Computer program product, game device, and computer-readable storage medium

By accumulating and managing character category parameters, the problem of difficulty in adjusting character evolution in simulation games has been solved, realizing the game progress and strategic character evolution experience that users expect.

CN121623313APending Publication Date: 2026-03-10BANDAI CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-11
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

In simulation games, it is difficult to adjust the character's evolution to the user's desired specific evolution goal.

Method used

Through input processing, management processing, and decision processing, the system accumulates and manages category parameters related to the target character, determines the appearance of the character after changes, and provides game devices that allow multiple categories of characters to appear.

Benefits of technology

It allows users to easily adjust the game's progress in the desired direction, providing a strategic character evolution experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121623313A_ABST
    Figure CN121623313A_ABST
Patent Text Reader

Abstract

A computer program product, a game device, and a computer readable storage medium are provided. A game progress expected by a user can be easily adjusted. In the present invention, a computer that executes a game that develops while changing the appearance of a character and that is configured so that a plurality of categories of characters can be rendered is caused to execute: an input process that accepts an operation input that associates category parameters relating to the categories with respect to a target character that is rendered in the game; a management process that accumulates and manages category parameters associated with the target character on the basis of the operation input; and a determination process for determining the appearance of the target character after the change on the basis of the category parameters accumulated for the target character.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present application relates to a program and a game device, and relates to an electronic game in which a character appearance is changed as the game progresses. BACKGROUND

[0002] There is a game device that decides an evolution target of a character in a raising game based on a parameter accumulated according to a change in an activity state of a wearer, a battle result of a battle game, and a continuation of a state in which the character is not worn (Patent Literature 1).

[0003] PRIOR ART DOCUMENTS

[0004] PATENT LITERATURE

[0005] Patent Literature 1: Japanese Patent No. 6966619 SUMMARY

[0006] PROBLEMS TO BE SOLVED BY THE INVENTION

[0007] In addition, in a raising game like that of Patent Literature 1, it is difficult to adjust so that a character evolves into a specific evolution target.

[0008] An object of the present application is to provide a program and a game device that easily adjust a game progress desired by a user.

[0009] SOLUTION TO PROBLEM

[0010] One embodiment of the present application causes a computer that executes a game in which a character appearance is changed as the game progresses and in which characters of a plurality of categories can appear to execute a process including: an input process that accepts an operation input of associating a category parameter related to a category with an object character that is appearing in the game; a management process that accumulates and manages the category parameter associated with the object character based on the operation input; and a decision process that decides a changed appearance of the object character based on the category parameter accumulated for the object character.

[0011] EFFECT OF THE INVENTION

[0012] According to the present application, it is possible to easily adjust a game progress desired by a user. BRIEF DESCRIPTION OF DRAWINGS

[0013] Figure 1 is a diagram that illustrates an external appearance structure of a game device 100 related to an embodiment and a modification example of the present application.

[0014] Figure 2 is a block diagram that illustrates a hardware structure of the game device 100 related to the embodiment and the modification example of the present application.

[0015] Figure 3 is a diagram illustrating a confirmation screen of an icon on an obtained state of an object character, which is related to an embodiment and a modification of the present application.

[0016] Figure 4 is a diagram for explaining an evolution branch of an object character in an evolution game, which is related to an embodiment and a modification of the present application.

[0017] Figure 5 is a diagram illustrating a display medium, which is related to an embodiment and a modification of the present application.

[0018] Figure 6 is a diagram for explaining display of an obtained sample image at the time of inputting a code, which is related to an embodiment and a modification of the present application.

[0019] Figure 7 is a diagram for explaining an album menu, which is related to an embodiment and a modification of the present application.

[0020] Figure 8 is a diagram for explaining a first menu of an album menu, which is related to an embodiment and a modification of the present application.

[0021] Figure 9 is a diagram for explaining a second menu of an album menu, which is related to an embodiment and a modification of the present application.

[0022] Figure 10 is a flowchart illustrating a cumulative process executed in a game device 100, which is related to an embodiment and a modification of the present application.

[0023] Figure 11 is a flowchart illustrating a display control process executed in a game device 100, which is related to an embodiment and a modification of the present application.

[0024] Figure 12 is a diagram for explaining a structure example of data referred to in a game device 100, which is related to an embodiment and a modification of the present application. DETAILED DESCRIPTION

[0025] [EMBODIMENT]

[0026] Hereinafter, an embodiment will be described in detail with reference to the drawings. Furthermore, the following embodiment does not limit the application covered by the claims, and all combinations of characteristics described in the embodiment are not necessary to the application. Two or more of the multiple characteristics described in the embodiment can be combined arbitrarily. In addition, the same reference numerals are attached to the same structures or like structures, and repeated description is omitted.

[0027] The following description illustrates an example of applying the invention to a game device capable of executing games in which the appearance of characters changes as the game progresses, i.e., there is at least one object character whose appearance changes as the game progresses. However, the invention can be applied to any device capable of executing electronic games featuring multiple characters with different appearances. That is, it is self-evident that electronic games using the invention are not limited to a specific type of game such as evolution games.

[0028] The game illustrated in this embodiment is configured to provide users with an interesting experience of growing a character by changing its appearance sequentially. For example, it can be configured so that the appearance changes as the character grows, depending on how the user cares for it. From the perspective of appearance evolution accompanying the growth of the character, the game illustrated in this embodiment will be referred to as an "evolution game".

[0029] The Structure of Gaming Devices

[0030] exist Figure 1 The external structure of the game device 100 according to this embodiment is illustrated below. In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied by a rechargeable battery or dry cell battery (not shown). When operating using a rechargeable battery, the game device 100 is configured to have a terminal (not shown) that can be connected to a power source. A commercial power supply or the like is electrically connected to this terminal via a power cable, thereby enabling the rechargeable battery to be charged.

[0031] <Hardware Structure of Gaming Devices>

[0032] Next, use Figure 2 To explain the hardware structure of the game device 100. Figure 2 This is a block diagram illustrating the hardware structure of the gaming device 100.

