80b are collectively referred to as connection portion 80.

[0159] The element display area 61 of the magic construction screen displays a list of multiple element panels 90 that show the activation elements or effect elements that the player object can equip. Each element panel 90 displays an element icon 91 representing an activation element or effect element, and the element content of the activation element or effect element indicated by the element icon 91. Additionally, if not all element panels 90 can be displayed in the element display area 61, the undisplayed element panels 90 can be displayed by using the scroll bar on the right.

[0160] In the spell description area 62 of the spell construction screen, the content of the spell constructed by matching the activation element and the effect element through the effective connection part 80 is displayed. For details on the spell constructed by matching the activation element and the effect element through the effective connection part 80, please refer to... Figures 6-10 This will be described in detail later.

[0161] In the point display area 63 of the magic construction screen, the accumulated point value is displayed, which is obtained by accumulating the equipment points of the activation elements or effect elements used in constructing magic from the base value (=0), and a predetermined point limit value (e.g., 40) determined according to the difficulty of the game. If the accumulated point value exceeds the point limit value (outside the allowable range from the base value to the point limit value), the player cannot proceed to the game state. For details on the display content of the accumulated point value, please refer to [link / reference]. Figures 6-10 This will be described in detail later. Furthermore, the accumulated points and point limits on the magic construction screen are preferably displayed during the game's preparation state.

[0162] Thus, one can calculate the equipment points for the activation or effect elements used to construct magic while strategically considering which activation or effect element to equip (which activation or effect element to configure in configuration block 70).

[0163] In this embodiment, the accumulated point value is calculated by adding the accumulated point value of the equipment points for the activation elements or effect elements used in constructing the magic to the accumulated point value of the equipment points specified for the player's equipped weapons, armor, accessories, or used items. However, it is not limited to this; the accumulated point value may also only accumulate the equipment points for the activation elements or effect elements used in constructing the magic.

[0164] [Activation and Effect Elements]

[0165] Next, refer to Figure 5 This section explains the content of the activation elements and effect elements. Figure 5 This is an example of an explanatory diagram used to illustrate the activation element and effect element in Embodiment 1 of the present invention.

[0166] like Figure 5 As shown, for each of the activation elements and effect elements, the corresponding element icon 91, equipment points, activation cost of magic power consumed by activating magic, and element content (detailed effect information) are specified.

[0167] Furthermore, in this embodiment, the detailed effect information includes the attack power granted to the constructed magic, the casting time (the waiting time for the magic to be activated from the fulfillment of the activation conditions), the cooldown time (the rest time for the next activation of magic after the activation of the magic), the attribute of the activated magic, the target of the activated magic, and the trajectory of the activated magic, etc. In addition, it may include other detailed effect information besides those mentioned above, or it may not include all of the detailed effect information mentioned above.

[0168] (Activation Elements)

[0169] like Figure 5 As shown, activation elements are the elements that determine the activation conditions for magic to be activated. From the perspective of activation conditions, they are divided into "active triggering" as the first group of activation elements and "passive triggering" as the second group of activation elements.

[0170] An active trigger is an element that determines the activation condition of a spell by the user's action. Examples of user actions include pressing a specific button on the PC control unit 34, the game control unit 44, or the mobile control unit 54. For instance, there are various active triggers, such as an active trigger where pressing the A button as a user action determines the activation condition of a spell (an icon surrounded by a circle, hereinafter referred to as the "A icon"), an active trigger where pressing the B button determines the activation condition of a spell (an icon surrounded by a circle, hereinafter referred to as the "B icon"), and an active trigger where pressing the C button determines the activation condition of a spell (an icon surrounded by a circle, hereinafter referred to as the "C icon").

[0171] Furthermore, the active triggering effect has correspondingly different detailed effect information depending on the user's initiation operation. For example, icon A corresponds to +6 attack power, icon B corresponds to +3 seconds casting time, and icon C corresponds to +2 seconds cooldown time.

[0172] Therefore, even for the same category of active triggers, the detailed effect information will be different, thus enabling strategic thinking on which active trigger corresponds to which effect element.

[0173] Furthermore, even if the user's activation action is the same, the active triggers have elements that specify different detailed effect information. For example, as an active trigger that determines the activation condition of a spell to be constructed when the user presses the A button as their activation action, in addition to the active trigger with the A icon mentioned above, there is also an active trigger with a "double A icon" that surrounds the A. The A icon corresponds to +6 attack power, while the double A icon corresponds to -6 attack power and -2 seconds cooldown. In addition, active triggers with the same user activation action can only be used to construct spells.

[0174] Therefore, even if the user's action is the same active trigger, the detailed effect information will be different, thus enabling strategic thinking to establish a correspondence between which active trigger and which effect element.

[0175] Furthermore, while detailed effect information is specified for each active trigger, it's also possible to specify detailed effect information only for a portion of the active triggers. Alternatively, detailed effect information can be specified for all active triggers without specifying any corresponding effects. Moreover, it's possible to construct magic even when multiple active triggers using the same user activation action are used simultaneously.

[0176] Passive triggers are activation conditions determined by predetermined changes in the game's progress. Examples of predetermined changes in the game's progress include the activation of a spell of a specific attribute, the activation of a spell chained a predetermined number of times (a consecutive predetermined number of times), the player's HP (health points) decreasing to a predetermined value, the player performing a specific action (jumping, crouching, dodging, etc.), the enemy performing a specific action (attacking, etc.), and the elapsed time (every second, etc.). For example, there are various types of passive triggers, such as passive triggers that determine the activation condition of a spell based on the activation of a nature attribute spell (hereinafter also called "nature icon"), passive triggers that determine the activation condition of a spell based on the activation of a life attribute spell (hereinafter also called "life icon"), passive triggers that determine the activation condition of a spell chained 5 times (hereinafter also called "multiple icon"), and passive triggers that determine the activation condition of a spell based on the player's HP falling below 10% (hereinafter also called "HP icon").

[0177] Furthermore, passive triggers, like active triggers, also have elements that establish corresponding details for different effects. For example, the Nature icon and the Life icon correspond to a casting time of +1 second and a cooldown of +1 second. In contrast, the Multi-Hit icon corresponds to a cooldown of +1 second and an attack power of +8, while the HP icon corresponds to a cooldown of +3 seconds.

[0178] Therefore, even for the same type of passive trigger, the detailed effect information will be different, so the implementation method can strategically think about which passive trigger corresponds to which effect element.

[0179] Additionally, detailed effect information is specified for passive triggers, but it is also possible to specify detailed effect information only for a portion of passive triggers. Alternatively, it is possible not to specify detailed effect information for passive triggers.

[0180] In this way, the activation element has the ability to actively trigger the activation condition of the magic by determining the user's activation operation, and to passively trigger the activation condition by determining the predetermined changes based on the progress of the game. Therefore, it is possible to strategically think about which activation element with different activation conditions corresponds to which effect element.

[0181] (Effect Elements)

[0182] like Figure 5 As shown, the effect element is the element that determines the content of the magic effect, and is divided into "incantation" as the main effect element and "options" as the sub-effect element.

[0183] The spell, as the main effect element, determines the type of magic.

[0184] Furthermore, from the perspective of whether magic can be synthesized, spells are divided into "parallel spells" as the first group of effect elements and "chain spells" as the second group of effect elements.

[0185] Furthermore, from the perspective of equipment points, spells are divided into "normal spells" which are common effect elements and "curse spells" which are special effect elements.

[0186] The parallel spells, as the first set of effect elements, determine the category of magic and can be combined with each other to construct the effect element of a composite magic. Examples include parallel spells that determine the life attribute of lightning (hereinafter also called "lightning icon"), parallel spells that determine the nature attribute of wind blade (hereinafter also called "wind icon"), and parallel spells that determine the magical attribute of protective vision (hereinafter also called "first skull icon"), among others. As described later, when the lightning icon and the wind icon are connected and corresponding through the effective connection part 80, the magic of combining the life attribute of lightning and the nature attribute of wind blade generates a lightning-wind magic as a composite magic.

[0187] Chain spells, as the second set of effect elements, determine the type of magic and are not combined with parallel spells or other chain spells, but can be chained together to construct the effect element of a single magic. Examples include chain spells that determine the life attribute of Plasma Orb (hereinafter also called "star icon"), chain spells that determine the nature attribute of Fireball (hereinafter also called "fire icon"), chain spells that determine the nature attribute of Ice Missile (hereinafter also called "ice icon"), chain spells that determine the life attribute of HP recovery (hereinafter also called "heart icon"), and chain spells that determine the magic attribute of Bomb (hereinafter also called "second skull icon"), etc. As described later, when the star icon and fire icon are connected and a correspondence is established through the effective connection 80, the single magic of Plasma Orb (life attribute) and the single magic of Fireball (nature attribute) are activated in different orders.

[0188] In this way, the effect elements have parallel spells that can combine parallel spells to create composite magic and chain spells that can chain together to create single magic. Therefore, it is possible to strategically think about which activation element or effect element corresponds to the different effect elements of the constructed magic.

[0189] Furthermore, in this embodiment, the spell as an effect element is configured to have both parallel spells and chain spells, but it may also consist of only parallel spells or only chain spells.

[0190] In addition, similar to the activation elements, the spell also specifies detailed information about the effects.

[0191] In this embodiment, in addition to attack power, casting time, and cooldown time, the spell incantation also specifies detailed effect information such as the target of the cast spell and the trajectory of the cast spell. For example, for the lightning icon, in addition to attack power P1, casting time T1, and cooldown time C1, the designated direction as the target and the straight line as the trajectory are also specified. Similarly, for the wind icon, in addition to attack power P2, casting time T2, and cooldown time C2, the designated direction as the target and the arc as the trajectory are also specified. Furthermore, for the first skull icon, in addition to attack power P3, casting time T3, and cooldown time C3, the random range of the target and the entire range of the trajectory are also specified. Finally, for the star icon, in addition to attack power P4, casting time T4, and cooldown time C4, the designated direction as the target and the straight line as the trajectory are also specified. In addition, for the fire icon, besides attack power P5, casting time T5, and cooldown time C5, the designated direction as the aiming target and the arc as the trajectory are also specified. Similarly, for the ice icon, besides attack power P6, casting time T6, and cooldown time C6, the designated direction as the aiming target and the straight line as the trajectory are also specified. Furthermore, for the heart icon, besides recovery power P7, casting time T7, and cooldown time C7, the player's position as the aiming target and the entire range of the trajectory are also specified. Finally, for the second skull icon, besides attack power P8, casting time T8, and cooldown time C8, the random range of the aiming target and the entire range of the trajectory are also specified.

[0192] A normal spell, as a common effect element, is an effect element used when constructing magic that adds the equipment points specified for the normal spell to the accumulated points, reducing the difference between the accumulated points and the maximum points. Specifically, a normal spell is an effect element that specifies a positive value for equipment points. Furthermore, normal spells are configured such that the equipment with the normal spell can be removed from the player character during gameplay.

[0193] Curse spells, as a special effect element, have the following effect: when used to construct magic, the equipment points specified by the curse spell are determined not to be added to or subtracted from the accumulated points, so that the accumulated points remain unchanged or are close to a base value (close to 0). Specifically, a curse spell is an effect element that specifies a negative or zero value for equipment points, corresponding to the parallel spells of the first skull icon and the chain spells of the second skull icon. Furthermore, curse spells are configured such that equipment with curse spells cannot be removed from the player character during gameplay.

[0194] Therefore, while considering the advantage of cursed spells—that they neither deduct nor add to accumulated points—they also have the disadvantage of preventing cursed equipment from being removed from the player during gameplay, one can strategically consider whether to use cursed spells. Furthermore, besides the disadvantage of not being able to remove cursed equipment from the player, cursed spells can also have other disadvantages, and these disadvantages can be used to compensate for the inability to remove cursed equipment from the player.

[0195] In this embodiment, the spell in the effect element includes a curse spell in which the accumulated point value is subtracted or not added. However, the activation element (active trigger or passive trigger) may also include an activation element of a curse in which the accumulated point value is subtracted or not added, and the option for the effect element described later may include the aforementioned curse option in which the accumulated point value is subtracted or not added. Furthermore, either the activation element or the effect element may not have an element in which the accumulated point value is subtracted or not added (the activation element of the curse and the effect element of the curse). Moreover, the weapons, armor, accessories, or items mentioned above may also be configured to have weapons, armor, or accessories in which the accumulated point value is subtracted or not added.

[0196] Options, as sub-effect elements, determine the performance changes, additions, or alterations to the effect details of the constructed spell. Therefore, even if only an option is associated with the activation element, the spell is not constructed. For example, there are many options such as increasing the activation power (hereinafter also called "upgrade icon"), reducing the cooldown time (hereinafter also called "short icon"), reducing the casting time (hereinafter also called "early icon"), reducing the mana cost (hereinafter also called "reduction icon"), changing the target to the nearest enemy (hereinafter also called "sun icon"), and changing the trajectory to a straight line (hereinafter also called "arrow icon").

[0197] In addition, similar to the activation elements, detailed effect information is also specified for the options. For example, the upgrade icon corresponds to +10 attack power, +0.5 seconds casting time, and +1 second cooldown. The short icon corresponds to -1.5 seconds cooldown and +0.5 seconds casting time. The early icon corresponds to -1 second casting time and +1 second cooldown. The minus icon corresponds to +1 second casting time. The sun icon corresponds to +0.5 seconds cooldown and +0.5 seconds casting time. The arrow icon corresponds to +0.5 seconds cooldown and +0.5 seconds casting time.

[0198] Therefore, the detailed effects change depending on which option is selected, allowing for strategic thinking about which spell to associate with which option.

[0199] Furthermore, the content and settings related to the element icons 91, equipment points, mana consumption, and effect details that correspond to the various elements of the activation and effect elements can be freely designed and changed as appropriate.

[0200] [Methods for Constructing Magic]

[0201] Next, refer to Figures 6-10 This section explains the construction method for constructing magic. Figure 6 This is a description illustrating the method for constructing magic in Embodiment 1 of the present invention. Figure 1 An example of. Figure 7 It is used to connect Figure 6 Explanation of the method for constructing magic in Embodiment 1 of the present invention Figure 2 An example of. Figure 8 It is used to connect Figure 7 Explanation of the method for constructing magic in Embodiment 1 of the present invention Figure 3 An example of. Figure 9 and Figure 10 This is an example of an explanatory diagram illustrating the configuration rules for the construction method of constructing magic in Embodiment 1 of the present invention.