[0033] The control unit 101 is a processor such as a CPU, which performs various controls, including the operation control of the various hardware components of the game device 100. Specifically, the control unit 101, for example, reads the required program stored in the storage device 102, expands and executes the program in the memory 103, thereby performing corresponding controls. In addition, the control unit 101 has a built-in clock, configured to obtain the current time.

[0034] Storage device 102 is, for example, a non-volatile memory or other device capable of persistent information storage. In addition to storing programs related to the operation of the game device 100 and the program for the evolution game executed on the game device 100, storage device 102 also stores information about parameters required for various controls. Furthermore, storage device 102 also functions as a database (character DB 121) for various data related to the evolution game. On the other hand, memory 103 is, for example, a volatile memory or other storage device used for temporary data storage. Memory 103 can be used not only as an expansion area for various programs but also as a storage area for temporarily storing data output during the operation of various hardware and various control processes.

[0035] Character DB 121 is a database that manages information (character information) related to characters that can be developed in the evolution game. In the evolution game executed on the game device 100 of this embodiment, the user can develop a character that grows through multiple growth stages. The character is configured such that its appearance changes each time the growth stage changes. Character DB 121 manages various information related to the various appearances that the character can adopt at each growth stage as records. For example, such as Figure 12 As shown, the character information involved in a record is structured as follows: associated with a character ID 1201 used to uniquely identify the character's (appearance), it includes graphic information 1202, growth stage 1203, and growth target information 1204. The graphic information 1202 is used to draw the character's appearance, the growth stage 1203 represents the growth stage of the character to achieve that appearance, and the growth target information 1204 represents the appearance the character can grow from that appearance. The growth target information 1204 may be information storing the corresponding character ID 1201.

[0036] The display control device 104 controls the display of various scenes involved in the evolution game on the display 110. In this embodiment, the display control device 104 also includes a graphics processing unit such as a graphics chip or GPU, and performs rendering processing to generate various scenes involved in the evolution game. The display control device 104 includes a rendering memory (not shown), which expands various graphics data read from the storage device 102 and performs prescribed operations to generate various images (scenes) involved in the evolution game. The scenes and images generated by the display control device 104 are presented to the user, for example, through the display 110 provided by the game device 100. The display 110 is, for example, an information display device provided by the game device 100 such as a liquid crystal display.

[0037] Communication I / F 106 is a communication interface provided by the game device 100 for communicating with external devices. As described above, the game device 100 of this embodiment has a connection terminal (not shown) configured to enable information communication with other game devices 100 by connecting the connection terminals to each other.

[0038] Operation I / F 105 is a user interface provided by the gaming device 100 for receiving operation input. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In a configuration where the display 110 is capable of detecting touch input, operation I / F 105 may include a touch input detection sensor provided on the display 110. Furthermore, operation I / F 105 may, for example, include various operating components provided on the housing of the gaming device 100.

[0039] Game Summary

[0040] The following is a summary description of the game that provides a gaming experience in the game device 100 of this embodiment. In this embodiment, the game is described as an evolution game that at least provides the element of raising and developing a target character as an element of interest. However, an evolution game is just one type of game in which multiple characters with different appearances appear, and the implementation of the present invention is not limited to this. The present invention can be applied to any game in which multiple characters with different appearances appear.

[0041] In evolution games, users can nurture a character by performing actions related to its care. Evolution games, for example, begin by hatching an egg and progress through stages by performing necessary care actions, changing the character's appearance as it grows. A growth stage refers to a concept that divides the character's growth process into multiple phases (e.g., egg stage (pre-birth), infancy, childhood, adolescence, adulthood), etc.), progressing based on conditions such as the time elapsed during nurturing.

[0042] Here, the character at each growth stage is configured to display a pre-defined appearance for that growth stage. In other words, in the evolution game of this embodiment, the appearance that the target character can adopt at each growth stage is pre-defined, for example, based on the selected egg and the care status at the current growth stage, determining which appearance the character will grow into. As described above, the character's appearance is defined as graphic information 1202 in the character information registered in the character DB 121. That is, the evolution game is configured such that, through the development of the target character, the appearance of the target character changes to any of a pre-defined variety of appearances.

[0043] In the evolution game, the appearances that a target character can adopt—that is, the various appearances predefined by the evolution game—are each given a separate name, and each appearance can be understood as a character with an inherent name. In other words, each character that can appear in the evolution game has a separate name, and the change in appearance through character growth can be understood as evolution from character A (name) before growth to character B (name) after growth. Users can repeatedly play the evolution game, using the character that appears after hatching the egg as the target character, for example, by obtaining new eggs. In this process, the target character can "evolve into a specific character." Therefore, in the following description, "the appearance of the target character changes to the appearance of a specific character" is sometimes simply referred to as "evolving into a specific character."

[0044] Regarding the changes in appearance of characters during their growth stages in the evolution game, to ensure strategic depth, an evolutionary lineage is defined, ensuring that characters evolve into the same appearance under the same conditions during repeated gameplay. That is, as a "branch of evolutionary goals" defined for each character at any growth stage, information is defined about which character's appearance will be represented by the evolution of the target character. In this embodiment of the evolution game, for each character defined from infancy to adolescence, more than one character is defined as the evolutionary goal character that accompanies the appearance change.

[0045] For example, in infancy, regardless of which evolutionary game is executed, the same character with the same appearance becomes the target character. However, in the evolution towards childhood, multiple (e.g., three) characters are defined as branch goals from that character. Furthermore, multiple characters are defined separately for each of these characters as branch goals for the evolution towards adolescence. At this point, characters A1, A2, A3, and A4, defined as growth goals (in adolescence) for character A defined in childhood, are characters that evolve under the condition that the target character is character A in childhood. This means that if the target character is character B in childhood, it is impossible for them to evolve into characters A1 to A4.

[0046] On the other hand, in this approach, when a user intends to intentionally evolve into a specific character, they need to repeatedly play the game to determine the evolutionary lineage, evolutionary conditions, and adjust the game's progress to achieve the same state. However, in evolutionary games, it's difficult for users to determine at what point (growth stage, when an event occurs, etc.) their actions are evaluated, and as a result, which evolutionary conditions the target character meets until evolving into a specific character.

[0047] Therefore, in the evolution game of this embodiment, the user is configured to understand how the change elements related to the appearance change of the target character become acquired during the evolution game process. That is, in the evolution game of this embodiment, appearance changes are based on the change elements acquired and accumulated for the target character, and the user is provided with the function to check the accumulation status of these change elements at any time.

[0048] Using a method that allows the game screen to change through specified input, such as... Figure 3 The confirmation screen 300, as illustrated, provides this function. The confirmation screen 300 schematically shows the interior of a cell constituting the target character, with a cell nucleus 301 in the center, and surrounding it, accumulated change elements for the target character are distributed as icons 302, which are image elements. Therefore, the user can check the currently accumulated change elements for the target character at any time by displaying the confirmation screen 300. Since each change element can be checked as an icon 302, in the following description, "accumulated change elements for the target character" will sometimes be referred to as "accumulated icons" or "icons in an acquired state".

[0049] Therefore, the evolution game in this embodiment is configured such that various opportunities to obtain icons are set during the evolution game process, and when deciding which character to evolve into in the next growth stage, information on the accumulated icon sets for the target character is referenced. That is, the evolved appearance of the target character is determined based on the various icon sets accumulated for the target character.

[0050] <Accumulation of various icons>

[0051] The following describes the various icons that can be accumulated in the evolution game of this embodiment. The evolution game has multiple categories of icons, each with a different method of acquisition. Furthermore, the game is configured to allow for the setting of categories for each type of icon, and to allow the simultaneous accumulation of multiple types of icons.

[0052] The number of icons for each category that have acquired a status varies substantially based on the value of the corresponding category parameter (hereinafter referred to as the category parameter) managed in association with the object role. Therefore, users can adjust the cumulative number of icons for an object role by repeatedly performing the following operation: by inputting an operation to increase the corresponding category parameter, thus associating the object role with that category parameter, or increasing the value of the associated category parameter.

[0053] The following details the various icons used in the Evolution game settings.

[0054] (Attribute icon)

[0055] Attribute icons are accumulated based on environmental attributes that are associated with the environment (area) in the evolution game. In this implementation of the evolution game, there are three types of areas with land, water, and air attributes (flatland, seaside, and highland). Through user operations, the attribute parameters of the target character are associated with the environmental attributes of the area where the target character is located.

[0056] For example, the configuration is such that whenever a target role is configured in a region for 1 minute, the attribute parameters related to that region's environment are incremented by 1. Furthermore, whenever an attribute parameter related to an environment reaches a multiple of 15, one attribute icon for that environment attribute is accumulated for the target role. The maximum value of attribute parameters managed for each environment attribute is set to 60, allowing a maximum of 4 attribute icons to be accumulated for a single environment attribute. A total of 10 attribute icons can be accumulated. When more than 10 attribute icons become active, the active state of the attribute icon with the longest accumulated time is deactivated, thus allowing a new attribute icon to be accumulated.

[0057] In this evolution game implementation, attribute icons are configured to accumulate while the target character is in infancy and childhood. This accumulation of attribute icons by having the target character remain in their assigned area for an extended period can be utilized in performances where the target character becomes familiar with and adapts to the environment throughout most of infancy and childhood. Therefore, in this evolution game implementation, upon entering childhood during the growth phase, the target character evolves into a character associated with the attributes of the environment they have remained in for an extended period. In other words, the target character evolves into a character of a race specific to the area assigned to them for an extended period from infancy to childhood. Here, race is a concept that determines the area the target character lives in during their subsequent adolescence and adulthood and defines the directionality of the target character's evolution. That is, the branches of evolutionary goals involved from infancy to childhood, such as... Figure 4 Set them in a way that corresponds to the type of environmental attribute, as shown.

[0058] Therefore, in infancy, the target character is configured to evolve into a character of the race corresponding to that environmental attribute when all four attribute icons related to the same environmental attribute are accumulated. When all four attribute icons related to the same environmental attribute are accumulated, an evolution call is triggered, notifying the user that evolution is possible. The target character evolves into a character of the corresponding race in childhood, provided that the user has input the operation related to the evolution instruction in response to this call. Upon evolving into a character of a specific race in childhood, the attribute parameters related to other environmental attributes are reset (values ​​are set to 0), and the evolution conditions are clearly stated in confirmation screen 300. Simultaneously, the acquisition state of the attribute icons related to that environmental attribute is also deactivated.

[0059] Furthermore, if no operation input is made for the evolution instruction related to the evolution call, it is determined that the user does not wish to evolve to the race related to the corresponding environmental attribute, and the attribute parameters related to the environmental attribute are reset and the acquisition status of the attribute icon related to the environmental attribute is deactivated.

[0060] On the other hand, if the direction of a character's evolution is determined by the actions a user takes during infancy, it could reduce the user's interest in the evolutionary game. Especially with time limits set for infancy, even if a user takes actions to obtain the attribute icon related to a desired environmental attribute, they may not be able to complete the task within the time limit, and the character may not become the desired species upon evolving into childhood.

[0061] Therefore, in the game of this embodiment, attribute parameters and attribute icons are configured to accumulate under the same conditions as infancy, even during childhood. Thus, it can be configured such that, during childhood, for an environmental attribute different from the current target character, if the attribute parameter becomes 60, thus obtaining the four attribute icons related to that environmental attribute, the target character changes to that environmental attribute during childhood. For example, if the target character is in childhood and the land attribute parameter is 60, and then the target character is placed in a water attribute area and the water attribute parameter subsequently reaches 60, it is determined that the user desires to change to a different race, and the target character's race is changed to water, and the appearance is altered. At this time, because of the appearance change related to the race change, evolution can be called in the same way as infancy. Furthermore, in the case of a race change during childhood, the attribute parameters related to the previous environmental attribute are reset, so that the evolution conditions are still clear in the confirmation screen 300. Along with this, the state of obtaining the attribute icons related to that environmental attribute is also deactivated.

[0062] (Specialty Product Icon)

[0063] From childhood onwards, players can also accumulate specialty icons. Specialty icons are accumulated by assigning food items (specialties) to a character that are associated with that character's race, specifically the environmental attributes corresponding to that race.