[0202] like Figure 6 As shown in (a), in the magic construction screen, based on the user's configuration operation, the element icon 91 representing the activation element or effect element is configured.

[0203] As a user's configuration operation, examples include dragging the element panel 90 and placing it on the configuration block 70, or selecting the element panel 90 after selecting the configuration block 70 with the configuration element icon 91.

[0204] exist Figure 6In the magic construction screen of (a), based on the user's configuration operation, an A icon representing the activation element is configured in the configuration block 70 of column X3 and row Y3, a lightning icon representing the effect element is configured in the configuration block 70 of column X4 and row Y3, a wind icon representing the effect element is configured in the configuration block 70 of column X5 and row Y3, and a star icon representing the effect element is configured in the configuration block 70 of column X5 and row Y2.

[0205] Then, when various element icons 91 are configured in configuration block 70, the cumulative value of equipment points for activation elements and effect elements configured to construct magic is updated and displayed in point display area 63. Specifically, assuming that the player character is not equipped with weapons, armor, accessories, or using items (the cumulative value of equipment points for weapons, etc. = 0), the total value of equipment points for the A icon, lightning icon, wind icon, and star icon is updated and displayed as "12 (= 3 + 3 + 3)".

[0206] like Figure 6 As shown in (b), according to Figure 6 The magic construction screen of (a) enables the connection part 80 to be effective based on the user's connection operation. Through the effective connection part 80, the element icons 91 representing multiple activation elements, the element icons 91 representing multiple effect elements, or the element icons 91 representing activation elements and the element icons 91 representing effect elements in the configuration block 70 are connected and corresponded to each other.

[0207] Here, as a user's connection operation, examples include selecting and clicking the connection section 80. In this embodiment, when the default path 80a is selected and clicked once, the connection section 80 becomes active, displayed by the blacked-out connection section 80, becoming the active path 80b. Thus, in this embodiment, each time the connection section 80 is selected and clicked, it alternately switches between the active path 80b and the default path 80a. Furthermore, when switching from the active path 80b to the default path 80a, the connection section 80 is decoupled from the activation element or effect element of the configuration block.

[0208] The valid path 80b is the configuration block 70 corresponding to the valid path 80b, which is connected to and corresponds to the element icon 91 that represents the activation element or effect element configured in the configuration block 70.

[0209] Furthermore, in this embodiment, when multiple activation elements are established in correspondence, the effective path 80b becomes an OR path where magic is activated if any one of the activation conditions determined by the established multiple activation elements is met. Alternatively, the effective path 80b can also be configured as an AND path where magic is activated if all the activation conditions determined by the established multiple activation elements are met, when multiple activation elements are established in correspondence.

[0210] exist Figure 6 In the magic construction screen of (b), based on the user's connection operation, the A icon and the thunder icon are connected and corresponding through the valid path 80b, the thunder icon and the wind icon are connected and corresponding through the valid path 80b, and the wind icon and the star icon are connected and corresponding through the valid path 80b.

[0211] Therefore, in icon A, thunder icons, wind icons, and star icons are connected in series and correspond to each other in order from near to far from the right side of the connection part 80 on the right side of the configuration block 70 where icon A is configured.

[0212] Furthermore, in the magic description area 62, the content of the magic constructed for the activation elements is displayed based on the connection and establishment of the corresponding activation elements and effect elements through the effective path 80b.

[0213] Specifically, it displays the content of the spell constructed based on the A icon for the activation element. For example, a composite spell (Lightning-Wind Magic) that generates a flash of light (Lightning icon) and a wind blade (Wind icon) as parallel spells is displayed. After activating the generated Lightning-Wind Magic, the content of the single spell that constructs an ion ball (Star icon) as a chain spell is displayed. Furthermore, it displays the activation cost, cooldown time, and casting time of the spell constructed based on the A icon for the activation element.

[0214] Furthermore, in this embodiment, when multiple effect elements are connected in series and correspond to activation elements, magic is constructed by referring to the element icons 91 of the effect elements arranged in the configuration block 70, in order from near to far from the configuration block 70 where the element icons 91 representing the activation elements are arranged. That is, magic is constructed by referring to effect elements arranged in order from near to far from the activation elements.

[0215] Therefore, it is possible to strategically consider which effect element to configure in which configuration block 70, based on the configuration block 70 containing the activation element.

[0216] like Figure 7 As shown in (a), based on the user's configured actions, from Figure 6 (b) The new configuration of the magic construction screen represents the element icon 91 of the activation element or effect element.

[0217] exist Figure 7 In the magic construction screen of (a), according to the user's configuration operation, an arrow icon representing the effect element is newly configured in the configuration block 70 of column X1 and row Y3, a fire icon representing the effect element is newly configured in the configuration block 70 of column X2 and row Y3, and a B icon representing the activation element is newly configured in the configuration block 70 of column X5 and row Y1.

[0218] Then, when various element icons 91 are newly configured in configuration block 70, the cumulative point value of the equipment points configured for the activation elements and effect elements for constructing magic is updated and displayed in the point display area 63. Specifically, if the player is not equipped with weapons, armor, accessories, or using items, the total value of the equipment points of icon A, lightning icon, wind icon, star icon, arrow icon, fire icon, and icon B is updated and displayed as "26 (=3+3+3+8+3+3)".

[0219] like Figure 7 As shown in (b), from Figure 7 The magic construction screen of (a) connects and establishes correspondences between the element icons 91 representing multiple activation elements newly configured in the configuration block 70 through the effective connection part 80, the element icons 91 representing multiple effect elements, or the element icons 91 representing activation elements and the element icons 91 representing effect elements, based on the user's connection operation.

[0220] exist Figure 7 In the magic construction screen of (b), based on the user's connection operation, the arrow icon and the fire icon are newly connected and corresponding through the valid path 80b, the fire icon and the A icon are newly connected and corresponding through the valid path 80b, and the star icon and the B icon are newly connected and corresponding through the valid path 80b.

[0221] In this embodiment, when element icons 91 representing multiple activation elements are connected in series and correspondence is established, the element icon 91 representing one activation element does not determine the connection of effect elements exceeding (through) the element icon 91 representing the activation element of the other party.

[0222] Therefore, in icon A, the thunder icon, wind icon, star icon, and B icon are connected in series and correspond to each other in order of proximity to the right side of the configuration block 70 where icon A is located, following the valid path 80b from the right to the left of the configuration block 70 where icon A is located, respectively. Similarly, the fire icon and arrow icon are connected in series and correspond to each other in order of proximity to the left side of the configuration block 70 where icon A is located, following the valid path 80b from the bottom of the configuration block 70 where icon B is located, respectively.

[0223] Furthermore, in this embodiment, when multiple connection parts 80 are active relative to a configuration block 70 with element icons 91 representing activation elements, and multiple activation elements branch from one activation element and correspond side-by-side, magic that simultaneously activates the effect elements corresponding to each active connection part 80 is constructed. For example, in Figure 7In the magic construction screen of (b), the lightning icon on the right and the fire icon on the left branch and side by side correspond to the A icon. The magic derived from the lightning icon on the right and the magic derived from the fire icon on the left are activated simultaneously.

[0224] Therefore, when multiple effect elements are configured in a configuration block 70 that is close to the configuration block 70 with the activation element, multiple spells based on that effect element are activated simultaneously, thus enabling strategic thinking about which effect element to configure in the configuration block 70 that is close to the configuration block 70 with the activation element.

[0225] Furthermore, in the magic description area 62, the content of the magic constructed for the activation elements is displayed based on the connection and establishment of the corresponding activation elements and effect elements through the effective path 80b.

[0226] Specifically, it displays the content of the spells constructed based on icon A (the activation element) and icon B (the activation element). Furthermore, it displays the activation cost, cooldown time, and casting time for each spell constructed based on icon A and icon B. For example, for icon A (the activation element), it displays the content of the spell that constructs two spells that can be activated simultaneously.

[0227] (Simultaneously, the display of Magic 1) generates a combined magic spell (Lightning Wind Magic) that combines a lightning bolt (lightning icon) and a wind blade (wind icon) as parallel spells. After the generated Lightning Wind Magic is activated, the content of the magic spell that constructs an ion ball (star icon) as a chain spell is displayed.

[0228] (Simultaneously, the display of Magic 2) Based on the properties of the fire ball (arc trajectory) which is the fire icon used as a chain spell and the option to change the trajectory of the arrow icon to a straight line, a fire ball with an arc trajectory is generated, and the content of the magic that constructs the single magic that activates the generated fire ball is displayed.

[0229] Additionally, for the B icon of the activation element, after activating the single spell of the ion ball with the star icon as a chain spell, the content of the spell that constructs the activation of the composite spell (lightning and wind spell) is displayed. This composite spell (lightning and wind spell) is obtained by combining the lightning with the lightning with the wind with the wind with the lightning with the wind icon as parallel spells.

[0230] like Figure 8 As shown in (a), based on the user's configured actions, from Figure 7 (b) The new configuration of the magic construction screen represents the element icon 91 of the activation element or effect element.

[0231] exist Figure 8In the magic construction screen of (a), based on the user's configuration operation, an ice icon representing the effect element is newly configured in the configuration block 70 of column X2 and row Y4, a C icon representing the activation element is newly configured in the configuration block 70 of column X3 and row Y4, and a heart icon representing the effect element is newly configured in the configuration block 70 of column X3 and row Y5.

[0232] Then, when various element icons 91 are newly configured in configuration block 70, the cumulative point value after accumulating the equipment points of the activation elements and effect elements configured for constructing magic is updated and displayed in the point display area 63. Specifically, if the player is not equipped with weapons, armor, accessories, or using items, the total value of the equipment points of the A icon, lightning icon, wind icon, star icon, arrow icon, fire icon, B icon, ice icon, C icon, and heart icon is updated and displayed as "37 (=3+3+3+3+8+3+3+3+3+5)".

[0233] like Figure 8 As shown in (b), from Figure 8 The magic construction screen of (a) connects and corresponds the element icons 91 that represent multiple activation elements newly configured in the configuration block 70 through the effective connection part 80 to each other, the element icons 91 that represent multiple effect elements to each other, or the element icons 91 that represent activation elements and the element icons 91 that represent effect elements, based on the user's connection operation.

[0234] exist Figure 8 In the magic construction screen of (b), based on the user's connection operation, the ice icon and the C icon are newly connected and corresponding through the valid path 80b, and the C icon and the heart icon are newly connected and corresponding through the valid path 80b.

[0235] Therefore, in the new C icon, the ice icon is connected to and corresponds to the valid path 80b on the left side of the configuration block 70 containing the C icon, and the heart icon is connected to and corresponds to the valid path 80b on the lower side of the configuration block 70 containing the C icon. Furthermore, with... Figure 7 Similarly, in (b), the A and B icons of the initiating element are connected to each other and establish a correspondence, so their description is omitted.

[0236] Furthermore, in the magic description area 62, the content of the magic constructed for the activation elements is displayed based on the connection and establishment of the corresponding activation elements and effect elements through the effective path 80b.

[0237] Specifically, it displays the content of spells constructed based on icon A, icon B, and icon C of the activation element. Furthermore, it displays the activation cost, cooldown time, and casting time for each of the three icons. Additionally, it uses a combination of... Figure 7 (b) Displays the A and B icons of the activation element in the same manner, omitting their descriptions. For the C icon of the activation element, the content of the spell that constructs two spells that are activated simultaneously is displayed.

[0238] (At the same time, the display of Magic 1) shows the contents of the HP recovery spell that is constructed by the heart-shaped icon that is used as a chain spell.

[0239] (At the same time, the display of Magic 2) shows the contents of the magic that constructs an ice missile as a chain spell, with the ice icon.

[0240] (Configuration Rules)

[0241] Next, refer to Figure 9 and Figure 10 This describes the configuration rules for constructing magic. In this embodiment, the configuration rules for constructing magic are configured such that magic cannot be constructed when one activation element is cyclically matched with an effect element.

[0242] exist Figure 9 In the magic construction screen of (a), according to the user's configuration operation, an A icon representing the activation element is configured in the configuration block 70 of X3 columns and Y2 rows, a fire icon representing the effect element is configured in the configuration block 70 of X3 columns and Y3 rows, a B icon representing the activation element is configured in the configuration block 70 of X4 columns and Y2 rows, and a star icon representing the activation element is configured in the configuration block 70 of X4 columns and Y3 rows.

[0243] Then, based on the user's connection operation, the connection unit 80 is activated, and the activation elements of icon A, the effect elements of the fire icon, and the effect elements of the star icon are mapped through the valid path 80b. Additionally, the activation elements of icon B, the effect elements of the star icon, and the effect elements of the fire icon are mapped through the valid path 80b.

[0244] Here, in Figure 9 In (a), although the effect elements (fire icon, star icon) configured in the configuration block 70 are cyclically matched through the effective path 80b, the effect elements do not cyclically match a single activation element because one activation element is separated from the other's activation element. Therefore, magic can be constructed based on the connection and establishment of corresponding activation elements and effect elements through the effective path 80b.

[0245] Furthermore, in the spell description area 62, based on the corresponding activation elements and effect elements established through the effective path 80b, the content of the spell constructed for the activation elements is displayed. For example, for activation element A, after activating a single spell of Fireball (fire icon) as a chain spell, the content of the spell constructed to activate Ionball (star icon) as a chain spell is displayed. Similarly, for activation element B, the content of the spell constructed to activate Fireball (fire icon) as a chain spell after activating Ionball (star icon) as a chain spell is displayed.

[0246] exist Figure 9 In the magic construction screen of (b), according to the user's configuration operation, an A icon representing the activation element is configured in the configuration block 70 of X3 columns and Y2 rows, a fire icon representing the effect element is configured in the configuration block 70 of X3 columns and Y3 rows, an ice icon representing the effect element is configured in the configuration block 70 of X4 columns and Y2 rows, and a star icon representing the activation element is configured in the configuration block 70 of X4 columns and Y3 rows.

[0247] Then, based on the user's connection operation, connection part 80 is activated, and through the activated path 80b, the effect elements of the fire icon, star icon, and ice icon are cyclically associated with icon A. Therefore, the effect elements are cyclically associated with a single activation element, preventing the construction of magic.

[0248] Then, in the magic description area 62, a configuration rule error indicating that the magic was not constructed is displayed (e.g., "★Error★ The loop needs to be eliminated during the magic construction loop"). Furthermore, the display area, display location, and display content for the configuration rule error can be freely modified as appropriate.