[0064] This is configured to allow the user to bestow food items upon a target character at any time through a food-related function. In this embodiment of the evolution game, in addition to the usual food items that can be purchased / obtained initially, users can also obtain raw materials (specialties) that are inherent to the area within the evolution game. In other words, specialties are one way to bestow food items upon a target character.

[0065] Regarding special products, it is set that multiple special products can be obtained within regions with various environmental attributes. That is, for each region, there are multiple special products corresponding to the environmental attributes of that region. Each special product is associated with an inherent special product attribute. If a special product is assigned to an object character, the attribute parameter corresponding to the special product's special product attribute is associated with the object character.

[0066] For example, the setup is as follows: When an operation input is performed to assign a specialty as a food item to a target character, the specialty parameters related to that specialty's specialty attribute are added with a number inherently defined for that specialty. Furthermore, when a specialty parameter related to a specialty attribute reaches 5, one specialty icon for that specialty attribute is accumulated for the target character. The maximum value of the specialty parameters managed for each specialty attribute is also set to 5. When one specialty icon is accumulated, only the specialty parameter is reset; when another operation input is performed to assign a specialty with the same specialty attribute, the specialty parameter is increased again from 0. A total of four specialty icons can be accumulated. When more than four specialty icons become "acquired," the acquired state of the specialty icon that has been accumulated for the longest time is deactivated, thus accumulating a new specialty icon.

[0067] As mentioned above, since multiple specialties are set for each environmental attribute, the specialty attribute is set as a subordinate attribute of the environmental attribute. That is, the specialty attribute associated with a specialty corresponds to any type of environmental attribute.

[0068] Specialty parameters are accumulated during childhood and are referenced to determine the evolutionary goals of the target character in adolescence. More specifically, the character that evolves from the race of the target character in childhood is determined by the specialty icon that is most frequently acquired, and the character whose specialty attribute corresponds to that specialty icon.

[0069] like Figure 4As shown, the evolution from childhood to adolescence is set differently depending on the race of the childhood character (occurring within the same race). Therefore, even if a character with a specific attribute related to a character that cannot evolve into that stage is given a specialty, it does not contribute to the ideal progress of the evolution game. Therefore, it is set that specialties given to the childhood character that change the cumulative number of specialty parameters or specialty icons are restricted to specialties corresponding to the target character's race (environmental attribute). In other words, specialty attributes that change the target character's specialty parameters are limited to specialty attributes corresponding to the target character's race, i.e., attribute parameters of 60 or higher, or environmental attributes with 4 attribute icons.

[0070] That is, in the evolution game of this embodiment, the category parameters related to the evolution of the target character into adolescence include at least attribute parameters and specialty parameters. When an operation input for establishing an association with the specialty parameter is performed (an operation input for assigning the specialty as a food item), the value of the specialty parameter increases as a condition that the attribute icon corresponding to the specialty parameter, that is, the attribute icon associated with the same environmental attribute as the specialty parameter, has been established with the target character and accumulated.

[0071] Furthermore, since childhood is a limited period, the acquisition of specialty icons needs to be adjusted during childhood to ensure the character reaches the desired appearance in adolescence. Therefore, to facilitate obtaining the desired specialty icons (reducing the effort required for repeatedly bestowing specialty icons), the bestowal of specialty icons can be replaced with the bestowal of "Specialty Rice," a food item generated from specialty icons. Compared to directly bestowing specialty icons as raw materials to the character, the corresponding increase in specialty parameters from Specialty Rice is set higher. In other words, the configuration is such that the increase in specialty parameters from Specialty Rice obtained by using multiple specialty icons as raw materials is greater than when all specialty icons used as raw materials are bestowed individually.

[0072] In this evolutionary game implementation, the childhood stage ends after a fixed period and transitions to adolescence. The role of the evolutionary target in adolescence is determined based on the accumulated specialty icons at the time of transition. In one approach, unlike the role (race) of the evolutionary target in childhood, the role of the evolutionary target in adolescence is determined based on whether the accumulated specialty icons have a bias. For example, if the childhood target role is a land-type race, the evolutionary target role is determined based on the number of specialty icons associated with the land attribute. More specifically, in a method where three specialty attributes A to C are associated with the land attribute, if the number of specialty icons associated with any one specialty attribute is greater than the number of specialty icons associated with the other two specialty attributes—that is, if the number of specialty icons associated with that one specialty attribute is the highest—then the role of the evolutionary target in adolescence becomes the role defined for that one specialty attribute. On the other hand, in the absence of a specialty icon with the highest cumulative quantity, the fourth role related to the land attribute, which is different from the roles specified for specialty attributes A to C, is determined as the role of the evolution target during adolescence.

[0073] (Event-related icon)

[0074] Furthermore, in evolution games, events occur randomly for the target character. A notification is sent when an event occurs, and the user must perform an action corresponding to that event within a specified time from the time the notification is sent. Additionally, events can also include those that occur based on user-generated input.

[0075] An event is determined to be successful or not based on the content of user input associated with the occurrence of that event. For each event, the conditions for determining success of the input include, for example, pre-defined types of input (or types of items selected through input) and the elapsed time from the event's occurrence to the input being performed. Furthermore, if the input meets the success conditions, the event is considered successful; if the input does not meet the success conditions, or if no input is performed for the event, the event is considered unsuccessful.

[0076] Events may occur during childhood and adolescence. Event-related icons are accumulated based on the success or failure of events occurring to the target character. In this implementation of the evolution game, three types of icons are provided: a care failure icon, a full belly icon, and a full mood icon. Similar to the attribute icons and specialty icons mentioned above, these icons are also managed by corresponding category parameters, and the number of icons accumulated is determined based on these category parameters.

[0077] Among the category parameters involved in the event-related icons, there are category parameters that increase when the event is successful and category parameters that increase when the event fails. The former includes, for example, a satiety parameter and a mood parameter. The satiety parameter increases when a food item is provided for an event that notifies the target character of a hunger event, and the mood parameter increases when an event that summons the user (hereinafter referred to as a care event) is handled appropriately. The latter includes, for example, an error count parameter, which increases when a care event is not handled appropriately.