[0249] exist Figure 10 In the magic construction screen of (a), according to the user's configuration operation, an A icon representing the activation element is configured in the configuration block 70 of column X3 and row Y1, a heart icon representing the activation element is configured in the configuration block 70 of column X3 and row Y2, a fire icon representing the effect element is configured in the configuration block 70 of column X3 and row Y3, an ice icon representing the effect element is configured in the configuration block 70 of column X4 and row Y2, and a star icon representing the activation element is configured in the configuration block 70 of column X4 and row Y3.

[0250] Furthermore, based on the user's connection operation, the connection unit 80 is activated, and through the valid path 80b, the effect elements of the A icon and the heart-shaped icon are established to correspond. This causes the effect elements of the fire icon, the star icon, and the ice icon to cyclically correspond to the effect elements of the heart-shaped icon. Therefore, since the effect elements are cyclically corresponded to a single activation element, magic cannot be constructed. Moreover, the magic description area 62 displays a configuration rule error indicating that magic was not constructed.

[0251] Thus, the reason why the configuration rules determine that effect elements do not correspond to a single activation element in a cyclical manner is that when an effect element corresponds to a single activation element in a cyclical manner, it is unknown in which direction the sequence of magic occurrences will proceed, or how to chain them.

[0252] Furthermore, in this embodiment, it is possible to strategically construct magic by considering configuration rules, which connection part 80 to make effective, and which configuration block 70 to configure activation elements or effect elements.

[0253] [Magic activation screen]

[0254] Next, refer to Figure 11 This describes the magic activation screen displayed on the PC display unit 33 of the first information processing device 30 when a magic is activated as an effect activation method. Figure 11 This is an example of a magic activation screen displayed on the display unit (PC display unit 33) of an information processing device (first information processing device 30) when magic is activated in Embodiment 1 of the present invention. Additionally, Figure 11 (a) is an example of a magic activation screen during gameplay. Figure 11 (b) is an example of a magic activation screen in the game preparation state. The magic activation screen displayed on the game display unit 43 of the second information processing device 40 and the magic activation screen displayed on the mobile display unit 53 of the third information processing device 50 are the same as the magic activation screen displayed on the PC display unit 33 of the first information processing device 30.

[0255] like Figure 11 As shown in (a), in the magic activation screen during gameplay, for example, with the dungeon as the background object, player object 101 is displayed at the bottom. Then, when the activation conditions for magic are met, first magic object 102 and second magic object 103 activated from player object 101 are displayed. Furthermore, enemy object 106 is also displayed.

[0256] The first magical object 102 is the spell that was initially cast, and the second magical object 103 is the spell that was cast after the first magical object 102 was cast. For example, in... Figure 6In the case where magic is constructed as shown in (b), the first magic object 102 becomes lightning and wind magic, and the second magic object 103 becomes an ion ball. Furthermore, in this embodiment, the next magic is activated after a predetermined time has elapsed since the initial magic was activated, but it can also be configured so that the next magic is activated after the initial magic collides with a predetermined object (e.g., enemy object 106).

[0257] Additionally, during gameplay, the upper left corner of the magic activation screen displays a HP gauge 104 representing the player character's HP and a magic gauge 105 representing the player character's magic power. Furthermore, when encountering enemy characters, a HP gauge representing the enemy character's HP can also be displayed.

[0258] Furthermore, in the magic activation screen during gameplay, the layout, design, and content of the objects to be displayed, including background objects, player objects 101, first magic objects 102, second magic objects 103, HP scale 104, magic scale 105, and enemy objects 106, can be freely and appropriately changed.

[0259] In this embodiment, the game is configured such that, during the game preparation state before exploring the dungeon, the constructed magic can be attempted regardless of the accumulated points.

[0260] like Figure 11 As shown in (b), in the magic activation screen during the game preparation state, for example, the practice field is used as the background object, and player object 101 is displayed at the bottom. Then, the activation conditions for magic activation are met, and the first magic object 102 activated from player object 101 is displayed. In addition, target object 107 is displayed.

[0261] Furthermore, on the upper left side of the magic activation screen in the game preparation state, a notification object 108 (“★Trial Mode★”) is displayed to indicate the game preparation state before exploring the dungeon. Preferably, the accumulated points and the maximum points are displayed in this notification object 108. In addition, a first transfer object 109 (“Magic Construction”) is displayed to handle magic construction operations that are transferred to the magic construction screen, a second transfer object 110 (“Weapons and Equipment”) is displayed to handle weapon and equipment operations that are transferred to the weapon and equipment screen, and a third transfer object 111 (“Dungeon Exploration”) is displayed to handle game start operations that are transferred to the game progress state.

[0262] Thus, since the background objects and other elements are different in the game preparation state and the game in progress state, it is possible to identify whether it is the game preparation state or the game in progress state (e.g., whether a dungeon is being explored).

[0263] Furthermore, since players can attempt to activate the constructed magic while in the game preparation state before exploring a dungeon, they can balance the equipment costs of the player's equipped weapons, armor, accessories, or items with the activation or effect elements used to construct the magic before exploring the dungeon. This allows them to confirm the effect of the constructed magic, or change the activation or effect elements used to construct the magic, and reconstruct the magic.

[0264] In particular, in this embodiment, as described later, even if the accumulated points exceed the point limit, it is possible to attempt to activate the constructed magic in the game preparation state. Therefore, the accumulated points of the equipment such as weapons, armor, accessories, or items equipped by the player can be ignored (the total value). Based on the accumulated points of the equipment of the activation elements or effect elements used to construct the magic, the effect of the constructed magic is confirmed first. Afterward, the equipment such as weapons, armor, accessories, or items are removed and adjusted so that the accumulated points do not exceed the point limit.

[0265] Furthermore, in the magic activation screen during the game preparation state, the layout, design, and content design of the background object, player object 101, first magic object 102, notification object 108, target object 107, etc., can be freely changed appropriately. Also, the magic activation screen during the game preparation state can be configured to be wholly or partially identical to the magic activation screen during the game.

[0266] Furthermore, the game configuration for activating magic in this embodiment 1 is to use a three-dimensional object in virtual space to activate magic, but it can also be configured to use a two-dimensional object (character) to activate magic.

[0267] [Processing by the information processing device]

[0268] Next, the following flowchart will be used to explain the processing of the information processing device that can perform the magic activation of this embodiment 1 in the game. Figure 12 This is an example of a flowchart illustrating the game control processing of the information processing apparatus (first information processing apparatus 30) in Embodiment 1 of the present invention. Furthermore, the game control processing of the second information processing apparatus 40 and the third information processing apparatus 50 are the same as the game control processing of the first information processing apparatus 30.

[0269] (Game control processing)

[0270] When the game program that activates magic is started, in step S10, the PC control unit 32 performs initialization processing on the PC storage unit 31 used in the game that activates magic.

[0271] When the process ends, the process is transferred to step S20.

[0272] In step S20, the PC control unit 32 performs start screen display processing to make the PC display unit 33 display the game start screen.

[0273] When the process ends, the process is transferred to step S21.

[0274] In step S21, the PC control unit 32 determines whether the user has accepted the game start operation.

[0275] If the PC control unit 32 determines that the game start operation has been accepted, it transfers the processing to step S30, which is the game preparation state before the game of activating magic is started. If it determines that the game start operation has not been accepted, it remains in a standby state until the game start operation is accepted.

[0276] In step S30, the PC control unit 32 performs game preparation state control processing to control the game preparation state.

[0277] In the game preparation state control process, if magic is constructed, weapons, armor, accessories, or items are equipped before exploring a dungeon, and the process transitions to the game progress state (dungeon exploration) to begin, then the process will proceed to step S40, transitioning to the game progress state, provided that the accumulated points have not exceeded the point limit. For more information on this game preparation state control process, please refer to... Figure 13 This will be described in detail later.

[0278] In step S40, the PC control unit 32 performs game processing to enable the activation of magic.

[0279] In the process of this game, the PC display unit 33 displays various objects, and based on the user's object operation, the player object 101 is moved or made movable, or the background object is displayed, or the enemy object is displayed or moved, or the treasure chest object is displayed or opened to obtain activation elements or effect elements, or the camera work is changed to carry out the game for activating magic.

[0280] When the process ends, the process is transferred to step S41.

[0281] In step S41, the PC control unit 32 determines whether activation elements, effect elements, weapons, armor, accessories, or usage items have been obtained from the player object that has been moved or made movable through the above-mentioned game processing.

[0282] If the PC control unit 32 determines that it has obtained activation elements, effect elements, weapons, armor, accessories, or used items, it will transfer the processing to step S42. If it determines that it has not obtained activation elements, effect elements, weapons, armor, accessories, or used items, it will transfer the processing to step S50.

[0283] In step S42, the PC control unit 32 performs storage processing on the obtained activation elements, effect elements, weapons, armor, accessories, or used items.

[0284] In this element acquisition and storage process, activation elements, effect elements, weapons, armor, accessories, or usable items acquired through the player object's movement or mobility are stored in the PC storage unit 31 as "game progress status acquisition information." The activation elements, effect elements, weapons, armor, accessories, or usable items stored as game progress status acquisition information are independent of the prescribed equipment points. The player object can equip these items during game progress and, as described later, can use them as permanent items that can be equipped in the next game upon ending the game. Furthermore, as described later, it can also be configured so that, during game progress, de-cursing spells for equipment capable of canceling special effect elements (curse spells) and / or normal effect elements can be acquired.

[0285] When the process ends, the process is transferred to step S50.

[0286] In step S50, the PC control unit 32 performs magic creation / weapon equipment processing, such as creating magic, equipping weapons, armor, accessories, or using items, while the game is in progress. For details regarding this magic creation and weapon equipment processing, please refer to... Figure 14 This will be described in detail later.

[0287] When the process ends, the process is transferred to step S51.

[0288] In step S51, the PC control unit 32 performs licensed equipment storage processing.

[0289] In this licensed equipment storage process, information such as the activation elements or effect elements of magic used to construct magic through the magic construction / weapon equipment processing in step S50 above, as well as the weapons, armor, accessories or items equipped to the player (using equipment information), is stored in the PC storage unit 31 as "equipment information (licensed effect activation method) in the game state," so that it can be used in the game state.

[0290] When the process ends, the process is transferred to step S60.

[0291] In detail, Figure 13As described later, when in the game preparation state, after magic construction / weapon / equipment processing, it is determined whether the accumulated points exceed the point limit. If the accumulated points exceed the point limit, the game cannot proceed (causing equipment correction). Then, when the accumulated points are below the point limit, information such as the activation elements or effect elements used to construct magic through magic construction / weapon / equipment processing, as well as the weapons, armor, accessories, or items equipped on the player, is stored as "equipment information for the game proceeding state" in the PC storage unit 31, and the game proceeding state is then transferred.

[0292] In contrast, while the game is in progress, after the magic construction / weapon / equipment processing in step S50 above, there is no determination of whether the accumulated points exceed the point limit. Instead, information such as the activation elements or effect elements used to construct magic through magic construction / equipment processing, and the weapons, armor, accessories, or items equipped to the player, is stored in the PC storage unit 31 as "equipment information for the game progress." Therefore, while the game is in progress, the player can be equipped with magic constructed using activation elements or effect elements obtained through the aforementioned game processing, or equipped with weapons, armor, accessories, or items obtained, regardless of the accumulated points.

[0293] In step S60, the PC control unit 32 refers to the equipment information of the game progress state and determines whether the activation conditions determined by the activation elements of the player's equipment are met.

[0294] If the PC control unit 32 determines that the activation condition is met, it moves the processing to step S61; if it determines that the activation condition is not met, it moves the processing to step S41.

[0295] In step S61, the PC control unit 32 refers to the equipment information of the game progress state and performs an effect activation process to activate the magic constructed through the effect activation method construction process described later (refer to steps S226, S236, and S244) in accordance with the activation elements that meet the activation conditions. In this effect activation process, the PC display unit 33 displays the magic object of the magic constructed in accordance with the activation elements that meet the activation conditions.

[0296] When the process ends, the process is transferred to step S62.

[0297] In step S62, the PC control unit 32 performs activation response processing, which reflects the magic activated through the above-described effect activation method to various objects. In this activation response processing, if the activated magic is an attack magic, it determines whether the magic object collides with an enemy object. If the magic object collides with an enemy object, the parameter corresponding to the enemy object's HP is reduced. Conversely, if the activated magic is an HP recovery magic, the parameter corresponding to the player object's HP is increased.

[0298] When the process ends, the process is transferred to step S90.

[0299] In step S90, the PC control unit 32 determines whether the user has accepted the game end operation.

[0300] If the PC control unit 32 determines that the game end operation has been accepted, it transfers the processing to step S91, transitioning from the game in progress state to the game end state. If it determines that the game end operation has not been accepted, it returns the processing to step S40, maintaining the game in progress state.

[0301] In step S91, when the PC control unit 32 transitions to the game end state, it performs result display processing to show the game result.

[0302] When the process ends, the process is transferred to step S92.

[0303] In step S92, the PC control unit 32 performs a permanent item adoption process (storing predetermined elements). In this permanent item adoption process, referring to the PC storage unit 31, based on the user's permanent item selection operation, it adopts permanent items that can be equipped in the next game, for activation elements, effect elements, weapons, armor, accessories, or usable items stored as "game progress status acquisition information." Here, it can be configured to adopt all activation elements, effect elements, weapons, armor, accessories, or usable items stored as game progress status acquisition information as permanent items, or it can be configured to adopt a portion of them (e.g., 3 items) as permanent items. Furthermore, if the number of activation elements, effect elements, weapons, armor, accessories, or used items stored as information about the game's progress can be used as permanent items, the number of items that can be used as permanent items can be increased or decreased based on the success or failure of the game, the acquisition of special items, the progress of the game, or the score.

[0304] After this process is completed, the process is transferred to step S93.

[0305] In step S93, the PC control unit 32 stores the activation elements, effect elements, weapons, armor, accessories, or used items adopted as permanent items in the game data of the PC storage unit 31. Therefore, in the next game, players can equip the activation elements, effect elements, weapons, armor, accessories, or used items obtained in the current game, improving the replayability of the game.

[0306] After the process ends, return to step S20.

[0307] In this embodiment, the game preparation state control process in step S30 is equivalent to the game preparation state, the process in steps S40 to 90 is equivalent to the game in progress state, and the process in steps S91 to 93 is equivalent to the game end state.

[0308] (Game preparation state control)

[0309] Next, a flowchart is used to illustrate the game preparation state control process performed in the game control process described above (see [reference]). Figure 12 Details of step S30. Figure 13 This is an example of a flowchart illustrating the game preparation state control process of the information processing apparatus (first information processing apparatus 30) according to Embodiment 1 of the present invention. Furthermore, the game preparation state control processes of the second information processing apparatus 40 and the third information processing apparatus 50 are the same as those of the first information processing apparatus 30.

[0310] In step S30-1, the PC control unit 32 refers to the PC storage unit 31 and loads game data. This game data stores equipment information for initial elements (activation elements, effect elements, weapons, armor, accessories, or usable items, etc.) and permanent items. However, sometimes permanent items are not stored in the game data. Therefore, at the start of the game (game preparation state), equipment information for initial elements and permanent items can be provided. Furthermore, the game data is not limited to being loaded when the game start operation is accepted; it can also be loaded when the game program begins execution (startup).

[0311] When the process ends, the process is transferred to step S30-2.

[0312] Furthermore, in this embodiment, the game data is configured to include equipment information for initial elements (activation elements, effect elements, weapons, armor, accessories, or usable items, etc.) and permanent items. However, the game data may also omit equipment information for initial elements and permanent items. Alternatively, the game data may be configured to select (purchase) equipment information for initial elements based on predetermined value information such as coins or points, thus providing equipment information for initial elements.

[0313] In step S30-2, the PC control unit 32 performs difficulty selection processing to determine the difficulty level of the game's progress state (e.g., the difficulty level of the dungeon).

[0314] In this difficulty selection process, the difficulty level of the game is determined based on the user's action (starting the game). Then, based on the determined difficulty level, a limit value for the points is determined. For example, if the difficulty level is "EASY", the limit value for the points is set to a pre-determined first limit value (e.g., 60); if the difficulty level is "NORMAL", the limit value for the points is set to a pre-determined second limit value (e.g., 40); and if the difficulty level is "HARD", the limit value for the points is set to a pre-determined third limit value (e.g., 25).

[0315] After this process is completed, the process will be transferred to step S30-3.

[0316] Furthermore, the timing of the difficulty selection process can be any timed within the game preparation state before the game progress state, and is not limited to the timing in step S30-2. It can also be executed at any timed point during the game preparation state. Additionally, in this embodiment, the difficulty of the game progress state is determined, and the point limit is determined based on the determined difficulty of the game progress state. However, it is also possible not to determine the difficulty of the game progress state, and the point limit is a predetermined limit value (e.g., 40).

[0317] In step S30-3, the PC control unit 32 performs equipment processing such as magic construction / weapons.

[0318] In this section on magic construction / weapon / equipment handling, you construct magic while the game is in the ready state, or equip weapons, armor, accessories, or use items. For more information on magic construction and weapon / equipment handling, please refer to [link / reference]. Figure 14 This will be described in detail later.

[0319] After this process is completed, the process will be transferred to step S30-4.

[0320] In step S30-4, the PC control unit 32 performs trial mode control processing on the magic activation screen in the game preparation state.

[0321] In the test firing mode control process, such as Figure 11 As shown in (b), the PC display unit 33 displays various objects, and the player object 101 can be moved or made movable, or magic can be cast, based on the user's object operation.

[0322] After this process is completed, the process will be transferred to step S30-5.

[0323] In this way, during the game preparation state, player object 101 can be manipulated in the same way as during the game, and the constructed magic can be attempted to be activated. This allows for confirmation of the constructed magic's effect, or modification of the activation or effect elements used to construct the magic to reconstruct it.

[0324] In addition, even if the accumulated points exceed the point limit, you can still try to activate the magic you have constructed while the game is ready. Therefore, you can use the accumulated points of the equipment for the activation elements or effect elements used to construct the magic as a benchmark to first check the effect of the constructed magic. After that, you can remove weapons, armor, accessories, or use items to adjust the equipment so that the accumulated points do not exceed the point limit.

[0325] In step S30-5, the PC control unit 32 determines whether the user has accepted the game start operation. This game start operation is the operation that initiates the game processing in step S40 above, such as the operation where player object 101 begins exploring a dungeon.

[0326] If the PC control unit 32 determines that the game start operation has been accepted, it will transfer the processing to step S30-6; if it determines that the game start operation has not been accepted, it will return the processing to step S30-2 and maintain the game preparation state.

[0327] In step S30-6, when the game is in the preparation state, the PC control unit 32 determines whether the accumulated points are within the point limit (accumulated points ≤ point limit). That is, it determines whether the accumulated points are within the allowable range from the baseline value to the point limit (for example, if the difficulty of the game is "normal", then it is 0 to 40).

[0328] If the PC control unit 32 determines that the accumulated points are less than or equal to the point limit (the accumulated points are within the allowable range), it transfers the processing to step S30-7. If it determines that the accumulated points are less than or equal to the point limit (the accumulated points are outside the allowable range), it returns the processing to step S30-2. Therefore, when the accumulated points exceed the point limit, the processing returns to step S30-2. To make the accumulated points less than or equal to the point limit, the difficulty of the game state is reduced, or elements such as activation elements or effects elements are selected again to construct magic, or weapons, armor, accessories, or items are selected again to adjust the accumulated points so that they are within the allowable range.

[0329] In step S30-7, the PC control unit 32 determines whether the accumulated points are within a first predetermined value (accumulated points ≤ first predetermined value). That is, it determines whether the accumulated points are within the range of a first predetermined value from a reference value (=0) to the first predetermined value. Here, the first predetermined value refers to a value less than the point limit value. For example, if the difficulty of the game is "normal", the first predetermined value is set to a value 30, which is less than the point limit value (40).

[0330] If the PC control unit 32 determines that the cumulative point value is less than or equal to the first specified value (the cumulative point value is within the range of the first specified value), the processing will proceed to step S30-8. If the PC control unit 32 determines that the cumulative point value is less than or equal to the first specified value (the cumulative point value is outside the range of the first specified value), the processing will return to step S30-11.

[0331] In steps S30-8, the PC control unit 32 performs a first privilege granting process to grant the user a first privilege.

[0332] In this first privilege granting process, predetermined parameters related to player object 101, or predetermined parameters related to the constructed magic, are increased. For example, player object 101's HP is increased by 10%, or the attack power of the constructed magic is increased by 10%.

[0333] If the process ends, the process is transferred to step S30-9.

[0334] In step S30-9, the PC control unit 32 determines whether the accumulated points value is within a second predetermined value (accumulated points value ≤ second predetermined value). That is, it determines whether the accumulated points value is within the range of a second predetermined value from a base value (=0) to the second predetermined value. Here, the second predetermined value refers to a value less than the first predetermined value. For example, if the difficulty of the game is "normal", the second predetermined value is set to a value 20, which is less than the first predetermined value (30).

[0335] If the PC control unit 32 determines that the accumulated points value is less than or equal to the second specified value (the accumulated points value is within the range of the second specified value), the process will proceed to step S30-10. If the PC control unit 32 determines that the accumulated points value is less than or equal to the second specified value (the accumulated points value is outside the range of the second specified value), the process will return to step S30-11.

[0336] In step S30-10, the PC control unit 32 performs a second privilege granting process to grant the user a second privilege.

[0337] In this second privilege granting process, it is set that rare activation elements, effect elements, weapons, armor, accessories, or items are more likely to appear during gameplay.

[0338] When the process ends, the process is transferred to step S30-11.

[0339] Furthermore, in this embodiment, the first privilege granting process is configured to increase predetermined parameters related to the player object 101 or the magic it constructs, and the second privilege granting process is configured to make it easier for high-rarity activation elements and other items to appear during gameplay. However, the first privilege granting process may be configured to make it easier for high-rarity activation elements and other items to appear during gameplay, and the second privilege granting process may be configured to increase predetermined parameters related to the player object 101 or the magic it constructs.

[0340] Furthermore, it can be configured to increase different parameters related to player object 101 or the magic constructed in the first privilege granting process and the second privilege granting process described above, or it can be configured to increase the activation elements with high rarity in the game state with different occurrence rates in the first privilege granting process and the second privilege granting process described above.

[0341] In steps S30-11, the PC control unit 32 performs licensed equipment storage processing.

[0342] In this licensed equipment storage process, the activation elements or effect elements used to construct magic through magic construction / weapon equipment processing in step S30-3 of the game preparation state, as well as the information on the weapons, armor, accessories, or used items equipped to the player (described later as equipment information), are stored in the PC storage unit 31 as "equipment information for the game progress state (license effect activation method)". Furthermore, when transitioning to the game progress state, activation elements or effect elements not used to construct magic, and weapons, armor, accessories, or used items not equipped to the player are not stored as equipment information for the game progress state, but are deleted from the overview information.

[0343] When this process ends, the game preparation state control process ends, and the process is transferred to step S40, which is the game in progress state.

[0344] Thus, in this embodiment, when in the game preparation state, after magic construction / weapon / equipment processing, it is determined whether the accumulated points exceed the point limit. If the accumulated points exceed the point limit, the game cannot proceed (causing equipment correction). Then, when the accumulated points are below the point limit, information such as the activation elements or effect elements used to construct magic through magic construction / weapon / equipment processing, as well as the weapons, armor, accessories, or items equipped to the player, is stored in the PC storage unit 31 as equipment information for the game proceeding state, and the game proceeding state is then initiated.

[0345] Therefore, when in the game preparation state, one can strategically choose activation elements, effect elements, weapons, armor, accessories, or used items while considering the balance between the equipment points for the activation elements or effect elements used to construct magic and the equipment points required for the player's equipped weapons, armor, accessories, or used items.

[0346] Furthermore, in this embodiment, when the accumulated points are within the allowable range from the base value to the point limit (when transitioning to the game progress state), if the accumulated points are within a first predetermined value, a first privilege is granted through the aforementioned first privilege granting process; if the accumulated points are within a second predetermined value, a second privilege is granted through the aforementioned second privilege granting process. However, it is also possible to configure the system so that the aforementioned second privilege granting process is not performed. That is, it is also possible to configure the system to grant privileges in one stage rather than in two stages, granting one privilege if the points are within a predetermined value. Furthermore, it is also possible to configure the system so that neither the aforementioned first privilege granting process nor the aforementioned second privilege granting process is performed.

[0347] Furthermore, in this embodiment, the second specified value is less than the first specified value. Therefore, when the accumulated points are within the second specified value, the privileges of both the first privilege and the second privilege are granted when the accumulated points are within the first specified value.

[0348] However, it can also be configured such that, if the accumulated points are within the second predetermined value, the first privilege is not granted when the accumulated points are within the first predetermined value, but only the second privilege is granted. That is, it can also be configured such that, when the conditions for granting both the first and second privileges are met, only the superior privilege (the second privilege) is granted.

[0349] (Magic construction / weapon and equipment processing)

[0350] Next, a flowchart is used below to explain in detail the magic construction / weapon and other equipment processing performed in the above game control process (see...). Figure 12 Step S50 processing and Figure 13 (Processing step S30-3). Figure 14 This is an example of a flowchart illustrating the magic construction / weapon and other equipment processing of the information processing apparatus (first information processing apparatus 30) according to Embodiment 1 of the present invention. Furthermore, the magic construction / weapon and other equipment processing of the second information processing apparatus 40 and the game control processing of the third information processing apparatus 50 are the same as those of the first information processing apparatus 30.

[0351] In step S110, the PC control unit 32 determines whether a magic construction operation has been received from the user.

[0352] When the PC control unit 32 determines that a magic construction operation has been received, the PC control unit 32 transfers the processing to step S111. When the PC control unit 32 determines that no magic construction operation has been received, the PC control unit 32 transfers the processing to step S120.

[0353] In step S111, the PC control unit 32 selects an activation element or effect element, configures the selected activation element or effect element in the configuration block 70, or switches the connection unit 80 to active, and performs magic construction processing for constructing magic. Additionally, during magic construction processing, when the game is in the preparation state ( Figure 13 In the case of step S30-3, when configuring activation elements or effect elements in configuration block 70, the total value of the equipment points specified for the configured activation elements or effect elements is added to the common accumulated value of points used for magic construction and equipment such as weapons. Additionally, when the game is in progress ( Figure 12 In the case of step S50, when configuring activation elements or effect elements in configuration block 70, the accumulated point value is not calculated. This will then be referred to... Figure 15 Describe the magic construction process in detail.

[0354] Then, in the magic build process, when the user accepts the magic build end operation, this process ends and the process is transferred to step S112.

[0355] In step S112, upon receiving a magic construction completion operation, the PC control unit 32 determines whether the activation element or effect element correspondingly configured in the configuration block 70 through the valid path 80b satisfies the configuration rules. Here, the configuration rules of this embodiment are as follows: Figure 9 and Figure 10 As shown, it is stipulated that effect elements do not correspond to a triggering element in a cyclical manner.

[0356] If the PC control unit 32 determines that the configuration rules are met, it transfers the processing to step S113; if it determines that the configuration rules are not met, it returns the processing to step S111. Therefore, the magic build process (magic build screen) cannot be terminated when the configuration rules are not met.

[0357] Furthermore, in this embodiment, as a configuration rule, it is stipulated that effect elements are not cyclically associated with a triggering element, but other requirements may also be specified.

[0358] In addition, in this embodiment, it is configured to determine whether the corresponding activation element or effect element established through the configuration operation or connection operation meets the configuration rules. If the configuration rules are not met, the magic construction screen cannot end, prompting the user to reconfigure or reconnect. However, it can also be configured to invalidate the configuration operation or connection operation when the configuration operation or connection operation that does not meet the configuration rules is performed, so that the configuration of the activation element or effect element that originally did not meet the configuration rules cannot be performed, or the connection part 80 cannot be switched to the valid path 80b.

[0359] In step S113, the PC control unit 32 performs effect activation mode equipment processing. In this effect activation mode equipment processing, the player object is allowed to equip the magic constructed in the effect activation mode construction processing described later in steps S226, S236, or S244, and the constructed magic, effect details, selected activation elements or effect elements, etc., are stored as "equipment information" in the PC storage unit 31.

[0360] When this process ends, the processing of magic construction, weapons, and other equipment will also end.

[0361] In step S120, the PC control unit 32 determines whether the user has accepted the operation of weapons or other equipment.

[0362] If the PC control unit 32 determines that an operation involving weapons or other equipment has been accepted, it will transfer the processing to step S121. If it determines that an operation involving weapons or other equipment has not been accepted, it will end the magic construction / weapon or other equipment processing.