[0078] The satiety parameter is calculated as follows: by assigning food items to a character, the satiety parameter is incremented by the value set for that food item, and the value gradually decreases over time. There is an upper limit to the satiety parameter; when the satiety parameter reaches this limit, one full stomach icon is accumulated. Additionally, to ensure the visibility of various icons in the confirmation screen 300, an upper limit can be set on the cumulative number of full stomach icons.

[0079] The emotion parameter is configured as follows: when an operation input associated with a care event is judged as successful, a predetermined value is added to the emotion parameter, and the emotion parameter gradually decreases over time. An upper limit is set for the emotion parameter; when the emotion parameter value reaches the upper limit, one full emotion icon is accumulated. Furthermore, to ensure the visibility of various icons in the confirmation screen 300, an upper limit can be set for the cumulative number of full emotion icons.

[0080] In contrast, the error count parameter is configured such that when an operation input associated with a care event is judged to have failed, the error count parameter is incremented by 1. In this embodiment, each time the error count parameter associated with an event is incremented by 1, one care failure icon is accumulated. Furthermore, to ensure the visibility of various icons on the confirmation screen 300, an upper limit can be set for the accumulated number of care failure icons.

[0081] These accumulated event-related icons are gathered during childhood and adolescence and are referenced to determine the evolutionary goal of the target character in adulthood. In this evolutionary game, the character's evolutionary goal in adulthood is determined based on the number of at least one of the following icons accumulated for the target character: caregiving error icon, full belly icon, and full emotion icon.

[0082] Regarding which role to evolve into in adulthood, a necessary condition is specified for the number of various event-related icons that need to be accumulated during evolution, for each role available in adolescence. Therefore, the role the target character evolves into in adulthood is determined from those roles that meet the necessary conditions. Here, the necessary conditions are generally set in such a way that only one necessary condition can be met, but it is also possible to configure it so that multiple necessary conditions can be met. In this case, based on the prescribed rules, the role corresponding to one of the multiple met necessary conditions is determined as the evolved role.

[0083] For example, such as Figure 4 As shown, consider the following scenario: For a character X who can evolve from a youth-stage Land-attribute Special Attribute A into an adult-stage character, the evolution conditions are defined as "0 caregiving errors, 5 or more full belly icons, and 5 or more full mood icons." At this point, if the youth-stage end conditions are met, but the required number of caregiving errors and full mood icons are met, but there are only 3 full belly icons, then the evolution conditions are not satisfied. In contrast, for the adult-stage character Y, since only "0 to 1 caregiving errors" is defined as an evolution condition, this condition is met, and the target character evolves into character Y in adulthood.

[0084] Thus, in this evolution game implementation, users can use the icon styles to check the status of various category parameters at any time during the character's growth process. Therefore, users can easily deduce evolution conditions, providing an ideal and engaging experience related to game strategy. Furthermore, as mentioned above, since periods for accepting operational inputs (operational inputs related to establishing associations between various category parameters) for making various icons obtain their states are set corresponding to the character's growth stages, it is easy to deduce evolution conditions. That is, since the period for accumulating attribute icons is set to infancy to childhood, the period for accumulating specialty icons is set to childhood, and the period for accumulating various event-related icons is set to childhood to adolescence, the periods for the corresponding icon increases and decreases are different. Users can easily deduce which icon is related to which growth stage's evolution, and at which growth stage, what operational inputs can adjust the increase or decrease of the accumulated quantity of a specific icon.

[0085] Displaying the obtained sample image

[0086] In addition, the following situation exists: even if the icon indicating the current state of the target character can be seen in the confirmation screen 300, it is difficult for users to infer the evolution conditions of some characters, such as those that evolve under complex conditions or those that are not easily evolved using the general gameplay of evolution games.

[0087] Therefore, for at least some of the various appearances of a character appearing in the evolution game, it is also possible to configure the display 110 to show an image (hereinafter referred to as an acquired sample image) that represents the cumulative distribution of icons used to evolve into that appearance. The acquired sample image is not configured to be displayed by default in the evolution game, but rather can be configured to be displayed only if a corresponding code is distributed and that code is input into the game device 100. Regarding the characters for which the acquired sample image is provided, it is generally envisioned that the number and variety of icons in the acquired state tend to increase during the process prior to evolution. Therefore, codes are set for characters with a subset of appearances that can appear in the evolution game.

[0088] The code can be distributed using printed media such as stickers or cards. In this case, the code unit uses numbers, letters (or hiragana, katakana, etc.), and symbols. Since users cannot know which character's sample image they can view, the printed media can also be... Figure 5 As shown, it also has corresponding character images printed on it.

[0089] Furthermore, in this embodiment, the code is described as being provided to the user by printing the display code on a printed medium such as a sticker or card, but the implementation of the present invention is not limited to this. For example, the code and character image may be displayed on a display unit provided on a display medium equipped with a display, without printing.

[0090] exist Figure 6 The image shows an example of the display migration up to the point of obtaining a sample image of a character (hereinafter referred to as a sample character) that displays a specified appearance by entering a code.

[0091] When a code is entered on a screen for code input (not shown), a matching check is performed on the entered code. If the code matches a code set for any character, the function to display the corresponding obtained sample image is enabled. When a sample character corresponding to the entered code is determined, the obtained sample image related to the character's appearance is displayed on the monitor 110 to indicate which character's appearance can be displayed. Figure 6 The image shown in (a) represents the appearance of the sample character. Then, for example, based on the specified operational input, the following is displayed: Figure 6 The sample image involved in the sample role is shown in (b).

[0092] Here, as described above, regarding the accumulation of various icons at each growth stage, as long as the upper limit is not reached, the total number is gradually increased based on the various operational inputs involved in establishing associations with category parameters, so as to satisfy the evolutionary conditions for evolving into various roles. Therefore, the evolutionary conditions for evolving into a specific role can be configured such that, apart from the minimum combination of various icons required to satisfy the evolutionary conditions, other icons that do not contribute to the evolutionary conditions can also be included. That is, there can be a variety of combinations of various icons that satisfy the evolutionary conditions for evolving into a specific role.