[0363] In step S121, the PC control unit 32 performs a selection process to select the weapon, armor, accessories, or items equipped by the player character through user operation.

[0364] In the selection process for weapons, etc., when the game is in the ready state ( Figure 13 In the case of step S30-30, when a weapon, armor, accessory, or item is selected, the total value of the equipment points specified for the selected weapon, armor, accessory, or item will be added to the accumulated value of the points used for magic construction and weapon equipment. Additionally, while the game is in progress ( Figure 12 In the case of step S50, when weapons, armor, accessories, or items are selected, the accumulated points are not calculated.

[0365] Then, in the weapon selection process, when the user accepts the weapon selection end operation, this process ends and the process is transferred to step S122.

[0366] In step S122, the PC control unit 32 performs weapon and equipment processing. In this weapon and equipment processing, the player is allowed to equip the weapon, armor, accessories, or items selected in the weapon selection process of step S121 above, and the information of the selected weapon, armor, accessories, or items is stored in the PC storage unit 31 as "equipment information".

[0367] When this process ends, the processing of magical constructs / weapons and other equipment also ends.

[0368] (Magic construction processing)

[0369] Next, the following flowchart will explain the magic construction process performed in the above-mentioned magic construction / weapon and other equipment processing (refer to step S111). Figure 15 This is an example of a flowchart illustrating the magic construction process of the information processing apparatus (first information processing apparatus 30) according to Embodiment 1 of the present invention. The magic construction processes of the second information processing apparatus 40 and the third information processing apparatus 50 are the same as those of the first information processing apparatus 30.

[0370] In step S200, the PC control unit 32 causes the PC display unit 33 to display the magic construction screen (see reference). Figure 4 The construction and display processing of ) is as follows. In this construction and display processing, such as Figure 4 As shown, at least a plurality of configuration blocks 70 are displayed adjacent to each other in the magic construction area 60 of the PC display unit 33, and a connecting part 80 is displayed between adjacent configuration blocks 70.

[0371] After this process is completed, the process is transferred to step S210.

[0372] Here, during the display processing, when the game is in preparation state, the element display area 61 of the PC display unit 33 displays a list of element panels 90 that store activation elements or effect elements stored as initial element equipment information and activation elements or effect elements stored as permanent items. Thus, activation elements or effect elements obtained in the previous game can be equipped as permanent items in this game as well.

[0373] Furthermore, during the display processing, when the game is in preparation state, the accumulated point value and the maximum point value are displayed in the point display area 63 of the PC display unit 33. Then, based on the configuration element display data based on the configuration operation of the activation element or effect element (described later), the connection display data based on the connection operation of the connection unit 80 (described later), and the accumulated point value display data based on the calculated accumulated point value (described later), the display configuration block 70, the connection unit 80, or the accumulated point value is updated.

[0374] Furthermore, during the build display process, when the game is in progress, the element display area 61 of the PC display unit 33 displays equipment information related to the game progress status of the PC storage unit 31, as well as overview information of the element panel 90 for displaying activation elements or effect elements, stored as information obtained from the game progress status. In addition, in this embodiment, when the game is in progress, the PC display unit 33 does not display the accumulated point value and the point limit value during the build display process, but even when the game is in progress, the PC display unit 33 can display the accumulated point value and the point limit value.

[0375] In step S210, the PC control unit 32 determines whether it has received a magic construction completion operation from the user.

[0376] If the PC control unit 32 determines that no magic construction completion operation has been received, the process proceeds to step S220; if the PC control unit 32 determines that a magic construction completion operation has been received, the magic construction process ends, and the process proceeds to step S112 (see...). Figure 14 ).

[0377] In step S220, the PC control unit 32 determines whether the user has accepted a configuration operation for an activation element or effect element as an adoption of the activation element or effect element. As described above, as a configuration operation, examples include dragging the element panel 90 and placing it on the configuration block 70, or selecting the element panel 90 after selecting the configuration block 70 with the configuration element icon 91.

[0378] If the PC control unit 32 determines that the configuration operation has been accepted, the process will be transferred to step S221; if the process determines that the configuration operation has not been accepted, the process will be transferred to step S230.

[0379] In step S221, the PC control unit 32 performs element configuration processing to configure activation elements or effect elements in the configuration block 70. In this element configuration processing, element icons 91 are configured via configuration operations; these element icons 91 represent activation elements or effect elements configured in the configuration block 70. Then, configuration element display data for displaying the configuration block 70 with the configured element icons 91 is generated via the user's configuration operations.

[0380] After this process is completed, the process is transferred to step S222.

[0381] In step S222, the PC control unit 32 determines whether the game is in progress. In other words, it determines whether the magic construction process is in progress. Figure 12 The magic construction process performed in step S50 of the magic construction / weapon and other equipment processing (whether it is) Figure 13 Step S30-3 (Magic Construction / Weapon and Equipment Processing).

[0382] If the PC control unit 32 determines that the game is in progress, it transfers the processing to step S224; if it determines that the game is not in progress (but is in game preparation state), it transfers the processing to step S223.

[0383] In step S223, the PC control unit 32 performs a point accumulation calculation process. In this point accumulation calculation process, a base value is set to 0, and a total value is calculated from the base value (=0) to accumulate the equipment points specified for the activation elements or effect elements configured in the configuration block 70. This calculated total value is then added to the common point accumulation value used in magic construction and weapon equipment to update the point accumulation value. Finally, point accumulation display data is generated for displaying the updated point accumulation value.

[0384] After this process is completed, the process is transferred to step S224.

[0385] In step S224, the PC control unit 32 performs a correspondence process that maps multiple activation elements to each other, multiple effect elements to each other, or activation elements to effect elements. In this correspondence process, it is first determined whether the connection portion 80 of the configuration block 70 containing activation elements or effect elements is valid. If the connection portion 80 is valid, it is determined whether each configuration block 70 connected to the valid connection portion 80 contains an activation element or effect element. Furthermore, if each configuration block 70 connected to the valid connection portion 80 contains an activation element or effect element, the activation element or effect element configured in that configuration block 70 is connected and a correspondence is established. Conversely, if the connection portion 80 is invalid, or if only one activation element or effect element is configured in the configuration block 70 connected to the valid connection portion 80, the process of connecting the activation element or effect element and establishing a correspondence is not performed.

[0386] After this process is completed, the process is transferred to step S225.

[0387] In step S225, the PC control unit 32 and the above-mentioned step S112 (refer to...) Figure 14 Similarly, it determines whether the corresponding activation elements or effect elements established through configuration operations meet the configuration rules.

[0388] If the PC control unit 32 determines that the configuration rules are met, it transfers the processing to step S226; if it determines that the configuration rules are not met, it returns the processing to step S200. Here, if the configuration rules are not met, it is preferable to return the processing to step S200 after the PC display unit 33 displays a configuration error (generates configuration error display data).

[0389] In step S226, the PC control unit 32 performs a spell activation method construction process based on the activation element or effect element corresponding to the above-described correspondence process. In this effect activation method construction process, based on the type of activation element (active trigger, passive trigger) and effect element (parallel spell, chain spell, option), the effective connection 80, and the positional relationship between the configuration block 70 containing the activation element and the configuration block 70 containing the effect element (parallel or series connection, connection order of configuration blocks 70 in series connection), a spell containing detailed effect information (attack power, casting time, cooldown time, spell attribute, spell target, spell trajectory, etc.) is constructed. Furthermore, if no corresponding activation element or effect element has been established through the above-described correspondence process, the spell construction process is not performed.

[0390] After the process ends, return to step S200.

[0391] As described above, in this embodiment, when in the game preparation state, the player cannot transition to the game progress state when the accumulated points exceed the point limit for the equipment points specified for the activation elements or effect elements configured in the configuration block 70 (see steps S30-6 above). However, regardless of the equipment points specified for the activation elements or effect elements configured in the configuration block 70, activation elements or effect elements can be configured in the configuration block 70 to construct magic. Thus, for example, in the game preparation state before the player enters the dungeon, various activation elements or effect elements can be configured in the configuration block 70 on a trial-and-error basis, while various magic constructions and the balance with weapons and other equipment can be attempted. Furthermore, based on the construction of magic or the determination of weapons and other equipment, it is also possible to challenge dungeons or game difficulty levels that match the determined magic construction or weapons and other equipment.

[0392] Furthermore, in this embodiment, the activation element or effect element can be configured to be configured in the configuration block 70 regardless of the equipment points specified for the activation element or effect element configured in the configuration block 70. However, it can also be configured such that when the game is in preparation state, the activation element or effect element cannot be configured in the configuration block 70 if the accumulated points exceed the point limit.

[0393] Furthermore, in this embodiment, the configuration is such that magic can be constructed regardless of the equipment points specified for the activation or effect elements configured in the configuration block 70. However, it can also be configured such that magic cannot be constructed when the accumulated points exceed the point limit during the game preparation state.

[0394] In step S230, the PC control unit 32 determines whether to accept the user's configuration deletion operation (cancellation operation) to delete the activation element or effect element configured in the configuration block 70. Examples of the user's configuration deletion operation include dragging the element icon 91 configured in the configuration block 70 and placing it outside the magic construction area 60, or selecting the element display area 61 outside the magic construction area 60 after selecting the element icon 91 configured in the configuration block 70.

[0395] If the PC control unit 32 determines that the user's configuration deletion operation has been accepted, the process will proceed to step S231; if it determines that the user's configuration deletion operation has not been accepted, the process will proceed to step S240.

[0396] In step S231, the PC control unit 32 determines whether the game is in progress. In other words, it determines whether the magic construction process is in progress. Figure 12 The magic construction process performed in step S50 of the magic construction / weapon and other equipment processing (whether it is) Figure 13 Step S30-3 (Magic Construction / Weapon and Equipment Processing).

[0397] If the PC control unit 32 determines that the game is in progress, it transfers the processing to step S232; if it determines that the game is not in progress (but is in game preparation state), it transfers the processing to step S233.

[0398] In step S232, the PC control unit 32 determines whether the activation element or effect element selected by the configuration deletion operation during the game is a curse spell (a special predetermined element).

[0399] If the PC control unit 32 determines that the spell is a curse, it returns the process to step S200; if it determines that the spell is not a curse, it transfers the process to step S234. Therefore, while it is possible to remove (cancel) the equipment of a curse spell when in the game preparation state, it is impossible to remove (cancel) the curse spell from the player's equipment when the player is in the game. Furthermore, it could be configured so that, while in the game, the curse spell configured in configuration block 70 cannot be changed (moved) to another configuration block 70. It could also have the function of removing (canceling) the curse spell when the release condition is met during the game (e.g., when the effect of the acquired release spell is received during the game).

[0400] In step S233, the PC control unit 32 performs a point accumulation value subtraction process, which deducts the accumulated point value during the game preparation state. In this point accumulation value subtraction process, the equipment points specified by the activation element or effect element selected through the user's configuration deletion operation are subtracted from the accumulated point value.

[0401] After this process is completed, the process is transferred to step S234.

[0402] In step S234, the PC control unit 32 performs an element configuration deregulation process to remove an activation element or effect element from the configuration block 70. In this element configuration deregulation process, the element icon 91 selected by the user's configuration deletion operation is deleted from the configuration block 70. Then, configuration element display data is generated to show the configuration block 70 where the element icon 91 selected by the user's configuration deletion operation has been deleted.

[0403] After the process ends, return to step S235.

[0404] Thus, in this embodiment, while the use of special effect elements (curse spells) cannot be cancelled during gameplay, the use of normal effect elements can be cancelled if they are not normal effect elements of curse spells.

[0405] However, it can also have the following function: when the game is in progress, whether it is a special effect element or a normal effect element, the effect element (predetermined element) will be canceled when the cancellation condition is met (for example, when affected by the effect of a cancellation spell obtained in the game).

[0406] In step S235, the PC control unit 32 performs the corresponding processing in the same way as in step S224 above.

[0407] After this process is completed, the process is transferred to step S236.

[0408] In step S236, the PC control unit 32 performs the effect activation mode construction process in the same way as in step S226 above.

[0409] After the process ends, return to step S200.

[0410] In step S240, the PC control unit 32 determines whether the user's connection operation has been accepted. As described above, examples of user connection operations include selecting and clicking the connection unit 80.

[0411] If the PC control unit 32 determines that the connection operation has been accepted, it transfers the processing to step S241; if it determines that the connection operation has not been accepted, it returns the processing to step S200.

[0412] In step S241, the PC control unit 32 performs a connection switching process to switch the connection unit 80 between active and inactive states. During this connection switching process, the default path 80a and the active path 80b are switched alternately whenever a connection operation is received. Then, connection display data is generated so that the switched connection unit 80 can be displayed.

[0413] After this process is completed, the process is transferred to step S242.

[0414] In step S242, the PC control unit 32 performs the corresponding processing in the same way as in step S224 above.

[0415] After this process is completed, the process is transferred to step S243.

[0416] In step S243, the PC control unit 32 and the above-mentioned step S112 (refer to...) Figure 14 Similarly, it determines whether the corresponding activation element or effect element established through the connection operation meets the configuration rules.

[0417] If the PC control unit 32 determines that the configuration rules are met, it transfers the processing to step S244; if it determines that the configuration rules are not met, it returns the processing to step S200.

[0418] In step S244, the PC control unit 32 performs the effect activation mode construction process in the same way as in step S226 above.

[0419] After the process ends, return to step S200.

[0420] In addition, in this embodiment, it is configured to determine whether the newly established corresponding activation element or effect element through configuration operation or connection operation meets the configuration rules. Even if the configuration rules are not met, the activation element or effect element can be configured or switched to a valid path 80b. However, it can also be configured to invalidate the configuration operation or connection operation when the configuration operation or connection operation that does not meet the configuration rules is performed, so that the activation element or effect element that does not meet the configuration rules cannot be configured or the connection part 80 cannot be switched to a valid path 80b.

[0421] Thus, in this embodiment, various activation elements or effect elements are configured in the configuration block 70 to activate the connection part 80. This allows multiple activation elements to be matched with each other, multiple effect elements to be matched with each other, or activation elements and effect elements to be matched to each other, thereby constructing various spells. Therefore, it is possible to strategically construct spells while considering the types of activation elements or effect elements configured in the configuration block 70, which activation element or effect element corresponds to (which connection part 80 is activated), and which configuration block 70 to which activation elements or effect elements are configured (the positional relationship between the configuration blocks 70 with activation elements or effect elements).