[0093] Therefore, obtaining a combination of various icons shown in a sample image can represent an example of the cumulative state of icons that satisfy the evolutionary conditions for evolving into a sample character, and it is not necessarily necessary to represent the minimum number of combinations of various icons required to evolve into that sample character. On the other hand, obtaining a sample image should serve as an indicator for users to reproduce the evolution into the corresponding sample character, and therefore it is preferable to avoid including other icons that do not contribute to the evolutionary conditions in order to avoid user misidentification.

[0094] Therefore, since a character needs to evolve into a race containing a sample character during childhood, the attribute icons in the sample image indicate the number of attribute icons needed to evolve into a character of that race. Alternatively, since the specialties that can be assigned to change specialty parameters differ depending on the race of the character during childhood, the attribute icons included in the sample image indicate the attribute icons that should be pre-acquired during childhood in order to obtain the specialty icons shown in the image.

[0095] Furthermore, for some adult characters, there are those for whom the evolutionary conditions prescribe a certain number of accumulated caregiving error icons, full belly icons, and full emotion icons. Therefore, in cases where the sample character is such a character, obtaining the sample image shows the number of these event-related icons that also need to be obtained.

[0096] On the other hand, the specialty icons in the sample image do not represent the quantity required to evolve into the corresponding sample role, but rather the types of specialty icons that need to be obtained in greater quantities than other types to evolve into that sample role. That is, regarding evolution from childhood to adolescence as described above, the sample image only needs to represent the types of specialty icons that should be the largest cumulative quantity individually. Therefore, if the sample image is configured not to contain other specialty icons that do not contribute to the evolutionary conditions, the specialty icons in the sample image only need to represent the types of specialty icons that should be obtained, and thus their quantity can be any number greater than 1.

[0097] <Illustrated Menu>

[0098] Regarding the sample images obtained for codes that have been entered once, in order to display them without needing to enter the codes again later, information on whether a code has been entered is managed in the game device 100 for each character with an appearance that has been coded. Regarding the display of such sample images at a different time than when the code is entered, in the evolution game of this embodiment, this display can be initiated from the encyclopedia menu used to confirm the various appearances of characters that can appear in the evolution game.

[0099] When the input is entered to select the encyclopedia menu, such as Figure 7 The display modes involved in the illustrated menu are now available.

[0100] As shown in the figure, the encyclopedia menu in this embodiment includes a first menu 701 and a second menu 702. The first menu 701 is used to display sample images of appearances with set codes, and the second menu 702 is used to display the appearances of characters that can appear in the evolution game.

[0101] When the first menu 701 is selected, such as Figure 8 As shown, characters with assigned codes are arranged in a selectable manner on display 110. For characters with assigned codes, a character image 801 is displayed in a visually recognizable state; for characters without assigned codes, a silhouette image 802 is displayed, indicating that the character is not visually recognizable. Here, the silhouette image 802 does not necessarily need to have the outline of the corresponding character; it can also show an outline that evokes the shape of the character.

[0102] When an operation input is made to select (the code entered) the character image 801 in the first menu 701, it is considered that a browsing request has been made for the character (sample character) corresponding to the character image 801, thereby displaying the obtained sample image related to the sample character.

[0103] Before displaying the acquired sample image, control can be performed such that the character image of the sample character for which the browsing request has been made is first displayed separately on the display 110, and the display is switched to the acquired sample image based on a specified operation input to that character image. The operation input to the character image can be, for example, an operation to zoom in on the character image. Thus, a performance can be presented that shows the acquired sample image by entering the body of the sample character and browsing its cells.

[0104] Additionally, when the second menu 702 is selected, such as Figure 9As shown, character images of various characters appearing in the evolution game are arranged in a selectable manner on the display 110. Specifically, for the previously evolved appearance of the target character in the game currently running on the gaming device, a character image 901 is displayed in a visually recognizable state, showing that appearance. For the appearance of the target character before evolution, a silhouette image 902 is displayed, showing that appearance is not visually recognizable. Here, the previously evolved appearance of the target character is defined as not limited to the appearance of the currently being developed target character after infancy, but includes the appearances of characters the user has developed on the gaming device 100 so far.

[0105] When an operation input is made to select character image 901 in the second menu 702, it is considered that a browsing request has been made for the appearance corresponding to character image 901, thereby displaying the character image in a larger size. In the second menu 702, instead of displaying a sample image of the character for which the browsing request was made, additional detailed information such as the name set for the character and the character's race can be displayed.

[0106] Cumulative Processing

[0107] The following describes the accumulation process performed in the game device 100 of this embodiment in relation to the accumulation of various icons. Figure 10 The specific processing is illustrated using a flowchart. The processing corresponding to this flowchart can be implemented by the control unit 101, for example, reading the corresponding processing program stored in the storage device 102, expanding it in the memory 103, and executing the processing program. Furthermore, this cumulative processing will be described, for example, starting when an operation input involving establishing an association between arbitrary category parameters for an object role is detected.

[0108] In S1001, the control unit 101 determines whether the detected operation input (hereinafter referred to as object operation input) is an operation input used to increase the attribute parameter (an operation input involved in changing the area of ​​the configuration object role). If the control unit 101 determines that the object operation input is an operation input used to increase the attribute parameter, the process is transferred to S1002; if it determines that the object operation input is not an operation input used to increase the attribute parameter, the process is transferred to S1006.

[0109] In S1002, the control unit 101 determines whether the condition for increasing the attribute parameter has been met. This determination is based on the elapsed time since the object role was assigned to the area. If the control unit 101 determines that the condition for increasing the attribute parameter has been met, the process moves to S1003; if the condition is not met, the process is repeated.

[0110] In S1003, the control unit 101 increases the attribute parameters related to the environmental attributes of the area where the object role is configured.

[0111] In S1004, the control unit 101 determines whether the value of the increased attribute parameter in S1003 meets the conditions for a new cumulative attribute icon. If the control unit 101 determines that the value of the increased attribute parameter meets the conditions for a new cumulative attribute icon, the process is transferred to S1005; if the control unit determines that the above conditions are not met, the current accumulation process is completed.

[0112] In S1005, the control unit 101 newly accumulates and configures one attribute icon related to the environmental attributes of the area of ​​the object role, and completes this accumulation process.