[0422] Furthermore, in this embodiment, when in the game preparation state, the player can equip magic constructed using activation elements or effect elements regardless of the equipment points required for activation elements or effect elements configured in configuration block 70; however, the player cannot transition to the game progress state if the accumulated points exceed the point limit. Therefore, it is possible to select activation elements or effect elements to construct magic while considering the total value of equipment points required for activation elements or effect elements configured in configuration block 70. Moreover, the accumulated points are a common value used in magic construction and equipment such as weapons, so it is possible to select activation elements or effect elements to construct magic while considering the balance between the equipment points used for activation elements or effect elements used to construct magic and the equipment points required for weapons, armor, accessories, or other items. Additionally, when in the game progress state, the player can equip magic constructed using activation elements or effect elements regardless of the equipment points required for activation elements or effect elements configured in configuration block 70.

[0423] Furthermore, in this embodiment, when the game is in progress, the player object can equip magic constructed by using activation elements or effect elements regardless of the equipment points specified for activation elements or effect elements configured in configuration block 70. However, it can also be configured such that when the game is in progress, the player object cannot equip the constructed magic if the accumulated points exceed the point limit.

[0424] Next, variations (Examples 2 to 9) related to the construction of the effect activation method in Implementation 1 will be described. Figure 16 This is an example of a conceptual diagram showing a variation relating to the construction of the effect activation method in Embodiments 2 and 3 of the present invention. Figure 17 This is an example of a conceptual diagram illustrating a variation related to the construction of the effect activation method in embodiments 4 to 6 of the present invention. Additionally, Figure 18 This is an example of a conceptual diagram showing a variation related to the construction of the effect activation method in embodiments 7 to 8 of the present invention. Figure 19This is an example of a conceptual diagram illustrating a variation related to the construction of the effect activation method in Embodiments 9 to 11 of the present invention. Furthermore, in Embodiments 2 to 11, the same reference numerals as in Embodiment 1 are used to indicate the same information, and detailed explanations are omitted.

[0425] [Implementation Method 2]

[0426] The construction of the effect activation method in Embodiment 2 of the present invention will be described. In Embodiment 1 above, there is only one valid path 80b that becomes valid based on the user's connection operation, but it can also be configured to have two or more valid paths.

[0427] Specifically, as an effective path, it can also be configured to have: path 80c, where, when multiple activation elements are established in correspondence, if any one of the activation conditions determined by the established multiple activation elements is met, then the magic is activated; and path 80d, where, when multiple activation elements are established in correspondence, if all the activation conditions determined by the established multiple activation elements are met, then the magic is activated.

[0428] Figure 16 (a) is a conceptual diagram showing a variation related to the construction of the effect activation method in Embodiment 2 of the present invention, and shows the magic construction screen of configuration block 70 and / or path 80c and path 80d.

[0429] exist Figure 16 In the magic construction screen of (a), based on the user's configuration operation, an A icon representing the activation element is configured in the configuration block 70 of column X2 and row Y1, an B icon representing the activation element is configured in the configuration block 70 of column X3 and row Y1, a star icon representing the effect element is configured in the configuration block 70 of column X4 and row Y1, a C icon representing the activation element is configured in the configuration block 70 of column X2 and row Y3, an HP icon representing the activation element is configured in the configuration block 70 of column X3 and row Y3, and a heart icon representing the effect element is configured in the configuration block 70 of column X4 and row Y3.

[0430] Then, the connection part 80 is activated based on the user's connection operation. Here, the user's connection operation includes selecting and clicking the default path 80a. Whenever the default path 80a is selected and clicked, the connection is switched in the following order: OR path 80c (black connection part 80), AND path 80d (shaded connection part 80), and default path 80a. Furthermore, in this embodiment, although the OR path 80c, AND path 80d, and default path 80a have the same shape, they can be distinguished by different colors or fill patterns (black, white, and diagonal lines), and they can also be distinguished by different shapes.

[0431] like Figure 16 As shown in (a), in the magic construction screen, based on the user's connection operation, multiple activation elements of icon A and icon B are connected and corresponding through path 80c, and icon B and star icon are connected and corresponding through path 80c. Additionally, multiple activation elements of icon C and icon HP are connected and corresponding through path 80d, and icon HP and heart icon are connected and corresponding through path 80c. Furthermore, when connecting activation elements and effect elements and establishing correspondence without connecting multiple activation elements, correspondence can be established through path 80c or any path 80d, or through a valid path different from path 80c or path 80d.

[0432] Furthermore, in the magic description area 62, the content of the magic constructed for the activation elements is displayed based on the connection to path 80c and path 80d, which establishes the corresponding activation elements and effect elements.

[0433] Specifically, if the activation conditions of icon A or icon B of the activation element are met, the content of the magic that constructs the plasma sphere corresponding to the star icon of the activation and effect element will be displayed. Furthermore, the activation cost, cooldown time, and casting time of the magic constructed from the icons of icons A and B of the activation element will be displayed.

[0434] Additionally, if all activation conditions for both the C icon (activation condition for HP below 10%) and the HP icon (activation condition) are met, the content of the HP recovery spell corresponding to the heart icon (activation and effect elements) will be displayed. Furthermore, the activation cost, cooldown time, and casting time of the spell constructed using the A icon (activation element) and the HP icon will be displayed.

[0435] Thus, in this embodiment, when multiple activation elements are associated through the effective connection 80, when the multiple activation elements are associated through the OR path 80c, it is possible to construct a spell that activates if any one of the activation conditions determined by the connected multiple activation elements is met; and when the multiple activation elements are associated through the AND path 80d, it is possible to construct a spell that activates if all the activation conditions determined by the connected multiple activation elements are met. Therefore, it is possible to strategically consider whether the connection 80 that associates activation elements or effect elements is set to the OR path 80c or the AND path 80d.

[0436] Furthermore, as two or more valid paths, it can also be configured to replace OR path 80c and AND path 80d, or in addition to OR path 80c and AND path 80d, to have parallel paths that enable multiple effect elements to be activated simultaneously and serial paths that enable multiple effect elements to be activated sequentially. For example, when establishing a correspondence between multiple effect elements and one or more activation elements through parallel paths, the multiple effect elements corresponding to them established through parallel paths can be activated simultaneously when the activation condition of the activation element is met. Conversely, when establishing a correspondence between multiple effect elements and one or more activation elements through serial paths, the multiple effect elements corresponding to them established through serial paths can be activated sequentially when the activation condition of the activation element is met.

[0437] [Implementation Method 3]

[0438] The construction of the effect activation method in Embodiment 3 of the present invention will be described. In Embodiment 1 described above, the configuration block 70 only configures the function of the activation element or effect element, but it is also possible to specify a specific effect for all or part of the configuration blocks 70.

[0439] Figure 16 (b) is a conceptual diagram showing a variation related to the construction of the effect activation method in Embodiment 3 of the present invention, and is a magic construction screen showing an example of a configuration block that specifies a particular effect.

[0440] like Figure 16 As shown in (b), the configuration block 70a displayed in column X1 in the magic construction area 60 is specified with a specific effect related to the connection condition that the connection portion 80 set in column X1 cannot be made valid.

[0441] Additionally, the configuration block 70b displayed in column X2 and row Y1 specifies a specific effect related to configuration conditions such as the inability to configure any element among the activation element and effect element.

[0442] Additionally, the configuration block 70c, displayed in column X2 and row Y4, specifies specific effects related to configuration conditions such as the ability to configure only effect elements.

[0443] In addition, the configuration block 70d displayed in column X3 and row Y2 is specified with a specific effect related to the calculation method of the cumulative point value, which is the sum of the equipment points specified for the configuration element or effect element in the configuration block 70d and the predetermined sum value (=5) and the cumulative point value.

[0444] Additionally, the configuration block 70e displayed in column X3 and row Y3 is specified to have a specific effect related to the calculation method of the cumulative point value, which is the sum of the cumulative point value and the equipment points specified for the activation element or effect element configured in the configuration block 70e when the activation element or effect element is configured.

[0445] Additionally, the configuration block 70f displayed in column X3 and row Y4 is specified with a specific effect related to the following changes in effect performance: when an activation element or effect element is configured, the functionality of the effect details specified for the activation element or effect element configured in the configuration block 70f is reduced (e.g., attack power is reduced or casting time is increased).

[0446] Furthermore, the configuration block 70g shown in column X4 and row Y1 is specified to have a specific effect related to the connection condition that any connection part 80 is valid and cannot be invalidated.

[0447] Furthermore, the configuration block 70h displayed in column X4 and row Y4 is specified with specific effects related to configuration conditions that allow only the activation element to be configured.

[0448] Additionally, the configuration block 70i displayed in column X5 and row Y1 is specified to have a specific effect related to the calculation method of the cumulative point value, which is the sum of the cumulative point value and the equipment points specified by the activation element or effect element configured in the configuration block 70i when an activation element or effect element is configured.

[0449] In addition, the configuration block 70j displayed in column X5 and row Y2 is specified with a specific effect related to the calculation method of the cumulative point value, which is the sum of the equipment points specified for the activation element or effect element configured in the configuration block 70j and the predetermined subtraction value (=-2) and the cumulative point value, when an activation element or effect element is configured.

[0450] Additionally, the configuration block 70k displayed in column X5 and row Y5 specifies specific effects related to changes in the performance of the effects that enhance the functionality of the effects details specified for the activation elements or effects elements configured in the configuration block 70k when activation elements or effects elements are configured.

[0451] Thus, in this embodiment, as a specific effect specified for configuration block 70, connection conditions, configuration conditions, the calculation method of cumulative point value, and changes in effect performance are defined. Furthermore, as an example of configuration conditions, various conditions such as limitations on the attributes of effect elements and the shape of element icon 91 can also be specified.

[0452] Here, for each configuration block 70, a different number (2 to 4) of connecting parts 80 are displayed. Furthermore, in this embodiment, different specific effects are defined depending on the placement location of the configuration block 70 and the number of connecting parts 80 corresponding to the configuration block 70. In other words, different specific effects are defined for configuration blocks 70 with fewer connecting parts 80 placed at the corners or edges of the magic construction area 60 and configuration blocks 70 with more connecting parts 80 placed in the center of the magic construction area 60.

[0453] In addition, the number of connection parts 80 displayed corresponding to the configuration block 70 can be either the number of valid connection parts 80 or the number of invalid connection parts 80.

[0454] In particular, in this embodiment, the fewer the number of connection parts 80 corresponding to the configuration block 70, the more advantageous the configuration block is to the user; conversely, the more connection parts 80 corresponding to the configuration block 70, the more disadvantageous the configuration block is to the user. In other words, configuration blocks 70 with fewer connection parts 80 located at the corners or edges of the magic construction area 60 are given advantages to the user. For example, configuration blocks 70d and 70e with 4 connection parts 80 are given a calculation method for the accumulated points that is disadvantageous to the user, while configuration blocks 70i with 2 connection parts 80 and 70j with 3 connection parts 80 are given a calculation method that is advantageous to the user. Thus, the specific effects given to the user differ depending on the configuration block corresponding to different numbers of connection parts 80, allowing for more strategic thinking about which activation element or effect element to configure in which configuration block 70 to construct magic.

[0455] Alternatively, the following structure can be adopted: the more connection parts 80 corresponding to the configuration block 70, the more advantageous the configuration block is to the user; the fewer connection parts 80 corresponding to the configuration block 70, the more disadvantageous the configuration block is to the user. In other words, the configuration block 70 with a larger number of connection parts 80 located on the central side of the magic construction area 60 can be configured to have a user-advantageous effect. For example, a user-advantageous calculation method for the cumulative point value can be specified for configuration blocks 70d and 70e with 4 connection parts 80, while a user-disadvantageous calculation method can be specified for configuration blocks 70i with 2 connection parts 80 and 70j with 3 connection parts 80.

[0456] In this configuration, the configuration block 70, which is defined with specific effects, is preferably configured such that, when a block acquisition condition such as obtaining a specific item is met during gameplay, activation elements or effect elements can be configured in that configuration block. This configuration increases the appeal of obtaining advantageous configuration blocks and improves the replayability of the game.

[0457] Furthermore, in this embodiment, the configuration block 70 is configured to be advantageous or disadvantageous to the user based on the number of connection portions 80 displayed corresponding to the configuration block 70. However, it is also possible to specify an advantage or disadvantage to the user for any configuration block 70 without depending on the number of connection portions 80 displayed corresponding to the configuration block 70 or the configuration position.

[0458] [Implementation Method 4]

[0459] The construction of the effect activation mode of Embodiment 4 of the present invention will be described. In Embodiment 1 described above, the connection part 80 is activated by the user's connection operation, and multiple element icons 91 are connected and correspondences are established through the activated connection part 80.

[0460] However, if the user's connection operation is not possible but the connection change conditions are met by software, it can be determined whether the connection part of the specified configuration block 70 is valid or invalid.

[0461] Figure 17 (a) is a conceptual diagram showing a variation related to the construction of the effect activation mode in Embodiment 4 of the present invention. It is a conceptual diagram of the configuration block 70 and the connecting parts 280a and 280b displayed in the magic construction area 60 of the magic construction screen for constructing the effect activation mode.

[0462] like Figure 17 As shown in (a), valid connections 280b (blacked-out connections) are displayed in the magic construction area 60 of the magic construction screen. Invalid connections 280a (whiteed-out connections) cannot be connected by the user and therefore cannot be set to valid.

[0463] In such a configuration, for example, it is preferred that starting the game is the first connection change condition, and the connection 280b is randomly determined to be effective, such as in a bingo game; or obtaining a specific item during the game is the second connection change condition, and the predetermined connection 280a is determined to be effective / ineffective; or defeating / losing a specific enemy (boss character) during the game is the third connection change condition, and the predetermined connection 280a is determined to be effective / ineffective.

[0464] Thus, in implementation 4, by pre-determining the effective connection parts, it is possible to strategically consider which element icon 91 should be configured in the configuration block 70 corresponding to the effective connection part.

[0465] [Implementation Method 5]

[0466] The construction of the effect activation mode of Embodiment 5 of the present invention will be described. In Embodiment 1 above, the connection portion 80 is configured to be displayed in correspondence with the configuration block 70.

[0467] However, it is also possible to display the connecting part 80 in relation to the configuration block 70 instead of the connecting part in relation to the feature icon.

[0468] Figure 17 (b) is a conceptual diagram showing a variation related to the construction of the effect activation method in Embodiment 5 of the present invention, and is a conceptual diagram that corresponds the connecting part 380 with the element icon 391.