[0113] On the other hand, if in S1001 it is determined that the object operation input is not an operation input for increasing the attribute parameter, the control unit 101 determines in S1006 whether the object operation input is an operation input for increasing the specialty parameter (the operation input involved in assigning a specialty to the object character). If the control unit 101 determines that the object operation input is an operation input for increasing the specialty parameter, it transfers the process to S1007; if it determines that it is not an operation input for increasing the specialty parameter, it transfers the process to S1010.

[0114] In S1007, the control unit 101 increases the specialty parameters related to the specialty attributes of the specialty assigned to the object character.

[0115] In S1008, the control unit 101 determines whether the value of the increased specialty parameter in S1007 meets the conditions for a new accumulated specialty icon. If the control unit 101 determines that the value of the increased specialty parameter meets the conditions for a new accumulated specialty icon, the process is transferred to S1009; if the control unit 101 determines that the above conditions are not met, the current accumulation process is completed.

[0116] In S1009, the control unit 101 newly accumulates one specialty icon related to the specialty attribute of the specialty of the target character and completes the accumulation process.

[0117] On the other hand, if in S1006 it is determined that the object operation input is not an operation input used to increase the special parameter, that is, if it is determined that the object operation input is an operation input performed in association with the event, the control unit 101 determines whether the event based on the object operation input is successful or not in S1010.

[0118] In S1011, the control unit 101 increases the corresponding category parameter (at least one of the satiety parameter, emotion parameter, and number of errors parameter) based on the success or failure of the event determined in S1010.

[0119] In S1012, the control unit 101 determines whether the value of the increased category parameter in step S1011 satisfies the condition for at least one of the new accumulated event associated icon (full belly icon, full mood icon, and care failure icon). If the control unit 101 determines that the value of the increased category parameter satisfies the condition for the new accumulated event associated icon, the process is transferred to S1013; if the control unit determines that the above conditions are not met, the current accumulation process is completed.

[0120] In S1013, the control unit 101 accumulates one event-related icon that meets the accumulation conditions and completes the accumulation process.

[0121] Display Control Processing

[0122] Next, regarding the display control processing performed in the game device 100 of this embodiment in relation to the display of the newly acquired sample image, using... Figure 11 The specific processing is illustrated using a flowchart. The processing corresponding to this flowchart can be implemented by the control unit 101, for example, reading the corresponding processing program stored in the storage device 102, expanding it in the memory 103, and executing the processing program. Furthermore, this display control processing will be explained, for example, when an operation input related to completing code input is detected in the code input screen.

[0123] In S1101, the control unit 101 determines whether the input code (hereinafter referred to as the object code) satisfies the matching requirement. Various known methods can be used for code matching checks. If the control unit 101 determines that the object code satisfies the matching requirement, the process is transferred to S1102; if the control unit determines that the matching requirement does not satisfy the matching requirement, a notification indicating that the object code cannot be used is sent, and the display control process is completed.

[0124] In S1102, the control unit 101 determines whether the code corresponding to any character appearing in the evolution game matches the object code. If the control unit 101 determines that the code corresponding to any character matches the object code, the process is transferred to S1103; if the code does not match, a notification indicating that the object code cannot be used is sent, and the display control process is completed.

[0125] In S1103, under the control of the control unit 101, the display control device 104 displays the character image of the sample character corresponding to the object code on the display 110. Then, the display control device 104 displays the obtained sample image of the sample character on the display 110 and completes this display control process.

[0126] As explained above, in the game device of this embodiment, the game progress can be easily adjusted to the user's desired progression.

[0127] [Variation Example 1]

[0128] In the above embodiments, the use of local specialties or specialty dishes as food items to induce a target character to consume them is referred to as "assignment," but the implementation of the present invention is not limited to this. "Assignment" of game elements that increase a specified category parameter may also include, for example, using items associated with arbitrary attributes on a target character or equipping items on a target character. Furthermore, increasing the specified category parameter may also include, for example, interactions with other characters associated with arbitrary attributes.

[0129] [Variation Example 2]

[0130] In the above-described embodiments and variations, the game executed on the game device 100 was described as an evolution game that progresses while changing the appearance of the target character. However, the implementation of the present invention is not limited to this. The present invention can include video games in which different characters with different appearances appear in sequence, rather than the same target character. That is, it goes without saying that video games using the present invention are not limited to a specific type of game such as an evolution game.

[0131] [Other Implementation Methods]

[0132] The invention is not limited to the above-described embodiments, and various modifications and alterations can be made within the scope of the invention's intent.

[0133] [Summary of Implementation Methods]

[0134] The above embodiments disclose at least the following game devices and programs.

[0135] (1) A program for causing a computer executing a game to perform the following processing, wherein the game progresses while changing the appearance of characters, and is configured such that multiple categories of characters can appear, the processing comprising:

[0136] Input processing handles operation inputs that associate category parameters related to the category with the object character currently appearing in the game.

[0137] The management process, based on the operation input, accumulates and manages the category parameters associated with the object role; and

[0138] The decision is made based on the category parameters accumulated for the object role, to determine the changed appearance of the object role.

[0139] (2) According to the procedure described in (1), wherein,

[0140] The category parameters include a first category parameter that establishes an association based on the environmental attributes of the environment in which the object character is configured in the game.

[0141] (3) According to the procedure described in (2), wherein,

[0142] The environmental attributes are of several types.

[0143] In the decision processing, the appearance of the character corresponding to the environmental attribute of that type is determined to be the changed appearance if the first category parameter, which is associated with the same type of environmental attribute, accumulates to exceed a threshold.

[0144] (4) According to the procedure described in (3), wherein,

[0145] The game includes items that can be applied to the character.

[0146] The category parameters include a second category parameter that establishes an association based on the item attributes assigned to the object character.

[0147] (5) According to the procedure described in (4), wherein,

[0148] In the decision processing, the changed appearance of the object character is determined based on the second category parameters accumulated when the game progresses to a specified stage.

[0149] (6) The procedure according to (4) or (5), wherein,

[0150] The item attributes are of multiple types, and each type corresponds to one of the environmental attributes.

[0151] In the management process, the second category parameter is accumulated and managed based on the condition that the item attribute associated with the second category parameter established through the operation input corresponds to the environmental attribute associated with the first category parameter that has accumulated above the threshold.