[0469] like Figure 17 As shown in (b), the element icon 391 corresponds to the connector 380. In addition, based on the type of activation element or effect element, the element content, etc., the element icon 391 is established to correspond to different numbers of connectors 380 in different directions.

[0470] Furthermore, by configuring element icons 391 in the magic construction area 360 of the magic construction screen, a corresponding connection 380 is displayed that corresponds to the element icons 391. Then, the connection 380 becomes active through the user's connection operation.

[0471] Thus, in Implementation 5, it is possible to strategically consider which configuration block 70 to which element icon 391 corresponding to the connection part 380 should be configured.

[0472] [Implementation Method 6]

[0473] The construction of the effect activation mode of Embodiment 6 of the present invention will be described. In Embodiment 1 described above, it is configured such that an element icon 91 can be configured in a configuration block 70.

[0474] However, it can also be configured to have different sizes and shapes of feature icons, allowing a feature icon to be configured in multiple configuration blocks.

[0475] Figure 17 (c) is a conceptual diagram showing a variation related to the construction of the effect activation method in Embodiment 6 of the present invention. It is a conceptual diagram in which the size and shape of the element icons are different and one element icon is arranged in multiple configuration blocks.

[0476] like Figure 17As shown in (c), multiple element icons 491 are defined as different sizes, which are integer multiples of the size of the configuration block, and are composed of different shapes. Here, it is preferable that the size of the element icon 491 corresponds to the size of the initiation cost.

[0477] Then, in the magic construction area 460 of the magic construction screen, configure the element icons 491 according to the size and shape of the blank configuration block 70.

[0478] Thus, in implementation 6, one can strategically consider adding elements of a puzzle game and how to combine and configure the element icons 491 in the blank configuration block 70.

[0479] [Implementation Method 7, Implementation Method 8]

[0480] This section explains the construction of the effect activation methods in Embodiments 7 and 8 of the present invention. In the magic construction area 60 of the magic construction screen in Embodiment 1 described above, as follows... Figure 4 As shown, multiple quadrilateral-shaped configuration blocks 70 are arranged to be displayed adjacently. In the configuration blocks 70, the connecting parts 80 can be displayed correspondingly in the up, down, left, and right directions.

[0481] However, the shape of the configuration block 70 is not limited to a quadrilateral shape, and the maximum number of connections shown in a configuration block 70 is not limited to four.

[0482] Figure 18 (a) is a conceptual diagram showing a variation related to the construction of the effect activation mode in Embodiment 7 of the present invention. It is a conceptual diagram of the configuration block 570 and the connection part 580 displayed in the magic construction area 560 of the magic construction screen for constructing the effect activation mode.

[0483] like Figure 18 As shown in (a), the configuration involves displaying multiple diamond-shaped configuration blocks 570 adjacently in the magic construction area 560 of the magic construction screen. Up to six connecting parts 580 can be displayed in each configuration block 570 relative to the directions of top, bottom, upper left, lower left, upper right, and lower right. Thus, up to six element icons 91 can be connected to one configuration block 570.

[0484] Thus, in Implementation 7, similar to Implementation 1, it is possible to strategically consider which element icon 91 to configure in which configuration block 570 for combination.

[0485] Figure 18(b) is a conceptual diagram showing a variation related to the construction of the effect activation mode in Embodiment 8 of the present invention. It is a conceptual diagram of the configuration block 670 and the connection part 680 displayed in the magic construction area 660 of the magic construction screen for constructing the effect activation mode.

[0486] like Figure 18 As shown in (b), the configuration involves displaying multiple octagonal configuration blocks 670 adjacently in the magic construction area 660 of the magic construction screen. Each configuration block 670 can display up to eight connecting parts 680 corresponding to each of the following directions: up, down, left, upper left, lower left, right, upper right, and lower right. Therefore, up to eight element icons 91 can be connected to one configuration block 670.

[0487] Thus, in Implementation 8, similarly to Implementation 1, it is possible to strategically consider which element icon 91 to configure in which configuration block 670 for combination.

[0488] [Implementation Methods 9-11]

[0489] The construction of the effect activation method in Embodiments 9 to 11 of the present invention will be described. In Embodiment 1 described above, the configuration is such that element icons 91 are configured in the configuration block 70, and multiple element icons 91 are connected and corresponded by the connecting part 80.

[0490] However, it is also possible to construct an effect activation method without having a configuration block.

[0491] [Implementation Method 9]

[0492] Figure 19 (a) is a conceptual diagram showing a variation related to the construction of the effect activation method in Embodiment 9 of the present invention. It is an example of a conceptual diagram showing an element graphic 791 (791a, 791b, 791c) that integrates any element among the activation element or effect element with the connecting part without having a configuration block.

[0493] like Figure 19 As shown in (a), element graphic 791a is the effect element that determines the wind blade (natural attribute) of the spell, and is composed of a circular graphic with connecting parts 780 at four points on the outer perimeter. Element graphic 791b is the activation element that determines the activation condition by pressing the A button, and is composed of a triangular graphic with connecting parts 780 at each vertex of the triangle. Element graphic 791c is the activation element that determines the activation condition by activating natural attribute magic, and is composed of a rectangular graphic with connecting parts 780 at each vertex of the rectangle.

[0494] Furthermore, multiple element graphics 890 can be arranged while the element graphic 791 is moved or rotated, and the connecting portion 780 of one element graphic 791 is configured to connect with the connecting portion 780 of another element graphic 791. However, regarding the lines constituting the element graphic 791, i.e., the constituting lines other than the connecting portion 780, if the constituting line constituting one element graphic 791 intersects with the constituting line constituting another element graphic 791, it is configured such that two element graphics 791 cannot be connected.

[0495] For example, in Figure 19 In the connectable example in the diagram below (a), the activation element that determines the activation condition by pressing the A key and the activation element that determines the activation condition by activating a natural attribute magic, respectively, determines the effect element of the wind blade, thus constructing a magic that activates the wind blade by pressing the A key or activating a natural attribute magic.

[0496] Furthermore, in this embodiment, the element graphics 791 are configured to have different shapes, but they can also all be composed of element graphics 791 of the same shape and size. Additionally, the size and area of ​​the element graphics 791 can be configured to differ based on parameters such as equipment cost and effect details (attack power, etc.).

[0497] Furthermore, in this embodiment, the vertex portion of the element graphic 791 must have a connecting portion 780, but it is not necessary to have a connecting portion 780 at the vertex portion. It can be configured to have a connecting portion 780 only at a portion of the vertex portions, or it can be configured to have a connecting portion 780 on any line constituting the element graphic 791.

[0498] In the case of adopting the structure of Embodiment 9, the feature graphic 791 is displayed in the construction display process (step S200) of Embodiment 1 described above, and the feature configuration process (step S221) is modified to enable the configuration of feature graphic 890 while moving or rotating the feature graphic 791.

[0499] Thus, in implementation 9, even without a configuration block, it is possible to correspond multiple activation elements to each other, multiple effect elements to each other, or activation elements to effect elements.

[0500] [Implementation Method 10]

[0501] Figure 19 (b) and Figure 19 (c) is a conceptual diagram showing a variation related to the construction of the effect activation method in Embodiment 10 of the present invention. It is an example of a conceptual diagram showing an element graphic 890 (890a, 890b, 890c, 890d) that integrates the activation element or effect element with the connecting part without a configuration block.

[0502] like Figure 19 (b) and Figure 19 As shown in (c), multiple element graphics 890 can be configured in the element configuration area 860 of a predetermined size in the magic construction screen.

[0503] Element graphic 890a is the effect element for the wind blade of the spell, consisting of a circular shape with four connecting points on its outer perimeter. Element graphic 890b is the activation element for the A button press as the activation condition, consisting of a triangular shape with connecting points at each vertex of the triangle. Element graphic 890c is the activation element for the B button press as the activation condition, consisting of a triangular shape with connecting points at each vertex of the triangle. Element graphic 890d is the activation element for the C button press as the activation condition, consisting of a triangular shape with connecting points at each vertex of the triangle. Element graphic 890e is the effect element for the fireball of the spell, consisting of a circular shape with four connecting points on its outer perimeter.

[0504] Furthermore, in Embodiment 10, the size of the element graphic 890 can be changed by the user's size adjustment operation. Moreover, when the size of the element graphic 890 is changed by the user's operation, the parameters determined for the resized element graphic 890 (activation element or effect element) are also increased or decreased (changed). These parameters refer to various magic-related information such as the equipment points specified for the activation element or effect element, detailed effect information (attack power, casting time, cooldown time, etc.).

[0505] For example, such as Figure 19 As shown in (b), increasing the element graphic 890a increases the equipment points for the Wind Blade effect element, or increases the Wind Blade's attack power, or increases its cooldown time. Conversely, as... Figure 19 As shown in (c), if element graphic 890a is reduced, the equipment points for the Wind Blade effect element are reduced, the Wind Blade's attack power is reduced, and the cooldown time is reduced. Furthermore, it is not limited to the situation where increasing element graphic 890 always increases the parameter, and decreasing element graphic 890 always decreases the parameter; it can also be configured such that increasing element graphic 890 always decreases a predetermined parameter, and decreasing element graphic 890 always increases a predetermined parameter. In other words, any parameter determined by changing the size of element graphic 890 (activation element or effect element) can be increased or decreased (changed).

[0506] Furthermore, multiple element graphics 890 can be configured while changing their size, moving, or rotating, and the connecting portion of one element graphic 890 can be connected to the connecting portion of another element graphic 890. However, for the lines constituting the element graphics 890, i.e., the constituting lines other than the connecting portion 780, if the constituting line of one element graphic 890 intersects with the constituting line of another element graphic 890, it is impossible to connect two element graphics 890. In this case, if the constituting lines of one element graphic 890 do not intersect with the constituting lines of another element graphic 890, then the element graphics 890 of the other can be configured inside one element graphic 890.

[0507] For example, in Figure 19 In (b), feature graphics 890b, 890c, 890d and 890e are arranged inside the significantly modified feature graphic 890a, and feature graphics 890b, 890c, 890d and 890e are connected to the connection part of feature graphic 890a.

[0508] Therefore, for the activation elements that determine the activation condition by pressing the A button, the B button, and the C button, a correspondence is established between the effect element that determines the Wind Blade and the effect element that determines the Fireball. Thus, a spell is constructed that activates a Fireball after triggering a Wind Blade with increased attack power, triggered by pressing the A, B, or C button.

[0509] exist Figure 19 In (c), feature graphic 890b is arranged inside feature graphic 890a, and feature graphic 890d is arranged outside feature graphic 890a. Feature graphic 890b and feature graphic 890d are connected to feature graphic 890a at a connecting portion. Additionally, feature graphic 890c is arranged inside feature graphic 890e, and feature graphic 890d is arranged outside feature graphic 890e. Feature graphic 890c and feature graphic 890d are connected to feature graphic 890e at a connecting portion.

[0510] Therefore, for an activation element that uses the A button as its activation condition, there is a corresponding effect element that determines the wind blade. Similarly, for an activation element that uses the B button as its activation condition, there is a corresponding effect element that determines the fireball. Furthermore, for an activation element that uses the C button as its activation condition, the effect elements that determine the wind blade and the effect elements that determine the fireball are linked. Thus, spells can be constructed that activate a wind blade when the A button is pressed, a fireball when the B button is pressed, and a spell that activates both a wind blade and a fireball simultaneously when the C button is pressed.

[0511] Furthermore, in this embodiment, the element graphics 890 are configured to have different shapes, but they can also all be composed of element graphics 890 with the same shape. Also, in this embodiment, the vertex portions of the element graphics 890 must have connecting portions, but it is not necessary to have connecting portions at the vertex portions; connecting portions can be present only at some vertices, or connecting portions can be present on each side. The element graphics 890 are not simply graphics, but graphics containing characters or strings combining multiple characters. Furthermore, the element graphics 890 can be a group where the graphics and strings are not always connected, or where some lines are separated.

[0512] When adopting the structure of Embodiment 10, the construction display process (step S200) of Embodiment 1 described above is modified to a feature graphic display process that displays the feature graphic 890 in the feature configuration area 860. The feature configuration process (step S221) is divided into a feature graphic change process that changes the size of the feature graphic 890 through the user's size change operation and a move and rotate configuration process that configures the feature graphic 890 while moving or rotating it through the user's move and rotate configuration operation. Furthermore, after performing the element graphic change processing, if the size of the element graphic is changed, a new parameter change processing is provided to change the parameters specified for the initiating element or effect element. In the corresponding processing (step S224), for the lines constituting the element graphic 890, i.e., the constituting lines other than the connecting part 780, the constituting lines constituting one element graphic 890 do not intersect with the constituting lines constituting the other element graphic 890. Multiple initiating elements that connect the connecting parts of one element graphic 890 and the connecting parts of the other element graphic 890 correspond to each other, multiple effect elements correspond to each other, or initiating elements and effect elements correspond to each other. In the effect initiation mode construction processing (step S226), based on the parameters changed by the parameter change processing and the initiating elements and effect elements corresponding to the corresponding processing, the effect initiation mode is constructed.

[0513] Thus, in implementation 10, even without a configuration block, it is possible to change the size of the element graphics while corresponding multiple initiating elements to each other, multiple effect elements to each other, or initiating elements to effect elements.

[0514] [Implementation Method 11]

[0515] Figure 19 (d) is a conceptual diagram showing a variation related to the construction of the effect activation method in Embodiment 10 of the present invention. It is an example of a conceptual diagram showing an element graphic 990 (990a, 990b) that integrates the activation element or effect element with the connecting part without a configuration block.

[0516] like Figure 19 As shown in (d), element graphic 990a is composed of a circular shape, with a connecting part 980a on the outer perimeter that shares a connecting part with an effect element that determines the spell's wind blade (natural attribute) and a connecting part 980b that shares a connecting part with an effect element that determines the life attribute's HP recovery. Additionally, element graphic 990b is composed of a triangular shape, with a connecting part 980c at one vertex that shares a connecting part with an activation element that determines the activation condition by pressing the A button.

[0517] Furthermore, multiple feature graphics 890 can be arranged while the feature graphic 990 is moved or rotated, and the connecting portion 980 of one feature graphic 990 is configured to connect with the connecting portion 980 of another feature graphic 990. However, if the line constituting one feature graphic 990 intersects with the line constituting another feature graphic 990, it is impossible to connect two feature graphics 990.

[0518] For example, in Figure 19 In the lower diagram of (d), the connecting part 980a of element graphic 990a is connected to the connecting part 980c of element graphic 990b, thus establishing a correspondence between the effect element that determines the wind blade and the activation element that determines the activation condition by operating the A button, thereby constructing a magic that activates the wind blade with the activation condition of operating the A button.

[0519] Furthermore, in this embodiment, the element graphics 990 are configured to have different shapes, but they can also all be composed of element graphics 990 of the same shape and size. Additionally, the size and area of ​​the element graphics 990 can be varied based on parameters such as equipment cost and effect details (attack power, etc.).

[0520] Furthermore, in this embodiment, a connection portion 980 is provided at a portion of the vertex portion of the element graphic 990, but it may also be configured to have a connection portion 980 at all vertices, or it may be configured to have a connection portion 980 on any line constituting the element graphic 990.

[0521] In the case of adopting the structure of Embodiment 11, the feature graphic 990 is displayed in the construction display process (step S200) of Embodiment 1 described above, and the feature graphic 990 is corrected to be configurable while moving or rotating the feature graphic 990 in the feature configuration process (step S221).

[0522] Thus, in implementation 11, even without a configuration block, it is possible to correspond multiple activation elements to each other, multiple effect elements to each other, or activation elements to effect elements.

[0523] [Other variations]

[0524] Furthermore, in this embodiment, the first information processing device 30, the second information processing device 40, and the third information processing device 50 are configured to execute the game according to the game program stored in each information processing device. However, the first information processing device 30, the second information processing device 40, and the third information processing device 50 may also be configured to execute the game according to the game program stored in the game service provider 20 (game database 10) without downloading the game program from the game service provider 20. Additionally, the first information processing device 30, the second information processing device 40, and the third information processing device 50 may also be configured to execute the game according to the game program stored in each information processing device and supplementary game information related to the game program stored in the game service provider 20 (game database 10).

[0525] Furthermore, in this embodiment, the connecting portion is composed of a straight connecting portion 80 that corresponds to two adjacent configuration blocks 70, but it may also be composed of a Y-shaped connecting portion that corresponds to three adjacent configuration blocks 70, or a cross-shaped connecting portion that corresponds to four adjacent configuration blocks 70. Moreover, the connecting portion is not limited to corresponding to two adjacent configuration blocks 70, and may also be composed of a flexible tube or wire, etc., so that separate configuration blocks 70 can be connected.

[0526] Furthermore, the connecting parts can be defined as concave or convex, similar to a jigsaw puzzle, consisting of concave or convex shapes. Concave connecting parts can connect with convex connecting parts, but cannot connect with connecting parts of the same shape. Additionally, the connecting parts can be defined as structures that can connect by mimicking concave or convex parts such as 〇, △, □, etc. In such a configuration, it is preferable that the connecting parts do not need to be switched between active and inactive connection operations; the connecting parts are active beforehand.

[0527] In addition, in this embodiment, the element icons 91 representing multiple activation elements, the element icons 91 representing multiple effect elements, or the element icons 91 representing activation elements and the element icons 91 representing effect elements disposed on the configuration block 70 are connected and corresponded to each other by an effective connecting part 80. However, it is not limited to connection. It can also be configured to mark the configuration block 70 with the same mark, label, color, etc. as a symbol, mark, color, etc. and correspond to each other.

[0528] In addition, in this embodiment, the connection section 80 is configured to switch between valid and invalid based on the user's connection operation, but it may also be configured to only display the valid connection section 80.

[0529] In addition, in this embodiment, when calculating the cumulative point value, the base value is set to 0, and the points for activation elements, effect elements, weapons, armor, accessories, or used items are added to the base value (=0). However, the base value can also be used as the point limit value (e.g., 40), and the points for activation elements, effect elements, weapons, armor, accessories, or used items are subtracted from the base value (=40).

[0530] Furthermore, while this embodiment describes a game where the effect activation method is set to "magic," it is also possible to set the effect activation method to a "special move" activated by the player object instead of "magic" for a battle game or action game. Alternatively, the effect activation method could be set to a "special skill" performed by the player object for a sports game, or the effect activation method could be set to "cannons or beams" fired by objects such as airplanes, warships, or robots for a shooting game. Furthermore, it is also possible to set the effect activation method to "using special moves, cannons, beams, or the negotiating power of a general to persuade an opponent" for a puzzle game or simulation game, without using a player object. Additionally, the effect element could be set to "parts (components)," and the effect activation method could be set to "constructs" such as spaceships or robots.

[0531] (other)

[0532] The above-described embodiments include variations, and the techniques of each other can be applied as long as there is no contradiction between the embodiments. The above-described embodiments do not limit the scope of the present invention, and changes can be made without departing from the scope of the claimed patent protection.

[0533] Symbol Explanation

[0534] 10 Game Databases

[0535] 11 Game Programs

[0536] 20 games provide servers

[0537] Information processing devices of type 30, 40, and 50 (first information processing device, second information processing device, and third information processing device)

[0538] Storage Divisions 31, 41, and 51 (PC Storage Division, Game Storage Division, Mobile Storage Division)

[0539] 32, 42, 52 Control Units (PC Control Unit, Game Control Unit, Mobile Control Unit)

[0540] Display units 33, 43, and 53 (PC display unit, game display unit, mobile display unit)

[0541] Operations Departments 34, 44, and 54 (PC Operations Department, Game Operations Department, Mobile Operations Department)

[0542] 70, 570, 670 configuration blocks

[0543] 80, 280, 380, 580, 680, 780, 980 connecting parts

[0544] 80a Default Path (Connection Section)

[0545] 80b Valid Path (Connector)

[0546] 80c or path (connector)

[0547] 80d and path (connection part)

[0548] 91, 391, 491 element icons

[0549] 791, 890, and 990 element graphics

[0550] 101 Players

[0551] Magic objects 102 and 103.

Claims

1. A program characterized by comprising: the program causing a computer of an information processing apparatus capable of executing a game in which an effect that causes an influence on an object is launched by an effect launch pattern to execute the following processes: a predetermined element adoption process that adopts any one or more predetermined elements from among a plurality of predetermined elements; an effect launch pattern construction process that constructs the effect launch pattern based on the predetermined element adopted by the predetermined element adoption process; an effect launch pattern launch process that launches the effect launch pattern constructed by the effect launch pattern construction process if a launch condition is satisfied; a point total value calculation process that specifies a point value for each of the plurality of predetermined elements and calculates a point total value from a reference value based on the point value of the predetermined element adopted by the predetermined element adoption process; a game preparation state control process that controls a game preparation state; a game progress permission process that permits a transition from the game preparation state to a game progress state according to a predetermined transition condition being satisfied; and a game progress state control process that controls a game progress state if the transition to the game progress state is permitted by the game progress permission process, the predetermined transition condition being satisfied when the point total value calculated by the point total value calculation process is within a range of a predetermined allowable value.

2. The program according to claim 1, characterized in that: the predetermined element has at least a launch element that determines a launch condition for launching the effect launch pattern and an effect element that determines an effect content of the effect launch pattern, the program causes the computer to execute a correspondence process that establishes a correspondence between the launch element and the effect element adopted by the predetermined element adoption process, the effect launch pattern construction process constructs the effect launch pattern based on the launch element and the effect element that have established a correspondence by the correspondence process, the effect launch pattern launch process launches the effect launch pattern constructed by the effect launch pattern construction process when the launch condition determined by the launch element is satisfied.

3. The program according to claim 1 or 2, characterized in that: the program causes the computer to execute an effect launch pattern storage process that stores the effect launch pattern constructed by the effect launch pattern construction process as a permitted effect launch pattern in a manner that enables the effect launch pattern to be launched in the game progress state when the transition to the game progress state is permitted by the game progress permission process, in the effect launch pattern construction process, the effect launch pattern is newly constructed when a predetermined element obtained while in the game progress state is adopted by the predetermined element adoption process, in the effect launch pattern storage process, the new effect launch pattern constructed by the effect launch pattern construction process is stored as the permitted effect launch pattern regardless of the point value specified for the predetermined element in the game progress state.

4. The program according to claim 3, characterized in that: ​ In the effect trigger mode construction processing, even if the point accumulation value calculated by the point accumulation value calculation processing is not within the allowable value range when in the game preparation state, the effect trigger mode is constructed by the effect trigger mode construction processing, In the effect trigger mode trigger processing, even if the point accumulation value calculated by the point accumulation value calculation processing is not within the allowable value range when in the game preparation state, the effect trigger mode constructed by the effect trigger mode construction processing is triggered if a trigger condition is satisfied.

5. The program according to claim 3, wherein the program causes the computer to execute the following processing: a predetermined element provision processing that provides predetermined elements that can be adopted by the predetermined element adoption processing when in the game preparation state; and a game end state control processing that ends the game progress state according to satisfaction of a predetermined end condition and controls a game end state, in the game end state control processing, storing as a storage predetermined element part or all of the predetermined elements acquired when in the game progress state so as to be provided by the predetermined element provision processing when in the game preparation state next time or later, in the predetermined element provision processing, providing the predetermined elements including at least the storage predetermined element when the storage predetermined element is stored.

6. The program according to claim 3, wherein the program causes the computer to execute a construction display processing that causes a display section to display a plurality of configuration blocks, in the predetermined element adoption processing, as the adoption of the predetermined element, a calculation mode is prescribed in which the predetermined element is configured in the configuration block displayed on the display section, and for all or part of the plurality of configuration blocks, a point accumulation value different from usual is calculated in the point accumulation value calculation processing.

7. The program according to claim 6, wherein the program causes the computer to execute a correspondence processing that corresponds, by a connection section, a plurality of the predetermined elements configured in the configuration blocks by the predetermined element adoption processing, in the construction display processing, a plurality of configuration blocks are displayed, and a different number of the connection sections are displayed in correspondence to one configuration block, in the point accumulation value calculation processing, when the predetermined element is configured in a first configuration block corresponding to a first number of the connection sections, a point accumulation value prescribed for the predetermined element configured in the first configuration block is calculated by a first calculation mode, when the predetermined element is configured in a second configuration block corresponding to a second number of the connection sections less than the first number, a point accumulation value prescribed for the predetermined element configured in the second configuration block is calculated by a second calculation mode more favorable to the user than the first calculation mode.

8. The program according to claim 6, wherein the program causes the computer to execute a correspondence processing that corresponds, by a connection section, a plurality of the predetermined elements configured in the configuration blocks by the predetermined element adoption processing, ​ ​ ​ ​ In the configuration display processing, a plurality of configuration blocks are displayed, and a different number of the connection sections is displayed in correspondence with one configuration block, In the point total value calculation processing, When the predetermined element is configured in a third configuration block corresponding to a third number of the connection sections, a point total value is calculated by a third calculation method from a point value prescribed for the predetermined element configured in the third configuration block, When the predetermined element is configured in a fourth configuration block corresponding to a fourth number of the connection sections which is more than the third number, a point total value is calculated by a fourth calculation method which is more favorable to the user than the third calculation method from a point value prescribed for the predetermined element configured in the fourth configuration block.

9. The program according to claim 3, wherein the program causes the computer to execute a specific element adoption processing of adopting a specific element different from the predetermined element instead of constructing the effect trigger pattern by the effect trigger pattern construction processing, a plurality of specific elements are respectively prescribed with a point value, in the point total value calculation processing, a point total value is calculated by accumulating the point value of the specific element adopted by the specific element adoption processing and the point value of the predetermined element adopted by the predetermined element adoption processing.

10. The program according to claim 3, wherein a plurality of predetermined elements have a special predetermined element prescribed with a point value which does not change or approaches a reference value of the point total value, the program causes the computer to execute a special predetermined element restriction processing of performing a restriction related to cancellation of the special predetermined element adopted in the game progress state when the special predetermined element is adopted by the predetermined element adoption processing.

11. The program according to claim 3, wherein the program causes the computer to execute a predetermined element cancellation processing of canceling adoption of the predetermined element, in the predetermined element cancellation processing, in the game progress state, the adoption of the predetermined element is canceled in a cancel operation when a release condition is established, in the game progress state, the adoption of the predetermined element cannot be canceled in a cancel operation when the release condition is not established.

12. The program according to claim 3, wherein the program causes the computer to execute a privilege granting processing of granting a predetermined privilege when the point total value calculated by the point total value calculation processing is within a prescribed value range from the reference value to a prescribed value in a case where the point total value is within the allowable value range.

13. An information processing method, wherein a computer of an information processing apparatus capable of executing a game in which an effect trigger pattern which causes an effect on an object is triggered, executes the following processing: a predetermined element adoption processing of adopting any one or more of a plurality of predetermined elements; an effect trigger pattern construction processing of constructing the effect trigger pattern based on the predetermined element adopted by the predetermined element adoption processing; and a point total value calculation processing of calculating a point total value based on a point value prescribed for the predetermined element configured in the game progress state. an effect trigger construction process that constructs an effect trigger based on the predetermined element adopted by the predetermined element adoption process; a point total value calculation process that specifies a point value for each of a plurality of predetermined elements and calculates a point total value from a reference value based on the point value of the predetermined element adopted by the predetermined element adoption process; a game preparation state control process that controls a game preparation state; a game progress permission process that permits a transition from the game preparation state to a game progress state in accordance with a predetermined transition condition; and a game progress state control process that controls a game progress state if the transition to the game progress state is permitted by the game progress permission process, the predetermined transition condition being that the point total value calculated by the point total value calculation process is within a range of permissible values decided in advance.

14. An information processing apparatus characterized by comprising: in an information processing apparatus capable of executing a game that causes an effect trigger that has an influence on an object to be triggered, the following processes are executed: a predetermined element adoption process that adopts any one or more of a plurality of predetermined elements; an effect trigger construction process that constructs an effect trigger based on the predetermined element adopted by the predetermined element adoption process; an effect trigger trigger process that triggers the effect trigger constructed by the effect trigger construction process if a trigger condition is satisfied; a point total value calculation process that specifies a point value for each of a plurality of predetermined elements and calculates a point total value from a reference value based on the point value of the predetermined element adopted by the predetermined element adoption process; a game preparation state control process that controls a game preparation state; a game progress permission process that permits a transition from the game preparation state to a game progress state in accordance with a predetermined transition condition; and a game progress state control process that controls a game progress state if the transition to the game progress state is permitted by the game progress permission process, the predetermined transition condition being that the point total value calculated by the point total value calculation process is within a range of permissible values decided in advance.

Citation Information

Patent Citations

  • Game program, game device and recording medium recording the game program

    JP2005006986A