[0152] (7) According to the procedure described in (1), wherein,

[0153] The category parameters include at least a first category parameter and a second category parameter.

[0154] In the management process, when the operation input for associating the second category parameter is accepted, the second category parameter is accumulated and managed on the condition that the first category parameter has been associated with the object role and has been accumulated.

[0155] (8) The procedure according to any one of (1) to (7), wherein,

[0156] The category parameters include a third category parameter that establishes an association based on the success or failure of events occurring for the object role.

[0157] (9) According to the procedure described in (8), wherein,

[0158] The success or failure of the event is determined based on the operational inputs associated with that event.

[0159] (10) The procedure according to any one of (1) to (9), wherein,

[0160] For each of the multiple character categories, the necessary conditions for accumulating the category parameters required to change the appearance of that character are predefined.

[0161] In the decision processing, based on the category parameters accumulated for the object role, a role that meets the necessary conditions is selected from the roles to be set as the changed appearance of the object role.

[0162] (11) The procedure according to any one of (1) to (10), wherein,

[0163] For at least a portion of the said multiple character categories, one or more other characters can be selected as the modified appearance for that character.

[0164] In the decision processing, based on the category parameters accumulated for the object role, the role to be set as the changed appearance of the object role is determined from one or more other selectable roles related to the object role.

[0165] (12) The procedure according to any one of (1) to (11), wherein,

[0166] The game progresses in stages.

[0167] The operation inputs that can be accepted through the input processing are defined according to each stage of the game's progress.

[0168] (13) The procedure according to any one of (1) to (12), wherein,

[0169] The program is used to cause the computer to also perform display control processing, in which the display device displays an image that includes the category parameters associated with and accumulated by the object role as image elements.

[0170] (14) A gaming device for executing a game that progresses while changing the appearance of a character, and which is configured to allow multiple types of characters to appear, the gaming device comprising:

[0171] The input unit accepts operation inputs that associate category parameters related to the category with the object character currently appearing in the game.

[0172] A management unit that, based on the operational input, accumulates and manages the category parameters associated with the object role; and

[0173] The decision unit determines the changed appearance of the object role based on the category parameters accumulated for the object role.

[0174] Explanation of reference numerals in the attached figures

[0175] 100: Game device; 101: Control unit; 104: Display control device; 105: Operation I / F; 110: Display.

Claims

1. A computer program product comprising a program for causing a computer that executes a game to execute the following processing, wherein, The game advances while changing the appearance of a character, and is configured so that characters of a plurality of categories can appear, the processing including: input processing that accepts an operation input for associating a category parameter related to the category with an object character that is appearing in the game; management processing that accumulates and manages the category parameter associated with the object character based on the operation input; and determination processing that determines a changed appearance of the object character based on the category parameter accumulated for the object character.

2. The computer program product according to claim 1, wherein the category parameter includes a first category parameter associated based on an environment attribute of an environment in which the object character is disposed in the game.

3. The computer program product according to claim 2, wherein the environment attribute has a plurality of categories, in the determination processing, the appearance of the character corresponding to the environment attribute of the same category is determined as the changed appearance on a condition that the first category parameter associated based on the environment attribute of the same category is accumulated beyond a threshold value.

4. The computer program product according to claim 3, wherein a prop that can be given to the object character is provided in the game, the category parameter includes a second category parameter associated based on a prop attribute of the prop given to the object character.

5. The computer program product according to claim 4, wherein in the determination processing, the changed appearance of the object character is determined in accordance with the second category parameter accumulated when the game advances to a prescribed stage.

6. The computer program product according to claim 4, wherein the prop attribute has a plurality of categories, and corresponds to the environment attribute of any category, in the management processing, the second category parameter associated by the operation input is accumulated and managed on a condition that the prop attribute involved in the second category parameter corresponds to the environment attribute involved in the first category parameter that is accumulated beyond the threshold value.

7. The computer program product according to claim 1, wherein the category parameter includes at least a first category parameter and a second category parameter, in the management processing, the second category parameter is accumulated and managed on a condition that the first category parameter has already been associated with the object character and accumulated in a case where the operation input for associating the second category parameter is accepted.

8. The computer program product according to claim 1, wherein the category parameter includes a third category parameter associated based on success or failure of an event that occurs with respect to the object character.

9. The computer program product according to claim 8, wherein the success or failure of the event is determined based on an operation input performed in association with the event.

10. The computer program product according to claim 1, wherein a necessary condition of the category parameter that needs to be accumulated in order to change the appearance of each of the characters of the plurality of categories is prescribed in advance, In the decision process, a character to be set as the changed appearance of the object character is decided from the characters satisfying the necessary condition, based on the category parameter accumulated for the object character.

11. The computer program product according to claim 1, wherein one or more other characters that can be selected as a changed appearance of the character are prescribed for at least a part of the characters of the plurality of categories, in the decision process, a character to be set as the changed appearance of the object character is decided from the one or more other characters that can be selected in relation to the object character, based on the category parameter accumulated for the object character.

12. The computer program product according to claim 1, wherein the game progresses in stages, the operation input that can be accepted by the input process is prescribed for each stage of the game in progress.

13. The computer program product according to any one of claims 1 to 12, wherein the program is for causing the computer to further execute a display control process in which a display device is caused to display an image that includes, as an image element, the category parameter to be associated with the object character and accumulated.

14. A game device that executes a game that progresses while changing a character's appearance and is configured so that characters of a plurality of categories can appear, the game device comprising: an input unit that accepts an operation input of associating a category parameter related to the category with an object character that is appearing in the game; a management unit that accumulates and manages the category parameter associated with the object character based on the operation input; and a decision unit that decides a changed appearance of the object character based on the category parameter accumulated for the object character.

15. A computer-readable storage medium having stored thereon a program for causing a computer that executes a game to execute a process in which, the game progresses while changing a character's appearance and is configured so that characters of a plurality of categories can appear, the process comprising: an input process that accepts an operation input of associating a category parameter related to the category with an object character that is appearing in the game; a management process that accumulates and manages the category parameter associated with the object character based on the operation input; and a decision process that decides a changed appearance of the object character based on the category parameter accumulated for the object character.